Re: [osg-users] Several questions regarding Terrain

2010-12-23 Thread Robert Osfield
Hi Thomas,

On Tue, Dec 21, 2010 at 3:51 AM, Thomas Dickerson osgfo...@tevs.eu wrote:
        If I have a heightfield which tiles cleanly, is there a mechanism to 
 make a terrain repeat indefinitely?

There's isn't any mechanism in osgTerrain for repeating terrain.

The OSG allows you share subgraphs so you could repeat a sugraph
offsetting it by decorating the subgrpah with transform node to place
each shared subgraph in it's appropriate place.

        Is there any sort of mechanism to draw a hole in a patch of terrain?

There isn't any built in support for changing the mesh of each tile to
have holes in it. You can however make holes using a texture such as
having a texture with a alpha value then clipping the fragments out
based using osg::AlphaFunc (wrapper for glAlphaFunc).

 If not, how would such a thing be implemented?

It depends upon you actual requirements.  If you do need to modify the
mesh then you could implement your own TerrainTechnique in place of
the default GeoemtryTechnique, your custom TerrainTechnique would then
take over responsibility of meshing the height fields and setting up
the appropriate state (i.e. texturing etc.).

         Can you have multiple layers of texture over the same heightfield? 
 (i.e. a background texture and another detail texture painted over it?

Yes, TerrainTIle allows for multiple colour layers.

        In the documentation I see names like TerrainTechnique Layer 
 Terrain and TerrainTile being thrown around without much description of 
 the roll of any individual class. Is this documented in any reasonable form 
 somewhere, or would someone care to explain them?

osgTerrain::TerrainTile holds all the data required to represent a
side terrain tile - holding a elevation layer and any colour layers
that you wish to be textured ontop of it.

osgTerrain::TerrainTechnique is the base class for techniques that
convert the TerrainTile data into a renderable scene graph, this scene
graph for rendering is held by the TerrainTechnique and passed to the
cull traversal on each frame.  GeometryTechnique is currently the only
implementation of TerrainTechnique provided by osgTerrain.

osgTerrain::Terrain is an optional terrain control node for decorating
the scene graph that contains your TerrainTiles.  The Terrain node
provide high level control over vertical scaling, the terrain
technique to use etc.


Robert.
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Re: [osg-users] Several questions regarding Terrain

2010-12-23 Thread Robert Osfield
Hi Thomas,

On Thu, Dec 23, 2010 at 4:40 AM, Thomas Dickerson osgfo...@tevs.eu wrote:
 I have loaded a 256x256 HeightField, created a HeightFieldLayer, and added it 
 as the ElevationLayer to a TerrainTile. Now, if I would like to go about 
 texturing patches of terrain, do I essentially need a separate TerrainTile 
 for each individual area to be textured?

Possibly... it depends on the way you want to apply the texturing, I
can't say from your description what you should do.

 And if this is the case, can multiple TerrainTiles use the same ImageLayer 
 for their own ColorLayers? And I still have not decoded the use of the 
 Terrain class itself, which doesn't seem to be used in the osgterrain_example 
 demo application!

Multiple TerrainTile can share the same ColorLayer, but the each Layer
defines it's own extents in world coordinates so they only apply if
region of the ColorLayer ovelaps with the elevation layer of the tile
it's being applied to.

The usual way to use osgTerrain is to have your imagery and elevation
data tiled up to the same extents so that each tile owns it's own
elevation and colour layers.  The terrain is then made up with a quad
tree hierarchy of tiles, often using PagedLOD to provide paging
support.

The VirtualPlanetBuilder tools provide offline support for generating
paged databases from geospatial imagery and DEMs that can scale to
multi-terrabyte datasets, comfortably handling whole earth, high res
data, this generates quad tree of PagedLOD/TerrainTile .

The 3rd party NodeKit osgEarth provides similar paged support but
generates all the tiles dynamically on demand from the source imagery
and DEMs.

If you want a really large terrain paging is certainly the way to go.

Robert.
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Re: [osg-users] invalid operation (osgearth and viewer)

2010-12-23 Thread Martin Naylor
Hi Robert,
I will have a look at that one and give it a go.

Cheers

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 22 December 2010 19:55
To: OpenSceneGraph Users
Subject: Re: [osg-users] invalid operation (osgearth and viewer)

Hi Martin,

From extension it looks like texture compression is supported so in
theory should work fine.

I don't know if it's related at all, but there is a submission on
osg-users that added buffer object pointer clamping to 4 byte
boundaries to address a crash with Intel hardware/drivers.  The
submission was in form that was suitable for merging, but it might be
worth you looking at to see if it affects things at your end.

Beyond that, I'd guess it's a driver bug, so would recommend have a
look at any updating drivers if that is possible.

Robert.

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Re: [osg-users] osgManipulator::Dragger event handler

2010-12-23 Thread Robert Osfield
Hi François,

osgManipulator has been made more flexible and easy to use, the old
hardwiring of event handling you won't need to do any more as
osgManipulator will provide alot more functionality out the box for
you.  The osgmanipulator example is your best guide on how to use it's
now form, there is a good chance you'll just be able to simply your
own code.

Robert.

On Thu, Dec 23, 2010 at 6:48 AM, François Bodic f56...@hotmail.com wrote:
 Hi,

 I the osg::Manipulator example, there is no EventHandler Class as before but 
 a new handle function has been introduced in the Dragger code. How does it 
 works? I used to work with the prévious version which was using a classic 
 pick system built in a GUIEventHandler class.

 Thank you!

 Cheers,
 François

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Re: [osg-users] Need Help ! Open Scene Graph For IPhone Shaders Issues

2010-12-23 Thread Laith Dhawahir
Heey,
Thanks all for trying to help me, i solved the problem. and i succesfully run 
the following code 

Code:

#import iphoneViewerAppDelegate.h

#include osgGA/TrackballManipulator
#include osg/ShapeDrawable
#include osgViewer/api/IOS/GraphicsWindowIOS 
#include osg/Node
#include osg/Group
#include osg/Geode
#include osg/Geometry
#include osg/Texture2D
#include osgDB/ReadFile 
#include osgViewer/Viewer
#include osg/PositionAttitudeTransform
#include osgGA/TrackballManipulator
#include osg/Geode
#include osg/TexGen
#include osg/Texture2D

#define kAccelerometerFrequency30.0 // Hz
#define kFilteringFactor0.1


#define SHADER_COMPAT \
#ifndef GL_ES\n \
#if (__VERSION__ = 110)\n \
#define lowp\n \
#define mediump\n \
#define highp\n \
#endif\n \
#endif\n

static const char* vertSource = {
SHADER_COMPAT
// colors a fragment based on its position\n
varying mediump vec4 color;\n
void main(void) {\n
color = gl_Vertex;\n
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n
}\n
};

static const char* fragSource = {
SHADER_COMPAT
varying mediump vec4 color;\n
void main(void) {\n
gl_FragColor = clamp( color, 0.0, 1.0 );\n
}\n
};


@implementation iphoneViewerAppDelegate
@synthesize _window;
//
//Called once app has finished launching, create the viewer then realize. Can't 
call viewer-run as will 
//block the final inialization of the windowing system
//
- (void)applicationDidFinishLaunching:(UIApplication *)application {

//get the screen size
CGRect lFrame = [[UIScreen mainScreen] bounds];
unsigned int w = lFrame.size.width;
unsigned int h = lFrame.size.height;

// create the main window at screen size
self._window = [[UIWindow alloc] initWithFrame: lFrame]; 

//show window
[_window makeKeyAndVisible];

//create our graphics context directly so we can pass our own window 
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;

// Init the Windata Variable that holds the handle for the Window to 
display OSG in.
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowIOS::WindowData(_window);

// Setup the traits parameters
traits-x = 0;
traits-y = 0;
traits-width = w;
traits-height = h;
traits-depth = 16; //keep memory down, default is currently 24
traits-red = 33;
traits-blue = 66;
traits-green = 99;
traits-windowDecoration = true;//false;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-setInheritedWindowPixelFormat = true;
traits-windowName = osgViewer;

traits-inheritedWindowData = windata;

// Create the Graphics Context
osg::ref_ptrosg::GraphicsContext graphicsContext = 
osg::GraphicsContext::createGraphicsContext(traits.get());

graphicsContext-clear();


//create the viewer
viewer = new osgViewer::Viewer();

//if the context was created then attach to our viewer
if(graphicsContext)
{
viewer-getCamera()-setGraphicsContext(graphicsContext);

double w = traits-width;
double h = traits-height;

if(wh)
h = w;
else
w = h;



viewer-getCamera()-setViewport(new osg::Viewport(0, 0, w ,  h 
));
//  
viewer-getCamera()-setProjectionMatrixAsFrustum(-5,5,-5,5,1e-6,100);
//  
viewer-getCamera()-setProjectionMatrixAsPerspective(30,traits-width/traits-height);

}

osg::setNotifyLevel(osg::INFO);

root = new osg::MatrixTransform();

osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new 
osg::Box(osg::Vec3(1, 1, 1), 1));

geode-addDrawable(drawable);

osg::Program* program = new osg::Program;
program-setName(shader);
program-addShader(new osg::Shader(osg::Shader::VERTEX, vertSource));
program-addShader(new osg::Shader(osg::Shader::FRAGMENT, fragSource));
geode-getOrCreateStateSet()-setAttributeAndModes(program, 
osg::StateAttribute::ON);

root-addChild(geode);

//viewer = new osgViewer::Viewer();

//viewer-setUpViewInWindow(100, 100, 800, 600, 0);

viewer-setSceneData(root.get());
viewer-setCameraManipulator(new osgGA::TrackballManipulator);

viewer-realize();

/*  
//if the context was created then attach to our viewer
if(graphicsContext)
{
viewer-getCamera()-setGraphicsContext(graphicsContext);
//viewer-getCamera()-setViewport(new osg::Viewport(0, 0, 
traits-width, traits-height));
}

 

[osg-users] Question To OpenSceneGraph Development Team.

2010-12-23 Thread Laith Dhawahir
Hey,
First Thing I Would To Thank You For Your Great Job In OSG Library,

Anyway, I Notices That ShaderGen.h Does Not Support OpenGLES 2.0 For Now,
Is It Possible To Know It Will Be Supported.

Btw, Merry Christmas guys :)

... 

Thank you!

Cheers,
Laith[/list]

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Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-23 Thread Paul Palumbo
What is the status of OSG 2.9.10?  I don't see it on the download page and I 
don't have access to SVN (not allowed through my company firewall)?

Paul P.

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[osg-users] How do I handle EventVisitors that contain multiple events?

2010-12-23 Thread Matthew Grimes
Hi,

I want to have one of the nodes in my scene graph respond to key presses by 
giving it an event callback. When the callback gets an EventVisitor containing 
a KEYDOWN event, I want it to eat that event and keep others from seeing it.

I noticed that EventVisitors have the capacity to contain a whole list of 
events, not just one. I also noticed that, at least for my simple app, this 
list always contains only one event.

Do EventVisitors ever contain more than one event? If so, how should I get my 
callback to eat certain key events while leaving the other events alone? I 
can think of two approaches:
[list=]
Remove the event from the EventVisitor's event list, using std::list::erase().
Call GUIEventAdapter::setHandled(true) on the key event we want to eat.
[/list]
Which approach is better?

On the other hand, if EventVisitors only ever contain one event, I assume I can 
eat the event by simply not calling traverse() in my callback. I'm worried, 
however, that this might make my app less future-proof, in the event that 
future versions of OSG start putting multiple events into single EventVisitors. 
Is this a valid concern?

Any help would be greatly appreciated,
-- Matt[/list]

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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-23 Thread Serge Lages
Hi guys,

Here is our first test in our company with Kinect, OSG and OpenNI :

http://www.youtube.com/watch?v=11Dp7ZilvwI

The skeleton is rendered in real 3D, not projected on the screen in 2D.
We have an application in mind to develop, I'll let you know if we manage to
get it working !

Cheers,

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Re: [osg-users] osgManipulator::Dragger event handler

2010-12-23 Thread François Bodic
How (or where) is done the link between the mouse event and the dragger handle 
function. Is there somewhere a pick function?

Thank you!

Cheers,
François

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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-23 Thread Christina Werner
I'm a beginner with OSG.
Can you please give me some code snippets?
Thanks

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Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-23 Thread Robert Osfield
Hi Paul,

On Thu, Dec 23, 2010 at 11:20 AM, Paul Palumbo paul1...@yahoo.com wrote:
 What is the status of OSG 2.9.10?  I don't see it on the download page and I 
 don't have access to SVN (not allowed through my company firewall)?

Sorry, I tagged 2.9.10 then had to dive into a major bug hunt and
debugging session so didn't post details of the release on the
downloads dev release page.

I've now added a quite note on the dev release page with likes to the
zip file for sources.

Cheers,
Robert.
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Re: [osg-users] Render to texture 3D

2010-12-23 Thread Julien Valentin
Thanks a lot ! It works :D

Frederic Bouvier wrote:
 I used 
 camera-setImplicitBufferAttachmentMask( 
 osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT, 
 osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );
 
 to avoid having a depth buffer attached.
 
 HTH
 Regards,
 -Fred
 
 
 - Julien Valentin a écrit :
 
 
  Thank for your answer:
  I've manage to make it work in pure GL3 without osg and see that your
  tweak in osg is the right thing to do.
  However it always doesnt work..
  here are the different GL call for fbo creation for 2 case:
  
  -working case (only one slice)
  cam-attach( osg::Camera::COLOR_BUFFER0,tex,0,0)
  
  Code:
  glGenRenderbuffersEXT(1, 048DEA40)
  |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
  |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
  GL_DEPTH_COMPONENT24_SGIX, 64, 64)
  |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
  GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
  //render to only one slice
  |  glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT,
  GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_3D, 3, 0, 0)
  |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
  |  glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 1)
  
  
  
  -the FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS case with
  cam-attach(
  osg::Camera::COLOR_BUFFER0,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)
  
  Code:
  
  |  glGenRenderbuffersEXT(1, 0484EA40)
  |  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 1)
  |  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
  GL_DEPTH_COMPONENT24_SGIX, 64, 64)
  |  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
  GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 1)
  //render to all slice
  |  glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT,
  GL_COLOR_ATTACHMENT0_EXT, 3, 0)
  |  glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
  
  
  
  All seems right but error occurs on glCheckFramebufferStatusEXT..
  
  
  Further, my working version (pure GL3)  dont initialize RenderBuffer
  with GL_DEPTH_COMPONENT24_SGIX, but with GL_RGBA
  
  Could it be a problem with it? Strange because it dont bother the
  only one slice version...
  
  Could it be because I use CORE 330 shaders?
  
  Please help
  
  
  Frederic Bouvier wrote:
  
   Hi Julien,
   
   It's me that submitted this change at
   http://www.mail-archive.com//msg05568.html
   
   It's hard to tell what's going wrong without the full code of your
   
  camera setup.
  
   In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
   error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and
   
  the
  
   document has possible cause for this error.
   
   Regards,
   -Fred
   
   
   - Julien Valentin a écrit :
   
   
   
Hi,
I'm trying to make efficient fluid simulation with osg
I've just found this page :
http://www.mail-archive.com//msg05568.html

It look pretty great as my 1 camera per slice code is very CPU

   
  time
  
   
consuming.

I develop a geometry shader that change gl_layer value per

   
  primitive.
  
   
It work so i change my texture my texture attachement to camera's

   
  FBO
  
   
as follow:

Code:

for(int i=0;i_depth;i++){
//one cam per slice
_cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
}

to

for(int i=0;i1;i++){
//one overalll camera
_cameras[0]-attach(


   
  osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
  
   
}

But this change make a crash:


Code:

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

   
  0x8da8
  
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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-23 Thread Paul Martz
Easy to purchase and download online. It's a PDF, and encoded in the PDF is a 
license mentioning me as the purchaser, to discourage distribution of free 
copies. Very nice touch.


The book is just beautiful. Well done, great work!
   -Paul


On 12/22/2010 5:22 PM, Wang Rui wrote:

Hi Paul,

Yse, there is an ebook version of this book on the Packt website. Take
care of your eyes. Long time working at the computer will harm them,
too.

Cheers,

Wang Rui


2010/12/22 Paul Martzpma...@skew-matrix.com:

Is the book available electronically? Kindle, safari, PDF, etc? (Due to my
eyesight, I am no longer able to read print material of any kind.)

Thanks,
   -Paul

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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-23 Thread Christian Buchner
Definitely nice!  But to be really useful, the skeletton should
include head position and possibly rotation and the angles of hand and
feet. Then the motion could be realistically mapped onto a 3D avatar.

I heard news that the resolution of Kinect might be increased to
640x480 by firmware update (some additional compression on the USB
link). Then this might be feasible.

Christian
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Re: [osg-users] invalid operation (osgearth and viewer)

2010-12-23 Thread Magnus Kessler
On Wednesday 22 December 2010 15:09:45 Martin Naylor wrote:
[...]
 It does appear as an earth but with no textures, height data is applied to
 the earth and shows ok, just no textures.
 Anyone know why, it works ok on my Nvidia 480 desktop, guess this could be
 an OSGEarth issue or the chipset driver is just naff?

Hi Martin,

if you are using the intel graphics drivers on Linux, and if your problem is 
related to the use of compressed textures, you can get the textures displayed 
in two ways.

Try enable S3TC texture compression even if software support is not 
available in driconf (Image Quality tab).

Or, if your distribution supports it, install the libtxc_dxtn library, which 
provides software support for compressed textures in Mesa. The library was 
originally written and hosted by Roland Scheidegger, but has since found a new 
home at http://cgit.freedesktop.org/~cbrill/libtxc_dxtn/

I haven't tried the intel chipset on Windows yet, and don't know if the driver 
supports similar tweaks.

Hope this helps,

Magnus

 
 Cheers
 
 Martin Naylor
 
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[osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)

2010-12-23 Thread Andrew Cunningham
Hi,
I have a Quadro FX 1700 with the latest 64-bit Nvidia drivers on Windows XP/64. 
My app is a 64-bit Windows application.

For testing I am creating a single osg::geometry with probably about 3.2 
million QUAD primitives , using 
quadPrims_=new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS);

I am not using VBO's.

Once the osg scene graph is created, and the render phase begins. I see the 
border of my screen flash black twice and then my application is in la-la 
land, with a blank 3D window and needs to be killed.  The app is using about 2G 
of memory but I have 9G free.


More info...
- osg does not report any errors 

- if I turn off the nVidia driver and switch to the default software OpenGL 
driver, the geometry renders fine.

- If I take a geometry of a similar size or even much bigger, but break it up 
into multiple geometries so that each DrawElementsUInt is smaller there are 
no problems.

I am not aware of any specific limitations on glDrawElements that says the 
number of elements must be  some number. The reference guide says there may 
be performance problems with numbers  GL_MAX_ELEMENTS_VERTICES/INDICES but it 
is not a hard limit.

Any one experienced similar problems?

Andrew

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[osg-users] [vpb] VPB vs osgEarth...

2010-12-23 Thread Shayne Tueller
All,

Up to this point, we've used VPB for building our databases that our OSG app 
uses. However, I've contemplated taking a look at osgEarth for future 
consideration.

My question is, is what advantages are there for using osgEarth vs. VPB?

I understand that source content (DTED, GeoTiff, etc.) is loaded on the fly 
in osgEarth but doesn't that hurt performance when compared to a statically 
built database done with VPB?

Thanks for any input in advance...
-Shayne

... 


Thank you!

Cheers,
Shayne

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Re: [osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)

2010-12-23 Thread Robert Osfield
Hi Andrew,

I wouldn't recommend creating a single osg::Geometry with millions of
vertices/primitives, while in theory it should work, even if it does
it's likely to perform poorly as the GL driver won't be able to just
render the data directly - it'll need to stream it in chunks.

To get big datasets working efficiently it's best to break them up
into chunks of tens of thousands of points and to use VBO's.  This way
the OpenGL data can pass the data in blocks of a size that are much
more amenable to being downloaded directly to the graphics hardware.

The src/osgPlugins/3dc plugin can handle tens of millions of points
with decent performance, and achieve this by doing the chunking of the
data I suggest above, so have a look at it's source for inspiration.

Robert.

On Thu, Dec 23, 2010 at 7:57 PM, Andrew Cunningham andr...@mac.com wrote:
 Hi,
 I have a Quadro FX 1700 with the latest 64-bit Nvidia drivers on Windows 
 XP/64. My app is a 64-bit Windows application.

 For testing I am creating a single osg::geometry with probably about 3.2 
 million QUAD primitives , using
 quadPrims_=new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS);

 I am not using VBO's.

 Once the osg scene graph is created, and the render phase begins. I see the 
 border of my screen flash black twice and then my application is in la-la 
 land, with a blank 3D window and needs to be killed.  The app is using about 
 2G of memory but I have 9G free.


 More info...
 - osg does not report any errors

 - if I turn off the nVidia driver and switch to the default software OpenGL 
 driver, the geometry renders fine.

 - If I take a geometry of a similar size or even much bigger, but break it up 
 into multiple geometries so that each DrawElementsUInt is smaller there are 
 no problems.

 I am not aware of any specific limitations on glDrawElements that says the 
 number of elements must be  some number. The reference guide says there 
 may be performance problems with numbers  GL_MAX_ELEMENTS_VERTICES/INDICES 
 but it is not a hard limit.

 Any one experienced similar problems?

 Andrew

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Re: [osg-users] [vpb] VPB vs osgEarth...

2010-12-23 Thread Robert Osfield
Hi Shayne,

Simple put is VPB for best performance and lowest latency, osgEarth
for maximum runtime flexibility.  Broadly speaking a flight sim would
need to use VPB, while a GIS app will find osgEarth more appropriate.

You can actually mix and match the two as osgEarth has plugin for
reading VPB generated databases.

Robert.


On Thu, Dec 23, 2010 at 7:59 PM, Shayne Tueller
shayne.tuel...@hill.af.mil wrote:
 All,

 Up to this point, we've used VPB for building our databases that our OSG app 
 uses. However, I've contemplated taking a look at osgEarth for future 
 consideration.

 My question is, is what advantages are there for using osgEarth vs. VPB?

 I understand that source content (DTED, GeoTiff, etc.) is loaded on the fly 
 in osgEarth but doesn't that hurt performance when compared to a statically 
 built database done with VPB?

 Thanks for any input in advance...
 -Shayne

 ...


 Thank you!

 Cheers,
 Shayne

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Re: [osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)

2010-12-23 Thread Paul Martz

On 12/23/2010 12:57 PM, Andrew Cunningham wrote:

Once the osg scene graph is created, and the render phase begins. I see the border of my screen 
flash black twice and then my application is in la-la land, with a blank 3D 
window and needs to be killed.  The app is using about 2G of memory but I have 9G free.


Sounds like a possible driver bug. Are you able to try different drivers or 
different graphics cards? Try a GeForce or an ATI for example. Or try a 32-bit 
system with a 32-bit build. If you can isolate it to a single graphics device 
and set of drivers, NVIDIA might be able to produce a fix for you.


(La la land, that's a Happy Days reference, right? Heyy...)
   -Paul

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[osg-users] osg question

2010-12-23 Thread Michael W. Hall
I get the following error when I run osgversion to see if it is working:

osgversion: error while loading shared libraries: libosg.so.69: cannot
open shared object file: No such file or directory

The file does exist in /usr/local/lib64.  I am using the latest version
from svn.  I have had this before and fixed it, now I can't remember how
I used to fix it.  Thanks for any help.

Michael


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Re: [osg-users] osg question

2010-12-23 Thread Paul Martz

On 12/23/2010 1:44 PM, Michael W. Hall wrote:

I get the following error when I run osgversion to see if it is working:

osgversion: error while loading shared libraries: libosg.so.69: cannot
open shared object file: No such file or directory

The file does exist in /usr/local/lib64.  I am using the latest version
from svn.  I have had this before and fixed it, now I can't remember how
I used to fix it.  Thanks for any help.


Your app was linked with a .lib file that referenced a different libosg.so, one 
with a different SO version number baked into its name.


There are many ways to make this happen, so I'll leave the fix up to you. 
Hopefully the information I've provided, combined with the knowledge of how you 
administer your own system, will tell you what you need to do.

   -Paul
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Re: [osg-users] [vpb] VPB vs osgEarth...

2010-12-23 Thread Glenn Waldron
Shayne,

Whether you get a palpable performance hit depends on a lot of factors. One
of osgEarth's features is the ability to pull data from web mapping services
(similar to Googe Maps). That type of data is pre-tiled into raster pyramids
- which is what VPB does too. So if your source data is similarly prepared,
you can achieve loading speeds comparable to a pre-generated terrain model.
osgEarth includes tools for that.

osgEarth's caching stores multi-resolution pyramids of source data, so if
you have to ingest expensive data it will only be a performance hit the
first time through. If you're loading flat files - GeoTIFFs, DEMs, etc -
then there is some processing overhead in pulling in the data, especially if
it needs reprojecting. But otherwise, you might be surprised at how fast is
actually is.

It is worth mentioning that osgEarth is not just a terrain engine, but a
whole toolkit. It includes an API for coordinate conversion, support for
vector features, utilities for clamping, a programmable manipulator, plugins
for lots of web- and file-based data sources, and shader composition
support.

Glenn Waldron : Pelican Mapping


On Thu, Dec 23, 2010 at 2:59 PM, Shayne Tueller
shayne.tuel...@hill.af.milwrote:

 All,

 Up to this point, we've used VPB for building our databases that our OSG
 app uses. However, I've contemplated taking a look at osgEarth for future
 consideration.

 My question is, is what advantages are there for using osgEarth vs. VPB?

 I understand that source content (DTED, GeoTiff, etc.) is loaded on the
 fly in osgEarth but doesn't that hurt performance when compared to a
 statically built database done with VPB?

 Thanks for any input in advance...
 -Shayne

 ...


 Thank you!

 Cheers,
 Shayne

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Re: [osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)

2010-12-23 Thread Andrew Cunningham
Hi All,
I did some testing with gDebugger (now free!) and the its support for nVidia 
Expert - totally clean, no errors. No breakpoints. And when running under 
gDebugger there were no problems

What did fix it was going to the nVidia Control Panel and changing the global 
application settings to 3D App - Visual Simulation. Go figure.

Andrew

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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-23 Thread Alejandro Aguilar Sierra
Finally another good OSG book beside yours, Paul!  :-)

Yes, nice work, too Windows oriented to my taste, but of course the
code must work in any platform where OSG works.

Congratulations!

-- A.


On Thu, Dec 23, 2010 at 11:02 AM, Paul Martz pma...@skew-matrix.com wrote:
 Easy to purchase and download online. It's a PDF, and encoded in the PDF is
 a license mentioning me as the purchaser, to discourage distribution of free
 copies. Very nice touch.

 The book is just beautiful. Well done, great work!
   -Paul


 On 12/22/2010 5:22 PM, Wang Rui wrote:

 Hi Paul,

 Yse, there is an ebook version of this book on the Packt website. Take
 care of your eyes. Long time working at the computer will harm them,
 too.

 Cheers,

 Wang Rui


 2010/12/22 Paul Martzpma...@skew-matrix.com:

 Is the book available electronically? Kindle, safari, PDF, etc? (Due to
 my
 eyesight, I am no longer able to read print material of any kind.)

 Thanks,
   -Paul

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Re: [osg-users] draw a 3D pipe

2010-12-23 Thread tang qingyuan
hi lucie,

I had tied to use osgModeling to draw a curve 3D pipe. You can use
Loft with a  self-defined function callback of making cycle profile. this
way works ok in most times,  but when coordinations is very large ,but the
distance is very  little( some times occur in geocentric coordination)   eg.
p1= p1 ( 2000,2000,2000)  and  p2 =  (
2001,2001,2001). the geometry been created is wrong.   to solve
this problem,you can make a local TransformMatrix to reduce the coordination
value

another way to draw a 3D curved pipe is draw a cylinder between each two
points on the curve. the drawback
 is the curve is not consequent on the vector

On Wed, Dec 22, 2010 at 10:42 PM, lucie lemonnier lucielemonn...@hotmail.fr
 wrote:

 Hi,

 I want to draw a 3D curved pipe from a list of points.
 I looked at osgModeling but I don't know how to do this.
 Would you have an idea using osgModeling or something else?

 Thank you!

 Cheers,
 lucie

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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-23 Thread David Glenn

Chriss10 wrote:
 I'm a beginner with OSG.
 Can you please give me some code snippets?
 Thanks


Well I'm sorta on my Christmas vacation right now! I would have to reproduce it 
on my home system, but mostly it is barrowed code from the slave cameras that 
are used in the hang glider simulator that is part of the examples that 
included in OSG. 

There is a part that sets up the screen called Traits where you can set up the 
what real estate on the screen you’re going to take up that I barrowed and 
added the setting overrideRedirect = true; Below that was where 4 cameras are 
defined. I needed only one to start and basically I set up the area and 
position of the camera on the screen – in this case start at 0 0 and set the 
width to the total of the two screens I had 3200 and the height 1200. Then 
attach the camera to the viewer by declaring it as a slave camera - the example 
is also there in the hang glider simulator code. And before you start your 
viwer.run() loop, you invoke the viewer function  setUpViewAcrossAllScreens() 
and your set. 

Youl find that the best way to understand OSG is to run and view the source 
code for the examples. Even in the class I took on the subject they pay 
emphases of that. If you had the chance to look at my code you would see allot 
of rip-offs of the example code in it.  

D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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