Hi,
I think we have discussed this issue before.
I also not familiar with the general framework use of SetState, I myself
implemented solution similar to that of JS with the exception that I
activated the glDrawBuffer extension in the apply method of the FBO. I
also made another difference, I
Hello,
In continue to what I said before, I don't believe it's possible to
change the subgraphs MRT definitions, since all the subgraph under the
camera renders to the camera attachments. So if the camera is using MRT,
then all the subgraph is rendered MRT.
The differences in the subgraphs could
Hi guys,
my goal is to create an application that load different .tga files in a
sequence like a movie.
To do that, i have created a geometry that will contain all the textures
(images). First of all, i load all images file, using :
mImageTexture = new osg::Texture2D;
Robert Osfield wrote:
My clean checkout works fine, but an updated to another machine fails,
and cleanup doesn't help in the same way that you had problems.
Doing a:
svn pd svn:externals
svn update
Did the trick though.
Wonder if this change is going to stay around as you are making a
Well, the simplest way to retrieve the image from the RTT texture is to
attach an image to the color buffer of the camera.
Of course this slows down the rendering loop if you read every image
rendered. So it is possible to attach the image only before the frames
you actually want. When changing
El Miércoles 02 Abril 2008ES 09:36:37 Guy escribió:
Some small thing I'd like to say regarding that.
Not all dynamic objects must have callbacks.
One could change the objects attributes manually between calls to
frames, not using the callback mechanism, especially if the rate of
calls to
digitcodecpp schrieb:
to change textures at 30 fps.
But, when new image is load, there is a delay that prevent application to run
smoothly like a movie.
I tryed it also with .jpg files, but i get the same delay when i load a new
texture.
I tryed also to use osg::TextureRectangle instead
Yes, you are right. Forget what I said... you can regard it as white noise.
Guy.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alberto Luaces
Sent: Wednesday, April 02, 2008 9:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Performance drop
Hi Mattias,
Which version of the OSG are you having problems with?
Robert.
On Wed, Apr 2, 2008 at 12:14 AM, Mattias Helsing [EMAIL PROTECTED] wrote:
hi all,
second drop today. Hope you're seeing the same void as i or i'm
clogging. if so - sorry.
I found that the DatabasePager doesn't
Hi Guy,
Thanks for jumping in on the discussion, it does remind me of part of
the original intent of the osg::Camera BufferComponent is that it'd
map to MRT, but... I'm rather cold on the subject having not visited
it for over a year. Your suggestion of computing the glDrawBuffers
setting from
Hi,
What language is the shader in osgvertexprogram?
Thanks,
Guy.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Paul,
On Wed, Apr 2, 2008 at 8:13 AM, Paul Melis [EMAIL PROTECTED] wrote:
Strange, it did work in my case, i.e. the externals property got deleted
after you removed it in the repository and I did an update on my end.
What version of Subversion do you have? I have 1.4.4 here.
Robert.
Robert Osfield wrote:
Hi Paul,
On Wed, Apr 2, 2008 at 8:13 AM, Paul Melis [EMAIL PROTECTED] wrote:
Strange, it did work in my case, i.e. the externals property got deleted
after you removed it in the repository and I did an update on my end.
What version of Subversion do you have? I
Hi Mattias,
I regret the day that I added the manual coordinate system options to
osgdem... its causes as much support as the rest of the VPB put
together. Basically VPB is designed for use with geospatial imagery
and dem's, fudging things using non geospatial data is a right pain as
VPB really
Hi Umpa Lumpa (just a likely a name as digitcodecpp so I presume this
is fine ;-)
The best guide is the existing Quicktime and Xine-lib plugins, they
both run a background thread for the movies stream and subclass from
osg::ImageStream. ImageStream by default constructs a
PixelBufferObject which
Hi Guy,
On Wed, Apr 2, 2008 at 10:16 AM, Guy [EMAIL PROTECTED] wrote:
What language is the shader in osgvertexprogram?
It'll based on ARB_vertex_program so you can get the specs from OpenGL
docs/extension registry.
Robert.
___
osg-users mailing list
Hello,
I will come too. Great idea!
Eric Z.
European Rail Software Applications
5, rue Maurice Blin
67500 HAGUENAU
FRANCE
-Message d'origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Frauciel Luc
Envoyé : mercredi 2 avril 2008 10:51
À : OpenSceneGraph Users
-- Initial Header ---
From : [EMAIL PROTECTED]
To : OpenSceneGraph Users osg-users@lists.openscenegraph.org
Cc :
Date : Wed, 2 Apr 2008 09:31:37 +0100
Subject : Re: [osg-users] How to load different tga files in a smoothly way
like a movie
Hi bobby
Hi,
Since the change I suggest is very small from what JP has implemented I
don't submit files here just the differences:
I removed getDrawBuffers and setDrawBuffers from the Camera.cpp / h
In RenderStage the changes are as follows:
RanderStage //.h
Added vector of GLEnum named _drawBuffers.
Hi,
I'll be there too.
Luc
Luc FRAUCIEL - BRGM
Unité Calcul, 3D et réalité virtuelle
Service Systèmes et Technologies de l'Information
3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France
Tél. 02 38 64 35 65
Fax 02 38 64 39 70
-Message d'origine-
De : [EMAIL PROTECTED]
Hi Robert,
I looked at the Viewer code also but could not figure out how to make
Operation work without the graphics context. Here's a sample program I
wrote. Is there something wrong with what I'm doing?
The program seems to wait for a condition at the line t-add(...) and
doesn't respond.
Hi,
look at the osgprerender example where an image is attached to the RTT
camera. Search for -attach. You do not need to call readImage yourself.
rgds
jp
Guerrero, Michael (CIV) wrote:
After looking into this further, it seemed that using glGetTexImage
would be able to copy from a texture
Hi all,
I will also be there. I would like to bring my cousin
to that meeting too, so that he got idea of the osg
and computer graphics at all. I hope this is ok?!
Best regards,
Art
--- David Callu [EMAIL PROTECTED] schrieb:
Hi all,
I will come.
Cheers
David Callu
2008/4/1, Mike
Hi Guy, Robert,
Robert Osfield wrote:
Hi Guy,
Thanks for jumping in on the discussion, it does remind me of part of
the original intent of the osg::Camera BufferComponent is that it'd
map to MRT, but... I'm rather cold on the subject having not visited
it for over a year. Your suggestion
Hi,
you could also try enable pixel buffer objects on the textures you are
pushing to the GPU.
See the call that looks like e.g.
VideoImage[i]-setImage(cameraImageWidth, cameraImageHeight, 1, 1,
GL_LUMINANCE, GL_UNSIGNED_BYTE, gImage[i], osg::Image::NO_DELETE);
Hi Guy and J.P,
Still struggling to keep up, partly cause I'm a bit cold on the
subject, and partly because I've gone done with a rather pesky cold...
On Wed, Apr 2, 2008 at 10:47 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Selecting glDrawBuffer/s according to the attachment map does make
Hi,
Guy wrote:
Hello,
In continue to what I said before, I don't believe it's possible to
change the subgraphs MRT definitions, since all the subgraph under the
camera renders to the camera attachments. So if the camera is using MRT,
then all the subgraph is rendered MRT.
The differences
Hi Umpa, it's ok to call you Umpa isn't it? :-)
On Wed, Apr 2, 2008 at 10:19 AM, digitcodecpp [EMAIL PROTECTED] wrote:
Hi bobby lobby (just a likely a name ...I presume this is fine ;-) like Umpa
Lumpa)
As you know, what you are planning to do next summer is what we are going to
realize
Hi,
Robert Osfield wrote:
Hi Guy and J.P,
Still struggling to keep up, partly cause I'm a bit cold on the
subject, and partly because I've gone done with a rather pesky cold...
On Wed, Apr 2, 2008 at 10:47 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Selecting glDrawBuffer/s according to
HI Rahul,
The GraphicsContext has a osg::GraphicsThreads, and
osg::GraphicsThread subclasses from osg::OperationThread. There is
also the osg::GraphicsOperation that can be used in place on
osg::Operation as this gives you the graphics context as a functor
parameters.
One thing to be aware of
-- Initial Header ---
From : [EMAIL PROTECTED]
To : OpenSceneGraph Users osg-users@lists.openscenegraph.org
Cc :
Date : Wed, 2 Apr 2008 10:50:02 +0100
Subject : Re: [osg-users] How to load different tga files in a smoothly way
like a movie
Its
Hello at all osg-users
I have an application with two graphical output windows which are running
each in an own thread. Using OSG 2.0 there isnt any problem. Using OSG 2.2
to compile the project, the second output window suffers from enormous
performance loss and produces only small framerates
Hi Tobias,
I'm no windows users/developer so can't comment on details, but a
report of a 1fps frame rate suggest to be that software rendering has
been selected for some reason. I would suspect that there is some
issue with set up of the graphics context rather than threading as
such a problem
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part is to figure out when to enable it.
Can we not just do it when COLOR_BUFFER1 upwards are enabled?
Problem is that enabling MRT with just COLOR_BUFFER0 and then using
Hi Tobias,
What graphics board and what driver revision ?
Do you know what threading model you have selected ? If its standard osg viewer
try running with --SingleThreaded option and see if it helps.
I was investigating some Windows / NVidia / multi-monitor / multi-threading
problems recently
Hi Robert,
Thanks for the reply. Actually I want to use OperationsThread to execute
an operation without using the graphics context. In the code snippet
that I sent you, when I use a debugger to step into the t-add(...)
call, it actually steps into OperationsThread::run(...), where it
blocks.
HI Rahul,
On Wed, Apr 2, 2008 at 12:15 PM, Rahul Srivastava [EMAIL PROTECTED] wrote:
Thanks for the reply. Actually I want to use OperationsThread to execute
an operation without using the graphics context. In the code snippet
that I sent you, when I use a debugger to step into the
Added:
F:\dev\OpenSceneGraph\OpenSceneGraphSVN\examples\osgvertexprogram\CMakeLists.txt
External: F:\dev\OpenSceneGraph\OpenSceneGraphSVN\include\OpenThreads
Error: Working copy
'F:\dev\OpenSceneGraph\OpenSceneGraphSVN\include\OpenThreads' locked
Error: Please execute the Cleanup command.
--
Try running svn cleanup in the root of your osg checkout
Paul
Adrian Egli OpenSceneGraph (3D) wrote:
Added:
F:\dev\OpenSceneGraph\OpenSceneGraphSVN\examples\osgvertexprogram\CMakeLists.txt
External: F:\dev\OpenSceneGraph\OpenSceneGraphSVN\include\OpenThreads
Error: Working copy
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part is to figure out when to enable it.
Can we not just do it when COLOR_BUFFER1 upwards are enabled?
Problem is that enabling MRT with just
Hi J.P,
On Wed, Apr 2, 2008 at 1:10 PM, J.P. Delport [EMAIL PROTECTED] wrote:
Rather than ban this type of usage perhaps we could come up with
another scheme. Would making COLOR_BUFFER0 be separate from
COLOR_BUFFER be a way around this, i.e. if the use wants MRT then they
Philips 3D displays -Philips WOWvx technology
any experience in this forum
adegli
--
Adrian Egli
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Yes I've worked with one and openscenegraph. If you go to the
inition.com website you can see a demo program I that looks very much
like they've used OSG to render it.
Do a search of the forum, there was a light discussion about the
displays early last month I think.
Regards,
Kim.
Hi J.P,
On Wed, Apr 2, 2008 at 1:30 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
I will tweak the osg::Camera API to differentiate between COLOR_BUFFER
and COLOR_BUFFER0 but not merge your changes to Camera and RenderStage
right now. I will also tweak your example to work with the new Camera
Hmm.. in the example there is code, I meant what language is it? It's
not GLSL. Is it Cg? I'm not familiar with shaders beside GLSL and I want
to read that refraction shader in order to implement a different shader,
and I want to know what language to learn.
Thanks,
Guy.
-Original
Hi All,
With past a couple of milestones of late. Back at the start of the year the
mailing list popped over 1800 members for the first time, the figure today
is 1852, so a little shy of one new member per day. Looks like scene graphs
are still of interest to lots of people ;-)
But the more
On Wed, Apr 2, 2008 at 3:32 PM, Guy [EMAIL PROTECTED] wrote:
Hmm.. in the example there is code, I meant what language is it? It's
not GLSL. Is it Cg? I'm not familiar with shaders beside GLSL and I want
to read that refraction shader in order to implement a different shader,
and I want to
I can also host it over on vis-sim.com to give a couple of homes..
G.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Tuesday, April 01, 2008 4:45 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3DLabs ShaderGen
Hi J-S,
yes, I
Sure i will come :)
David Callu wrote:
Hi Cedric,
Yes it is, I'm like you (I not follow the course and I live at Paris),
and I will come.
See you soon.
David Callu
2008/4/1, Cedric Pinson [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]:
Hi everyone,
Is it open to people who does
Hi All,
Few threads touched the same subject recently so I decided to share my
observations and maybe provoke some discussion on the problem. Maybe together
we can get it fixed. I said got it fixed because I am afraid that it might be
difficult without driver changes.
Problems are related to
Thanks, but i can not find any of the inition.com demo program. was it hard
to use osg with the display, does it work with linux ,windows, or osx. is it
hard to use the monitor with osg, or just download a 3d display driver and
the rest works
regards
2008/4/2, Kim C Bale [EMAIL PROTECTED]:
Hi,
I am in a similar situation and therefore still using v1.2. I was
hoping to tweak the v2.4 to compile with VC6 knowing that I have
successfully compiled v1.2 and the OSG is multi-platform so there
should be no a-priori reason why not. Or are they some code-structures
now used in v2.x that
OK,
I've hooked a video input source up to my firewire card. I've made
sure that the qt plugin can recognize (.live) extensions. When I run
osgmovied.exe --devices, I get messages about QT QTML, QT Movies, and QT
QTML (again) starting up and closing down successfully. But the last
line
On Wed, 2008-04-02 at 16:28 +0200, Milan Simunek wrote:
Hi,
I am in a similar situation and therefore still using v1.2. I was
hoping to tweak the v2.4 to compile with VC6 knowing that I have
successfully compiled v1.2 and the OSG is multi-platform so there
should be no a-priori reason
Hi,
Guy wrote:
Hi,
Since the change I suggest is very small from what JP has implemented I
don't submit files here just the differences:
I removed getDrawBuffers and setDrawBuffers from the Camera.cpp / h
In RenderStage the changes are as follows:
RanderStage //.h
Added vector of
Hi,
Using MRT with one target at gl_Data[0] really makes a problem.
I still don't think it is required to set manually the Camera for using
MRT unless it's a patch until the MRTVisitor is implemented.
When the visitor is implemented, if a node is using MRT it's probably
because the user attached
Ok, thanks.
I'll check the specs as you suggested.
Hope I'll find there information about that assembly language.
Thanks again,
Guy.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, April 02, 2008 3:40 PM
Hi,
Guy wrote:
Hi,
Using MRT with one target at gl_Data[0] really makes a problem.
I still don't think it is required to set manually the Camera for using
MRT unless it's a patch until the MRTVisitor is implemented.
There are no more manual settings in Camera in the latest version.
When
It's a fairly straight forward process, you have to send the display a
custom image format. You split the screen in half horizontally, render
your scene normally in the left half and then render a custom depth map
format on the right, I did the depth version using a simple shader, but
I'm sure
Hi Mike,
Mike Greene schrieb:
I know the video is working because I have a VideoLan Client instance
running and it shows the output of the camera feed. Is there there
something else (maybe relative to QuickTime) that I need to specify?
you'll need a vdig-component supporting your camera for
Hi all,
I'm trying to put a callback on my manipulator, inherited from
MatrixManipulator.
but a the line :
myManipulator-setUpdateCallback(...)
I got a error of compilation :
error C2039: 'setUpdateCallback' : is not member of 'MyManipulator'
I don't understand why I cannot set my callback
Hi all,
About the place, here is the address :
Tharsis Software - Paris Innovation
5 Rue d'Uzès
75002 Paris
FRANCE
The google map
Hi Milan, Judie,
It's a shame when the IDE constrains your ability to use the best
available version of a piece of software.
In addition to what Paul and Jeremy said, I find it a shame for other
reasons. VC6 was just a horrible compiler, with a horrible standard
library implementation.
On Wed, 2008-04-02 at 11:23 -0400, Jean-Sébastien Guay wrote:
Hi Milan, Judie,
It's a shame when the IDE constrains your ability to use the best
available version of a piece of software.
In addition to what Paul and Jeremy said, I find it a shame for other
reasons. VC6 was just a
Hi Guy,
What I really recommend is that you use GLSL, unless there is really strong
reason to use ARB_vertex_program I would avoid it as GLSL shaders as far
more flexible and expose latest features of graphics cards which
ARB_verex_program can't.
Robert.
On Wed, Apr 2, 2008 at 4:51 PM, Guy
Hi J.P, Guy and Art et. al,
On Wed, Apr 2, 2008 at 3:53 PM, J.P. Delport [EMAIL PROTECTED] wrote:
When the visitor is implemented, if a node is using MRT it's probably
because the user attached a shader that uses gl_Data[], and then it will
set on the flag whether it has one or many COLOR
JP,
Thanks for the clarification, I just thought that only when the visitor
is implemented the user responsibility for matching the shaders to
attachments should be by setting the StateAttribute and not the Camera
since many users don't want to know about camera's but still wants to
write MRT
In my company it also improved the program performance by more than 20%.
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-S?bastien Guay
Sent: Wednesday, April 02, 2008 5:24 PM
To: [EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users]
Hi Vincent,
A MatrixManipulator isn't a class that has a setUpdateCallback(), its not a
node, drawable and state attribute, its just an form of event handler, which
itself is a form of callback. Now you can override the handle(..) method if
you wish...
Robert.
On Wed, Apr 2, 2008 at 4:08 PM,
On Wed, Apr 2, 2008 at 4:34 PM, Jeremy Moles [EMAIL PROTECTED]
wrote:
J-S, there's no need to try and predict! Robert clearly indicated
yesterday that will be using DirectX VERY SOON and, paramount to
everything else, will finally have support for ALL OF THE OPTICAL MOUSE
BUTTONS!
Alas the
Further progress : used WinVIDG to make the bridge between DirectShow
devices and quicktime. Seemed to work.
Ran osgmovied --devices - got this output:
QT QTML: Starting up...
QT QTML: initialized successfully
QT Movies: Starting up...
QT Movies: initialized successfully
QT Movies: Closing
Oh, that's for sure, what I wanted is to be able to read the code to
learn from it.
Later I'll probably implement it with GLSL, unless the assembly code has
a lot better performance...
Does anyone have such statistics by any chance?
In the osgvertexprogram, if I understood correctly, the
Hi Robert,
I don't understand why and how overriding handle() method can help ?
thanks.
Regards,
Vincent.
2008/4/2, Robert Osfield [EMAIL PROTECTED]:
Hi Vincent,
A MatrixManipulator isn't a class that has a setUpdateCallback(), its not
a node, drawable and state attribute, its just an
On Wed, Apr 2, 2008 at 5:03 PM, Vincent Bourdier [EMAIL PROTECTED]
wrote:
Hi Robert,
I don't understand why and how overriding handle() method can help ?
The MatrixManipulator is effectively just a callback for catching events,
you implement the callback by subclassing from handle(..). Go
Hi all,
I've been working with the VRML model plugin in an attempt to load a
VRML model into OSG. The plugin loads the sample.wrl model just fine in
release mode, although I do have the problems described in this post:
http://www.mail-archive.com/[EMAIL PROTECTED]/msg15906.html.
When I
Hi All,
I've just merged J.P changes to RenderStage to add support for glDrawBuffers
in conjunction with my tweak to osg::Camera::COLOR_BUFFER0. J.P's
osgmultiplerendertargets example is also now checked into SVN.
Robert.
___
osg-users mailing list
Hi Judie and Milan,
As others have mentioned in 2.x we officially dropped VS6.0 support. The
motivation for doing this is two fold:
1. Fixes to compile under VS6.0 entails modify code so its less clear
than proper Standard C++ code, items like
the for loop variable scope being one
Hi Serge,
do your office provide parking capabilities? As far as
I remember, it is not a good idea to travel through
Paris by car (a lot of damages and streets are
overfilled). Hence could you give me an adress of a
safe park house in the near of your office or any
subway station. I would then
I've had some limited success with OSG and the wowvx display.
I used the WowVX OpenGL control - demo downloadable from
http://www.business-sites.philips.com/3dsolutions/Downloads/Index.html
This control acts as a kind of proxy/wrapper around OpenGL, so in
theory can support any OpenGL application
One thing... have you tried with a fresh reboot or had the machine been
running for a while?
The reason I ask is because I see odd timing behavior on my Athlon 64 X2
(also running XP). The clearest example of the oddity is querying the
high resolution timers. Occasionally the value jumps
Hi Robert,
Yes there was something wrong with my libraries. :(
I tried on another system and it worked. Thanks.
--
Rahul Srivastava,
Member of Technical Staff,
Visualization Experts Limited.
www.vizexperts.com
+91-98738-85880 (M)
Robert Osfield wrote:
HI Rahul,
On Wed, Apr 2, 2008 at
Hello Jerome,
I've recently been working with bump mapping. Looks like you still need to
do a little more work on setting up the texture coordinates. With every
model/geometry you load you must make sure to be able to have access to their
Geometry node. The 'setUpDemo' function of
Hi Jeremy,
2 years is a long time in computing. Just look at how far OSG has come
in 2 years, and try to predict where it will be 2 years from now. The
J-S, there's no need to try and predict! Robert clearly indicated
yesterday that will be using DirectX VERY SOON and, paramount to
I've got a strange problem.
After loading in model from openflight, I am trying to replace the
stateset of some of the nodes.
So the code looks like:
loop
{
osg::StateSet *ss = new osg::StateSet;
// do some stuff to it
node-setStateSet(ss);
}
If the node already had a stateset, particularly a
Hi Paul,
There is well known timing issue with AMD CPUs. Have you seen this document:
http://developer.amd.com/assets/TSC_Dual-Core_Utility.pdf
Btw I have these AMD timing patches installed. But also tried to run without
them. They don't affect the issues I descried earlier. Frankly, I do not
Hi Robert -- I've added a community news blurb about the upcoming training,
and it's URL is:
http://www.openscenegraph.org/projects/osg/wiki/News/CommunityNews-2008-04-2
5
However, it doesn't show up when I simply go to www.openscenegraph.org and
scroll to the bottom of the page. However, the
How could the community do when the next Microsoft Technologies, such as
DirectX changes like OS changes from Win95 to WinXp.
On Wed, Apr 2, 2008 at 5:37 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
One more thing...
In the light of the recent efforts from Microsoft to support standards
and
87 matches
Mail list logo