Re: [osg-users] Render To Texture with osgFX

2007-07-16 Thread Mihai Radu
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

Look into osgHud and osgShadow for examples of RTT.
You don't need osgFX, only a Camera and an FBO to set as the appropriate
buffer, color or depth. You might want to use osgFX if multitexturing is
involved when using the textures you generated.

Mihai

Benoit bossavit wrote:
 Hi,
 
 How can I do a multi-pass rendering using Render To Texture with osgFX?
 Where can I add my Camera and attach it a texture? There is some examples?
 
 thanks,
 bnua
 
 
 
 
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Re: [osg-users] OsgShadow shadow volume strange bug

2007-07-13 Thread Mihai Radu

Hi Alexandre,

I've been working with shadowMap for the last couple of months, on a 
modified osg 1.2, but the code is almost identical.

What errors are you seeing with that one ?

Cheers
Mihai

amalric alexandre wrote:

Hi Robert,
 
Ok thank you, I see that osgShadow is a complicated work, shadowMap 
technique is also displaying something strange.

I'm sure that osg community will find how to improve shadows ;-)
 



 
2007/7/11, Robert Osfield [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED]:


Hi,

This is a know bug.  ShadowVolume code isn't yet tracking matrix
updates.

Robert.

On 7/11/07, amalric alexandre [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
 Hi osg-users,

 I've noticed a strange behavior on Example osgshadow with
command --sv (to
 have shadow volume).

 When shadow overlap each other they cancel them, if I'm not very
clear see
 the sceen capture attached.

 Is it a known bug ??

 I use OSG 2.1 on a geforce 7900GS.
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Re: [osg-users] Build a new machine, comments?

2007-07-13 Thread Mihai Radu
Robert Osfield wrote:
 Hi Leif,
 
 On 7/13/07, Leif Delgass [EMAIL PROTECTED] wrote:
 A word of warning: you might consider looking at a roomier case or at
 least check the dimensions carefully.  The new GeForce cards (even the
 GTS) are quite long and you may be in danger of bumping up against the
 drive cage with that case.  I have a Tsunami case as well, and
 although I haven't tried the GeForce 8 cards yet, I am considering a
 larger case to accomodate the newer boards, since the 7900GTs I have
 are already a tight fit.
 
 I have Thermaltake Tsunami already at it comfortably house my twin
 7800GT's so made the assumption that it'd work fine for 8800GTS...
 thank for the heads up.
 
 Now need to find out how big the 8800GTS is...

It's just as long as a 7800GTS and 7900 GTS also, from what I remember.
A dual-slot card, for the cooling, so the width would be more of an
issue than the length.

8800 GTS 640Mb it's the card I got for my new machine, it works very
nicely and fits just fine in a mini-tower case, SilverStone TJ04.

Ceers
Mihai
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[osg-users] fixing back-projection texturing with fixed functionality

2007-07-12 Thread Mihai Radu
Hello,


I've been trying to solve the back-projection issue when doing
projective texturing, with the goal of having it work with shadow maps.
I know the simplest thing is to use a shader, and that part is already
working, it's the 'support older hardware' requirement that's biting me.

I modified the 'osgshadowtexure' example by adding a 1D texture that
maps to the r coordinate used by the projective TexGen and trying to use
this to control the application of the shadow texture. The idea is to
give the projected texture an alpha of 0 (invisible) when it has
negative r coordinate, using TexEnvCombine.

I almost got the result I was looking for, but it not only wipes out the
shadow texture, but the base texture as well.

The frustrating thing is that it seems that 'setCombine_Alpha' is being
ignored, and I can't see an RGB operation that will give the proper result.

The example is meant to be dropped into the examples dir in the sources,
 then added to the CMakeLists.txt file.

There was another thread dealing with a similar issue 'TexGenNode 
TexEnvCombine' but while David mentioned using a masking texture, there
were no details.

Cheers
Mihai Radu


osgshadow-backproj.7z
Description: Binary data
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Re: [osg-users] GLSL changes from OSG 1.0 to 1.2?

2007-04-19 Thread Mihai Radu
I have also ran into this kind of problem moving from 1.0 to 1.2 
(osgProducer).


The set-up is similar, a uniform with default value at the root group:
root-getOrSetStateSet()- addUniform(new Uniform(uTextured,true))
then nodes can have this overridden:
node-getOrSetStateSet()- addUniform(new Uniform(uTextured,false))

The problem is that in some cases the node will not use the custom value 
of the uniform when it's being drawn. The frustrating part is that this 
appears sometimes based on the viewing direction of the camera in the 
scene (when using a bunch of nodes with the custom Uniform added to them).


I am also getting some strange behavior when updating values for 
Uniform(s), sometimes the new value is not used right away, there is a 
delay till some other scene property is modified; in this particular 
case it's a bool Uniform that flags if fog is being used, the new value 
is ignored until the fog density is updated ( this is the regular GL 
property).
This makes me think that there should be some kind of 'dirty' that is 
not being applied/called when updating/adding an uniform.


I realize the standard answer is to move to the new viewer code, but 
that is not an option for some of our projects since they are close to 
delivery and we can't use an unstable code-base for that. Maybe there is 
some fix that has been applied to the svn version that can be 
back-ported to 1.2.


As far as providing some code for illustration, I couldn't reproduce it 
with a simple example, and the application is too tightly integrated 
with the physics engine to provide some code samples that make sense.


I hope we'll get to figure this one out soon
Mihai

Mike Weiblen wrote:

Hi,

um ok, so can anyone give me a concise repro to diagnose?  


I'm willing to help, but only have a vague description along the lines
of things seem to work fine except for the shader-related Uniforms.

I've used hierarchies of uniforms and it has worked for me; perhaps
you've found a corner case?

Cheers
-- mew

  


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Re: [osg-users] How to preload and precompile shader.

2007-03-30 Thread Mihai Radu




Hi Ivan,

Try this before the code creating the program:
osg::setNotifyLevel(osg::INFO);
Then watch the spew on the console to get some idea of supported
extensions, errors etc ...

Mihai

Ivan Bolina wrote:
Nvidia 6600 GT, driver is 9.1.3.1
  
Thanks and bye,
ivan
  
  2007/3/28, Mike Weiblen [EMAIL PROTECTED]
  :
  What
GPU and driver?
-- mew


 -Original Message-
 From: [EMAIL PROTECTED]
[mailto:osg-users-
 [EMAIL PROTECTED]
] On Behalf Of Ivan Bolcina
 Sent: Wednesday, March 28, 2007 2:21 PM
 To: osg users
 Subject: Re: [osg-users] How to preload and precompile shader.

 It is GLSL.
 It is not first frame problem.

 I dont know what you mean my displaylists?

 That is shader init.

 mProg = new osg::Program;
 RefPtrosg::Shader fragmentShader = new osg::Shader(
 osg::Shader::FRAGMENT );

 mProg-addShader( fragmentShader.get() );
 fragmentShader-loadShaderSourceFromFile(
"data/blackify.frag");

 This is my shader.
 uniform float strength;


 void main(void)
 {
gl_FragColor = vec4(1.0,1.0,1.0,strength);
 }



 2007/3/28, Mike Weiblen [EMAIL PROTECTED]
:

 Hi,
 What's your GPU/driver?Is your shader GLSL or ARB FP?
 0.5 second build times are way over anything I've seen.I've
run
 apps
 that rebuild the shaders every frame (not a good idea, but
not

 painful
 either).Why do you think it's the shader; could it be some
other
 1st-frame setup (eg displaylists) going on?
 Cheers
 -- mew



  -Original Message-
  From: [EMAIL PROTECTED]
mailto:osg-users-

 [EMAIL PROTECTED][mailto:osg-users-
  [EMAIL PROTECTED]
] On Behalf Of Ivan Bolcina
  Sent: Wednesday, March 28, 2007 8:43 AM
  To: osg users
  Subject: [osg-users] How to preload and precompile
shader.
 
  Hi.
 
  I am using very simple fragment shader and it works
great. But
 there
 is a
  problem, when I first use ti on scene, it takes about
half a

sec
 to
  initialize, so my whole app freezes for half a second.
 
  I would like to preload fragment shader and precompile
it. Any
 ideas?
 

  Bye, ivan

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Re: [osg-users] fisheye or wide-angle example code?

2007-03-28 Thread Mihai Radu




Hi Lucas,

The basic idea is to have a wide FOV (field-of-view).
The implementations are quite different right now, with osg 1.2 using
osgProducer ( where you will have to refer to Producer::Camera
functions, the ultimate arbiter underneath it all is
Producer::Camera::Lens ); in the SVN path osgViewer is the place to
look.
Of note is that Producer::Camera has a default mode to auto-compute
FOV, this can sometimes bite; I don't know if on the osgViwer side
there is something similar to handle.

I hope this helps
Mihai

wsacul wrote:
Does anyone have any 1.2 compatible code that will do a
fisheye or wide angle lense effect? I'm playing around with
osgdistortion right now but I'm not able to get it to do what I want. 
  
Thanks,
  
Lucas
  
  

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Re: [osg-users] moving to VS8

2007-03-28 Thread Mihai Radu

Hi Mike,

I have been usign vc8  osg for some time now, and I do have an updated 
set for 3rdParty, since we checked the libs needed to our CVS, on hand I 
have a set without sources that can be used to build osg.


I put a 7zip archive here:
http://tiganu.googlepages.com/home

Let me know if it works for you.

Mihai

Mike Weiblen wrote:

Hi Paul,

Ok, no prob.  (folks _are_ using VS8, right?  What are yall using for
3rd party libs??)

Old versions of my installers are still available; if not on the OSG
site, then at http://mew.cx/attic/

Cheers
-- mew

  
osg-users mailing list

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Re: [osg-users] Texture repeat

2007-03-21 Thread Mihai Radu




Here's how I scale down a texture, in my case it gets applied to
a height-field:

 float scale = 0.1;
 osg::TexMat* texmat = new osg::TexMat;
 osg::StateSet* set = meshGeom-getOrCreateStateSet();
 set-setTextureAttributeAndModes(0, texmat,
osg::StateAttribute::ON);

Cheers
Mihai

Christian Verbeek wrote:

  Hi Ulrich,

Please give me a hint (a line of code) how to set the texture matrix. As
I am new to osg, I would appreciate this a lot.

Regards
Christian

Ulrich Hertlein schrieb:
  
  
Robert Osfield wrote:


  On 3/21/07, Christian Verbeek [EMAIL PROTECTED] wrote:
  
  
Dear osg-users,

I want to create a floor textured with a small image being repeated.
Thats what I am doing, but the texture is stretched (i.e shown only
once). What is wrong? I am using the latest OSG version from SVN.

  
  ShapeDrawable doesn't support repeating of texture coordinates.  The
closest you could get is to use osg::TexMat, but in the end I think
it'd be easier just to create the geometry yourslef as you need it.
  

To elaborate on that a bit, ShapeDrawable creates texture coordinates
only in the range of 0.0 to 1.0 i.e. the lower-left of the texture in
one corner (of your cube) and the upper-right of the texture in the
opposite corner.

If you place a texture matrix using scale 1000,1000,1 it should look
as you expect.

Cheers,
/ulrich


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Re: [osg-users] Re: CompositeViewer and computeIntersections

2007-03-13 Thread Mihai Radu




Hi Calin,

If you look closely, only that View has a PickHandler added to it. So
you use that as a basis for your experiments, once it's behaving how
you want it, you can apply other instances of the calss to the various
Views.

Salut
Mihai

Calin Negru wrote:
I've played a bit with the example. I managed to select
the object but I can do it only if the camera is really close to the
object and only in the lower-right view.
  http://calinnegru.googlepages.com/MultipleCamerasSelect.jpg
  
  On 3/13/07, Calin Negru [EMAIL PROTECTED]
 wrote:
  I've
just noticed the SVN version of osgmultiplecameras example is changed.
That's pretty close to what I'm looking the only problem with the
example is that it doesn't do picking inside windows i.e you can rotate
the model in the window even when the cursor is not on top of the
object. I'm still studying the code.


On 3/13/07, Calin Negru 
[EMAIL PROTECTED] wrote:
Do
I use viewer-computeIntersections as usually when the viewer is
composite (available in SVN)?
How does it know in which of the two cameras I'm doing picking?
  
-- 
  Calin Negru
  





-- 
Calin Negru

  
  
  
  
-- 
Calin Negru
  

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Re: [osg-users] SVN : this morning

2007-03-12 Thread Mihai Radu




Hi Adrian,

>From a quick parsing of the output you gave, I think the problem is
that Xcode is trying to build both i386 and ppc (for a Universal
target), but it's failing in linking with ppc libraries.
Try to set the architecture to only i386 in the project info (Option +
i for OpenSceneGraph in the project window) [I'm doing this w/o my mac,
so I might give wonky window names :]

To use cmake on Osx :
1. download  install Osx version
2. open-up Terminal
3. cd to the parent of OpenSceneGraph svn check-out
4. mkdir build-osg  cd build-osg
5. cmake -G Xcode ..\OpenSceneGraph\ [make sure -G is the generator
switch, cmake --help ]
6. ls -l [ there should have been generated OpenSceneGraph.xcode
directory ]
7. open OpenSceneGraph.xcode
You will have to do this first with OpenThreads, it's exactly the same
if you flip the names.

I hope this will helps you.

Cheers
Mihai

Adrian Egli wrote:
hi robert
  
sorry about my short email. i had two problems with the latest SVN
version: 
first is the build with Xcode under Mac OS/X tiger. i get the long link
error. i tried to 
link with a /System/Library/Frameworks/AGL.framework. but it doesn't
help i still get these link errors. I have to say that i am a really
new on OS/X. I had some chf left, and i buied a 
MAC BOOK PRO dual intel. 
  
second problem is, that i never used cmake. i tried to build with cmake
. but i doesn't work. how should i try to build it with cmake. 
  
thanks a have nice weekend, i go for snowboarding so i will be back
monday 
  
/adegli
  
  2007/3/10, Robert Osfield [EMAIL PROTECTED]:
  Hi
Adrian,

I could parse your email easily, so am a bit losts to what platform
and build environment your are using.

Are you using cmake?How did you run it?What hardware are you
working on?

Robert.


On 3/9/07, Adrian Egli [EMAIL PROTECTED] wrote:
 hi i working on testing under osx. the SVN version under windows
VS 2003
 works without any problems.
 but now under osX i cant compile it.

 nor with Xcode nor with cmake.


 Xcode :
can find

 (OpenThreads and Xcode ok)
 cd

/Users/PWD/dev/OPENSCENEGRAPH_CVS/OpenSceneGraph/Xcode/OpenSceneGraph

 /usr/bin/g++-4.0 -o

/Users/PWD/dev/OPENSCENEGRAPH_CVS/OpenSceneGraph/Xcode/OpenSceneGraph/build/OpenSceneGraph.build/Default/osgViewer.build/Objects-normal/ppc/osgViewer

-L/Users/PWD/dev/OPENSCENEGRAPH_CVS/OpenSceneGraph/Xcode/OpenSceneGraph/build/Default


-F/Users/PWD/dev/OPENSCENEGRAPH_CVS/OpenSceneGraph/Xcode/OpenSceneGraph/build/Default
 -F../../../OpenThreads/Xcode/OpenThreads/build/Default
 -F/Users/PWD/Library/Frameworks
 -F/Developer/SDKs/MacOSX10.4u.sdk/Library/Frameworks

 -filelist

/Users/PWD/dev/OPENSCENEGRAPH_CVS/OpenSceneGraph/Xcode/OpenSceneGraph/build/OpenSceneGraph.build/Default/osgViewer.build/Objects-normal/ppc/osgViewer.LinkFileList
 -framework osgText -framework OpenGL -framework osg -framework
osgUtil


/Users/PWD/dev/OPENSCENEGRAPH_CVS/OpenThreads/Xcode/OpenThreads/build/Default/OpenThreads.framework/OpenThreads
 -framework osgDB -framework osgGA -arch ppc -Wl,-single_module


 cmake: what should i know, and how can i compile it. first time i
have to
 use cmake

  
  
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Re: [osg-users] osg: code for a simple light required

2007-03-08 Thread Mihai Radu




I noticed you never apply the stateset referring to the light to any
node.

Here's a suggestion:
after creating the light node
group-addChild(lightSource);
// grab a pointer to the group's stateset
osg::StateSet* statelightON_OVRD = group-getOrCreateStateSet();
statelightON_OVRD-setAttribute(light, osg::StateAttribute::ON);

This way the light is enabled for the group.

Mihai


ps. also noticed you set the scene data to only the loaded model:

viewer.setSceneData (loadedModel.get());

instead:

viewer.setSceneData (group.get());

[EMAIL PROTECTED] wrote:

  Hello!!

Its my first email to the community!

I have been to the website and I foudn the codes examples.
I am trying to adda simple light or spot light to my scene graf!!

However I am not very skilled in coding, and I have an unclean code... 
I dont know where its my mistake or how to adapt the lamp to my code!
Basically I copied:


I attached my code in join file so you can have a look if required!/
I believe the problem is there:


// create the light

	osg::StateSet* statelightON_OVRD = new osg::StateSet();
osg::LightSource* lightSource = new osg::LightSource;
   

osg::Light* light = lightSource-getLight();
  
	light-setLightNum(0);
light-setPosition(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // directional light from above
light-setAmbient(osg::Vec4(0.8f,0.8f,0.8f,1.0f));
light-setDiffuse(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
light-setSpecular(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
	light-setSpotExponent(50.0);
	light-setDirection(osg::Vec3(1,1,-1));
	
	

statelightON_OVRD-setAttribute(light, osg::StateAttribute::ON);
 group-addChild(lightSource);







// mtTwo-addChild(loadedModel);
 mtTwo-setStateSet(stateTwoFogON_OVRD);
 loadedModel-setStateSet(stateTwoFogON_OVRD);
// mtTwo-setStateSet(statelightON_OVRD);
 

but Maybve its somewhere else!!!


Cheers!

Jean

  
  

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Re: [osg-users] Moving 2D graphics on the HUD

2007-03-07 Thread Mihai Radu




If you want to just move the position of a texture on a fixed geometry,
an alternative is to use a TexMat node (texture matrix) that will be
multiplied with the texture coordinates. Updating is done just as
Thibault suggested, with a callback. 
To see it in action check osgtexturerectangle example.

Mihai

Calin Negru wrote:
Thanks!
  
  On 3/6/07, Thibault
Genessay [EMAIL PROTECTED] wrote:
  Hi
Calin

On 3/7/07, Calin Negru 
[EMAIL PROTECTED] wrote:
How
can I get 2D images moving on the screen? I managed to display a
static HUD however I can't figure out how to get the cursor graphics
moving on screen. I took glance at osgcatch but the code is
too complicated (and I'm looking for a quick fix ). 
To set the HUD position on the screen I feed a osg::geometry
object with a coordinates array. Is there a way to move the
geometry position at runtime?



You can just add your geode - the one that contains your
geometry - as a child of a MatrixTransform or
PositionAttitudeTransform. Then moving your HUD around only takes a
change in the Matrix/Vec3-Quat of the transform node. You have to do
this change during the update() phase of the main loop; using an update
callback is probably the best way. Have a look at the osggeometry
example: it has a moving background that uses this technique.

-- 
Thibault

  
  
  
  
-- 
Calin Negru




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Re: [osg-users] SLI

2007-03-05 Thread Mihai Radu

Hi Robert,

I do agree with you that the current state of SLI is geared towards
gamers that want to post their out-of-this world FPS scores ... ignoring
anything else.

Thinking about it, I think a nice direction would be to use a system
like CUDA to do a computation pass on one card, not sure what will
benefit the most, what comes to mind would be particle systems, occluder
geometries  shadow volume extrusion etc ... , that way one card will
prepare vertex data for the second one that does the rendering.
At least the card companies seem to go towards opening up these extensions.

Mihai

Robert Osfield wrote:

Hi Mathieu,

I haven't tried SLI yet, but I have read some docs from NVidia about
getting best performance from SLI and it looks like they don't want to
app to do things like using glViewport which the OSG does, there are a
few other odd cavates.  I suspect NVidia and ATI have various driver
detection hacks to tweak things for games to twist things to their own
rules.

SLI is basically a hack to make single threaded, single graphics
context applications work on two graphics cards.  It's shoddy way to
do things that only can help in fill limited apps.  Its much better to
do this type of management at the scene graph level, something that
the OSG is capable of, and particularily well suited for taking
advantage of multi-core CPU and dual GPU machines.  The only stumbling
block is that the compositing that SLI does is not something that has
extension to support yet, and this I find *very* frustrating.

Personally I'm pretty appalled by the literature that NVidia has
pushed out about SLI, they recommend things like disabling Vsync to
prevent the latency of AFR(alternative frame rendering) from killing
response times, yet never mention about the bad effects it has on
visual quality.  What is the point of being able to double
anti-aliasing for better visual quality if you visual quality is
destroyed by tearing?  Its totally taking the piss, a clear indication
that marketing driods have won the battle.

Its so sad that such great hardware gets sucked off with nonsense like
this, rather than messing around with hacky drivers to get slightly
better frame rates with vsync off they should spend their time on
exposing extensions to help us graphics professional make use the best
use of their hardware.

Robert.



On 3/5/07, Mathieu MARACHE [EMAIL PROTECTED] wrote:

Hi all,

I've looked throughout the mail archive for a explicit use of SLI (2
cards for one output) and didn't find any, the only use found is 2
cards 2 outputs.
I did some testing under Windows and Linux and neither tests did have
any noticeable acceleration using any of the SLI modes (AFR or SFR)

Did anybody tried to use OSG in SLI mode and thus was able to have
noticeable acceleration or is this a 'feature' and OSG can't by design
use SLI configurations ?

--
Mathieu
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Re: [osg-users] Shadows and depth component.

2007-03-02 Thread Mihai Radu

Hi Kenneth,

I was curious about this question too, and I did a bit of digging, the 
results:


the following code does the same thing as just creating the texture, so 
you can see it's a float format

osg::Image* image = new osg::Image;
   image-allocateImage(tex_width,tex_height,1,GL_DEPTH_COMPONENT, 
GL_FLOAT);


   osg::Texture2D* texture = new osg::Texture2D;
   texture-setInternalFormatMode(osg::Texture::USE_IMAGE_DATA_FORMAT);
   //texture-setTextureSize(tex_width, tex_height);
   //texture-setInternalFormat(GL_DEPTH_COMPONENT);
  
   texture-setImage(image);

   texture-setShadowComparison(true);
   texture-setShadowTextureMode(Texture::LUMINANCE);
   texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
   texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);

The hex number for the format is 0x1902, after a bit of digging found it 
defined in gl.has

#define GL_DEPTH_COMPONENT0x1902

So the short story is that yes, it is a float 32-bit pixel format.

And it's not quite a newbie question :)

BTW. in the svn version, use the osgShadow nodekit, it gives you the 
same features with ShadowMap as the osgshadow example, and it also has 
ShadowVolume implementation ( more importantly is in active development, 
so it will get better ).


For large-scene shadow mapping, optimizations need to go beyond larger 
maps, here's a small list of the top of my head :
1. use the main camera frustum to clip the scene for the shadow pass ( 
will clip a lot of the terrain some cases, in others it's less efficient)
2. Skew the shadow pass projection to give more importance to texels 
mapped close to the main camera position ( ref. Light-Space Perspective 
Shadow Map [Wimmer05] in Shader X4)
3. Use multiple shadow maps, arranged by partitioning the main camera 
frustum along z-axis (ref. PSSM  in the list)


I hope this helped a bit
Mihai

Sewell, Kenneth R CTR USAF AFRL/SNZW wrote:

I used osgdepthshadow as a guide for implementing shadows in my own
program.  I got the shadows working but I have a question about the
shadow map.  By default what depth is the shadow map?(8-bit, 16-bit,
...)  I'm casting my shadow over a large area and I'm seeing some
banding and other artifacts.  I looked through the OSG code and noticed
GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 and GL_DEPTH_COMPONENT32.  I
did not see any usage of them in the examples though, are they used in
the texture's setInternalFormat() call?  OpenGL gives me an 'invalid
operation' error when I tried them.  Am I on the right track?  Is there
more to it?  I've never tried shadows in OSG (or OpenGL) before so I
apologize for the newbie question.

Ken.
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Re: [osg-users] Windows Vista

2007-02-22 Thread Mihai Radu

Hi,

I had problems with Vistan on a MacBook pro, svn compiled fine with 
VS2005(sp1 + patch), but when the viewer was realized, all I got was a 
black screen, and the machine froze (looks like the graphics froze).


I blame ATI and their drivers (using the latest mobility drivers from 
the ati site)


hardware:
Intel Core Duo
ati X1600 mobile 128mb
1.5 Gb ram

Anybody has any experience with vista  ati ?

Cheers
Mihai

Adrian Egli wrote:

Hi,

(1) Windows Vista and OSG works, after we installed the latest graphic 
driver, everything works like on an other windows (xp) machine.


(2) everybody in my country talk about the engery troubles and clime 
change we will go in in the next few years. why should the world go 
using vista? i don't know, or
is the microsoft company powered by the engery like 2u bush. :-) 
Anders do you have some benchmark showing exactly the issue 20% more 
energy conumption using vista compared to xp. so may we can write some 
nice things, i guess there will be some politics being interested in 
such a idee, in switzerland the will add some extra tax / penalties 
for huge energy consumption cars, machnines and so on.


2007/2/21, Anders Backman [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:

Well, if 20% of all windowsXP users switch to vista today, the CPU
energy consumption (even on idle) will go up quite a lot (my
laptop is averaging on 20% doing nothing), the fan is running
constantly, its always warm. So I would say it consumes about
twice as much energy...

This would also make the energyconsumption go up quite a bit.

Not what you would like to see for the world, right?

People will by newer faster machine to cope with VISTA, which will
make the energy consumption go up even higher.

Didn't Bill look at An Inconvenient Truth?

Funny article regarding updating to Vista:

  http://www.theregister.co.uk/2007/02/14/pricey_beta_bugger/
http://www.theregister.co.uk/2007/02/14/pricey_beta_bugger/


/Anders


On 2/21/07, *Gerrick Bivins*  [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:

Our app (VE-Suite) has been running on Vista as usual. We've
installed it on various configs such as a laptop with a 6800
Go card and even a lowly p4 with fx 5200. No problems. The
5200 is using driver 97.46 (which is the only one that
supports the 5200) and the lappy is using the latest and
greatest. biv

 
On 2/21/07, *Gordon Tomlinson*  [EMAIL PROTECTED]

mailto:[EMAIL PROTECTED] wrote:

OpenGL Sucks on Vista right now and direct X is not
much better
 
Thats what we have found any way, Nvidia is hurting on

Vista at this time.
 
As a company we do see Vista a a platform right now, our

customer base wont
touch it for at least 2 years
 


__
/
Gordon Tomlinson
// Email /: [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]/
YIM/AIM/: Gordon3dBrit
/MSN IM /: [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]/
Website/   : www. 3dscenegraph.com
http://3dscenegraph.com/
__


Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival
- */Master Tambo Tetsura/*

 
 




*From:* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]] *On Behalf
Of *Adrian Egli
*Sent:* Wednesday, February 21, 2007 6:29 AM
*To:* osg users
*Subject:* [osg-users] Windows Vista

 
hi


i have a windows vista since yesterday, i will test osg on
it as soon as possible, what are others expirience ?


/Adegli

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-- 




Anders Backman   Email: [EMAIL PROTECTED]

Re: [osg-users] osgShadow::ShadowMap implementation

2007-02-19 Thread Mihai Radu
On Mon, 2007-02-19 at 14:35 +, Robert Osfield wrote:

 Hi Radu,
 
 On 2/19/07, Radu Mihai [EMAIL PROTECTED] wrote:
  I just saw ShadowTexture implementation from svn, I'll look over it and
  maybe get the ShadowMap done following it as a template (looks like the
  place I was got stuck was using different traversal masks for the cull+draw
  traversal).
 
 I've done a basic port of osgdepthshadow to ShadowMap now too, so svn update 
 :-)
 

Saw it :)

Had to wait for a couple of fixes while I was building, but now [ rev.
6238 ] it works very nicely.


 There is still a lot one could do to improve both ShadowTexture and
 ShadowMap, in few key areas:
 
- ability to handle wide range of model types - such as some
 objects with textures,
  some without
 


I have done this before, by using a bool Uniform to control the
texturing. On the first implementation, I had a flag when adding to the
scenegraph. 
As an improvement, I was thinking of testing the models for texturing
( at addition or update ) , I'm not sure if the steps below are
sufficient :
Visit the model, test each Drawable for StateSet-textureAttribute
and set the Uniform accordingly
Any suggestions for some code that does something similar wold be very
welcome.


- what happens when multiple lights are used
 

This should be interesting, and very close to PSSM for 1 light.

- make the same area view dependent so that as you move around a large 
 scene
  the part of the scene that the texture covers moves.
 

When using spotlights this is much easier, as the spot's parameters can
be used.

- use of texture projection that creates a trapezoidal mapping
 rather than a rectangular
  one, I forgot the official name of the technique... the idea is
 create a better balance
  of texels for objects near the eye vs at the far plane.
 

I think there are a couple of names for different implementations of
this [ from GpuGems 1  ShaderX4 ]:
Perspective Shadow Maps [Stamminger02]
Light Space Perspective Shadow Maps [Wimmer04]

 There are also technique specific parameters that one could tweak.
 

Bias for the PolygonOffset and bias for SM look-up come to mind.

 ShadowTechnique is never going to be that powerful, ShadowMap will be
 better, but I expect ShadowVolume and ParallelSplitShadowMap to be the
 real high quality solutions.  Each of these different techniques will
 have their own strong points/weaknesses.
 
 Since we now have two image based ShadowTechniques checked in I'm
 hoping that it won't take much more to add support for
 ParallelSplitShadowMap.
 
 Robert.
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-- 
Mihai Radu [EMAIL PROTECTED]
Critical Mass Labs


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RE: [osg-users] osgShadow::ShadowMap implementation

2007-02-19 Thread Mihai Radu
Hi,

The SVN version compiles  works very nice (Fedora 6).

About the clipping for SM creation; if we could get the shadowers
clipped by the main view frustum, and then use the bounding box of this
for adjusting the SM camera, it would make a big improvement for SM
anti-aliasing. With the current method, adding in a shadow-casting
terrain makes the part of SM used close to the main camera very small,
therefore very jaggy.

On the subject of texturing control, for the simulation at work I wrote
a little ShadingHelper, that applies shaders ( with sources taken from
lua config files), and applies them according to an [enum] criteria to
selected parts of our scene. Right now we are distinguishing between
regular 3D objects, particle systems and text (this one has a NULL
Program on it).

I think this is the beginning for more control for shading in osg, it
could be used to delegate the creation and storage of shading programs
and uniforms for the rest of the application. Then if below a certain
node there's a need for a specific program something like this could be
called:

ShadingHelper::setShadingProgram((osg::Node*)
i_node,ShadingHelper::ShadingProgramType::SHADOWED_TEXTURED);

for uniforms I can call something like this:

ShadingHelper::setShadingValue((osg::Node*) i_node,
(std::string)i_uniformName, class T value);

Some ideas on the things a general design should accomplish would be
very welcome.

Cheers
Mihai

On Mon, 2007-02-19 at 13:04 -0500, Martin Tapp wrote: 

 Hi,
  
 I think that going for the alternative of querying the scene is a
 great way to go. This way, we would be able to construct various
 shaders dynamically based on the requirements of scene nodes. Some
 shaders would to shadow and some wouldn't. This would also help to
 have full scene shaders which go down to the geometry level for
 specific effects. The big problem is the management of such a shader
 interface since we can only have one main method, and determining
 the requirements of the scene can be complex/slow is not done well.
 (just my 2 cents!)
  
 Regards,
  
 Martin
 
 
 __
 
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robert
 Osfield
 Sent: Monday, February 19, 2007 12:43 PM
 To: osg users
 Subject: Re: [osg-users] osgShadow::ShadowMap implementation
 
 
 
 Hi Mihai,
 
 On 2/19/07, Mihai Radu [EMAIL PROTECTED] wrote: 
 
 Saw it :)
 
 Had to wait for a couple of fixes while I was building, but
 now [ rev. 6238 ] it works very nicely. 
 
 
 
 So does the latest SVN version compile fine?  If not point me at the
 errors. 
 
 
 
 I have done this before, by using a bool Uniform to control
 the texturing. On the first implementation, I had a flag when
 adding to the scenegraph. 
 As an improvement, I was thinking of testing the models for
 texturing ( at addition or update ) , I'm not sure if the
 steps below are sufficient :
 Visit the model, test each Drawable for
 StateSet-textureAttribute and set the Uniform accordingly
 Any suggestions for some code that does something similar wold
 be very welcome. 
 
 
 
 I was thinking about having a uniform too, or simply a default texture
 to inherit.  The other alternative is to go an query how the scene
 graph is set up and apply different shaders.  This starts to get
 rather intrusive. 
  
 
 This should be interesting, and very close to PSSM for 1
 light. 
 
 
 It should be relatively straight forward - just multiple cameras, and
 multiple textures, and different shaders to cope with the different
 needs.
  
 
 When using spotlights this is much easier, as the spot's
 parameters can be used. 
 
 
 I have a few thoughts on creating convex hulls around the shadow
 casting model, then clipping this by a frustum created by enclosing
 the light position with the view frustum.  One could add in spot light
 cone into this clipping as well.  Then once you have your tightest
 bound convex hull you can estimate the best fit projection required to
 capture it. 
  
 
 I think there are a couple of names for different
 implementations of this [ from GpuGems 1  ShaderX4 ]: 
 Perspective Shadow Maps [Stamminger02]
 Light Space Perspective Shadow Maps [Wimmer04] 
 
 
 
 Sounds about right.  Perspective Shadow Maps title is a bit misleading
 as a title as the tex gen is perspective based when you have a
 position light anyway, not even sure Light Space Perspective Shadow
 Maps is very appropriate either... 
  
 
 Bias for the PolygonOffset and bias for SM look-up come to
 mind.  
 
 
 Feel free to add this methods to osgShadow.
 
  Robert.
 
 
 
 
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Re: [osg-users] osgShadow::ShadowMap implementation

2007-02-19 Thread Mihai Radu

Hi Robert,

Thanks again for getting SM started.

While playing around with the example, I noticed that if using 
--directionalLight, the code to re-calculate the RTT frustum would  
not do it's job( lightpos[3] == 0.0), for now I included a small patch 
to the example that cheats a bit by setting lightpos[3] = 1.0f in this case.


Cheers
Mihai

Robert Osfield wrote:
On 2/19/07, *Mihai Radu* [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED] wrote:


The SVN version compiles  works very nice (Fedora 6).


Thanks for the feedback.

About the clipping for SM creation; if we could get the shadowers
clipped by the main view frustum, and then use the bounding box of
this for adjusting the SM camera, it would make a big improvement
for SM anti-aliasing. With the current method, adding in a
shadow-casting terrain makes the part of SM used close to the main
camera very small, therefore very jaggy.


To make ShadowMap and ShadowTexture more usable in real apps we have 
implement better set up of the RTT cameras/shadow texture so that its 
view dependent.  The funding I have for osgShadow doesn't encompass 
this though, its focused on ShadowVolume so this is where I'll be 
spending my efforts so I'll have to come back to ShadowMap later.


In March I'll be doing some work on view dependent OverlayNode, and 
this will require similiar view frustum constrained RTT set up, so 
once I've written this we should be able to reuse the various utility 
classes that I put together in ShadowMap and ShadowTexture.


On the subject of texturing control, for the simulation at work I
wrote a little ShadingHelper, that applies shaders ( with
sources taken from lua config files), and applies them according
to an [enum] criteria to selected parts of our scene. Right now we
are distinguishing between regular 3D objects, particle systems
and text (this one has a NULL Program on it).

I think this is the beginning for more control for shading in osg,
it could be used to delegate the creation and storage of shading
programs and uniforms for the rest of the application. Then if
below a certain node there's a need for a specific program
something like this could be called:

ShadingHelper::setShadingProgram((osg::Node*)
i_node,ShadingHelper::ShadingProgramType::SHADOWED_TEXTURED);

for uniforms I can call something like this:

ShadingHelper::setShadingValue((osg::Node*) i_node,
(std::string)i_uniformName, class T value);

Some ideas on the things a general design should accomplish would
be very welcome.


I don't really have any ideas on this topic off the top of my head, 
and certainly needs a clear head to think about so I'll have defer my 
contributions on such topics till my working life settles down a bit 
more .i.e less 12 hours days...


Robert.


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Index: ../examples/osgshadow/osgshadow.cpp
===
--- ../examples/osgshadow/osgshadow.cpp (revision 6239)
+++ ../examples/osgshadow/osgshadow.cpp (working copy)
@@ -567,7 +567,7 @@
 }
 else
 {
-lightpos.set(0.5f,0.25f,0.8f,0.0f);
+lightpos.set(0.5f,0.25f,10.8f,1.0f);
 }
 
 
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Re: [osg-users] osgShadow::ShadowMap implementation

2007-02-15 Thread Mihai Radu
Hi Robert,

I'm having problems even allowing for a static light, so I don't need to
grab the updated position.
How do I add the PRE_RENDER [ to RTT ] Camera ? Adding a Group as the
SceneData, then adding ShadowedScene and Camera does not work :

osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new
osgShadow::ShadowedScene;

#if 0
osg::ref_ptrosgShadow::ShadowVolume shadowVolume = new 
osgShadow::ShadowVolume;
shadowedScene-setShadowTechnique(shadowVolume.get());
shadowVolume-setDynamicShadowVolumes(updateLightPosition);
#else
osg::ref_ptrosgShadow::ShadowMap shadowMap = new osgShadow::ShadowMap;
shadowedScene-setShadowTechnique(shadowMap.get());
//shadowedScene-addChild(shadowMap-getCamera());
#endif
osg::ref_ptrosg::LightSource ls = new osg::LightSource;
ls-getLight()-setPosition(lightpos);

shadowedScene-addChild(model.get());
shadowedScene-addChild(ls.get());

osg::ref_ptrosg::Group grp = new osg::Group;

grp-addChild(shadowedScene.get());

grp-addChild(shadowMap-getCamera());

viewer.setSceneData(grp.get());


Any help appreciated
Mihai

On Tue, 2007-02-13 at 22:11 +, Robert Osfield wrote:

 Hu Mihai,
 
 To get the position of the light source you do what the
 osgShadow::ShadowVolume technique does and let the traversal happen
 for the scene then get the PositionalStateContainer from the
 RenderStage that the cull traversal has populated, then build the view
 and projection matrix according to this position.
 
 Robert.
 
 On 2/13/07, Mihai Radu [EMAIL PROTECTED] wrote:
  Hello Robert,
 
  I've been trying to implement osgShadow::ShadowMap, using the old
  osgdepthshadow as a starting point.
 
  I am attaching ShadowMap[.cpp] and testShadow.cpp[ based on osgshadow
  example ].
 
  I hit a bit of a wall, and here are some of the points I'm not very
  clear on:
 
  1. there is a Camera[PRE_RENDER] to RTT the depthMap, it's viewFrustum
  needs to be updated according to the light, but where is the appropriate
  call-back for it in the Update or in the Cull traversals ??
  2. same for TexGenNode for applying the said depthMap
  3. how do I add the Camera to the rendering ? (if I add it to
  ShadowedScene, there is a loop, since the sceneData of the Camera is
  ShadowedScene)
  4. where is appropriate to add the TexGenNode (ShadowedScene seems like
  the candidate) ?
 
  Right now I've turned off the depth comparing on the depthMap to see
  what is happening, and all I get is a black rectangle.
 
  I've looked through the code for ShadowVolume, and I see you do some
  magic with the renderBins in Cull traversal, but I can't quite figure if
  I need to do something similar (I guess because I don't quite get what
  is happening there :)
 
  I would really like to have this going, then I could use the nodeKit
  with the application we are working on ( I'll have to back-port it to
  osg 1.2, but that's not a big deal if I exclude ShadowVolume technique).
 
  Regards
  Mihai Radu
  
  cm-labs.com
 

-- 
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Critical Mass Labs
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Re: [osg-users] osgProducer Viewer window disappears

2007-02-14 Thread Mihai Radu

Hi,

I have seen this kind of behavior with our application based on 
osgProducer, it only appears when there is quite a bit of mouse activity.


Robert Osfield wrote:

Hi Julian,

I haven't heard of windows just disappearing but perhaps others in the
community will have seen it.

A few questions.

   Which platform are you working under?


WinXP sp2 [current patches]

   What hardware?


Nvidia 7900 GT 256 Mb pciE, drivers # 93.71

   What version of the OSG?


osg 1.2

   Is this a recent problem?


only noticed in the latest app, that uses osg 1.2

   Does the application crash at all?


The application is WxWidgets based, and it creates osgProducer thread[s]

The application does not crash immediatelly, next time it will happen, I 
will try to restart the 3D window.
   If its a hang have you been able to stop execution in a debugger to 
find out

   where its hung?


Next crash I'll try to get some stack trace.

Robert.


Hope this helps
Mihai Radu


On 2/14/07, Julian Looser [EMAIL PROTECTED] wrote:

Hello,

I realise there has been a lot of development recently on new viewer
classes for OSG, however for my project I am still using
osgProducer::Viewer. I am working on an interface evaluation that is
nearly complete. I have developed a user interface with OSG but I have
encountered a serious problem. The viewer window occasionally completely
disappears leaving only the console window active. The program is still
running (can see it in Task Manager) but the window is gone.

I've noted that this happens only when I am doing a lot of mouse input
processing. I am using my own subclass of osgGA::GUIEventHandler to
process input events. When I get a mouse move/push/release event I use
the viewer.computeIntersections(x,y,hits) function to work out which
interface component the user is interacting with. Right now I don't know
where the problem lies, so this is a broad question of whether anyone
else has had this sort of thing happen. If nobody has any ideas then I
will try to track it further and form some more detailed questions.

Thanks in advance,
Julian.
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[osg-users] osgShadow::ShadowMap implementation

2007-02-13 Thread Mihai Radu

Hello Robert,

I've been trying to implement osgShadow::ShadowMap, using the old 
osgdepthshadow as a starting point.


I am attaching ShadowMap[.cpp] and testShadow.cpp[ based on osgshadow 
example ].


I hit a bit of a wall, and here are some of the points I'm not very 
clear on:


1. there is a Camera[PRE_RENDER] to RTT the depthMap, it's viewFrustum 
needs to be updated according to the light, but where is the appropriate 
call-back for it in the Update or in the Cull traversals ??

2. same for TexGenNode for applying the said depthMap
3. how do I add the Camera to the rendering ? (if I add it to 
ShadowedScene, there is a loop, since the sceneData of the Camera is 
ShadowedScene)
4. where is appropriate to add the TexGenNode (ShadowedScene seems like 
the candidate) ?


Right now I've turned off the depth comparing on the depthMap to see 
what is happening, and all I get is a black rectangle.


I've looked through the code for ShadowVolume, and I see you do some 
magic with the renderBins in Cull traversal, but I can't quite figure if 
I need to do something similar (I guess because I don't quite get what 
is happening there :)


I would really like to have this going, then I could use the nodeKit 
with the application we are working on ( I'll have to back-port it to 
osg 1.2, but that's not a big deal if I exclude ShadowVolume technique).


Regards
Mihai Radu

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#include osg/ArgumentParser

#include osg/LightModel
#include osg/Depth
#include osg/BlendFunc
#include osg/Camera
#include osg/Stencil
#include osg/StencilTwoSided
#include osg/CullFace
#include osg/Geometry
#include osg/Switch

#include osgGA/TrackballManipulator
#include osgGA/FlightManipulator
#include osgGA/DriveManipulator
#include osgGA/KeySwitchMatrixManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/TerrainManipulator
#include osgGA/AnimationPathManipulator
#include osgGA/StateSetManipulator

#include osgViewer/Viewer
#include osgViewer/StatsHandler

#include osgShadow/OccluderGeometry
#include osgShadow/ShadowedScene
#include osgShadow/ShadowVolume
#include osgShadow/ShadowMap

#include osgDB/ReadFile
#include osgDB/WriteFile

#include osg/Geode
#include osg/BlendFunc

#include iostream

class ComputeBoundingBoxVisitor : public osg::NodeVisitor
{
public:
ComputeBoundingBoxVisitor():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
}

virtual void reset()
{
_matrixStack.clear();
_bb.init();
}

osg::BoundingBox getBoundingBox() { return _bb; }

void getPolytope(osg::Polytope polytope, float margin=0.1) const
{
float delta = _bb.radius()*margin;
polytope.add( osg::Plane(0.0, 0.0, 1.0, -(_bb.zMin()-delta)) );
polytope.add( osg::Plane(0.0, 0.0, -1.0, (_bb.zMax()+delta)) );

polytope.add( osg::Plane(1.0, 0.0, 0.0, -(_bb.xMin()-delta)) );
polytope.add( osg::Plane(-1.0, 0.0, 0.0, (_bb.xMax()+delta)) );

polytope.add( osg::Plane(0.0, 1.0, 0.0, -(_bb.yMin()-delta)) );
polytope.add( osg::Plane(0.0, -1.0, 0.0, (_bb.yMax()+delta)) );
}

void getBase(osg::Polytope polytope, float margin=0.1) const
{
float delta = _bb.radius()*margin;
polytope.add( osg::Plane(0.0, 0.0, 1.0, -(_bb.zMin()-delta)) );
}

void apply(osg::Node node)
{
traverse(node);
}

void apply(osg::Transform transform)
{
osg::Matrix matrix;
if (!_matrixStack.empty()) matrix = _matrixStack.back();

transform.computeLocalToWorldMatrix(matrix,this);

pushMatrix(matrix);

traverse(transform);

popMatrix();
}

void apply(osg::Geode geode)
{
for(unsigned int i=0; igeode.getNumDrawables(); ++i)
{
apply(geode.getDrawable(i));
}
}

void pushMatrix(osg::Matrix matrix)
{
_matrixStack.push_back(matrix);
}

void popMatrix()
{
_matrixStack.pop_back();
}

void apply(osg::Drawable* drawable)
{
if (_matrixStack.empty()) _bb.expandBy(drawable-getBound());
else
{
osg::Matrix matrix = _matrixStack.back();
const osg::BoundingBox dbb = drawable-getBound();
if (dbb.valid())
{
_bb.expandBy(dbb.corner(0) * matrix);
_bb.expandBy(dbb.corner(1) * matrix);
_bb.expandBy(dbb.corner(2) * matrix);
_bb.expandBy(dbb.corner(3) * matrix);
_bb.expandBy(dbb.corner(4) * matrix);
_bb.expandBy(dbb.corner(5) * matrix);
_bb.expandBy(dbb.corner(6) * matrix);
_bb.expandBy(dbb.corner(7) * matrix);
}
}
}

protected:

typedef std::vectorosg::Matrix MatrixStack;

MatrixStack _matrixStack;
osg::BoundingBox_bb;
};



osg::Camera* makeHud(osg

Re: [osg-users] shadows with shaders

2007-02-12 Thread Mihai Radu
I completely agree with Robert that managing shadows needs to be done at 
(way)more high-level than the card.


Shaders come in when looking at the details of applying the shadows, or 
(before that step) at the creation of the data needed (shadow maps, edge 
finding[potential with the new geometry shaders]).


One slight difficulty I hit when working with shaders, shadows and OSG, 
is managing the Uniforms used for parameters in the shaders (some need 
to be applied on per-object basis, but the only link with the GLSL 
representation that will reside in ShadowTechnique is the name used ) 
and the Varying used to pass interpolated parameters from Vertex to 
Pixel stages (this is a bit of hardware restrictions getting in the way 
when using spotlights in my case).


If you have any practical questions, fire away :)

Mihai Radu

Robert Osfield wrote:

Hi Zach,

On 2/8/07, Zach Deedler [EMAIL PROTECTED] wrote:

Hello osg users/developers,

Are there any plans to do shadows using shaders?  I know hardware 
shadowing

is supported on newer video cards.


Many shadow effects are implemented with shaders, the osgdepthshadow
example is based on GLSL.

As far as I'm aware hardware shadowing doesn't exist in the form
that you are probably hoping for, I don't know of any future plans
either.  There are various extension to help optimize existing high
level shadow routines such as shadow maps and two sided stencil tests,
but this are are very low level components.

Shadowing will be for a long time something that requires the scene
graph to manage at a high level - you need to control the light
sources, the occluders and the shadow scene all in special ways.  For
the hardware to do all what is required will require the hardware to
effectively have a high level representation of the scene.

Robert.
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Re: [osg-users] Multiple shaders and RTT

2006-11-27 Thread Mihai Radu

Hi Brian,

A couple of pointers that come to mind for your case:

1. to control the rendering order you can use RenderingBin numbering. 
For pre-render, your best bet is to use negative numbers, with the 
CameraNode you intend to be first having the lowest RenderBin nr.


2. When you attach the texture as RenderTarget, make sure you can pass 
the [Texture]object out of that particular function, so you'll be able 
to use it in the next pass for texturing. Here is a matter of being 
careful with ref_pointer, if you're using them, so that the texture does 
not get dereferenced at the end of that call, also it's nice to use the 
same TextureUnit, I think that will avoid making copies of it. (Of 
course you'll need to have TexCoords for the quad on the second pass, I 
assume you set them per-vertex at creation time).


Cheers
Mihai Radu

[EMAIL PROTECTED] wrote:

Hi Robert,

I understand about reviewing the code.  I only included it in case it might 
prove helpful.


Anyway, while I haven't gotten this to work just yet, I have managed to 
confirm a few things.


Separately, both CameraNodes can be added and render their respective 
textures fine, so I know that they are set up correctly in that regard.


I've set up a quad osg::geometry and have added it to the camera node and 
have associated a texture with it for test purposes.


CameraNode1 - quad with test texture
  |
  |-- CameraNode2 - cow node attached


When I render my final quad using CameraNode1's RTT texture, it correctly 
displays the rendered textured quad.


However, I am assuming that in order to render the quad's texture with 
CameraNode2's rendered scene, I would need to use the texture associated 
with CameraNode2's texture that is attached to its FBO for RTT.



CameraNode1 - quad with CameraNode2's rendered texture
  |
  |-- CameraNode2 - cow node attached


When I try this approach, I see a black square.

Both camera nodes are set to PRE_RENDER.

Thanks,
Brian

  


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Re: [osg-users] CVS rename of osg::CameraNode - osg::Camera

2006-11-27 Thread Mihai Radu

Hi Robert,

It's nice to see that CameraNode [oops osg::Camera from now on ] is 
being developed, I quite enjoyed using it, however I have some snags 
that I hit while trying to use it and I would really appreciate some 
pointers


Here are the snags hit while playing a bit with Camera[Node]:

1. When trying to use it as a main render camera(s) for my app, I 
couldn't because I need to have the option of multiple windows. Here I 
don't know how to integrate it with osgProducer, RederSurface etc ...


2. I tried to make a 'mounted camera' [ something like a security cam 
etc... ], have a Camera[Node] attached to the transform of a node in the 
scene with RELATIVE reference frame, so that I could have a camera that 
moves with that object without having to do updates through osgGA 
manipulator.

   Here there were 2 problems:
   - if I attach to the above Camera[Node] the entire scene (as in 
the main scene) to be rendered, I get crashes (I suspect because there's 
a loop in the SceneGraph, but I'm no sure)
  - the view from this Camera[Node] is being influenced by 
manipulations of the main camera, ruining the whole effect


Cheers
Mihai Radu

Robert Osfield wrote:

Hi All,

I have just checked into CVS a bit more work on the road to the new
osgViewer library, as part of this work I have renamed osg::CameraNode
to osg::Camera.  This change could break the CVS build so please be
weary, I've tried to dot all the i's and cross all the t's but there
is always I chance I've missed something.  Please test and shout if
something is amiss and I'll get to it ASAP.

The motivation for the name change is the dual role that osg::Camera
will have - one also a node in the scene graph for HUD's, RTT and
special effects work, and a second role as camera above the scene
graph at the viewer/application level - for the later role the
osg::CameraNode name is rather out of place.

I have left the include/osg/CameraNode header in place with an typedef
osg::Camera CameraNode to help out with backwards compatibility.  I'll
keep this in place for OSG-1.3, but in the longer term will remove
this file to keep the overall API clean.

Also as part of the new check in are the new osgViewer files,  Scene,
View, Viewer, CompositeViewer and GraphicsWindowProxy.  Now these
files are really just placeholders right now and aren't ready to use
in any way so hold back from playing with them.  In another week or so
I'll set to the task of filling their functionality out, and will talk
much more extensively about where I'm heading with these classes then.

Cheers,
Robert.
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Re: [osg-users] NodeMask numbering with multiple cameras

2006-11-17 Thread Mihai Radu
Hi Tristan, since I was interested in checking out osg::Switch, I 
reworked your example to get the result you wanted:


1: changed how models got added to have only 1 enabled at start
2: in the main loop, I changed the logic that does the switch, so it's 
only called when needed


I think this could be an ok tutorial for osg::Switch, so if people find 
it interesting enough we could submit it.


Regards
Mihai

Tristan McMillan wrote:

Hi

Okay the first was a simple error I agree, but even after changing that
too:

Switchg-insertChild(2,model2Node.get());
Switchg-insertChild(1,model1Node.get());

The scene doesn't alternate between the two models for some reason. 
It must be crazy friday or something.


Thanks
Tristan

On Fri, 2006-11-17 at 13:51 +, David Spilling wrote:
  

Firstly, you do this, which I'm sure you don't mean (note the models
you are actually adding).


   Switchg-insertChild(2,model2Node.get());

   Switchg-insertChild(1,model2Node.get ());

Secondly, you do this, which I'm also sure you don't mean (your temp
counter will flicker between true and false) 


 if ( counter  1000)
 {
counter = 0;
temp = !temp;
 }
 else
 {
counter++;
 }



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#include osg/Group
#include osgDB/ReadFile
#include osgDB/Registry
#include osgProducer/Viewer

int main( int argc, char **argv )
{
   osg::Switch *Switchg = new osg::Switch();

   osg::ref_ptrosg::Group rootNode = new osg::Group();

   //osgDB::FilePathList pathList;
   //pathList.push_back(/opt/OpenSceneGraph-Data/models/);
   //osgDB::setDataFilePathList(pathList);
   osg::ref_ptrosg::Node model1Node = osgDB::readNodeFile(cow.osg);
   if (!model1Node)
   {
  std::cout   no model1   std::endl;
  
  abort();
   }
  

   osg::ref_ptrosg::Nodemodel2Node = osgDB::readNodeFile(dumptruck.osg);
   if( ! model2Node)
   {
  std::cout  no model2Node  std::endl;
  abort();
   }



   Switchg-addChild(model1Node.get(),true);
   Switchg-addChild(model2Node.get(),false);
   std::cout   Children:  Switchg-getNumChildren()std::endl; 
   rootNode-addChild(Switchg);

   osgProducer::Viewer viewer;
   viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
   viewer.setSceneData( rootNode.get() );
   viewer.realize();

   int counter = 0;
   bool switchModels = false;
   int currentModel = 1;
   while( !viewer.done() )
   {
  viewer.sync();
  viewer.update();


 if ( counter++  1000)
 {
counter = 0;
switchModels = true;
 }
 if (switchModels == true )
 {
 if (currentModel == 1)
 {
Switchg-setSingleChildOn(1);
currentModel = 2;
}
 else
 {
Switchg-setSingleChildOn(0);
currentModel = 1;
}

switchModels = false;

 }
 std::cout   Counter:   counter   Current child:   
currentModel-1  Value:  Switchg-getValue(currentModel-1)  std::endl;
  // fire off the cull and draw traversals of the scene.
  viewer.frame();
   }

   // wait for all cull and draw threads to complete before exit.
   viewer.sync();

   return 0;
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[osg-users] Re: Fedora Core 4 packages of OSG 1.2

2006-10-31 Thread Mihai Radu
On Tue October 31 2006 09:21, Robert Osfield wrote:
 On 10/31/06, Robert Osfield [EMAIL PROTECTED] wrote:
  Hi Don,
 
  On 10/31/06, Eric Sokolowsky [EMAIL PROTECTED] wrote:
   A while back I uploaded some OSG 1.2 packages for Fedora Core 4. Did
   these ever make it to the download page?
 
  I'm afraid not, thanks for the reminder though, I'll need to update them.

 I'm just looking at the .rpm's on the ftp upload directory:

 OpenSceneGraph-1.2-2.i386.rpm
 OpenSceneGraph-debuginfo-1.2-2.i386.rpm
 OpenSceneGraph-devel-1.2-2.i386.rpm
 OpenSceneGraph-examples-1.2-2.i386.rpm
 OpenThreads-1.2-2.i386.rpm
 OpenThreads-devel-1.2-2.i386.rpm
 Producer-1.2-2.i386.rpm
 Producer-devel-1.2-2.i386.rpm

 I was a bit suprised to see the OpenThreads and Producer versions
 tagged with the OSG release number rather than their own release
 numbers.

 Would renaming them be sufficient? Would they still work?


 Robert.

The version numbers are usually pulled out of the .spec file from the source 
rpm (.srpm).

Just renaming the .rpm files will not change the way that rpm will try to 
solve dependencies when they are installed.

If Eric can post the .spec file(s) or the source rpm, and assuming they are 
generated out of the sources on the websile, I can fix the version numbers 
and regenerate a set for Fedora5 (what I currently have). 
The .spec files can then be used to re-generate for other red-hat versions. 

-- 
Mihai Radu
cm-labs.com
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[osg-users] Re: NVPerfSDK for Linux

2006-10-20 Thread Mihai Radu
Thanks for the heads-up. 
I was looking into doing some performance testing, but having to reboot in win 
made it one of those 'I'll get to it tommorow' kind of jobs :)


-- 
Mihai Radu
cm-labs.com

On Fri October 20 2006 08:10, Donald Tidrow wrote:
 There are finally official versions of the NVPerfSDK available for
 Linux, both 32-bit and 64-bit versions.  You have to install an special
 instrumented driver, but it provides access to performance counters
 available on the latest NVIDIA graphics cards (GeForce 6xxx and 7xxx
 cards primarily, though there is some limited support in GeForceFX
 cards).

 Details and downloads here:

 http://developer.nvidia.com/object/nvperfkit_home.html

 Don
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[osg-users] Multiple pass rendering problem

2006-10-13 Thread Mihai Radu
I am trying to add osgDepthShadow code 

   - uses CameraNode with PRE_RENDER to fbo, then adds this node to the scene 

to an existing osg application 

  - uses Producer::CameraConfig and creates the config for possibly multiple 
windows by creating a set of Producer::Camera each with 
Producer::RenderSurface and Producer::InputArea

and I think there's a problem in that the CameraNode does not seem to be 
rendering.

Can these 2 set-ups for the cameras be mixed, or do I need to use only 
CameraNodes or only Producer::Camera ?

-- 
Mihai Radu
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[osg-users] Re: Multiple pass rendering problem

2006-10-13 Thread Mihai Radu
To answer my own question: 
I was not adding the CameraNode to the scenegraph, so it was not getting 
rendered -- DUH

The question is still valid:
how does a PRE_RENDER or NESTED_RENDER CameraNode behaves in a multiple-camera 
(Producer::Camera) application ?

Thanks

-- 
Mihai Radu
cm-labs.com

On Fri October 13 2006 13:04, Mihai Radu wrote:
 I am trying to add osgDepthShadow code

- uses CameraNode with PRE_RENDER to fbo, then adds this node to the
 scene

 to an existing osg application

   - uses Producer::CameraConfig and creates the config for possibly
 multiple windows by creating a set of Producer::Camera each with
 Producer::RenderSurface and Producer::InputArea

 and I think there's a problem in that the CameraNode does not seem to be
 rendering.

 Can these 2 set-ups for the cameras be mixed, or do I need to use only
 CameraNodes or only Producer::Camera ?

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[osg-users] osgShadow wiki page

2006-10-13 Thread Mihai Radu

I've added a section for regular depth-shadows and uploaded a re-worked version of the example.

Just realized I forgot to add a main program, so here's how to use the classes:

	// initial set-up
	mShadow = new osg::osgSceneManager;
	if (arguments.read(-fixed))
	{
	mShadow-getShadowUtil()-setExtensionType(osg::osgDepthShadow::shadowExtensionFixedFunct);
	}
	mShadow-initializeSceneDefaults();

// add things to scene like this
//		inShadow does nothing for now, shadows get applied to everything
addToScene(osg::Node* node,bool occluder=true, bool inShadow=true);


scene = mShadow-getSceneRootInstance().get();

// standard from here on:
viewer-setSceneData(scene);

I hope this helps pushing the shadow library a bit forward.
-- 
Mihai Radu
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[osg-users] Re: Texturing an OSG model

2006-10-12 Thread Mihai Radu
On Thu October 12 2006 01:53, Schmidt, Jerran (Student) wrote:
 Hi,

 I have been working with OSG briefly and was wondering:

 I have a model that I have exported to .osg format, this model is a wall
 with named panels on it. They are exported with a default bitmap
 textures so looking at the osg file yeilds:

 MatrixTransform {
 ...
   name panel1
 ...
   Geode {
 ...
   textureUnit 0 {
 ...
   Texture2D {
 ...
   file images\default.tga
 ...

 If I load a osg::glTexture2D, how do I load this to a particular panel
 on the model at runtime?

 I have loaded the models like:

 osg::Node *modelNode;
 modelNode = osgDB::readNodeFile( argv[1] );

Sorry about the pseudo-code, but the process is:

The skeleton would be this:
- find the panel you're looking for
start with modelNode
check all children (recursive) for the name of the panel
- add the texture2D to it
mState = mNode-getOrSetStateSet()
mState- (  ... activate the new texture [maybe texUnit 1 ]  ...  )
mState- ( . set state ti OVERRIDE / PROTECTED  )
See this site for more 

 Thanks!

 Jerran Schmidt
 Command  Control Division (C2D)
 Defence Science and Technology Organisation (DSTO)
 PO Box 1500 Edinburgh SA 5111
 Office: 2.D.31, 205 LABS
 Phone: (08) 8259 7554
 Fax: (08) 8259 5624
 Email: [EMAIL PROTECTED]

 IMPORTANT: This email remains the property of the Australian Defence
 Organisation and is subject to section 70 of the CRIMES ACT 1914.  If
 you have received this email in error, you are requested to notify the
 sender and delete the email.

-- 
Mihai Radu
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[osg-users] Re: Texturing an OSG model

2006-10-12 Thread Mihai Radu
Oops ... 

Here's a very good site with the kind of code you want:

http://www.nps.navy.mil/cs/sullivan/osgtutorials/

On Thu October 12 2006 01:53, Schmidt, Jerran (Student) wrote:
 Hi,

 I have been working with OSG briefly and was wondering:

 I have a model that I have exported to .osg format, this model is a wall
 with named panels on it. They are exported with a default bitmap
 textures so looking at the osg file yeilds:

-- 
Mihai Radu
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Re: [osg-users] CameraNode PIXEL_BUFFER/-_RTT fails for Release builds under WIndows

2006-09-27 Thread Mihai Radu
On Thursday 21 September 2006 08:41, Stephan Maximilian Huber wrote:
 I know, that the ATI-driver for my MacBookPro under windows is crappy,
 and does not support PixelBufferObjects so the CameraNode falls back to
 pbuffers, but why do they work onyl in debug-mode?

 Thanks in advance,

 Stephan

You can always install the newest driver from ATI on the MBp, there is nothing 
custom about the GPU in it.

Hope this helps narrow your debugging.

-- 
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Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-19 Thread Mihai Radu
Hi Adrian,

I'm currently working on depthShadow code, but not (yet :) partitioned, so I'm 
dealing with similar issues.
I took a quick look @ the code you posted, and seems to be working ok.

 What kind of help did you have in mind ?

-- 
Mihai Radu
cm-labs.com

On Monday 18 September 2006 10:48, Robert Osfield wrote:
 Hi Adrian,

 I don't have time to dabble right now, but pehaps others do.  Could you
 provide a link to further information on the algorithm you are using, also
 set up a page for this work on the community section of the wiki under the
 NodeKit seftion, this way you can update the source and screenshots etc
 without needing to send everything into the list.

 Cheers,
 Robert.

 On 9/18/06, Adrian Egli [EMAIL PROTECTED] wrote:
  hi i am currently implementing PSSM shadowing technic for osg. who likes
  to help me.
 
  try out the latest state of the implementation.
 
  /adegli
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Re: [osg-users] problem with 1.2 and openflight models on mac

2006-09-14 Thread Mihai Radu
I have been installing the frameworks and plugins in:
~/Library/Frameworks
~/Library/Frameworks/PlugIns (not sure about the capitalization here)
and everything is getting picked-up properly.

-- 
Mihai Radu
cm-labs.com

On Wednesday 13 September 2006 22:11, E. Wing wrote:
 As far as I know, nothing was supposed to change wrt the plugins locations.

 I just tested the freetype plugin and it stills seems to be picked up from
 /Library/Applications Support/OpenSceneGraph/PlugIns

 If you are on a case sensitive file system, make sure the 'I' in
 PlugIns is captialized. But I don't think it should matter if you're
 not.


 Maybe it is something specific to the OpenFlight plugin? Or maybe
 something changed in osgViewer?

 -Eric
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Re: [osg-users] RenderBin Error

2006-09-14 Thread Mihai Radu
Hi,

I'm getting the same errors with 1.2 while playing with depth-shadow FBO. It 
shows up when accessing the texture set up as  GL_DEPTH_COMPONENT with a 
Texture2D sampler and texture2D(unit, gl_coords[0]) function. The error does 
not show up if I use Shadow2D sampler and shadow2D() access function.

I suspect that the compiler for GLSL is more strict about matching the 
samplers used with the declared format of the texture.
Check for any inconsistencies between the shaders and application in regards 
with texture access.

It would be nice if osg::setNotifyLevel(); could enable more information from 
the GLSL compiler to be able to trace more of these errors, or just have more 
info coming in from it to help with shader development.

Hope this helps.

-- 
Mihai Radu
cm-labs.com

On Wednesday 13 September 2006 22:07, [EMAIL PROTECTED] wrote:
   I upgraded to OSG 1.2 today.  I am now consistently getting the following
 error message whenever I use FBO's:

  Warning: detected OpenGL error 'invalid operation' after
 RenderBin::draw(,)

  I would get this occasionally (1% of the time) with v1.1 but now I am
 getting it EVERY time with v1.2.  I assume there is something that I am
 doing wrong, but as I see no problems with the rendered scene, I was
 wondering what types of operations could be causing this or what I could do
 to attempt to track it down.  Particularly, what operations would cause an
 error on the FBO that wouldn't cause an error for a normally rendered
 scene? Were there any changes to the RenderBin which would cause v1.2 to
 catch an error that v1.1 would not consistently catch?  Any help would be
 appreciated!

  Thanks!



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Re: [osg-users] Re: OpenSceneGraph-1.2 Release prep

2006-09-11 Thread Mihai Radu
For me setting this in my environment:
 setenv OSG_TEXT_INCREMENTAL_SUBLOADING OFF
does take care of the font rendering related crashes.

Since it's OSX, I have it both in my .bash_profile for console apps, and in 
~/.MacOS/environment.plist

In other poking around I've done, osgprecipitation runs so slow, I  
first thought it had frozen. But it responded after about a minute to  
escaping out of the program.

Mac Book Pro
osx 10.4.7
i686-apple-darwin8-gcc-4.0.1 (GCC) 4.0.1 (Apple Computer, Inc. build  
5363)
-- 
Mihai Radu
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On Monday 11 September 2006 10:01, Robert Osfield wrote:
 On 9/11/06, Robert Osfield [EMAIL PROTECTED] wrote:
  This leaves the reported build problems under OSX with certain
  combinationes of gcc and the OS version.  I couldn't see any final
  resolution to the thread that started on thelist but ended up off it, so
  I'll bring it back onto the list now, could OSX'rs test out and try to
  find some resolution to what #ifdef combination in include/osg/Math will
  do the trick.

 Has anyone made an more progress towards resolving these problems?  I'll
 wait another hour, then go ahead a make 1.-2-rc3.

 Robert.

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Re: [osg-users] Fragment shader question - somewhat off topic - sorry

2006-09-11 Thread Mihai Radu
 I am quite interested in the management of the texture units also, since I'm 
doing work with depthshadows, and I have to take into account that the 
objects that get shadowed might have textures enabled on them. This becomes 
even more complicated if I consider adding bump-mapping or normal mapping to 
some of the objects. Therefore a variable number of texture units can be 
active.

 Currently, osgdepthshadow uses an uniform variable, I think it's 
called 'unit', to choose between fragment shaders that apply shadow for a 
textured or untextured object. In this implementation, if the scene uses 
textures, the depth-map for the shadow is created on texUnit 1, using texUnit 
0 for textures; otherwise only texUnit 0 is used for generatig the depth map.

 Roger, you can look at the code in osgdephshadow.cpp for the code. The parts 
that I was talking about are in main() and in the shader code.

 Is there any place to start looking for management of textures and texture 
units ? I'm not sure if this would be at the viewer level or at the 
scenegraph level. 
 What would make me very happy would be something that could allow me to 
manage not just the texture objects within OSG, but also to have the ability 
to controll where they are stored also, in GPU ram or in system memory.

-- 
Mihai Radu
cm-labs.com

On Monday 11 September 2006 13:12, Mike Weiblen wrote:
 Hi Roger,

 Roger James wrote:
  I apologise in advance for this being somewhat off topic, but this was
  the best place I could think of for a quick answer.
 
 
  Q. In an OpenGL fragment shader program, how do I find out which texture
  units are currently active?

 If by active, you mean they're enabled for fixed-functionality texturing,
 then no, there is not a built-in GLSL uniform to query the
 fixed-functionality enable state of texture units.

  The reason I ask this is that I am trying to add a procedural texture to
  part of my scene graph. Other built in functionality texture units may
  well also be active at this point.
 
  Because the fragment shader replaces all the built in texture processing
  I need to know whether to apply these texture within the shader as well.

 Your app will need to convey that information via uniforms.

  The fragment shader function texture2D seems to return vec4(0,0,0,0)
  when no texture is assigned, but this does not seem to be documented. So
  can I rely on it?

 I would not, unless the Spec clearly defined that behavior.

 Cheers
 -- mew

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