Re: [osg-users] particle sim on GPU

2007-07-11 Thread Brede Johansen

Hi Crezy,

Have a look at glsl_confetti.osg in the OSG dataset
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/SampleDataset


Regards,
Brede

On 7/11/07, Crezy Elmo [EMAIL PROTECTED] wrote:


Hi all,

I'm trying to implement a particle system that runs entirely on the GPU by
storing positions and velocities as texture maps, and then using shaders to
do the physics calculations/updates.  I'm having difficulty figuring out how
to set up the use of a texture (position texture) as a source of vertex
data, as well as how to write the updated positions/velocities back to the
textures from within the pixel shader (if this is possible?).   Anyone have
any pointers?

I'm basically trying to do something like this: http://www.2ld.de/gdc2004/
only in GLSL w/OpenSceneGraph.

Thanks for any tips!



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Re: [osg-users] problem applying textures to .flt models

2007-07-05 Thread Brede Johansen

Hi,

You need texture coordinates.

Regards,
Brede

On 7/4/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

Hi all, I can apply textures to geometry, shapes and models .3ds, but
not to models .flt.
The code I'm using is:

// set up the texture
state.
osg::Texture2D* texture = new osg::Texture2D;

texture-setDataVariance(osg::Object::DYNAMIC); // protect from being
optimized away as static state.
osg::Image* textureImage = osgDB::
readImageFile((LPCTSTR)texturePath);

if(!textureImage){

AfxMessageBox(Impssibile caricare la texture);
return;
}
//
Assign the texture to the image we read from file:
texture-setImage
(textureImage);

osg::StateSet* stateset = node-
getOrCreateStateSet();
stateset-setTextureAttributeAndModes(0,
texture,osg::StateAttribute::ON);
stateset-setMode( GL_LIGHTING, osg::
StateAttribute::OFF );

node-setStateSet(stateset);

How can I do?
Thank you.
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Re: [osg-users] Getting error w/ OSG v 2.0

2007-07-05 Thread Brede Johansen

Hi Nelson,

The OpenFlight loader should handle version 13 so I tried the apache
model in debug mode.  There's an assert when the color index is out of
range in ColorPool::getColor(index).
I will submit a patch to fix this.

PS. You didn't have to post the entire database collection.

Regards,
Brede


On 7/3/07, Cysneros, Nelson SPAWAR [EMAIL PROTECTED] wrote:

Thanks Robert,

Tried using osgconv and got the same results.  Double checked my
installation and it seems to work ok on version 1.0 but not 2.0.

Attached is the model file and all related files that came with it.

Best Regards
Nelson

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Re: [osg-users] osg-2.0 and multigen openflight 16.0 shader example world

2007-07-03 Thread Brede Johansen

Hi,

If you refer to the Creator gallery world model I believe it only
works with cg shaders.  The osgviewer doesn't support cg shaders out
of the box.  The glsl version of the bumbmap shaders in the gallery
doesn't use the tangent and binormal information so it only works for
geometry in the xy plane.

Regards,
Brede

On 7/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

Which options must be choosen in osgviewer to see the expected result of a bump 
mapped world (openflight 16.0)?

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http://produkte.shopping.freenet.de/handy_voip_isdn/klarmobil/index.html?pid=730025

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Re: [osg-users] Regarding osgDem in version (OpenSceneGraph-1.9.9)

2007-06-22 Thread Brede Johansen

Hi,

You find osgdem in VirtualPlanetBuilder. More information here:
http://www.openscenegraph.com/projects/VirtualPlanetBuilder

Btw. 2.0 is released.

Brede

On 6/22/07, Anurag M [EMAIL PROTECTED] wrote:

Dear Mr. Robert,
 I have downloaded OpenSceneGraph-1.9.9 version, using
cMake I generated MSVC7.0 solution; All 138 projects
are compiled.
 the problem is osgdem is missing.
  I checked it throughly.
  Can you please clerify...
  did I missed something?
reply back Please,
Thanks,
Anurag

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Re: [osg-users] OpenSceneGraph-2.0 released!!!

2007-06-18 Thread Brede Johansen

Congrats and thanks to everyone involved!

Brede
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Re: [osg-users] Position prerender camera for reflection

2007-06-12 Thread Brede Johansen

Hi Robert,

I solved my problem by flipping the scene upside-down for the
prerendering. It has some limitations so I keep your suggestion in
mind.

Thanks,
Brede


On 6/12/07, Robert Osfield [EMAIL PROTECTED] wrote:

Hi Brede,

You effects like this I tend to have a custom Node that manages a set
of internal Camera that it updates then traverses.  The
osgShadow::ShadowMap and osgSim::OverlayNode are examples of this.
Using the approach allows you to manage multiple cameras and multiple
threading easily.

Robert.

On 6/11/07, Brede Johansen [EMAIL PROTECTED] wrote:
 Hi,

 I'm looking for a way to update the view matrix of a scene camera
 based on the position of the main (matrix manipulator controlled)
 camera.  This is needed to render the scene from under the water
 surface to update a reflection texture for the water.

 I tried a camera cull callback but the model-view is pushed before the
 callback is used in CullVisitor::apply(Camera).

 Regards,
 Brede
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[osg-users] Position prerender camera for reflection

2007-06-11 Thread Brede Johansen

Hi,

I'm looking for a way to update the view matrix of a scene camera
based on the position of the main (matrix manipulator controlled)
camera.  This is needed to render the scene from under the water
surface to update a reflection texture for the water.

I tried a camera cull callback but the model-view is pushed before the
callback is used in CullVisitor::apply(Camera).

Regards,
Brede
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Re: [osg-users] OpenFlight plug-in problems with light point nodes

2007-05-21 Thread Brede Johansen

Hi Chuck,

On 5/21/07, Cole, Charles E. (LARC-B702)[GENEX SYSTEMS]
[EMAIL PROTECTED] wrote:

So, my question is ... is the OpenFlight plug-in (as far as anyone
knows) fully capable and compliant with the OpenFlight specification?
Or are there known issues with it and it's just not complete yet?  Is
there an obvious problem with how I've generated the OpenFlight file
with Creator?


I don't know if any application is fully compliant with the (latest)
OpenFlight specification.  Theres also the possibility for
applications to follow the specification and produce different
results.  The OpenFlight format keeps evolving and the OpenFlight
plugin in tries to catch up.

If you don't have the time to dive into the code and fix it yourself
theres a better chance someone will pick up the challenge if you
provide a small test model to demonstrate the problem.  Another option
is to save the file in an older version like 15.7 or try to disable
the palettized light points.

Regards,
Brede
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[osg-users] CoordinateSystemNode and map projections

2007-03-13 Thread Brede Johansen

Hi all,

I'm experimenting with the osgsimulation example where a plane is
flying round the world.  The plane model works in latitude, longitude,
height and is converted to x,y,z by the EllipsoidModel in the parent
CoordinateSystemNode.  Now I want to replace the round earth model
with a flat Mercator map but the CoordinateSystemNode doesn't support
anything but the ellipsoid model.  Before I make a submission I would
like your comments.

Regards,
Brede
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Re: [osg-users] CoordinateSystemNode and map projections

2007-03-13 Thread Brede Johansen

Hi Paul,


On 3/13/07, Paul Martz [EMAIL PROTECTED] wrote:

Hi Brede -- So it sounds like EllipsoidModel projects from lat/long/alt to a
3D XYZ coordinate in space, but what you really want is more of a standard
map projection: from lat/long/alt to a 2D map XY.


Yes and to do that I need to replace the EllipsoidModel in the
CoordinateSystemNode with UTM or some other transformation.  The
purpose of this is to be able to show the simulated entities on a map
or on the ellipsoid model of the world.  Btw. I have made a
submission.

Regards,
Brede
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Re: [osg-users] ossimPlanet meets tiled display

2007-03-02 Thread Brede Johansen

Hi Norman,

That's a nice setup of displays but a bit over my budget.

OT but I noticed the widgets on the right side of the picture.  Is
that a widget library for OSG?  A long time ago Marco worked on a node
kit called osgWidgets but I think he got swamped with other tasks so
it never materialized.


Regards,
Brede


On 3/1/07, Norman Vine [EMAIL PROTECTED] wrote:

Hi all

I am visiting CalIT2 at UCSD in San Diego and have been working
nn getting ossimPlanet running on their tile walls and in a
cave

This snap is of LandSat data from JPL laid on top of SRTM3 elevation
on the Varrier
http://ossim.telascience.org/ossimdata/nhv/DSCF0129.JPG

This is libOssimPlanet and OpenSceneGraph running inside of Covise
http://www.hlrs.de/organization/vis/covise/

Cheers

Norman

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Re: [osg-users] Alpha priority

2007-03-01 Thread Brede Johansen

Hi Zach,


 I'm still trying to figure out how to automate this process since having
our modelers find each instance of these cases in all of our databases would
be very costly.


Roberts first trick:

Use a AlphaFunc setting that rejects all alpha values below 1.0.


Try to add this line to your code. The node variable  is the root node
of your model.  I think this should work because the (new) OpenFlight
loader doesn't set AlphaFunc.

   node-getOrCreateStateSet()-setAttribute( new
osg::AlphaFunc(osg::AlphaFunc::GEQUAL,0.9f) );


Regards,
Brede


On 3/1/07, Zach Deedler [EMAIL PROTECTED] wrote:



Thanks a lot Brede.

I've attached the flt file if anyone is interested (I haven't fixed it yet).
 I'm still trying to figure out how to automate this process since having
our modelers find each instance of these cases in all of our databases would
be very costly.

It looks like if I turn blending off it is better also, but then I get a
dark outline to the tree.


Zach



 
 From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Brede Johansen
Sent: Wednesday, February 28, 2007 14:20
To: osg users
Subject: Re: [osg-users] Alpha priority


Hi Zach,

It's much easier to experiment with .osg files so I converted the model. I
couldn't extract the texture from the ive so I had to grab a screenshot from
osgviewer and add an alpha channel manually.

Your model used linear filter, I changed this to near in the attached model.

Creator saves filter modes in the attr files so make sure it's present and
set correctly.

Regards,
Brede




On 2/28/07, Zach Deedler [EMAIL PROTECTED] wrote:


 Hi Robert,

 Just modifying the texture to have 0 or 1 alpha values didn't work.

 Also, I looked at this same tree using VTree (a graphics API), and it
doesn't have the same problem.  This is weird because Multigen Creator does
show the problem.  So, somehow VTree is doing what we want to do, without
being given any extra information.  I know it doesn't just reject alpha
values between 0 and 1 because we have other objects that have alpha values
between 0 and 1 show up just fine (vehicles).

 VTree:



 I can try changing AlphaFunc, but how can I detect that I want to do this
for only my trees, as VTree does?   Anybody know?

 Thanks.


 Zach




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Re: [osg-users] the differences between the openflight loaders

2007-02-18 Thread Brede Johansen

Hi Melis,

The new loader supports OpenFlight from version 9 or 10 and up to the
latest.  Most features are implemented including multitexture and
shaders (GLSL).  I suggest you give it a try and report if you find
something missing.  Also take a look at
www.openscenegraph.org/osgwiki/pmwiki.php/KnowledgeBase/OpenFlight for
a list of reader options.

Regards,
Brede

On 2/18/07, melis melis [EMAIL PROTECTED] wrote:

Hi,
 Does any of you know the differences between the old and the new versions
of these openFlight loaders? do they support different openflight version
standards or using different design or something else; what I could found is
that old thread;

http://openscenegraph.net/pipermail/osg-submissions/2006-March/001490.html,

 is the situation still the same? Any ideas?

 Thanks a lot :)

 Melis

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Re: [osg-users] Does thee OpenThreads license conflict with the OSG license?

2007-02-05 Thread Brede Johansen

Hi Robert,

While you're at it, could you add the OSGPL license to the new
OpenFlight loader too?
I gave the green light some time ago and assumed the license would
appear in the source, like magic ;-).


Regards,
Brede


On 2/6/07, Robert Osfield [EMAIL PROTECTED] wrote:

Hi Guys,

On 2/5/07, Robert Osfield [EMAIL PROTECTED] wrote:
 I have just written to Sean to see he'd be happy changing to OpenThreads.

Sean remembered the decision to go with the OSGPL, so was a bit
surprised that OpenThreads was still under LGPL too.  I guess me and
Don must have updated everything in own projects while Sean must have
assumed it be automatically be done for OpenThreads too.

Sean has given me the go ahead to update the license entries to
OSGPL/WxWindows license.  I'll make these changes in the CVS version
of OpenThreads tonight.  Ack, another late night :-|

Technically one can't go back and change the license of already
released version of OpenThreads so these will still be under the LGPL.
 However, if you comply with the OSGPL then you are safe as none of
the Copyright owners related to OpenThreads will come after you.  If a
troll does kick a stink, then point them to me or Sean, as unless you
are a Copyright owner you have no authority or a legal leg to stand
on.

Robert.


Robert.
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Re: [osg-users] OpenFlight plugin

2007-02-04 Thread Brede Johansen

Hi Zach,

The new loader doesn't try to be clever.  E.g If your flight file specifies
a lit face without normals thats what you get.  By default the OpenFlight
loader performs some optimizations to give better performance out of the box
(osgviewer) but this can be disabled with the reader option preserveFace.
Rendering options in the comment field is not part of the OpenFlight
specification.

Without a model I can only guess but you could try to perform a calculate
shading in Creator to regenerate normals.

Regards,
Brede



On 2/4/07, Zach Deedler [EMAIL PROTECTED] wrote:


 Hmmm, it used to have problems finding external references and textures,
but it didn't seem to have that problem just now.  However, the scenes do
look different.

If I turn off lighting, the new plugin looks similar.  However, I use the
comment field to add additional rendering parameters to flt files.  This
does not seem to be getting into the new OpenFlight plugin.  I'm assuming
the new OpenFlight plugin is ignoring the comment fields.  When, I get some
time I can take a look at adding this.

Anybody know why the new OpenFlight plugin is rendering the scene darker?
Is something different in normals?

Thanks.


Zach

-Original Message-
From: [EMAIL PROTECTED] [
mailto:[EMAIL PROTECTED][EMAIL PROTECTED]]
On Behalf Of Joakim Simonsson
Sent: Sunday, February 04, 2007 11:37
To: osg users
Subject: Re: [osg-users] OpenFlight plugin

On Sun, 04 Feb 2007 17:29:11 +0100, Zach Deedler [EMAIL PROTECTED] wrote:

 I was wondering if people could chime in on their use of the flt
plugins?
 Do you use?
 1) old flt plugin
 or
 2) OpenFlight plugin

I've used the old plugin until some weeks ago. When caching of textures
was implemented, i migrated to the new plugin. And as far as I have
experienced, it works great.

 My flt models do not convert correctly using the OpenFlight plugin.

What is not converting correctly?



--
Joakim Simonsson
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Re: [osg-users] OpenFlight plugin

2007-02-04 Thread Brede Johansen

Hi Zach,

Comments are added as node descriptions like before.  The new loader
doesn't parse for carriage return and line feed but adds the whole
comment as one description string.  Be aware that optimizations might
merge or remove records loosing the comment in the process.  To avoid
this I do as follows.

1) Read file with reader options preserveFace and preserveObject.
2) Traverse model with comment parser vistor.
3) Tag nodes I need to preserve during optimization with
  setPermissibleOptimizationsForObject()
4) Optimize

I'm familiar with the use of comments to add additional information to
the OpenFlight format.  OpenGVS had the possibility to add lights with
sectors and blink sequences using comments before it was available in
the OpenFlight specification.


Regards,
Brede

On 2/4/07, Zach Deedler [EMAIL PROTECTED] wrote:



Hi Brede,

I know rendering options in the comment field is not part of the OpenFlight
specification.  But, the old loader would read the comment fields into
description field of groups/objects.  This allows one to write a node
visitor that does use the comment field to do rendering things not in the
OpenFlight specification.  Using the comment fields to extend OpenFlight
files has been a common method used by many.  Since comment fields are in
the OpenFlight specification, it would be nice if they were preserved in the
scene graph, or at least an option to do so.  You know what I mean?  I can
do this at a later date.  I know you put a lot of work into the new plugin,
so I want to help as much as I can.


Zach



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Re: [osg-users] problem: flt with OpenFlight

2007-02-02 Thread Brede Johansen

Hi Yong,

Opcode 101 is the light source record.  I believe it's missing in the
new OpenFlight plugin.  I'll have a look at it this weekend.

The warning message about NaN (Not a Number) values in a vertex record
has nothing todo with the opcode 101 message.  I plan to add better
warning messages to help locate the problem in the database.

Regards
Brede

On 2/2/07, Yong LIU [EMAIL PROTECTED] wrote:

hi,
I use osgcluster to open a flt file. 0.97 OSG works well. But int the
latest version, flt uses OpenFlight plugin. I suffer the warning
information:

Unknown record, opcode=101 size=64
Warning: data error detected in VertexCNT::readRecord uv=nan nan

OpenFlight doesn't define that opcode, but flt dose define it. How to
figure it out?

Yong
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Re: [osg-users] Problem using a Vertex Shader with TexGen

2007-01-24 Thread Brede Johansen

On 1/24/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote:

I could recommend
chapter 9 Emulating OpenGL Fixed Functionality of Addison Wesley OpenGL
Shading Language book.


ShaderGen from 3Dlabs is another alternative.
http://developer.3dlabs.com/downloads/shadergen/


Regards,
Brede

On 1/24/07, Wojciech Lewandowski [EMAIL PROTECTED] wrote:

Vertex Shaders overrides TexGen functionality (like other transform and
lighting functionality). You need to add  Tex Coord generation code to
shader. I briefly looked at your code and suppose that following change in
shader would do it (sorry had no time to check it). I could recommend
chapter 9 Emulating OpenGL Fixed Functionality of Addison Wesley OpenGL
Shading Language book.

uniform int transformModeX;

void main()
{
#if 1 //  Emulate TexGen Object mode at texture stage 0
gl_TexCoord[0].s = dot(gl_Vertex, gl_ObjectPlaneS[0]);
gl_TexCoord[0].t = dot(gl_Vertex, gl_ObjectPlaneT[0]);
gl_TexCoord[0].p = dot(gl_Vertex, gl_ObjectPlaneR[0]);
gl_TexCoord[0].q = dot(gl_Vertex, gl_ObjectPlaneQ[0]);
#else
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
#endif
gl_FrontColor = gl_Color;
gl_BackColor = gl_Color;
vec4 v = vec4(gl_Vertex);
// Change the test to transformModeX == 0 to enable.
// This is here to help verify that this shader is actually being used.
// Change the C code's gluOrtho2D call so the camera gets
// a better picture. (Switch the one that is commented out.)
if(transformModeX == 1)
{
// The multiply factor makes this log10()
v.x = log2(v.x) * 0.301029995664;
}
gl_ClipVertex = gl_ModelViewMatrix * v;
gl_Position = gl_ModelViewProjectionMatrix * v;
}

Cheers,
Wojtek Lewandowski

- Original Message -
From: E. Wing [EMAIL PROTECTED]
To: osg-users@openscenegraph.net
Sent: Wednesday, January 24, 2007 6:32 AM
Subject: [osg-users] Problem using a Vertex Shader with TexGen


I am trying to produce a simple cheesy effect. I am trying to make a
 moving dotted line (think similar to a barber shop pole).

 - I start with a GL_LINE_STRIP.

 - Then I add a 1D texture to it so I can control how it looks and how
 it moves. (Currently it is an alternating off-on texture so it looks
 like a dotted line.)

 - I use osg::TexGen to generate texture coordinates for me. (In my
 general case, I may add or subtract points to my line so I didn't want
 to have to manually set TexCoords myself.)

 - I then use osg::TexMat to generate movement

 This all seems to work well enough.

 But my final step is where things seem to break. I then add a Vertex
 Shader to the mix. When I do this, my line does not render correctly.
 Often I seem to get a line that completely flashes off or on, rather
 than seeing the animated dots.

 To start with, I'm just trying to write a simple vertex shader that is
 effectively a pass-through program so it should look identical to the
 fixed pipeline program. I have been able to reproduce the problem on
 both Mac and Windows (with different video cards). So I'm guess I'm
 missing something important.

 If I remove the glTexGen stuff and set the glTexCoord manually, things
 seem to work, but I would like to know how to get it to work with
 glTexGen as well. (It makes my general case easier.) I assume I'm
 doing something wrong with either my shader or the way I set up
 TexGen.

 Attached is a tar-ball containing the source to two programs plus my
 vertex shader. One uses TexGen, the other does not. In the program
 that uses TexGen, there is a single line of code that will make or
 break the program. Search for KEY LINE. If the line is enabled, the
 shader is used and I get the flashing. If disabled, the program works
 as expected. (Also, I think I might have found a bug in OSG. As noted
 in the comment, if I set the stateset's setAttributeAndModes to
 osg::StateAttribute::OFF, the shader still gets loaded and run.)


 Can somebody tell me how to fix my program so it works with TexGen?

 This is the build line I use for Mac:
 g++ -D__USE_OSX_AGL_IMPLEMENTATION__ shader_notexgen.cpp -framework
 osg -framework osgUtil -framework osgDB -framework osgGA -framework
 osgProducer -framework Producer -framework OpenThreads -framework
 osgText -framework OpenGL
 (Adapt as necessary for your platform.)


 Thanks,
 Eric




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Re: [osg-users] Re: GraphicsWindowWin32 is here! :-)

2007-01-21 Thread Brede Johansen

Hi,

I'm also having similar errors but I'm not able to trace into the code
with the debugger.
I suspect osgviewer application and osgviewer dll creates debug and
temporary files with the same filenames.


Regards
Brede

On 1/20/07, Adrian Egli [EMAIL PROTECTED] wrote:

ATI X1600 (mobile) doesn't work, i will try to fix this bug


Windows System Error #0 :
GraphicsWindowWin32::setPixelFormat() - No matching pixel
format found based on traits specified. Reason

 GraphicsWindow has not been created successfully.
iewer::realize() - failed to set up any windows


aegli


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Re: [osg-users] OpenFlight loader

2007-01-12 Thread Brede Johansen

Hi / Hei,


When I use the new OpenFlight plugin, it seems that it loads every texture
in the texture pallete (even those that aren't in use) for each external
reference.


Correct, read on demand and internal caching of textures are not implemented.
I'll put it on my todo list but if you need it now I suggest you make
a submission yourself.


One sollotion could be that every loaded texture is cached.


Have a look at the CacheHintOptions in osgDB::ReaderWriter.


Regards,
Brede


On 1/12/07, Joakim Simonsson [EMAIL PROTECTED] wrote:


Hi,

I still use osg 0.9.7/0.9.8-2 to convert flt files to osg format. Since
the newer ones(including Brede's) eats up all memory and makes the
application crash(because there are no more addressable memory available).

My flt database has hundreds of external references. Each external
reference has a identical texture pallettes that contains hundreds of
textures. But each external reference only use around 1-10 of them.

When I use the new OpenFlight plugin, it seems that it loads every texture
in the texture pallete (even those that aren't in use) for each external
reference.

This takes infinitely much time and memory.

So before I dig deeper into this, I will ask all (especially Brede), if
someone knows a quick fix to this problem.


One sollotion could be that every loaded texture is cached.

Comments?



--
Joakim Simonsson
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Re: [osg-users] Flight DOFTransform bug?

2006-12-06 Thread Brede Johansen

Hi Robert,

It could be the DOF local coordinate system.  I recommend going to the
MPI website and download the latest version of the specification for
details on the DOF record.

Regards,
Brede


On 12/6/06, Robert Nitti [EMAIL PROTECTED] wrote:




Hi –

I loaded an OpenFlight model with several DOFTransforms.   I noticed, upon
looking in the debugger, that the InversePut matrix of the DOFT(s) seem to
have all its values in absolute coordinates despite several DOFTransforms
being children of other DOFTs; I know they are children because I parse the
scene graph and I see that one DOFT is a child of another, etc.   The
Transform::ReferenceFrame clearly states that the values are in RELATIVE_RF,
but it's obvious by just looking at the model (and in the debugger) that the
values could not possibly be relative; if they were the subordinate parts of
the DOFT would be way off the model; but they are not.  They are spot-on and
when I animate the DOFTs, everything seems to work perfectly.  All the
(sub)vertices also seem to be in absolute.

I'm not very familiar with the OpenFlght standard, so I don't know if it's
the model that's build that way, or if it's OSG's interpretation when it
imports the model.   If the O.F is build that way, then why does OSG say
RELATIVE_RF?  If its OSG, is there not some redundant calculation being done
since the values appear to all be in absolute; but they must as some point
be converted to relative, no?

I've provided part of the callstack of the 2 DOFTs (that are of concern)
below.  The cannon should be relative to the turret.  And just looking at
the model, there is no way the cannon is ~2 meters away (in both y, and z
axis) from the turret if they are relative to each other.  It just doesn't
make sense; however, it looks fine in the visual – so values are somehow
interpreted properly.  In Z, they should be about 15cm away (ie:
2.0553188323974609 - 1.8663945198059082) from each other but its showing
2.0553188323974609m.

Any help would be appreciated.

Thanks


-   osg::Transform  {_referenceFrame=RELATIVE_RF }  const osg::Transform

+   osg::Object {_name={TURRET} _dataVariance=DYNAMIC
_userData={_ptr=0x {_refMutex=??? _refCount=??? _observers=??? } } }
   osg::Object

-   _inversePut {_mat=0x0aa3fa90 }  osg::Matrixd

-   _mat0x0aa3fa90  double [4][4]

+   [0] 0x0aa3fa90  double [4]

+   [1] 0x0aa3fab0  double [4]

+   [2] 0x0aa3fad0  double [4]

-   [3] 0x0aa3faf0  double [4]






[0] -0.0068642422556877136  double

[1] 0.082249075174331665double

[2] 1.8663945198059082  double

[3] 1.  double




-   osg::Transform  {_referenceFrame=RELATIVE_RF }  const osg::Transform

+   osg::Object {_name={CANNON} _dataVariance=DYNAMIC
_userData={_ptr=0x {_refMutex=??? _refCount=??? _observers=??? } } }
   osg::Object

-   _inversePut {_mat=0x0ab78d80 }  osg::Matrixd

-   _mat0x0ab78d80  double [4][4]

+   [0] 0x0ab78d80  double [4]

+   [1] 0x0ab78da0  double [4]

+   [2] 0x0ab78dc0  double [4]

-   [3] 0x0ab78de0  double [4]






[0] -0.0068642422556877136  double

[1] 1.5622954368591309  double

[2] 2.0553188323974609  double

[3] 1.  double

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Re: [osg-users] External Reference Problem

2006-11-29 Thread Brede Johansen

Hi Stuart,

Could you try to replace ReadExternalsVisitor in ReaderWriterFLT.cpp
with the code below and give it a try.  The magic word (reader option)
is cloneExternalReferences.


class ReadExternalsVisitor : public osg::NodeVisitor
{
   bool _cloneExternalReferences;
   osg::ref_ptrReaderWriter::Options _options;

public:

   ReadExternalsVisitor(ReaderWriter::Options* options) :
   osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
   _options(options),
   _cloneExternalReferences(false)
   {
   if (options)
   _cloneExternalReferences =
(options-getOptionString().find(cloneExternalReferences)!=std::string::npos);
   }

   virtual ~ReadExternalsVisitor() {}

   virtual void apply(ProxyNode node)
   {
   // Transfer ownership of pools.
   _options-setUserData( node.getUserData() );
   node.setUserData(NULL);

   for (unsigned int pos=0; posnode.getNumFileNames(); pos++)
   {
   std::string filename = node.getFileName(pos);

   // read external
   osg::Node* external = osgDB::readNodeFile(filename,_options.get());
   if (external)
   {
   if (_cloneExternalReferences)
   external =
dynamic_castosg::Node*(external-clone(osg::CopyOp(osg::CopyOp::DEEP_COPY_NODES)));

   node.addChild(external);
   }
   }
   }
};


Brede

On 11/29/06, Paul Martz [EMAIL PROTECTED] wrote:

   Does OSG have a similar function?
 
node-clone(osg::CopyOp(...))

 Great! Then I suggest that that is how users will expect flt
 external references to be implemented. Shared instancing
 using multiple parents was used for internal instances and
 replications, but not external instances.

If you implement this in the OpenFlight loader, could you do so as an
option? The current behavior of multiply parenting a single instance would
be preferable in situations where the ext ref is not to be dynamically
manipulated.
   -Paul

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Re: [osg-users] Is it time to put the old OpenFlight plugin to pasture?

2006-11-28 Thread Brede Johansen

Hi,

I vote with both hands to send it to oblivion :-)

Regards,
Brede


On 11/28/06, Robert Osfield [EMAIL PROTECTED] wrote:

Hi All,

We've had the new OpenFlight plugin part of the OSG since March this
year, with 1.1 and 1.2 released with it as the default OpenFlight
loader.   After the initial flutter of activity fixing bugs, added old
features things have quietened down quite a bit, if the quiet is
anything to go by then perhaps we might assume that new plugin is now
pretty stable.

With the stability of the new OpenFlight plugin keeping the old plugin
around is a burden on build and disitribution that we should safely be
able to remove.  As the old plugin is open source removing it for the
core OSG isn't killing it, it can quite happily live out side of the
core OSG, in case users need to use it as a fallback.

Thoughts?
Robert.
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Re: [osg-users] OpenFlight Loader Discarding Material

2006-10-05 Thread Brede Johansen

Hi Brian,


I just upgraded from OSG 0.9.7 to 1.1.0 ...


1.2 is the latest.


...the new OpenFlight loader is discarding materials defined for geometry
that has lighting turned off.


This is a bug.  The code :
   // Material
   if (isLit())
should be changed to something like:
   // Material
   if (materialIndex=0)
in the Face class.

Then you can enable lighting and create missing normals in your
application and your models should be OK.


1) create a custom version of the new loader to preserve the materials
2) use the old loader
3) edit all my legacy flt files to enable lighting on the specific geometry
so that the material is preserved


4) Fix the code and make a submission.


Can anyone tell me if removing the materials is by design or an oversight?


The idea with the new loader is to be able to recreate the information
in the OpenFlight file as close as possible.  By default the reader
performs some optimization but a few reader options should do the
trick.


Regards,
Brede


2006/10/5, Brian R Hill [EMAIL PROTECTED]:


Folks,

I just upgraded from OSG 0.9.7 to 1.1.0 and found that the new OpenFlight
loader is discarding materials defined for geometry that has lighting turned
off. Our application uses the materials and toggles the lighting on/off
through runtime controls and we have a large number of legacy flt files
modeled this way. I don't see a loader option that preservers the materials.

I'm trying to decide if I want to:

1) create a custom version of the new loader to preserve the materials
2) use the old loader
3) edit all my legacy flt files to enable lighting on the specific geometry
so that the material is preserved

If removing the materials is by design, then I'll probably use the old
loader for the short term and edit the legacy files over time.

If removing the materials is an oversight, then I'll look into modifying the
new loader.

Can anyone tell me if removing the materials is by design or an oversight?

Brian


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[osg-users] VS2005 warnings

2006-10-03 Thread Brede Johansen

Hi Robert,

I downloaded latest OSG from CVS and got plenty of warnings like this:

Warning 1   warning C4250: 'osg::ClusterCullingCallback' : inherits
'osg::NodeCallback::osg::NodeCallback::releaseGLObjects' via
dominance   
c:\Projects\OSG_CMAKE\OpenSceneGraph\include\osg\ClusterCullingCallback 70

Classes reporting this warning are:
ClusterCullingCallback
GUIEventHandler
CompositeGUIEventHandler
All Manipulator classes

Here's a link on warning C4250
http://msdn2.microsoft.com/en-us/library/6b3sy7ae.aspx

Regards,
Brede
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Re: [osg-users] VS2005 warnings

2006-10-03 Thread Brede Johansen

Looking good on my side.  No warnings so far.

Brede

2006/10/3, Robert Osfield [EMAIL PROTECTED]:

On 10/3/06, Robert Osfield [EMAIL PROTECTED] wrote:
 So it should be safe to strip it from the other callbacks.  I'll have a
tinker.


I have just done this and everything is compiling ok on my linux box, and
got past any of the likely flash points so I've checked these changes in.

Fingers crossed VS2005 will compile with these warnings.

Robert.

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Re: [osg-users] OpenFlight flipbook animation node options

2006-09-29 Thread Brede Johansen

Hi Paul,

In my last submission for the billboardCenter option not yet in CVS
I have added two virtual functions for PrimaryRecords, pushLevel() and
popLevel().

By the time popLevel() is called for the Group record the children are
added so you can calculate the duration.


Regards,
Brede


On 9/29/06, Paul Martz [EMAIL PROTECTED] wrote:

Yes, you're right about the loop duration. This might be a more complex
change than I originally thought, as the code can't specify the per-frame
duration in the osg::Sequence until it knows how many children the Group
record has. Let me spend some more time on this.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Thom DeCarlo
 Sent: Friday, September 29, 2006 1:38 PM
 To: 'osg users'
 Subject: RE: [osg-users] OpenFlight flipbook animation node options

 Oh, rats. I figured that would be the case.

 I'll look forward to seeing your submission. However, I don't
 think that I interpret the loop duration the same way you do.
 I would expect the duration to be the total time to complete
 the whole loop, regardless of the number of subnodes in the
 animation, not the time to display each of the subnodes.

 Thanks,
 Thom

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
 Sent: Friday, September 29, 2006 3:19 PM
 To: 'osg users'
 Subject: RE: [osg-users] OpenFlight flipbook animation node options

 Hi Thom -- The current OpenFlight loader ignores the duration
 fields. I've modified it to pay attention to the loopDuration
 field, but there is no obvious way (that I can see) to make
 the final frame have a unique duration.
 So, all frames will be 2.5 seconds with my change.

 I'll post it to osg-submissions shortly.
-Paul


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Thom
  DeCarlo
  Sent: Friday, September 29, 2006 12:52 PM
  To: OSG-user
  Subject: [osg-users] OpenFlight flipbook animation node options
 
  I've set the loop parameters on my openflight file. I have the loop
  duration=2.5 sec, and last frame duration=1.0 sec. However, the
  animation flips at a constant frame rate.
 
  I guess my question is, does the OSG understand these
 settings and is
  there some way to turn them on?
 
  Thanks,
  Thom
 
 


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Re: [osg-users] osgconv to ive, keep textures external?

2006-09-01 Thread Brede Johansen

Hi Ben,


If anyone knows how to describe any of the other secret ReaderWriter
options, please come forth and add them to the documentation!


No need to repeat the information on the OpenFlight page so I added a link.

Brede

On 9/1/06, Ben Discoe [EMAIL PROTECTED] wrote:

Thanks Zach.

I have updated the Wiki at
http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/ReaderWriter

If anyone knows how to describe any of the other secret ReaderWriter
options, please come forth and add them to the documentation!

Thanks,
Ben

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Re: [osg-users] New OpenFlight plugin

2006-09-01 Thread Brede Johansen

Hi Zach,

I tried the test models on this site with success.
http://www.joakims.com/osg/testdb_flt/


Regards,
Brede


On 9/1/06, Zach Deedler [EMAIL PROTECTED] wrote:

Hello,

The new OpenFlight plugin doesn't load anything with external references in
other directories correctly.  Anybody else see this?

Zach Deedler
FAAC Incorporated
1229 Oak Valley Dr.
Ann Arbor, Michigan 48108
Phone: (734)761-5836
Fax: (734)761-5368
email: [EMAIL PROTECTED]
http://www.faac.com

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Re: [osg-users] need help in exporting options for models

2006-08-17 Thread Brede Johansen

Hi Abhinandan,

To verify if osg sees the floor object you can use osgconv to
convert the Flight file to .osg and look at it in your favorite
editor.  You probably need to turn off optimization to preserve the
structure of the Flight file.  To disable the optimization in osgconv
you can set the environment variable OSG_OPTIMIZER to OFF and to
disable the optimization in the new OpenFlight reader you can set the
option string preserveFace.

Regards,
Brede

On 8/17/06, Abhinandan jain [EMAIL PROTECTED] wrote:

Hi,
  I am trying  to set seperate material property for a perticular node in a
model  and I could do it for  turret of tank in example 8 of tutorials
successfully but when  i tried to it  with my own model(Its  a  FLT model
exported from maya 8) I got an debug error (I tried to change the material
property of floor of  a room model).
 can u tell me is there any care has to be taken while  exporting(I had
named floor objects as floor in maya itself)



thanks in advance

--
Regards,
 Abhinandan

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Re: [osg-users] strange thing in osgvertexprogram

2006-08-14 Thread Brede Johansen

Hi Paul,

The cull callback have a *reference* to the texture matrix.

Cubemap texture generation uses the normals to calculate the texture
coordinates in eye space.  That means the +Z face of the cubmap will
always face the camera.  To use cubemaps to simulate reflection you
have to rotate the cubmap from eye-space to world-space and this is
what the TexMat is used for.  In the osgvertexprogram the cubemap is
used for the skydome as well as the reflected/refracted sphere.  Both
objects have a TexMat state attribute that is updated in separate cull
callbacks.


Regards,
Brede



On 8/14/06, Robert Osfield [EMAIL PROTECTED] wrote:

On 8/14/06, Paul Melis [EMAIL PROTECTED] wrote:
 Can someone (Robert :)) perhaps enlighten me of the function of the
 TexMatCallback() class in the osgvertexprogram example?
 Although it is set as a cull callback on two nodes, the result of the
 calculation in operator(), which is stored in _texMat, doesn't seem to
 be used anywhere...

I'll pass the buck to the author of osgvertexprogram... Brede ;-)
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Re: [osg-users] 2 param or 3 param sched_setaffinity...

2006-08-11 Thread Brede Johansen

Robert,

FYI
Being a complete noob on CVS I usually just accepts the 'default (keep
sticky)' revision when I want to get an update.  To get the
GetNumberOfProcessors() update I had to select 'Main trunk's head
(reset sticky)'.  What revision do you recommend I use for the future?

Regards,
Brede


On 8/11/06, Robert Osfield [EMAIL PROTECTED] wrote:

Thanks for the code.  I have just checked in the following to OpenThreads CVS:

int OpenThreads::GetNumberOfProcessors()
{
SYSTEM_INFO sysInfo;
GetSystemInfo(sysInfo);

return sysInfo.dwNumberOfProcessors;
}


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Re: [osg-users] Re: Working towards OpenSceneGraph-1.1.1 release

2006-08-10 Thread Brede Johansen

Hi,

VC7 and 8 have the possibility to disable warnings in the project
settings.  So when you convert the OSG project from VC6 to say VC8,
disable the warning for all projects.  This can be performed in on go
by selecting all projects in the Solution Explorer, open the
Properties dialog, select All Configurations, enter the warnings you
want to disable under C/C++ - Advanced, Press OK and Save.

Brede


On 8/10/06, Robert Osfield [EMAIL PROTECTED] wrote:

Hi Gary,

On 8/10/06, Quinn, Gary [EMAIL PROTECTED] wrote:
 You could turn the warnings off...
 #pragma warning( disable : 4996 )

 but give me until the end of next week to see if I
 can clear them without the need to do this, because
 I don't really like to hide warnings.

I suspect the changes are going to be quite intrusive, lots if #ifdef
all over the place, and this will certainly increase the changes of
introducing bugs and making the whole code less maintainable.

So in this case hiding the warning will keep the code more robust.

Robert.
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Re: [osg-users] Geometry Normals

2006-07-27 Thread Brede Johansen

Hi Rolf,

Try the SmoothingVisitor.

Regards,
Brede


On 7/27/06, Rolf Anders [EMAIL PROTECTED] wrote:

Hei, is there any methodes for auto generating normals for the geometry
primitives ?
Or do I need to calculate this my self ?


--
Rolf Anders
Master student at NTNU (The Norwegian University of Science and Technology)
[EMAIL PROTECTED]
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Re: [osg-users] OpenSceneGraph-1.1 Release Candidate 2 upload

2006-07-15 Thread Brede Johansen

Hi Robert,

I tried the runexamples.bat and found a couple of issues.

The osgscribe example didn't look right, see attached screenshot.  I
traced this to the Radeon workaround in PolygonOffset, remove the
workaround and the artifacts disappeared.  Btw.
glGetString(GL_RENDERER) return RADEON X800 XT Platinum Edition
x86/SSE2 on my system.

The second issue I came across was the glsl_mandelbrot.osg shader.
This produced a white screen and hung the viewer.  Later I found the
glsl_julia.osg shader to do the same thing.  The shaders are from 2005
so I may have to update my data distribution.

Regards,
Brede


On 7/14/06, Robert Osfield [EMAIL PROTECTED] wrote:

Hi All,

I have just tagged OpenThreads, Producer and OpenSceneGraph for the
release candidate 2, the tag is osg_v1_1_rc2_sync_release.   You can
download the triple set source code from :

   http://openscenegraph.org/osgwiki/pmwiki.php/Downloads/Downloads


My plan is to go for the full release next Wednesday, only build and
bug fixes will be accepted  between now and Wednesday.

Since we are so close to the release can you please test this new
version throughly and report and build or runtime issues.

Many thanks in advance,
Robert.
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Re: [osg-users] About to make 1.1-rc2 last call for feedback

2006-07-14 Thread Brede Johansen

Hi,

osgconv.cpp reports an error in VC 2005.
'setenv' :identifier not found

Brede


On 7/14/06, Robert Osfield [EMAIL PROTECTED] wrote:

Hi All,

I have now cleared my inbox box and my todo list for 1.1 release
candidate 2, so I'm ready, but is the code... :-)

I'll wait another a couple of hours before making the release.  Please
could you do a cvs update and test the build and executation and
report back any success failure.

Thanks in advance,
Robert.
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Re: [osg-users] About to make 1.1-rc2 last call for feedback

2006-07-14 Thread Brede Johansen

Hi Robert,


Ack. Is putenv available?

_putenv

This is my solution

#if (_MSC_VER = 1400) // Visual Studio 2005
#include sstream

int setenv(const char *name, const char *value, int /*rewrite*/)
{
   std::stringstream sstr;
   sstrname'='value;
   return _putenv(sstr.str().c_str());
}
#endif


Brede

On 7/14/06, Robert Osfield [EMAIL PROTECTED] wrote:

Hi Brede,

On 7/14/06, Brede Johansen [EMAIL PROTECTED] wrote:
 osgconv.cpp reports an error in VC 2005.
 'setenv' :identifier not found

Ack. Is putenv available?

Robert.
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Re: [osg-users] SIGGRAPH 2B0ST0N6?

2006-07-05 Thread Brede Johansen

Hi,

I'm coming too.  Going to Siggraph have been on my wish-list for years.

Brede

On 6/7/06, Mike Weiblen [EMAIL PROTECTED] wrote:

Hi all,

I went ahead and made a request for BOF space.
I'll post as to the details when they come in.

Cheers
-- mew


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Re: [osg-users] OpenSceneGraph-1.1 Release Candidate this week

2006-07-05 Thread Brede Johansen

Hi Martin,

Did you uninstall the old driver before installing the new?  It could
make a difference.

Regards,
Brede


On 7/5/06, Martin Naylor [EMAIL PROTECTED] wrote:

Hi Paul,
Yes it's certainly odd?
Tried changing the refresh rate from 60hz to 75 hz, with still the same
results.
Also this is happening with osgreflect as well.
I cannot see a reason why these two examples should be different from the
rest of them.
I am assuming its falling back to software rendering as Robert suggested, is
there an easy well of telling if its software rendering?

Going to try and roll back the driver shortly hopefully to prove the driver
at fault.

Regards

Martin.


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Paul Martz
 Sent: 05 July 2006 01:09
 To: 'osg users'
 Subject: RE: [osg-users] OpenSceneGraph-1.1 Release Candidate this week

 I'm using NVIDIA's driver 91.31, their most recently released WinXP
 driver.

 Odd that you see this only with osganimate. Do you see a difference in the
 FPS if you change the refresh rate of your monitor?
-Paul


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Martin Naylor
  Sent: Tuesday, July 04, 2006 3:48 PM
  To: 'osg users'
  Subject: RE: [osg-users] OpenSceneGraph-1.1 Release Candidate
  this week
 
  Hi Paul,
  I have set VSYNC to off in the display driver this makes all
  the other examples run 400 frames+, but osganimate still runs
  22 fps to 72 fps with bad jittery moments.
  Which version are you running just out of curiosity?
 
  Thanks
 
  Martin.

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Re: [osg-users] OpenSceneGraph-1.1 Release Candidate this week

2006-07-05 Thread Brede Johansen

Martin,

Oh, one more thing to try.  If you have a laptop you might find
something called SpeedStep or similar in your BIOS settings.  Turning
it off might help because the SpeedStep technology reduces the
processor frequency to save batteries.  I guess any scene with the
particle system have the same problem.

Brede


On 7/5/06, Brede Johansen [EMAIL PROTECTED] wrote:

Hi Martin,

Did you uninstall the old driver before installing the new?  It could
make a difference.

Regards,
Brede


On 7/5/06, Martin Naylor [EMAIL PROTECTED] wrote:
 Hi Paul,
 Yes it's certainly odd?
 Tried changing the refresh rate from 60hz to 75 hz, with still the same
 results.
 Also this is happening with osgreflect as well.
 I cannot see a reason why these two examples should be different from the
 rest of them.
 I am assuming its falling back to software rendering as Robert suggested, is
 there an easy well of telling if its software rendering?

 Going to try and roll back the driver shortly hopefully to prove the driver
 at fault.

 Regards

 Martin.


  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Paul Martz
  Sent: 05 July 2006 01:09
  To: 'osg users'
  Subject: RE: [osg-users] OpenSceneGraph-1.1 Release Candidate this week
 
  I'm using NVIDIA's driver 91.31, their most recently released WinXP
  driver.
 
  Odd that you see this only with osganimate. Do you see a difference in the
  FPS if you change the refresh rate of your monitor?
 -Paul
 
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   Martin Naylor
   Sent: Tuesday, July 04, 2006 3:48 PM
   To: 'osg users'
   Subject: RE: [osg-users] OpenSceneGraph-1.1 Release Candidate
   this week
  
   Hi Paul,
   I have set VSYNC to off in the display driver this makes all
   the other examples run 400 frames+, but osganimate still runs
   22 fps to 72 fps with bad jittery moments.
   Which version are you running just out of curiosity?
  
   Thanks
  
   Martin.
 
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Re: [osg-users] Trialing the new OpenFlight as the default

2006-07-03 Thread Brede Johansen

Hi Paul and Robert,

The a10 model is to small and pixel fill limited on my rig.  I get

800 fps in fullscreen and 1600 fps in window mode.



I assume the optimization pass is not included in the load time displayed by
osgviewer?


Yes, I believe that's correct.


 The new loader converts face records to Geodes to store record ID and
 comment.  To get a decent framerate you have to enable MERGE_GEODES
 optimization.
 OSG_OPTIMIZER=DEFAULT MERGE_GEODES

I think this should be the default, possibly within the OpenFlight
plugin itself.


For a quick fix that's probably the way to go.
Even the old loader benefits from the merge optimization.  I have an
example going from 54 fps to 83 fps.


Ideally I'd like a system where merged face records on
the fly, without any recombining stages later.


That's why there's a new option string FLT_preserveFace, alas it's
noting more than a flag at the moment.


Brede
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Re: [osg-users] Trialing the new OpenFlight as the default

2006-07-03 Thread Brede Johansen

Hi Robert,


I'll check this in, unless there is an objection..


My only comment is on naming convention for reader options.  I think
it makes sense to put the filename extension in front of the keyword
like dds_flip.  If this is the template we should change
FLT_preserveFace to flt_preserveFace.  Thoughts?

Brede

On 7/3/06, Robert Osfield [EMAIL PROTECTED] wrote:

HI Brede,

On 7/3/06, Brede Johansen [EMAIL PROTECTED] wrote:
 That's why there's a new option string FLT_preserveFace, alas it's
 noting more than a flag at the moment.

I've just so happen to have come across this and used it to add the
MERGE_GEODES and MERGE_GEOMETRIES Optimizer pass internal to the
ReaderWriterFLT.cpp for the case when there is no need to preserve the
faces, and it certainly helps close the gap on performance.

I'll check this in, unless there is an objection..

Robert.
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Re: [osg-users] Trialing the new OpenFlight as the default

2006-07-03 Thread Brede Johansen

Hi Robert,

On 7/3/06, Robert Osfield [EMAIL PROTECTED] wrote:

I guess the later is more in keeping with the OSG using lower case for
namespaces.  But perhaps we don't need the prefix at all.


OK, no prefix it is.


I think perhaps we need to start adding documentation for the options
too


Documentation is a good thing...  Oops, that's going to backfire.


Brede
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Re: [osg-users] Re: Trialing the new OpenFlight as the default

2006-06-28 Thread Brede Johansen

Hi,

On 6/28/06, Robert Osfield [EMAIL PROTECTED] wrote:

Brede, could you have a look at porting across to using the up to date
std versions of istrstream, as you should be able to determine beter
what functionality you are after, since there is a drop in replacement
I don't want to go breaking runtime functionality with hacks.


Done :-)
Some testing required!


Regards

Brede
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Re: [osg-users] Catching notify output

2006-06-19 Thread Brede Johansen

Hi jOan,


if some one has a link to osgConsole where this should be implemented I'm
interested.
I can't find it.


Here's my notes on the subject based on posts by Marco and others.


How-to forward cout and cerr to file:

ofstream log(Message.log);
streambuf* out = cout.rdbuf(log.rdbuf());
streambuf* err = cerr.rdbuf(log.rdbuf());


How-to forward cout and cerr to debugger using custom streambuf:
Post on OSG mailing list by Marco and later patched by Ben D.

#include streambuf

void Log(const char *msg)
{
#ifdef _MSC_VER
#ifdef _UNICODE
   wchar_t buf[1024];
   MultiByteToWideChar(CP_ACP, 0, msg, -1, buf, 1024);
   OutputDebugString(buf);
#else
   OutputDebugString(msg);
#endif
#endif
}

class OsgMsgTrap : public std::streambuf
{
public:
   inline virtual int_type overflow(int_type c =
std::streambuf::traits_type::eof())
   {
   if (c == std::streambuf::traits_type::eof()) return
std::streambuf::traits_type::not_eof(c);
   char str[2];
   str[0] = c;
   str[1] = 0;
   Log(str);
   return c;
   }
} g_Trap;

void main()
{
   // Redirect cout messages (where OSG sends its messages) to our own log
   std::cout.rdbuf(g_Trap);
   std::cerr.rdbuf(g_Trap);
}
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[osg-users] Prerender textures

2006-05-19 Thread Brede Johansen

Hi,

I wan't to prerender a number of textures.  Once rendered the textures
don't change so I'm looking for a way to generate the textures without
adding prerender graphs to the scene.


Regards

Brede
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Re: [osg-users] ATI: Need testing for hitfixes

2006-05-17 Thread Brede Johansen

Hi Chris,


   Anyone have a chance to try this?


I believe someone did a copy paste bug.  Except for the title the text
of the two KB items are identical.  They both describe the VSYNC 100%
CPU bug.

At the moment I can't see the compressed textures at all regardless of
driver version.  I recently replaced my 9800 with X800 and I use OSG
and Producer from CVS so I have to find the cause.
Regarding the 100% CPU bug the new driver
(hotfix_xp-2k_8-252-1-060510a-033101e.exe) was a great improvement.
The CPU went from 55% with Catalyst Version 06.3 to 15% with the new
driver.  I have a P4 with HyperThreading enabled.


Regards

Brede


On 5/17/06, Chris Hanson [EMAIL PROTECTED] wrote:

Chris Hanson wrote:
   I am informed today through the grapevine (never from ATI themselves
 -- they don't speak to me ;) that there are hotfixes for the two
 remaining critical ATI driver bugs we pestered them about:

 https://support.ati.com/ics/support/KBAnswer.asp?questionID=22262
 https://support.ati.com/ics/support/KBAnswer.asp?questionID=22263

   I am not able to test these fixes and give feedback myself because my
 only ATI system is a laptop Radeon Mobility that normal ATI drivers
 won't install on. I have to wait and rely on OmegaDrivers.

   Could someone or several someones with access to normal ATI Radeon
 hardware please download these hotfixes and test them and provide
 feedback to ATI (via the Catalyst Crew Driver Feedback Program mentioned
 on the pages linked above) about whether it fixes the problems in
 question? I'd also like to know if the problem is resolved, so please
 reply here.


   Thanks. We're on the home stretch to getting this stuff finally working!

   Anyone have a chance to try this?

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Re: [osg-users] ATI: Need testing for hitfixes

2006-05-17 Thread Brede Johansen

Hi Chris and others,

Following the generate mipmap+texture compression procedure on the
conformance page
http://www.openscenegraph.org/osgwiki/pmwiki.php/Tasks/OpenGLConformance
I got different results with the optimizer set to default and off.  I
suspect something has changed in OSG because when I converted a file
to .osg the texture file keyword was missing when optimizations was
set to default.


Regards

Brede


On 5/15/06, Chris Hanson [EMAIL PROTECTED] wrote:

   I am informed today through the grapevine (never from ATI themselves -- they 
don't
speak to me ;) that there are hotfixes for the two remaining critical ATI 
driver bugs we
pestered them about:

https://support.ati.com/ics/support/KBAnswer.asp?questionID=22262
https://support.ati.com/ics/support/KBAnswer.asp?questionID=22263

   I am not able to test these fixes and give feedback myself because my only 
ATI system
is a laptop Radeon Mobility that normal ATI drivers won't install on. I have to 
wait and
rely on OmegaDrivers.

   Could someone or several someones with access to normal ATI Radeon hardware 
please
download these hotfixes and test them and provide feedback to ATI (via the 
Catalyst Crew
Driver Feedback Program mentioned on the pages linked above) about whether it 
fixes the
problems in question? I'd also like to know if the problem is resolved, so 
please reply here.


   Thanks. We're on the home stretch to getting this stuff finally working!


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