Re: [osg-users] serializer again: stream sizes an some questions
Hi Torben, It is not amazing if binray streams result in a larger size, especially when saving simple scenes. A possible reason is because the ascii format will only record properties that are non-default, but the binary one always saves all the properties of a class. By the way, please note that only the binary format supports compressor option. So the osgt and osgx files will not be affected by the zlib compressor. Wang Rui 2010/4/5 Torben Dannhauer z...@saguaro-fight-club.de: Hi, I'm working again on my serializer problem and I don't unterstand why my binary stream is as long as my ascii stream. binary should be smaller as ascii I suppose My Testcode code is: Code: // Writing object to stream std::stringstream myOstream; std::string extension = osgb; bool compressed = true; osgDB::ReaderWriter* rw = osgDB::Registry::instance()-getReaderWriterForExtension(extension.c_str()); if ( rw ) { osgDB::ReaderWriter::WriteResult wr; if (extension == osgb) { if (compressed) wr = rw-writeObject( *test, myOstream, new osgDB::Options(Compressor=zlib) ); else wr = rw-writeObject( *test, myOstream ); } if (extension == osgt) { if (compressed) wr = rw-writeObject( *test, myOstream, new osgDB::Options(Ascii Compressor=zlib) ); else wr = rw-writeObject( *test, myOstream, new osgDB::Options(Ascii) ); } if (extension == osgx) { if (compressed) wr = rw-writeObject( *test, myOstream, new osgDB::Options(XML Compressor=zlib) ); else wr = rw-writeObject( *test, myOstream, new osgDB::Options(XML) ); } if (!wr.success() ) OSG_NOTIFY( osg::WARN ) ERROR: Save failed: wr.message() std::endl; } else OSG_NOTIFY( osg::WARN ) error getting readerWriter for osgt std::endl; // Get size. stringbuf *pbuf; pbuf = myOstream.rdbuf(); OSG_NOTIFY( osg::WARN ) PBUF Bytes available: pbuf-in_avail() std::endl; OSG_NOTIFY( osg::ALWAYS ) STRING Bytes available: myOstream.str().length() std::endl; OSG_NOTIFY( osg::ALWAYS ) STRING content: myOstream.str() std::endl; //Reading Stream to node if ( rw ) { osgDB::ReaderWriter::ReadResult rr = rw-readObject( myOstream ); osg::ref_ptrosgVisual::dataIO_transportContainer test2 = dynamic_castosgVisual::dataIO_transportContainer*(rr.takeObject()); if (test2) { OSG_NOTIFY( osg::WARN ) TEST::FrameID is: test-getFrameID() std::endl; } else OSG_NOTIFY( osg::WARN ) Error converting stream to Node std::endl; } My Question is: What is the real stream size: The value pbuf-in_avail() or the value myOstream.str().length()? Because it always differs up to 60 bytes. My stream sizes ( myOstream.str().length() ) of my object ot transfer are: xml: 739 bytes ASCII: 389 bytes binaryy uncompressed: 353 bytes binary compressed: 176 bytes Can anyone give me a hint what the problem in my serializer / stream usage, that causes my binary stream to be as large as my ascii stream? Thank you very much! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26454#26454 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Color array optimization
Hi all, Looking for optimization I'm currently searching a color Array optimizer. Something modifying the color array and its binding when possible, of course without modifying the render of the geometry. Is there something like that ? I didn't found anything in the osgUtil::optimizer documentation. Thanks. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Behavior
John Galt writes: Even if that is the case, Believe me, it is: http://www.opengl.org/wiki/GluLookAt_code when my eye is fixed and center is changing, should I see the view as a camera that is rotating about a fixed point? Why is it that I am seeing the camera rotate about a moving point? I think it is difficult to see if you are rotating about a moving point or not. The best action to take is to check the numbers. Look at the matrix of the camera you built and see what the translational part looks like. Check also that your camera is not influenced by any transformation above it in the scene graph. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bizzare setViewMatrixAsLookAt behavior !!
John Galt writes: What is happening is that the eye instead of being fixed at say (X1,Y1,Z1) is revolving around that point in a small circle while pointing to the correct center! See src/osg/Matrix_implementation.cpp, line 922: preMultTranslate(-eye); The origin of the camera is set fixed at the eye point, so if it is not, is because of something else. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] serializer again: stream sizes and some questions
Hi Wang, thanks for your info! That explains everything with the binary format! I' tested all formats with the compressor, so I discovered already the only binary format is compressable. Thank you very much for this great serializer :))) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26478#26478 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support vendor specific 3D APIs - any interest here?
Hi Christian, I am interested. Subject intersts me mostly as a hobby, perhaps someday more comercially. I am glad you pointed out this API. I was not aware of it. I am however, bit dubious about possibility to use it with OpenGL on consumer GeForce cards. Which NVAPI functions would allow to implement 3D stereovision with OpenGL ? Cheers, Wojtek Lewandowski - Original Message - From: Christian Buchner christian.buch...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, April 05, 2010 2:48 PM Subject: [osg-users] Support vendor specific 3D APIs - any interest here? Hi, So quad buffered stereo only works with professional graphics cards, and I have used that feature with success at my work place. At home I do not have access to such devices. But I do have a 120 Hz capable monitor and those nVidia 3D Vision shutter glasses, which unfortunately only support DirectX gaming and stereo viewing of video and still images. This is mostly targeted at a gaming audience and OpenGL is no longer relevant enough to be supported (what a shame!). But nVidia have created a proprietary API (NVAPI) with which it is possible to display pretty much anything with shuttered glasses. Would there be any interest to fit OpenSceneGraph with a capability to render to 3DVision enabled displays with non-Quadro graphics cards? Is support for proprietary APIs and extensions frowned upon in this community? (I hear ATI have a similar vendor specific shutter glasses API in their latest drivers) Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Static linking with user pulgins AND dynamic OSG?
Hi all, I found several ressources(*) about static linking but didn't found an answer to my question: can I combine dynamic OSG/OT + dynamic OSG plugins + static custom (= user) plugins? If yes, how? I tried to compile my plugins as static, and add USE_OSGPLUGIN(myReaderWriterExtention1) USE_OSGPLUGIN(myReaderWriterExtention2) to my main exe, but got linker errors (symbols in osgDB defined multiple times). I also tried to remove these lines, but could not have working ReaderWriters. Any idea? Thanks. Config: Win32/MSVC9 - OSG trunk (*) Found ressources: http://forum.openscenegraph.org/viewtopic.php?p=22750 http://forum.openscenegraph.org/viewtopic.php?t=4203highlight=static+linking http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/Win32StaticLink Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support vendor specific 3D APIs - any interest here?
Hi, This presentation has something on presenting stereoscopic imagery based on a DirectX9 surface, page 36 onwards. http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf NVAPI as found here http://developer.download.nvidia.com/NVAPI/NVAPI_May2009.zip describes details in the Stereoscopic 3D APIs section how to turn on 3D mode and even how to swap left/right eyes on stereoscopic surfaces with NvAPI_Stereo_ReverseStereoBlitControl() Unfortunately OpenGL surfaces do not seem to be supported. So one would have to take a slow code path reading the pixel data from an OpenGL surface and writing it into a DirectX9 surface. Ouch. This might not be feasible at high frame rates at all. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Support vendor specific 3D APIs - any interest here?
Hi Christian, [..] NVAPI as found here http://developer.download.nvidia.com/NVAPI/NVAPI_May2009.zip describes details in the Stereoscopic 3D APIs section how to turn on 3D mode and even how to swap left/right eyes on stereoscopic surfaces with NvAPI_Stereo_ReverseStereoBlitControl() Unfortunately OpenGL surfaces do not seem to be supported. So one would have to take a slow code path reading the pixel data from an OpenGL surface and writing it into a DirectX9 surface. Ouch. This might not be feasible at high frame rates at all. That was my impression as well. 3D stereoscopic api seems to be created for Direct3D developers to check if Stereo is running and override/modify its parameters. The API is probably used to provide native 3D Vision support from a DirectX game. I guess its used by recently advertrised S3D aware Unreal. I am curiouse if NVAPI gives access to shutter glasses. If shutter control is possible and possible is 120 hz refresh rate through display settings, one could try emulate 3D stereo effect by alternate eye view rendering. But thats a quite tricky solution either. Cheers, Wojtek ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 press release
Hi Paul, Sorry for the slow reply, it's holiday in the Osfield household right now :-) On Mon, Apr 5, 2010 at 6:51 PM, Paul Martz pma...@skew-matrix.com wrote: Thanks for the suggestions and changes. The Wiki version is now up: http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.3 Thanks for putting this up, I've now added a link to this from the News page: http://www.openscenegraph.org/projects/osg/wiki/News I've done a quick review of the the OSG2.8.3 wiki page and it looks OK to me, and nice to see another company announcing the release - a healthy sign for the community ;-) Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 press release
Robert Osfield wrote: Hi Paul, Sorry for the slow reply, it's holiday in the Osfield household right now :-) I hope you and your family are having a good time. On Mon, Apr 5, 2010 at 6:51 PM, Paul Martz pma...@skew-matrix.com wrote: Thanks for the suggestions and changes. The Wiki version is now up: http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.3 Thanks for putting this up, I've now added a link to this from the News page: http://www.openscenegraph.org/projects/osg/wiki/News Excellent, thanks for updating that. I just changed the wiki front page to have a news bullet point for 2.8.3. I also just sent an email to Jose Luis asking if I could get write permission to the Downloads page so that I can add my source zip. I've done a quick review of the the OSG2.8.3 wiki page and it looks OK to me, and nice to see another company announcing the release - a healthy sign for the community ;-) Thanks for your help with this release! -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 released!
Hi Paul, Congratulations on this release - the most advanced and stable OSG release yet :-) I understand how much effort goes into corralling everyone, reviewing and merging fixes, doing testing - kudos. On Mon, Apr 5, 2010 at 8:39 PM, Paul Martz pma...@skew-matrix.com wrote: I don't have write access to the downloads page, so I've made a source ZIP available here, until it can be moved to the OSG server: http://www.skew-matrix.com/osg283/OpenSceneGraph-2.8.3.zip Robert, if you could move that, I'd appreciate it. I've now done this, and update the downloads page. I've checked the various links and they all seem to be OK. http://www.openscenegraph.org/projects/osg/wiki/Downloads Does anyone want to volunteer to build binaries? Preferably, someone who has done it in the past, so that the packages remain consistent from release to release. Once contributors have built the binaries they can ftp. Email me directly I can I can provide the ftp details to use. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Color array optimization
Hi Vincent, On Tue, Apr 6, 2010 at 8:31 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Looking for optimization I'm currently searching a color Array optimizer. Something modifying the color array and its binding when possible, of course without modifying the render of the geometry. Is there something like that ? I didn't found anything in the osgUtil::optimizer documentation. There isn't a specific color array optimization. I'm rather curious about what you'd optimize about a colour array. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Static linking with user pulgins AND dynamic OSG?
Hi Sukender, On Tue, Apr 6, 2010 at 10:15 AM, Sukender suky0...@free.fr wrote: Hi all, I found several ressources(*) about static linking but didn't found an answer to my question: can I combine dynamic OSG/OT + dynamic OSG plugins + static custom (= user) plugins? If yes, how? I can't see how this would work as it seems to be there would be a conflict between what version of core libraries that the dynamic vs static plugins would need to link to. If you want dynamic linking then use it everywhere. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 released!
Robert Osfield wrote: Hi Paul, Congratulations on this release - the most advanced and stable OSG release yet :-) I understand how much effort goes into corralling everyone, reviewing and merging fixes, doing testing - kudos. It's a lot of work. I've been tracking my hours on this and it's like two full 40 hour weeks of effort. I should be thanking you, though, as I know you put in 10 times this much. So, thanks, and keep up the good work. On Mon, Apr 5, 2010 at 8:39 PM, Paul Martz pma...@skew-matrix.com wrote: I don't have write access to the downloads page, so I've made a source ZIP available here, until it can be moved to the OSG server: http://www.skew-matrix.com/osg283/OpenSceneGraph-2.8.3.zip Robert, if you could move that, I'd appreciate it. I've now done this, and update the downloads page. I've checked the various links and they all seem to be OK. http://www.openscenegraph.org/projects/osg/wiki/Downloads Excellent, thanks. Looks great! I'll push the press release out to opengl.org and khronos.org ASAP. I think the webmaster is in the U.K. so I want to get it there before he signs off for the night. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: Re: Color array optimization
Hi Robert, The optimization I am currently working on is the good usage of binding. Some of our code generate color array with a color by vertex, even if the color is the same for each vertices... keeping only one color using the binding overall, we can obtain a considerable file size reduction. Thanks for your answer. Regards, Vincent. Le 06/04/2010 17:42, Robert Osfield a écrit : Hi Vincent, On Tue, Apr 6, 2010 at 8:31 AM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Looking for optimization I'm currently searching a color Array optimizer. Something modifying the color array and its binding when possible, of course without modifying the render of the geometry. Is there something like that ? I didn't found anything in the osgUtil::optimizer documentation. There isn't a specific color array optimization. I'm rather curious about what you'd optimize about a colour array. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Static linking with user pulgins AND dynamic OSG?
Hi Robert, Thanks for your answer... Well, is there a conflict when implementing a brand new file format (= not overwriting those in OSG)? I thought mixing was possible. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, On Tue, Apr 6, 2010 at 10:15 AM, Sukender suky0...@free.fr wrote: Hi all, I found several ressources(*) about static linking but didn't found an answer to my question: can I combine dynamic OSG/OT + dynamic OSG plugins + static custom (= user) plugins? If yes, how? I can't see how this would work as it seems to be there would be a conflict between what version of core libraries that the dynamic vs static plugins would need to link to. If you want dynamic linking then use it everywhere. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Static linking with user pulgins AND dynamic OSG?
Hi Sukender, I'm very confused about Robert's reply, because it's working fine for me. I am using a modified dds reader linked into my app, which takes precedence over any osgdb_dds.dll because it registers on startup. This can be done by simply adding the (modified) ReaderWriterDDS.cpp to the project producing the executable, in this version there is no need for USE_PLUGIN() - it will cause a link error. If you compile the plugin into a static link lib, you need the USE_PLUGIN() and link to the lib. This can work because the plugins I am using are not exporting any symbols, so there is no __declspec(dllexport) stuff in the way. Laurens. Robert Osfield wrote: Hi Sukender, On Tue, Apr 6, 2010 at 10:15 AM, Sukender suky0...@free.fr wrote: Hi all, I found several ressources(*) about static linking but didn't found an answer to my question: can I combine dynamic OSG/OT + dynamic OSG plugins + static custom (= user) plugins? If yes, how? I can't see how this would work as it seems to be there would be a conflict between what version of core libraries that the dynamic vs static plugins would need to link to. If you want dynamic linking then use it everywhere. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!
Hi J-S, Just got round to looking at this stack trace and I can't find any references to osg::GLBufferObject in the 2.8.2 code. What version of OSG were you running when you got the crash? I'll see if I can reproduce it. Cheers. Kim. On 24 March 2010 13:19, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Kim, Great work in getting a new ocean technique into osgOcean, I'm sure it will be an excellent improvement once the kinks are worked out. Oceansurface wasn't initialised, I've fixed and checked this in to the branch. Even after this fix, I'm getting a crash in GLBufferObject::getOffset(i = 5) where the _bufferEntries list contains 5 items (so indexed 0 to 4). The complete stack trace is below (though it can be hard to read - attached as a text file too because Thunderbird will add line wrapping which makes it even harder to read). In summary, it comes from MipmapGeometryVBO's drawImplementation(), so I guess something is not set up properly in its geometry/arrays/I don't know... This happens when running oceanExample_SIMPLE --vbo from Visual Studio 2008 SP1. Stack trace: msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x6622e5c0, const wchar_t * file=0x6622e608, unsigned int line=764) Line 24 C++ osg66-osgd.dll!std::vectorosg::GLBufferObject::BufferEntry,std::allocatorosg::GLBufferObject::BufferEntry ::operator[](unsigned int _Pos=5) Line 764 + 0x17 bytes C++ osg66-osgd.dll!osg::GLBufferObject::getOffset(unsigned int i=5) Line 209 + 0x1d bytes C++ osg66-osgd.dll!osg::State::setVertexPointer(const osg::Array * array=0x077e3fa8) Line 568 + 0x11 bytes C++ osg66-osgd.dll!osg::Geometry::drawImplementation(osg::RenderInfo renderInfo={...}) Line 1018 C++ osg66-osgd.dll!osg::Drawable::draw(osg::RenderInfo renderInfo={...}) Line 907 + 0x13 bytes C++ osg66-osgUtild.dll!osgUtil::RenderLeaf::render(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x) Line 81 + 0x19 bytes C++ osg66-osgUtild.dll!osgUtil::RenderBin::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x) Line 475 + 0x19 bytes C++ osg66-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x) Line 1353 C++ osg66-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x) Line 420 + 0x17 bytes C++ osg66-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x, bool doCopyTexture=false) Line 925 C++ osg66-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo renderInfo={...}, osgUtil::RenderLeaf * previous=0x) Line 1192 + 0x1b bytes C++ osg66-osgUtild.dll!osgUtil::SceneView::draw() Line 1426 + 0x37 bytes C++ osg66-osgViewerd.dll!osgViewer::Renderer::draw() Line 491 + 0xf bytes C++ osg66-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * context=0x00970e30) Line 734 + 0xf bytes C++ osg66-osgd.dll!osg::GraphicsContext::runOperations() Line 750 + 0x33 bytes C++ osg66-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext * context=0x00970e30) Line 138 C++ osg66-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * object=0x00970e30) Line 53 + 0x19 bytes C++ osg66-osgd.dll!osg::OperationThread::run() Line 413 + 0x26 bytes C++ osg66-osgd.dll!osg::GraphicsThread::run() Line 41 C++ ot12-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * data=0x0097e9c4) Line 113 + 0xf bytes C++ msvcr90d.dll!_callthreadstartex() Line 348 + 0xf bytes C msvcr90d.dll!_threadstartex(void * ptd=0x0097f2d8) Line 331 C -- __ Jean-Sebastien Guay jean-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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!
Hi Kim, Just got round to looking at this stack trace and I can't find any references to osg::GLBufferObject in the 2.8.2 code. What version of OSG were you running when you got the crash? I'll see if I can reproduce it. I was running it on SVN trunk (2.9.8 right now). That would seem to indicate that the new buffer object pools are tripping up osgOcean... 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] Camera Behavior
Hi, Here's the video of what is happening with my camera: http://www.youtube.com/watch?v=_7tfZuRgyYE Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26494#26494 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] WriteImageFile black
Thanks for your answers! As you supposed, I can't upgrade to the SVN version. I will have a look at your code, and try to reproduce it. Actually, I've been a bit stupid because I also thought about modifying the ScreenCaptureHandler class, but directly in the osg build instead of deriving it :O [Arrow] IMHO, the only thing I need to do is to add a bool allowing me to bypass the key pressing, which was what I tried to do on the osg version of ScreenCaptureHandler (and couldn't, because I couldn't modify the header). So I will try this, hoping that this is the good solution because I'm running out of time :/ I think this sounds like an FAQ problem -- something about JPEG not supporting the pixel format you're trying to save. Try saving as a PNG -- it might be something to do with an alpha channel or something that JPEG can't handle. Might be, but I don't think so: I also tried others formats not supported, and these were simply empty files, whereas mine is not empty, has the good size but is black. Well, OpenGL and OSG are complex indeed, but apart from that one problem, I always found a way to accomplish my will ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26495#26495 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Behavior
John Galt writes: Here's the video of what is happening with my camera: http://www.youtube.com/watch?v=_7tfZuRgyYE Difficult to say... The camera seems to be moving properly, since the doll is being rotated accordingly. The white and blue colors could be a clipping issue with a plane at Z=0. Try to raise the camera (eyeZ 0) in order to see if it changes anything. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Behavior
Alberto Luaces wrote: John Galt writes: Here's the video of what is happening with my camera: http://www.youtube.com/watch?v=_7tfZuRgyYE Difficult to say... The camera seems to be moving properly, since the doll is being rotated accordingly. The white and blue colors could be a clipping issue with a plane at Z=0. Try to raise the camera (eyeZ 0) in order to see if it changes anything. -- Alberto ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum The camera is supposed to be fixed at (0,0,2). The camera's view frustum is supposed to be aligned as the frustum shown in the right view window. In the left window, the camera is supposed to be fixed at a point and only rotate about Z axis. How ever it seems to me like the camera while rotating about the Zaxis is also revolving in an orbit about the point (0,0,2). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26497#26497 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and QT example
LEgregius wrote: Hi, Yes, it does fix the keyboard issues, at least most of them, and I have done some minor testing with the threading and it seems to work. Hey David, I'm not sure if this thread is still alive, but have you tested the case of rendering a single OSG scene-graph in multiple Qt windows (i.e. sharing the same graphics context)? If so, do you have a Hello, World example of this with the dtQt elements you referenced? Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26498#26498 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] :) Video Capture Handler for osg::View
:) Greetings All! I'm just wondering if anyone has made any progress on some kind of video capture routine for OSG under Linux. I have noticed that Jean-Sébastien Guay did some work modifying the screen capture handler to capture a sequence of images that can be chained to make a video - that is about all that I've seen or heard about so far. I was wondering how effective and practical it would be to buffer the images in some kind of memory loop and let some converter run through at it's own pace converting the images to some kind of video format (or even do raw video files). Has this been done in Linux already? I heard about doing some vid-cap stuff someware on this site, but I didn't hear anymore about it! What I've seen of Jean's example is the only approach I've seen. :D I like to do Video Stuff! It would be nice to show off a OSG video of what I'm doing with OSG! :D - Just Thinking Out Load! D Glenn D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26499#26499 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] :) Video Capture Handler for osg::View
Easiest way is probably just to write N jpegs named image000.jpg to imageN.jpg and then use virtualdub to convert them into a movie in whatever format you want. Writing an MJPG movie, where each frame is just a jpeg, isn't much harder. If your whole screen changes through the movie (eg a fly through) then it probably doesn't matter, if you are moving only a small part of a more static screen then a smarter codec will give much better quality Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26502#26502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: Color array optimization
On Wed, Apr 7, 2010 at 3:23 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote: Hi Vincent, On 7/04/10 2:04 , Vincent Bourdier wrote: The optimization I am currently working on is the good usage of binding. Some of our code generate color array with a color by vertex, even if the color is the same for each vertices... keeping only one color using the binding overall, we can obtain a considerable file size reduction. osg::Optimizer attempts to optimize for performance, not memory. The optimization you're proposing will have a negative impact on OpenGL performance. How do you figure? Vincent would like to replace BIND_PER_VERTEX colors with a BIND_OVERALL color where possible. That is a very common thing to do in OSG and is, as I understand it, well supported even in OpenGL 3.0+ and OpenGL ES 2.0. Tim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org