Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-19 Thread Adrian Egli OpenSceneGraph (3D)
Hi

I have no longer moving waves in latest SVN .

adrian

2009/6/19 Ümit Uzun umituzu...@gmail.com

 Hi Kim,

 There is strange view as you can see from osgOcean_Artifact.jpg Is this
 artifact or what?

 And when creating VisualStudio solution, Cmake doesn't create osgOcean's
 Header Files folder which is created for oceanExample as you can see from
 osgOcean_Classes.jpg This make the solution panel look messy.


 Regards.

 2009/6/18 Kim C Bale k.b...@hull.ac.uk

 Hi Umit,

 Yes, apparently samplerRect has been depreciated. Ulrich flagged this one
 on OSX and corrected it.

 I guess some glsl compilers are more fussy than others.

 Glad you got it working.

 Kim.

 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
 Sent: Thu 18/06/2009 12:36
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released


 Hi Kim,

 Actually I am sorry for not thinking it can be the svn adress :)
 You make the really good magic. It works perfect without any error as you
 can see from the attached screenshot:) Thanks so much :) But there is some
 dots flickering as JS and Martins's said about. And it's not problem I think
 :) This is really really good application.

 What did you do? You have only changed samplerRect to sampler2D?

 Regards and Congratulations :)


 2009/6/18 Kim C Bale k.b...@hull.ac.uk


Hi Umit,



Sorry use



 svn checkout
 http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ osgocean-read-only
 
 http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only
 



or grab a copy of the tortoise client to download it.



Regards,



Kim.



From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 11:45

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released





Hi Kim,

Thanks you so much. But prompted screen wants username and password
 from me?

Regards.

2009/6/18 Kim C Bale k.b...@hull.ac.uk

Hi Umit,



I've just applied a patch that should solve the samplerRect issue
 for you, I think I was being too hasty to blame your graphics drivers.



Update your code from:



 https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
 https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/







Regards,



Kim.



From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35


To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really
 need new version GPU. This is only solution which will resolve kind of these
 problems.

Regards.

2009/6/17 Kim C Bale k.b...@hull.ac.uk

Martins, J-S,


Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me,
 possibly a corner piece. I must have been trying to ignore it as it's a
 nightmare to debug that bit of code. I'll log it, but it could take a while
 to find that blighter.


If you disable godrays, silt and dof (basically disable all
 underwater
effects) then go underwater, you'll see a black like at the
 horizon. it
looks like fog is not being applied for a line of pixels at the
 horizon.

I think this is a fogging issue, the wave tops are probably going
 over the fog line and exposing unfogged geometry. Shouldn't be too bad that
 one.

Cheers all.


Kim.





From: osg-users-boun...@lists.openscenegraph.org on behalf of
 Martins Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

 Here you go.  If you zoom in to 400% or so you can see 3
 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

   Sorry if this comes through twice, looks like the first one
 was too big
for the list.

Martins


Kim C Bale wrote:
 Hi Martins,

 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of
 like
 you get if you had a bad DVI cable going to your monitor.

 Could you post a screen shot of that? Does sound a like

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-19 Thread Jean-Sébastien Guay

Hi Adrian, Kim,

J-S has made a modification to the OceanTechnique base class which 
allows you to enable/disable animation.


You’ll need to set FFTOceanSurface::startAnimation(void).


I had forgotten to initialize the _isAnimating member in the ctor and 
copy ctor. Fixed - the default behavior is identical to before 
(_isAnimating = true by default).


The trunk is being used for development so it may or may not work 
properly. I would use the release 1.0 tag, I’m misusing the definition 
of a tag a little since I’m adding bug fixes to it as I find them.


I agree with Kim, I'm making the trunk move forward according to what we 
need for our project so it won't always be stable. If you want something 
to use in your projects use the 1.0 branch.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Ümit Uzun
Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need new
version GPU. This is only solution which will resolve kind of these
problems.

Regards.

2009/6/17 Kim C Bale k.b...@hull.ac.uk

 Martins, J-S,

 Here you go.  If you zoom in to 400% or so you can see 3 pixels
 near the horizon that are really dark.  They flicker during the
 simulation, sometimes individual pixels, other times it looks like
 larger groups.

 Yep it's a bug in the library. Looks like a polygon break to me, possibly a
 corner piece. I must have been trying to ignore it as it's a nightmare to
 debug that bit of code. I'll log it, but it could take a while to find that
 blighter.

 If you disable godrays, silt and dof (basically disable all underwater
 effects) then go underwater, you'll see a black like at the horizon. it
 looks like fog is not being applied for a line of pixels at the horizon.

 I think this is a fogging issue, the wave tops are probably going over the
 fog line and exposing unfogged geometry. Shouldn't be too bad that one.

 Cheers all.

 Kim.



 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus
 Sent: Wed 17/06/2009 19:35
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Kim,

  Here you go.  If you zoom in to 400% or so you can see 3 pixels
 near the horizon that are really dark.  They flicker during the
 simulation, sometimes individual pixels, other times it looks like
 larger groups.

Sorry if this comes through twice, looks like the first one was too
 big
 for the list.

 Martins


 Kim C Bale wrote:
  Hi Martins,
 
  It now works at any resolution in 32 bit color, but with some
  shimmering black pixels where the sky meets the ocean.  Kind of like
  you get if you had a bad DVI cable going to your monitor.
 
  Could you post a screen shot of that? Does sound a like it could be a bug
 in the rendering rather than a driver issue.
 
  At 16 bit color, I can get it to work if I toggle off glare.  I still
  get the FBO setup errors, but it seems to look ok, and the out of memory
  errors are gone.
 
  I've jumped to conclusion on that one. I just tested that on mine and get
 the same
 
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 
  errors as yourself. I'll look into it.
 
  Cheers chap,
 
  Kim.
 
 
 
  
 
  From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus
  Sent: Wed 17/06/2009 17:56
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
 
 
 
  Kim,
  OK, I upgraded the driver to the latest version (185.85) and have
 made
  some progress.
 
  It now works at any resolution in 32 bit color, but with some
  shimmering black pixels where the sky meets the ocean.  Kind of like
  you get if you had a bad DVI cable going to your monitor.
 
  At 16 bit color, I can get it to work if I toggle off glare.  I
 still
  get the FBO setup errors, but it seems to look ok, and the out of memory
  errors are gone.
 
  So I guess I'll chalk it up to drivers, I'll keep checking for
 newer
  ones. Thanks for the suggestions.
 
  Martins
 
  Kim C Bale wrote:
  Hi Martins,
 
  Sorry, little hasty with the send button there.
 
  This is an odd one, I don't understand why changing your screen
 resolution would affect the program, so, I *suspect* this is a driver
 problem.
 
  I had similar problems just a week ago with osgOcean when I updated to
 the latest set of drivers for my 8800GTS 512, and it was giving me the 'out
 of memory' errors you've got. Rolling back my drivers solved it.
 
  Perhaps J-S has some ideas on this one.
 
  In the mean time you should be able to disable all the effects that use
 FBOs with the following keys.
 
  r - reflections
  R - refractions
  o - depth of field
  g - glare
  G - godrays
 
  Regards,
 
  Kim.
 
  
 
  From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus
  Sent: Wed 17/06/2009 15:16
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
 
 
 
  Hi,
  I'm having trouble getting this to run.
 
  Machine Specs:
 
  Windows XP
  Visual Studio 2003
  NVIDIA Quadro FX 1600M
  OSG 2.8.1
 
  Compiled osgOcean with FFTSS and it builds fine.
 
  With my display set to 1920x1200 at 16 bit color I get the following:
 
  E:\Windows\OSG\2.8.1\install\binoceanExample.exe
  Building scene...
 . Loading cubemaps: 0.212617s
 . Generating ocean surface: 2.43048e-005s
 . Creating ocean scene: 0.000286629s
 . Loading islands: 0.0594939s
 . Setting up lighting: 2.26286e-005s
  complete.
  Time Taken: 0.274954s
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Kim C Bale
Hi Umit,

 

I've just applied a patch that should solve the samplerRect issue for you, I 
think I was being too hasty to blame your graphics drivers.

 

Update your code from: 

 

https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 

 

 

 

Regards,

 

Kim.

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 

Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need new 
version GPU. This is only solution which will resolve kind of these problems.

Regards.

2009/6/17 Kim C Bale k.b...@hull.ac.uk

Martins, J-S,


Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, possibly a 
corner piece. I must have been trying to ignore it as it's a nightmare to debug 
that bit of code. I'll log it, but it could take a while to find that blighter.


If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

I think this is a fogging issue, the wave tops are probably going over the fog 
line and exposing unfogged geometry. Shouldn't be too bad that one.

Cheers all.


Kim.





From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

 Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

   Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins


Kim C Bale wrote:
 Hi Martins,

 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of like
 you get if you had a bad DVI cable going to your monitor.

 Could you post a screen shot of that? Does sound a like it could be a bug in 
 the rendering rather than a driver issue.

 At 16 bit color, I can get it to work if I toggle off glare.  I still
 get the FBO setup errors, but it seems to look ok, and the out of memory
 errors are gone.

 I've jumped to conclusion on that one. I just tested that on mine and get the 
 same

 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

 errors as yourself. I'll look into it.

 Cheers chap,

 Kim.



 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
 Sent: Wed 17/06/2009 17:56
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Kim,
 OK, I upgraded the driver to the latest version (185.85) and have made
 some progress.

 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of like
 you get if you had a bad DVI cable going to your monitor.

 At 16 bit color, I can get it to work if I toggle off glare.  I 
 still
 get the FBO setup errors, but it seems to look ok, and the out of memory
 errors are gone.

 So I guess I'll chalk it up to drivers, I'll keep checking for newer
 ones. Thanks for the suggestions.

 Martins

 Kim C Bale wrote:
 Hi Martins,

 Sorry, little hasty with the send button there.

 This is an odd one, I don't understand why changing your screen resolution 
 would affect the program, so, I *suspect* this is a driver problem.

 I had similar problems just a week ago with osgOcean when I updated to the 
 latest set of drivers for my 8800GTS 512, and it was giving me the 'out of 
 memory' errors you've got. Rolling back my drivers solved it.

 Perhaps J-S has some ideas on this one.

 In the mean time you should be able to disable all the effects that use FBOs 
 with the following keys.

 r - reflections
 R - refractions
 o - depth of field
 g - glare
 G - godrays

 Regards,

 Kim.

 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
 Sent: Wed 17/06/2009 15:16
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Hi,
 I'm having trouble getting this to run.

 Machine Specs:

 Windows XP
 Visual Studio 2003
 NVIDIA Quadro FX 1600M
 OSG 2.8.1

 Compiled osgOcean with FFTSS and it builds fine.

 With my display set to 1920x1200 at 16 bit color I get the following:

 E:\Windows\OSG\2.8.1\install\binoceanExample.exe
 Building scene

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Ümit Uzun
Hi Kim,

Thanks you so much. But prompted screen wants username and password from me?

Regards.

2009/6/18 Kim C Bale k.b...@hull.ac.uk

  Hi Umit,



 I’ve just applied a patch that should solve the samplerRect issue for you,
 I think I was being too hasty to blame your graphics drivers.



 Update your code from:



 *https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*







 Regards,



 Kim.



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
 *Sent:* 18 June 2009 07:35

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Hi Kim and JS;

 Thanks for suggestion. I have tried again and as you said I really need new
 version GPU. This is only solution which will resolve kind of these
 problems.

 Regards.

 2009/6/17 Kim C Bale k.b...@hull.ac.uk

 Martins, J-S,


 Here you go.  If you zoom in to 400% or so you can see 3 pixels
 near the horizon that are really dark.  They flicker during the
 simulation, sometimes individual pixels, other times it looks like
 larger groups.

 Yep it's a bug in the library. Looks like a polygon break to me, possibly a
 corner piece. I must have been trying to ignore it as it's a nightmare to
 debug that bit of code. I'll log it, but it could take a while to find that
 blighter.


 If you disable godrays, silt and dof (basically disable all underwater
 effects) then go underwater, you'll see a black like at the horizon. it
 looks like fog is not being applied for a line of pixels at the horizon.

 I think this is a fogging issue, the wave tops are probably going over the
 fog line and exposing unfogged geometry. Shouldn't be too bad that one.

 Cheers all.


 Kim.



 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus

 Sent: Wed 17/06/2009 19:35

 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Kim,

  Here you go.  If you zoom in to 400% or so you can see 3 pixels
 near the horizon that are really dark.  They flicker during the
 simulation, sometimes individual pixels, other times it looks like
 larger groups.

Sorry if this comes through twice, looks like the first one was too
 big
 for the list.

 Martins


 Kim C Bale wrote:
  Hi Martins,
 
  It now works at any resolution in 32 bit color, but with some
  shimmering black pixels where the sky meets the ocean.  Kind of like
  you get if you had a bad DVI cable going to your monitor.
 
  Could you post a screen shot of that? Does sound a like it could be a bug
 in the rendering rather than a driver issue.
 
  At 16 bit color, I can get it to work if I toggle off glare.  I still
  get the FBO setup errors, but it seems to look ok, and the out of memory
  errors are gone.
 
  I've jumped to conclusion on that one. I just tested that on mine and get
 the same
 
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 
  errors as yourself. I'll look into it.
 
  Cheers chap,
 
  Kim.
 
 
 
  
 
  From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus
  Sent: Wed 17/06/2009 17:56
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
 
 
 
  Kim,
  OK, I upgraded the driver to the latest version (185.85) and have
 made
  some progress.
 
  It now works at any resolution in 32 bit color, but with some
  shimmering black pixels where the sky meets the ocean.  Kind of like
  you get if you had a bad DVI cable going to your monitor.
 
  At 16 bit color, I can get it to work if I toggle off glare.  I
 still
  get the FBO setup errors, but it seems to look ok, and the out of memory
  errors are gone.
 
  So I guess I'll chalk it up to drivers, I'll keep checking for
 newer
  ones. Thanks for the suggestions.
 
  Martins
 
  Kim C Bale wrote:
  Hi Martins,
 
  Sorry, little hasty with the send button there.
 
  This is an odd one, I don't understand why changing your screen
 resolution would affect the program, so, I *suspect* this is a driver
 problem.
 
  I had similar problems just a week ago with osgOcean when I updated to
 the latest set of drivers for my 8800GTS 512, and it was giving me the 'out
 of memory' errors you've got. Rolling back my drivers solved it.
 
  Perhaps J-S has some ideas on this one.
 
  In the mean time you should be able to disable all the effects that use
 FBOs with the following keys.
 
  r - reflections
  R - refractions
  o - depth of field
  g - glare
  G - godrays
 
  Regards,
 
  Kim.
 
  
 
  From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus
  Sent: Wed 17/06/2009 15:16
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
 
 
 
  Hi,
  I'm having trouble getting this to run.
 
  Machine Specs:
 
  Windows XP
  Visual Studio 2003
  NVIDIA Quadro

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Ümit Uzun
Hi Kim,

I have same problem with samplerRect before when I wanted to try osgMovie
example as you suggested to Robert. And I tried to use sampler2d instead of
and was solved.
And as this problem, osgWidget's Widget class texture operation was only
supported with TextureRectange and I have implemented Texture2D to show my
movie on it by myself.

I think my GPU's main one problem is TextureRectangle implementation.

Regards.

2009/6/18 Ümit Uzun umituzu...@gmail.com

 Hi Kim,

 Thanks you so much. But prompted screen wants username and password from
 me?

 Regards.

 2009/6/18 Kim C Bale k.b...@hull.ac.uk

   Hi Umit,



 I’ve just applied a patch that should solve the samplerRect issue for you,
 I think I was being too hasty to blame your graphics drivers.



 Update your code from:



 *https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*







 Regards,



 Kim.



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
 *Sent:* 18 June 2009 07:35

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Hi Kim and JS;

 Thanks for suggestion. I have tried again and as you said I really need
 new version GPU. This is only solution which will resolve kind of these
 problems.

 Regards.

 2009/6/17 Kim C Bale k.b...@hull.ac.uk

 Martins, J-S,


 Here you go.  If you zoom in to 400% or so you can see 3 pixels
 near the horizon that are really dark.  They flicker during the
 simulation, sometimes individual pixels, other times it looks like
 larger groups.

 Yep it's a bug in the library. Looks like a polygon break to me, possibly
 a corner piece. I must have been trying to ignore it as it's a nightmare to
 debug that bit of code. I'll log it, but it could take a while to find that
 blighter.


 If you disable godrays, silt and dof (basically disable all underwater
 effects) then go underwater, you'll see a black like at the horizon. it
 looks like fog is not being applied for a line of pixels at the horizon.

 I think this is a fogging issue, the wave tops are probably going over the
 fog line and exposing unfogged geometry. Shouldn't be too bad that one.

 Cheers all.


 Kim.



 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus

 Sent: Wed 17/06/2009 19:35

 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Kim,

  Here you go.  If you zoom in to 400% or so you can see 3 pixels
 near the horizon that are really dark.  They flicker during the
 simulation, sometimes individual pixels, other times it looks like
 larger groups.

Sorry if this comes through twice, looks like the first one was too
 big
 for the list.

 Martins


 Kim C Bale wrote:
  Hi Martins,
 
  It now works at any resolution in 32 bit color, but with some
  shimmering black pixels where the sky meets the ocean.  Kind of like
  you get if you had a bad DVI cable going to your monitor.
 
  Could you post a screen shot of that? Does sound a like it could be a
 bug in the rendering rather than a driver issue.
 
  At 16 bit color, I can get it to work if I toggle off glare.  I still
  get the FBO setup errors, but it seems to look ok, and the out of memory
  errors are gone.
 
  I've jumped to conclusion on that one. I just tested that on mine and
 get the same
 
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 
  errors as yourself. I'll look into it.
 
  Cheers chap,
 
  Kim.
 
 
 
  
 
  From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus
  Sent: Wed 17/06/2009 17:56
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
 
 
 
  Kim,
  OK, I upgraded the driver to the latest version (185.85) and
 have made
  some progress.
 
  It now works at any resolution in 32 bit color, but with some
  shimmering black pixels where the sky meets the ocean.  Kind of like
  you get if you had a bad DVI cable going to your monitor.
 
  At 16 bit color, I can get it to work if I toggle off glare.
  I still
  get the FBO setup errors, but it seems to look ok, and the out of memory
  errors are gone.
 
  So I guess I'll chalk it up to drivers, I'll keep checking for
 newer
  ones. Thanks for the suggestions.
 
  Martins
 
  Kim C Bale wrote:
  Hi Martins,
 
  Sorry, little hasty with the send button there.
 
  This is an odd one, I don't understand why changing your screen
 resolution would affect the program, so, I *suspect* this is a driver
 problem.
 
  I had similar problems just a week ago with osgOcean when I updated to
 the latest set of drivers for my 8800GTS 512, and it was giving me the 'out
 of memory' errors you've got. Rolling back my drivers solved it.
 
  Perhaps J-S has some ideas on this one.
 
  In the mean time you should be able to disable all the effects that use
 FBOs with the following

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Kim C Bale
Hi Umit,

 

Sorry use 

 

svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
osgocean-read-only

 

or grab a copy of the tortoise client to download it.

 

Regards,

 

Kim.

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 11:45
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 

Hi Kim,

Thanks you so much. But prompted screen wants username and password from me?

Regards.

2009/6/18 Kim C Bale k.b...@hull.ac.uk

Hi Umit,

 

I've just applied a patch that should solve the samplerRect issue for you, I 
think I was being too hasty to blame your graphics drivers.

 

Update your code from: 

 

https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 

 

 

 

Regards,

 

Kim.

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35


To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 

Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need new 
version GPU. This is only solution which will resolve kind of these problems.

Regards.

2009/6/17 Kim C Bale k.b...@hull.ac.uk

Martins, J-S,


Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, possibly a 
corner piece. I must have been trying to ignore it as it's a nightmare to debug 
that bit of code. I'll log it, but it could take a while to find that blighter.


If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

I think this is a fogging issue, the wave tops are probably going over the fog 
line and exposing unfogged geometry. Shouldn't be too bad that one.

Cheers all.


Kim.





From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

 Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

   Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins


Kim C Bale wrote:
 Hi Martins,

 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of like
 you get if you had a bad DVI cable going to your monitor.

 Could you post a screen shot of that? Does sound a like it could be a bug in 
 the rendering rather than a driver issue.

 At 16 bit color, I can get it to work if I toggle off glare.  I still
 get the FBO setup errors, but it seems to look ok, and the out of memory
 errors are gone.

 I've jumped to conclusion on that one. I just tested that on mine and get the 
 same

 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

 errors as yourself. I'll look into it.

 Cheers chap,

 Kim.



 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
 Sent: Wed 17/06/2009 17:56
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Kim,
 OK, I upgraded the driver to the latest version (185.85) and have made
 some progress.

 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of like
 you get if you had a bad DVI cable going to your monitor.

 At 16 bit color, I can get it to work if I toggle off glare.  I 
 still
 get the FBO setup errors, but it seems to look ok, and the out of memory
 errors are gone.

 So I guess I'll chalk it up to drivers, I'll keep checking for newer
 ones. Thanks for the suggestions.

 Martins

 Kim C Bale wrote:
 Hi Martins,

 Sorry, little hasty with the send button there.

 This is an odd one, I don't understand why changing your screen resolution 
 would affect the program, so, I *suspect* this is a driver problem.

 I had similar problems just a week ago with osgOcean when I updated to the 
 latest set of drivers for my 8800GTS 512, and it was giving me the 'out of 
 memory' errors you've got. Rolling back my drivers solved it.

 Perhaps J-S has some ideas on this one.

 In the mean time you should be able to disable all the effects that use FBOs 
 with the following keys.

 r - reflections
 R - refractions
 o - depth of field
 g - glare
 G - godrays

 Regards

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Ümit Uzun
Hi Kim,

Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you
can see from the attached screenshot:) Thanks so much :) But there is some
dots flickering as JS and Martins's said about. And it's not problem I think
:) This is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)

2009/6/18 Kim C Bale k.b...@hull.ac.uk

  Hi Umit,



 Sorry use



 svn checkout *http*://osgocean.googlecode.com/svn/tags/osgOcean-1.0/
 osgocean-read-onlyhttp://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only



 or grab a copy of the tortoise client to download it.



 Regards,



 Kim.



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
 *Sent:* 18 June 2009 11:45

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Hi Kim,

 Thanks you so much. But prompted screen wants username and password from
 me?

 Regards.

 2009/6/18 Kim C Bale k.b...@hull.ac.uk

 Hi Umit,



 I’ve just applied a patch that should solve the samplerRect issue for you,
 I think I was being too hasty to blame your graphics drivers.



 Update your code from:



 *https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*







 Regards,



 Kim.



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
 *Sent:* 18 June 2009 07:35


 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Hi Kim and JS;

 Thanks for suggestion. I have tried again and as you said I really need new
 version GPU. This is only solution which will resolve kind of these
 problems.

 Regards.

 2009/6/17 Kim C Bale k.b...@hull.ac.uk

 Martins, J-S,


 Here you go.  If you zoom in to 400% or so you can see 3 pixels
 near the horizon that are really dark.  They flicker during the
 simulation, sometimes individual pixels, other times it looks like
 larger groups.

 Yep it's a bug in the library. Looks like a polygon break to me, possibly a
 corner piece. I must have been trying to ignore it as it's a nightmare to
 debug that bit of code. I'll log it, but it could take a while to find that
 blighter.


 If you disable godrays, silt and dof (basically disable all underwater
 effects) then go underwater, you'll see a black like at the horizon. it
 looks like fog is not being applied for a line of pixels at the horizon.

 I think this is a fogging issue, the wave tops are probably going over the
 fog line and exposing unfogged geometry. Shouldn't be too bad that one.

 Cheers all.


 Kim.



 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus

 Sent: Wed 17/06/2009 19:35

 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Kim,

  Here you go.  If you zoom in to 400% or so you can see 3 pixels
 near the horizon that are really dark.  They flicker during the
 simulation, sometimes individual pixels, other times it looks like
 larger groups.

Sorry if this comes through twice, looks like the first one was too
 big
 for the list.

 Martins


 Kim C Bale wrote:
  Hi Martins,
 
  It now works at any resolution in 32 bit color, but with some
  shimmering black pixels where the sky meets the ocean.  Kind of like
  you get if you had a bad DVI cable going to your monitor.
 
  Could you post a screen shot of that? Does sound a like it could be a bug
 in the rendering rather than a driver issue.
 
  At 16 bit color, I can get it to work if I toggle off glare.  I still
  get the FBO setup errors, but it seems to look ok, and the out of memory
  errors are gone.
 
  I've jumped to conclusion on that one. I just tested that on mine and get
 the same
 
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 
  errors as yourself. I'll look into it.
 
  Cheers chap,
 
  Kim.
 
 
 
  
 
  From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
 Innus
  Sent: Wed 17/06/2009 17:56
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
 
 
 
  Kim,
  OK, I upgraded the driver to the latest version (185.85) and have
 made
  some progress.
 
  It now works at any resolution in 32 bit color, but with some
  shimmering black pixels where the sky meets the ocean.  Kind of like
  you get if you had a bad DVI cable going to your monitor.
 
  At 16 bit color, I can get it to work if I toggle off glare.  I
 still
  get the FBO setup errors, but it seems to look ok, and the out of memory
  errors are gone.
 
  So I guess I'll chalk it up to drivers, I'll keep checking for
 newer
  ones. Thanks for the suggestions.
 
  Martins
 
  Kim C Bale wrote:
  Hi Martins,
 
  Sorry, little hasty

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Kim C Bale
Hi Umit,
 
Yes, apparently samplerRect has been depreciated. Ulrich flagged this one on 
OSX and corrected it.
 
I guess some glsl compilers are more fussy than others.
 
Glad you got it working.
 
Kim.



From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Thu 18/06/2009 12:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released


Hi Kim,

Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you can 
see from the attached screenshot:) Thanks so much :) But there is some dots 
flickering as JS and Martins's said about. And it's not problem I think :) This 
is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)


2009/6/18 Kim C Bale k.b...@hull.ac.uk


Hi Umit,

 

Sorry use 

 

svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
osgocean-read-only 
http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only 

 

or grab a copy of the tortoise client to download it.

 

Regards,

 

Kim.

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 11:45 

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 

Hi Kim,

Thanks you so much. But prompted screen wants username and password 
from me?

Regards.

2009/6/18 Kim C Bale k.b...@hull.ac.uk

Hi Umit,

 

I've just applied a patch that should solve the samplerRect issue for 
you, I think I was being too hasty to blame your graphics drivers.

 

Update your code from: 

 

https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 
https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ 

 

 

 

Regards,

 

Kim.

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35


To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 

Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need 
new version GPU. This is only solution which will resolve kind of these 
problems.

Regards.

2009/6/17 Kim C Bale k.b...@hull.ac.uk

Martins, J-S,


Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, 
possibly a corner piece. I must have been trying to ignore it as it's a 
nightmare to debug that bit of code. I'll log it, but it could take a while to 
find that blighter.


If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

I think this is a fogging issue, the wave tops are probably going over 
the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

Cheers all.


Kim.





From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins 
Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

 Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

   Sorry if this comes through twice, looks like the first one was 
too big
for the list.

Martins


Kim C Bale wrote:
 Hi Martins,

 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of like
 you get if you had a bad DVI cable going to your monitor.

 Could you post a screen shot of that? Does sound a like it could be a 
bug in the rendering rather than a driver issue.

 At 16 bit color, I can get it to work if I toggle off glare.  I 
still
 get the FBO

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Ümit Uzun
Hi Kim,

Firsty congratulations for these awesome works.
When I try to create solution file in cmake on VisualStudio2008 I get the
errors;
CMake Error: The following variables are used in this project, but they are
set to NOTFOUND.

Please set them or make sure they are set and tested correctly in the CMake
files:

FFTSS_INCLUDE_DIR

used as include directory in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

FFTSS_LIBRARY

linked by target osgOcean in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

OPENTHREADS_LIBRARY_DEBUG

linked by target osgOcean in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean


I have compiled the FFTSS library and locate it in same folder with
osgOcean-Source folder. Should I declare specific Environment Variable to
help cmake for finding right fftss include directory and library?

And Do we have to OpenThreads library in debug mode? I have a OSG
distiribution in only release mode.

Regards.

2009/6/16 Kim C Bale k.b...@hull.ac.uk

 Hi Martin,

 This problem arises with two particular effects, the glare and the
 underwater dof which require special treatment of the alpha component in
 the framebuffer.

 You can disable those using:

 enableUnderwaterDOF(false)
 enableGlare(false)

 Then you need to disable the default scene shader with this:

 setUseDefaultSceneShader(false)

 In the OceanScene class.

 If you remove the default shader you'll also lose the underwater light
 scattering and fogging calculations on models below the surface.

 Trying to offer lots of out-of-the-box shader effects whilst also
 accommodating the fixed pipeline is a tricky problem and this area needs
 a little work, but that should work for you.


 Regards,

 Kim.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
 Scheffler
 Sent: 16 June 2009 15:18
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 Hi,

 I compiled osgOcean and everything works fine here. I ran into trouble
 when integrating it with my existing application. When I used the last
 version of osgOcean, I could just put the ocean somewhere in the scene
 graph and it did not interact with my other stuff. Now osgOcean blocks
 my view onto the other objects in the scene. When I add the objects as
 children to the OceanScene, the objects are shown, but the ocean shaders
 are applied to the objects. This add some sparkling effects to my
 animations, which looks nice but is not really what I want.

 So how can I add my objects to the scene without interference?

 Thank you!

 Cheers,
 Martin

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=14038#14038





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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
Hi Umit,

 

Firsty congratulations for these awesome works.

 

Thank you, still plenty to fix though it seems J

 

CMake Error: The following variables are used in this project, but they are 
set to NOTFOUND. 

Please set them or make sure they are set and tested correctly in the CMake 
files:

FFTSS_INCLUDE_DIR

 

When you run CMake it should let you set these manually if they're not found 
automatically. 

 

You will need to explicitly specify the path to the include directory and also 
the fftss.lib file (this is what I do when I run CMake)

 

When you run the example application the fftss.dll will need to be in the same 
directory as the exe or by adding the directory it's in to your PATH 
environment variable (if you're in windows)

 

OPENTHREADS_LIBRARY_DEBUG

linked by target osgOcean in directory 
C:/Projects/Ocean/osgOcean-Source/src/osgOcean


I think if you just point it to the release mode version of OpenThreads it will 
let you build the project. But be careful, if you try and build a debug version 
of the application/library it's highly likely you'll get errors. 

 

If that doesn't solve it get back to me.

 

Regards,

 

Kim.

 

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 17 June 2009 11:48
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 

Hi Kim,

Firsty congratulations for these awesome works.
When I try to create solution file in cmake on VisualStudio2008 I get the 
errors;
CMake Error: The following variables are used in this project, but they are set 
to NOTFOUND. 

Please set them or make sure they are set and tested correctly in the CMake 
files:

FFTSS_INCLUDE_DIR

used as include directory in directory 
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

FFTSS_LIBRARY

linked by target osgOcean in directory 
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

OPENTHREADS_LIBRARY_DEBUG

linked by target osgOcean in directory 
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

 

I have compiled the FFTSS library and locate it in same folder with 
osgOcean-Source folder. Should I declare specific Environment Variable to help 
cmake for finding right fftss include directory and library?

And Do we have to OpenThreads library in debug mode? I have a OSG distiribution 
in only release mode. 

Regards.

2009/6/16 Kim C Bale k.b...@hull.ac.uk

Hi Martin,

This problem arises with two particular effects, the glare and the
underwater dof which require special treatment of the alpha component in
the framebuffer.

You can disable those using:

enableUnderwaterDOF(false)
enableGlare(false)

Then you need to disable the default scene shader with this:

setUseDefaultSceneShader(false)

In the OceanScene class.

If you remove the default shader you'll also lose the underwater light
scattering and fogging calculations on models below the surface.

Trying to offer lots of out-of-the-box shader effects whilst also
accommodating the fixed pipeline is a tricky problem and this area needs
a little work, but that should work for you.



Regards,

Kim.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org

[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Scheffler
Sent: 16 June 2009 15:18
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi,

I compiled osgOcean and everything works fine here. I ran into trouble
when integrating it with my existing application. When I used the last
version of osgOcean, I could just put the ocean somewhere in the scene
graph and it did not interact with my other stuff. Now osgOcean blocks
my view onto the other objects in the scene. When I add the objects as
children to the OceanScene, the objects are shown, but the ocean shaders
are applied to the objects. This add some sparkling effects to my
animations, which looks nice but is not really what I want.

So how can I add my objects to the scene without interference?

Thank you!

Cheers,
Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14038#14038





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g 
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To view the terms under which this email is distributed, please go to 
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-- 
Ümit Uzun

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Ümit Uzun
 streak_shader_fragment_shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader streak_shader_fragment_shader FAILED
FRAGMENT Shader streak_shader_fragment_shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader glare_composite_fragment_shader FAILED
FRAGMENT Shader glare_composite_fragment_shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

I think these all related about driver because of my driver 2.5 years old
and it's last updated driver support only opengl 2.1 and GLSL 1.20. I think
I can't run osgOcean in my company computer. I have to use another newer
one. Any suggestions?

Regards.

2009/6/17 Kim C Bale k.b...@hull.ac.uk

  Hi Umit,



 Firsty congratulations for these awesome works.



 Thank you, still plenty to fix though it seems J



 CMake Error: The following variables are used in this project, but they
 are set to NOTFOUND.

 Please set them or make sure they are set and tested correctly in the
 CMake files:

 FFTSS_INCLUDE_DIR



 When you run CMake it should let you set these manually if they’re not
 found automatically.



 You will need to explicitly specify the path to the include directory and
 also the fftss.lib file (this is what I do when I run CMake)



 When you run the example application the fftss.dll will need to be in the
 same directory as the exe or by adding the directory it’s in to your PATH
 environment variable (if you’re in windows)



 OPENTHREADS_LIBRARY_DEBUG

 linked by target osgOcean in directory
 C:/Projects/Ocean/osgOcean-Source/src/osgOcean


 I think if you just point it to the release mode version of OpenThreads it
 will let you build the project. But be careful, if you try and build a debug
 version of the application/library it’s highly likely you’ll get errors.



 If that doesn’t solve it get back to me.



 Regards,



 Kim.





 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
 *Sent:* 17 June 2009 11:48
 *To:* OpenSceneGraph Users

 *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Hi Kim,

 Firsty congratulations for these awesome works.
 When I try to create solution file in cmake on VisualStudio2008 I get the
 errors;
 CMake Error: The following variables are used in this project, but they are
 set to NOTFOUND.

 Please set them or make sure they are set and tested correctly in the CMake
 files:

 FFTSS_INCLUDE_DIR

 used as include directory in directory
 C:/Projects/Ocean/osgOcean-Source/src/osgOcean

 FFTSS_LIBRARY

 linked by target osgOcean in directory
 C:/Projects/Ocean/osgOcean-Source/src/osgOcean

 OPENTHREADS_LIBRARY_DEBUG

 linked by target osgOcean in directory
 C:/Projects/Ocean/osgOcean-Source/src/osgOcean



 I have compiled the FFTSS library and locate it in same folder with
 osgOcean-Source folder. Should I declare specific Environment Variable to
 help cmake for finding right fftss include directory and library?

 And Do we have to OpenThreads library in debug mode? I have a OSG
 distiribution in only release mode.

 Regards.

 2009/6/16 Kim C Bale k.b...@hull.ac.uk

 Hi Martin,

 This problem arises with two particular effects, the glare and the
 underwater dof which require special treatment of the alpha component in
 the framebuffer.

 You can disable those using:

 enableUnderwaterDOF(false)
 enableGlare(false)

 Then you need to disable the default scene shader with this:

 setUseDefaultSceneShader(false)

 In the OceanScene class.

 If you remove the default shader you'll also lose the underwater light
 scattering and fogging calculations on models below the surface.

 Trying to offer lots of out-of-the-box shader effects whilst also
 accommodating the fixed pipeline is a tricky problem and this area needs
 a little work, but that should work for you.



 Regards,

 Kim.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org

 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
 Scheffler
 Sent: 16 June 2009 15:18
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 Hi,

 I compiled osgOcean and everything works

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
Hi Umit,

 

VERTEX glCompileShader terrain_vertex_shader FAILED
VERTEX Shader terrain_vertex_shader infolog:

 

I've just fixed this one, if you download the code from the svn it will go away.

 

The rest of the errors seem to suggest that your graphics card / drivers don't 
support texture rectangles (at least in the shaders), which may well be the 
case if it's very old. 

 

However, you can bypass the texture rectangles by using:

 

oceanScene::setEnableGlare(false);

oceanScene::setEnableUnderwaterDOF(false);

 

Regards,

 

Kim.

 

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 17 June 2009 13:38
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 

Hi Kim,

Thanks for tips. I have changed the fft library fftss to fftw and I can 
compiled without any error. When I run the example I get errors as follows.

Building scene...
  . Loading cubemaps: 0.660514s
  . Generating ocean surface: 0.0465612s
  . Creating ocean scene: 0.0113174s
  . Loading islands: 0.079017s
  . Setting up lighting: 1.81587e-005s
complete.
Time Taken: 0.798147s
VERTEX glCompileShader terrain_vertex_shader FAILED
VERTEX Shader terrain_vertex_shader infolog:
Vertex shader failed to compile with the following errors:
ERROR: 0:34: '*' :  wrong operand types  no operation '*' exists that takes a le
ft-hand operand of type 'uniform 4-component vector of float' and a right operan
d of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:34: 'assign' :  cannot convert from 'uniform 4-component vector of floa
t' to 'out 3-component vector of float'
ERROR: 2 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Vertex shader(s) were not successfully compiled before glLinkProgram() was calle
d.  Link failed.

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
VERTEX glCompileShader scene_shader_vertex_shader FAILED
VERTEX Shader scene_shader_vertex_shader infolog:
Vertex shader failed to compile with the following errors:
ERROR: 0:29: '*' :  wrong operand types  no operation '*' exists that takes a le
ft-hand operand of type 'uniform 4-component vector of float' and a right operan
d of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:29: 'assign' :  cannot convert from 'uniform 4-component vector of floa
t' to 'out 3-component vector of float'
ERROR: 0:45: 'computeScattering' : no matching overloaded function found
ERROR: 3 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Vertex shader(s) were not successfully compiled before glLinkProgram() was calle
d.  Link failed.

FRAGMENT glCompileShader downsample_glare_fragment_shader FAILED
FRAGMENT Shader downsample_glare_fragment_shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led.  Link failed.

FRAGMENT glCompileShader streak_shader_fragment_shader FAILED
FRAGMENT Shader streak_shader_fragment_shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led.  Link failed.

FRAGMENT glCompileShader streak_shader_fragment_shader FAILED
FRAGMENT Shader streak_shader_fragment_shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led.  Link failed.

FRAGMENT glCompileShader streak_shader_fragment_shader FAILED
FRAGMENT Shader streak_shader_fragment_shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led.  Link failed.

FRAGMENT glCompileShader streak_shader_fragment_shader FAILED
FRAGMENT Shader streak_shader_fragment_shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led.  Link failed.

FRAGMENT glCompileShader streak_shader_fragment_shader FAILED
FRAGMENT Shader streak_shader_fragment_shader infolog:
Fragment shader

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Jean-Sébastien Guay

Hi Kim, Ümit,

When you run the example application the fftss.dll will need to be in 
the same directory as the exe or by adding the directory it’s in to your 
PATH environment variable (if you’re in windows)


Actually FFTSS doesn't have a DLL, it's a static-link library. FFTW has 
a DLL (though you could compile it to link statically too if you wanted).



When I run the example I get errors as follows.

[... snip lots of shader errors ...]

I think these all related about driver because of my driver 2.5 years old and 
it's last updated driver support only opengl 2.1 and GLSL 1.20. I think I can't 
run osgOcean in my company computer. I have to use another newer one. Any 
suggestions?


Well, some drivers are more permissive than others regarding implicit 
casts from vec4 to vec3. Some of the errors above seem to be what some 
drivers would only give warnings about.


I'll try to tighten up the shaders so they give no warnings, that will 
reduce the number of errors you get, but it won't eliminate all of them, 
because others are about texture rectangles, which your card/driver 
doesn't seem to support. The full-screen effects require texture 
rectangles (NPOT textures) to be able to render at the same resolution 
as your screen (which is in general not in power-of-two resolutions)...


Tuth is, 2.5 years is a long time in Graphics. I assume you have a good 
reason for not updating your driver, but there's little we can do to 
support such old drivers and still retain all functionality. We could do 
it if funded to do so, but if not we have to choose a subset of 
cards/drivers we need to support and do what is necessary for those.


If you want to try and fix all errors, of course, we'll be glad to fold 
your changes into the source :-)


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Martins Innus

Hi,
I'm having trouble getting this to run.

Machine Specs:

Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1

Compiled osgOcean with FFTSS and it builds fine.

With my display set to 1920x1200 at 16 bit color I get the following:

E:\Windows\OSG\2.8.1\install\binoceanExample.exe
Building scene...
  . Loading cubemaps: 0.212617s
  . Generating ocean surface: 2.43048e-005s
  . Creating ocean scene: 0.000286629s
  . Loading islands: 0.0594939s
  . Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

and just a blank screen shows up.



If I change to 32 bit color at the same resolution, I get a couple 
frames that show up properly, then the window goes blank with the 
following printed to the console:


Building scene...
  . Loading cubemaps: 0.213689s
  . Generating ocean surface: 1.89968e-005s
  . Creating ocean scene: 0.000278248s
  . Loading islands: 0.0593453s
  . Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5




It works fine if I run at 1024x768.

Is this likely a driver problem, or is there something I can tweak in 
the FBO setup?  I'm not familiar with their use at all.


Thanks

Martins

Kim C Bale wrote:

Hi all,
 
After much clawing and gnashing of teeth I've tagged version 1.0 of 
osgOcean.
 
http://code.google.com/p/osgocean/
 
Feature list:
 
- FFT ocean simulation model and rendering

- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
 
Possibly the most important change is that the library is now held under 
a LGPL license.
 
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL) 
for the FFT library dependancy which resolves the license issue. FFTW is 
the faster option, but the differance if fairly negliable within the 
context that it's used.
 
The library now searches for it's resource dependancies using the osgDB 
registry so they're not bound to a specific path.
 
I've also included a fix for the shader bug on 7 series nVidia cards 
which caused an error when indexing arrays using uniform variables.
 
The example application now supports real-time changes to the ocean 
surface and effects so you can have a play with the settings to see what 
they do.
 
A lot of the work has been submitted by Jean-Sebastian. If anybody else 
would like to contribute do get in touch. Many hands make light work and 
all that ;)
 
For those of you that suggested features/enhancement that aren't in this 
release, don't worry I haven't forgotten about them, they're still on my 
list of things to do.
 
 
Regards,
 
 
Kim.
 
 





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To view the terms under which this email is distributed, please go to 
http://www.hull.ac.uk/legal/email_disclaimer.html
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
 



From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi,
I'm having trouble getting this to run.

Machine Specs:

Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1

Compiled osgOcean with FFTSS and it builds fine.

With my display set to 1920x1200 at 16 bit color I get the following:

E:\Windows\OSG\2.8.1\install\binoceanExample.exe
Building scene...
   . Loading cubemaps: 0.212617s
   . Generating ocean surface: 2.43048e-005s
   . Creating ocean scene: 0.000286629s
   . Loading islands: 0.0594939s
   . Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

and just a blank screen shows up.



If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
following printed to the console:

Building scene...
   . Loading cubemaps: 0.213689s
   . Generating ocean surface: 1.89968e-005s
   . Creating ocean scene: 0.000278248s
   . Loading islands: 0.0593453s
   . Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5




It works fine if I run at 1024x768.

Is this likely a driver problem, or is there something I can tweak in
the FBO setup?  I'm not familiar with their use at all.

Thanks

Martins

Kim C Bale wrote:
 Hi all,
 
 After much clawing and gnashing of teeth I've tagged version 1.0 of
 osgOcean.
 
 http://code.google.com/p/osgocean/
 
 Feature list:
 
 - FFT ocean simulation model and rendering
 - Foam caps
 - Refraction/Reflection Passes
 - God Rays
 - Surface glare
 - Underwater depth of field
 - Underwater/above water fogging
 - Simulated light absorption and scattering
 - Silt effects
 - Screen distortion effects
 - Choice of FFT library dependancy
 
 Possibly the most important change is that the library is now held under
 a LGPL license.
 
 The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
 for the FFT library dependancy which resolves the license issue. FFTW is
 the faster option, but the differance if fairly negliable within the
 context that it's used.
 
 The library now searches for it's resource dependancies using the osgDB
 registry so they're not bound to a specific path.
 
 I've also included a fix for the shader bug on 7 series nVidia cards
 which caused an error when indexing arrays using uniform variables.
 
 The example application now supports real-time changes to the ocean
 surface and effects so you can have a play with the settings to see what
 they do.
 
 A lot of the work has been submitted by Jean-Sebastian. If anybody else
 would like to contribute do get in touch. Many hands make light work and
 all that ;)
 
 For those of you that suggested features/enhancement that aren't in this
 release, don't worry I haven't forgotten about them, they're still on my
 list of things to do.
 
 
 Regards,
 
 
 Kim.
 
 


 

 *
 To view the terms under which this email is distributed, please go to 
 http://www.hull.ac.uk/legal/email_disclaimer.html
 *


 

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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
Hi Martins, 
 
Sorry, little hasty with the send button there.
 
This is an odd one, I don't understand why changing your screen resolution 
would affect the program, so, I *suspect* this is a driver problem. 
 
I had similar problems just a week ago with osgOcean when I updated to the 
latest set of drivers for my 8800GTS 512, and it was giving me the 'out of 
memory' errors you've got. Rolling back my drivers solved it. 
 
Perhaps J-S has some ideas on this one.
 
In the mean time you should be able to disable all the effects that use FBOs 
with the following keys.
 
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
 
Regards,
 
Kim.



From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi,
I'm having trouble getting this to run.

Machine Specs:

Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1

Compiled osgOcean with FFTSS and it builds fine.

With my display set to 1920x1200 at 16 bit color I get the following:

E:\Windows\OSG\2.8.1\install\binoceanExample.exe
Building scene...
   . Loading cubemaps: 0.212617s
   . Generating ocean surface: 2.43048e-005s
   . Creating ocean scene: 0.000286629s
   . Loading islands: 0.0594939s
   . Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

and just a blank screen shows up.



If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
following printed to the console:

Building scene...
   . Loading cubemaps: 0.213689s
   . Generating ocean surface: 1.89968e-005s
   . Creating ocean scene: 0.000278248s
   . Loading islands: 0.0593453s
   . Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5




It works fine if I run at 1024x768.

Is this likely a driver problem, or is there something I can tweak in
the FBO setup?  I'm not familiar with their use at all.

Thanks

Martins

Kim C Bale wrote:
 Hi all,
 
 After much clawing and gnashing of teeth I've tagged version 1.0 of
 osgOcean.
 
 http://code.google.com/p/osgocean/
 
 Feature list:
 
 - FFT ocean simulation model and rendering
 - Foam caps
 - Refraction/Reflection Passes
 - God Rays
 - Surface glare
 - Underwater depth of field
 - Underwater/above water fogging
 - Simulated light absorption and scattering
 - Silt effects
 - Screen distortion effects
 - Choice of FFT library dependancy
 
 Possibly the most important change is that the library is now held under
 a LGPL license.
 
 The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
 for the FFT library dependancy which resolves the license issue. FFTW is
 the faster option, but the differance if fairly negliable within the
 context that it's used.
 
 The library now searches for it's resource dependancies using the osgDB
 registry so they're not bound to a specific path.
 
 I've also included a fix for the shader bug on 7 series nVidia cards
 which caused an error when indexing arrays using uniform variables.
 
 The example application now supports real-time changes to the ocean
 surface and effects so you can have a play with the settings to see what
 they do.
 
 A lot of the work has been submitted by Jean-Sebastian. If anybody else
 would like to contribute do get in touch. Many hands make light work and
 all that ;)
 
 For those of you that suggested features/enhancement that aren't in this
 release, don't worry I haven't forgotten about them, they're still on my
 list of things to do.
 
 
 Regards,
 
 
 Kim.
 
 


 

 *
 To view the terms under which this email is distributed, please go to 
 http://www.hull.ac.uk/legal/email_disclaimer.html

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Martins Innus

Kim,
	OK, I upgraded the driver to the latest version (185.85) and have made 
some progress.


	It now works at any resolution in 32 bit color, but with some 
shimmering black pixels where the sky meets the ocean.  Kind of like 
you get if you had a bad DVI cable going to your monitor.


	At 16 bit color, I can get it to work if I toggle off glare.  I still 
get the FBO setup errors, but it seems to look ok, and the out of memory 
errors are gone.


	So I guess I'll chalk it up to drivers, I'll keep checking for newer 
ones. Thanks for the suggestions.


Martins

Kim C Bale wrote:
Hi Martins, 
 
Sorry, little hasty with the send button there.
 
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem. 
 
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it. 
 
Perhaps J-S has some ideas on this one.
 
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
 
r - reflections

R - refractions
o - depth of field
g - glare
G - godrays
 
Regards,
 
Kim.




From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi,
I'm having trouble getting this to run.

Machine Specs:

Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1

Compiled osgOcean with FFTSS and it builds fine.

With my display set to 1920x1200 at 16 bit color I get the following:

E:\Windows\OSG\2.8.1\install\binoceanExample.exe
Building scene...
   . Loading cubemaps: 0.212617s
   . Generating ocean surface: 2.43048e-005s
   . Creating ocean scene: 0.000286629s
   . Loading islands: 0.0594939s
   . Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

and just a blank screen shows up.



If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
following printed to the console:

Building scene...
   . Loading cubemaps: 0.213689s
   . Generating ocean surface: 1.89968e-005s
   . Creating ocean scene: 0.000278248s
   . Loading islands: 0.0593453s
   . Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5




It works fine if I run at 1024x768.

Is this likely a driver problem, or is there something I can tweak in
the FBO setup?  I'm not familiar with their use at all.

Thanks

Martins

Kim C Bale wrote:

Hi all,

After much clawing and gnashing of teeth I've tagged version 1.0 of
osgOcean.

http://code.google.com/p/osgocean/

Feature list:

- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy

Possibly the most important change is that the library is now held under
a LGPL license.

The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library dependancy which resolves the license issue. FFTW is
the faster option, but the differance if fairly negliable within the
context that it's used.

The library now searches for it's resource dependancies using the osgDB
registry so they're not bound to a specific path.

I've also included a fix for the shader bug on 7 series nVidia cards
which caused an error when indexing arrays using uniform variables.

The example application now supports real-time changes to the ocean
surface and effects so you can have a play with the settings to see what
they do.

A lot of the work has been submitted by Jean-Sebastian. If anybody else
would like to contribute do get in touch. Many hands make light work and
all that ;)

For those of you that suggested features/enhancement that aren't in this
release, don't worry I haven't forgotten about them, they're still

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
Hi Martins,
 
It now works at any resolution in 32 bit color, but with some
shimmering black pixels where the sky meets the ocean.  Kind of like
you get if you had a bad DVI cable going to your monitor.
 
Could you post a screen shot of that? Does sound a like it could be a bug in 
the rendering rather than a driver issue.
 
At 16 bit color, I can get it to work if I toggle off glare.  I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
 
I've jumped to conclusion on that one. I just tested that on mine and get the 
same 
 
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 
errors as yourself. I'll look into it.
 
Cheers chap,
 
Kim.
 
 



From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.

It now works at any resolution in 32 bit color, but with some
shimmering black pixels where the sky meets the ocean.  Kind of like
you get if you had a bad DVI cable going to your monitor.

At 16 bit color, I can get it to work if I toggle off glare.  I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.

So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.

Martins

Kim C Bale wrote:
 Hi Martins,
 
 Sorry, little hasty with the send button there.
 
 This is an odd one, I don't understand why changing your screen resolution 
 would affect the program, so, I *suspect* this is a driver problem.
 
 I had similar problems just a week ago with osgOcean when I updated to the 
 latest set of drivers for my 8800GTS 512, and it was giving me the 'out of 
 memory' errors you've got. Rolling back my drivers solved it.
 
 Perhaps J-S has some ideas on this one.
 
 In the mean time you should be able to disable all the effects that use FBOs 
 with the following keys.
 
 r - reflections
 R - refractions
 o - depth of field
 g - glare
 G - godrays
 
 Regards,
 
 Kim.

 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
 Sent: Wed 17/06/2009 15:16
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Hi,
 I'm having trouble getting this to run.

 Machine Specs:

 Windows XP
 Visual Studio 2003
 NVIDIA Quadro FX 1600M
 OSG 2.8.1

 Compiled osgOcean with FFTSS and it builds fine.

 With my display set to 1920x1200 at 16 bit color I get the following:

 E:\Windows\OSG\2.8.1\install\binoceanExample.exe
 Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
 complete.
 Time Taken: 0.274954s
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

 and just a blank screen shows up.



 If I change to 32 bit color at the same resolution, I get a couple
 frames that show up properly, then the window goes blank with the
 following printed to the console:

 Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
 complete.
 Time Taken: 0.276148s
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
 Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
 RenderStage::drawInner(,) FBO status= 0x8cd5
 Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
 Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
 RenderStage::drawInner(,) FBO status= 0x8cd5




 It works fine if I run at 1024x768.

 Is this likely a driver problem, or is there something I can tweak in
 the FBO setup?  I'm not familiar with their use at all.

 Thanks

 Martins

 Kim C Bale wrote:
 Hi all,

 After much clawing and gnashing of teeth I've tagged version 1.0 of
 osgOcean.

 http://code.google.com/p/osgocean/

 Feature list:

 - FFT ocean simulation model and rendering
 - Foam caps
 - Refraction/Reflection Passes
 - God Rays
 - Surface glare
 - Underwater depth of field
 - Underwater/above water fogging
 - Simulated light absorption and scattering
 - Silt effects
 - Screen distortion effects
 - Choice of FFT library dependancy

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Jean-Sébastien Guay

Hi Martin, Kim,

 Here you go.  If you zoom in to 400% or so you can see 3 pixels 
near the horizon that are really dark.  They flicker during the 
simulation, sometimes individual pixels, other times it looks like 
larger groups.


I've seen that too, and also:

If you disable godrays, silt and dof (basically disable all underwater 
effects) then go underwater, you'll see a black like at the horizon. it 
looks like fog is not being applied for a line of pixels at the horizon.


Perhaps they're the same problem, and the black line you see from 
underwater is peeking over the water only at certain places, hence when 
above water you only see a few black pixels at different points as the 
waves move?


These two are probably just problems in the shaders, not bugs in drivers 
or such.


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Kim C Bale
Martins, J-S,
 
Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, possibly a 
corner piece. I must have been trying to ignore it as it's a nightmare to debug 
that bit of code. I'll log it, but it could take a while to find that blighter. 
 
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.
 
I think this is a fogging issue, the wave tops are probably going over the fog 
line and exposing unfogged geometry. Shouldn't be too bad that one.
 
Cheers all.
 
Kim.

 



From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

  Here you go.  If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark.  They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins


Kim C Bale wrote:
 Hi Martins,
 
 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of like
 you get if you had a bad DVI cable going to your monitor.
 
 Could you post a screen shot of that? Does sound a like it could be a bug in 
 the rendering rather than a driver issue.
 
 At 16 bit color, I can get it to work if I toggle off glare.  I still
 get the FBO setup errors, but it seems to look ok, and the out of memory
 errors are gone.
 
 I've jumped to conclusion on that one. I just tested that on mine and get the 
 same
 
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 
 errors as yourself. I'll look into it.
 
 Cheers chap,
 
 Kim.
 
 

 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
 Sent: Wed 17/06/2009 17:56
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Kim,
 OK, I upgraded the driver to the latest version (185.85) and have made
 some progress.

 It now works at any resolution in 32 bit color, but with some
 shimmering black pixels where the sky meets the ocean.  Kind of like
 you get if you had a bad DVI cable going to your monitor.

 At 16 bit color, I can get it to work if I toggle off glare.  I 
 still
 get the FBO setup errors, but it seems to look ok, and the out of memory
 errors are gone.

 So I guess I'll chalk it up to drivers, I'll keep checking for newer
 ones. Thanks for the suggestions.

 Martins

 Kim C Bale wrote:
 Hi Martins,

 Sorry, little hasty with the send button there.

 This is an odd one, I don't understand why changing your screen resolution 
 would affect the program, so, I *suspect* this is a driver problem.

 I had similar problems just a week ago with osgOcean when I updated to the 
 latest set of drivers for my 8800GTS 512, and it was giving me the 'out of 
 memory' errors you've got. Rolling back my drivers solved it.

 Perhaps J-S has some ideas on this one.

 In the mean time you should be able to disable all the effects that use FBOs 
 with the following keys.

 r - reflections
 R - refractions
 o - depth of field
 g - glare
 G - godrays

 Regards,

 Kim.

 

 From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
 Sent: Wed 17/06/2009 15:16
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



 Hi,
 I'm having trouble getting this to run.

 Machine Specs:

 Windows XP
 Visual Studio 2003
 NVIDIA Quadro FX 1600M
 OSG 2.8.1

 Compiled osgOcean with FFTSS and it builds fine.

 With my display set to 1920x1200 at 16 bit color I get the following:

 E:\Windows\OSG\2.8.1\install\binoceanExample.exe
 Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
 complete.
 Time Taken: 0.274954s
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

 and just a blank screen shows up.



 If I change to 32 bit color at the same resolution, I get a couple
 frames that show up

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Alejandro,

Just to reiterate what J-S said.

The oceanExample.exe should be in the same directory as the root resources 
something like this:
 
Directory_name\oceanExample.exe
Directory_name\resources\shaders
Directory_name\resources\textures
Directory_name\resources\island

If you wish to change where the resources are loaded from you can add new data 
path to the registry within the application.cpp in oceanExample and recompile. 
Preferably at the top of main().

i.e. 
osgDB::Registry::instance()-getDataFilePathList().push_back(resources/island);

That *should* solve that one. Let me know if it doesn't.

 Why it cannot change type of Shader?

I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I suspect 
that the registry in 2.9.3 can now differentiate between the shader extensions 
.frag and .vert and assigns the shader type automatically. Perhaps Robert could 
shout out on this one. Either way in osg2.8 at least that doesn't cause the 
shader to fail but rather flag a warning. I'll try and dig around in the osg 
2.9.3 source to see if this is the case. 

Regards,

Kim.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: 16 June 2009 03:46
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Alejandro,

 But apparently it doesn't find the instaled resources, neither in the
 bin directory (instaled there by default) nor in the OSG data
 directory (where osgDB find things). Only finds them if I run it from
 the source directory. 

Not sure about this, I think the easiest way right now is to put 
resources in a resources subdirectory of your current directory from 
which you run the executable. So you would have the executable, and in 
the same directory you'd have resources/shaders, resources/textures, 
resources/islands.

This is configurable if you're developing an app with osgOcean. Just add 
the path to the resources directory to the osgDB search paths and it 
will find its resources.

 I got these output in the console:
 
 Building scene...
   . Loading cubemaps: 0.321772s
   . Generating ocean surface: 0.000128s
   . Creating ocean scene: 0.001092s
   . Loading islands: cannot change type of Shader
 cannot change type of Shader
 0.08298s
   . Setting up lighting: 7.6e-05s
 complete.
 Time Taken: 0.406433s
 
 Why it cannot change type of Shader?

Not sure what would cause this message. I'll have a look when I get back 
to my desk tomorrow morning.

 I'm running it in a Debian GNU/Linux 2.6.26, 8GB RAM, OSG 2.9.3, NV
 Quadro FX 1700.

Thanks for testing, and keep us informed of any cool things you do with 
osgOcean! :-)

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Robert Osfield
Hi Kim,

First up, congrats on the release :-)

On Tue, Jun 16, 2009 at 9:45 AM, Kim C Balek.b...@hull.ac.uk wrote:
 Why it cannot change type of Shader?

 I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I suspect 
 that the registry in 2.9.3 can now differentiate between the shader 
 extensions .frag and .vert and assigns the shader type automatically. Perhaps 
 Robert could shout out on this one. Either way in osg2.8 at least that 
 doesn't cause the shader to fail but rather flag a warning. I'll try and dig 
 around in the osg 2.9.3 source to see if this is the case.

The .glsl plugin does now set the shader type automatically based on
whether the .frag or .vert extension is used.  The code in question is
(from src/osgPlugins/glsl/ReaderWriterGLSL.cpp:

if (shader-getType() == osg::Shader::UNDEFINED)
{
// set type based on filename extension, where possible
if (ext == frag) shader-setType(osg::Shader::FRAGMENT);
if (ext == vert) shader-setType(osg::Shader::VERTEX);
}

I haven't merged this change into the OSG-2.8 branch, which is
probably why you don't see the warning.  It would be odd to load a
.vert shader and then set it to be a FRAGMENT shader type so this
suggests a bug lurking in osgOcean or the resources.

Robert.
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Ulrich Hertlein

Hi Kim,

congratulations on the 1.0 release!

On 16/6/09 10:45 AM, Kim C Bale wrote:

The oceanExample.exe should be in the same directory as the root resources 
something like this:

Directory_name\oceanExample.exe
Directory_name\resources\shaders
Directory_name\resources\textures
Directory_name\resources\island


Should the osgOcean-Resources-1.0.rar extract to that directory structure?
I'm not sure if it's my environment, but when I unpack that (and the source as well) with 
'unrar e rar' I get all files unpacked in the current directory and quite a few 
overwrites.  (This is on OS X with unrar 3.80 from DarwinPorts).


Cheers,
/ulrich
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Chris,

J-S pretty much covered everything in his reply. I did a fair bit of
research into FFT libraries (the free ones) and found that a lot of them
didn't support 2D transforms out of the box or they were very poorly
documented. Due to time restraints I had to choose the one that was
easiest to implement. FFTSS could be dropped in with very little work
and was also very straight forward to compile on both linux and windows
so I went with that.

If you're interested in the timing differences between FFTSS and FFTW I
found that FFTSS took approximately twice as long to compute 1000 64x64
complex to complex FFTs. My tests were fairly rudimentary though. I
believe J-S found less of a difference when he tested the timings on his
machine.

Regards,

Kim.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: 16 June 2009 02:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Kim C Bale wrote:
 Hi all,
 - FFT ocean simulation model and rendering
 - Choice of FFT library dependancy
 Possibly the most important change is that the library is now held
under
 a LGPL license.
 The CMake build now offers the choice between FFTW (GPL) or FFTSS
(LGPL)
 for the FFT library dependancy which resolves the license issue. FFTW
is
 the faster option, but the differance if fairly negliable within the
 context that it's used.

  I curious if you evaluated the (very free) DJBFFT library and if so,
if you found it
insufficient. I know someone else who is evaluating FFT libraries and
just wanted your
input if you had already tried it out and found it lacking.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist.
- Xen
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Robert,

Thank you, thank you.. hopefully there won't be too many bugs to fix.

With regard to the shader type issue. I located the code you pointed out
in the 2.9.3 source. 

It looks like the code in 2.9.3 sets the shader type twice if you load a
shader with a .frag or .vert extension whilst also specifying the shader
type using:

inline osg::Shader* readShaderFile(osg::Shader::Type type, const
std::string filename) [include/osgDB/ReadFile] 

Which calls this:

inline osg::Shader* readShaderFile(osg::Shader::Type type, const
std::string filename,const ReaderWriter::Options* options)
{
osg::Shader* shader = readShaderFile(filename, options);
if (shader  type != osg::Shader::UNDEFINED) shader-setType(type);
return shader;
}

That function goes on to call the readShader in the ReaderWriterGLSL.
This correctly identifies the shader type from the extension and assigns
it. The plugin returns a valid shader with a vaid type, but
readShaderFile will try and set it again because it's checking against
the type passed in not the type already assigned to the shader by the
plugin. The result is the cannot change type of Shader warning
described.

It's a harmless warning, but perhaps a bit misleading if you're
migrating from 2.8. 


Regards,


Kim.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 16 June 2009 10:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Kim,

First up, congrats on the release :-)

On Tue, Jun 16, 2009 at 9:45 AM, Kim C Balek.b...@hull.ac.uk wrote:
 Why it cannot change type of Shader?

 I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I
suspect that the registry in 2.9.3 can now differentiate between the
shader extensions .frag and .vert and assigns the shader type
automatically. Perhaps Robert could shout out on this one. Either way in
osg2.8 at least that doesn't cause the shader to fail but rather flag a
warning. I'll try and dig around in the osg 2.9.3 source to see if this
is the case.

The .glsl plugin does now set the shader type automatically based on
whether the .frag or .vert extension is used.  The code in question is
(from src/osgPlugins/glsl/ReaderWriterGLSL.cpp:

if (shader-getType() == osg::Shader::UNDEFINED)
{
// set type based on filename extension, where
possible
if (ext == frag)
shader-setType(osg::Shader::FRAGMENT);
if (ext == vert)
shader-setType(osg::Shader::VERTEX);
}

I haven't merged this change into the OSG-2.8 branch, which is
probably why you don't see the warning.  It would be odd to load a
.vert shader and then set it to be a FRAGMENT shader type so this
suggests a bug lurking in osgOcean or the resources.

Robert.
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Ulrich,

I did create a directory structure within the RAR file. It should look
like this:

osgOcean-Source-1.0.rar
---
OsgOcean\
OsgOcean\CMakeModules\
osgOcean\include\
osgOcean\src\
osgOcean\resources\
osgOcean\AUTHORS.TXT
etc..

osgOcean-Resources-1.0.rar
--
Textures\
island\

The texture and island directories should be extracted into
osgOcean\resources\

I created it using WinRAR 3.8 for win32. It does seem odd that the
structure isn't getting replicated at your end.

Perhaps RAR isn't a great distribution format for cross platform
packages, a quick Google seems to suggest that it's not a particularly
well used format on Macs. Do you have the same issue with unrarx?

If you'd like me to email you a zip file of the source just let me know.


Regards,


Kim.
 
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich
Hertlein
Sent: 16 June 2009 10:11
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Kim,

congratulations on the 1.0 release!

On 16/6/09 10:45 AM, Kim C Bale wrote:
 The oceanExample.exe should be in the same directory as the root
resources something like this:

 Directory_name\oceanExample.exe
 Directory_name\resources\shaders
 Directory_name\resources\textures
 Directory_name\resources\island

Should the osgOcean-Resources-1.0.rar extract to that directory
structure?
I'm not sure if it's my environment, but when I unpack that (and the
source as well) with 
'unrar e rar' I get all files unpacked in the current directory
and quite a few 
overwrites.  (This is on OS X with unrar 3.80 from DarwinPorts).

Cheers,
/ulrich
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Robert Osfield
Hi Kim,

The warning reported only gets reported is the type changes, so if you do:

  readShaderFile(osg::Shader::VERTEX,myfile.vert); it shouldn't emit
a warning, but if you do:

  readShaderFile(osg::Shader::FRAGMENT,myfile.vert); it will emit a warning.

The code that emits that warning in Shader.cpp looks like:

bool Shader::setType( Type t )
{
if (_type==t) return true;

if (_type != UNDEFINED)
{
osg::notify(osg::WARN)  cannot change type of Shader  std::endl;
return false;
}

_type = t;
return true;
}

So this suggest to me that in osgOcean there is a mix up on the
types/filenames some where along the line, or a bug in
OSG-2.9.x/svn/trunk Shader.cpp/ReaderWriterGLSL.cpp that we haven't
spotted yet.  To me the svn/trunk code looks OK.

Robert.



On Tue, Jun 16, 2009 at 11:57 AM, Kim C Balek.b...@hull.ac.uk wrote:
 Hi Robert,

 Thank you, thank you.. hopefully there won't be too many bugs to fix.

 With regard to the shader type issue. I located the code you pointed out
 in the 2.9.3 source.

 It looks like the code in 2.9.3 sets the shader type twice if you load a
 shader with a .frag or .vert extension whilst also specifying the shader
 type using:

 inline osg::Shader* readShaderFile(osg::Shader::Type type, const
 std::string filename) [include/osgDB/ReadFile]

 Which calls this:

 inline osg::Shader* readShaderFile(osg::Shader::Type type, const
 std::string filename,const ReaderWriter::Options* options)
 {
    osg::Shader* shader = readShaderFile(filename, options);
    if (shader  type != osg::Shader::UNDEFINED) shader-setType(type);
    return shader;
 }

 That function goes on to call the readShader in the ReaderWriterGLSL.
 This correctly identifies the shader type from the extension and assigns
 it. The plugin returns a valid shader with a vaid type, but
 readShaderFile will try and set it again because it's checking against
 the type passed in not the type already assigned to the shader by the
 plugin. The result is the cannot change type of Shader warning
 described.

 It's a harmless warning, but perhaps a bit misleading if you're
 migrating from 2.8.


 Regards,


 Kim.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: 16 June 2009 10:01
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 Hi Kim,

 First up, congrats on the release :-)

 On Tue, Jun 16, 2009 at 9:45 AM, Kim C Balek.b...@hull.ac.uk wrote:
 Why it cannot change type of Shader?

 I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I
 suspect that the registry in 2.9.3 can now differentiate between the
 shader extensions .frag and .vert and assigns the shader type
 automatically. Perhaps Robert could shout out on this one. Either way in
 osg2.8 at least that doesn't cause the shader to fail but rather flag a
 warning. I'll try and dig around in the osg 2.9.3 source to see if this
 is the case.

 The .glsl plugin does now set the shader type automatically based on
 whether the .frag or .vert extension is used.  The code in question is
 (from src/osgPlugins/glsl/ReaderWriterGLSL.cpp:

                if (shader-getType() == osg::Shader::UNDEFINED)
                {
                    // set type based on filename extension, where
 possible
                    if (ext == frag)
 shader-setType(osg::Shader::FRAGMENT);
                    if (ext == vert)
 shader-setType(osg::Shader::VERTEX);
                }

 I haven't merged this change into the OSG-2.8 branch, which is
 probably why you don't see the warning.  It would be odd to load a
 .vert shader and then set it to be a FRAGMENT shader type so this
 suggests a bug lurking in osgOcean or the resources.

 Robert.
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Robert,


Sorry, you're absolutely right I didn't think to look in the trunk. I was 
looking at the code in these two:

svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.3/
svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.4/

Where the extra comparison isn't present in osg::Shader.

If Alejandro updates I suspect the warning will disappear.


Kim.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 16 June 2009 12:58
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Kim,

The warning reported only gets reported is the type changes, so if you do:

  readShaderFile(osg::Shader::VERTEX,myfile.vert); it shouldn't emit
a warning, but if you do:

  readShaderFile(osg::Shader::FRAGMENT,myfile.vert); it will emit a warning.

The code that emits that warning in Shader.cpp looks like:

bool Shader::setType( Type t )
{
if (_type==t) return true;

if (_type != UNDEFINED)
{
osg::notify(osg::WARN)  cannot change type of Shader  std::endl;
return false;
}

_type = t;
return true;
}

So this suggest to me that in osgOcean there is a mix up on the
types/filenames some where along the line, or a bug in
OSG-2.9.x/svn/trunk Shader.cpp/ReaderWriterGLSL.cpp that we haven't
spotted yet.  To me the svn/trunk code looks OK.

Robert.



On Tue, Jun 16, 2009 at 11:57 AM, Kim C Balek.b...@hull.ac.uk wrote:
 Hi Robert,

 Thank you, thank you.. hopefully there won't be too many bugs to fix.

 With regard to the shader type issue. I located the code you pointed out
 in the 2.9.3 source.

 It looks like the code in 2.9.3 sets the shader type twice if you load a
 shader with a .frag or .vert extension whilst also specifying the shader
 type using:

 inline osg::Shader* readShaderFile(osg::Shader::Type type, const
 std::string filename) [include/osgDB/ReadFile]

 Which calls this:

 inline osg::Shader* readShaderFile(osg::Shader::Type type, const
 std::string filename,const ReaderWriter::Options* options)
 {
    osg::Shader* shader = readShaderFile(filename, options);
    if (shader  type != osg::Shader::UNDEFINED) shader-setType(type);
    return shader;
 }

 That function goes on to call the readShader in the ReaderWriterGLSL.
 This correctly identifies the shader type from the extension and assigns
 it. The plugin returns a valid shader with a vaid type, but
 readShaderFile will try and set it again because it's checking against
 the type passed in not the type already assigned to the shader by the
 plugin. The result is the cannot change type of Shader warning
 described.

 It's a harmless warning, but perhaps a bit misleading if you're
 migrating from 2.8.


 Regards,


 Kim.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: 16 June 2009 10:01
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

 Hi Kim,

 First up, congrats on the release :-)

 On Tue, Jun 16, 2009 at 9:45 AM, Kim C Balek.b...@hull.ac.uk wrote:
 Why it cannot change type of Shader?

 I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I
 suspect that the registry in 2.9.3 can now differentiate between the
 shader extensions .frag and .vert and assigns the shader type
 automatically. Perhaps Robert could shout out on this one. Either way in
 osg2.8 at least that doesn't cause the shader to fail but rather flag a
 warning. I'll try and dig around in the osg 2.9.3 source to see if this
 is the case.

 The .glsl plugin does now set the shader type automatically based on
 whether the .frag or .vert extension is used.  The code in question is
 (from src/osgPlugins/glsl/ReaderWriterGLSL.cpp:

                if (shader-getType() == osg::Shader::UNDEFINED)
                {
                    // set type based on filename extension, where
 possible
                    if (ext == frag)
 shader-setType(osg::Shader::FRAGMENT);
                    if (ext == vert)
 shader-setType(osg::Shader::VERTEX);
                }

 I haven't merged this change into the OSG-2.8 branch, which is
 probably why you don't see the warning.  It would be odd to load a
 .vert shader and then set it to be a FRAGMENT shader type so this
 suggests a bug lurking in osgOcean or the resources.

 Robert.
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Ulrich Hertlein

Hi Kim,

On 16/6/09 1:13 PM, Kim C Bale wrote:

I did create a directory structure within the RAR file. It should look
like this:
...
osgOcean-Resources-1.0.rar
--
Textures\
island\
...
I created it using WinRAR 3.8 for win32. It does seem odd that the
structure isn't getting replicated at your end.

Perhaps RAR isn't a great distribution format for cross platform
packages, a quick Google seems to suggest that it's not a particularly
well used format on Macs. Do you have the same issue with unrarx?


unrarx works! Thanks for that. :-)

Obviously my mistake was to use unrar e filename instead of unrar x filename.  The 
x option extracts files with full path.


Guess I learned something new, sorry for the noise.
Cheers,
/ulrich
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Jean-Sébastien Guay

Hi Kim, Chris,


If you're interested in the timing differences between FFTSS and FFTW I
found that FFTSS took approximately twice as long to compute 1000 64x64
complex to complex FFTs. My tests were fairly rudimentary though. I
believe J-S found less of a difference when he tested the timings on his
machine.


Yes, I found negligible difference between FFTW single, FFTW double and 
FFTSS. Not sure what it depends on, but I have a quad-core with 4GB RAM. 
And since we're talking about something that takes just a few hundredths 
of a second anyways, the difference is even less significant... Even if 
it took twice the time, it wouldn't change much in practice.


Creating the mesh from the FFT results is what takes most time. You'll 
see if you change some FFT settings that dirty the ocean mesh (in the 
oceanExample) it takes a few seconds before the next frame is drawn. 
This is done in the update traversal when the dirty flag is set on the 
OceanTechnique.


If you're testing out parameters to customize the visual look of the 
ocean, you can disable automatic dirtying of the geometry, so that it 
doesn't regenerate each time you make a change. Press capital 'D' to 
disable this, and then change all your parameters and press small 'd' to 
dirty the geometry manually when you want to see the result.


I'd like to eventually refactor the OceanTechnique a bit. Right now it 
combines the generation function (FFT) and the meshing (geomipmapping). 
Separating the two would allow us to change one independently of the 
other. That's one of the things I'll be doing in the near future.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Martin Scheffler
Hi,

I compiled osgOcean and everything works fine here. I ran into trouble when 
integrating it with my existing application. When I used the last version of 
osgOcean, I could just put the ocean somewhere in the scene graph and it did 
not interact with my other stuff. Now osgOcean blocks my view onto the other 
objects in the scene. When I add the objects as children to the OceanScene, the 
objects are shown, but the ocean shaders are applied to the objects. This add 
some sparkling effects to my animations, which looks nice but is not really 
what I want.

So how can I add my objects to the scene without interference?

Thank you!

Cheers,
Martin

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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Kim C Bale
Hi Martin,

This problem arises with two particular effects, the glare and the
underwater dof which require special treatment of the alpha component in
the framebuffer.

You can disable those using: 

enableUnderwaterDOF(false)
enableGlare(false)

Then you need to disable the default scene shader with this:

setUseDefaultSceneShader(false)

In the OceanScene class.

If you remove the default shader you'll also lose the underwater light
scattering and fogging calculations on models below the surface.

Trying to offer lots of out-of-the-box shader effects whilst also
accommodating the fixed pipeline is a tricky problem and this area needs
a little work, but that should work for you.


Regards,

Kim.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Scheffler
Sent: 16 June 2009 15:18
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi,

I compiled osgOcean and everything works fine here. I ran into trouble
when integrating it with my existing application. When I used the last
version of osgOcean, I could just put the ocean somewhere in the scene
graph and it did not interact with my other stuff. Now osgOcean blocks
my view onto the other objects in the scene. When I add the objects as
children to the OceanScene, the objects are shown, but the ocean shaders
are applied to the objects. This add some sparkling effects to my
animations, which looks nice but is not really what I want.

So how can I add my objects to the scene without interference?

Thank you!

Cheers,
Martin

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http://forum.openscenegraph.org/viewtopic.php?p=14038#14038





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[osg-users] osgOcean 1.0 (LGPL) Released

2009-06-15 Thread Kim C Bale
Hi all,
 
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean. 
 
http://code.google.com/p/osgocean/ http://code.google.com/p/osgocean/ 
 
Feature list:
 
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
 
Possibly the most important change is that the library is now held under a LGPL 
license. 
 
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL) for 
the FFT library dependancy which resolves the license issue. FFTW is the faster 
option, but the differance if fairly negliable within the context that it's 
used. 
 
The library now searches for it's resource dependancies using the osgDB 
registry so they're not bound to a specific path.
 
I've also included a fix for the shader bug on 7 series nVidia cards which 
caused an error when indexing arrays using uniform variables. 
 
The example application now supports real-time changes to the ocean surface and 
effects so you can have a play with the settings to see what they do.
 
A lot of the work has been submitted by Jean-Sebastian. If anybody else would 
like to contribute do get in touch. Many hands make light work and all that ;)
 
For those of you that suggested features/enhancement that aren't in this 
release, don't worry I haven't forgotten about them, they're still on my list 
of things to do.
 
 
Regards,
 
 
Kim.
 
 
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-15 Thread Alejandro Aguilar Sierra
Hi Kim,

Great news, congratulations!

To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?

Regards,

Alejandro


On Mon, Jun 15, 2009 at 5:02 PM, Kim C Balek.b...@hull.ac.uk wrote:
 Hi all,

 After much clawing and gnashing of teeth I've tagged version 1.0 of
 osgOcean.

 http://code.google.com/p/osgocean/

 Feature list:

 - FFT ocean simulation model and rendering
 - Foam caps
 - Refraction/Reflection Passes
 - God Rays
 - Surface glare
 - Underwater depth of field
 - Underwater/above water fogging
 - Simulated light absorption and scattering
 - Silt effects
 - Screen distortion effects
 - Choice of FFT library dependancy

 Possibly the most important change is that the library is now held under a
 LGPL license.

 The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL) for
 the FFT library dependancy which resolves the license issue. FFTW is the
 faster option, but the differance if fairly negliable within the context
 that it's used.

 The library now searches for it's resource dependancies using the osgDB
 registry so they're not bound to a specific path.

 I've also included a fix for the shader bug on 7 series nVidia cards which
 caused an error when indexing arrays using uniform variables.

 The example application now supports real-time changes to the ocean surface
 and effects so you can have a play with the settings to see what they do.

 A lot of the work has been submitted by Jean-Sebastian. If anybody else
 would like to contribute do get in touch. Many hands make light work and all
 that ;)

 For those of you that suggested features/enhancement that aren't in this
 release, don't worry I haven't forgotten about them, they're still on my
 list of things to do.


 Regards,


 Kim.


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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-15 Thread Alejandro Aguilar Sierra
Nevermind, I made it compile.

It looks nice (see attached image) and is fast for a real time ocean simulation.

But apparently it doesn't find the instaled resources, neither in the
bin directory (instaled there by default) nor in the OSG data
directory (where osgDB find things). Only finds them if I run it from
the source directory. I got these output in the console:

Building scene...
  . Loading cubemaps: 0.321772s
  . Generating ocean surface: 0.000128s
  . Creating ocean scene: 0.001092s
  . Loading islands: cannot change type of Shader
cannot change type of Shader
0.08298s
  . Setting up lighting: 7.6e-05s
complete.
Time Taken: 0.406433s

Why it cannot change type of Shader?

I'm running it in a Debian GNU/Linux 2.6.26, 8GB RAM, OSG 2.9.3, NV
Quadro FX 1700.

Regards,

Alejandro



On Mon, Jun 15, 2009 at 5:53 PM, Alejandro Aguilar
Sierraalgsie...@gmail.com wrote:
 Hi Kim,

 Great news, congratulations!

 To compile, is there a way to avoid using the debug libraries of
 openthreads, fftw and osgviewer?

 Regards,

 Alejandro


 On Mon, Jun 15, 2009 at 5:02 PM, Kim C Balek.b...@hull.ac.uk wrote:
 Hi all,

 After much clawing and gnashing of teeth I've tagged version 1.0 of
 osgOcean.

 http://code.google.com/p/osgocean/

 Feature list:

 - FFT ocean simulation model and rendering
 - Foam caps
 - Refraction/Reflection Passes
 - God Rays
 - Surface glare
 - Underwater depth of field
 - Underwater/above water fogging
 - Simulated light absorption and scattering
 - Silt effects
 - Screen distortion effects
 - Choice of FFT library dependancy

 Possibly the most important change is that the library is now held under a
 LGPL license.

 The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL) for
 the FFT library dependancy which resolves the license issue. FFTW is the
 faster option, but the differance if fairly negliable within the context
 that it's used.

 The library now searches for it's resource dependancies using the osgDB
 registry so they're not bound to a specific path.

 I've also included a fix for the shader bug on 7 series nVidia cards which
 caused an error when indexing arrays using uniform variables.

 The example application now supports real-time changes to the ocean surface
 and effects so you can have a play with the settings to see what they do.

 A lot of the work has been submitted by Jean-Sebastian. If anybody else
 would like to contribute do get in touch. Many hands make light work and all
 that ;)

 For those of you that suggested features/enhancement that aren't in this
 release, don't worry I haven't forgotten about them, they're still on my
 list of things to do.


 Regards,


 Kim.


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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-15 Thread Chris 'Xenon' Hanson
Kim C Bale wrote:
 Hi all,
 - FFT ocean simulation model and rendering
 - Choice of FFT library dependancy
 Possibly the most important change is that the library is now held under
 a LGPL license.
 The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
 for the FFT library dependancy which resolves the license issue. FFTW is
 the faster option, but the differance if fairly negliable within the
 context that it's used.

  I curious if you evaluated the (very free) DJBFFT library and if so, if you 
found it
insufficient. I know someone else who is evaluating FFT libraries and just 
wanted your
input if you had already tried it out and found it lacking.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-15 Thread Jean-Sébastien Guay

Hi Alejandro,


But apparently it doesn't find the instaled resources, neither in the
bin directory (instaled there by default) nor in the OSG data
directory (where osgDB find things). Only finds them if I run it from
the source directory. 


Not sure about this, I think the easiest way right now is to put 
resources in a resources subdirectory of your current directory from 
which you run the executable. So you would have the executable, and in 
the same directory you'd have resources/shaders, resources/textures, 
resources/islands.


This is configurable if you're developing an app with osgOcean. Just add 
the path to the resources directory to the osgDB search paths and it 
will find its resources.



I got these output in the console:

Building scene...
  . Loading cubemaps: 0.321772s
  . Generating ocean surface: 0.000128s
  . Creating ocean scene: 0.001092s
  . Loading islands: cannot change type of Shader
cannot change type of Shader
0.08298s
  . Setting up lighting: 7.6e-05s
complete.
Time Taken: 0.406433s

Why it cannot change type of Shader?


Not sure what would cause this message. I'll have a look when I get back 
to my desk tomorrow morning.



I'm running it in a Debian GNU/Linux 2.6.26, 8GB RAM, OSG 2.9.3, NV
Quadro FX 1700.


Thanks for testing, and keep us informed of any cool things you do with 
osgOcean! :-)


J-S
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-15 Thread Jean-Sébastien Guay

Hi Chris,


  I curious if you evaluated the (very free) DJBFFT library and if so, if you 
found it
insufficient. I know someone else who is evaluating FFT libraries and just 
wanted your
input if you had already tried it out and found it lacking.


Well, Kim had initially implemented osgOcean using FFTW, and searching 
for an easy replacement that would remove the GPL limitation, I found 
FFTSS which has an identical API, so the change was pretty painless 
(most of the work went into supporting compile-time choice between the 
two, not in actually supporting FFTSS).


I know Kim looked at a few others and had problems with badly documented 
API with KissFFT notably, but I don't know which others (if any) he 
checked out.


I read the articles on FFT benchmarking on DJBFFT's site, and especially 
noted that they were quite old. They say version 0.75 was released in 
1999, and the current version is 0.76. And also, their install docs 
state The djbfft installation procedure assumes that you have a UNIX 
system with gcc. So that kind of put me off, personally, as I don't 
know if a library dating from 1999 and specifically made for gcc will 
support newer compilers and Windows... And if it really can be that 
optimized versus a current library that probably has special 
optimizations for newer chipsets/SSEx/...


It would be worth a try if we really wanted to compare speed and wanted 
another alternative. It should be easy to implement another option for 
choosing DJBFFT in addition to the 3 choices right now (FFTW 
single-precision, FFTW double-precision, FFTSS). But for now FFTW and 
FFTSS kind of fill the needs we have (one really fast, the other more 
flexible licensing-wise).


Hope that clears things up,

J-S
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