Re: [osg-users] Nvidia RTX

2019-02-19 Thread Terry Welsh
My research tells me that a) hybrid rendering like RTX is the way to
go for the next few years if you want real-time performance, and b)
Vulkan will have ray-tracing extensions but OpenGL will have none.

So once I get time I'd like to dig into VSG or some game engine with
Vulkan support. I don't know of any other options besides rolling your
own, and I'm not so anxious to do that with Vulkan. Would love to hear
other opinions on this.
- Terry

> On Tue, 19 Feb 2019 at 17:17, Chris Hanson  wrote:
> > Any of my OSG homies do anything with Nvidia RTX yet? I did a simple search 
> > and didn't see any overlap between OSG and RTX.
>
> RTX feature support is on my ROADMAP.md for the VSG ;-)
>
> It will likely take till early summer before we've completed enough
> other VSG features before we can progress on to the RTX features.
>
> Add RTX features to the OSG should be possible, though I don't have
> any plans to do this myself as my work on the VSG is close to full
> time till 1.0 goes out.
>
> Cheers,
> Robert.
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Can i use MatrixTransform to transform a HUD node?

2019-01-07 Thread Terry Welsh
>  So you mean that if i want to move or scale these hud nodes on the main 
> screen, i have to use the camera's setviewmatrix method to do this? Add the 
> hud nodes to a new MT and use the Mt transform methods won't work,right?
>
>  The node structure instruction is like the following:
>
>   1. Root->hud node->Mt node->geode node->geometries;
>
>   2. Root->Mt node-> hud node->geode node->geometries;
>
> So the first one will work and the second won't,right?
>
I have only done #1, where the HUD node is derived from osg::Camera. I
set the view matrix and projection matrix to provide a simple box in
which to render all HUD elements. The individual elements can be
positioned within that box with MatrixTransforms.

It's not very hard to get this working. Try prototyping it with one
osgText::Text element and one simple box or sphere under a
MatrixTransform.

>
> I'm afraid I didn't understand this explanation very well myself. My first
> question would be, do the HUD elements (the 2d pics) stay stuck to the
> screen space (as if they were part of a game scoreboard overlaid onto the
> screen) or do the move around the screen as the main view camera rotates,
> tilts, moves, etc like an Augment Reality environment?
>
Chris, I assumed your first idea. AR labels never crossed my mind.
Maybe Chen can tell us if I made the right assumption.
- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Can i use MatrixTransform to transform a HUD node?

2019-01-06 Thread Terry Welsh
I have made plenty of HUD classes derived from osg::Camera. It's easy
to set it up as an orthographic or perspective projection, depending
on what look you're going for. Then I compute some simple coordinates
for the screen corners like this:

mHUDLRBT[0] = -mAspectRatio;
mHUDLRBT[1] = mAspectRatio;
mHUDLRBT[2] = -1.0f;
mHUDLRBT[3] = 1.0f;
if(mAspectRatio < 1.0f){
  mHUDLRBT[0] = -1.0f;
  mHUDLRBT[1] = 1.0f;
  mHUDLRBT[2] = -1.0f / mAspectRatio;
  mHUDLRBT[3] = 1.0f / mAspectRatio;
}

All your HUD nodes (such as osgText::Text or something derived from
MatrixTransform) can be positioned relative to those screen corners.
Every time you resize your window you should call your HUD nodes
positioning method.
- Terry

>
> Message: 5
> Date: Fri, 04 Jan 2019 14:47:01 +0100
> From: "Chen Gao" 
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] Can i use MatrixTransform to transform a HUD
> node?
> Message-ID: <1546609621.m2f.75...@forum.openscenegraph.org>
> Content-Type: text/plain; charset=UTF-8
>
> Hi,guys
>
> Well,as the subject notes,The software in my dev job has to use a HUD to 
> show 2d pics. Generally using a camera to create a new viewport to show the 
> pic will be OK.
>
> But the 'Entity' base class for the software system uses a MT 
> (matrixtransform) to add the detailed entity node(such as basic geometry,text 
> with a geode) and then add this MT node to the root by the datacontainer 
> manager class.
>
> If I create the hud entity class derived from the base class, ie, add the 
> camera node to the MT node,does it work if I operate the move, scale commands 
> to this hud entity by using MT,not the camera? If it doesn't work, how can I 
> change the node structure to make the Hud entity responsive to the transform 
> operations which is generated by MT.Or do I only have to use the camera node 
> itself to do these transformation jobs?
>
> Please do me a favor!Thank you,guys!
>  :)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Shadow frustum culling

2018-10-29 Thread Terry Welsh
Gedalia,
If I understand the original question correctly, you're not seeing
shadows that are cast by off-screen objects. I had that exact problem
back around 2006 and Robert solved it with the introduction of the
View class. Sorry, I don't remember the details beyond that and can't
find our old discussion archived anywhere.
- Terry

> Hi Gadalia,
>
> The OSG doesn't culling per Camera with each camera's own view frustum used
> for culling, this means the shadow camera should only cull things that are
> in it's frustum.  If it's culling objects that you think should be in the
> frustum then perhaps it's just set up with the wrong projection matrix
> settings.
>
> Robert
>
> On Mon, 29 Oct 2018 at 18:44, Gedalia Pasternak  wrote:
>
> >
> > Hi List,
> > I've noticed that when using a camera for shadow casting it can often cull
> > out objects that are just outside of the frustum but cast shadows into the
> > scene. Is there any way to decouple the camera frustum culling calculation
> > from the rendering one, even just increasing the culling frustum size by
> > 10-15% might help.
> > Thanks
> > -Gedalia
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] The naming of VulkanSceneGraph

2018-06-23 Thread Terry Welsh
> Just call it VSG!

There has already been a Vega Scene Graph available from MultiGen
Paradigm for years and years, so I would shy away from VSG or anything
abbreviated VSG. After all, there was some confusion with the two OSGs
last time around.

Is it worth asking if this project will be a scene graph or a
rendering engine? The primary job of OSG and other scene graphs tends
to be rendering, though the term "scene graph" is more general and can
include other scene properties like sounds, behaviors, physics, etc.
OSG is much more than just a graph data structure. Maybe "scene
engine" is more appropriate.

How about Bad Ass Scene Engine? I'm only half joking. Of course,
googling for "BASE" is a terrible idea.
- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-25 Thread Terry Welsh
Confirmed. Splitting the pragma line in half fixes the problem on
Intel graphics:

#pragma import_defines( BACKDROP_COLOR, SHADOW, OUTLINE)
#pragma import_defines( SIGNED_DISTANCE_FIELD, TEXTURE_DIMENSION,
GLYPH_DIMENSION)

I'm running on Win7 64-bit, Intel HD Graphics 4000, driver version
10.18.10.4885.
- Terry

On Wed, Apr 25, 2018 at 1:38 PM, Terry Welsh <mogu...@gmail.com> wrote:
> Thank you, Dan. That is *exactly* the problem I have with the Intel
> graphics driver. This bug affects a driver from September and the new
> one I installed last night. I'll test your workaround when I get home
> tonight and report on it.
>
> (My AMD driver, on the other hand, is a complete mess. It crashes on
> Furmark and pretty much everything else.)
>
> Robert, here is a related suggestion: how about renaming text.vert and
> text.frag to something unique? Maybe osgtext_text.frag? When I first
> tried 3.6.0 all my text was very broken because I already had a
> text.vert and text.frag in my application. It took a while to figure
> out that they were being loaded by osgText::Text even though I had
> disabled them in my own code.
> - Terry
>
>>
>> Hi Terry,
>>
>> Hey I might know this one.  Thanks for that additional info about your 
>> driver.  Do you mind retesting with a change?
>>
>> See references:
>>
>> - 
>> https://devtalk.nvidia.com/default/topic/971330/opengl/bug-report-crash-in-glcompileshader-if-using-pragma/
>> - 
>> https://software.intel.com/en-us/forums/graphics-driver-bug-reporting/topic/623485
>> - https://github.com/gwaldron/osgearth/issues/1017
>> - https://github.com/gwaldron/osgearth/pull/1106
>> - https://github.com/gwaldron/osgearth/pull/1100
>>
>> There are some older intel drivers that crash on shaders that include 
>> pragmas with too many "arguments".  The spec says that pragmas should be 
>> ignored.  But testing demonstrates severe problems with several intel 
>> drivers over a few years' period where lines like:
>>
>> #pragma import_defines( BACKDROP_COLOR, SHADOW, OUTLINE, 
>> SIGNED_DISTANCE_FIELD, TEXTURE_DIMENSION, GLYPH_DIMENSION)
>>
>> ... could cause a failure.  Breaking it up into separate lines of no more 
>> than 2 arguments each works.
>>
>> We found that the magic number for drivers is 3 -- once you get over 3 
>> parameters, it starts to break (depending on driver version).  Could you try 
>> to edit your text.frag file to change:
>>
>> #pragma import_defines( BACKDROP_COLOR, SHADOW, OUTLINE, 
>> SIGNED_DISTANCE_FIELD, TEXTURE_DIMENSION, GLYPH_DIMENSION)
>>
>> To:
>>
>> #pragma import_defines( BACKDROP_COLOR, SHADOW, OUTLINE)
>> #pragma import_defines( SIGNED_DISTANCE_FIELD, TEXTURE_DIMENSION, 
>> GLYPH_DIMENSION)
>>
>> This breaks it into 2 lines of 3 params each.  If it's the same bug that we 
>> encountered, this might fixyour problem.
>>
>> Robert, I haven't reported this because we haven't explicitly ran into this 
>> same problem with 3.6 and text shaders yet, because we haven't run on those 
>> drivers.  Newer drivers do fix the issue.
>>
>>  - Dan
>>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-25 Thread Terry Welsh
Thank you, Dan. That is *exactly* the problem I have with the Intel
graphics driver. This bug affects a driver from September and the new
one I installed last night. I'll test your workaround when I get home
tonight and report on it.

(My AMD driver, on the other hand, is a complete mess. It crashes on
Furmark and pretty much everything else.)

Robert, here is a related suggestion: how about renaming text.vert and
text.frag to something unique? Maybe osgtext_text.frag? When I first
tried 3.6.0 all my text was very broken because I already had a
text.vert and text.frag in my application. It took a while to figure
out that they were being loaded by osgText::Text even though I had
disabled them in my own code.
- Terry

>
> Hi Terry,
>
> Hey I might know this one.  Thanks for that additional info about your 
> driver.  Do you mind retesting with a change?
>
> See references:
>
> - 
> https://devtalk.nvidia.com/default/topic/971330/opengl/bug-report-crash-in-glcompileshader-if-using-pragma/
> - 
> https://software.intel.com/en-us/forums/graphics-driver-bug-reporting/topic/623485
> - https://github.com/gwaldron/osgearth/issues/1017
> - https://github.com/gwaldron/osgearth/pull/1106
> - https://github.com/gwaldron/osgearth/pull/1100
>
> There are some older intel drivers that crash on shaders that include pragmas 
> with too many "arguments".  The spec says that pragmas should be ignored.  
> But testing demonstrates severe problems with several intel drivers over a 
> few years' period where lines like:
>
> #pragma import_defines( BACKDROP_COLOR, SHADOW, OUTLINE, 
> SIGNED_DISTANCE_FIELD, TEXTURE_DIMENSION, GLYPH_DIMENSION)
>
> ... could cause a failure.  Breaking it up into separate lines of no more 
> than 2 arguments each works.
>
> We found that the magic number for drivers is 3 -- once you get over 3 
> parameters, it starts to break (depending on driver version).  Could you try 
> to edit your text.frag file to change:
>
> #pragma import_defines( BACKDROP_COLOR, SHADOW, OUTLINE, 
> SIGNED_DISTANCE_FIELD, TEXTURE_DIMENSION, GLYPH_DIMENSION)
>
> To:
>
> #pragma import_defines( BACKDROP_COLOR, SHADOW, OUTLINE)
> #pragma import_defines( SIGNED_DISTANCE_FIELD, TEXTURE_DIMENSION, 
> GLYPH_DIMENSION)
>
> This breaks it into 2 lines of 3 params each.  If it's the same bug that we 
> encountered, this might fixyour problem.
>
> Robert, I haven't reported this because we haven't explicitly ran into this 
> same problem with 3.6 and text shaders yet, because we haven't run on those 
> drivers.  Newer drivers do fix the issue.
>
>  - Dan
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-25 Thread Terry Welsh
Looks like I had a graphics driver problem. Originally, I didn't think
that was the problem because the computer I'm working on has dual
graphics and it was crashing in Intel graphics mode and AMD graphics
mode. As it turns out, my dual graphics was broken and running Intel
graphics the whole time.

Now that's fixed and both drivers are broken, but at least they're
broken in different ways :P Sorry for the false alarm.
- Terry

P.S. Buy NVidia graphics.

>
> Hi Terry,
>
> On 23 April 2018 at 16:12, Terry Welsh <mogu...@gmail.com> wrote:
>> Using the 3.6.0 tag I have crashes whenever an osgText::Text appears
>> on screen in my application. The osgtext example just doesn't show
>> anything at all and crashes when I press Esc. No problems with
>> osgText::Text3D or anything else so far. These problems occur when
>> compiling with Visual Studio Community 2017 on Win7. I have not had
>> any problems compiling with MS Build Tools on Win10 or any problems on
>> Fedora or Ubuntu. Last night while I was sleeping I compiled a debug
>> build of 3.6.0, and I'll try to look at it tonight. Do you think any
>> of the bug fixes you already made would affect this?
>
> You are the first to report a crash with osgText, so what you find
> with your debug version of the OSG will be invaluable.
>
> What graphics hardware are you working with?
>
> I don't think the fixes I made to the OpenSceneGraph branch will fix
> anything related to your crash, but you never know we might get lucky
> :-)
>
> FYI. the new osgText::Text implementation uses shaders to it's work,
> in theory it shouldn't do anything radical without checking the
> available functionality, but perhaps your driver/hardware aren't
> handled well.
>
>> By the way, the new shaderized Text outlines are very pretty.
>
> That was key deliverable for this work so it's good to hear that you
> are seeing an improvement.
>
> Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test OpenSceneGraph-3.6 branch in prep for 3.6.1

2018-04-23 Thread Terry Welsh
>
> Please let me know of success and failures, or any bugs you've seen in
> 3.6.0 but haven't reported yet :-)
>

Robert,
Using the 3.6.0 tag I have crashes whenever an osgText::Text appears
on screen in my application. The osgtext example just doesn't show
anything at all and crashes when I press Esc. No problems with
osgText::Text3D or anything else so far. These problems occur when
compiling with Visual Studio Community 2017 on Win7. I have not had
any problems compiling with MS Build Tools on Win10 or any problems on
Fedora or Ubuntu. Last night while I was sleeping I compiled a debug
build of 3.6.0, and I'll try to look at it tonight. Do you think any
of the bug fixes you already made would affect this?

By the way, the new shaderized Text outlines are very pretty.
- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] More lights in scene!

2016-10-24 Thread Terry Welsh
Neat. I did the same thing for a game I wrote, but I used custom
shader-based lights instead of OpenGL lights, and I used 4 lights
instead of 8. The most interesting takeaway was that applying  shaders
for 0, 1, 2, 3, or 4 lights (5 different shaders) was very slow due to
shader swapping. The fastest combination I found was to only compile
shaders for 0 or 4 lights, and if I only needed to apply 1, 2, or 3
lights I could set some of their color uniforms to black.
--
Terry Welsh
http://www.reallyslick.com


>
> Hi,
>
> Check out my solution - no shaders needed: 
> http://forum.openscenegraph.org/viewtopic.php?t=15339
>
> Cheers,
> Jannik
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69123#69123
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Terry Welsh
Hi Michael,
After building 1.5 games using OSG, I'm surprised there aren't more.
OSG is probably built to be general-purpose first and high-performance
second. So this might scare away someone building an extremely
high-fidelity game. But for anything less OSG is fine. Also, being
free and having an extremely active community counts for a lot in my
book.

When I meet other devs they're usually surprised (sometimes shocked
and amazed) that I'm not using Unity or some other popular game
engine. So the main reason OSG isn't popular for games may be that
there is a huge swath of younger developers that don't know C++ or are
daunted at the idea of building a game with it.

>From my first game, nothing about OSG registered as a big performance
problem unless you count osgParticle. I wrote my own OpenGL particle
systems, partly for better performance but also because I wanted some
features not available in osgParticle. The other big performance
issues came from shaders (purely a problem with OpenGL and graphics
hardware) and computing stuff that was off-screen (purely a game logic
problem).

Concerning your particular problem of rendering large areas of rural
and urban terrain, many of us on this list have done that at high
performance with OSG. OSG contains good tools for spatial organization
of your data and LOD. If you use all of it and avoid novice mistakes
(like putting transparency in your low-LOD models), you can get
seriously high performance. Of course, a game engine tuned for that
specific type of game should do more for you automatically and lead
you toward good decisions.
--
Terry Welsh
http://www.reallyslick.com


>
> Message: 9
> Date: Thu, 21 Apr 2016 16:07:12 +0200
> From: "Michael DeForge" <mdefo...@simcreator.com>
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Why isn't OpenSceneGraph used in games?
> Message-ID: <1461247632.m2f.66...@forum.openscenegraph.org>
> Content-Type: text/plain; charset=UTF-8
>
> Can anyone explain to me why OpenSceneGraph isn't used in the games industry? 
> There seems to be a large stigma surrounding OSG's performance, but is there 
> really a problem here or not? OSG's own website claims "high performance". Is 
> it really?
>
> I've heard reports that people have had to keep their scene graphs shallow 
> otherwise the lookups become too expensive. Makes sense, but is that enough 
> to disqualify it for use in games?
>
> My problem is that we have to render very large expanses of terrain in urban 
> and rural environments. Think GTA, but for simulation research purposes, not 
> entertainment.
>
> I know OSG is used a lot in the simulation industry but I don't understand 
> why when there's better tech out there.
>
> I'm not trying to incite a flame war, I just want a straight honest answer. 
> We're considering many different frameworks and engines right now and OSG 
> seems like an iceberg that I'm trying to steer us away from.
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph-3.4.0-rc11 tagged

2015-08-10 Thread Terry Welsh
That fixes my trouble. Thank you.
--
Terry Welsh
http://www.reallyslick.com


 Hi Terry,

 I have just checked and Types was missing from the header list in
 src/osg/CMakeLists.txt, this should address the install issue.  I have
 checked this fix into svn/trunk and OSG-3.4 branch.

 Robert.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph-3.4.0-rc11 tagged (John Ivar Haugland)

2015-08-09 Thread Terry Welsh
Types is a problem on Linux now too. Trying to compile my program I get:

In file included from /home/terry/sdk/include/osg/GLDefines:25:0,
 from /home/terry/sdk/include/osg/GLExtensions:18,
 from /home/terry/sdk/include/osg/Shader:25,
 from /home/terry/sdk/include/osg/StateAttribute:20,
 from /home/terry/sdk/include/osg/StateSet:18,
 from /home/terry/sdk/include/osg/Node:19,
 from /home/terry/source/Asset.h:7,
 from /home/terry/source/Asset.cpp:1:
/home/terry/sdk/include/osg/GL:19:21: fatal error: osg/Types: No such
file or directory
 #include osg/Types

It appears make install just isn't installing it. Copying it to my
installed include/osg/ directory fixes the problem.
--
Terry Welsh
http://www.reallyslick.com



 Message: 14
 Date: Sun, 9 Aug 2015 20:54:52 +0200
 From: John Ivar Haugland john.haugl...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] OpenSceneGraph-3.4.0-rc11 tagged
 Message-ID:
 CAK9p2vo=UDGb2Tb=D3PqGuMENn6aYt9=6WMAeTxtW_HvOrk=_...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8

 Hi,

 Build with Windows 7, x64 GL2 Visual Studio 2013

 Errors:

C:\Program Files (x86)\Microsoft Visual Studio
 12.0\VC\include\stdint.h(8): error C2371: 'int8_t' : redefinition;
 different basic types
 3  D:\appl\OSG\OpenSceneGraph-3.4\include\osg/Types(18) : see
 declaration of 'int8_t'

 the stdint.h file has the following line:


 *typedef signed charint8_t;*

 while Types has the following conflic line:


 *typedef __int8 int8_t;*

 Changing line 17 in  D:\appl\OSG\OpenSceneGraph-3.4\include\osg/Types
 #if defined(_MSC_VER)  _MSC_VER *=* 1800
 to
 #if defined(_MSC_VER)  _MSC_VER ** 1800

 to drop the  typedefs for Visual Studio 2013 is a possible fix, however I
 have not tested this with Visual Studio 2012 or older.


 Kind regards
 John Ivar Haugland


 On Sun, Aug 9, 2015 at 12:37 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi All,

 Just when we thought it was safe to tag 3.4.0 a build error gets reported,
 another found, and another bug spotted and resolved.  Time for another RC,
 this time number 11, Whhooo!!!

- Zip file containing source code : OpenSceneGraph-3.4.0-rc10.zip

 http://trac.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.4.0-rc10.zip
- Subversion tag for 3.4.0-rc10 : svn co
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.4.

 http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.4.0-rc100-rc10
OpenSceneGraph

 Also now available is the data to go along with 3.4.0:

- OpenSceneGraph-Data-3.4.0.zip

 http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-3.4.0/data/OpenSceneGraph-Data-3.4.0.zip

 Please, please test,

 Robert.

 -- ChangeLog since rc10


 2015-08-09 10:16  robert

 * CMakeLists.txt: Updated RC number to 11.

 2015-08-09 10:16  robert

 * src/osg/GL.in: Changed GLint64 and GLuint64 to use int64_t and
   uint64_t (pulled in via include/osg/Types) to avoid conflict with
   Qt5 definitions

 2015-08-09 09:40  robert

 * include/osgViewer/api/X11/PixelBufferX11,
   src/osgViewer/PixelBufferX11.cpp: Added #idef guards for SGIX
   usage

 2015-08-08 08:49  robert

 * src/osgPlugins/zip/ZipArchive.cpp: From Glenn Waldron, fix error
   in ZIP plugin handling of memory buffer


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph-3.4.0-rc10 tagged

2015-08-08 Thread Terry Welsh
Hi Robert,
Hope you're feeling better today. Looks like one of the recent changes
broke the GLES2 build. Regular OpenGL profile still works fine for me.
Afraid I don't have time to work on it today, but maybe I can send in
a fix in a few days. Should be an easy one.

I'm compiling for GLES2 profile with this configuration:

ccmake .. -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
-DOSG_GLES2_AVAILABLE=ON -DOPENGL_HEADER1=#include GLES2/gl2.h
-DOPENGL_HEADER2=#include GLES2/gl2ext.h
-DOPENGL_egl_LIBRARY=/usr/lib64/libEGL.so
-DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
-DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF
-DOSG_CPP_EXCEPTIONS_AVAILABLE=ON -DCMAKE_INSTALL_PREFIX=../../..

And I get these errors during comiple:

In file included from
/home/sdk/src/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp:23:0:
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:88:76:
error: ‘GLXFBConfig’ has not been declared
 typedef Pbuffer ( *GLXCreateGLXPbufferSGIX_FuncPtr) (Display
*dpy, GLXFBConfig config, unsigned int, unsigned height, int*
attrib_list);
^
In file included from
/home/terry/sdk/src/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp:23:0:
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:91:31:
error: expected identifier before ‘*’ token
 typedef GLXFBConfig ( *GLXGetFBConfigFromVisualSGIX_FuncPtr)
(Display *dpy, XVisualInfo *vis);
   ^
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:91:101:
error: ISO C++ forbids declaration of ‘GLXFBConfig’ with no type
[-fpermissive]
 typedef GLXFBConfig ( *GLXGetFBConfigFromVisualSGIX_FuncPtr)
(Display *dpy, XVisualInfo *vis);

  ^
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:91:101:
error: ‘GLXFBConfig’ declared as function returning a function
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11:96:9:
error: ‘GLXGetFBConfigFromVisualSGIX_FuncPtr’ does not name a type
 GLXGetFBConfigFromVisualSGIX_FuncPtr _glXGetFBConfigFromVisualSGIX;
 ^
make[2]: *** [src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.o]
Error 1
make[1]: *** [src/osgViewer/CMakeFiles/osgViewer.dir/all] Error 2
make: *** [all] Error 2
[terry@banzai build_gles2]$ gedit
/home/terry/sdk/src/OpenSceneGraph/src/osgViewer/GraphicsWindowX11.cpp
/home/terry/sdk/src/OpenSceneGraph/include/osgViewer/api/X11/PixelBufferX11

--
Terry Welsh
http://www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph-3.4.0-rc6 tagged

2015-07-23 Thread Terry Welsh
Hi Robert,
Thanks for tackling the GLint/GLuint problem. I looked into it a
couple weeks ago but never discovered check_cxx_source_compiles or any
other solution.

One small issue: if your checks for GLint and GLuint fail, you get
these lines in include/osg/GL

#define GL_HEADER_HAS_GLINT64
#define GL_HEADER_HAS_GLUINT64

This causes errors because the code later in that file expects

#define GL_HEADER_HAS_GLINT64 0
#define GL_HEADER_HAS_GLUINT64 0

I fixed it by adding the following to CMakeLists.txt

@@ -593,6 +593,9 @@
 int main() { GLint64 test; return 0; }
 GL_HEADER_HAS_GLINT64
 )
+IF(GL_HEADER_HAS_GLINT64 STREQUAL )
+SET(GL_HEADER_HAS_GLINT64 0)
+ENDIF()

 check_cxx_source_compiles(
 ${OPENGL_HEADER1}
@@ -600,6 +603,9 @@
 int main() { GLuint64 test; return 0; }
 GL_HEADER_HAS_GLUINT64
 )
+IF(GL_HEADER_HAS_GLUINT64 STREQUAL )
+SET(GL_HEADER_HAS_GLUINT64 0)
+ENDIF()


--
Terry Welsh
http://www.reallyslick.com



 Message: 1
 Date: Wed, 22 Jul 2015 16:09:09 +0100
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: [osg-users] OpenSceneGraph-3.4.0-rc6 tagged
 Message-ID:
 cafn7y+w1z+wolydngtxsqttzen4cgec3h77n9yqy1bndxvm...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8

 Hi All,

 I have done some CMake work on handling whether the GL header provides the
 GLuint64 and GLint64 typedefs which will hopefully help with address some
 of platform specfic build errors with certain GL/ES headers.

- Zip file containing source code : OpenSceneGraph-3.4.0-rc6.zip

 http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.4.0-rc6.zip
- Subversion tag for 3.4.0-rc6 : svn co
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.4.

 http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.4.0-rc60-rc6
OpenSceneGraph

 My plan is now to make 3.4.0 tomorrow.

 Thanks in advance for any testing you can do.
 Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Using pre-built dependencies for Android

2015-07-07 Thread Terry Welsh
Hi,
Following the instructions here
http://www.openscenegraph.org/index.php/download-section/dependencies
I have downloaded the .zip and put the 3rdparty/ directory in my
OpenSceneGraph/ directory. The deps are not getting picked up by
cmake. I have also tried to set the OSG_3RDPARTY_DIR env variable,
even though that does not appear in Android instructions.

More specifically, I want to use the libpng.a included in the .zip,
but configuring with cmake tells me:
PNG_INCLUDE_DIR *PNG_INCLUDE_DIR-NOTFOUND

I'm trying to build this on Fedora 19 using this for cmake:
ccmake .. -DANDROID_NDK=/home/terry/sdk/android-ndk-r10d
-DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake
-DOPENGL_PROFILE=GLES2 -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15
-DANDROID_ABI=armeabi-v7a -DOSG_CPP_EXCEPTIONS_AVAILABLE=ON
-DCMAKE_INSTALL_PREFIX=../../..

I have also tried various ANDROID_ABI settings. Has anyone used these
deps recently and know how to make this work?
--
Terry Welsh
http://www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenScenGraph-3.4 branch made, OpenSceneGraph-3.4.0-rc1 tagged

2015-07-04 Thread Terry Welsh
Hi Robert,
3.4.0-rc1 builds and works fine for regular OpenGL profile. I get
errors compiling for GLES2 related to glClipControl since gl2ext.h
does not contain GL_LOWER_LEFT and GL_UPPER_LEFT. Sorry, I don't have
a fix for this yet. I'll need to learn how OSG splits apart GL
profiles first. Maybe it's easy.

I'm compiling for GLES2 on Linux like so:
ccmake .. -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
-DOSG_GLES2_AVAILABLE=ON -DOPENGL_HEADER1=#include GLES2/gl2.h
-DOPENGL_egl_LIBRARY=/usr/lib64/libEGL.so
-DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
-DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF

--
Terry Welsh
http://www.reallyslick.com



 Message: 6
 Date: Fri, 3 Jul 2015 11:29:32 +0100
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: [osg-users] OpenScenGraph-3.4 branch made,
 OpenSceneGraph-3.4.0-rc1 tagged
 Message-ID:
 CAFN7Y+Wxz1MaoO7HBxD=7zprapscvua0kx7mrcb_sd2040g...@mail.gmail.com
 Content-Type: text/plain; charset=utf-8

 Hi All,

 Yesterday evening I made the OpenSceneGraph-3.4 branch and tagged the
 3.4.0-release candidate 1 from this.

- Zip file containing source code : OpenSceneGraph-3.4.0-rc1.zip

 http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.4.0-rc1.zip
- Subversion tag for 3.4.0-rc1 : svn co
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.4.

 http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.4.0-rc10-rc1
OpenSceneGraph

 OpenSceneGraph-3.4 has so many new features and refinements that I won't
 attempt to list them all here, suffice to say it'll be a grand release :-)

 Could the community start testing the 3.4 branch or 3.4.0-rc1 and provide
 feedback of success or problems on this thread.

 I'll be away on holiday for a week so will catch up with you all on my
 return.

 Many thanks to all the contributors and testers,

 Robert
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [GL ES2] Compilation errors on master branch

2015-06-04 Thread Terry Welsh
Hi Robert,
I'm no cmake expert, but I think you can do something like that with
check_symbol_exists or check_type_size. Is there any reason the
typedef needs the same name? Can you just create a unique OSGint64 and
OSGuint64 instead? That might be the simplest solution if opengl
headers are too inconsistent.

I'm using current OSG from svn on Fedora 19 and getting libgles2ext.h
from mesa-libGLES-devel-9.2.4-1.20131128.fc19.x86_64.
--
Terry Welsh
http://www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [GL ES2] Compilation errors on master branch

2015-06-03 Thread Terry Welsh
I have this problem too. Your check for GL_ES_VERSION_2_0 didn't work
for me. Instead I comment out that whole block that typedefs GLint64
and GLuint64 and #include GLES2/gl2ext.h. After all, that's the file
that already typedefs GLint64 and GLuint64.
--
Terry Welsh
http://www.reallyslick.com


 I don't see a solution to this problem. In the meantime, here is what I do:


 Code:

 #if !defined(GL_VERSION_3_1)
 #ifdef _WIN32
 typedef  __int64 GLint64;
 typedef unsigned __int64 GLuint64;
 #else
 #ifndef GL_ES_VERSION_2_0
 typedef long long int GLint64;
 typedef unsigned long long int GLuint64;
 #endif
 #endif
 #endif




 It does not make sense because GLint64 and GLuint64 are not always defined 
 when GL_ES_VERSION_2_0 is defined, but at least it works on my machine. I 
 tried to use a mesa version number or something that would indicate its API 
 status but could not find any.

 Thanks.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Intel graphics poll...

2015-05-13 Thread Terry Welsh
I've been running my last game (medium fidelity OSG with various
shaders and FBOs) at 60Hz on Intel 4000 under Fedora 19. Also been
prototyping a new one with it. Intel graphics have been much, much
better lately starting with their first in-CPU graphics.
--
Terry Welsh
http://www.reallyslick.com



 Message: 2
 Date: Tue, 12 May 2015 22:43:05 +0200
 From: Mattias Helsing helsin...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Intel graphics poll...
 Message-ID:
 caopud5dzh7ec2wuzcxet1wywmbpbxbh__-kxk2xm8ojrzfr...@mail.gmail.com
 Content-Type: text/plain; charset=UTF-8

 Thank you all!

 We borrowed and tested a rugged tablet from our supplier (not pushing
 anything! but if your interested it is a FIDS YONA tablet) with core
 i7 and HD4600. I installed vanilla Ubuntu 15.04 64-bit, compiled OSG
 trunk and our simulator suite and it runs smth :)
 We are far from the bleeding edge OpenGL wise, but we require two
 screens, IR simulation and some effects. We still have a lot of
 testing to do, but so far I'm impressed and quite surprised.

 So thanks. If this works, our product will be (quite a bit) sexier.

 cheers
 Mattias


 On Fri, Apr 3, 2015 at 1:44 AM, webmaster webmas...@3dvri.com wrote:
 hi Mattias Helsing,
   we run openscenegraph smoothly in Intel 740 and S3 savage 3D,years ago.
   regards
   zhuwan
  04,03,2015

 --
 ???: Mattias Helsing helsin...@gmail.com
 : 2015-3-30 22:37:16
 ???: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 ??:
 ??: [osg-users] Intel graphics poll...

  Hej all,
 I just wanted to ask if anybody have tried to run OSG applications on
 Intel GPU on linux lately. I haven't heard anything about intel in
 this forum for some time and one of our suppliers is offering a
 ruggedized computer, but currently it only comes with intel hd4600. I
 immediately puked a little in my mouth, but then I thought I could at
 least hear if someone has had any success with intel gpus, OpenGL and
 linux.

 Anyone?

 /Mattias
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] VBO questions

2015-05-03 Thread Terry Welsh
A couple questions about OSG exposing specific VBO features:

Looking at the body of DrawElementsUInt::draw(), it appears the size
of its base std::vector is directly used for the elements count. I'm
doing dynamic geometry and usually want to draw fewer elements. Is
there a way to do this with OSG's API?

Right now I'm using Geometry::setVertexArray() and
Geometry::setNormalArray(), but I'd like to see if I can get better
performance from an interleaved array. Is there a way to do this?
Perhaps some example code somewhere?
--
Terry Welsh
http://www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Retrobooster trailer

2014-01-27 Thread Terry Welsh
If you want to see some artsy OSG work, I got my new trailer done last week.

http://youtu.be/z9a2SYQtWcE

Terry Welsh
http://www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)

2013-11-24 Thread Terry Welsh
 To avoid all this caveats (and because the package contains also 
 executables), I decided to mark it as non-XP.

Sounds reasonable. I didn't try your executables in XP, but they
should not work. It might still be a good idea to note on the
downloads page that the libs still work for XP in case someone needs a
newer version of a lib for whatever reason.

 I have still some customers using XP, but I admit I'm pushing torwards Win 7. 
 In my opinion is Win7 a worthy successor of XP and I try to phase out all the 
 XP support hooks - in particular since it is only supported until April 2014.

Win 7 is decent, but I still think Microsoft hasn't made an OS better
than XP :P Anyway, I'm making a game which needs to run as many places
as possible, and XP still has a third of the desktop OS market share.
(Although, people probably don't have many good graphics cards on
their old XP machines.)
--
Terry Welsh
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-23 Thread Terry Welsh
I didn't have trouble building OSG with VS 2013 on Windows 8, but I
had already worked on my whole system's file permissions just to get
Cygwin to work.

There are a lot of instructions online for giving users full access to
the C drive, but I can't remember which ones actually fixed my
problem. You'll have search a little and try things out. In the end I
was only able to give myself full access to C:\terry but not C:.  You
may have better luck. Now doing all my compiling and other work in
C:\terry works fine.
--
Terry Welsh
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)

2013-11-23 Thread Terry Welsh
Torben, congratulations and thank you. These libs are a big help.
After reading your email I'm glad I skipped VS2012.

Just to clarify one thing, you can use these new vs120 libs with
Windows XP. I just compiled my game and all its dependencies on VS2013
on Windows 8.1. The dependencies are all compiled as-is with Platform
Toolset vs120. Only the executable needed to be compiled with
vs120_xp. I'm using your libpng, zlib, and freetype, which all get
statically compiled into OSG .dlls. This new build runs on my old XP
machine.

I don't know why only the executable needs to be compiled with
vs120_xp. If anyone knows where to read an explanation, I would like
to see it. The closest thing I found is this:
http://software.intel.com/en-us/articles/linking-applications-using-visual-studio-2012-to-run-on-windows-xp
--
Terry Welsh
www.reallyslick.com


 Hello dear OSG-community,

 Sorry again for my long absence:
 PhD finished: check
 Married: check
 - now it's time to dive into OSG again :)

 As Visual Studio 2012 's C++ compiler is even after Update 4 quite buggy, I 
 switchted to VS2013 asap, since there are (at least) my annoying VC bugs 
 fixed by MS.

 Therefore I am pleased to present my precompiled 3rdParty Packages for Visual 
 Studio 2013 :)

 As always, I compiled the libraries in 32 and 64 bit and used platform 
 toolset v120, the default of VS2013. It is not compatible with Windows XP, 
 please use Windows Vista and above for this package.

 The precompiled 3rdParty package is provided in 2 flavors again: small and 
 full.
 The small one contains the (in my opinion) most common dependencies, the full 
 package contains some additional. For a list of content and further details, 
 please visit http://www.osgvisual.org/projects/osgvisual/wiki/Downloads .

 You can download it at 
 http://www.openscenegraph.org/index.php/download-section/dependencies
 or directly at http://www.osgvisual.org/projects/osgvisual/wiki/Downloads .

 Currently only the small package is finished and tested, I hope to provide 
 the full package in the end of November, but who knows..

 If you have further questions or bug reports, please contact me.

 Best regards,
 Torben

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Cannot resize when rendering to FBO

2013-08-03 Thread Terry Welsh
Thanks Farshid. Camera::setRenderingCache() is the secret sauce. It
works perfectly now. I hadn't come across that function yet, so I
don't know if I ever would have found it.
--
Terry Welsh
www.reallyslick.com



 Hi Terry,

 I use osg::Camera objects to render FBOs that are the same size as the
 window. When the window is resized, I clear the rendering cache of the
 camera and reset the texture size:

 texture-setTextureSize(w,h);
 texture-dirtyTextureObject();
 camera-setRenderingCache(0);

 This has worked fine for me for a while now. What version of OSG are you
 using?

 Cheers,
 Farshid

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Cannot resize when rendering to FBO

2013-08-02 Thread Terry Welsh
I render to an FBO texture attachment the same size as my window. But
when I expand the window and try to resize the texture to match it, I
end up rendering to a rectangle the size of my original window in the
lower left corner of the now-larger texture. It seems like a lot of
people would have tried this by now. Any advice from someone who is
doing it successfully?

I have tried this code that has been recommended in a few emails, but no luck.

mColorTex-setTextureSize(w, h);
mColorTex-dirtyTextureObject();
mColorTex-dirtyTextureParameters();

mCamera-setViewport(x, y, w, h);
mCompositeCamera-setViewport(x, y, w, h);

mMainSceneView-getRenderStage()-setFrameBufferObject(NULL);
mMainSceneView-getRenderStage()-setCameraRequiresSetUp(true);

This seems to be the exact same problem as this unanswered email from
last year. There have been similar threads from time to time as well.
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2012-March/057126.html
--
Terry Welsh
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Shadows on invisible objects

2013-07-31 Thread Terry Welsh
This sounds reasonable. If all your objects (including the invisible
ones) have the appropriate NodeMask bit set, then they can all be
rendered into your shadow map. Then when you render the final scene,
you would need a specialized shader for rendering the invisible
objects. This shader would only render pixels that are in shadow; you
could render just a transparent gray for the shadowed pixels that you
keep.
--
Terry Welsh
www.reallyslick.com


 Hi,

 I'm creating a visualization where it is critical for some invisible objects 
 to be able to receive shadows on them.  I know this sounds physically 
 impossible, but I hope it is possible on a virtual environment.  Is there any 
 way of achieving this in OSG?  Perhaps using shaders?

 Thank you!

 Cheers,
 Juan

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] virtual file system code

2013-07-24 Thread Terry Welsh
For what it's worth, here's a brain dump of the current virtual file
system code in my game. This week I've been trying to finalize this
and put some decent comments on it. It lets you specify archives (I've
only tested .zip files) in OSG_FILE_PATH just like you would specify
directories. I thought it might be useful to anyone trying to do the
same.

The attachment includes the patch I'm using to add this functionality
to OSG 3.2. It also includes an attempt at implementing this
functionality with callbacks and no mods to OSG. However, this method
has too many ugly little workarounds, so I don't like it very much. I
included it because it has some decent notes about the gotchas you'll
run into with this method.
--
Terry Welsh
www.reallyslick.com


virtualfilesystem.tar.gz
Description: GNU Zip compressed data
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] referenced file path search order inconsistency

2013-07-23 Thread Terry Welsh
Was curious about the way referenced files are searched for. There's
this block of code at Registry.cpp line 1002. It appears to use the
file path of a parent file to search for referenced files.

if (options  !options-getDatabasePathList().empty())
{
fileFound = findFileInPath(filename,
options-getDatabasePathList(), caseSensitivity);
if (!fileFound.empty()) return fileFound;

if 
(osgDB::containsCurrentWorkingDirectoryReference(options-getDatabasePathList()))
{
pathsContainsCurrentWorkingDirectory = true;
}

}

As long as this code block is there, referenced files are not searched
for in the order specified in OSG_FILE_PATH. The code block
immediately following this one searches all of OSG_FILE_PATH, so if
you comment out this code block the order in OSG_FILE_PATH is
respected for all files which is more consistent. Is this
inconsistency intentional or should this code block be removed?
--
Terry Welsh
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Draw varying number of elements with DrawElementsUByte

2013-07-18 Thread Terry Welsh
Thanks Robert,
I found a (maybe temporary) solution with DrawArrays. I already submitted
changes to PrimitiveSet to make DrawElements* more flexible about how much
they draw. I think it's good functionality to have in any case. If it
doesn't interest you I'll try deriving from DrawElementsUShort and see if I
can get better performance than my DrawArrays solution.
--
Terry Welsh
www.reallyslick.com



 Hi Terry,

 On 17 July 2013 01:20, Terry Welsh mogu...@gmail.com wrote:

  I'm updating some old code and getting rid of deprecated Geometry
  features. With DrawArrays I could change the number of vertices drawn
 with
  setCount(). As far as I can tell, there is no equivalent call when using
  DrawElementsUShort. Am I missing something? Is there a recommended
 solution
  for only drawing part of your geometry and not all of it?
 

 osg::DrawElement*() doesn't have support for varying the number of it's
 elements set to OpenGL, it just passes the whole array on.

 There are three routes you could possible take:

 1) Have multiple DrawElements objects that target specific parts of the
 overall mesh that you want to render and just add/remove these as required.

 2) Change the original draw so that it duplicates the vertex data and then
 just uses DrawArrays as before.

 3) Subclass from osg::DrawElementsUShort to override the way it calls
 OpenGL so that it passes a custom set size rather than the
 std::vector::size() used in the default implementation.

 Robert


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Draw varying number of elements with DrawElementsUByte

2013-07-16 Thread Terry Welsh
Hi,
I'm updating some old code and getting rid of deprecated Geometry features.
With DrawArrays I could change the number of vertices drawn with
setCount(). As far as I can tell, there is no equivalent call when using
DrawElementsUShort. Am I missing something? Is there a recommended solution
for only drawing part of your geometry and not all of it?
--
Terry Welsh
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Questions about OSG

2013-04-22 Thread Terry Welsh
OSG works fine for my game so far:
http://www.reallyslick.com/retrobooster/I'm making heavy use of model
loading, textures, shaders, nodemasks, render
bins, and deriving Drawables. The linear math classes are very useful
outside of the scenegraph as well. The only serious rendering task I'm not
using OSG for is particles. OSG has osgParticles, but I haven't looked at
it for a few years. It might have more of what I require now.

I'm also using SDL and SDL_mixer. Together with OSG, these libraries
reliably provide most of the heavy lifting of other game engines.
--
Terry Welsh
www.reallyslick.com



 Is OSG suited for a game engine?



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Can I make a png image's background transparent?

2013-03-12 Thread Terry Welsh
I do not see the attachment. However, the PNG format can store
4-channel images (RGB plus alpha). I make these all the time with
Gimp. You'll need to investigate how to create these with whatever
image manipulation program you are using.
--
Terry Welsh
www.reallyslick.com


 Message: 6
 Date: Tue, 12 Mar 2013 14:15:03 +0100
 From: Lv Qing donlvq...@msn.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Can I make a png image's background transparent?
 Message-ID: 1363094103.m2f.53...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Hi,

 ... I have attached one png image to the placenode,however the image has a 
 white background ,is it possible to make the backgound transparent?


 Thank you!

 Cheers,
 Lv
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] anyone have experience with OSG on Intel HD Graphics 4000 hardware?

2013-02-09 Thread Terry Welsh
Hi J-S,
Looks like a very cool resource. Have you ever been able to put it to
any practical use? I could see this being helpful, but I don't see it
removing all of the randomness :) There are always undiscovered bugs
lurking here and there. I, too, would love to see driver writers
aiming for 100% scores on these tests.
--
Terry Welsh
www.reallyslick.com



 Message: 1
 Date: Fri, 08 Feb 2013 20:14:09 -0500
 From: Jean-S?bastien Guay jean_...@videotron.ca
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] anyone have experience with OSG on Intel HD
 Graphics 4000 hardware?
 Message-ID: 5115a2e1.3080...@videotron.ca
 Content-Type: text/plain; CHARSET=US-ASCII; format=flowed

 Hi Terry, all,

 In short,
 good luck understanding the insane mess that is graphics drivers. It's
 all very random.

 It's only random if you try to understand it with a few limited
 tests :-)

 Someone has applied structured testing to the problem and has come up
 with this:

 http://www.g-truc.net/post-0538.html#menu

 This is the OpenGL driver status posts, which Christophe Riccio posts
 every month. He gathers this information using his own very
 comprehensive OpenGL tests, which cover about every type of
 functionality you would want to use in a very structured way. So he can
 say with absolute certainty that a given driver will work with a given
 usage pattern. (I wish this were used as a base for official Desktop
 OpenGL conformance tests and that the results of these tests were
 publicised by Khronos, so that vendors would have a real reason to keep
 their drivers up to a certain level of quality... But I digress)

 Then you just have to know your own app enough to know what it's doing
 at the OpenGL level... Which is often the hard part :-) Tools like
 gDEBugger (discontinued) or apitrace (active) can help there.

 The only thing I find a pity is that he doesn't keep an easy to search
 list of older drivers too. If he did, you could easily see that a given
 feature worked starting with this version, broke in this one and then
 was fixed in this one, and you could tell that to your clients, knowing
 which features are critical to your application. You could even
 automatically enable and disable features in your app by knowing which
 driver versions they would work on. But maybe that's going too far...

 Anyways, it's a useful resource I think.

 J-S
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] anyone have experience with OSG on Intel HD Graphics 4000 hardware?

2013-02-05 Thread Terry Welsh
Hi Michael,
I have my in-development OSG-based game running great on Intel 4000.
So the hardware itself is quite cabable and definitely the best
graphics part Intel has ever made. It had a horrible framerate at
first because of a depth buffer copy that I was doing. Once I removed
that, my framerate went up by an order of magnitude. Try removing big
pieces of your app or scene one at a time to simplify it until you're
left with almost nothing. You might find a bad bottleneck along the
way. It could be something as simple as a piece of OpenGL state that
your Intel driver doesn't like.

If you find a real problem you can always try to submit it to Intel,
but they probably won't listen.

This driver stuff is really hit or miss. My laptop can switch between
Radeon 7730M graphics and Intel 4000. If i use the driver supplied by
Dell (which appears to come originally from AMD) that contains both
Radeon and Intel drivers, I get a slightly better framerate from the
power saving Intel 4000 graphics. There are some subtle visual
artifacts using the Radeon but none using the Intel 4000. If I install
the Intel 4000 driver from Intel's website, I still get a good
framerate but there are horrible visual artifacts on my OpenGL Vertex
Array particle systems that disappear after about a minute. In short,
good luck understanding the insane mess that is graphics drivers. It's
all very random.
--
Terry Welsh
www.reallyslick.com

 Message: 15
 Date: Tue, 05 Feb 2013 19:20:00 +0100
 From: Michael Schanne michael.scha...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] anyone have experience with OSG on Intel HD
 Graphics4000 hardware?
 Message-ID: 1360088400.m2f.52...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Hi,

 Does anyone have experience with using OSG on the Intel HD Graphics 4000 
 hardware?  I am having performance problems in my application with fairly 
 simple scenes.  I have several different models which are simple shapes like 
 boxes, tubes, X's, etc. that are duplicated about 40 times each using 
 MatrixTransforms.  The bottleneck is in the Draw traversal.  With this scene 
 I am seeing a draw time of 55 ms on the HD Graphics, while on another PC with 
 a Radeon X1550 card the draw time is 3.8 ms.

 I've used OpenGL Extensions Viewer (http://www.realtech-vr.com/glview/) on 
 both machines and according to that the HD Graphics only supports OpenGL 
 3.0/3.1, with no support for earlier versions.  My development PC with the 
 Radeon card supports 1.1-2.1.  I'm currently using OSG 3.0.0, with a build 
 that turned on OSG_GL1_AVAILABLE and OSG_GL2_AVAILABLE, but not 
 OSG_GL3_AVAILABLE.  Is it possible that using only GL3 would give better 
 performance?

 One other thing I should mention is that I used gDebugger and their Teapot 
 sample application performs better on the Intel HD Graphics than the Radeon 
 card, which suggests to me that I'm not using the hardware correctly.

 Using alternate hardware is not an option at this time.

 ...

 Thank you!

 Cheers,
 Michael

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] VBO as default

2013-01-24 Thread Terry Welsh
Mathias's point that display lists are deprecated are probably the
best reason to try to make the switch. If OSG isn't close to a major
release, I suggest trying it and seeing if it causes problems.

As for big vs. small geometries, I used to see differences as well.
Years ago, my rule of thumb was to make geometries with fewer than 200
vertices use display lists and bigger ones use VBOs. I just tested
this again this morning on NVidia and Intel graphics and I see no
difference anymore. However, I'm using a practical test scenario that
runs through a scene in my game with geometries ranging in size from
about 20 to 1000 vertices. I'm not doing a contrived test. My test
scene is about 10% faster using all VBOs vs. all display lists.
--
Terry Welsh
www.reallyslick.com



 Message: 4
 Date: Thu, 24 Jan 2013 11:39:34 +0100
 From: Mathias Fr?hlich mathias.froehl...@gmx.net
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] VBO as default
 Message-ID: 2803708.in7vaaGG2y@notebook
 Content-Type: text/plain; charset=us-ascii


 Hi,

 On Thursday, January 24, 2013 10:27:48 Robert Osfield wrote:
 On 22 January 2013 20:15, Terry Welsh mogu...@gmail.com wrote:
  I don't think this has been asked in a while. Is it time to switch
  Drawables to use VBOs instead of Display Lists by default? I *always*
  switch it manually, except for a couple exceptional situations. I
  think VBOs are at least as fast as Display Lists and sometimes much
  faster on modern hardware. Would this cause a lot of trouble?

 I was hoping that more of the community might chime in here... guess
 we are all sleeping of the winter holidays :-)

 I haven't done any recent tests with VBO's vs display lists, but in
 the last few years I've found that for scenes with large number of
 small geometries display lists tend to have an advantage, while scenes
 with a smaller number of larger geometries favour VBO's.  The results
 are driver dependent, as well as how you manage the meshes - so a
 geometry with lots of small primitive sets would favour display lists
 while using a single triangle mesh optimized for cache coherency would
 favour VBO's.

 I think the best way forward would probably be to default to VBO or
 perhaps no VBO or display lists, and then use the Optimizer to decide
 which geometries to change how they are managed, including remeshing
 if one want to VBO's or just standard vertex arrays to cut down on the
 GL calling overhead.  One might want to add some metrics into the
 decision of whether to use VBO vs display lists, perhaps even hardware
 dependent sets of metrics so we get the best performance from
 different type of hardware.

 My observation is quite similar.
 From what I know the display lists in the closed source drivers are done by
 vbos. From what I read in the sources of the open source ones, this is just
 the same. So, whatever you do you will end up using vbos technically. Well,
 there is technically no other way to solve this with current hardware since
 about everything is really communicated with the chip by buffer objects in 
 some
 sense. That includes uniforms and what not ...

 Looking at dlist, I believe that the closed source one even optimizes triangle
 strips and ploygons by using huger batched draws with primitive restart. Since
 the driver knows about the chip and that it has the restart available in any
 case for nvidia, it will do this optimization without asking the user. Whereas
 if you do that as an application you need to ask for an extension here and
 prepare for not having primitive restart this in the end.

 On some hardware/drivers vbos with osg are still slower than dlists.

 OTOH, dlists are deprecated and if we now start to require this, it's probably
 a good time. This will also move the attention of some osg users to provide
 faster geometries as long as we are not exactly close to the point where the
 legacy contexts really vanish. So, it could be a good in the end to move to
 vbos as default at some point. ... may be now.

 No particular emphasis on any argument. Just the thoughts ...

 Mathias

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] VBO as default

2013-01-22 Thread Terry Welsh
I don't think this has been asked in a while. Is it time to switch
Drawables to use VBOs instead of Display Lists by default? I *always*
switch it manually, except for a couple exceptional situations. I
think VBOs are at least as fast as Display Lists and sometimes much
faster on modern hardware. Would this cause a lot of trouble?
--
Terry Welsh
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Retrobooster playable demo

2012-12-05 Thread Terry Welsh
Hi Jan,
Thanks for all the tips and the article. I wanted to use an RPM and
DEB for this release because I really like the way Linux can resolve
dependencies for packaged software. Unfortunately, making packages is
hard to get right and there is much room for error. If I was making
something open source I'd definitely try to go through distro
maintainers. When I get some more time I want to look harder at tools
like MojoSetup, Makeself, and Nixstaller. They get a lot of use by
other indie game developers.
--
Terry Welsh
www.reallyslick.com


 On 12/04/2012 12:59 AM, Terry Welsh wrote:
  I love developing on Linux, but
 windowing and packaging seem to be big issues. I supposed it's because
 of the scattered nature of Linux (many distros with many desktop
 managers, and packaging systems).

 Actually, the way to go is to prepare something that can be distributed
 and then work with the packagers of the distros instead of trying to
 supply your own installer. They will handle the packaging, integration
 with various desktop environments within their distro and even
 distribution for you.

 The ideal case is when your application is open source - then make sure
 that the build system is sane (i.e. something similar to the ./configure
  ./make  make install) and you should be set.

 If you application is not open source, then it is tad more complex. If
 you are still allowing free redistribution, then the above still
 applies, but you need to prepare something that is easy to install and
 actually runs on the target distro - e.g. a statically linked file in a
 tar.gz file, with all the required data. Make sure to not hardwire any
 paths, because different distros put things in different places and
 without source code they couldn't patch your application to integrate
 well. For example, Adobe Acrobat Reader is/used to be commonly
 distributed in this way.

 If you application is purely closed source and not allowing free
 redistribution, then you are on your own. However, a binary either
 packaged with all its dependencies or statically linked and stored in a
 tar.gz file will run on any modern distribution. Targeting recent Fedora
 or Ubuntu is a safe bet that will probably cover some 80% of the user
 base, because those distributions are popular and many others are based
 on them or using same software versions.

 Don't bother with the various window manager integration - you will
 always get it wrong for someone (e.g. Mageia has different KDE/Gnome
 menus than Fedora which has them yet different than SuSE ...). The users
 are smart enough to make a shortcut in the menu themselves if that is
 what they want and when you are working with the distro packagers
 directly, they will take care of it anyway.

 There is also this, more technical article from 2005, but it applies the
 same today as it did back then:
 http://onlamp.com/pub/a/onlamp/2005/03/31/packaging.html

 Regards,

 Jan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Retrobooster playable demo

2012-12-04 Thread Terry Welsh
H Ulrich,
That was mostly a joke. Mostly :) My current plan is to do an OS X
port if the game actually makes enough money on Windows and Linux. I
actually gave up on Apple in 1995 because MacOS was so amazingly
unstable. So I just don't happen to have any Apple equipment or enough
space for any at the moment.
- Terry

 Message: 3
 Date: Tue, 04 Dec 2012 13:12:34 +1100
 From: Ulrich Hertlein u.hertl...@sandbox.de
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Retrobooster playable demo
 Message-ID: 50bd5c12.5050...@sandbox.de
 Content-Type: text/plain; charset=UTF-8

 Hi Terry,

 On 3/12/12 12:30, Terry Welsh wrote:
 From: Thomas Hogarth thomas.hoga...@gmail.com
 Really like the dust clouds kicking up as you approach the ground. Glow 
 effect is great too.

 I'm running windows 7 on a Mac Book via Parallels.

 Thanks, I spent a long time on the particles and glow. And maybe I
 won't have to port to OS X after all :) The glow might be a bit

 Please do consider an OS X port!  Since you seem to be using SDL and OSG it 
 might not be
 that difficult.  And the packaging *can* be slightly more straight forward 
 than on Linux :-}

 Cheers,
 /ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Retrobooster playable demo

2012-12-03 Thread Terry Welsh
 Great work! It really looks like a game where you need to practice to
 get better, which I love. Graphically I love your particle effects (the
 rotation with movement and all), the lighting on weapon impact, the way
 the ship's thrust effect changes when you take damage, etc. Lots of
 little things that show your attention to detail.

 My kids loved to find new and brutal ways to destroy the ship and/or
 kill the little people. I guess that's one kind of emergent gameplay you
 might not have planned for... :-)

Thanks J-S. Glad you spotted the attention to detail :) Some friends'
kids have had the same sort of reaction. I was surprised that 6- to
10-year-olds seem to love this game more than the target audience
(slightly patient old-school tunnel-flyer fans).

 About the multi-screen issues Jan mentioned, I didn't have any problem
 like that on Windows 7 x64. Looks like SDL's handling of multi-screen
 setups is inconsistent indeed. Any reason you didn't do your own
 windowing based on GraphicsWindowWin32 and GraphicsWindowX11? You might
 have more control that way. Using SDL for sound and input doesn't force
 you to use it for windowing too...

I always prefer to let code so widely tested as SDL or OSG to do as
much as possible, windowing included. I love developing on Linux, but
windowing and packaging seem to be big issues. I supposed it's because
of the scattered nature of Linux (many distros with many desktop
managers, and packaging systems).

 Good luck for the eventual release of the full game!

 J-S


 OK, that wasn't really a complaint. I haven't had that issue with your game
 myself, but it is something commonly overlooked so I wanted to bring it up.

 Regards,

 Jan

Cool, I didn't take it as a complaint.  Sorry if I gave you that
impression.  I really appreciate all the feedback, good or bad, so
please don't hesitate to send more.
- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Retrobooster playable demo

2012-12-02 Thread Terry Welsh
 From: Thomas Hogarth thomas.hoga...@gmail.com
 Really like the dust clouds kicking up as you approach the ground. Glow 
 effect is great too.

 I'm running windows 7 on a Mac Book via Parallels.

Thanks, I spent a long time on the particles and glow. And maybe I
won't have to port to OS X after all :) The glow might be a bit
expensive. I knew glow artifacts would really be exaggerated by all
the black in the backgrounds, so I had to make it very clean and get
rid of all the flicker.


 From: Eric Wing ewmail...@gmail.com
 Congrats Terry!
 (Did you make the game harder?)

Yes, you were to good at it.  Grrr.


 From: Jan Ciger jan.ci...@gmail.com
  Thanks for the insight.  Press Alt-Enter to switch to windowed mode.
 
 That isn't really obvious to find, neither the switch to windowed mode -
 shouldn't that be in the options somewhere?

Yes. Nothing about the game is actually finished, so I'm sure I'll get
to that eventually.

 Regarding the SDL problem - I think the only reliable way to get around
 this is to *not* use the buggy full screen functionality in SDL.
 Unfortunately SDL uses xrandr to determine the screen size and that
 doesn't report that the screen is actually two monitors, but that there
 is one screen 3840x1200 in size (in my case). I think that has to do
 with the Nvidia's Twinview - Xinerama interaction.

 A better solution is to request an undecorated window with the size of
 the screen (and let user pick the resolution in the settings!) instead
 and set it to be on top. That pretty much does the same thing as full
 screen setting.

Ryan and Sam of SDL appear to be aware of the xrandr issues (and
understand them a lot better than me), so I'm hoping this gets fixed
properly with SDL 2.0. I'll keep your solution in mind if things don't
improve.

Graphics cards have had a lot of fill for a while now, so I am hoping
to completely avoid in-game resolution choosing. Retrobooster has a
fullscreen glow pass, which worried me about this at first. However,
it runs plenty fast on Intel 2500 and 4000 at 1920x1200, so fill will
probably only be an issue at 2560x1600 or on multi-monitor setups.

 Mouse can be always grabbed, that is not a problem. Even though it is
 quite evil in windowed mode - make sure that there is a key or something
 to ungrab if you need to pause the game and switch to another window
 temporarily. That is another common usability issue in Linux game ports.

Pressing Esc to pause, also releases the mouse. This seems to work
well enough, and I haven't heard any user complaints so far.
Hopefully, it will stay that way.

- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Retrobooster playable demo

2012-12-01 Thread Terry Welsh
Hi Jan,
Thanks for the insight.  Press Alt-Enter to switch to windowed mode.

I only have one monitor at home and have not done any multi-monitor testing
or planning yet. Also, I figured it was premature to do anything like that
since I want to switch to SDL 2.0 eventually. I tried 2.0 about a month ago
and fullscreen didn't work at all, so the switch wasn't possible for this
release. Ryan Gordon has been busy trying to fix fullscreen on Linux once
and for all:
https://mail.gnome.org/archives/wm-spec-list/2012-October/msg1.html

Another option (if fullscreen remains a mess on Linux) is to start the
Linux version in windowed mode. However, this can only work of the game can
reliably lock the mouse to the window during gameplay (if it leaves the
window and changes focus, you'll crash and die). I have had inconsistent
results with this so far.

I hear about similar problems on Windows with my old OpenGL screensavers,
and I have never heard of a solid catch-all multi-monitor solution on any
platform. Seems like it's only ever possible to get consistent behavior
with one monitor :(
--
Terry Welsh
www.reallyslick.com


Cool, well done!

 I have only a little nitpick - on Linux with Twinview the game starts
 stretched across both screens, making it unplayable (the ship is
 directly between the two monitors). Please, make sure that one can
 actually constrain the resolution and/or play in a window, don't rely on
 SDL setting up a full screen window for you. The problem with Twinview
 or Xinerama on Linux is a long standing, annoying SDL bug and the only
 way how to work it around for many games is to disable the second screen
 - annoying.

 Regards,

 Jan



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Retrobooster playable demo

2012-11-29 Thread Terry Welsh
A little more blatant self-promotion here. I just released the first
playable demo of my OSG-based game. Check it out if you want to see some
crazy OSG action. http://www.reallyslick.com/retrobooster/downloads.html
--
Terry Welsh
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] object disappears when using VBO

2012-08-22 Thread Terry Welsh
Objects randomly disappearing are usually a culling issue, but it's
strange if it only happens when using VBOs. Also, is your graphics
driver up to date?  I just got a new machine with Radeon graphics, and
the Linux driver is kind of a mess with lots of incorrect OpenGL
state.
--
Terry Welsh
www.reallyslick.com



 Message: 19
 Date: Wed, 22 Aug 2012 17:38:27 +0100
 From: Robert Osfield robert.osfi...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] object disappears when using VBO
 Message-ID:
 
 CAFN7Y+Vjs0qz96qEEimgh5bzAk0KF95Lo001NrRioF=27pxe=g...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Tina,

 On 14 August 2012 21:56, Tina Guo guoyiting1...@gmail.com wrote:
 I am using VBO on simple models, it works fun. When the model becomes very 
 complex, my object just disappear, and isVertexBufferObjectSupported() 
 returns true in my case.

 Might you be running out of memory??

 Robert.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Metaflight pager code

2012-06-25 Thread Terry Welsh
Attached is the MetaFlight pager code that I wrote a while back.  Once
people who are interested in it get familiar with it,  we can discuss
whether or not it should be rolled into OSG.
--
Terry Welsh
www.reallyslick.com


metaflight.tar.gz
Description: GNU Zip compressed data
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Metaflight pager code

2012-06-12 Thread Terry Welsh
Hi,
Some parties have asked about using the MetaFlight terrain
loader/pager I wrote years ago.  My employer says that it would be
alright to opensource this piece of software.  Does anyone have any
suggestions for good places online to opensource a project like this?
It's likely that this software satisfies too small of a niche to be
included anywhere in OSG, but that would be fine by me.

For some background, I wrote this software so that I could page in
MetaFlight terrain databases without processing them to add PagedLOD
nodes.  It uses libxml2 to parse a MetaFlight file (.mft) which
contains a description of the terrain layout.  Then you updated it
with one or more eyepoints each frame and it continuously loads and
unloads the appropriate tiles.  It does not support the entire
MetaFlight spec, just common functionality that I use; maybe the
opensource community will improve it.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] software engineering job at Moffett Field, CA

2012-05-10 Thread Terry Welsh
Hi all,
I'm leaving my job at Moffett Field to work full time on my OSG-based
video game.  (Ha!  I can't believe I just wrote that.)  Anyway, they
need a replacement.  The job is heavy on OSG/OpenGL/Linux programming.
 Here's the job posting in case anyone is interested in applying:

https://jobs.ucsc.edu/applicants/jsp/shared/frameset/Frameset.jsp?time=1336681474922
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Advice for placing large number of objects on grocery shelves ?

2012-05-05 Thread Terry Welsh
Don't forget to make good use of level-of-detail.  Your distant
objects can be extremely simple in a case like this.  Also, if you
have transparency in any of your objects, make sure to remove it from
the low-LOD versions so they don't get put in the transparent bin and
sorted.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Hi,

 We'd like to create several grocery shelves with very large number of 
 objects. I am looking for some advices on how to read and to place these 
 objects with OSG. I found osgEdit but is it still active ?

 After reading tutorials, I only found how to read few objets and place each 
 object in a node, but how about this kind of application ? What would be the 
 best way to do that ?

 I found some application developped with Delta3D but the shelves are almost 
 empty and not very attractive in this way.

 One solution would be to place everything in a modeler and export as a whole 
 but we need to interact  (i.e. pick) with some objects on the shelves.

 Thank you!

 Cheers,
 Maia

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Robert Osfield robert.osfi...@gmail.com, Building new website, assistance appreciated!

2012-05-01 Thread Terry Welsh
Hi,
I'm using Wordpress for the blog on my own site, and I like it a lot,
but I don't think it's the right thing for the OSG website.  The OSG
site requires a more general content management system, but Wordpress
is a CMS very focused on blogging.  Also, I have integrated it with
the rest of my site, but I have not found a very clean way to do this.
 Wordpress seems to do better on its own, where it controls your
entire website.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 19
 Date: Mon, 30 Apr 2012 15:32:57 +0200
 From: Diane Potter di...@springboarddesigns.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Robert Osfield robert.osfi...@gmail.com,
        Building new website, assistance appreciated!
 Message-ID: 1335792777.m2f.47...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Hi Jordi,

 Joomla an Drupal are difficult from the admin side of things. Wordpress on 
 the inside looks like Microsoft Word, it has bold, italics, underlined etc.  
 WP is THE most commonly used software to build websites today and it has a 
 massive community where you can get free apps to make your website do 
 whatever it wants. Checkout wordpress.org and look for a tab called plugins- 
 you'll see.

 I just built this site using WP: quickhandle.com
 My site is on WP: springboarddesigns.com

 I looked at your link, I know there isn't anything being done there that 
 can't be done in WP.  I just hate to see you being held hostage to an 
 expensive web designer the rest of the time for every little change you want 
 to make. Most of my clients go in and make small edits themselves because 
 it's easy and saves them money.

 Google WP tutorials and see for yourself how friendly the inside is. For 
 example, if you want to create a new page for your website its:  Pages:  Edit 
 or Add New. I mean it's pretty straight forward right?

 I think some web designers feel if they can use more complicated software 
 they get a longer ROI from a client because the client will NEVER figure out 
 how to use it and I just don't care for that line of thought.

 Hope this helps.
 ...

 Thank you!

 Cheers,
 Diane

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] About and gallery menu items in the new website

2012-04-30 Thread Terry Welsh
 So if you want to attract people to OSG, you should give them raw tech
 renderings which prove that this uber cool XYZ technique is easily
 achieved with OSG. That's more of 'feature' sorting, not application
 domain sorting.

 So I would add some Gallery section named OSG features, OSG
 facilities, Unleash your GPU, What OSG can do or smth like that
 which could contain possibly screenshots from other sections, but with
 descriptions that tell what's so cool about that specific picture
 (HDR, DOF, or other modern technique).

I wonder if a list of the example programs, each with an appropriate
screenshot, would cover this requirement.
- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Highland fling!

2012-04-29 Thread Terry Welsh
Holy moly.  I wore myself out hiking ten miles yesterday, but now I
feel sallow and weak by comparison.
- Terry


 Hi all,

 Quick update: had an AWESOME day out, finished in 10:45. Now very tired and
 achy, but still on a high.

 Robert
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2012-04-25 Thread Terry Welsh
 Nice, lunar lander and thrust, :-), ok I am showing my age!
 I assume that will be available on Iphone/Android?

 Martin

I'm more of an Oids man.  I guess I'm showing my age too.  So far no
plans for iPhone/Android.  It's just on Windows and Linux.  It would
be cool to have it on tablets, but it requires really precision
controls which might be big problem.  Hopefully I'll get to try it on
a tablet someday and find out I don't know what I'm talking about.

 Terry, that's some very nice looking game! Good luck with that! Our
 team is currently working on Mahjong:
 http://opengamestudio.org/lang/en/ogs-mahjong , but we're thinking of
 a scroll shooter too, once we finish Mahjong :)

Nice Mahjong video.  The lighting and shadows look really sexy.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

2012-04-24 Thread Terry Welsh
Well, my game is called Retrobooster, but it isn't finished yet.  It's
at www.reallyslick.com and it's all for fun; absolutely not for
simulation, training, or education of any kind.  Yuck!  OSG has been a
good tool for this so far, but I have little experience with game
engines such as Ogre.  I can't imagine using plain DirectX or OpenGL.
If you want to have any kind of complexity in the rendering, you
really need higher-level tools than that.

And I recall seeing screenshots for Pirates of the XXI Century, but I
don't know if that game was ever finished.  Anyone know what happened
to it?
- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Terry Welsh
At the risk of sounding like a shameless self-promoter, here's level
playthrough video from a hobby project I've been working on.  I'd be
grateful to hear any critiques or ideas anyone has.  Plus, I thought
people might get a kick out of seeing a pretty involved OSG project in
development.

http://www.youtube.com/watch?v=VkVbq4jIr2k
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Terry Welsh
Hi guys,
Thanks for the kind words.  Unfortunately, the little people cannot
extinguish themselves.  Life is hard for virtual fodder :(  I wrote
the particle system ages ago.  At the time, osgParticle still had
immediate mode code in it and I wanted some very different features
and the ability to optimize the heck out of it, so I just did it from
scratch.  However, Farshid, I am using OSGExp for the models :)
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Terry Welsh
Wow, it's cool to see so many questions.  Here are some answers:

No current plans for porting to iOS or Android tablets.  The CPUs
might be able to handle it, but I think I would have to dumb down the
graphics pretty bad.  But mainly that's another huge project that I
don't have time to tackle right now.  And I have serious doubts about
controlling this game with a touch screen, but that would be an
interesting experiment.

I'd like to sell it eventually, but I have no idea how long it will
take to get to that point.

It's got 4-player split-screen multiplayer.  So far just coop and
deathmatch modes.  I ruled out networked multiplayer really early on
to keep the scope more reasonable.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Loading an archived reference from archive root instead of specified directory

2012-03-12 Thread Terry Welsh
Hi Robert,
I'm making a separate thread out of this and putting it into
osg-users, because it's not a submission and really is a different
issue than what I was working on in my virtual file system thread.
The specific problem I'm talking about here is easy to test:

Make an archive archive.zip
Make it contain model.osg and texture.png
osgviewer archive.zip/model.osg

If model.osg references texture.png, the texture will be loaded.
If model.osg references some/crazy/path/to/texture.png, the texture
will not be loaded.

I think it should be loaded in both cases so that the full full
directory structure is not required inside the archive.  Do you agree?
- Terry


 Hi Terry,

 On 11 March 2012 01:58, Terry Welsh mogu...@gmail.com wrote:
 I think your osgDB::Options idea is mostly working for finding
 references in the same archive as the parent. ?I find that this works
 when the reference is just a filename, but it fails if the filename
 comes with a path, such as the absolute path that an exporter might
 give you. ?This should probably be fixed regardless of whatever else
 we do on this subject.

 This could probably be made to work if a call to getSimpleFileName()
 was inserted somewhere along the way, but I don't see a good place to
 put it yet. ?Somewhere in Registry::read()? ?Or in the archive plugin?
 ?Any suggestions on this one?

 I've been working on various other topics over the last month so will
 need to spend some time getting back familiar with it again.  I think
 the best thing to do would be to create a series of test models and
 usages that flesh out what we want to achieve.  The osgarchive example
 could possibly be extended to have a unit test section, and we could
 add some simple archive models to OpenSceneGraph-Data.

 Could you make some suggestions about some simple example data and
 usages that we can put together to test the specific issues you are
 seeing.

 Thanks,
 Robert.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Is the ZIP plugin thread-safe?

2012-02-28 Thread Terry Welsh
Is the problem in the public domain Zip Utils code?  I would only
suggest looking for a more current version.  I bet the code in OSG is
pretty dated by now, and maybe someone has addressed this.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Missing parts of 3rdParty_VC10_x86_x64.zip

2012-02-15 Thread Terry Welsh
Hi Brad,
Thank you for the binaries.  Now that I have things figured out a
little better, I don't see anything additions or changes that need to
be made.  Everything compiles and runs fine, and, as a bonus, I was
able to leave a couple DLLs out of my installer when building with
VS2010.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 4
 Date: Wed, 15 Feb 2012 16:23:24 +1100
 From: Christiansen, Brad brad.christian...@thalesgroup.com.au
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Missing parts of 3rdParty_VC10_x86_x64.zip
 Message-ID:
        
 26898_1329283407_4f3b414f_26898_1481_1_ec2d32308f4ea3813fd3d3a3a5d42d37fdc...@gisvwe-ex02.area04.grp

 Content-Type: text/plain; charset=iso-8859-1

 Hi,

 I was the creator of the 3rd party dependancies package you downloaded (I 
 should add that info to the wiki).
 When I started using VS2010 with OSG no binaries where available for the 3rd 
 party libraries so I had to build them all myself. After doing so I made them 
 available for others to ease the transition for others.

 The build is based on the VS9 binaries provided by OSG Visual. They havent 
 been updated for some time as I have had no need to do so. If you send me any 
 new binaries / changes I will happily include them.

 Cheers,
 Brad
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Missing parts of 3rdParty_VC10_x86_x64.zip

2012-02-11 Thread Terry Welsh
Well, we can chalk this up to my inexperience with Cmake in Windows.
Looks like I needed to point it at 3rdParty\x86 instead of just
3rdParty.  Also, the libs I need are in there, but some of them appear
to be static libraries now instead of .dlls so I was just looking in
the wrong place.

Chris, thanks for the link.  It looks like you still have a
libpng13.dll and zlib1.dll while the other 3rdParty binaries download
does not.  I don't know that one is better than the other for my
purposes right now.

Now everything is compiled.  Too bad my game is only running at 0.1Hz.
 I really miss Linux.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



On Fri, Feb 10, 2012 at 9:17 PM, Terry Welsh mogu...@gmail.com wrote:
 Hi,
 I just upgraded to Visual Studio 10 Express.  After compiling I found
 I was missing plugins for freetype, png, and zip.  I believe these
 projects didn't get built because I'm missing the necessary .lib and
 .dll files in the 3rdParty binaries.  They are there for x64 but not
 x86.  The 3rdParty binaries for VS9 contained these and they were very
 helpful.

 So is there a known better way to deal with freetype, png, and zlib
 nowadays, or are they just missing?  And if they're just missing, who
 maintains those downloads and do you want me to try to compile them
 and contribute them?
 --
 Terry Welsh
 mogumbo 'at' gmail.com
 www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Missing parts of 3rdParty_VC10_x86_x64.zip

2012-02-10 Thread Terry Welsh
Hi,
I just upgraded to Visual Studio 10 Express.  After compiling I found
I was missing plugins for freetype, png, and zip.  I believe these
projects didn't get built because I'm missing the necessary .lib and
.dll files in the 3rdParty binaries.  They are there for x64 but not
x86.  The 3rdParty binaries for VS9 contained these and they were very
helpful.

So is there a known better way to deal with freetype, png, and zlib
nowadays, or are they just missing?  And if they're just missing, who
maintains those downloads and do you want me to try to compile them
and contribute them?
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Separate rendering of renderbins

2012-02-03 Thread Terry Welsh
Hi Sebastian,
I wanted to do this too.  Specifically, I wanted to cull once based on
the view frustum, then use nodemasks to render regular geometry to one
buffer and render everything that glows to a glow texture.
Unfortunately, I never figured out a way to do this.  I don't think
it's possible with OSG so I am doing all the culling twice.  I hope
someone can tell us otherwise.

I still have not gotten around to trying to use multiple render
targets and shaders to direct different information to each one, but
this might be an option.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Search for plugins in . first

2012-01-10 Thread Terry Welsh
Sorry about the incorrect subject line before.  I hate it when I do that :(

 But I'm not talking about that usage. I'm talking to set it just for
 your application. I have seen many commercial applications doing that ?a
 launcher script that sets LD_LIBRARY_PATH *in that shell* and then
 executes the process, so it uses the dynamic objects bundled with the
 application instead of system ones.

 --
 Alberto

That's a good point; that's probably a safe way to use it.  I tried
setting LD_LIBRARY_PATH=. and it makes it so ./osgPlugins-version is
searched but not .  I haven't figured out why yet, but it must be some
detail inside of OSG.  However, I'm still leaning toward solving this
problem with internal OSG functionality if possible since I want this
app to be cross-platform and Windows does not have a direct equivalent
to LD_LIBRARY_PATH.  I'd rather use OSG behavior that is guaranteed to
be consistent across platforms.


 Something like the FindFileCallback found in include/osgDB/Callbacks?
 You can assign a FindFileCallback to osgDB::Options or the Registry.

I just tried this out and I think it gives me full flexibility.  It
looks like I can search however I want now and still keep using
OSG_LIBRARY_PATH.  I should have remembered this since I was
experimenting with the findDataFile half of the callback a few months
ago.

Thank you both for the help.
- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osg-users Digest, Vol 55, Issue 12

2012-01-09 Thread Terry Welsh
 What about using LD_LIBRARY_PATH?

 --
 Alberto

I honestly don't know if this would work, but I'm trying to figure out
how to package stuff at the quality of commercial release, so I prefer
to avoid LD_LIBRARY_PATH.  LD_LIBRARY_PATH is fine for development and
debugging, but it's generally considered very bad for use in any
software distribution.  Just google for LD_LIBRARY_PATH evil or
something similar.


 Hi Terry,

 ./osgPlugins-3.1.0
 /usr/local/lib/osgPlugins-3.1.0
 ./
 /usr/local/lib/

 Is that the checking of the all files paths first with the
 /osgPlugins-version appended that is causing the problem?  If this
 wasn't appended then ./ would have been checked first.  The
 /osgPlugins-version is appended for plugins to avoid versioning
 problems.

 Could you just place your plugins in the osgPlugins-version directory?

 Robert.

There are a number of problems here.  One of them is that all the
paths are first checked with osgPlugins-version appended.  This
prevents me from using
setLibraryFilePathList(.:/usr/lib:/usr/local/lib);  In this case,
/usr/local/lib/osgPlugins-version will actually be checked before .
You are right that the workaround for this is to put my plugins in
./osgPlugins-version, but I would rather just keep them in .

As far as I can see, the only way to keep them in . is to use
setLibraryFilePathList(.);

Unfortunately, any use of setLibraryFilePathList() also makes it so
that OSG_LIBRARY_PATH has no effect anymore, which makes my program
considerably less flexible.

Ideally, I would like to have total control over the paths to search
just using environment variables, but I don't see a way to do this.
Are there any ways to control the plugin search paths other than with
setLibraryFilePathList() and OSG_LIBRARY_PATH?  Would it be alright to
modify or amend the way OSG searches plugin paths?  Maybe we can come
up with something more flexible.

- Terry
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Search for plugins in . first

2012-01-08 Thread Terry Welsh
 Could you get the OSG_LIBRARY_PATH env variable and append it to . and then 
 set Registry::instance()-setLibraryFilePathList( wholeLibraryPath );  ?

 Doug

I think I tried the equivalent to that.  I may have worded my original
question poorly.  As far as I know, OSG_LIBRARY_PATH starts out empty,
so there is nothing to get.  If you set it to . then the . will be
appended to /usr/lib/:/usr/lib64/:/usr/local/lib/:/usr/local/lib64/
and you will end up with
/usr/lib/:/usr/lib64/:/usr/local/lib/:/usr/local/lib64/:.

I really want my app to only search in . by default, but I would like
to keep the ability to modify that search using OSG_LIBRARY_PATH.  I
don't see a way to do this yet because calling
setLibraryFilePathList() renders OSG_LIBRARY_PATH ineffective.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Search for plugins in . first

2012-01-07 Thread Terry Welsh
I want to search for plugins in . first.  My first attempt was to set
OSG_LIBRARY_PATH=.  Unfortunately, OSG_LIBRARY_PATH just appends the
standard search paths:
/usr/lib/:/usr/lib64/:/usr/local/lib/:/usr/local/lib64/

Next I tried setting it in code with
Registry::instance()-setLibraryFilePathList(./:/usr/local/lib/);
This almost works except that my search order becomes:
./osgPlugins-3.1.0
/usr/local/lib/osgPlugins-3.1.0
./
/usr/local/lib/

This means that the library from the standard directory gets called first.

So I tried Registry::instance()-setLibraryFilePathList(./);  And
this works.  However, when you set your library file path list in the
code this way, OSG_LIBRARY_PATH no longer has any effect.  So I have
made my program look where I want for plugins, but I lose all
flexibility to experiment with OSG_LIBRARY_PATH.

Is there any way to do both, search first in . and still have the
flexibility of using OSG_LIBRARY_PATH?
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] flagging shaders with errors

2011-10-22 Thread Terry Welsh
Hi Joel,
I'm not sure this is useful to you, but here it is anyway.  When I
load shaders in my game I check to see if the computer I'm running on
can handle them with code like this:

Progam* program = new Program;

load vertex and fragment shaders here

program-compileGLObjects(state);
const int context = state-getContextID();
if(!(program-getPCP(context)-isLinked()))
   return false;


Can you use this to detect your own shaders that don't work?
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 6
 Date: Sat, 22 Oct 2011 13:23:14 +0200
 From: Joel Graff pair_o_gra...@comcast.net
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] flagging shaders with errors
 Message-ID: 1319282594.m2f.43...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Robert,

 It would appear I've not taken the time to really explain what I'm doing...  
 My apologies. :)

 I am presently building a shader development environment using OSG.   Since 
 RenderMonkey can't really handle GLSL 140+ and the other options out there 
 are limited so far as GLSL is concerned, I decided I may as well write my own 
 shader dev tool.  After hunting around for an API that I could use to manage 
 the 3D for me (I hadn't touched OpenGL since college and that was around 
 version 1.2), I settled on OSG.  So far, it's been a really good experience, 
 though I suppose my posts to this forum may not have reflected that...

 Anyway, since the software I'm writing would lie at the heart of the shader 
 development process, there's an expectation that I'll be loading *lots* of 
 shaders with errors. :).  In the end, I'm working toward a hotloading 
 solution, but having a callback checking the shader error logs and flagging 
 them for removal has proven a pretty useful mechanism thus far.

 Regarding the techniques you've proposed, I imagine I've missed something 
 obvious, but I don't see how to get at the scene graph from a draw callback 
 (or a realize callback, for that matter).  That is, what you're proposing 
 makes sense.  Actually, that's what I was trying to do (I think).  My problem 
 is I couldn't figure out how to run my node visitor when I couldn't get a 
 reference to the scene graph's root node from inside the draw callback - not 
 without explicitly passing a reference when I construct the callback.  That's 
 the thing I want to avoid, if possible.

 Thanks,

 Joel

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] tight integration of virtual file system

2011-09-19 Thread Terry Welsh
Hi Robert,
This discussion is pretty messy still, as I don't have nearly enough
time to work on this project.  I would still like to hear your
thoughts on the licensing question from my previous email if you get a
chance.

I need to take a closer look at osgDB::Archive; maybe Jason's zipfs
plugin could be simplified if it derived from Archive instead of
ReaderWriter.  I looked at osgPlugins/zip a while ago, which derives
from osgDB::Archive.  It seems to be able to load a model like so:

osgviewer model.zip
where model.zip contains for example model.flt and texture.jpg

But it fails if I try something like this:

osgviewer model.zip/model.flt

I haven't found any solid documentation on the zip osgplugin, so I am
concluding that a zip file is allowed to contain just one model.
Maybe I'm wrong about that.  Also, it seems that textures or any
external resource must be in the exact relative path that appears in
the model files, which is not a requirement when you are using
OSG_FILE_PATH to find resources.


What I've been doing is generalizing OSG's file loading by overriding
the path searching functionality to treat .zip files as directories.
This gives a few benefits that make it feel more like a real virtual
file system:
1. Models can load their external references from multiple .zip files.
2. Relative paths inside of .zip files don't matter anymore.
3. osgDB's file finding routines can now be used to search for any
file in an osgDB::FilePathList.  I can even search for level files or
sound files that will not be used by OSG.

Jason's zipfs plugin already loads files when specified with a .zip
file as part of the path, so that was really helpful.  The only thing
I had to fix was that it couldn't load shaders.

I don't think OSG has any of those benefits I listed.  If they're
hiding somewhere I must have missed them.  I'll keep trying to think
of some concrete way to integrate this stuff into OSG (without being
too invasive).  So far it's pretty messy with my function overrides.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Hi Terry,

 I haven't dived into this discussion as I have plenty of other tasks
 occupying my brain and time right now.  I would like to add that I'm
 open to suggestion of additions to osgDB so if you have something
 concrete then feel to post it to osg-submissions for me review.  I
 would also add that osgDB::Archive had some additions to better
 support usage with the zip plugin, these are rolled into the
 OpenSceneGraph-3.0.x release so perhaps this might have an influence
 over your work.

 Cheers,
 Robert.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] tight integration of virtual file system

2011-09-18 Thread Terry Welsh
Attached is my modified ReaderWriterZipFS.cpp.  It currently only has
small changes to make it use osgDB::findFileInPath().  However, these
changes probably aren't helpful unless you override findFileInPath so
that it can search inside .zip files, like so:

// Override osgDB::findFileInPath so that it can search inside of zip
files as well as regular directories.
string osgDB::findFileInPath(const string filename, const
FilePathList filepath, CaseSensitivity caseSensitivity){
if (filename.empty())
return filename;

if (!isFileNameNativeStyle(filename))
return findFileInPath(convertFileNameToNativeStyle(filename),
filepath, caseSensitivity);

for(FilePathList::const_iterator itr=filepath.begin();
itr!=filepath.end(); ++itr){
OSG_DEBUG  itr=' *itr '\n;
string path = itr-empty() ? filename : concatPaths(*itr, 
filename);

path = getRealPath(path);

OSG_DEBUG  findFileInPath() : trying   path   ...\n;
if(fileExists(path)){
OSG_DEBUG  findFileInPath() : USING   path  
\n;
return path;
}
#ifndef WIN32
// windows already case insensitive so no need to retry..
else if (caseSensitivity==CASE_INSENSITIVE){
string foundfile = 
findFileInDirectory(filename,*itr,CASE_INSENSITIVE);
if (!foundfile.empty())
return foundfile;
}
#endif

string::size_type pos(path.find(.zip));
if(pos != string::npos){
string zip_filename(path, 0, pos + 4);
if(fileExists(zip_filename)){
// Open the zip file
struct zip* zf = zip_open(zip_filename.c_str(), 
0, NULL);
if(zf){
// find index to file in zip
string filename_in_zip(path, pos + 4);
stripPrecedingSlashes(filename_in_zip);
int location = zip_name_locate(zf, 
filename_in_zip.c_str(), 0);
zip_close(zf);
if(location = 0){
OSG_DEBUG  findFileInPath() 
: USING   path  \n;
return path;
}
}
}
}
}

return string();
}


A side concern here is that half of my new findFileInPath is code
copied straight from OSG.  But I can't include copied code in my
commercial app.  To use this function legally do I need to package
this inside its own library, license that library under OSG's license,
and release the library's source?

I fixed the shader loading problem by overriding
Shader::loadShaderSourceFromFile().  This is necessary because this
function does the actual opening of the shader file.  So I replaced
the guts with my game's new file loading utilities.  This one is so
totally rewritten that it doesn't give me the same licensing worries
as findFileInPath.

Would love to see some of this functionality get into OSG.  Or at
least have the hooks necessary so that these messy function overrides
are not necessary.  But I haven't yet come up with a way to modify OSG
to make this possible.  Any suggestions?

I still haven't tried converting everything to zlib in order to remove
the libzip dependency.  I'll get to that one of these days.  Currently
I'm trying to use this infrastructure to load my .wav and .ogg files,
but that's not an OSG problem.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com




 Message: 25
 Date: Tue, 6 Sep 2011 11:17:01 -0400
 From: Jason Beverage jasonbever...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] tight integration of virtual file system
 Message-ID:
        CAMcxSMt=gtyqugofedwsy8y16gavoijqwm_rbewg52+hkjm...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 On Sun, Sep 4, 2011 at 9:29 PM, Terry Welsh mogu...@gmail.com wrote:
 Excellent ZipFS plugin Jason. ?Thank you for the help. ?I think that
 was the hardest part of the problem. ?I finally got around to working
 on this more and I have the other half of the problem mostly solved.
 Thanks, glad it worked for you.  We don't use it anymore for osgEarth
 but I think in general it's pretty useful.

 It looks like OSG uses zlib for all its compression/decompression.
 Just out of curiosity, how did you pick libzip instead? ?Or did you
 not write ZipFS?
 I did write the ZipFS plugin, we chose libzip over just using zlib b/c
 it had easy access to dealing with zip archives.  If zlib itself has
 something

Re: [osg-users] osg-users Digest, Vol 51, Issue 6

2011-09-06 Thread Terry Welsh
Okay, I'm sure I'll have something to submit.  Just don't expect it
anytime soon.  I've got a vacation coming up :)  and I want to
consider switching to zlib (just to save my game an extra dependency)
and figure out a fix for the shaders not loadingand fix whatever
other problems I come across...
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 25
 Date: Tue, 6 Sep 2011 11:17:01 -0400
 From: Jason Beverage jasonbever...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] tight integration of virtual file system
 Message-ID:
        CAMcxSMt=gtyqugofedwsy8y16gavoijqwm_rbewg52+hkjm...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 On Sun, Sep 4, 2011 at 9:29 PM, Terry Welsh mogu...@gmail.com wrote:
 Excellent ZipFS plugin Jason. ?Thank you for the help. ?I think that
 was the hardest part of the problem. ?I finally got around to working
 on this more and I have the other half of the problem mostly solved.
 Thanks, glad it worked for you.  We don't use it anymore for osgEarth
 but I think in general it's pretty useful.

 It looks like OSG uses zlib for all its compression/decompression.
 Just out of curiosity, how did you pick libzip instead? ?Or did you
 not write ZipFS?
 I did write the ZipFS plugin, we chose libzip over just using zlib b/c
 it had easy access to dealing with zip archives.  If zlib itself has
 something in there that we can use instead of having another
 dependency that would be great but I didn't really look that hard
 since libzip worked so well.

 If you have a submission for the osgEarth that you need integrated
 just send along the whole modified file or do a pull request on github
 and I'll take a look at it.

 Jason

 To recap, I'm trying to set an OSG_FILE_PATH such as
 mydirectory/data.zip and load files out of the specified archive. ?At
 first I discovered the Registry class's FindFileCallback. ?I thought I
 could just make one of those and have it search inside of zip files.
 However, the work that I really needed to replace happened when the
 default Registry::findDataFileImplementation would call
 osgDB::findFileInPath in FileUtils. ?So I decided to override
 findFileInPath so that would look for paths containing .zip and try
 to locate the desired file inside the zip file.

 That almost worked. ?I also had to modify ReaderWriterZipFS::readFile
 so that it uses OSG's directory searching. ?At the beginning of the
 function I added

 std::string filenameWithPath =
 osgDB::Registry::instance()-findDataFile(fullFileName, options,
 CASE_SENSITIVE);

 and then I use filenameWithPath instead of fullFileName where appropriate.

 So now I can load almost all my game resources from one .zip file
 instead of a directory full of files. ?I haven't tested performance
 yet, but there's no noticeable change. ?.osg files load with all their
 textures.

 Here's the catch: .osg files don't get loaded with their shaders. ?I
 believe this is because shaders don't use the standard OSG plugin
 loading paradigm. ?Instead they simply use
 Shader::loadShaderSourceFromFile(). ?I haven't put any thought into
 this last detail yet (I hope it's not too messy), but I need a
 programming break
 --
 Terry Welsh
 mogumbo 'at' gmail.com
 www.reallyslick.com


 Message: 9
 Date: Fri, 5 Aug 2011 08:50:10 -0400
 From: Jason Beverage jasonbever...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] tight integration of virtual file system
 Message-ID:
 ? ? ? ?camcxsmsly2m20aoa5z7tubjob1xyrqqkmnz9z9lslzmmkqu...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 osgEarth has a generic zip based plugin called ZipFS that is
 implemented as an osgDB plugin and isn't dependent on osgEarth. ?We
 originally developed it to support using a zip file of imagery tiles
 for a cache.

 It allows you to load files like:
 osgDB::readNodeFile(c:/data/models.zip/cow.osg);

 I haven't used it for quite awhile but last I checked it was working
 just fine. ?You can get the osgearth source code from github at
 https://github.com/gwaldron/osgearth

 If anything it could be a start to what you're looking for.

 Thanks,

 Jason

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] tight integration of virtual file system

2011-09-04 Thread Terry Welsh
Excellent ZipFS plugin Jason.  Thank you for the help.  I think that
was the hardest part of the problem.  I finally got around to working
on this more and I have the other half of the problem mostly solved.

It looks like OSG uses zlib for all its compression/decompression.
Just out of curiosity, how did you pick libzip instead?  Or did you
not write ZipFS?

To recap, I'm trying to set an OSG_FILE_PATH such as
mydirectory/data.zip and load files out of the specified archive.  At
first I discovered the Registry class's FindFileCallback.  I thought I
could just make one of those and have it search inside of zip files.
However, the work that I really needed to replace happened when the
default Registry::findDataFileImplementation would call
osgDB::findFileInPath in FileUtils.  So I decided to override
findFileInPath so that would look for paths containing .zip and try
to locate the desired file inside the zip file.

That almost worked.  I also had to modify ReaderWriterZipFS::readFile
so that it uses OSG's directory searching.  At the beginning of the
function I added

std::string filenameWithPath =
osgDB::Registry::instance()-findDataFile(fullFileName, options,
CASE_SENSITIVE);

and then I use filenameWithPath instead of fullFileName where appropriate.

So now I can load almost all my game resources from one .zip file
instead of a directory full of files.  I haven't tested performance
yet, but there's no noticeable change.  .osg files load with all their
textures.

Here's the catch: .osg files don't get loaded with their shaders.  I
believe this is because shaders don't use the standard OSG plugin
loading paradigm.  Instead they simply use
Shader::loadShaderSourceFromFile().  I haven't put any thought into
this last detail yet (I hope it's not too messy), but I need a
programming break
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com


 Message: 9
 Date: Fri, 5 Aug 2011 08:50:10 -0400
 From: Jason Beverage jasonbever...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] tight integration of virtual file system
 Message-ID:
        camcxsmsly2m20aoa5z7tubjob1xyrqqkmnz9z9lslzmmkqu...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 osgEarth has a generic zip based plugin called ZipFS that is
 implemented as an osgDB plugin and isn't dependent on osgEarth.  We
 originally developed it to support using a zip file of imagery tiles
 for a cache.

 It allows you to load files like:
 osgDB::readNodeFile(c:/data/models.zip/cow.osg);

 I haven't used it for quite awhile but last I checked it was working
 just fine.  You can get the osgearth source code from github at
 https://github.com/gwaldron/osgearth

 If anything it could be a start to what you're looking for.

 Thanks,

 Jason

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] tight integration of virtual file system

2011-07-30 Thread Terry Welsh
I would like to be able to load from .zip files and also to be able to
prioritize which paths or .zip files to load from using the standard
OSG_FILE_PATH mechanism.  Has anyone done any work with integrating a
virtual file system such that .zip files can be added as paths to
OSG_FILE_PATH and osgDB::findDataFile and osgDB::readNodeFile can
freely navigate these files?  I suspect this would require overriding
way too many osgDB functions.  Is it even feasible?

Just finished looking over the physfs tutorial (
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/VFS
).  It's very cool, but it doesn't appear to be as tightly integrated
as what I want to do.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Fixing Z-Fighting in Far Field...

2011-07-30 Thread Terry Welsh
This technique works fine; I've used it before.  Don't forget about
adding CameraNode::DO_NOT_COMPUTE_NEAR_FAR and turning on
CullSettings::NEAR_PLANE_CULLING and CullSettings::FAR_PLANE_CULLING.
I believe all 3 of these settings are unused by default.

If your scene is divided up with a good spatial hierarchy, then you
shouldn't have to worry about adding different objects as children of
the near or far camera.  Just add the entire scene to each camera and
let OSG's culling take care of everything.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com


 Message: 1
 Date: Fri, 29 Jul 2011 21:52:46 +0200
 From: Oren Fromberg orenfromb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Fixing Z-Fighting in Far Field...
 Message-ID: 1311969165.m2f.41...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Howdy everyone,

 I have objects under a group node called Objects that are rendered. When 
 the objects get too far away, Z-fighting occurs. Would it be possible to fix 
 the Z-fighting by instead of adding the objects as a child of Objects, 
 create two camera nodes as children to Objects (farCam and NearCam) and 
 adding the objects to either camera based on its range to the eyepoint? the 
 farCam and nearCam would be identical except zNear and zFar for the 
 projection. Would I need to make any additional settings in the cameras for 
 this to work?

 Thanks!

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph-3.0.1-rc3 tagged, please test

2011-07-29 Thread Terry Welsh
Everything works well in my apps.  Thank you for the improved TextBase
culling workaround.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgText SCREEN_COORDS picking problem

2011-07-14 Thread Terry Welsh
Hi Kurt,
osgText bounds seem to be an ongoing issue.  There have been some
changes made since OSG 2.8, so you should probably try using the trunk
and see if it behaves differently.  Here's some possibly (but probably
not) related reading:

http://www.openscenegraph.org/projects/osg/changeset/12467
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-June/052394.html
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 10
 Date: Wed, 13 Jul 2011 20:33:17 +0200
 From: Kurt Sierens ksier...@msn.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] osgText SCREEN_COORDS picking problem
 Message-ID: 1310581997.m2f.41...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Hi,

 We are using OSG 2.8, and I am currently trying to add picking to osgText 
 objects.  When I use OBJECT_COORDS, it works fine, but when I use 
 SCREEN_COORDS, it will only pick the text when the cursor is close to the 
 position, almost like the bounding box is not scaled correctly.  Is there 
 anyway to get around this? Also, the text is being displayed using SCREEN 
 axis alignment and LEFT_TOP alignment.

 Thank you!

 Cheers,
 Kurt

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-01 Thread Terry Welsh
I think JS is talking about the problem I was having.  Here's a hacky
fix that worked for me.  I probably should have already sent this to
osg-submissions, but maybe you can validate it first or think of
something better.  Try changing this one line in TextBase.cpp:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-June/052479.html
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com





 Message: 11
 Date: Fri, 01 Jul 2011 11:31:00 -0400
 From: Jean-S?bastien Guay       jean-sebastien.g...@cm-labs.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Strange osgText::Text problem while moving
        from    OSG2.9.8 to OSG 3.0.0
 Message-ID: 4e0de834.40...@cm-labs.com
 Content-Type: text/plain; charset=UTF-8; format=flowed

 Hi George, Sergey,

 We run into same issue yesterday, and as far as i can tell, this changed 
 between osg 2.9.9 (all works ok) and 2.9.10(nothing visible). osgText is 
 culled when it shouldnt for some reason. For temporary solution you can turn 
 off culling on geode with text or add some other drawable as u did.

 I seem to remember people talking about a bug in the osgText bounds
 computation that causes it to never calculate its bounds, so they always
 stay at the initial value (which is an invalid bounds) and so the text
 is always culled (and thus it can never calculate its bounds, and so on).

 Not much to go on but it might be the hint that helps you to fix this...

 J-S
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Terry Welsh
Thanks for the explanation Paul.  I hadn't had to look at the auto
near/far feature for so long I didn't make the connection.  It looks
like this old app I'm using has it disabled as you'd expect.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 8
 Date: Thu, 23 Jun 2011 15:30:21 -0600
 From: Paul Martz pma...@skew-matrix.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] FAR_PLANE_CULLING
 Message-ID: 4e03b06d.7090...@skew-matrix.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 On 6/23/2011 3:14 PM, Terry Welsh wrote:
 Haven't looked at this in a while, but I was just performance tuning
 an old app and got a significant boost by adding in
 CullSettings::FAR_PLANE_CULLING.  Why isn't this included as part of
 DEFAULT_CULLING?  I don't have any hard data, but I suspect the
 performance penalty for culling with the far plane when you shouldn't
 isn't near as bad as ignoring the far plane when you should use it.
 (I suspect NEAR_PLANE_CULLING is not as useful for most apps.)

 Hi Terry -- Do you have auto-compute near/far turned on? If so, there 
 shouldn't
 be anything behind the far plane. In that case, it doesn't make sense for the
 CullVisitor to check every single Drawable's bounding box against a plane that
 it can't possibly be clipped by. For this reason, culling against the far 
 plane
 is off by default.

 If you disable auto-compute near/far, and you expect part of your scene to be
 behind the far plane, then you should enable far plane culling. I'd expect to
 see a performance boost in such a case.

 Hope that helps,
    -Paul

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] improperly culled osgText

2011-06-24 Thread Terry Welsh
Okay, so it's a problem that can't be solved properly without some
major refactoring.  In the meantime, I propose changing this:

bbox.set(_position, _position);

to this:

bbox.set(_position - Vec3(1.0, 1.0, 1.0), _position + Vec3(1.0, 1.0, 1.0));

It's still a hack :) but I think it's better because now text that
takes this code will get drawn instead of staying invisible forever.
I suppose it's still possible for text to get culled as a small
feature this way, but it *always* gets culled the other way.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com


 Message: 24
 Date: Fri, 24 Jun 2011 13:57:59 +0100
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] improperly culled osgText
 Message-ID: banlktinfcspn9ed57ots+7ozncs1ums...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 HI Terry,

 On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote:
 Thanks for the reply. ?Turning off small feature culling does indeed
 fix my problem, but it's not ideal.

 It's not ideal at all, I'd call it hack ;-)

 I guess another hack would be to switch off culling off for the first frame
 and then re-enable.

  ?I'm not sure I understand all the
 details of what you're saying, but let me take a crack at it. ?With
 the current code you can a) turn off small feature culling, which will
 get you a bounding box of size 0 on the first frame and a
 reconstructed bounding box of the proper size on later frames, or b)
 leave small feature culling on, which causes your text to never be
 displayed.

 If there must be an incorrect bounding box on the first frame, maybe
 it should be just large enough to escape being culled as a small
 feature. ?Then small feature culling could be left on without any
 trouble. ?Of course, if there is any way to build a bounding box of
 roughly the right shape and size with information about the text to be
 drawn, that would probably be better. ?It sounds to me like things
 happen in the wrong order in OSG to make this practical or even
 possible.

 You are reading things correctly, as things stand the view dependent
 settings in osgText cause problems with sizing and computing bounding
 volumes for the first frame.  Having a view dependent text in two different
 views will also cause similar issues with the bounding volume.

 I don't think there is any easy solutions without rejigging a number of design
 elements.  For instance if I was write osgText::Text now I wouldn't put any
 of the view dependent support into it.  Instead this should be provied by
 osg::AutoTransform, osg::Billboad or similar node level support.  This will
 solve part of the problems, but there still is the issue with view dependent
 subgraphs and their bounding volumes which would need some resolution
 at the node level, unfortunately I don't know just what right now.

 Robert.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] improperly culled osgText

2011-06-23 Thread Terry Welsh
Hi Robert,
Thanks for the reply.  Turning off small feature culling does indeed
fix my problem, but it's not ideal.  I'm not sure I understand all the
details of what you're saying, but let me take a crack at it.  With
the current code you can a) turn off small feature culling, which will
get you a bounding box of size 0 on the first frame and a
reconstructed bounding box of the proper size on later frames, or b)
leave small feature culling on, which causes your text to never be
displayed.

If there must be an incorrect bounding box on the first frame, maybe
it should be just large enough to escape being culled as a small
feature.  Then small feature culling could be left on without any
trouble.  Of course, if there is any way to build a bounding box of
roughly the right shape and size with information about the text to be
drawn, that would probably be better.  It sounds to me like things
happen in the wrong order in OSG to make this practical or even
possible.
- Terry


 Message: 5
 Date: Thu, 23 Jun 2011 17:55:01 +0100
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] improperly culled osgText
 Message-ID: BANLkTik-fFAmJJ4oYZ1PkymjxxGf_=o...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 The code is not ideal, but it does try to provide a bit of fallback
 for when one can't establish the actual bounding volume of a text item
 because it's scaling is dependent upon the current modelview matrix -
 something that it won't know until after the first frame.  The problem
 boils down to what size of bounding box is appropriate if you don't
 know what scale to use.  A zero scaling assumed is no more or no less
 valid than any other size, but it does mean that at least it won't be
 too large.

 I can see problems with the current implementation when small feature
 culling are on, and when the origin of the label is outside the view
 frustum but the label when eventually scaled correctly would inside
 the view frustum.  Is it one of these two cases that you hitting
 problems with?

 As to a robust solution that works in all cases, well it's a bit
 akward - you almost need to disable culling for the first frame for
 these Text drawables, then re-enable culling once they have a size.

 Robert.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] FAR_PLANE_CULLING

2011-06-23 Thread Terry Welsh
Haven't looked at this in a while, but I was just performance tuning
an old app and got a significant boost by adding in
CullSettings::FAR_PLANE_CULLING.  Why isn't this included as part of
DEFAULT_CULLING?  I don't have any hard data, but I suspect the
performance penalty for culling with the far plane when you shouldn't
isn't near as bad as ignoring the far plane when you should use it.
(I suspect NEAR_PLANE_CULLING is not as useful for most apps.)
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] improperly culled osgText

2011-06-22 Thread Terry Welsh
Hi,
I found another problem with invisible text today.  In TextBase.cpp
there is this chunk of code at line 290:

// provide a fallback in cases where no bounding box has
been been setup so far
if (_characterSizeMode!=OBJECT_COORDS || _autoRotateToScreen)
{
// default to a zero size.
bbox.set(_position, _position);
}
else
{
osg::Matrix matrix;
matrix.makeTranslate(_position);
matrix.preMultRotate(_rotation);

bbox.expandBy(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix);

bbox.expandBy(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMax())*matrix);
}

I'm probably missing something but I don't see the logic behind the
first conditional.  Does it really have a purpose or is it legacy
code?  If I change the whole chunk to this then my text is displayed
properly:

osg::Matrix matrix;
matrix.makeTranslate(_position);
matrix.preMultRotate(_rotation);

bbox.expandBy(osg::Vec3(_textBB.xMin(),_textBB.yMin(),_textBB.zMin())*matrix);

bbox.expandBy(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMax())*matrix);

--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] large VBOs for multiple Drawables

2011-01-03 Thread Terry Welsh
Hi Jason,
Thank you for the suggestion.  I feel like I'm missing something
still.  Is there an Optimizer feature or something that combines
Arrays for you?  Or did you write a bunch of custom code that
processes your models after you load them?
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 3
 Date: Sun, 2 Jan 2011 21:28:12 -0500
 From: Jason Beverage jasonbever...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] large VBOs for multiple Drawables
 Message-ID:
        aanlktin2mdb-vewdrpkp0rwjxcok2jm4o0vdx31ao...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 You can pack the verts of your small objects into a single
 osg::Vec3Array and share that array across multiple osg::Geometry
 objects then use DrawElements for each geometry with the correct
 indices.  I've just recently done this actually for a project I'm
 working on and it's worked out great.

 Thanks,

 Jason

 On Sat, Jan 1, 2011 at 6:21 PM, Terry Welsh mogu...@gmail.com wrote:
 I found some email threads that hinted at this a little, but nothing
 seemed very specific. ?I have scenes where display lists perform a bit
 better than VBOs. ?My best guess is because my objects have relatively
 small vertex counts (usually between 20 and 200). ?Is there any way in
 OSG to use one large VBO to store the date for multiple Drawables in
 order to minimize buffer state changes?
 --
 Terry Welsh
 mogumbo 'at' gmail.com
 www.reallyslick.com
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] large VBOs for multiple Drawables

2011-01-01 Thread Terry Welsh
I found some email threads that hinted at this a little, but nothing
seemed very specific.  I have scenes where display lists perform a bit
better than VBOs.  My best guess is because my objects have relatively
small vertex counts (usually between 20 and 200).  Is there any way in
OSG to use one large VBO to store the date for multiple Drawables in
order to minimize buffer state changes?
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] gprof integration?

2010-10-20 Thread Terry Welsh
Is there any formal support for compiling on linux with -pg and using
gprof?  I can only find support from before the cmake days.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Saving the result of an IntersectVisitor

2010-08-25 Thread Terry Welsh
How about just a vector of vector of integers?  Each integer would
represent the nth child of the previous node, and each vector of
integers would represent a whole nodepath.  So 4 6 7 would mean the
7th child of the 6th child of the 4th child of the root node.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 14
 Date: Wed, 25 Aug 2010 08:44:05 -0400
 From: Todd J. Furlong t...@inv3rsion.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Saving the result of an IntersectVisitor
 Message-ID: 4c751015.3010...@inv3rsion.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 Hi all,

 I use an IntersectVisitor to select nodes in a viewer application.  It
 works fine, and the first Geode in the hit list is the node I want to
 select.  Now I need to record that hit as part of saving the state of
 our application in a metadata file that we save alongside a model file
 or files.  This is where I've run into a problem.

 1. Many of the nodes in our model files are unnamed (lost in
 translation, most likely), so I can't store the name of a Geode.
 2. NodePaths are vectors of pointers, so they can't help me here.
 3. I *could* save intersection rays  play them back after loading.
 That would work, but it would be both slower and not quite in the spirit
 of saving the application state.

 So, I am throwing this problem out to the folks in the group.  Am I
 unaware of an already-existing solution to this?  Or does somebody out
 there have a clever idea to help me out?

 Thanks in advance,
 Todd

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG and vsync (UNCLASSIFIED)

2010-08-06 Thread Terry Welsh
http://www.digitalversus.com
This is a good resource for finding monitor input lag rates.  Go to
Product Face-Offs-LCD Computer Monitor, then choose a couple
monitors, and then select the test Input Lag vs a CRT.  This site was
indispensable for picking out my last monitor, a Dell U2410.  It
rocks.  (Just so you know, I don't work for digitalversus.com or
Dell).
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 4
 Date: Fri, 6 Aug 2010 11:26:09 -0400
 From: Jason Daly jd...@ist.ucf.edu
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] OSG and vsync (UNCLASSIFIED)
 Message-ID: 4c5c2991.1000...@ist.ucf.edu
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 Middleton, Colin (GE Intelligent Platforms) wrote:
 PS I've only tested 7600 and 9400 properly, but I've seen symptoms of
 latency on GeForce 8 series cards too. I think Geforce 5 and 6 didn't
 have this 'feature' though. Interestingly, I also found that there were
 some monitors that had over 66 milliseconds of extra latency.


  From what I've read, newer monitors tend to have a lot more latency
 than the old CRTs did.  My TV at home (a Samsung LED DLP) has almost a
 half second of latency!  It's one of those numbers that I wish more
 manufacturers published.

 --J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Help setting up a cave-like device viewer

2010-06-22 Thread Terry Welsh
Hi Nick,
It's hard to say exactly what's going wrong without seeing a screen
shot.  However, I can tell you that rotating the projection matrix is
the wrong approach.  The rotation belongs in the view matrix.  OpenGL
relies on having only a projection transformation in the projection
matrix and everything else in the view matrix in order to do
computations for lighting and fog.  I think it may be able to mess up
your clipping too.  Some of this stuff can be dependent on your
graphics hardware and drivers.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



 Message: 20
 Date: Mon, 21 Jun 2010 16:54:48 +
 From: nick waller nhwalke...@yahoo.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Help setting up a cave-like device viewer
 Message-ID: 1277139288.m2f.29...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Hello.

 I'm working on configuring a cave-like device using OSG.  The device has 3 
 walls along side each other, the two on the outside rotated in about 30 
 degrees.  To account for this, I tried rotating the slave camera's that 
 display to the outside screens but this doesn't seem to work.  Instead it 
 clips the image and I get a strange view-slot on the rotated screens.  I am 
 rotating them by rotating rotating the projection matrix when I create the 
 slave camera's.  This is clearly not working.  Can someone point me in the 
 right direction?
 Thanks

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=29222#29222

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgText issue

2010-06-04 Thread Terry Welsh
This sounds very much like a problem I had a while ago.  Try this:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg39201.html
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com



 Message: 9
 Date: Fri, 4 Jun 2010 09:12:24 +0100
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] osgText issue
 Message-ID:
        aanlktinmxzysh4oach0c5h_c-rrha0ykc5zrrk7fd...@mail.gmail.com
 Content-Type: text/plain; charset=windows-1252

 Hi Brad,

 I don't have time right now to dive into this topic, but my guess is
 that the default bounding box for the text is small enough for small
 feature culling to cull it's parent so that the text itself never gets
 traversed.   Perhaps making the bounding volume invalid until it's
 been traversed would be one thing to do, so for the first frame it's
 not culled.  You'd only want to do this in the case of screen scaled
 text.

 Robert.

 On Fri, Jun 4, 2010 at 12:06 AM, Brad Huber br...@procerusuav.com wrote:
 It looks like for some reason my screen aligned, screen sized text is
 getting small feature culled under certain circumstances.? My small feature
 cull is set to the default (2 pixels) and my text is definitely larger than
 2 pixels (when it does show).? When I disable small feature culling the text
 always shows correctly.



 I?m still not sure why this is happening but is it possible that it is using
 the world size of my drawables for culling rather than the actual screen
 size?? Also, I?m not sure why this is an intermittent problem.? (ie text
 doesn?t show then I zoom in and it shows, then zoom back out and it still
 shows).



 Thoughts?



 Thanks

 -Brad



 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
 Sent: Thursday, June 03, 2010 10:02 AM
 To: 'OpenSceneGraph Users'
 Subject: [osg-users] osgText issue



 Cedric (or anyone else),



 I?m running in to a similar issue to what is described here:
 http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg15610.html
 a long time ago by Cedric Pinson.



 I searched around in the forum archives and didn?t see any resolution to
 this issue nor did I find anything else similar.? Did you ever find a
 solution to this problem?



 The way it manifests for me is that there is an osgText object in the
 visible scene but it doesn?t show until I zoom the camera in on it.? Then it
 appears and if I zoom the camera back out it sticks around. ?It should be
 showing the whole time?





 Thanks

 -Brad

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] looking for a terrain database building

2010-04-22 Thread Terry Welsh
In a graph, a leaf node is a node with no children.  In the context of
a pagable terrain database, the leaf nodes would be the
highest-resolution tiles.

 Hi Terry,

 sorry that I can' help you, I have no deep experience with polygonal and flat 
 database.

 Can you explain me what the leaf node is?

 Thank you!

 Cheers,
 Torben
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] looking for a terrain database building

2010-04-20 Thread Terry Welsh
Thank you for the replies everyone.  Now I have a few more things
worth looking into.  To explain my current situation in more detail,
this is the current test database that I'm working on:

osgdem --polygonal --compressed --mip-mapping-hardware --range -87721
87721 111320 -111320 -t 37N_123Wx39N_121W.tif --range 0 1113 0 1113 -t
10seh955060.tif --range -87721 0 0 -111320 -d dted/W123/N37.DT1
--range -87721 0 111320 0 -d dted/W123/N38.DT1 --range 0 87721 0
-111320 -d dted/W122/N37.DT1 --range 0 87721 111320 0 -d
dted/W122/N38.DT1 -l 12 --tile-image-size 512 -o eastbay.ive

My data consists of geotiffs for textures and .dt1 files for
elevation.  If memory serves, .dt1 just means DTED level 1.

Ultimately, I'd like to take some of the leaf tiles, convert them to
.flt, edit them in Creator, and convert them back to .ive so they get
loaded into the database.  (In a graph (in this case, OpenSceneGraph),
a leaf node is a node with no children).

According to 
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CommandLineOptions
, --range is for use when you want a flat database (not geocentric),
and flat is what I want.  But now it sounds like maybe I should be
using --cs instead of --range.  I searched high and low on Google for
something that explains the usual GDAL/OGR forms, complete WKT,
PROJ.4, EPS so that I can use --cs, but everything I found is written
for people who are already experts at that stuff.  Anyone know where I
can find something that tells me how to make one of these strings from
scratch?  Particularly, one that will get me a database that squashes
2x2 degrees of data centered at (38N, 122W) (all data containing
geographic info) into the range -87721 87721 111320 -111320 meters?

 w.r.t 4: you have missed the number 4 :)
d'oh!

 w.r.t. 5: VPB adds LODs until both, texture and DEM, are displayed in full 
 resolution. As far as
 I know does VPB exactly what you want!
Yes, it *does* do exactly what I want.  ...Arg.  Shame on me for
testing this so poorly before.  ...And yea for VPB!

 Have you tried the optimizer? I don't know if that could work..
Haven't applied it to this problem yet, but it's on my list.  Too many projects.

 We had to convert the mesh nodes to triangles in creator as well as
 flatten the transforms.  Otherwise we had all kinds of issues.  Couldn't
 edit certain areas, crashes, lighting errors, etc. This was with a
 fairly recent version of creator.
I've been using --polygonal, so I think I should get easy-to-edit
polygons.  My version of Creator is *really* old.  Anyway, I'm going
in for a demo of new Creator next week, so maybe I'll load up a CD
with models to test and include some generated terrain tiles.

--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] looking for a terrain database building

2010-04-19 Thread Terry Welsh
Thanks J-S for pointing out that leaf tiles have no PagedLOD nodes.
That changes things a bit; don't know how I missed it.  Since then
I've tried to use VPB to output a good sample database.  Right now I'm
stuck on a few more problems.  Hopefully there are solutions for these
troubles that I just haven't found yet.  If anyone knows any solutions
or workarounds to these issues I'd be happy to hear them.

1.  Units.  My database defaults to being built in degrees.  I would
prefer meters, which can be achieved using the --range option.
(Actually, --range appears to be necessary to keep the database from
being completely square, which is incorrect anyplace other than on the
equator.)  Once I've used --range on one item, it must be used on
everything to get all my sources in the same coordinate system.  This
is unwieldy when there are a lot of source images and/or DEMs.  Since
all my images and DEMs contain geographic info, it would probably be
better to have some option that just lets you specify the units for
the final database, and some way to squash the database appropriately
depending on the latitude.

2.  My main GEOTiff contains geographic info, but fails to reproject
if any of my DEMs do not use the --range option.  This appears to be a
GDAL error, but I don't understand it well enough to fix it yet:

ERROR 1: Unable to compute a transformation between pixel/line
and georeferenced coordinates for 37N_123Wx39N_121W.tif.
There is no affine transformation and no GCPs.
Failed to reproject 37N_123Wx39N_121W.tif

3. --range values for images can be entered in either order, min-max
or max-min.  For DEMs, order matters.  This is odd, but is probably
very fixable.

5.  I'd like to be able to specify a minimum number of levels to build
for the whole database, and then build more levels where there is
high-res imagery.  So far I can't find any way to do this.  Without
this I'd be building a huge number of tiles that don't have
high-enough-res elevation or image data to justify their existence.

6.  Creator loads up my .flt files in bad, indescribable, uneditable
ways (probably due to my horribly outdated version of Creator).

7.  I need the output image files to be separate from the terrain
files when editing .flt.  I don't see a way to build tiles with
separate image files, but I think I've seen a code snippet somewhere
for extracting images.  Other options are welcome.

8.  I still need to work out the reasons for the big file size
differences between my output .ive files and the .flt files I convert
them too.  Converting back to .osg I noticed huge lists of Geodes each
containing one triangle.  Maybe I can do some tri-stripifying when
converting back from .flt to .ive.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com



 Message: 4
 Date: Thu, 01 Apr 2010 17:20:04 -0400
 From: Jean-S?bastien Guay jean-sebastien.g...@cm-labs.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] looking for a terrain database building
 Message-ID: 4bb50e04.60...@cm-labs.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 Hi Terry,

 Hi J-S.  When you convert a file to .flt and then back to .ive, your
 PagedLOD nodes are lost.

 I meant converting the leaf tiles. Unless I'm mistaken (it's been a
 while since I analyzed the structure so I might remember wrong), in a
 VPB database, you have a master .ive file, which has PagedLOD nodes that
 refer to other .ive files, which might have other PagedLODs, etc.
 Eventually you have geometry in .ive files that have no PagedLODs. You
 could convert these to flt, edit the geometry, and reconvert. But it
 does mean that each LOD of each tile is in a separate file, so it's a
 bit of a pain to edit all LODs of a certain region to match (you have to
 convert and edit as many files as you have levels, separately).

 The new .ive file is
 also 50X larger than the original and missing its textures, but those
 problems are probably solvable.

 The 50x larger is weird, but the textures you just have to convert to
 .osg with -O OutputTextureFiles to recover them (convert to .osg and to
 .flt then delete the .osg file). I don't know if the flt output plugin
 has a similar option, I know about that one for the .osg output plugin
 so I've always used that.

 No, I need tiles to be in separate files.

 I understand that, but what I meant is that the VPB structure is
 hierarchical. You have the first LOD (lowest-res) with the whole terrain
 at very low resolution, then two or four tiles at higher resolution,
 then each of those splits into four again, etc. So level i has 4^i tiles
 in general for square terrain.

 If you want to make all tiles at all LODs the same size, then I guess
 that could be added as an option in VPB. But then what would you replace
 PagedLOD with? ProxyNode?

 I don't understand what you mean here.

 I mean if you want VPB to build non-quadtree LOD structures. i.e. each
 LOD you have the same

Re: [osg-users] looking for a terrain database building

2010-04-01 Thread Terry Welsh

 Message: 2
 Date: Thu, 01 Apr 2010 09:13:21 -0400
 From: Jean-S?bastien Guay jean-sebastien.g...@cm-labs.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] looking for a terrain database building
 Message-ID: 4bb49bf1.8070...@cm-labs.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 Hi Terry,

 Both VPB and osgEarth seem to default to building scenegraphs with
 PagedLOD nodes, which I don't think will work for me.  One option I
 thought of is to use VPB to create a big database in a single file
 with traditional LOD nodes, then use a separate program to convert it
 all to individual .flt tiles and a Metaflight file or something
 similar.  I'll have to do more thinking about this option.  Anyone
 know of any alternatives to Metaflight that can describe tiled
 databases but still let you store and edit tiles individually?  I just
 want to consider all the options.

 What's the specific problem with PagedLOD? You could still find the tile
 you want to modify, convert it to .flt (using osgconv with the flt write
 support in recent OSG versions), edit it, reconvert it to .ive (with
 osgconv, keeping the name the same) and run it.

Hi J-S.  When you convert a file to .flt and then back to .ive, your
PagedLOD nodes are lost.  More accurately, I think they get turned
into regular LOD nodes that don't link to any external files the way
PagedLOD nodes do.  That's the biggest problem.  The new .ive file is
also 50X larger than the original and missing its textures, but those
problems are probably solvable.

 Is the problem that the multiple LODs for the same region are not in the
 same file? That's not just caused by using PagedLOD, but also the fact
 that VPB (and I assume osgEarth too) make quadtree-LOD structures. If
 you needed all LODs of a given region to be in a single file, then all
 the geometry would be in a single file because the lowest-res LOD
 contains the geometry for the whole terrain. Tiles become more numerous
 and smaller as you go to higher-res LODs.

No, I need tiles to be in separate files.  The databases we need to
build here are large enough that having all LODs in one file will be
impractical or impossible.  But I want to consider building one big
file with LOD nodes as an intermediate step.  I'd process that file
and split it all up into separate tiles.  If I did that I still don't
know if I'd build a metaflight description file or something else.

 If you want to make all tiles at all LODs the same size, then I guess
 that could be added as an option in VPB. But then what would you replace
 PagedLOD with? ProxyNode?

I don't understand what you mean here.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] looking for a terrain database building

2010-03-31 Thread Terry Welsh
Hi Torben,
It's good to see I'm not the only one trying to do this stuff.  Yes,
coming up with a toolchain document that tells people specifically how
to string together a lot of different tools would be good.

I was just playing with osgEarth yesterday, and damn! that's neat.  I
haven't had as much luck getting VirtualPlanetBuilder to understand my
geotiffs.  But if osgEarth can understand them, then it's probably a
solvable problem with how data is getting sent to gdal or something
like that.

Anyway, I keep coming back to that same problem:  I need to be able to
manually edit anything with a modeling problem since my employers make
random requests all the time.  Your flattening of the database in
configurable areas sounds similar.  So, to answer your question, I'd
like to be able to modify databases offline.  Being able to do fancy
stuff like stitching in roads and prebuilt models of cities and stuff
would be very cool.

Both VPB and osgEarth seem to default to building scenegraphs with
PagedLOD nodes, which I don't think will work for me.  One option I
thought of is to use VPB to create a big database in a single file
with traditional LOD nodes, then use a separate program to convert it
all to individual .flt tiles and a Metaflight file or something
similar.  I'll have to do more thinking about this option.  Anyone
know of any alternatives to Metaflight that can describe tiled
databases but still let you store and edit tiles individually?  I just
want to consider all the options.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com



 Message: 14
 Date: Tue, 30 Mar 2010 10:33:34 +
 From: Torben Dannhauer z...@saguaro-fight-club.de
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] looking for a terrain database building
        toolchain
 Message-ID: 1269945214.m2f.26...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Hi Terry,

 I have quite the same goal to reach, so I would happy to cooperate and create 
 a usefull toolchain.

 At the moment I use VPB to generate the database.
 I'have tried osgEarth but the VPB Plugin over there doesn't work very well, 
 it loades all tiles at highest LOD and my FPS falls down to less than 5 fps.
 So osgEarth is not an option.

 At the beginning, I had a lot of problems to compile my datase ( ~800GB raw 
 data.
 with 64 Bit and the newest VPB it now works quite stable, resuming works and 
 it is possible. With compressing all geotiffs with LZW the build time is 
 reduzed dramatically from several weeks to days ( 16 Cores, 12 gig ram, 
 several HDDs for source data)
 About this task, I have written a detailed documentation which I plan to 
 publish on VPB wiki.

 The following tasks are not solved but are only my current todo list:

        adding forest to database based on openstreetmap shapes. Use of LOD to 
 blend forest on configurable distance in and out

        flattening/pulling ground to specifig height of the  geocentric 
 database in configurable areas to provide complete flat areas (or other 
 height feature) for flat airports or other submodels.

        adding streets and other feature of OpenStreetMap and other sources



 Would you like to modify database offline or online during runtime via 
 pseudoloader?

 Both approaches are quite interesting I think.

 I would be happy if we could create a Toolchain and write a detailed 
 documentation (I'd like to do this, because I struggled myself often at the 
 beginning due to lack of documentation)

 Cheers,
 Torben[/list]

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=26264#26264

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] looking for a terrain database building toolchain

2010-03-29 Thread Terry Welsh
I've just started looking for a new way to build terrain databases for
my employers.  The requirements are for very big databases (so they
must be pageable), and the ability to customize tiles by building
roads and trenches and any other feature imaginable.

In the past I did this with Creator Terrain Studio for building
Metaflight terrain databases, then I modified individual terrain tiles
using Creator, and I programmed a Metaflight paging tool for loading
tiles into my OSG-based simulator.  I haven't used this toolchain for
a couple years, and it fell out of favor when the last version of
Creator Terrain Studio was too buggy to be useful.  But we still use
the Metaflight pager for loading our databases.

Naturally, I started this new toolchain search looking at free
OSG-based tools.  It looks like VirtualPlanetBuilder has come a long
way since I last tried it.  My current barrier to using VPB is that it
appears to only build tiles that include PagedLOD nodes.  Since these
nodes are unique to OSG, I don't think there's any way to edit tiles
containing PagedLOD nodes in program like Creator.

So my question is:  is there a way to get any part of my desired
toolchain using OSG-based tools like VPB?  And am I unaware of any
current or soon-to-be-released features that might help, such as the
ability to build or page tiles that don't contain PagedLOD nodes?  I'm
amenable to programming pieces of this toolchain if necessary.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bound not computed

2010-03-26 Thread Terry Welsh
Tracked it down, sort of.  Using setAxisAlignment(TextBase::SCREEN)
causes my Text to be culled out sometimes when it shouldn't be.  Other
axis alignment modes that have _autoRotateToScreen set to false appear
to work.  The Text seems to first appear when some other type of
drawable becomes a sibling in the scene graph structure.  So I can
work around the problem now.  However, I still can't pinpoint the
exact logic that's causing the Text to be culled improperly.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com



On Mon, Mar 22, 2010 at 8:38 AM, Terry Welsh mogu...@gmail.com wrote:
 I'm not sure I understand the question, but I don't think so.  My
 camera always points down the +y axis, and the text always faces down
 the -y axis.  The only scaling I do is with setCharacterSize().  And I
 have a MatrixTransform holding the text, but it only holds a
 translation, no scaling.

 It seems to me the BoundingBox should be computed when you call
 setText(), but this doesn't happen.  Something else triggers the bound
 to be computed later on.  If I could figure out what causes the bound
 to be computed, this problem might make more sense.
 --
 Terry Welsh  /  mogumbo 'at' gmail.com
 www.reallyslick.com  /  www.mogumbo.com



 Message: 12
 Date: Mon, 22 Mar 2010 11:44:47 +
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] bound not computed
 Message-ID:
7ffb8e9b1003220444s7b76ba3fua19cb8dbe0e74...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 Are these text elements view dependent in any way?  Such as
 orientation or scaling?

 Robert.

 On Mon, Mar 22, 2010 at 5:21 AM, Terry Welsh mogu...@gmail.com wrote:
 I'm having a culling problem with some osgText ::Text drawables.
 They're popping on as I pan the camera after they should have been on
 screen for a while. ?I can see that their BoundingBoxes have not been
 computed. ?They pop into view as soon as the boxes get computed,
 though. ?Even if I call mytext-dirtyBound() after mytext-setText(),
 the BoundingBox does not get computed until sometime later after I
 have panned the camera too much. ?I'm stumped, so I thought I'd throw
 this out there an see if anyone else has seen this problem or has any
 suggestions. ?Anyone?
 --
 Terry Welsh ?/ ?mogumbo 'at' gmail.com
 www.reallyslick.com ?/ ?www.mogumbo.com
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bound not computed

2010-03-26 Thread Terry Welsh
Hi Robert,
I can send you a pretty simple example of this problem if you like,
but after what you said I don't know if there's any point.  I didn't
know vertex positions were being recomputed to orient the text to the
screen.  I supposed lots of transforms can slow down drawing pretty
bad, but computing enough vertex positions could slow down updating
even worse, depending on many factors.  Manipulating the modelview
matrix like a billboard sounds a lot simpler.  If we did a big change
like that, this problem I'm having would likely just go away.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com


 Message: 7
 Date: Fri, 26 Mar 2010 10:07:43 +
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] bound not computed
 Message-ID:
7ffb8e9b1003260307v5ec90d29x31c21a432e46e...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 Good to hear that you've narrowed the problem down to the view
 dependent case.  Without diving into the code and testing it with an
 app that reproduces the problem I can't add much in the way of
 specific suggestions.

 One thing I've wondered about doing for a while now is to simplify
 osgText so that the view dependent code is done using manipulation of
 the modelview matrix rather than computing new values of the vertex
 positions of the quads as is done right now.  The code present holds a
 multi-buffer of vertex positions of the quads, with a set of positions
 per view, this code original existed to help handle tens of thousands
 of text labels on a Onyx system when we had to optimize as much as
 possible to get the performance required.  Nearly a decade of
 improvements in computers has occurred since then so I don't think the
 same performance constraints really need to hold back our
 implementation to being more complicated than it need be.

 So  I'm inclined to throw out the multi-buffering and all the
 complicated updates and move the code to just having a single set of
 vertices for the quads and then computing the modelview matrix
 required to align and scale the text labels as required.  This
 simplifies the code and should make it easier to track down problems.
 It won't directly solve the bounding volume issue with view dependent
 text labels, but hopefully it'd make it easier to come up with a
 scheme that works solidly.

 Robert.

 On Fri, Mar 26, 2010 at 7:20 AM, Terry Welsh mogu...@gmail.com wrote:
 Tracked it down, sort of. ?Using setAxisAlignment(TextBase::SCREEN)
 causes my Text to be culled out sometimes when it shouldn't be. ?Other
 axis alignment modes that have _autoRotateToScreen set to false appear
 to work. ?The Text seems to first appear when some other type of
 drawable becomes a sibling in the scene graph structure. ?So I can
 work around the problem now. ?However, I still can't pinpoint the
 exact logic that's causing the Text to be culled improperly.
 --
 Terry Welsh ?/ ?mogumbo 'at' gmail.com
 www.reallyslick.com ?/ ?www.mogumbo.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] bound not computed

2010-03-22 Thread Terry Welsh
I'm not sure I understand the question, but I don't think so.  My
camera always points down the +y axis, and the text always faces down
the -y axis.  The only scaling I do is with setCharacterSize().  And I
have a MatrixTransform holding the text, but it only holds a
translation, no scaling.

It seems to me the BoundingBox should be computed when you call
setText(), but this doesn't happen.  Something else triggers the bound
to be computed later on.  If I could figure out what causes the bound
to be computed, this problem might make more sense.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com



 Message: 12
 Date: Mon, 22 Mar 2010 11:44:47 +
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] bound not computed
 Message-ID:
        7ffb8e9b1003220444s7b76ba3fua19cb8dbe0e74...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 Are these text elements view dependent in any way?  Such as
 orientation or scaling?

 Robert.

 On Mon, Mar 22, 2010 at 5:21 AM, Terry Welsh mogu...@gmail.com wrote:
 I'm having a culling problem with some osgText ::Text drawables.
 They're popping on as I pan the camera after they should have been on
 screen for a while. ?I can see that their BoundingBoxes have not been
 computed. ?They pop into view as soon as the boxes get computed,
 though. ?Even if I call mytext-dirtyBound() after mytext-setText(),
 the BoundingBox does not get computed until sometime later after I
 have panned the camera too much. ?I'm stumped, so I thought I'd throw
 this out there an see if anyone else has seen this problem or has any
 suggestions. ?Anyone?
 --
 Terry Welsh ?/ ?mogumbo 'at' gmail.com
 www.reallyslick.com ?/ ?www.mogumbo.com
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgText quality issue

2010-03-17 Thread Terry Welsh
This is a good suggestion.  I've been using osgText a lot lately, and
this change definitely improves the quality in my apps.
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com


 Message: 3
 Date: Wed, 17 Mar 2010 13:29:43 -0700
 From: Farshid Lashkari fla...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: [osg-users] osgText quality issue
 Message-ID:
978d1eac1003171329l4f526d49q78495dbc1f958...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Hi,

 I'm in the process of porting our application from OSG 1.2 to 2.9. One major
 issue that immediately stood out was the quality of osgText. All the letters
 seem to be cut off by one pixel along the edges. There has been a lot of
 changes since 1.2, but I did find one setting that seemed to fix the issue
 for me.

 On line 539 of Font.cpp there is a hard-coded variable called sizeAdjustment
 that is set to 1. In OSG 1.2 this value was set to 0. Changing this value
 back to 0 pretty much resolves the quality issue for me. I've attached a
 screenshot comparing the result of changing the value.

 Does anybody else notice these artifacts? Is there a downside to changing
 the sizeAdjustment value back to 0? Any insight is appreciated.

 Cheers,
 Farshid
 -- next part --
 An HTML attachment was scrubbed...
 URL: 
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20100317/d0591de3/attachment-0001.htm
 -- next part --
 A non-text attachment was scrubbed...
 Name: osgTextSizeAdjustment.png
 Type: image/png
 Size: 55917 bytes
 Desc: not available
 URL: 
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20100317/d0591de3/attachment-0001.png

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Did my shader compile successfully?

2010-03-04 Thread Terry Welsh
Thanks for the reply Robert.  Parsing an error message sounds a bit
risky.  A couple hours after writing that message I found another
solution.  You cannot call

myshader-getPCS(context)-isCompiled();

because getPCS() is protected.  But you can call

myprogram-getPCP(context)-isLinked();

because both those functions are public.

I believe if compiling fails then linking always fails too.  So now my
game can detect which programs have linked and only use the ones with
low enough complexity.  Seems to work fine so far
--
Terry Welsh  /  mogumbo 'at' gmail.com
www.reallyslick.com  /  www.mogumbo.com



 Message: 17
 Date: Thu, 4 Mar 2010 09:06:23 +
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Did my shader compile successfully?
 Message-ID:
        7ffb8e9b1003040106n47ab65e7wbd7706652d9ee...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Hi Terry,

 I don't recall a method for programmability getting whether a shader has
 compiled successfully, but you will out a warning output via osg::notify to
 the console if there is an error with compilation or linking.  If you don't
 get an error then things should be fine.  Up you notification level to DEBUG
 via (assuming bash)

  export OSG_NOTIFY_LEVEL=DEBUG
  runyouapp


 Robert.

 On Thu, Mar 4, 2010 at 6:09 AM, Terry Welsh mogu...@gmail.com wrote:

 I'm certain this sort of thing has been asked before, but I can't seem
 to find answers in the archives.  I was hoping I could call
 Shader::isCompiled(), but I need access to Shader::getPCS(), which is
 protected.  Does this need to be protected?  Do I really need to
 derive from Program to use this function?  Or is there another way to
 find out if my shader is compiled that I haven't spotted?
 --
 Terry Welsh  /  mogumbo 'at' gmail.com
 www.reallyslick.com  /  www.mogumbo.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  1   2   >