Re: [osg-users] osgText::Text::GlyphQuads change in the recent versions

2015-04-23 Thread Trajce Nikolov NICK
It was introduced in 3.3.4 .. just as an info if someone 

Nick

On Thu, Apr 23, 2015 at 11:40 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Thanks Robert :-)

 On Thu, Apr 23, 2015 at 10:32 AM, Robert Osfield robert.osfi...@gmail.com
  wrote:

 Hi Nick,

 On 22 April 2015 at 22:38, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  I did port of my app from 3.3.1 to the latest 3.3.7. All went smooth
 only
  one line of code I want to #ifdef with OSG_VERSION due to the apps still
  depend on 3.3.1. And this is the usage of ref_ptrs in GlyphQuads
  coordiantes. Can you recall from which version they becomed ref_ptrs of
  Arrays? It will save me time to go across the code of each version from
  3.3.1

 I don't recall the timing of this change.  Have a look at the svn log
 for the file and then compare that to the dates of the dev releases.

 Robert.
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[osg-users] osgText::Text::GlyphQuads change in the recent versions

2015-04-22 Thread Trajce Nikolov NICK
Hi Robert,

I did port of my app from 3.3.1 to the latest 3.3.7. All went smooth only
one line of code I want to #ifdef with OSG_VERSION due to the apps still
depend on 3.3.1. And this is the usage of ref_ptrs in GlyphQuads
coordiantes. Can you recall from which version they becomed ref_ptrs of
Arrays? It will save me time to go across the code of each version from
3.3.1

Thanks a lot as always

Nick

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Re: [osg-users] #pragmatic composition : setDefine

2015-04-21 Thread Trajce Nikolov NICK
Thanks Sebastian,

I thought it would be that easy

Cheers,
Nick

On Tue, Apr 21, 2015 at 7:33 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Nick,

Hi Robert, all,

  I finally ported all my shaders to the this new thing. I have a question.
 Probably simple but will go anyway

  in my shader I have something like

  #define MYDEFINE
  .. do stuff here ...
  #endif

  at the root of the scene I have
  stateSet-setDefine(MYDEFINE);

  how can I fornid this define somewhere down the tree ? Simple removing it
 is not helping (as expected I guess).

 Do you mean unsetting?
 Then simply do setDefines(MYDEFINE, osg::StateAttribute::OFF) where you
 like it to have it disabled.
 The rules for the overriding / protecting apply to this as well.


  Any sample how the defines with Values set works?

 Simply by setDefine(MY_VALUE_DEFINE, 42, osg::StateAttribute::ON)

 or Roberts example defining a function:

 stateset-setDefine(VERTEX_FUNC(v) , vec4(v.x, v.y, v.z *
 sin(osg_SimulationTime), v.w));


  Thanks a bunch !

  Nick

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[osg-users] #pragmatic composition : setDefine

2015-04-20 Thread Trajce Nikolov NICK
Hi Robert, all,

I finally ported all my shaders to the this new thing. I have a question.
Probably simple but will go anyway

in my shader I have something like

#define MYDEFINE
.. do stuff here ...
#endif

at the root of the scene I have
stateSet-setDefine(MYDEFINE);

how can I fornid this define somewhere down the tree ? Simple removing it
is not helping (as expected I guess).

Any sample how the defines with Values set works?

Thanks a bunch !

Nick

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Re: [osg-users] StatsHandler missing numbers

2015-04-17 Thread Trajce Nikolov NICK
Hi Andreas,

I have pretty new Intel board on my laptop and got into few problems with
the StatsHandler - just accidentally I changed the threading model of the
Viewer and I got it back to normal. This is a hint no clue why it is
happening but maybe worth of try

cheers,
Nick

On Fri, Apr 17, 2015 at 3:31 PM, Christian Buchner 
christian.buch...@gmail.com wrote:


 One major problem with the Intel drivers is that their products are
 typically EOL'ed (end-of-lifed) three years after first release - at which
 point they stop receiving driver updates (not even bug fixes).

 You can see the problem with the integrated graphics in Intel's Sandy
 Bridge chips (introduced Q1 2011). You cannot get any OpenGL drivers dated
 newer than April 2014 - and some OpenGL features we require simply aren't
 working with this driver release.

 And so we have to tell some of our customers that their laptops have use
 Ivy Bridge or later microarchitecture - or be equipped with a separate
 dedicated graphics chip.

 Christian


 2015-04-17 15:23 GMT+02:00 Andreas Schreiber a...@online.de:

 Hi Émeric,

 thx for the respond and the idea ;)

 My driver version is:
 Intel(R) HD Graphics 4000

 Driver Version: 10.18.10.3958
 Operating System: Windows* 8.1 (6.3.9600)
 Installed DirectX* Version: 11.2
 Supported DirectX* Version: 11.0
 Shader Version: 5.0
 OpenGL* Version: 4.0
 OpenCL* Version: 1.2
 Physical Memory: 8036 MB
 Processor: Intel(R) Core(TM) i5-3320M CPU @ 2.60GHz
 Processor Speed: 2594 MHz
 Vendor ID: 8086
 Device ID: 0166
 Device Revision: 09

 * Processor Graphics Information *
 Processor Graphics in Use: Intel(R) HD Graphics 4000
 Video BIOS: 0.151
 Current Resolution: 1600 x 900


 I could not update it, yet. But when I do and it helps I post it ;)

 ...

 Thank you!

 Cheers,
 Andreas

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Re: [osg-users] Trouble with a simple shader program.

2015-04-11 Thread Trajce Nikolov NICK
Hi Alexander,

what does it says on the console? Any shader errors, obviously it reports
if the shader is buggy

Nick

On Sun, Apr 12, 2015 at 1:23 AM, Alexander Wieser 
alexander.wie...@crystalbyte.de wrote:

 Hi,

 I managed to get one step closer, if I remove the vertex shader the color
 is properly displayed.

 The obvious conclusion is that the vertex shader is bullocks ...
 Is it possible that the attributes, such as osg_Vertex are no longer
 available ?

 Thank you!

 Cheers,
 Alexander

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[osg-users] keyboard events not processed after osgviewer lose focus and get it back

2015-04-04 Thread Trajce Nikolov NICK
Hi Community,

In my cross-platform app I have processing of keybard input - simple
terminal for writing commands in real-time. This is same on Windows and
Linux (haven't tested it yet on Mac), but on Windows for example, you do
Alt-TAB to get some other window and get it back again, the keyboard events
are not processed anymore :-/. Seams like when osgViewer loses the focus it
is not gaining it back from the system call. On windows I managed to do
this - ( my background is Windows, on Linux I am new :-) ). Here is the
snippet how I managed it to work on Windows. Anyone to share a snippet for
Linux/Mac? As always, thanks a lot

snip
while (!viewer-done())
{
#if defined(_WIN32)
MSG msg;
if (::PeekMessage(msg,NULL,0,0,PM_NOREMOVE))
{
::GetMessage(msg, NULL, 0, 0);
osgViewer::CompositeViewer::Windows wins;
viewer-getWindows(wins);

if (wins.size())
{
osgViewer::GraphicsHandleWin32 *hdl =
dynamic_castosgViewer::GraphicsHandleWin32*(wins.at(0));
if(hdl)
{
WNDPROC fWndProc =
(WNDPROC)::GetWindowLongPtr(hdl-getHWND(), GWLP_WNDPROC);
fWndProc(hdl-getHWND(), msg.message, msg.wParam,
msg.lParam);
}
}
}
#endif
..
/snip

Nick

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[osg-users] flash the DatabasePager on demmand

2015-03-25 Thread Trajce Nikolov NICK
Hi community,

is there a way to flush (discard) the currently pending PagedLODs with a
call? I read the class and didn;t found anything

Thanks a bunch as always!

Nick

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Re: [osg-users] flash the DatabasePager on demmand

2015-03-25 Thread Trajce Nikolov NICK
okay :-) .. maybe someone else will come up with a hint

Thanks anyway

Nick

On Wed, Mar 25, 2015 at 6:51 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 I'm afraid I don't have any ideas off the top of my head.  Too many other
 complex things on my table to handle pontificating on anything else
 complicated right now.

 Robert.

 On 25 March 2015 at 17:24, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 here is my situation. My client has large UTM database. Their IOS
 software needs to offset the database for each mission, so I have a
 NodeVisitor that apply some positinal offset to Geometry/Matrices/LODs. And
 there is a ReadCallback that uses this offset too. This works great, I can
 offset tiles that are loaded and to be loaded dynamically. However, I dont
 have control on the PagedLODs that are loading in between changing the
 offset, so these new tiles do not catch the correct offset. Any hint/hack
 for this situation? This is what I think is going on, not 100% sure though

 Thanks a lot!

 Nick

 On Wed, Mar 25, 2015 at 5:24 PM, Robert Osfield robert.osfi...@gmail.com
  wrote:

 HI Nick,

 I don't recall a method call to explicitly discards all pending
 DatabaseRequests.

 The DatabasePager discards DatabaseRequest's automatically if they
 aren't been refreshed by PagedLOD's that need them - this is done by
 tracking the frame number that of when the cull traversal hits a PagedLOD
 and requests a child.

 Robert.

 On 25 March 2015 at 16:04, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 is there a way to flush (discard) the currently pending PagedLODs with
 a call? I read the class and didn;t found anything

 Thanks a bunch as always!

 Nick

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Re: [osg-users] flash the DatabasePager on demmand

2015-03-25 Thread Trajce Nikolov NICK
Hi Robert,

here is my situation. My client has large UTM database. Their IOS software
needs to offset the database for each mission, so I have a NodeVisitor that
apply some positinal offset to Geometry/Matrices/LODs. And there is a
ReadCallback that uses this offset too. This works great, I can offset
tiles that are loaded and to be loaded dynamically. However, I dont have
control on the PagedLODs that are loading in between changing the offset,
so these new tiles do not catch the correct offset. Any hint/hack for this
situation? This is what I think is going on, not 100% sure though

Thanks a lot!

Nick

On Wed, Mar 25, 2015 at 5:24 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 HI Nick,

 I don't recall a method call to explicitly discards all pending
 DatabaseRequests.

 The DatabasePager discards DatabaseRequest's automatically if they aren't
 been refreshed by PagedLOD's that need them - this is done by tracking the
 frame number that of when the cull traversal hits a PagedLOD and requests a
 child.

 Robert.

 On 25 March 2015 at 16:04, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 is there a way to flush (discard) the currently pending PagedLODs with a
 call? I read the class and didn;t found anything

 Thanks a bunch as always!

 Nick

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Re: [osg-users] Create texture from texture handle

2015-03-16 Thread Trajce Nikolov NICK
Hi Steven,

yes, you can wrap your GL texture handle with osg::Textire2D object. Here
is some snippet that might help:

snip
GLuint handle = ...;
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
osg::ref_ptrosg::Texture::TextureObject textureObject = new
osg::Texture::TextureObject(texture.get(),handle,GL_TEXTURE_2D);
textureObject-setAllocated();


texture-setTextureObject(renderInfo.getContextID(),textureObject.get());

state.setActiveTextureUnit(textureStage);
texture-apply( state );

// Tell state about our changes
state.haveAppliedTextureAttribute(textureStage, texture.get());

On Mon, Mar 16, 2015 at 6:30 PM, Steven Powers stevenapow...@gmail.com
wrote:

 HI!

 Currently I have this texture getting generated by a plugin that I'm using:

 glGenTextures(1, textureHandle);
 glBindTexture(GL_TEXTURE_2D, textureHandle);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, N, M, 0, GL_RGB,
 GL_FLOAT, NULL);

 Is there an easy way to create an osg::Texture2D to use the same texture
 handle? So far it looks like textures generate their own handles. I can't
 do away with the OpenGL code.

 Thank you!

 Cheers,
 Steven

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Re: [osg-users] Texture cache question

2015-03-11 Thread Trajce Nikolov NICK
Thanks Robert. Sebastian, yes, that is the thing I am after. Thanks a lot!

Nick

On Wed, Mar 11, 2015 at 9:49 AM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 The osgDB::SharedStateManager might well be what you are looking for.
 It's not something I wrote or have used so can't provide lots of details on
 how best to use it, but I can say it's role is for sharing state between an
 already loaded scene graph and new loaded scene graph.

 Sebastian's suggestion about the using the Object Cache feature of
 osgDB::Registry is useful too for sharing osg::Image, which will help the
 SharedStateManager spot places where osg::Texture can be shared when they
 use the same osg::Image.

 Robert.

 On 10 March 2015 at 16:24, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 what was the way to have textures cached and reused on load? any hint?

 Thanks a bunch!

 Nick

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[osg-users] Texture cache question

2015-03-10 Thread Trajce Nikolov NICK
Hi Community,

what was the way to have textures cached and reused on load? any hint?

Thanks a bunch!

Nick

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Re: [osg-users] GL error line 2255: invalid operation

2015-03-07 Thread Trajce Nikolov NICK
Thanks Bjorn

Nick

On Sat, Mar 7, 2015 at 10:29 PM, Björn Blissing bjorn.bliss...@vti.se
wrote:

 Hi,

 I haven't tried it myself, but gDebugger is available for Linux as well:
 http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/

 Cheers
 Björn

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Re: [osg-users] GL error line 2255: invalid operation

2015-03-06 Thread Trajce Nikolov NICK
Thanks Sebastian. I have to switch to my Windows machine :-)

Cheers,
Nick

On Fri, Mar 6, 2015 at 8:47 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Nick,

 Try geDebugger [1] etc.. Under visual studio they even integrate into the
 GUI, so you will be able to debug the offending line which causes the error.


 [1] http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/

 Cheers
 Sebastian

  suddenly OSG_GL_ERROR_CHECKING=ON is not verbose at all for this error
  still the same :-/

  Nick

 On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

  Thanks Bjorn. I will start debugging 

  Nick

 On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing bjorn.bliss...@vti.se
 wrote:

 Hi Nick,

 I got a couple of this while doing the Oculus integration (mostly due to
 Oculus driver injection). But the procedure I usually use is this:

 1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment
 variable:

 OSG_GL_ERROR_CHECKING=ON

 This will give you more information of which class that triggered the GL
 error. (Although this is not always true, there are some caveats).

 2. Once I found which class that is the probable offender I usually add
 some debug printouts in that OSG class, printing out the name of the node,
 attribute or whatever classtype is triggering the error.

 The caveats:
 This process usually finds you the offending call. But you cannot trust
 it 100%. This is due to the fact that to clear the error flag you have to
 call glGetError(), and since OSG cannot have glGetError() calls after every
 single one of its OpenGL calls, sometimes the wrong class gets reported.

 So if you suspects that OSG is pointing the finger on the wrong class.
 Start by adding a glGetError() call as first OpenGL call in that class.
 Otherwise you might chase an error that actually exists in another class.

 Good luck on you bug hunting!

 Björn

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Re: [osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Trajce Nikolov NICK
suddenly OSG_GL_ERROR_CHECKING=ON is not verbose at all for this error 
still the same :-/

Nick

On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Thanks Bjorn. I will start debugging 

 Nick

 On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing bjorn.bliss...@vti.se
 wrote:

 Hi Nick,

 I got a couple of this while doing the Oculus integration (mostly due to
 Oculus driver injection). But the procedure I usually use is this:

 1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment
 variable:

 OSG_GL_ERROR_CHECKING=ON

 This will give you more information of which class that triggered the GL
 error. (Although this is not always true, there are some caveats).

 2. Once I found which class that is the probable offender I usually add
 some debug printouts in that OSG class, printing out the name of the node,
 attribute or whatever classtype is triggering the error.

 The caveats:
 This process usually finds you the offending call. But you cannot trust
 it 100%. This is due to the fact that to clear the error flag you have to
 call glGetError(), and since OSG cannot have glGetError() calls after every
 single one of its OpenGL calls, sometimes the wrong class gets reported.

 So if you suspects that OSG is pointing the finger on the wrong class.
 Start by adding a glGetError() call as first OpenGL call in that class.
 Otherwise you might chase an error that actually exists in another class.

 Good luck on you bug hunting!

 Björn

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Re: [osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Trajce Nikolov NICK
Thanks Bjorn. I will start debugging 

Nick

On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing bjorn.bliss...@vti.se
wrote:

 Hi Nick,

 I got a couple of this while doing the Oculus integration (mostly due to
 Oculus driver injection). But the procedure I usually use is this:

 1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment
 variable:

 OSG_GL_ERROR_CHECKING=ON

 This will give you more information of which class that triggered the GL
 error. (Although this is not always true, there are some caveats).

 2. Once I found which class that is the probable offender I usually add
 some debug printouts in that OSG class, printing out the name of the node,
 attribute or whatever classtype is triggering the error.

 The caveats:
 This process usually finds you the offending call. But you cannot trust it
 100%. This is due to the fact that to clear the error flag you have to call
 glGetError(), and since OSG cannot have glGetError() calls after every
 single one of its OpenGL calls, sometimes the wrong class gets reported.

 So if you suspects that OSG is pointing the finger on the wrong class.
 Start by adding a glGetError() call as first OpenGL call in that class.
 Otherwise you might chase an error that actually exists in another class.

 Good luck on you bug hunting!

 Björn

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[osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Trajce Nikolov NICK
Hi All,

have some of you experienced this error. it is annoying and I have not clue
how to fix it. Any hint is appreciated

Thanks a lot as always !

Nick

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Re: [osg-users] RenderStage getPositionalStateContainer matrices

2015-03-05 Thread Trajce Nikolov NICK
okay... :-) .Thanks Robert

Nick

On Thu, Mar 5, 2015 at 2:39 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 On 5 March 2015 at 13:33, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 are these matrices local or world?


 Neither ;-)

  Anyone with a clue?

 There are the modelview matrices that takes the associated positional
 state (Light,TexGen) into eye coordinates.  These modelview matrices are
 generated during the cull traversal and accumulates the view matrix and
 model matrices in the scene graph to the point where the positional state
 is attached to the scene graph.

 Robert.

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[osg-users] RenderStage getPositionalStateContainer matrices

2015-03-05 Thread Trajce Nikolov NICK
Hi Community

are these matrices local or world? Anyone with a clue?

Thanks as always

Nick

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Re: [osg-users] referenced memory management across dlls/exe (Windows only)

2015-03-01 Thread Trajce Nikolov NICK
Thanks Sergey. I found that too.

The problem was that the a core lib was keeping a ref_ptr of an Object
allocated by a plugin from a dll. Then on clean I got this problem. I
solved it by changing the ref_ptr to observer_ptr in the core lib. So I am
good now. But BIG thanks for helping me. Ulrich, thanks too.

Nick

p.s. I was Windows programmer for a decade and switched to Linux recently.
What a difference :-). Very good dev experience on Linux

On Sun, Mar 1, 2015 at 10:00 PM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:

 Hi Nick,

 after looking  some more I found that newer versions of Mingw switch to
 dynamic linking of libstd++ by default. so libstdc++-6.dll is a right lib.

 but as you have the same problems then I have no answer.

 Regards
 Sergey

 On Sun, Mar 1, 2015 at 5:16 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Sergey,

 on my system with the latest from the Qt bundle I don't have the
 libstdc++_s ... only libstdc++.a and libstdc++-6.dll . And I added
 -lstdc++ and still getting the same issues. Any further hints?

 Thanks a lot

 Nick

 On Sun, Mar 1, 2015 at 1:07 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Thanks Ulrich. That is what is going on

 Sergey, where this flags go in the .pro file, in* QMAKE_CXXFLAGS* or
 *LIBS* ?

 Thanks a bunch

 Nick

 On Sun, Mar 1, 2015 at 12:49 PM, Sergey Kurdakov sergey.fo...@gmail.com
  wrote:

 Hi

 To link   against shared libgcc, add -shared-libgcc
 to link  against shared libstdc++ add -lstdc++_s

 Regards
 Sergey


 On Sun, Mar 1, 2015 at 1:58 PM, Ulrich Hertlein u.hertl...@sandbox.de
 wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA256

 Hi Nick,

 On 28/02/2015 14:46, Trajce Nikolov NICK wrote:
  I am facing a problem with memory clean-up when mixing the place of
 allocation across
  dlls and the executable. Let say I have main executable that loads
 dlls (plugins) in
  which I allocate memory using referenced pointers. On exit, those
 pointers that were
  allocated in one of the dlls got stucked in ... If I clean these
 pointers from the
  originated dll, it works ok, otherwise not.
 
  Any clue?

 You end up with different instances of the runtime library, each with
 its own heap
 management.  You allocate the object on the heap of one DLL and free
 it onto the heap of
 the other - bang.

 Sorry, I don't know what the corresponding flag might be on mingw.

 Cheers,
 /ulrich
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1

 iQEcBAEBCAAGBQJU8vDIAAoJEP8WARS52jMYq6gH/Axcl3evhaF8tdjUePeHb707
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Re: [osg-users] referenced memory management across dlls/exe (Windows only)

2015-03-01 Thread Trajce Nikolov NICK
Thanks Ulrich. That is what is going on

Sergey, where this flags go in the .pro file, in* QMAKE_CXXFLAGS* or *LIBS*
?

Thanks a bunch

Nick

On Sun, Mar 1, 2015 at 12:49 PM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:

 Hi

 To link   against shared libgcc, add -shared-libgcc
 to link  against shared libstdc++ add -lstdc++_s

 Regards
 Sergey


 On Sun, Mar 1, 2015 at 1:58 PM, Ulrich Hertlein u.hertl...@sandbox.de
 wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA256

 Hi Nick,

 On 28/02/2015 14:46, Trajce Nikolov NICK wrote:
  I am facing a problem with memory clean-up when mixing the place of
 allocation across
  dlls and the executable. Let say I have main executable that loads dlls
 (plugins) in
  which I allocate memory using referenced pointers. On exit, those
 pointers that were
  allocated in one of the dlls got stucked in ... If I clean these
 pointers from the
  originated dll, it works ok, otherwise not.
 
  Any clue?

 You end up with different instances of the runtime library, each with its
 own heap
 management.  You allocate the object on the heap of one DLL and free it
 onto the heap of
 the other - bang.

 Sorry, I don't know what the corresponding flag might be on mingw.

 Cheers,
 /ulrich
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1

 iQEcBAEBCAAGBQJU8vDIAAoJEP8WARS52jMYq6gH/Axcl3evhaF8tdjUePeHb707
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 -END PGP SIGNATURE-
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Re: [osg-users] referenced memory management across dlls/exe (Windows only)

2015-03-01 Thread Trajce Nikolov NICK
Hi Sergey,

on my system with the latest from the Qt bundle I don't have the
libstdc++_s ... only libstdc++.a and libstdc++-6.dll . And I added
-lstdc++ and still getting the same issues. Any further hints?

Thanks a lot

Nick

On Sun, Mar 1, 2015 at 1:07 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Thanks Ulrich. That is what is going on

 Sergey, where this flags go in the .pro file, in* QMAKE_CXXFLAGS* or
 *LIBS* ?

 Thanks a bunch

 Nick

 On Sun, Mar 1, 2015 at 12:49 PM, Sergey Kurdakov sergey.fo...@gmail.com
 wrote:

 Hi

 To link   against shared libgcc, add -shared-libgcc
 to link  against shared libstdc++ add -lstdc++_s

 Regards
 Sergey


 On Sun, Mar 1, 2015 at 1:58 PM, Ulrich Hertlein u.hertl...@sandbox.de
 wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA256

 Hi Nick,

 On 28/02/2015 14:46, Trajce Nikolov NICK wrote:
  I am facing a problem with memory clean-up when mixing the place of
 allocation across
  dlls and the executable. Let say I have main executable that loads
 dlls (plugins) in
  which I allocate memory using referenced pointers. On exit, those
 pointers that were
  allocated in one of the dlls got stucked in ... If I clean these
 pointers from the
  originated dll, it works ok, otherwise not.
 
  Any clue?

 You end up with different instances of the runtime library, each with
 its own heap
 management.  You allocate the object on the heap of one DLL and free it
 onto the heap of
 the other - bang.

 Sorry, I don't know what the corresponding flag might be on mingw.

 Cheers,
 /ulrich
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1

 iQEcBAEBCAAGBQJU8vDIAAoJEP8WARS52jMYq6gH/Axcl3evhaF8tdjUePeHb707
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 =Q7H0
 -END PGP SIGNATURE-
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[osg-users] referenced memory management across dlls/exe (Windows only)

2015-02-28 Thread Trajce Nikolov NICK
Hi all,

I am facing a problem with memory clean-up when mixing the place of
allocation across dlls and the executable. Let say I have main executable
that loads dlls (plugins) in which I allocate memory using referenced
pointers. On exit, those pointers that were allocated in one of the dlls
got stucked in

if (needDelete)

{

signalObserversAndDelete(true,true);

}


Ln 198 in Referenced. And this is Windows only, on Mac or Linux I
don't have this problem.


If I clean these pointers from the originated dll, it works ok, otherwise not.


Any clue?


Thanks as allways!


Nick


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Re: [osg-users] referenced memory management across dlls/exe (Windows only)

2015-02-28 Thread Trajce Nikolov NICK
also I am using Qt Creator and MinGW (whatever the last version is). I know
in Visual Studio you can specify the /MD option to use shared CRT libs and
to avoid this problem. Any MinGW gurus around with hints?

Nick

On Sat, Feb 28, 2015 at 2:46 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi all,

 I am facing a problem with memory clean-up when mixing the place of
 allocation across dlls and the executable. Let say I have main executable
 that loads dlls (plugins) in which I allocate memory using referenced
 pointers. On exit, those pointers that were allocated in one of the dlls
 got stucked in

 if (needDelete)

 {

 signalObserversAndDelete(true,true);

 }


 Ln 198 in Referenced. And this is Windows only, on Mac or Linux I don't have 
 this problem.


 If I clean these pointers from the originated dll, it works ok, otherwise not.


 Any clue?


 Thanks as allways!


 Nick


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Re: [osg-users] OSG will not work on OpenSUSE 13.2 with the AMD driver on Radeon

2015-02-14 Thread Trajce Nikolov NICK
Hi Robert,

thanks for the ping. No, I didn't fixed it. It is driver issue and I went
through all the forums I found online with no good result. The driver
available seams to be somewhat very new so and there are bugs reported. I
was hoping maybe someone from the community have some experience with. I
will wait on some more stable one. In mean time I moved the dev to another
DELL system with NVIDIA. All the geometry shaders work there just fine. So
I am good but I will follow this issue since the project I work on is
cross-platform so it will be shame if I don;t make it work on the specified
system.

Thanks again !

Nick


On Sat, Feb 14, 2015 at 12:42 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 Have you been able to sort the problem?

 I haven't used SUSE for over a decade, and don't have Radeon card so can't
 help on the specifics - I use Kubuntu + NVidia for day to day dev work.  I
 was hoping other might chip in but it's been a bit of ghost town on the
 mailing list/forum this last week.  Is the forum down?

 If you haven't yet resolved the problem then trying out other OpenGL
 applications would a good place to start.  Checking the support/forum
 discussions for SUSE and Radeon would also be an avenue to explore.

 Robert.

 On 9 February 2015 at 19:20, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I spent the whole day today trying to make it work and I need your help
 since I am new to Linux development.

 My driver is from here https://en.opensuse.org/SDB:AMD_fglrx

 and when I run glxinfo I get this:
 name of display: :0
 X Error of failed request:  BadRequest (invalid request code or no such
 operation)
   Major opcode of failed request:  155 (GLX)
   Minor opcode of failed request:  19 (X_GLXQueryServerString)
   Serial number of failed request:  12
   Current serial number in output stream:  12

 The system I use is hybrid with one intel and one radeon card and I am
 clueless how to setup X11 for this configuration

 Anyone can share some nowhow, hints?

 As always, thanks a bunch!

 Nick
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[osg-users] OSG will not work on OpenSUSE 13.2 with the AMD driver on Radeon

2015-02-09 Thread Trajce Nikolov NICK
Hi Community,

I spent the whole day today trying to make it work and I need your help
since I am new to Linux development.

My driver is from here https://en.opensuse.org/SDB:AMD_fglrx

and when I run glxinfo I get this:
name of display: :0
X Error of failed request:  BadRequest (invalid request code or no such
operation)
  Major opcode of failed request:  155 (GLX)
  Minor opcode of failed request:  19 (X_GLXQueryServerString)
  Serial number of failed request:  12
  Current serial number in output stream:  12

The system I use is hybrid with one intel and one radeon card and I am
clueless how to setup X11 for this configuration

Anyone can share some nowhow, hints?

As always, thanks a bunch!

Nick
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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Trajce Nikolov NICK
Hi Alexandre,

if you want to disable the texture that is bound to unit 1, you have to
write a NodeVisitor that will traverse the statesets of the nodes where the
texture to unit 1 is set, and simply switch that attribute to
StateAttribute::OFF

Nick

On Thu, Feb 5, 2015 at 8:03 PM, Alexandre Vaillancourt 
alexandre.vaillancourt.l...@gmail.com wrote:

 Robert,

 This appears to be exactly the situation. Is there a way to see where this
 feature is enabled and is there is a way to disable it?

 Thanks a lot!

 --
 Alexandre Vaillancourt

 2015-02-05 13:54 GMT-05:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Alexandre,

 It sounds like might be talking about a pre-rendered shadow texture
 rather than a shadow map.  The OSG by default handles multi-texturing by
 simply blending them - this is part of the OpenGL fixed function pipeline,
 so it's not a case of enabling shadow map, but simply blending a shadow
 texture on texture unit 1 with the base texture on texture unit 0.

 However, I'm just guessing, only you have the data and application in
 front of you.

 Robert.

 On 5 February 2015 at 18:28, Alexandre Vaillancourt 
 alexandre.vaillancourt.l...@gmail.com wrote:

 Gentlemen,

 Thank you for your replies.

 It turns out that the node is not bumpmapped with a shader (I've used a
 nodevisitor to check if a program was loaded on a node's stateset and
 didn't see any). However, the node seems to be having a shadow map. In our
 model editor (Creator) there is an extended material on the node, and the
 material has, among other things a surface modifier that has shadow map on
 texture unit 1. Looking at the exported osg file, I don't see how this
 texture is used as shadow map (I would assume a shader could need to use
 it, but we're not adding any shader for now (I'm debugging)).

 Could it be that upon loading, the plugin for the .osg files assumes
 that texture unit 1 would be the shadow map and enables it right away or
 something like that?

 Thanks for your help!


 --
 Alexandre Vaillancourt

 2015-02-05 4:26 GMT-05:00 Robert Osfield robert.osfi...@gmail.com:

 Hi Alexandre,

 Does the scene graph code you have inherited contain use of
 osgFX::BumpMapping?

 osgFX::BumpingMapping  It's a really ancient bit of the OSG so it's
 really how I'd tackle it these days but it provides the old style
 osg::VertexProgram and FragmentProgram.  Have a look at the
 OpenSceneGraph/src/osgFX/BumpMapping.cpp so see what it's doing.

 Robert.

 On 4 February 2015 at 23:57, Alexandre Vaillancourt 
 alexandre.vaillancourt.l...@gmail.com wrote:

 Hi All,

 I'm not too knowledgeable in the field of shaders and bump map, but
 lately I've had the task of fixing something related to it in our 
 software.

 The issue is that some faces in our software are bumpmapped (I see the
 3 different texture units used in the .osg file, as well as in the 
 original
 .flt model), but the node itself does not seem to have an osg::Program 
 (nor
 osg::VertexProgram or osg::FragmentProgram) part of its stateset's state
 attributes.

 The question is this: is it possible that there is a way that a chunk
 of code of OSG could set up bump mapping on a node by itsefl and NOT add 
 an
 osg::Program to it? For instance, if it finds more than one texture units
 in the .osg file, it would find a way to add a shader to enable the bump
 maping..?

 I'm really wondering how that node could be bump mapped...

 Thanks

 --
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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Trajce Nikolov NICK
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[osg-users] osgEphemeris build on Linux

2015-02-05 Thread Trajce Nikolov NICK
Hi All,

this is not for this list, but I know some of you are using it. I
downloaded the source from
https://code.google.com/p/osgephemeris/source/checkout, run CMake (on
Linux) and run make. or make all. It seam it is not set to be built on
Linux even though CMake generated the Makefiles. What I am missing

Thanks a bunch as allways

p.s. the output is this

~/Dev/osgephemeris/osgEphemeris make all
GNUmakefile:1: /makedefs: No such file or directory
GNUmakefile:6: /makerules: No such file or directory
make: *** No rule to make target '/makerules'.  Stop.


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Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Trajce Nikolov NICK
Thanks Chris, Alberto. Alberto, yeah, that did the build. Thanks again

Nick

On Thu, Feb 5, 2015 at 4:08 PM, Chris Hanson xe...@alphapixel.com wrote:

 Seems like we rebuilt it a while ago and it needed a bunch of hacking but
 I can't recall what the deal was.

 On Thu, Feb 5, 2015 at 7:33 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi All,

 this is not for this list, but I know some of you are using it. I
 downloaded the source from
 https://code.google.com/p/osgephemeris/source/checkout, run CMake (on
 Linux) and run make. or make all. It seam it is not set to be built on
 Linux even though CMake generated the Makefiles. What I am missing

 Thanks a bunch as allways

 p.s. the output is this

 ~/Dev/osgephemeris/osgEphemeris make all
 GNUmakefile:1: /makedefs: No such file or directory
 GNUmakefile:6: /makerules: No such file or directory
 make: *** No rule to make target '/makerules'.  Stop.


 --
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 --
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 http://www.alphapixel.com/
 Training * Consulting * Contracting
 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4
 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
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Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Trajce Nikolov NICK
Thanks Chris. I know someone has hacked it to work nice. I hope these
people can share it :-) . maybe update the base code on the repo as well

Nick

On Thu, Feb 5, 2015 at 5:29 PM, Chris Hanson xe...@alphapixel.com wrote:

 I haven't actually used it in about 2 years. I switched to using osgEarth
 for most stuff now, and it includes its own sky, though it doesn't have the
 same featureset as osgEphemeris.

 On Thu, Feb 5, 2015 at 9:25 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Me again, on this topic. I hope noone will be mad for using this list for
 3rd party software.

 Alberto, Chris, did you made it work? For some reason I am setting the
 skyDomeCenter to be the eye point and it doesnt work. Also,
 setMoveWithEyePoint seam to not have an effect. Any hints?

 Thanks again

 Nick

 On Thu, Feb 5, 2015 at 4:12 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Thanks Chris, Alberto. Alberto, yeah, that did the build. Thanks again

 Nick

 On Thu, Feb 5, 2015 at 4:08 PM, Chris Hanson xe...@alphapixel.com
 wrote:

 Seems like we rebuilt it a while ago and it needed a bunch of hacking
 but I can't recall what the deal was.

 On Thu, Feb 5, 2015 at 7:33 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi All,

 this is not for this list, but I know some of you are using it. I
 downloaded the source from
 https://code.google.com/p/osgephemeris/source/checkout, run CMake (on
 Linux) and run make. or make all. It seam it is not set to be built on
 Linux even though CMake generated the Makefiles. What I am missing

 Thanks a bunch as allways

 p.s. the output is this

 ~/Dev/osgephemeris/osgEphemeris make all
 GNUmakefile:1: /makedefs: No such file or directory
 GNUmakefile:6: /makerules: No such file or directory
 make: *** No rule to make target '/makerules'.  Stop.


 --
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 --
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 http://www.alphapixel.com/
 Training * Consulting * Contracting
 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL
 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
 Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry *
 Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile *
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 http://www.alphapixel.com/
 Training * Consulting * Contracting
 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4
 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
 Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry *
 Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile *
 iPhone/iPad/iOS * Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]

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Re: [osg-users] osgEphemeris build on Linux

2015-02-05 Thread Trajce Nikolov NICK
Me again, on this topic. I hope noone will be mad for using this list for
3rd party software.

Alberto, Chris, did you made it work? For some reason I am setting the
skyDomeCenter to be the eye point and it doesnt work. Also,
setMoveWithEyePoint seam to not have an effect. Any hints?

Thanks again

Nick

On Thu, Feb 5, 2015 at 4:12 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Thanks Chris, Alberto. Alberto, yeah, that did the build. Thanks again

 Nick

 On Thu, Feb 5, 2015 at 4:08 PM, Chris Hanson xe...@alphapixel.com wrote:

 Seems like we rebuilt it a while ago and it needed a bunch of hacking but
 I can't recall what the deal was.

 On Thu, Feb 5, 2015 at 7:33 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi All,

 this is not for this list, but I know some of you are using it. I
 downloaded the source from
 https://code.google.com/p/osgephemeris/source/checkout, run CMake (on
 Linux) and run make. or make all. It seam it is not set to be built on
 Linux even though CMake generated the Makefiles. What I am missing

 Thanks a bunch as allways

 p.s. the output is this

 ~/Dev/osgephemeris/osgEphemeris make all
 GNUmakefile:1: /makedefs: No such file or directory
 GNUmakefile:6: /makerules: No such file or directory
 make: *** No rule to make target '/makerules'.  Stop.


 --
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 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training * Consulting * Contracting
 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4
 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
 Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry *
 Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile *
 iPhone/iPad/iOS * Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]

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[osg-users] StandardShadowMap and Fog

2015-02-01 Thread Trajce Nikolov NICK
Hi Community,

I am seeing in the default fragment shader (snippet bellow) that a fog is
used into account but for some reason I can not make it work. Any hints for
the Fog settings?

Thanks a lot

#if FRAGMENT_SHADERS_ONLY
_mainFragmentShader = new osg::Shader( osg::Shader::FRAGMENT,
 // following expressions are auto modified - do not change
them:   \n
 // gl_TexCoord[0]  0 - can be subsituted with other
index  \n

\n
float DynamicShadow(
); \n

\n
uniform sampler2D
baseTexture;  \n

\n
void
main(void) \n

{   \n
  vec4 colorAmbientEmissive =
gl_FrontLightModelProduct.sceneColor; \n
//  // Add ambient from Light of index =
0\n
//  colorAmbientEmissive +=
gl_FrontLightProduct[0].ambient;  \n
  vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy
); \n
  color *= mix( colorAmbientEmissive, gl_Color, DynamicShadow()
);  \n
#if DISPLAY_SHADOW_TEXEL_TO_PIXEL_ERROR
  color.xy = abs( dFdy( gl_TexCoord[1].xy / gl_TexCoord[1].w ) )*
1024.0; \n
  color.z = color.y; \n
  color.x = color.z; \n
  color.y = color.z; \n
  color.a = 1.0; \n
#endif
//float fog = clamp((gl_Fog.end - gl_FogFragCoord)*gl_Fog.scale,
0.,1.);\n
//color.rgb = mix( gl_Fog.color.rgb, color.rgb, fog
);  \n
  gl_FragColor =
color; \n
} \n );

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Re: [osg-users] StandardShadowMap and Fog

2015-02-01 Thread Trajce Nikolov NICK
never mind .. blind me.. It is commented out .. Please ignore

Nick

On Sun, Feb 1, 2015 at 3:21 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I am seeing in the default fragment shader (snippet bellow) that a fog is
 used into account but for some reason I can not make it work. Any hints for
 the Fog settings?

 Thanks a lot

 #if FRAGMENT_SHADERS_ONLY
 _mainFragmentShader = new osg::Shader( osg::Shader::FRAGMENT,
  // following expressions are auto modified - do not change
 them:   \n
  // gl_TexCoord[0]  0 - can be subsituted with other
 index  \n

 \n
 float DynamicShadow(
 ); \n

 \n
 uniform sampler2D
 baseTexture;  \n

 \n
 void
 main(void) \n

 {   \n
   vec4 colorAmbientEmissive =
 gl_FrontLightModelProduct.sceneColor; \n
 //  // Add ambient from Light of index =
 0\n
 //  colorAmbientEmissive +=
 gl_FrontLightProduct[0].ambient;  \n
   vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy
 ); \n
   color *= mix( colorAmbientEmissive, gl_Color, DynamicShadow()
 );  \n
 #if DISPLAY_SHADOW_TEXEL_TO_PIXEL_ERROR
   color.xy = abs( dFdy( gl_TexCoord[1].xy / gl_TexCoord[1].w ) )*
 1024.0; \n
   color.z = color.y; \n
   color.x = color.z; \n
   color.y = color.z; \n
   color.a = 1.0; \n
 #endif
 //float fog = clamp((gl_Fog.end - gl_FogFragCoord)*gl_Fog.scale,
 0.,1.);\n
 //color.rgb = mix( gl_Fog.color.rgb, color.rgb, fog
 );  \n
   gl_FragColor =
 color; \n
 } \n );

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Re: [osg-users] shader composition

2015-01-29 Thread Trajce Nikolov NICK
Thanks Robert, Robert,

I will wait for the new code then.

Nick

On Thu, Jan 29, 2015 at 11:54 AM, Robert Milharcic 
robert.milhar...@ib-caddy.si wrote:

 On 29.1.2015 0:23, Trajce Nikolov NICK wrote:

 I read the shader composition code and the used classes - which are really
 without any documentation:-). Can someone give a fast intro into this, the
 sample for example?

 Thanks a bunch as always


 Hi Nick,

 I once did some experimental coding on shader composition. The idea was to
 emulte all the FFP attributes with shaders and possibly extend the
 composition with custom shaders. Although the code is working and it
 produces optimal shaders with zero branching or defines, I have never had
 time to polish it up and send it for a review. I could post the sample I
 used for testing, if you are interested. The bad news is that it requires
 some osg core modifications to work properly. I can send those, too.

 Robert Milharcic

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[osg-users] shader composition

2015-01-28 Thread Trajce Nikolov NICK
Hi Community,

I read the shader composition code and the used classes - which are really
without any documentation :-). Can someone give a fast intro into this, the
sample for example?

Thanks a bunch as always

Nick

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Re: [osg-users] How to Preserve FBX baked in textures when running running hardware skinning

2015-01-27 Thread Trajce Nikolov NICK
Hi Chris,

 osg::ref_ptrosg::Texture2D texture = model-GetEmbeddeFBXTexture();

I think you have to write NodeVisitor that will traverse your model and
extract the Texture from the StateSet. But you can also work with the
texture that is mapped in your FBX model. I didn't followed your
conversation with Robert on this topic, but maybe you just put in your
shader the texture unit to which the texture is assigned?

On Tue, Jan 27, 2015 at 1:50 PM, Chris Hidden ch...@erghis.com wrote:

 Ok so now back to the original intent with this question.

 So I can now attach a texture to my hand model with a vertex and fragment
 shader, which is great!  I load the texture via its file path and send it
 along to the shaders.

 However I was hoping to find a way to do this in a different workflow.  I
 have been and would like to continue to do a fair amount of the texture
 work in 3D Studio Max.  So when I export an FBX model and load it into the
 scene graph it under normal circumstances retains its embedded texture
 and displays accordingly.

 Is there a way I can access these textures for the FBX model, so that I
 could in some way load the texture directly from the model.

 So if I have
 osg::ref_ptrosg::Node model = osgDB::readNodeFile(myModel.fbx);

 Then I would like to acheive this somehow (Pseudo Code):

 osg::ref_ptrosg::Texture2D texture = model-GetEmbeddeFBXTexture();

 That way we could have a nice system that will take whatever our designers
 or modelers texture the model with directly through the code instead of
 having to manually switch in the code later on.

 Im sure this can be done one way or another.  Is there a somewhat simple
 approach to this?
 Thank you!

 Cheers,
 Chris

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[osg-users] strange behaviour on dynamic_cast on Mac (QtCreator)

2015-01-18 Thread Trajce Nikolov NICK
Hi Community,

I have this case:

osg::ref_ptrosg::Node node  = new osg::Geode;
osg::Group* group = dynamic_castosg::Group*(node.get());
osg::Geode* geode = dynamic_casyosg::Geode*(node.get())

what is strange is that both are valid, but it should fail on the Group
case. This was testted on Linux and Windows, and it works as it should,
only strange on Mac

Thanks for any input as always

Cheers,
Nick
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[osg-users] osg 3.3.3 fails to load dds texture on Mac

2015-01-18 Thread Trajce Nikolov NICK
Hi Community,

anyone experience this? It loads with 3.3.1 and just by upgrading to 3.3.3
it fails. Here is the setup:

Macbook pro retina, Mid 2012 NIVIDIA GeForce GT 650M 1024
Processor 2.3 GHz intel Core i7
Memory 8GB
Software Yosemite macosx 10.10
QtCreator

To recreate you can use osgviewer and any dds texture.

Thanks a bunch for any hint/finding

Cheers,
Nick
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Re: [osg-users] strange behaviour on dynamic_cast on Mac (QtCreator)

2015-01-18 Thread Trajce Nikolov NICK
Hi Mattias,

yes, you are right. My bad. Geode is indeed a Group now.

Thanks a lot

Nick

On Sun, Jan 18, 2015 at 10:33 AM, Mattias Helsing helsin...@gmail.com
wrote:

 Hi Nick,

 is it possible that you have different versions of the osg source on
 your computers. In the trunk a Geode is-a Group since a couple of
 months or so. Can you verify this ?

 cheers
 Mattias

 On Sun, Jan 18, 2015 at 9:15 AM, Trajce Nikolov NICK
 trajce.nikolov.n...@gmail.com wrote:
  Hi Community,
 
  I have this case:
 
  osg::ref_ptrosg::Node node  = new osg::Geode;
  osg::Group* group = dynamic_castosg::Group*(node.get());
  osg::Geode* geode = dynamic_casyosg::Geode*(node.get())
 
  what is strange is that both are valid, but it should fail on the Group
  case. This was testted on Linux and Windows, and it works as it should,
 only
  strange on Mac
 
  Thanks for any input as always
 
  Cheers,
  Nick
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Re: [osg-users] Using pbuffer as a texture.

2015-01-17 Thread Trajce Nikolov NICK
Hi Nicolas,

yes it is possible. Have a look at osgprerender example. You have to attach
the texture to the camera. Look for

camera-attach(osg::Camera::COLOR_BUFFER, texture,.

Nick
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Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Trajce Nikolov NICK
yes That is what I was look for !! Thanks a bunch Robert!

Nick

On Mon, Jan 12, 2015 at 12:28 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 On 12 January 2015 at 09:54, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 yes, I know that, but thanks. I was looking for some setDefaults or
 something similar. I can not clearly recall the change you made in the
 later osg to explicitly set some defaults so I was shooting in the fog
 hoping someone will remember it better.


 What is appropriate totally depends upon the context and needs.  In
 osg::StateSet there is a setGlobalDefaults() method that gets set for the
 master Camera or a View(er) so you don't need to set this.
 setGlobalDefaults() sets some OpenGL state that is off by default such as
 depth test.

 A default constructed osg::Camera doesn't have an osg::StateSet assigned
 though, so if you create our own osg::Camera and assign this to the
 View(er) then you'll need to call StateSet::setGlobalDefaults().

 Robert.

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Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Trajce Nikolov NICK
Hi Robert,

yes, I know that, but thanks. I was looking for some setDefaults or
something similar. I can not clearly recall the change you made in the
later osg to explicitly set some defaults so I was shooting in the fog
hoping someone will remember it better.

Thanks again

Nick

On Mon, Jan 12, 2015 at 10:04 AM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,


 osg::Camera is just an Node so to set the state that you want to get
 inherited to everything below it you simple do:

   osg::StateSet* ss = camera-getOrCreateStateSet();
   ss-set*();

 Robert.

 On 11 January 2015 at 20:48, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I remember there was a change in the later OSG for calling explicitlly
 the setting of some defaults for the Camera (not sure though) stateset?? or
 something like that?

 If you know what I mean can you point me to the right thing? I tried to
 find it in the archive with no luck

 Thanks a bunch as always

 Nick

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[osg-users] Camera default stateset ???

2015-01-11 Thread Trajce Nikolov NICK
Hi Community,

I remember there was a change in the later OSG for calling explicitlly the
setting of some defaults for the Camera (not sure though) stateset?? or
something like that?

If you know what I mean can you point me to the right thing? I tried to
find it in the archive with no luck

Thanks a bunch as always

Nick

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Re: [osg-users] Store parent matrix inside of child

2015-01-05 Thread Trajce Nikolov NICK
Hi Drake,

just guessing by the subject of the email. If you want to store matrix to
some node (your child node) you can use the userdata of the node and
RefMatrix. Something like

osg::Matrix parentMatrix;
child-setUserData(new osg::RefMatrix(parentMatrix));

then dynamic_cast the userData to RefMatrix when you need it

Again, the hint is just by guessing. Robert is right, it is not clear what
you are after

Cheers,
Nick

On Mon, Jan 5, 2015 at 8:50 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Drake,

 I can't personally help you, I know nothing about gizmo.  You don't really
 explain what you are trying to do either, you provide code, which is a
 specific attempt at a solution to a problem, not a definition of the
 problem which makes it doubly impossible to guess what you need to do.

 I'd suggest when explaining stuff you don't provide code, but a high level
 explanation of how you want to manage you scene and how gizmo affects this.

 Robert.

 On 5 January 2015 at 18:02, Drake Aldwyn azrai...@gmail.com wrote:

 Well, Ill try describe what I'm trying to do. I have scene where I put
 object with this code:

 Code:
 std::string path=models\\;
 std::string path2=textures\\;


 osg::Node* scene = osgDB::readNodeFile(path+n);
 scene-setName(scene);
 osg::BlendFunc*blendFunc = new osg::BlendFunc();
 osg::BlendColor*blendColor= new osg::BlendColor(osg::Vec4(1,
 1, 1, 0.5 ));
 blendFunc-setSource(osg::BlendFunc::CONSTANT_ALPHA);

 blendFunc-setDestination(osg::BlendFunc::ONE_MINUS_CONSTANT_ALPHA);
 scene-getOrCreateStateSet()-setAttributeAndModes( new
 osg::BlendFunc );
 scene-getOrCreateStateSet()-setRenderingHint( osg::StateSet::
  TRANSPARENT_BIN );

 osg::StateSet* pStateSet = scene-getOrCreateStateSet();
 pStateSet-setMode( GL_LIGHTING, osg::StateAttribute::OFF );
 osg::Texture2D* pTex = new osg::Texture2D;
 osg::Image* pImage = osgDB::readImageFile(path2+t);
 pTex-setImage( pImage );
 pStateSet-setTextureAttributeAndModes( 0, pTex,
 osg::StateAttribute::ON );

 osg::Material* material = new osg::Material;

 material-setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));

 material-setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
 material-setAlpha(osg::Material::FRONT_AND_BACK, 0.5);
 pStateSet-setAttribute(material,osg::StateAttribute::ON);


 pStateSet-setMode(GL_BLEND, true);
 osg::BlendFunc* blend = new osg::BlendFunc;
 blend-setFunction(osg::BlendFunc::SRC_ALPHA,
 osg::BlendFunc::ONE_MINUS_DST_ALPHA);
 pStateSet-setAttributeAndModes(blend, osg::StateAttribute::ON |
 osg::StateAttribute::OVERRIDE);
 osg::ref_ptrosg::Switch sw = new osg::Switch;
 sw-setName(Switch);
 sw-addChild(scene,true);
 sw-addChild(getLineCube(pos,11),false);
 osg::ref_ptrAgentShape myPos = new AgentShape;
 myPos-setPosition(pos);
 myPos-addChild(sw);
 myPos-setName(AgentShape);
 osg::ref_ptrosg::Geode geodeGizmo = new osg::Geode;
 osg::ref_ptrGizmoDrawable gizmo = new GizmoDrawable;
 gizmo-setName(gizmo);
 gizmo-setGizmoMode( GizmoDrawable:: NO_GIZMO);
 geodeGizmo-addDrawable( gizmo.get() );
 geodeGizmo-setCullingActive( false );

 myPos-addChild(geodeGizmo);
 return myPos;
 }

  I use my own class inherited from PAT, because I need my own values.
 This PAT contains gizmo from lib gizmo and osggizmo examples. When i put
 matrix transform of my osg::Node* scene, I can move object but it doesn't
 move PAT actually, so I trying understand how could I move whole PAT with
 this gizmo.[/code]

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Re: [osg-users] Sim/Frame Time/Stamp in shader

2015-01-01 Thread Trajce Nikolov NICK
Hi Conan,

yes, there is. Here is the grep of osg_

find . -name '*.cpp' -exec grep osg_ {} +
./CubeMapGenerator.cpp:void CubeMapGenerator::generateMap(bool
use_osg_system)
./CubeMapGenerator.cpp:if (use_osg_system) {
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_FrameNumber,osg::Uniform::UNSIGNED_INT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_FrameTime,osg::Uniform::FLOAT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_DeltaFrameTime,osg::Uniform::FLOAT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_SimulationTime,osg::Uniform::FLOAT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_DeltaSimulationTime,osg::Uniform::FLOAT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_ViewMatrix,osg::Uniform::FLOAT_MAT4);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4);


On Thu, Jan 1, 2015 at 6:08 PM, Conan Doyle o...@celticblues.com wrote:

 Hi,

 Does OSG have a GLSL uniform for current sim time similar the osg_*
 uniforms (osg_color etc.)?

 CD

 ...

 Thank you!

 Cheers,
 Conan

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Re: [osg-users] Festive Greetings!

2014-12-24 Thread Trajce Nikolov NICK
Same to you Robert ! And thanks for the support for this year !!!

Cheers,
Nick

On Wed, Dec 24, 2014 at 1:09 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Merry Christmas One and All,

 I've just wrapped up my work for the year and will now join my family to
 celebrate Christmas and then New Year.

 May you all have a great end of year and happy prosperous 2015 ;-)

 Robert

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Re: [osg-users] Yaw pitch and roll or xyz conversion to and from Quaternion

2014-12-19 Thread Trajce Nikolov NICK
Hi Jason,

I had to apply -90 (in degrees) to the pitch to get the correct results
after getHPRFromQuat(). Also createMatrix is expecting the input in
degrees. Maybe this will help

Nick

On Fri, Dec 19, 2014 at 3:10 AM, Jason Anderssen janders...@exactal.com
wrote:

  Hi NICK,

 Thank you for your reply.

  What do you think I maybe doing wrong with the following code : (NOTE: 
 getHPRfromQuat
 is cut and paste from link, and the createMatrix is cut and paste from your
 reply.
 I was basically hoping that q2  ==  q after the conversion to and from

  osg::Quat q(-0.7071067811865475, 0.0, 0.0, 0.7071067811865476);
 osg::Vec3d hpr = getHPRfromQuat(q);

  osg::Matrixd m = createMatrix(0.0, 0.0, 0.0, hpr.x(), hpr.y(), hpr.z());
  osg::Quat q2;
 q2.set(m);
  Any assistance is very much appreciated.

  Cheers
 Jason Anderssen


 *Jason Anderssen*, Senior Product Engineer
 Exactal -- Precision Software
   [image: Exactal Pty Ltd] http://www.exactal.com/ Level 2, Toowong
 Tower, 9 Sherwood Road, Toowong QLD 4066, Australia
 P: +61 7 3870 2666   |   F: +61 7 3870 5266   |   janders...@exactal.com
   |   www.exactal.com[image: Download CostX Viewer]
 http://www.exactal.com/viewer/download.php[image: Send a CostX
 Invitation] http://www.exactal.com/viewer/invite.php

  --
 *From:* osg-users [osg-users-boun...@lists.openscenegraph.org] on behalf
 of Trajce Nikolov NICK [trajce.nikolov.n...@gmail.com]
 *Sent:* Thursday, 18 December 2014 6:14 PM
 *To:* OpenSceneGraph Users

 *Subject:* Re: [osg-users] Yaw pitch and roll or xyz conversion to and
 from Quaternion

 Hi Jason,

  here you have YPR from osg::Quat (look at the snippets)

 http://forum.openscenegraph.org/viewtopic.php?t=548

  As for the other way it is easy, you create the Matrix and get the rotate
 Quat, (return matrix.getRotate()), something like:

  osg::Matrixd Utils::createMatrix(double x, double y, double z, double h,
 double p, double r)
 {
 osg::Matrixd mxR;
 mxR.makeRotate(osg::DegreesToRadians(r),osg::Vec3(0,1,0));
 osg::Matrixd mxP;
 mxP.makeRotate(osg::DegreesToRadians(p),osg::Vec3(1,0,0));
 osg::Matrixd mxH;
 mxH.makeRotate(osg::DegreesToRadians(h),osg::Vec3(0,0,1));
 osg::Matrixd mxT;
 mxT.makeTranslate(osg::Vec3(x,y,z));

 return (mxP*mxH*mxT*mxR);
 }

 On Thu, Dec 18, 2014 at 12:03 AM, Jason Anderssen janders...@exactal.com
 wrote:

  Hi Chris,

  Thank you for you reply.

  I had a look at those, maybe I can get it to work with them, but I
 really just want a simple 3 values for Yaw Pitch and Roll, from which I can
 re-create the exactly same Quat or Matrix.  I will also clarify, I don't
 care about translation or scale etc, and the quaternion I am using is of
 course only a rotation anyway.

  So basically I want the following type of code :

  getYPR(float yaw, float pitch, float roll);

  Quaternion::fromYPR(yaw, pitch, roll);

  Cheers
 Jason Anderssen

   From: Chris Hanson xe...@alphapixel.com
 Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Date: Wed, 17 Dec 2014 15:47:57 -0700
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Yaw pitch and roll or xyz conversion to and
 from Quaternion

Just wondering if in OSG there is anywhere I can extract either Yaw
 pitch and roll / or XYZ eular angles, too and from either a matrix or a
 quaternion?


The
   void
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01593.html#a306a73ea16dfe10406725cefb3867dfa
   get
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00648.html#a341e0295def3df6e07a014a1ff8195b4
  (Matrixd
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00489.html
  matrix)
 const

  method lets you convert a Quat to a 4x4 Matrix.

void
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01593.html#a306a73ea16dfe10406725cefb3867dfa
   decompose
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00489.html#a3aad163d793a9d5af248e42fd2e94dea
  (osg::Vec3d
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00972.html
  translation, osg::Quat
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00648.html
  rotation, osg::Vec3d
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00972.html
  scale
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00489.html#a9a9ad7cd3f007df5f559e10d471f1981
 , osg::Quat
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00648.html
  so)
 constdecompose the matrix into translation, rotation, scale and
 scale orientation.

  Will extract the trans, rot and scale components out of the matrix.

  Is that what you want?

  --
  Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training * Consulting * Contracting
 3D * Scene Graphs (Open

Re: [osg-users] Yaw pitch and roll or xyz conversion to and from Quaternion

2014-12-18 Thread Trajce Nikolov NICK
Hi Jason,

here you have YPR from osg::Quat (look at the snippets)

http://forum.openscenegraph.org/viewtopic.php?t=548

As for the other way it is easy, you create the Matrix and get the rotate
Quat, (return matrix.getRotate()), something like:

osg::Matrixd Utils::createMatrix(double x, double y, double z, double h,
double p, double r)
{
osg::Matrixd mxR;
mxR.makeRotate(osg::DegreesToRadians(r),osg::Vec3(0,1,0));
osg::Matrixd mxP;
mxP.makeRotate(osg::DegreesToRadians(p),osg::Vec3(1,0,0));
osg::Matrixd mxH;
mxH.makeRotate(osg::DegreesToRadians(h),osg::Vec3(0,0,1));
osg::Matrixd mxT;
mxT.makeTranslate(osg::Vec3(x,y,z));

return (mxP*mxH*mxT*mxR);
}

On Thu, Dec 18, 2014 at 12:03 AM, Jason Anderssen janders...@exactal.com
wrote:

  Hi Chris,

  Thank you for you reply.

  I had a look at those, maybe I can get it to work with them, but I
 really just want a simple 3 values for Yaw Pitch and Roll, from which I can
 re-create the exactly same Quat or Matrix.  I will also clarify, I don't
 care about translation or scale etc, and the quaternion I am using is of
 course only a rotation anyway.

  So basically I want the following type of code :

  getYPR(float yaw, float pitch, float roll);

  Quaternion::fromYPR(yaw, pitch, roll);

  Cheers
 Jason Anderssen

   From: Chris Hanson xe...@alphapixel.com
 Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Date: Wed, 17 Dec 2014 15:47:57 -0700
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Yaw pitch and roll or xyz conversion to and from
 Quaternion

Just wondering if in OSG there is anywhere I can extract either Yaw
 pitch and roll / or XYZ eular angles, too and from either a matrix or a
 quaternion?


The
   void
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01593.html#a306a73ea16dfe10406725cefb3867dfa
   get
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00648.html#a341e0295def3df6e07a014a1ff8195b4
  (Matrixd
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00489.html
  matrix)
 const

  method lets you convert a Quat to a 4x4 Matrix.

void
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01593.html#a306a73ea16dfe10406725cefb3867dfa
   decompose
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00489.html#a3aad163d793a9d5af248e42fd2e94dea
  (osg::Vec3d
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00972.html
  translation, osg::Quat
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00648.html
  rotation, osg::Vec3d
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00972.html
  scale
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00489.html#a9a9ad7cd3f007df5f559e10d471f1981
 , osg::Quat
 http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00648.html
  so)
 constdecompose the matrix into translation, rotation, scale and scale
 orientation.

  Will extract the trans, rot and scale components out of the matrix.

  Is that what you want?

  --
  Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
 Training * Consulting * Contracting
 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4
 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
 Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry *
 Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile *
 iPhone/iPad/iOS * Android
 @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775)
 623-PIXL [7495]
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Re: [osg-users] Replace pure OpenGL method by OSG

2014-12-16 Thread Trajce Nikolov NICK
Hi,

have a look at the osggeometry example

Nick

On Fri, Dec 12, 2014 at 3:42 PM, Marcin Kolny marcin.ko...@gmail.com
wrote:

 Hi,
 I've got following code:


 Code:

 glMatrixMode (GL_PROJECTION);
 glLoadIdentity ();

 GLfloat verts[] = { -1.0f, -1.0f,   1.0f, -1.0f,
 1.0f, 1.0f, -1.0f, 1.0f };
 GLfloat texcoords[] = { 0.0f, 0.0f, 1.0f, 0.0f,
  1.0f, 1.0f, 0.0f, 1.0f };

 glEnable (GL_TEXTURE_2D);
 glBindTexture (GL_TEXTURE_2D, texture);
 glClientActiveTexture (GL_TEXTURE0);

 glEnableClientState(GL_VERTEX_ARRAY);
 glEnableClientState (GL_TEXTURE_COORD_ARRAY);

 glVertexPointer (2, GL_FLOAT, 0, verts);
 glTexCoordPointer (2, GL_FLOAT, 0, texcoords);
 glDrawArrays (GL_TRIANGLE_FAN, 0, 4);

 glDisableClientState(GL_TEXTURE_COORD_ARRAY);

 glDisable(GL_TEXTURE_2D);

 glEnableClientState(GL_COLOR_ARRAY);

 float line_vertex [] = {
 -1,-1,
 1,1,
 };
 float line_color[] = {
 1,0,0,
 1,0,0,
 };

 glVertexPointer(2, GL_FLOAT, 0, line_vertex);
 glColorPointer(3, GL_FLOAT, 0, line_color);
 glDrawArrays(GL_LINES, 0, 2);
 //draw_user_function();

 glDisableClientState(GL_VERTEX_ARRAY);
 glDisableClientState(GL_COLOR_ARRAY);




 And I'd like to use OSG instead. But unfortunately, I've no idea, how to
 do it. Could somebody give me an advice? Thanks in advance

 Thank you!

 Cheers,
 M.K.

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Re: [osg-users] Lagging between main camera MV and prerender camera

2014-12-12 Thread Trajce Nikolov NICK
Hi Daniel,

I faced the same problem

http://forum.openscenegraph.org/viewtopic.php?t=14354

How I fixed and hints from Robert. Hope it helps

Nick

On Fri, Dec 12, 2014 at 4:08 PM, Daniel Schmid 
daniel.sch...@swiss-simtec.ch wrote:

 Hi all

 Trust me, I searched the forum for a hint but couldn't find stuff that
 could point me into a solution...
 To understand the situation, please have a look at the screenshot.
 I have tracks from a vehicle that are prerendered into a texture, and then
 blended with underground during the main shader. Everything works fine and
 I'm happy with the visual result.

 But there is one problem...
 As soon as I move (rotate) my main camera, the track texture starts to lag
 with the underground, it looks like if the modelview matrix are nomore in
 sync.

 Technical details:

 The model view and projection matrices for the prerender camera are
 calculated and passed into a uniform :


 Code:

 ...
 osg::Matrix MVP = m_Camera-getViewMatrix() *
 m_Camera-getProjectionMatrix();

 osg::Matrix MVPT = l_MainCamera-getInverseViewMatrix() * MVP *
 osg::Matrix::translate(1.0,1.0,1.0) * osg::Matrix::scale(0.5,0.5,0.5);

 m_TextureMatrix = MVPT;

 m_Camera-accept(*a_cv);
 ...




 The uniform with the textureMatrix is added to the root scene nodes
 stateset. In the shader, I calculate the TextureMatrix:


 Code:

 vec4 ecPos = gl_ModelViewMatrix * gl_Vertex;
 TexCoordTracksmap = tracksmapTextureMatrix * ecPos;




 What is the reason for the lagging? What do I have to consider? By the way
 I use ViewDependentShadowMap, and it also uses prerender camera and they
 don't produce lagging shadow, so there has to be a solution.

 Can anybody help?[/code]

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Re: [osg-users] moving a vertex of a Geometry

2014-12-03 Thread Trajce Nikolov NICK
Hi Gianni,

years ago whan I was working on a 3D editor I faced similar challenge. I
solved it with selection buffer, where I had two representation of the
model - one for fast rendering, when you obviously don't pick or
manipulate, so your model with osg::PrimitiveSet::POINTS will represent
this, and other for picking/editing - here a single vertex was a separate
node and along with the selection buffer you can put id on each single
vertex. Maybe there are some better ideas, but the approach I took worked
very well. Just thoughts

Nick

On Wed, Dec 3, 2014 at 1:41 PM, Gianni Ambrosio g.ambrosio+...@gmail.com
wrote:

 Hi All,
 I have a surface where a user can pick points. As suggested I used a Geode
 with Geometry built with osg::PrimitiveSet::POINTS and verteices. Then I
 used PointSprite to show an image on each point (but I think this is not
 really important).

 Now I need to drag points with the mouse. First of all I have to handle
 the mouse move event to understand on which point the mouse is over. And
 now the problem. Given the mouse is over one of the previously picked
 points, how can I get which is the exact point of the Geometry from a
 osgUtil::PolytopeIntersector? The Intersection object contains a nodePath
 that at least refers to the Geometry node, not the single vertex/point. So
 I guess I have to loop over the actual picked points coordinates (i.e.
 geometry-getVertexArray()) and calculate the distance from the
 intersection.localIntersectionPoint. Is that right or is there a better way
 to implement it?

 Cheers,
 Gianni

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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-12-01 Thread Trajce Nikolov NICK
Hi Community,

me again on this. I have it working, however, it looks really bad when
using large coordinates (when placed on UTM or Geocentric). The model is
somewhat distorted due to precission issues. I know how to avoid this, like
working with double matrices, but when I pass double matrix on the vertex
shader it kills the performance - from 60Fps to ~1 fps. Bellow is the
vertex shader. Any hints?

Thanks a bunch as always

#version 150 compatibility

uniform mat4 osg_ModelViewProjectionMatrix;
uniform mat3 osg_NormalMatrix;
uniform vec3 lightDirection;

in vec3 vPosition;
in vec3 vNormal;
in vec2 vTexCoord;
in mat4 vInstanceModelMatrix;

smooth out vec2 texCoord;
smooth out vec3 normal;
smooth out vec3 lightDir;

void main()
{
gl_Position = /*osg_ModelViewProjectionMatrix*/
gl_ModelViewProjectionMatrix * vInstanceModelMatrix * vec4(vPosition, 1.0);
texCoord = vTexCoord;

mat3 instanceNormalMatrix = mat3(vInstanceModelMatrix[0][0],
vInstanceModelMatrix[0][1], vInstanceModelMatrix[0][2],
 vInstanceModelMatrix[1][0], vInstanceModelMatrix[1][1],
vInstanceModelMatrix[1][2],
 vInstanceModelMatrix[2][0], vInstanceModelMatrix[2][1],
vInstanceModelMatrix[2][2]);

normal = osg_NormalMatrix * instanceNormalMatrix * vNormal;
lightDir = lightDirection;
}

On Tue, Nov 25, 2014 at 12:06 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi All,

 On 24 November 2014 at 09:28, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  The example I was looking for was in the submissions, called:

 [osg-submissions] New example : culling and LODing performed on GPU side

 Unfortunately Robert didn't approve or merge the nescessary changes.
 Maybe it went unnoticed.


 I am still progressing through the submissions backlog and am delighted to
 say that this wee gem of an example is now checked into svn/trunk - look
 for osggpucull.  I haven't had a chance to spend the time understanding it
 yet, but the code is there.

 Robert.


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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-12-01 Thread Trajce Nikolov NICK
Thanks Sebastian.I could of thought of this. Let me give  it a shot. Thanks
again!

Nick

On Mon, Dec 1, 2014 at 9:26 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Nick,

 One way to improve this is to place your root somewhere near the center
 of your instanced geometry and subtract the center from your instances
 positions.
 This way the coordinates to be multiplied stay small in relation (as the
 big precision loss due to View*Model is done on the CPU side (during cull)
 instead of multiplying big coordinates one the GPU with the inverse.
 So decorate your CustomGeometry subgraph with a transform and modify your
 instances position accordingly.

 Hi Community,

  me again on this. I have it working, however, it looks really bad when
 using large coordinates (when placed on UTM or Geocentric). The model is
 somewhat distorted due to precission issues. I know how to avoid this, like
 working with double matrices, but when I pass double matrix on the vertex
 shader it kills the performance - from 60Fps to ~1 fps. Bellow is the
 vertex shader. Any hints?

  Thanks a bunch as always

  #version 150 compatibility

  uniform mat4 osg_ModelViewProjectionMatrix;
 uniform mat3 osg_NormalMatrix;
 uniform vec3 lightDirection;

  in vec3 vPosition;
 in vec3 vNormal;
 in vec2 vTexCoord;
 in mat4 vInstanceModelMatrix;

  smooth out vec2 texCoord;
 smooth out vec3 normal;
 smooth out vec3 lightDir;

  void main()
 {
  gl_Position = /*osg_ModelViewProjectionMatrix*/
 gl_ModelViewProjectionMatrix * vInstanceModelMatrix * vec4(vPosition, 1.0);
  texCoord = vTexCoord;

  mat3 instanceNormalMatrix = mat3(vInstanceModelMatrix[0][0],
 vInstanceModelMatrix[0][1], vInstanceModelMatrix[0][2],
  vInstanceModelMatrix[1][0], vInstanceModelMatrix[1][1],
 vInstanceModelMatrix[1][2],
  vInstanceModelMatrix[2][0], vInstanceModelMatrix[2][1],
 vInstanceModelMatrix[2][2]);

  normal = osg_NormalMatrix * instanceNormalMatrix * vNormal;
  lightDir = lightDirection;
 }

 On Tue, Nov 25, 2014 at 12:06 PM, Robert Osfield robert.osfi...@gmail.com
  wrote:

 Hi All,

 On 24 November 2014 at 09:28, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  The example I was looking for was in the submissions, called:

 [osg-submissions] New example : culling and LODing performed on GPU side

 Unfortunately Robert didn't approve or merge the nescessary changes.
 Maybe it went unnoticed.


  I am still progressing through the submissions backlog and am delighted
 to say that this wee gem of an example is now checked into svn/trunk - look
 for osggpucull.  I haven't had a chance to spend the time understanding it
 yet, but the code is there.

 Robert.


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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-12-01 Thread Trajce Nikolov NICK
Yeah, work well now. Thanks !!!

Nick

On Mon, Dec 1, 2014 at 9:45 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Thanks Sebastian.I could of thought of this. Let me give  it a shot.
 Thanks again!

 Nick

 On Mon, Dec 1, 2014 at 9:26 AM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  Hi Nick,

 One way to improve this is to place your root somewhere near the center
 of your instanced geometry and subtract the center from your instances
 positions.
 This way the coordinates to be multiplied stay small in relation (as the
 big precision loss due to View*Model is done on the CPU side (during cull)
 instead of multiplying big coordinates one the GPU with the inverse.
 So decorate your CustomGeometry subgraph with a transform and modify your
 instances position accordingly.

 Hi Community,

  me again on this. I have it working, however, it looks really bad when
 using large coordinates (when placed on UTM or Geocentric). The model is
 somewhat distorted due to precission issues. I know how to avoid this, like
 working with double matrices, but when I pass double matrix on the vertex
 shader it kills the performance - from 60Fps to ~1 fps. Bellow is the
 vertex shader. Any hints?

  Thanks a bunch as always

  #version 150 compatibility

  uniform mat4 osg_ModelViewProjectionMatrix;
 uniform mat3 osg_NormalMatrix;
 uniform vec3 lightDirection;

  in vec3 vPosition;
 in vec3 vNormal;
 in vec2 vTexCoord;
 in mat4 vInstanceModelMatrix;

  smooth out vec2 texCoord;
 smooth out vec3 normal;
 smooth out vec3 lightDir;

  void main()
 {
  gl_Position = /*osg_ModelViewProjectionMatrix*/
 gl_ModelViewProjectionMatrix * vInstanceModelMatrix * vec4(vPosition, 1.0);
  texCoord = vTexCoord;

  mat3 instanceNormalMatrix = mat3(vInstanceModelMatrix[0][0],
 vInstanceModelMatrix[0][1], vInstanceModelMatrix[0][2],
  vInstanceModelMatrix[1][0], vInstanceModelMatrix[1][1],
 vInstanceModelMatrix[1][2],
  vInstanceModelMatrix[2][0], vInstanceModelMatrix[2][1],
 vInstanceModelMatrix[2][2]);

  normal = osg_NormalMatrix * instanceNormalMatrix * vNormal;
  lightDir = lightDirection;
 }

 On Tue, Nov 25, 2014 at 12:06 PM, Robert Osfield 
 robert.osfi...@gmail.com wrote:

 Hi All,

 On 24 November 2014 at 09:28, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  The example I was looking for was in the submissions, called:

 [osg-submissions] New example : culling and LODing performed on GPU side

 Unfortunately Robert didn't approve or merge the nescessary changes.
 Maybe it went unnoticed.


  I am still progressing through the submissions backlog and am
 delighted to say that this wee gem of an example is now checked into
 svn/trunk - look for osggpucull.  I haven't had a chance to spend the time
 understanding it yet, but the code is there.

 Robert.


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[osg-users] StatsFunctor not taking into account number of indices

2014-11-25 Thread Trajce Nikolov NICK
Hi Community, Robert,

I debug the code where I have my own drawable down to


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Re: [osg-users] StatsFunctor not taking into account number of indices

2014-11-25 Thread Trajce Nikolov NICK
it sent the email too fast

The code debug down to

void Statistics::drawElements(GLenum mode,GLsizei count,const GLuint*)
{
PrimitivePair prim = _primitiveCount[mode];
++prim.first;
prim.second+=count;
_primitives_count[mode] += _calculate_primitives_number_by_mode(mode,
count);
}

and it is not taking into account the number of instances. Any pointers
what is needed to be modified?

Thanks

Nick

On Tue, Nov 25, 2014 at 12:51 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community, Robert,

 I debug the code where I have my own drawable down to


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Re: [osg-users] StatsFunctor not taking into account number of indices

2014-11-25 Thread Trajce Nikolov NICK
also it has to be number of instances instead of indices

Nick

On Tue, Nov 25, 2014 at 12:52 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 it sent the email too fast

 The code debug down to

 void Statistics::drawElements(GLenum mode,GLsizei count,const GLuint*)
 {
 PrimitivePair prim = _primitiveCount[mode];
 ++prim.first;
 prim.second+=count;
 _primitives_count[mode] += _calculate_primitives_number_by_mode(mode,
 count);
 }

 and it is not taking into account the number of instances. Any pointers
 what is needed to be modified?

 Thanks

 Nick

 On Tue, Nov 25, 2014 at 12:51 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community, Robert,

 I debug the code where I have my own drawable down to


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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
HI Sebastian,

thanks for the reply. I also have vegetation generated on the GPU, works
really fine - like 5mil trees on 60Hz. Now I want to try HW instancing for
moving models - your NodeVisitor is good idea to have any geometry
instantiable.

What was your start point? Did you also try the code from the blog I found
or you did it your self? For some reason the code on the blog is not
working and I am struggling to try to fix it since it has really nice
implementation and ideas I am learning now.

Nick

On Mon, Nov 24, 2014 at 10:28 AM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  And again:

 The example I was looking for was in the submissions, called:

 [osg-submissions] New example : culling and LODing performed on GPU side

 Unfortunately Robert didn't approve or merge the nescessary changes. Maybe
 it went unnoticed.

 Cheers
 Sebastian

  HI Trajce,

 I implemented HW Instancing using the UBO and texture approach using the
 osgforest example as a guide.
 The majority of the work in my project lied in developing a visitor making
 arbitrary geometry nodes instanceable.
 I also experimented with geometry shader based billboard instancing, which
 worked nice for trees etc.
 And I do remember some example featuring GPU culling and instancing, but I
 cannot find it in the mailing list right now


  Hi Community

  I found this blog
 http://3dcgtutorials.blogspot.de/2013/09/instancing-with-openscenegraph-part-ii.html
 and found it very interesting. Although the description is very well
 written the code samples seams incomplete and sort of outdated. Was to ask
 you if any of you have done some work with this and is willing to share
 hints, code snippets?

  Thanks a bunch as always,
 Nick

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[osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Trajce Nikolov NICK
Hi Community, again :-)

what can be the reason for the drawImplementation to not be called? I have
set setCullingActive(false) to not cull the node but still I am not hiting
the call to this method.

Thanks a lot,
Nick

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Re: [osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Trajce Nikolov NICK
I have attached a callback for this, but it is never called as well .

Nick

On Mon, Nov 24, 2014 at 12:06 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Nick,

 I I think you will have to provide a valid intial bound in any case

 Hi Community, again :-)

  what can be the reason for the drawImplementation to not be called? I
 have set setCullingActive(false) to not cull the node but still I am not
 hiting the call to this method.

  Thanks a lot,
 Nick

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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Hi All,

just for the case of someone else will need it, I was able to manage fix
for the sample from the blog that do HW instancing with VertexAttribs and
VertexAttribDivisor. If any interested, please ping me. I will also send it
to the author.

Cheers,
Nick

On Mon, Nov 24, 2014 at 12:07 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Am 24.11.2014 11:38, schrieb Trajce Nikolov NICK:

 HI Sebastian,

  thanks for the reply. I also have vegetation generated on the GPU, works
 really fine - like 5mil trees on 60Hz. Now I want to try HW instancing for
 moving models - your NodeVisitor is good idea to have any geometry
 instantiable.

  What was your start point? Did you also try the code from the blog I
 found or you did it your self? For some reason the code on the blog is not
 working and I am struggling to try to fix it since it has really nice
 implementation and ideas I am learning now.

 I started with the osgforest example


  Nick

 On Mon, Nov 24, 2014 at 10:28 AM, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  And again:

 The example I was looking for was in the submissions, called:

 [osg-submissions] New example : culling and LODing performed on GPU side

 Unfortunately Robert didn't approve or merge the nescessary changes.
 Maybe it went unnoticed.

 Cheers
  Sebastian

   HI Trajce,

 I implemented HW Instancing using the UBO and texture approach using the
 osgforest example as a guide.
 The majority of the work in my project lied in developing a visitor
 making arbitrary geometry nodes instanceable.
 I also experimented with geometry shader based billboard instancing,
 which worked nice for trees etc.
 And I do remember some example featuring GPU culling and instancing, but
 I cannot find it in the mailing list right now


  Hi Community

  I found this blog
 http://3dcgtutorials.blogspot.de/2013/09/instancing-with-openscenegraph-part-ii.html
 and found it very interesting. Although the description is very well
 written the code samples seams incomplete and sort of outdated. Was to ask
 you if any of you have done some work with this and is willing to share
 hints, code snippets?

  Thanks a bunch as always,
 Nick

  --
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Re: [osg-users] drawImplementation not called on custom Drawables

2014-11-24 Thread Trajce Nikolov NICK
Hi, at the end it worked with overriding

virtual osg::BoundingBox computeBoundingBox() const;

the other one virtual osg::BoundingSphere computeBound() const; and
attaching a callback for compute the bb is not working. Don't have time to
investigate but it looks a small bug somewhere

Nick


On Mon, Nov 24, 2014 at 1:41 PM, Julien Valentin julienvalenti...@gmail.com
 wrote:

 Have you tried
 geom-setUseDisplayList(false)
 geom-setUseVertexBufferObject(true)
 ?


 Trajce Nikolov NICK wrote:
  I have attached a callback for this, but it is never called as well .
 
  Nick
 
 
  On Mon, Nov 24, 2014 at 12:06 PM, Sebastian Messerschmidt  () wrote:
 
 Hi Nick,
  
   I I think you will have to provide a valid intial bound in any case
  
  
 Hi Community, again :-)
   
what can be the reason for the drawImplementation to not be called?
 I have set setCullingActive(false) to not cull the node but still I am not
 hiting the call to this method.
   
   
Thanks a lot,
Nick
   
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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Hi Roman,

this is exactly what I am trying to achieve. Sebastian's hint for writing a
NodeVisitor to make any model instantiable is what I am trying to write
just about this moment. Once I complete some working version I will post my
code, no problem. Maybe Sebastian can provide some snips from his
NodeVisitor as well ;-)

Nick

On Mon, Nov 24, 2014 at 1:43 PM, Roman Grigoriev grigor...@gosniias.ru
wrote:

 Hi, Nick!
 Long time ago I tried to implement model with moving parts instancing. For
 forests it works OK but when you have many moving parts you have to once
 collect matrices and after send it to TBO to render. Also there are a lot
 of state switches in model. Another difficulty is model picking and also
 bounding box calculation. So I gave up.
 And if you implemented it now could you please drop a code to view it.


 Thank you!

 Cheers,
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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Hi Roman,

yeah, I thought of doing it that way. Still fighting with my NodeVisitor to
convert any loaded model to instantiable DrawElements .

Nick

On Mon, Nov 24, 2014 at 4:05 PM, Roman Grigoriev grigor...@gosniias.ru
wrote:

 Hi,Nick! Also for some speedup I've read that it's good to store matrices
 as position and quatertion, and resore ModelViewMatrix in vertex shader
 because vertex calcualtion is very fast on modern GPU, and scale is not
 aplicable to this calculations.

 Thank you!

 Cheers,
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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Thanks Robert. Very cool !

Nick

On Mon, Nov 24, 2014 at 4:07 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Guys,

 I have just checked osg::VertexAttribDivisor StateAttribute class that
 wraps up glVertexAttribDivisor.  Assign this new StateAttribute to the
 subgraphs/geometry that you want to set the divisor on.  This new class is
 checked into svn/trunk.

 I haven't yet written a test for the next class though... will need to do
 that soon, but others are welcome to jump and write one :-)

 Robert.

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[osg-users] converting arbitrary model to indexed triangle list

2014-11-24 Thread Trajce Nikolov NICK
Hi Community,

any hints for this one? I see there is osg::TriangleFunctor that extracts
triangles from a osg::Geometry but this is not preserving the uv's and
normals. Any hint is appreciated

Thanks a bunch,
Nick

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Re: [osg-users] converting arbitrary model to indexed triangle list

2014-11-24 Thread Trajce Nikolov NICK
Yeah, there is osg::TriangleIndexedFunctor. Works well so nevermind :-)

Nick

On Mon, Nov 24, 2014 at 5:48 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 any hints for this one? I see there is osg::TriangleFunctor that extracts
 triangles from a osg::Geometry but this is not preserving the uv's and
 normals. Any hint is appreciated

 Thanks a bunch,
 Nick

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Re: [osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-24 Thread Trajce Nikolov NICK
Hi All,

I have it working based on the code from the mentioned blog. for 4K
dynamicly updated objects (a fully 3D model) I am getting 160fps. I will
try to put more thoughts on it how to optimize, perhaps cutting out the
matrix usage and use vec3 and quats instead, and want to try with latest
submission from Robert with the VertexAttribDisvisor StateAttribute now.
Will ping you with the findings . Stay tuned :-). And thanks for the
support so far

Cheers,
Nick

On Mon, Nov 24, 2014 at 4:53 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Roman,

 yeah, I thought of doing it that way. Still fighting with my NodeVisitor
 to convert any loaded model to instantiable DrawElements .

 Nick

 On Mon, Nov 24, 2014 at 4:05 PM, Roman Grigoriev grigor...@gosniias.ru
 wrote:

 Hi,Nick! Also for some speedup I've read that it's good to store matrices
 as position and quatertion, and resore ModelViewMatrix in vertex shader
 because vertex calcualtion is very fast on modern GPU, and scale is not
 aplicable to this calculations.

 Thank you!

 Cheers,
 Roman

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[osg-users] hardware instancing with VertexAttribs and VertexAttribsDivisor

2014-11-23 Thread Trajce Nikolov NICK
Hi Community

I found this blog
http://3dcgtutorials.blogspot.de/2013/09/instancing-with-openscenegraph-part-ii.html
and found it very interesting. Although the description is very well
written the code samples seams incomplete and sort of outdated. Was to ask
you if any of you have done some work with this and is willing to share
hints, code snippets?

Thanks a bunch as always,
Nick

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Re: [osg-users] GeometryTechnique race condition crash

2014-11-10 Thread Trajce Nikolov NICK
Hi Robert,

I ve been following this thread from the beginning since I had issues with
the database pager so I thought it might be related. I have different big
datasets so I am going to give it a shot tomorrow and ping you with the
findings

Nick

On Mon, Nov 10, 2014 at 5:12 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 HI All,

 On 7 November 2014 17:30, Robert Osfield robert.osfi...@gmail.com wrote:

 I have now written the basic code to move the management of the object
 cache to with the DatabasePager when the it's used in conjunction with
 object cache.  I haven't yet tested it but have run out of week so will
 need to return to testing next week.  If all goes well I'll check these
 changes in and look for wider testing.


 I have now done some testing on the new object cache handling in the
 DatabasePager and this has gone fine, but my tests only touched part of the
 possible range of usage models with using the database pager and the object
 cache so would appreciate testing out on the community.  I have just
 checked my changes in.

 Could you check out svn/trunk and let me know how you get on.

 Cheers,
 Robert.





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[osg-users] frequently modified osg::Image uploads

2014-10-29 Thread Trajce Nikolov NICK
Hi Community,

I have a case where I work with osg::Image on the CPU and uploading it to a
osg::Texture object. However, it is terribly slow - the osg::Image is
modified on each frame.

Any hints techniques for this tip of task?

Thanks a bunch as always!

Nick

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Re: [osg-users] frequently modified osg::Image uploads

2014-10-29 Thread Trajce Nikolov NICK
Hi Sebastian,

it is TextureRectangle so NPOT is not an issue. Also, I am using the
osg::Image for transfer of data from the CPU to the GPU, so it is not
possible to have it all in the GPU. Thanks anyway though!

Nick

On Wed, Oct 29, 2014 at 12:10 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Trajce,

 Hi Community,

  I have a case where I work with osg::Image on the CPU and uploading it
 to a osg::Texture object. However, it is terribly slow - the osg::Image is
 modified on each frame.

  Any hints techniques for this tip of task?

 1. Make sure it is not resized during upload (NPOT)
 2. If possible try to keep it on the GPU. I.e. try to move your
 CPU-algorithm to the GPU.

 Cheers
 Sebastian


  Thanks a bunch as always!

  Nick

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Re: [osg-users] frequently modified osg::Image uploads

2014-10-29 Thread Trajce Nikolov NICK
Thans Robert,

since I haven't used this before, is the assignment enough for this or I
should make some setups etc. What I did I just ser
_image-setPixelBufferObject( new osg::PixelBufferObject ) and seeing the
same performance . poor .

Thanks again

Nick

On Wed, Oct 29, 2014 at 1:02 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 On 29 October 2014 11:14, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 it is TextureRectangle so NPOT is not an issue. Also, I am using the
 osg::Image for transfer of data from the CPU to the GPU, so it is not
 possible to have it all in the GPU. Thanks anyway though!


 Assign an osg::PixelBufferObject to the osg::Image to assist with the data
 transfer.

 Robert.

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Re: [osg-users] frequently modified osg::Image uploads

2014-10-29 Thread Trajce Nikolov NICK
Hi Bjorn,

I am using the osg::Image just for storing some vector data in it and
passing it to the shaders, so not retrieving from anywhere. Thanks anyway

Nick

On Wed, Oct 29, 2014 at 1:18 PM, Björn Blissing bjorn.bliss...@vti.se
wrote:

 Hi Nick,

 Make sure that it actually is the image transfer which is the culprit.

 In my case it was the image retrieval which was slowing down my osg webcam
 example program. So moving the image retrieval function to an own thread
 made my example go from 4 fps to ~3000 fps.

 Cheers,
 Björn

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Re: [osg-users] order of PreRender camera with respect to the main camera

2014-10-27 Thread Trajce Nikolov NICK
Hi Robert,

this is really good idea .. Haven't thought of  Thanks again

Nick

On Mon, Oct 27, 2014 at 11:52 AM, Robert Osfield robert.osfi...@gmail.com
wrote:

 HI Nick,

 If you Camera that is following the main camera requires the same view
 matrix then could you not simply set the Camera::ReferenceFrame to
 REALATVE_TF so that it inherits the view and projection matrix from above?

 Robert.

 On 25 October 2014 08:35, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 below is my frame code, and this seam to fix it. But, just a question,
 shouldnt the main view matrix be updated by the camera manipulator prior to
 any other update (I have attached UpdateCallback to the pre render camera
 and these seam to be called before the main camera update which results in
 frame delay)?

 if (_viewer.valid())
 {
 static bool firstFrame = true;
 if (firstFrame)
 {
 _viewer-frame();

 firstFrame = false;
 }
 else
 {
 _viewer-advance();
 _viewer-eventTraversal();
 _viewer-updateTraversal();

 if (_reflectionCamera.valid())
 {

 _reflectionCamera-setViewMatrix(_viewer-getView(0)-getCamera()-getViewMatrix());
 }
 _viewer-renderingTraversals();
 }

 }

 This way it works, it gurantee the pre render camera has the updated view
 matrix
 With this update callback it is with delay

 class FollowMainCameraNodeCallback : public osg::NodeCallback
 {
 public:
 FollowMainCameraNodeCallback(osg::Camera* camera)
 : _camera(camera)
 {

 }

 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
 {
 osg::Camera* thisCamera = dynamic_castosg::Camera*(node);
 if (!thisCamera) return;

 thisCamera-setViewMatrix(_camera-getViewMatrix());

 .
 _reflectionCamera-setUpdateCallback(new
 FollowMainCameraNodeCallback(_viewer-getView(0)-getCamera()));

 Nick


 On Fri, Oct 24, 2014 at 5:31 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 thanks Robert

 Nick

 On Fri, Oct 24, 2014 at 5:19 PM, Robert Osfield 
 robert.osfi...@gmail.com wrote:

 Hi Nick,

 The update of the CameraManipulator happens at the end of
 VIewer::updateTraversal().  The default Viewer::frame() implementation()
 runs the event and then update traversal.

 Your own application can override any of the viewer.frame() or
 updateTraversal/eventTraversal() methods so if you want to take control and
 do things in a different from standard you can do.

 Robert.

 On 24 October 2014 16:13, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I am facing the same problem for long time and always have to hack
 it. I have prerender camera that has to follow the main camera. My
 pre-render camera is always a frame behind the main camera which is 
 updated
 by a CameraManipulator.

 The update of the Pre-Render camera is done with UpdateCallback that
 simply copy the ViewMatrix of the main camera, but it seam that the main
 camera is updated afterwards.

 What is the order of these updates? I was expecting the main camera is
 updated from the CameraMainpulator and then everything else (including the
 Pre-Render cameras), but seam it is not the case?

 Any hints on this?

 Thanks a bunch as always!

 Nick

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Re: [osg-users] order of PreRender camera with respect to the main camera

2014-10-25 Thread Trajce Nikolov NICK
Hi Robert,

below is my frame code, and this seam to fix it. But, just a question,
shouldnt the main view matrix be updated by the camera manipulator prior to
any other update (I have attached UpdateCallback to the pre render camera
and these seam to be called before the main camera update which results in
frame delay)?

if (_viewer.valid())
{
static bool firstFrame = true;
if (firstFrame)
{
_viewer-frame();

firstFrame = false;
}
else
{
_viewer-advance();
_viewer-eventTraversal();
_viewer-updateTraversal();

if (_reflectionCamera.valid())
{
_reflectionCamera-setViewMatrix(_viewer-getView(0)-getCamera()-getViewMatrix());
}
_viewer-renderingTraversals();
}

}

This way it works, it gurantee the pre render camera has the updated view
matrix
With this update callback it is with delay

class FollowMainCameraNodeCallback : public osg::NodeCallback
{
public:
FollowMainCameraNodeCallback(osg::Camera* camera)
: _camera(camera)
{

}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::Camera* thisCamera = dynamic_castosg::Camera*(node);
if (!thisCamera) return;

thisCamera-setViewMatrix(_camera-getViewMatrix());

.
_reflectionCamera-setUpdateCallback(new
FollowMainCameraNodeCallback(_viewer-getView(0)-getCamera()));

Nick


On Fri, Oct 24, 2014 at 5:31 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 thanks Robert

 Nick

 On Fri, Oct 24, 2014 at 5:19 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Nick,

 The update of the CameraManipulator happens at the end of
 VIewer::updateTraversal().  The default Viewer::frame() implementation()
 runs the event and then update traversal.

 Your own application can override any of the viewer.frame() or
 updateTraversal/eventTraversal() methods so if you want to take control and
 do things in a different from standard you can do.

 Robert.

 On 24 October 2014 16:13, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I am facing the same problem for long time and always have to hack it.
 I have prerender camera that has to follow the main camera. My pre-render
 camera is always a frame behind the main camera which is updated by a
 CameraManipulator.

 The update of the Pre-Render camera is done with UpdateCallback that
 simply copy the ViewMatrix of the main camera, but it seam that the main
 camera is updated afterwards.

 What is the order of these updates? I was expecting the main camera is
 updated from the CameraMainpulator and then everything else (including the
 Pre-Render cameras), but seam it is not the case?

 Any hints on this?

 Thanks a bunch as always!

 Nick

 --
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[osg-users] order of PreRender camera with respect to the main camera

2014-10-24 Thread Trajce Nikolov NICK
Hi Community,

I am facing the same problem for long time and always have to hack it. I
have prerender camera that has to follow the main camera. My pre-render
camera is always a frame behind the main camera which is updated by a
CameraManipulator.

The update of the Pre-Render camera is done with UpdateCallback that simply
copy the ViewMatrix of the main camera, but it seam that the main camera is
updated afterwards.

What is the order of these updates? I was expecting the main camera is
updated from the CameraMainpulator and then everything else (including the
Pre-Render cameras), but seam it is not the case?

Any hints on this?

Thanks a bunch as always!

Nick

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Re: [osg-users] order of PreRender camera with respect to the main camera

2014-10-24 Thread Trajce Nikolov NICK
thanks Robert

Nick

On Fri, Oct 24, 2014 at 5:19 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 The update of the CameraManipulator happens at the end of
 VIewer::updateTraversal().  The default Viewer::frame() implementation()
 runs the event and then update traversal.

 Your own application can override any of the viewer.frame() or
 updateTraversal/eventTraversal() methods so if you want to take control and
 do things in a different from standard you can do.

 Robert.

 On 24 October 2014 16:13, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I am facing the same problem for long time and always have to hack it.
 I have prerender camera that has to follow the main camera. My pre-render
 camera is always a frame behind the main camera which is updated by a
 CameraManipulator.

 The update of the Pre-Render camera is done with UpdateCallback that
 simply copy the ViewMatrix of the main camera, but it seam that the main
 camera is updated afterwards.

 What is the order of these updates? I was expecting the main camera is
 updated from the CameraMainpulator and then everything else (including the
 Pre-Render cameras), but seam it is not the case?

 Any hints on this?

 Thanks a bunch as always!

 Nick

 --
 trajce nikolov nick

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[osg-users] invalid enumerant error

2014-10-23 Thread Trajce Nikolov NICK
Hi community,

This is question for those who has debug OpenGL apps. I am getting the
following message:

Warning: detected OpenGL error 'invalid enumerant' after applying GLMode
0x40b3

Any hints how to resolve it or at least get some more info?

Thanks a lot,

Nick

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Re: [osg-users] invalid enumerant error

2014-10-23 Thread Trajce Nikolov NICK
Thanks Karl,

I set this in my code:

std::ostringstream oss;
oss  OSG_GL_ERROR_CHECKING=ON;
_putenv(oss.str().c_str());

still getting the same output, nothing extra. I am using TextureRectangle
as well so might be the same issue. Any further hints?

Thanks a bunch!

Nick

On Thu, Oct 23, 2014 at 1:08 PM, Cary, Karl A. karl.a.c...@leidos.com
wrote:

 Robert had a suggestion in the past that helped me track down a similar
 issue in the past. From an earlier post from him:

 One way of pinpointing the error better is to enable fine grained error
 checking in the osg::State by setting the env OSG_GL_ERROR_CHECKING to ON,
 on my Linux system this is:


export OSG_GL_ERROR_CHECKING=ON

 In my case this pointed me to a Texture2DRectangle that I was improperly
 declaring a min filter on. Hope this helps.

 -Original Message-
 From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
 Behalf Of Trajce Nikolov NICK
 Sent: Thursday, October 23, 2014 6:57 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] invalid enumerant error

 Hi community,

 This is question for those who has debug OpenGL apps. I am getting the
 following message:

 Warning: detected OpenGL error 'invalid enumerant' after applying GLMode
 0x40b3

 Any hints how to resolve it or at least get some more info?

 Thanks a lot,

 Nick


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Re: [osg-users] invalid enumerant error

2014-10-23 Thread Trajce Nikolov NICK
thats the ugly approach ... but needed indeed. Thanks again

Nick

On Thu, Oct 23, 2014 at 1:44 PM, Cary, Karl A. karl.a.c...@leidos.com
wrote:

 Just checked my changelog, I thought it was a min filter, but actually it
 was I was enabling wrap, which isn't allowed for a texture rectangle. Not
 sure if this is it or not. From it saying GLMode, I would suspect you are
 doing a stateset setAttribute or setMode that isn't viable. Personally I
 would suggest commenting out large groups of stateset code until the error
 goes away and use that to track down what section of your code is doing it.

 -Original Message-
 From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
 Behalf Of Trajce Nikolov NICK
 Sent: Thursday, October 23, 2014 7:36 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] invalid enumerant error

 Thanks Karl,

 I set this in my code:

 std::ostringstream oss;
 oss  OSG_GL_ERROR_CHECKING=ON;
 _putenv(oss.str().c_str());

 still getting the same output, nothing extra. I am using TextureRectangle
 as well so might be the same issue. Any further hints?

 Thanks a bunch!

 Nick

 On Thu, Oct 23, 2014 at 1:08 PM, Cary, Karl A. karl.a.c...@leidos.com
 wrote:


 Robert had a suggestion in the past that helped me track down a
 similar issue in the past. From an earlier post from him:

 One way of pinpointing the error better is to enable fine grained
 error checking in the osg::State by setting the env OSG_GL_ERROR_CHECKING
 to ON, on my Linux system this is:


export OSG_GL_ERROR_CHECKING=ON

 In my case this pointed me to a Texture2DRectangle that I was
 improperly declaring a min filter on. Hope this helps.


 -Original Message-
 From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Trajce Nikolov NICK
 Sent: Thursday, October 23, 2014 6:57 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] invalid enumerant error

 Hi community,

 This is question for those who has debug OpenGL apps. I am getting
 the following message:

 Warning: detected OpenGL error 'invalid enumerant' after applying
 GLMode 0x40b3

 Any hints how to resolve it or at least get some more info?

 Thanks a lot,

 Nick


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Re: [osg-users] invalid enumerant error

2014-10-23 Thread Trajce Nikolov NICK
Thanks Sebasitian . I have heard of it but never tried. Now seam the
time comes. Thanks again!

Nick

On Thu, Oct 23, 2014 at 1:50 PM, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Nick,

 I usually use GDebugger or similar tools which can hook into the
 OpenGLDriver. There you can get the stack-trace telling you the provoking
 OpenGL call.
 Good tools might like GDebugger will also allow you to see the actual code
 (e.g. the OSG call) where the error stems from


  Thanks Karl,

  I set this in my code:

  std::ostringstream oss;
 oss  OSG_GL_ERROR_CHECKING=ON;
 _putenv(oss.str().c_str());

  still getting the same output, nothing extra. I am using
 TextureRectangle as well so might be the same issue. Any further hints?

  Thanks a bunch!

  Nick

 On Thu, Oct 23, 2014 at 1:08 PM, Cary, Karl A. karl.a.c...@leidos.com
 wrote:

 Robert had a suggestion in the past that helped me track down a similar
 issue in the past. From an earlier post from him:

 One way of pinpointing the error better is to enable fine grained error
 checking in the osg::State by setting the env OSG_GL_ERROR_CHECKING to ON,
 on my Linux system this is:


export OSG_GL_ERROR_CHECKING=ON

 In my case this pointed me to a Texture2DRectangle that I was improperly
 declaring a min filter on. Hope this helps.

 -Original Message-
 From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
 Behalf Of Trajce Nikolov NICK
 Sent: Thursday, October 23, 2014 6:57 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] invalid enumerant error

 Hi community,

 This is question for those who has debug OpenGL apps. I am getting the
 following message:

 Warning: detected OpenGL error 'invalid enumerant' after applying GLMode
 0x40b3

 Any hints how to resolve it or at least get some more info?

 Thanks a lot,

 Nick


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Re: [osg-users] invalid enumerant error

2014-10-23 Thread Trajce Nikolov NICK
Thanks Conan!

Nick

On Thu, Oct 23, 2014 at 3:08 PM, Conan Doyle o...@celticblues.com wrote:

 +1 on gDEBbugger.. very useful tool... also look into AMD CodeXL, which I
 believe, is an updated version of gDEBugger.


 Trajce Nikolov NICK wrote:
  Thanks Sebasitian . I have heard of it but never tried. Now seam the
 time comes. Thanks again!
 
  Nick
 
 
  On Thu, Oct 23, 2014 at 1:50 PM, Sebastian Messerschmidt  () wrote:
 
 Hi Nick,
  
   I usually use GDebugger or similar tools which can hook into the
 OpenGLDriver. There you can get the stack-trace telling you the provoking
 OpenGL call.
   Good tools might like GDebugger will also allow you to see the actual
 code (e.g. the OSG call) where the error stems from
  
  
  
  
 Thanks Karl,
   
I set this in my code:
   
   
std::ostringstream oss;
oss  OSG_GL_ERROR_CHECKING=ON;
_putenv(oss.str().c_str());
   
   
   
still getting the same output, nothing extra. I am using
 TextureRectangle as well so might be the same issue. Any further hints?
   
   
Thanks a bunch!
   
   
Nick
   
   
On Thu, Oct 23, 2014 at 1:08 PM, Cary, Karl A.  () wrote:
   
 Robert had a suggestion in the past that helped me track down a
 similar issue in the past. From an earlier post from him:

 One way of pinpointing the error better is to enable fine grained
 error checking in the osg::State by setting the env OSG_GL_ERROR_CHECKING
 to ON, on my Linux system this is:


export OSG_GL_ERROR_CHECKING=ON

 In my case this pointed me to a Texture2DRectangle that I was
 improperly declaring a min filter on. Hope this helps.

 -Original Message-
 From: osg-users [mailto: ()] On Behalf Of Trajce Nikolov NICK
 Sent: Thursday, October 23, 2014 6:57 AM
 To: OpenSceneGraph Users
 Subject:  invalid enumerant error

 Hi community,

 This is question for those who has debug OpenGL apps. I am getting
 the following message:

 Warning: detected OpenGL error 'invalid enumerant' after applying
 GLMode 0x40b3

 Any hints how to resolve it or at least get some more info?

 Thanks a lot,

 Nick


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Re: [osg-users] underline fonts

2014-10-20 Thread Trajce Nikolov NICK
Thanks Robert,

I will have a look at freetype and osgText::Text then 

Thanks again
Nick

On Mon, Oct 20, 2014 at 10:39 AM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 On 15 October 2014 14:47, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 any clue how to load fonts (or set) with underlined characters?


 There isn't any support for this in osgText/freetype plugin.  I would
 guess that freetype itself would support this so it may well be possible to
 add support without too much difficulty.  One would need to add options on
 the osgText side to provide hints for underlining.

 The other alternative would be to render the underlining as an overlay.

 Robert.

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[osg-users] osgText and languages

2014-10-16 Thread Trajce Nikolov NICK
Hi community,

what are the steps to have different characters (language, like russian for
example) working with osgText?

Thanks a bunch!

Nick

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Re: [osg-users] osgText and languages

2014-10-16 Thread Trajce Nikolov NICK
answering my own question. Just in case someone else gets into the same
issue

osgText::String text;
wchar_t chars[] = Lȹ;
text.set(chars);

m_label = new osgText::Text;
m_label-setFont(fonts/arial.ttf);
m_label-setText(text/*ȹ*/);

Cheers,
Nick

On Thu, Oct 16, 2014 at 3:55 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi community,

 what are the steps to have different characters (language, like russian
 for example) working with osgText?

 Thanks a bunch!

 Nick

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[osg-users] underline fonts

2014-10-15 Thread Trajce Nikolov NICK
Hi Community,

any clue how to load fonts (or set) with underlined characters?

Thanks a bunch,
Nick

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[osg-users] ViewDependentShadowMap example

2014-10-02 Thread Trajce Nikolov NICK
Hi Community,

any hints or sample how to use this technique? I was not able to find
anything in the rep

Thanks a bunch!

Nick

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Re: [osg-users] ViewDependentShadowMap example

2014-10-02 Thread Trajce Nikolov NICK
Thanks Christian,

Nick

On Thu, Oct 2, 2014 at 1:46 PM, Christian Buchner 
christian.buch...@gmail.com wrote:

 Hi,

 The osg shadow mapping techniques are interchangeable, as they share a
 common base interface.

 Note that while a standard Shadow Map will produce some
 flickering/artifacting when light sources move, expect some artifacting
 from ViewDependentShadowMap also when the camera moves around. For us this
 was the reason to stick with the standard shadow map.

 Christian


 2014-10-02 13:42 GMT+02:00 Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com:

 Hi Community,

 any hints or sample how to use this technique? I was not able to find
 anything in the rep

 Thanks a bunch!

 Nick

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Re: [osg-users] ViewDependentShadowMap example

2014-10-02 Thread Trajce Nikolov NICK
Me again,

I tried few techniques and so far I was most happy with
the LightSpacePerspectiveShadowMap. However it does not work on databases
with large coordinates (like UTM) and I got few hints from Wojtek L. but
did not helped. Any experience with this someone?

Thanks again

Nick

On Thu, Oct 2, 2014 at 2:10 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Thanks Christian,

 Nick

 On Thu, Oct 2, 2014 at 1:46 PM, Christian Buchner 
 christian.buch...@gmail.com wrote:

 Hi,

 The osg shadow mapping techniques are interchangeable, as they share a
 common base interface.

 Note that while a standard Shadow Map will produce some
 flickering/artifacting when light sources move, expect some artifacting
 from ViewDependentShadowMap also when the camera moves around. For us this
 was the reason to stick with the standard shadow map.

 Christian


 2014-10-02 13:42 GMT+02:00 Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com:

 Hi Community,

 any hints or sample how to use this technique? I was not able to find
 anything in the rep

 Thanks a bunch!

 Nick

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[osg-users] osgUtil::PositionalStateContainer::AttrMatrixList from the currentRenderStage

2014-09-24 Thread Trajce Nikolov NICK
Hi Robert, Community,

this will be hard to be described I guess, but I will try. Will make a
video as well later.

I am doing something with lights and in a CullCallback I do computation of
some light attribs for a shader. This something is splitting the
computation between the CPU and the GPU for lighting purposes.. And I am
doing sort of my LOD within this CullCallback. so the lights are not active
after a distance. And it works great but my cull time is really high so I
am about to optimize it with an LOD  (just a try). My scenegraph is like:

root-MatrixTransform-LightSource

and again it works ok as long as I add LOD between the transform and the
lightsource.

Honestly, I have no clue what is going on. The final result is as I am
getting close to the LOD switch out distance the lights are changing
position, intensity and they fade away.instead of just switch out on that
distance.

Since I am using the osgUtil::PositionalStateContainer::AttrMatrixList from
the currentRenderStage (snippet bellow) and I am using the matrices from
there for the osg::Light attributes something is telling me that these
matrices are somewhat wrong when LOD is in the scene path. But again this
is only guessing

I am aware that based on written above it is hard to give a hint and I had
big doubts to post this really, but just in case maybe someone will have an
idea.

Thanks a bunch as always

Nick

snippet from the cullcallback:

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
  {
osgUtil::CullVisitor * cv = dynamic_castosgUtil::CullVisitor*(nv);

 osgUtil::PositionalStateContainer::AttrMatrixList aml =
originalRenderStage-getPositionalStateContainer()-getAttrMatrixList();
 
 // here I iterate over the list and after I use the osg::Light attrib
with its associated matrix to compute stuff for the shader
 


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Re: [osg-users] osgUtil::PositionalStateContainer::AttrMatrixList from the currentRenderStage

2014-09-24 Thread Trajce Nikolov NICK
Hi again,

here I managed to make some videos. The first one is without LOD in the
scene the second one is with LOD in the scene

Thanks a lot for any hint!

Nick

https://dl.dropboxusercontent.com/u/91101321/ll-1.mov
https://dl.dropboxusercontent.com/u/91101321/ll-2.mov

On Wed, Sep 24, 2014 at 2:28 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Robert, Community,

 this will be hard to be described I guess, but I will try. Will make a
 video as well later.

 I am doing something with lights and in a CullCallback I do computation of
 some light attribs for a shader. This something is splitting the
 computation between the CPU and the GPU for lighting purposes.. And I am
 doing sort of my LOD within this CullCallback. so the lights are not active
 after a distance. And it works great but my cull time is really high so I
 am about to optimize it with an LOD  (just a try). My scenegraph is like:

 root-MatrixTransform-LightSource

 and again it works ok as long as I add LOD between the transform and the
 lightsource.

 Honestly, I have no clue what is going on. The final result is as I am
 getting close to the LOD switch out distance the lights are changing
 position, intensity and they fade away.instead of just switch out on that
 distance.

 Since I am using the osgUtil::PositionalStateContainer::AttrMatrixList
 from the currentRenderStage (snippet bellow) and I am using the matrices
 from there for the osg::Light attributes something is telling me that these
 matrices are somewhat wrong when LOD is in the scene path. But again this
 is only guessing

 I am aware that based on written above it is hard to give a hint and I had
 big doubts to post this really, but just in case maybe someone will have an
 idea.

 Thanks a bunch as always

 Nick

 snippet from the cullcallback:

 virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
   {
 osgUtil::CullVisitor * cv = dynamic_castosgUtil::CullVisitor*(nv);
 
  osgUtil::PositionalStateContainer::AttrMatrixList aml =
 originalRenderStage-getPositionalStateContainer()-getAttrMatrixList();
  
  // here I iterate over the list and after I use the osg::Light attrib
 with its associated matrix to compute stuff for the shader
  


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Re: [osg-users] recent changes to osg::Geometry

2014-09-19 Thread Trajce Nikolov NICK
Thanks Wojtek,

yes, that is it. In very brief. Any clue what is making now osg::Geometry
faster, what is the story behind?

Thanks again!

Nick

On Fri, Sep 19, 2014 at 11:43 AM, Wojciech Lewandowski 
w.p.lewandow...@gmail.com wrote:

 Hi Trajce,

 I spent good time to go through the archive looking for the announcement
 from Robert from time ago about the changes in osg::Geometry with no luck.
 And I don't mean the last one that now it is a regular osg::Node, but was
 something else, and I don't remember what was it.



 I believe those earlier changes were made around OSG 3.2 release. See
 http://www.openscenegraph.org/index.php/community/press-releases/143-openscenegraph-3-2-release
 .

 ...

- Clean up of osg::Geometry class removing all deprecated slow path
API's resulting in a smaller and faster Geometry class

 ...


 And were mainly related to VecArrays refactoring. Look for changes in
 array binding setup.

 Cheers,
 Wojtek Lewandowski



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Re: [osg-users] recent changes to osg::Geometry

2014-09-19 Thread Trajce Nikolov NICK
Hi Robert,

thanks a lot for the detailed info. I was following the user list but was
somehow moving the upgrade to the latest from the trunk to some better
days, and these days are now :-).

I understand now the changes, just reading the code now and comparing it to
some older version. I have another question. Are these changes reflected
into the plugins like OpenFlight, ive, osgb? The real problem I am facing
is the performance of a system already installed on a site and if there is
a way to improve them just by upgrading OSG. or I have to touch the
mentioned plugins as well. Probably the most important is the OpenFlight
plugin

Thanks again !

Nick

On Fri, Sep 19, 2014 at 12:03 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 HI Nick,

 On 19 September 2014 10:47, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 yes, that is it. In very brief. Any clue what is making now osg::Geometry
 faster, what is the story behind?


 The changes to osg::Geometry in 3.2 relate to removal of the code paths
 that handle the cases where index arrays where used, even when not used
 this added an small overhead to each osg::Geometry call when display lists
 weren't used.  These changes distil osg::Geometry down to just supporting
 OpenGL fast paths.  For most end users there won't need to be any changes
 as they shouldn't have been using index arrays as they have been deprecated
 slow paths for many years.  To support this change the osg::Array has
 already been re-factored a little to now contain things like binding
 information directly with the osg::Array rather than as part of
 osg::Geometry.

 In svn/trunk and the OSG-3.3.x dev releases there are further changes to
 osg::Drawable that relate to change it to subclass from osg::Node rather
 than osg::Object.  This change also brought about unification and
 generalization of the Callback.  Now that Drawable is a Node you no longer
 need an osg::Geode to attach a Drawable to the scene graph, this makes a
 little simpler to create scene graphs, and reduces the number of nodes in
 the scene graph which which can help cut down CPU overhead of cull
 traversal.

 All of these changes have been done in a way that retains backwards
 compatibility as far as possible, so most applications won't notice a
 difference when compiling their OSG apps.  The small improvements to
 performance are unlikely to be noticeable without accurate time stats.
 Together these changes are all about slowly cleaning up the OSG API and
 making more efficient and flexible.

 Robert.


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Re: [osg-users] recent changes to osg::Geometry

2014-09-19 Thread Trajce Nikolov NICK
Ok. I think I will definitely give it a try and see.

Thanks again !!!

Cheers,
Nick

On Fri, Sep 19, 2014 at 12:40 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 On 19 September 2014 11:29, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Robert,

 thanks a lot for the detailed info. I was following the user list but was
 somehow moving the upgrade to the latest from the trunk to some better
 days, and these days are now :-).

 I understand now the changes, just reading the code now and comparing it
 to some older version. I have another question. Are these changes reflected
 into the plugins like OpenFlight, ive, osgb? The real problem I am facing
 is the performance of a system already installed on a site and if there is
 a way to improve them just by upgrading OSG. or I have to touch the
 mentioned plugins as well. Probably the most important is the OpenFlight
 plugin


 The plugins have remained pretty well the same, just a few tweaks to the
 serializers for the refactor.  If you are upgrading to a svn/trunk or dev
 release then you should be able to update the whole OSG and not worry about
 plugins - just pull them all in as well.

 Most of the plugins don't yet take advantage of the new changes of the
 Drawable subclassing from osg::Node, so they mostly all still create
 osg::Geode and attach the Drawables to it.  These plugins could be
 optimized a little by removing the Geode where it isn't required but I
 haven't tackled this work.  Others are welcome to pitch in.

 There are various other small tweaks to the OSG to help reduce the CPU
 overhead, so in general the the latest should just be all-round a better
 bet.  Don't expect big performance changes though, it's just little
 improvements here and there.

 Robert.




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[osg-users] recent changes to osg::Geometry

2014-09-18 Thread Trajce Nikolov NICK
Hi Robert, Community,

I spent good time to go through the archive looking for the announcement
from Robert from time ago about the changes in osg::Geometry with no luck.
And I don't mean the last one that now it is a regular osg::Node, but was
something else, and I don't remember what was it.

Can you/someone give me brief insights in the changes made in the last
versions what were they and why?

Thanks a bunch !

Nick
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Re: [osg-users] order of MatrixTransform

2014-09-14 Thread Trajce Nikolov NICK
Hi Bram,

If you use single MatrixTransform you can achieve the same effect in the
way you are constructing the scenegraph above by multiplication of
different matrices. Something like

osg::MatrixTransform *mxt = new osg::MatrixTransform;
mxt-setMatrix( osg::Matrix::translate(-myPoint) *
osg::Matrix::rotate(myRotation) * osg::Matrix::translate(myPoint) );

And you keep track and change myRotation, which is osg::Quat.

Nick

On Sun, Sep 14, 2014 at 5:29 PM, Bram Vaessen bram.vaes...@gmail.com
wrote:

 Thanks.

 Is there a way to make it a single node, but still being able to easily
 change the rotation around the point (the point on which to rotate doesn't
 change) ?

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Re: [osg-users] order of MatrixTransform

2014-09-14 Thread Trajce Nikolov NICK
yes. This is what I think Robert had in mind when he mentioned performance
efficiency

Nick

On Sun, Sep 14, 2014 at 10:42 PM, Bram Vaessen bram.vaes...@gmail.com
wrote:

 Ok thanks, I would have to recalculate the matrix every time the rotation
 changes I assume, but in the end that is probably more efficient than
 having 3 matrixtransforms in the scenegraph... right?

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