Re: [osg-users] serializer again: stream sizes an some questions

2010-04-06 Thread Wang Rui
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

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 http://forum.openscenegraph.org/viewtopic.php?p=26454#26454





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[osg-users] Color array optimization

2010-04-06 Thread Vincent Bourdier

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.
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Re: [osg-users] Camera Behavior

2010-04-06 Thread Alberto Luaces
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
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Re: [osg-users] Bizzare setViewMatrixAsLookAt behavior !!

2010-04-06 Thread Alberto Luaces
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.

--
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Re: [osg-users] serializer again: stream sizes and some questions

2010-04-06 Thread Torben Dannhauer
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

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http://forum.openscenegraph.org/viewtopic.php?p=26478#26478





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Re: [osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-06 Thread Wojciech Lewandowski

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
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[osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-06 Thread Sukender
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/
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Re: [osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-06 Thread Christian Buchner
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
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Re: [osg-users] Support vendor specific 3D APIs - any interest here?

2010-04-06 Thread Wojciech Lewandowski

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 


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Re: [osg-users] 2.8.3 press release

2010-04-06 Thread Robert Osfield
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.
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Re: [osg-users] 2.8.3 press release

2010-04-06 Thread Paul Martz

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/
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Re: [osg-users] 2.8.3 released!

2010-04-06 Thread Robert Osfield
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.
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Re: [osg-users] Color array optimization

2010-04-06 Thread Robert Osfield
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.
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Re: [osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-06 Thread Robert Osfield
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.
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Re: [osg-users] 2.8.3 released!

2010-04-06 Thread Paul Martz

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/
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[osg-users] Fwd: Re: Color array optimization

2010-04-06 Thread Vincent Bourdier


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.



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Re: [osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-06 Thread Sukender
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.
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Re: [osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-06 Thread Laurens Voerman

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.
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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-04-06 Thread Kim Bale
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


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Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-04-06 Thread Jean-Sébastien Guay

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
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Re: [osg-users] Camera Behavior

2010-04-06 Thread John Galt
Hi,

Here's the video of what is happening with my camera: 
http://www.youtube.com/watch?v=_7tfZuRgyYE

Thank you!

Cheers,
John

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Re: [osg-users] WriteImageFile black

2010-04-06 Thread Thomas PATTOU
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 ;)

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Re: [osg-users] Camera Behavior

2010-04-06 Thread Alberto Luaces
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.

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Re: [osg-users] Camera Behavior

2010-04-06 Thread John Galt

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.
 
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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).

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Re: [osg-users] OSG and QT example

2010-04-06 Thread Ben Cain

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

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[osg-users] :) Video Capture Handler for osg::View

2010-04-06 Thread David Glenn
:)  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!

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Re: [osg-users] :) Video Capture Handler for osg::View

2010-04-06 Thread Martin Beckett
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

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Re: [osg-users] Fwd: Re: Color array optimization

2010-04-06 Thread Tim Moore
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
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