Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect

2007-07-04 Thread Robert Osfield

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

Hi Mr. Robert,

I understand your plausibility of time, but at least can you indicate if
the reduction in frame rate to 1fps when rendering to an image expected.


I don't know.  Stalling the graphics card?  Forcing OpenGL down on to
a software rendering?  I can't debug your app.

Robert.
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Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect

2007-07-03 Thread Harash Sharma
Hi Mr. Robert. 
   
 Thanks for the guidance on this issue. I have gone through the 
osgDistortion example and was able to render the monochrome image. But my 
requirement to process the captured image remained as it is. What I tried was:
  1. Two Cameras were created -- one that renders the scene to a texture, and a 
second one that renders the texture on to the screen. 
   
 But in this case, the accessibility to the image was not available. Next I 
attached an image object to the rendering camera. This image was set as the 
texture image and used by the second camera to render the processed image on to 
the screen. Camera-setPostDrawCallback was used to grab the image at every 
frame. When I did this, to my amazement, the framerate dropped from around 70 
fps to 1 fps. 
   
 I don't know if what I am doing is proper. If so, then is this drop in 
framerate expected. I am using 1024x1024 image size and to test I have applied 
no processing at all. 
   
Further, I am using a osgViewer::CompositeViewer. In this I want to have 2 
views -- one that renders the usual colored scene while the other one that 
displays the processed monochrome scene. I am able to create the two views, but 
would like to take your guidance as to how to dynamically make one of them 
active while disabling the other one. 
   
 Thanks in advance.
   
  Regards
   
  Harash
   
 

   
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Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect

2007-07-03 Thread Robert Osfield

Hi Harash,

I'm afraid I can't walk you through this, I have time to point you in
the direction but no more than this.

Robert.

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

Hi Mr. Robert.

   Thanks for the guidance on this issue. I have gone through the
osgDistortion example and was able to render the monochrome image. But my
requirement to process the captured image remained as it is. What I tried
was:
1. Two Cameras were created -- one that renders the scene to a texture, and
a second one that renders the texture on to the screen.

   But in this case, the accessibility to the image was not available. Next
I attached an image object to the rendering camera. This image was set as
the texture image and used by the second camera to render the processed
image on to the screen. Camera-setPostDrawCallback was used to grab the
image at every frame. When I did this, to my amazement, the framerate
dropped from around 70 fps to 1 fps.

   I don't know if what I am doing is proper. If so, then is this drop in
framerate expected. I am using 1024x1024 image size and to test I have
applied no processing at all.

  Further, I am using a osgViewer::CompositeViewer. In this I want to have 2
views -- one that renders the usual colored scene while the other one that
displays the processed monochrome scene. I am able to create the two views,
but would like to take your guidance as to how to dynamically make one of
them active while disabling the other one.

   Thanks in advance.

Regards

Harash



 
Moody friends. Drama queens. Your life? Nope! - their life, your story.
 Play Sims Stories at Yahoo! Games.


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Re: [osg-users] Luminance Component Drawing / Camera Defocussing effect

2007-07-03 Thread Harash Sharma
Hi Mr. Robert,
   
  I understand your plausibility of time, but at least can you indicate if 
the reduction in frame rate to 1fps when rendering to an image expected.
   
 Thanks
   
  Regards
   
  Harash

Robert Osfield [EMAIL PROTECTED] wrote:
  Hi Harash,

I'm afraid I can't walk you through this, I have time to point you in
the direction but no more than this.

Robert.

On 7/3/07, Harash Sharma wrote:
 Hi Mr. Robert.

 Thanks for the guidance on this issue. I have gone through the
 osgDistortion example and was able to render the monochrome image. But my
 requirement to process the captured image remained as it is. What I tried
 was:
 1. Two Cameras were created -- one that renders the scene to a texture, and
 a second one that renders the texture on to the screen.

 But in this case, the accessibility to the image was not available. Next
 I attached an image object to the rendering camera. This image was set as
 the texture image and used by the second camera to render the processed
 image on to the screen. Camera-setPostDrawCallback was used to grab the
 image at every frame. When I did this, to my amazement, the framerate
 dropped from around 70 fps to 1 fps.

 I don't know if what I am doing is proper. If so, then is this drop in
 framerate expected. I am using 1024x1024 image size and to test I have
 applied no processing at all.

 Further, I am using a osgViewer::CompositeViewer. In this I want to have 2
 views -- one that renders the usual colored scene while the other one that
 displays the processed monochrome scene. I am able to create the two views,
 but would like to take your guidance as to how to dynamically make one of
 them active while disabling the other one.

 Thanks in advance.

 Regards

 Harash



 
 Moody friends. Drama queens. Your life? Nope! - their life, your story.
 Play Sims Stories at Yahoo! Games.


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[osg-users] Luminance Component Drawing / Camera Defocussing effect

2007-06-25 Thread Harash Sharma
Hi All,
   
  I have a very simple query. I have a 3D Scene that I want to render as 
monochrome image. In openGL I used to achieve this as follows:
1. Render the scene in RGB color
2. Use GL_LUMINANCE pixel format with glReadPixels to read the monochrome 
image,
3. Put back this Buffer using glDrawPixels.

Do I have to follow the same route in OSG or is there any mechanism using 
which I can directly render the Luminance component. 
   
Another doubt. Is there any construct to model the defocussing / blurring 
effect of a camera or do we have to apply the same Image Processing techniques 
(applying a Gaussian filter on the captured image) to model these. 
   
  I am sorry if the queries are too simplistic, but OSG is so vast that it 
is difficult to know everything in a short duration, since I am still a novice 
and at the same time I don't want to redo something. 
   
  Regards
   
  Harash

   
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