Re: [osg-users] Return of the DepthPartitionNode

2009-04-09 Thread Robert Osfield
Thanks Ravi, changes now merged and submitted to svn/trunk.

2009/4/1 Ravi Mathur ravid...@mail.utexas.edu

 Hey all,

 OK I have been away for a looong time, but still occasionally watching from
 a distance, and saw the bug people have reported about the
 DepthPartitionNode not handling scaled models properly.

 I believe this is now fixed ... I have attached the new
 DistanceAccumulator.cpp, along with a modified example file that uses a
 PositionAttitudeTransform to draw the Earth's orbit around the Sun.

 Also, I have seen Robert's posts about the DPN not being thread-friendly.
  This is something that I will look into next.

 Thanks!
 Ravi




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Re: [osg-users] Return of the DepthPartitionNode

2009-04-01 Thread Pasquale Tricarico
Hi Ravi,

I can confirm that the scaling problem seems now to be fixed using the
files attached. I've tested it both in the osgdepthpartition example
provided, and in a more complex scene with objects sizes covering more
than six orders of magnitude. The new code worked flawlessly. Thanks
for fixing this!

Pasquale

2009/4/1 Ravi Mathur ravid...@mail.utexas.edu:
 Hey all,

 OK I have been away for a looong time, but still occasionally watching from
 a distance, and saw the bug people have reported about the
 DepthPartitionNode not handling scaled models properly.

 I believe this is now fixed ... I have attached the new
 DistanceAccumulator.cpp, along with a modified example file that uses a
 PositionAttitudeTransform to draw the Earth's orbit around the Sun.

 Also, I have seen Robert's posts about the DPN not being thread-friendly.
  This is something that I will look into next.

 Thanks!
 Ravi




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


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Re: [osg-users] Return of the DepthPartitionNode

2009-04-01 Thread Guy
Hi Ravi,

 Last week I asked something about DPN with no response, but maybe you
are the man to refer to, so here I quote myself again:


Hi,

 

 Several days ago I asked about depthpartition, but now I've a more
complex situation that I want to figure out. It begins with depth
partition but ends up with how cameras do work.

 

I tried to combine the depth partition with the osgdistortion code. The
idea was to try to put cameras above and under the depth partition node
and see the effect.

I have DPN node, Scene node (which is a group for the scene) and
Distortion node (which is two pass cameras, one renders to RTT and the
second use the texture, distort it and renders to screen).  

I got pretty much confused. First I tried to put the DPN above the
distorted scene (that means DPN-DISTORTION-SCENE). It did not render
correctly. Only the closer depth interval of the two intervals was
rendered.

So I tried to put the DPN above the scene and under the distortion node.
(DISTORTION-DPN-SCENE). Then NOTHING was rendered. I tried to change
the DPN camera render order to PRE_RENDER. Again, nothing. Then when I
changed it to NESTED_RENDER, all was rendered but not in the correct
order. So I tried to change the RenderOrderNUM of the cameras of the DPN
to ensure that the far intervals will be rendered first (lower
RenderOrderNUM) but it did not help... I tried to reverse the RenderNUM
(higher for farther intervals) with no difference. 

So it brings up questions:

Why does the RenderOrderNUM didn't have effect? 
Where is the correct place to put the DPN? 
Why when the DPN was above the distortion node the closer interval was
rendered, and when there is no DPN at all, the farther interval is
rendered? 
Why when the cameras of the DPN were not NESTED_RENDER nothing was
rendered? 
Would it be more correct to add Slave cameras to the scene instead of
using these cameras only in the culling traverse? 
 

 

I guess that's it for now...

 

Guy.
 

--


Hey all,

OK I have been away for a looong time, but still occasionally watching  
from a distance, and saw the bug people have reported about the  
DepthPartitionNode not handling scaled models properly.

I believe this is now fixed ... I have attached the new  
DistanceAccumulator.cpp, along with a modified example file that uses  
a PositionAttitudeTransform to draw the Earth's orbit around the Sun.

Also, I have seen Robert's posts about the DPN not being thread- 
friendly.  This is something that I will look into next.

Thanks!
Ravi

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