Re: [osg-users] osgViewer + Fox Toolkit example

2007-07-11 Thread Markus Hein

RJ schrieb:

I tried building the example on linux using osg-2.0 and fox-1.6 but
the executable is giving sementationfault as soon as i run the program.
Has anybody tried this example on linux.

  
  



Hi,

yes it works fine on my linux installation, using FOX-1.7  OSG-2.0. 
havn't tried older FOX versions.


I have built FOX from source with OpenGL enabled (FOX default settings)

alexandre sent this  fix:

you have to replace

getEventQueue()-mouseButtonPress(event-click_x, event-click_x, 1);

by

getEventQueue()-mouseButtonPress(




regards, Markus
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Re: [osg-users] osgViewer + Fox Toolkit example

2007-07-11 Thread Markus Hein

you have to replace

getEventQueue()-mouseButtonPress(event-click_x, event-click_x, 1);

by

getEventQueue()-mouseButtonPress(

event-click_x, event-click_y, 1);
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Re: [osg-users] osgViewer + Fox Toolkit example

2007-07-10 Thread Markus Hein

Hi Alexandre,

amalric alexandre schrieb:
 
I had to do this for my own application. In example's directory of 
osgViewer integration there is no example for FOX.
 
It's quite simple but I hope it will help some people who wants to 
integrate OSG in their Fox application. I've attached a Visual 2005 
project similar to example osgViewerWX called example osgViewerFOX 
;-)
 
thanks for the  OSG-FOX example. I prefer using FOX-GUI, and your code 
worked  just fine. I took your sourcecode under a new  KDevelop3 
Project, and linked it against
OSG-2.0 and FOX-1.7 Nice! Would be fine if it was part of the  OSG-2.0 
source package in future ? :-)


Thanks, Markus


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Re: [osg-users] LightPointNode and shaders

2007-07-03 Thread Markus Hein

Hi Brad,


Can shaders be added to a osg::LightPointNode?

I'm trying to add both a vertex and fragment shader (pointsprite) but I
just don't see any effect.
  

I don't have problems with shader based pointsprites on nvidia hardware.

don't forget this line:

stateset-setMode(GL_VERTEX_PROGRAM_POINT_SIZE, osg::StateAttribute::ON);

hope it helps.

Markus
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Re: [osg-users] Texture switching in Real time...

2007-03-03 Thread Markus Hein

hi adrian,

sorry, maybe i readyour question to fast. so i'm afraid i can't help 
finding the optimal solution for using builtin piplene features.


if you take a look at the osgephemeris source,  you can see how the the 
sun texture is projected on the skydome (a generated texture), using 2 
texture units. i'm sure you can do it something like that, else it would 
be interesting to read how other users solve the task.


greetings, markus



Adrian Egli schrieb:

Hi markus,

thanks for the short answer, but i would like implement the features 
without using shaders, because it should also work on elder GPUs based 
systems


/adegli

2007/3/2, Markus Hein  [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:


Hi Adrian,

maybe if you put the textures in 2 different texture units, adding
Sampler2D uniforms and  a fragment program like this:

---
uniform sampler2D firstTexture;
uniform sampler2D secondTexture;
uniform float osg_FrameTime;

void main(void)
{
vec4 first  = texture2D( firstTexture, gl_TexCoord[0].xy);
vec4 second = texture2D( secondTexture, gl_TexCoord[0].xy);

gl_FragColor = mix(first, second,  (0.5 + 0.5*sin (0.5 *
osg_FrameTime) ) );

}
--

Replace osg_FrameTime with your mix ratio, a float Uniform and you can
mix it as you like.


Markus



 hi

 i like to switch a texture without reloading the geometry. For
example
 i have two different textures to map on my geometry. once i like to
 display texture B, i like to replace B with texture A.
 or B with A. May there will be many more texture than just 2, may
 about 5 different texture. I like to handle the texture switching by
 applying just one method, may a visitor.

 for example:
 i like to implement a sky - system, ... , building with
reflection/env
 map (day, night, winter, ... )
 i don't like to replace the geometry (switch node) and the
texture, i
 like only to replace the texture
 for such a geometry, or may for all buildings the texture.

 what i like to do:
 * texture A only visible
 * texture B only visible
 * texture A  B visible, with a blending ,
 * may we can also blend over time, means A goes to B  A ( 1 - t /
 BlendDuration) + B (t/BelndDuration) linear blending over time t
 this are the four cases i am looking for


 is there a technology in osg, or how should i implement it?



 /adegli

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Re: [osg-users] Texture switching in Real time...

2007-03-02 Thread Markus Hein


Hi Adrian,

maybe if you put the textures in 2 different texture units, adding 
Sampler2D uniforms and  a fragment program like this:


---
uniform sampler2D firstTexture;
uniform sampler2D secondTexture;
uniform float osg_FrameTime;

void main(void)
{
   vec4 first  = texture2D( firstTexture, gl_TexCoord[0].xy);
   vec4 second = texture2D( secondTexture, gl_TexCoord[0].xy);
  
   gl_FragColor = mix(first, second,  (0.5 + 0.5*sin(0.5 * 
osg_FrameTime) ) );


}
--

Replace osg_FrameTime with your mix ratio, a float Uniform and you can 
mix it as you like.



Markus




hi

i like to switch a texture without reloading the geometry. For example 
i have two different textures to map on my geometry. once i like to 
display texture B, i like to replace B with texture A.
or B with A. May there will be many more texture than just 2, may 
about 5 different texture. I like to handle the texture switching by 
applying just one method, may a visitor.


for example:
i like to implement a sky - system, ... , building with reflection/env 
map (day, night, winter, ... )
i don't like to replace the geometry (switch node) and the texture, i 
like only to replace the texture

for such a geometry, or may for all buildings the texture.

what i like to do:
* texture A only visible
* texture B only visible
* texture A  B visible, with a blending ,
* may we can also blend over time, means A goes to B  A ( 1 - t / 
BlendDuration) + B (t/BelndDuration) linear blending over time t

this are the four cases i am looking for


is there a technology in osg, or how should i implement it?



/adegli


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[osg-users] license - using osg example code

2007-02-26 Thread Markus Hein

Hi Robert,

i wrote a little noncommercial  tool (a simple bench) which is meant to 
check and measure the implementation of OpenGL 2.0  on different systems.


I wonder how to license this? The application itself is  open source, is 
linking against OT|OP|OSG Debian Packages. Distributed  as BinPackage 
and as SourcePackage.
Currently it is using the code from osgvertexexample, 
osgprerender(modified) and osgpointsprite.


Also a good question:

Can I redistribute parts of the osg-data ?  The Cubemap-images, 
cessna.osg etc ?



Thanks for info.


regards, Markus


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Re: [osg-users] license - using osg example code

2007-02-26 Thread Markus Hein

Hi Robert,

How far advanced are you with gl2benchmark?  What is your delivery 
schedule? 


Some people tested it yesterday and reported their results. Some useful 
comments came and i have to implement
more functionality and  exception handling for  old hardware, ati 
hardware :-)  etc.


The first version is packaged for debian ( and  OSG,OT,OP dependencies ) 
and is installing and working on non

developer installations. sid works, etch should also work.

Is not public until data from systeminfo and glxinfo is also part of the 
whole thing. We try to make  an overview over most possible system 
information. Some people helping with testing and packaging, so it  is 
not a long time to get gl2benchmark  public.




I would love to see a good benchmark suit based on the OSG.  I'm not
sure our data is a good base for this though, you really want
something a bit larger.

I'd like to see a refresh of the OpenSceneGraph-Data in this direction
too.  Perhaps its time to make a call for cool models :-) 


yes,   the testpart which uses  osgprerender already uses 2 large, nice  
landscape images, testing realtime image processing (a fragment shader) 
on prerender stage and mapping the results on the flag geometry.


I wish to 'facelift' all testscenes step by step. The first thing for 
now is  to get  most possible lower layer system info into the application.



regards, Markus


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Re: [osg-users] OSG feedback examples

2007-02-25 Thread Markus Hein


Hi bm,
None of that is very useful but it is fun to play with, so I thought 
I'd share it with the group.


i saw the video and i like to see artistic uses of OSG. Even if it is 
mostly  just for fun so it shows how powerful OSG is to make demos, 
pre-process images etc.


I remember i  did some experiments like this last year, using  the 
Evolution UC-33 Midi-Controller (which has good support under linux) to 
control my osg-scene. Using a MIDI-Sequencer (I'm using seq24) , all 
osg-inputs from the UC-33 was recorded in realtime and could be 
manipulated for a nice playback session.


So even if MIDI is old stuff, I could very easy syncronize the visual 
scene and some midi-soundgenerators doing principial  live performances 
etc..


cool stuff,  Markus
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Re: [osg-users] Precision - using FBO image targets as VertexTexture

2007-02-09 Thread Markus Hein

Hi Robert,


I'm struggling to follow what bits work and what doesn't.  Is it that
_image-getInternalTexureFormat() is not GL_RGBA32F_ARB? 
yes, finally after  a  debug session I found out that  setting up the 
internal Format for the RenderBuffer (is done via: 
FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment 
attachment) depends on the  right setup of the osg::Image

which is attached to the Camera(Node)

in osgPrerender - example, for option --image,  there is following in use:

image-allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT);

it works ok, but  the float values in the image will only be 
prerendered  with 8bit precision this way.


instead, increasing the prerender precision to 16bit  is possible  but 
not simply by using:


image-allocateImage(tex_width, tex_height, 1, GL_RGBA32F_ARB , GL_FLOAT);

the function will not set up  the image correctly with format 0x8814 , 
but with a little fix inside of


void Image::allocateImage(int s,int t,int r,
   GLenum format,GLenum type,
   int packing)

it works.  i have attached the code that works for me.

btw: maybe the problem exists always, if  image prerendering is done 
with other  rendertarget formats than standard GL_RGBA?

i'm not sure about this, have not tested such cases.


Markus


///
myfix:


void Image::allocateImage(int s,int t,int r,
   GLenum format,GLenum type,
   int packing)
{
   _mipmapData.clear();

   unsigned int previousTotalSize = 0;

///
   GLenum internalformat = format;

 if(format == 0x8814) // the fix is only for format GL_RGBA32F_ARB
   {
   internalformat = format;
   format = GL_RGBA;
   }
///
  
   if (_data) previousTotalSize = 
computeRowWidthInBytes(_s,_pixelFormat,_dataType,_packing)*_t*_r;
  
   unsigned int newTotalSize = 
computeRowWidthInBytes(s,format,type,packing)*t*r;


   if (newTotalSize!=previousTotalSize)
   {
   if (newTotalSize)
   setData(new unsigned char [newTotalSize],USE_NEW_DELETE);
   else
   deallocateData(); // and sets it to NULL.
   }

   if (_data)
   {
   _s = s;
   _t = t;
   _r = r;
   _pixelFormat = format;
   _dataType = type;
   _packing = packing;
   _internalTextureFormat = internalformat; // instead of direct 
use of  'format'

   }
   else
   {
  
   // throw exception?? not for now, will simply set values to 0.

   _s = 0;
   _t = 0;
   _r = 0;
   _pixelFormat = 0;
   _dataType = 0;
   _packing = 0;
   _internalTextureFormat = 0;
   }
  
   ++_modifiedCount;

}

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Re: [osg-users] Precision - using FBO image targets as VertexTexture

2007-02-08 Thread Markus Hein

Hi Robert,


I just wonder how to debug such tings on the GPU ? Has someone played
with FBO's and VertexTexture this way ?
Which image-extensions (using Nvidia hardware) er best? 

using  osg from cvs.

after debugging inside of  FrameBufferObject.cpp  RenderStage.cpp

in FrameBufferObject.cpp:

GLenum format = attachment._image-getInternalTextureFormat();

It seems that RenderBuffer is not getting the right Format 
(GL_RGBA32F_ARB) even if i'm setting it for the RenderTarget 
(osg::Image)  in a modified osgprerender example. instead, the FBO  is  
rendering with GL_RGBA precision.



in RenderStage.cpp:

i have testet the results of  hardcoded pre-rendering with 
GL_RGBA32F_ARB via:


fbo-setAttachment(GL_COLOR_ATTACHMENT0_EXT, 
osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, 
GL_RGBA32F_ARB)))


then it works for me, the prerendered image has real float-precision now.

until now, i havn't found a better way than setting the RenderBuffer 
format directly.


Maybe a better place is inside of

FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment 
attachment) ??



-Markus





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Re: [osg-users] Point Cloud Aliasing

2007-01-25 Thread Markus Hein

Hi Andrew,


Does anyone know how I can diminish or remove the aliasing effect?


have you tried PointSprites instead of  GL_POINTS ?
Modify the StateSet for using PointSprites and add a suited Texture and 
the pointsize-gl-extension. Then you can  control the appearance of your 
points from a GLSL Vertex Shader.


Markus

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Re: [osg-users] Ephemeris Skydome

2007-01-15 Thread Markus Hein

Hi Scott,


May, Scott schrieb:

I tried this for the moon, but during daytime it is still not blending
into the sky. The moon is a dark blue compared to the sky. We are using
a moon light source could that be the problem? Any ideas?
  
right now, I have no osgEphemeris installed here, but I hope that I can 
give you an answer tomorrow.  I have played with a lot of versions from 
cvs since osgEphemeris started. Some parts of the code have changed, so 
it can be important to know on which version (date?) of osgEphemeris you 
are sitting on and which system you are running.


I saw there is an issue with my osgEphemeris which  you can check on 
your system:


The appearance of the stars and all the sky-colors depend from the 
viewer-clear-color on my system.


Can you check out what happens on your system if you do:
osgProducerViewer-setClearColor(osg::Vec4(0,0,0,1))AND uncomment 
the additional Blend settings for the stars-stateset ?



Maybe Don can help, whats best to do here ? -because he is most familar 
with osgEphemeris ?


Markus.
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Re: [osg-users] Ephemeris Skydome

2007-01-11 Thread Markus Hein

May, Scott schrieb:


We just upgraded from to osg 1.2 and now we can see through the 
Ephemeris Skydome into the Stars during the day.


Is there a fix or change that will return the sky to be opaque?

 


-Thanks for all the good advise you guys give, this mailing list is great!

 


-SRM



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Hi,

after adding  Blend  to the stars  stateset it worked for me. there is a 
shader, controling the stars alpha.


Markus
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Re: [osg-users] Hang in Producer on nVidia 8800 cards

2007-01-11 Thread Markus Hein

Hi,

Now that the 1.0-9746 drivers are released, maybe someone with 
something other than an 8800 nvidia card can try running a Producer 
app and let us know if it hangs in the same spot. I wonder if it's an 
8800 issue or an issue for all nvidia cards.


as i know , the 8800 driver under linux is not the same than the latest 
driver used by older nvidia adapters . seems for me that the problem can 
depend on driverhardware version.



Markus

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[osg-users] Precision - using FBO image targets as VertexTexture

2007-01-10 Thread Markus Hein

Hi all,

i did some testings with a modified osgPrerender example:

what i tried was to use the image target of a CameraNode as input for a 
VertexTexture, controlling

the vertex.z of a model in the scenegraph ( using a vertexshader ).

It works good, but it seems for me that the GPU internal precision for 
the coordinates in the vertexShader from

vertextexture hasn't float precision. How can i simply check this ?

I have checked the precision of the  FBO image target in 
MyPostDrawCallback and at this stage i can see that there

is float precision.

I just wonder how to debug such tings on the GPU ? Has someone played 
with FBO's and VertexTexture this way ?

Which image-extensions (using Nvidia hardware) er best?

Thanks for help, Markus
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Re: [osg-users] What do you want from viewer functionality?

2007-01-06 Thread Markus Hein

Hi Robert, hi all,


I'd like feedback from the community on what you needs are on the
viewer front. 


the applications i think about would have multiple views , sharing the 
same scene.


what i would need to build my gui-dependent stuff on it is:


Interactive Editor Views:

- right-hand popup-menu  for setting viewer properties with 
user-feedback ( a gui-independent interface for this would be fine)
- all standard user-interactions ,selection-modes,  dragNdrop ( a 
gui-independent interface for this would be fine)



Fullscreen Performance View:

- switching viewerwindow in fullscreen mode
- highest performance  highest quality  :-.)
- a fullscreen render-thread instantiated and controlled by the 
gui-mother-application


Used in a GUI based application with builtin interactive editor   showtime

Markus

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Re: [osg-users] osgfadetext

2006-11-05 Thread Markus Hein

Robert Osfield schrieb:

Hi Markus,

I have just done some testing on my machine with osgfadetext and top
does show an increasing memory usage when the fade text arn't culled.
Don't know what the cause is, reproducing the problem is half of the
battle so I don't think it'll be too difficult to fix.


Hi Robert,

thanks for testing this.

btw. I like to take in use the extensions which came into osgText  
(outlining etc.). It makes labels

much more readable under certain conditions .

Markus
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[osg-users] osgfadetext

2006-11-04 Thread Markus Hein

Hi All,

has someone  the same memory problem with osgText::FadeText:?

I'm using the current code from CVS.

When running osgfadetext example, my system is rapidly running out of 
memory .
I changed the example code, so it uses osgText::Text and tried again. 
Now it runs

without problems, and memory use is constant.

I could reproduce the same issue on another machine. I wonder if it is a 
driver issue

or it has something to do  with osgText::FadeText ?

thanks, Markus


running Linux 2.6.18-kanotix-1 i686
Videocard   nVidia GeForce 7600 GS  X.Org 7.1.1  [ 1280x1024 @50hz ]
GLX Version 2.1.0 NVIDIA 96.26 | Client Shell | Infobash v2.50


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