Hello Josselin,
I know very few about tone mapping, but I'd like to ask you something. Could
your code allow to simulate the fact that the human eye also have a dynamic
color range? I mean I'd like (in the future) to render a scene as usual and
then select a color range (say luminance in
Hi Kim,
Well, if you load a model with its textures, the function will simply return
to you a pointer to an already existing model and/or texture (if cache is
enabled). Then if all models of your scene share the same texture and/or vertex
arrays, I guess (I'm not 100% sure though) this will do
Hi JS,
Robert, what driver version are you using? Any chance
OpenGL version string: 2.1.1 NVIDIA 100.14.19
Intel Quad core, Kubuntu 7.10.
On Thu, Nov 20, 2008 at 2:40 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Also, any chance this has a connection with the buffered_value thread? Seems
Hi,
When I call setScale() on an pat. Its normals seem to be affected. I want to
keep normalization of normals. How can I solve this problem?
I will appreciate any hints.
Thanks you
Créez votre adresse électronique [EMAIL PROTECTED]
1 Go d'espace de stockage, anti-spam et anti-virus
Hi,
Just make a search on GL_NORMALIZE on this list and you'll get your answer.
:)
On Thu, Nov 20, 2008 at 10:00 AM, a.lagnier [EMAIL PROTECTED] wrote:
Hi,
When I call setScale() on an pat. Its normals seem to be affected. I want
to keep normalization of normals. How can I solve this
Hi Michael,
On Thu, Nov 20, 2008 at 12:09 AM, Michael [EMAIL PROTECTED] wrote:
This fails on the second display because OSG can't connect to screen 0:1,
because there is only 1 xscreen. Clearly I am doing this wrong, but I'm not
sure of the correct way.
If you have only only X screen then
If your initial normals are correctly normalized you may also use
GL_RESCALE_NORMALS. This will rescale the normals instead of the more expensive
normalization that is done when GL_NORMALIZE is enabled.
--
Roland
From: [EMAIL PROTECTED]
Hi J-S,
UnRefImageDataAfterApply is off by default. But the Optimizer by
default with switch it on. You can just call the Optimizer with the
settings you require rather than patch it afterwards back to what it
was originally...
As for an alternative, well there is one, you can't have your cake
GL_RESCALE_NORMALS is undefined in gl.h ...
Message du 20/11/08 10:09
De : Smeenk, R.J.M. (Roland)
A : OpenSceneGraph Users
Copie à :
Objet : Re: [osg-users] Normals and setScale
If your initial normals are correctly normalized you may also use
GL_RESCALE_NORMALS. This will
Hi Kim,
On Thu, Nov 20, 2008 at 7:36 AM, Kim C Bale [EMAIL PROTECTED] wrote:
I've been pondering this Database pager. It only caches the image files into
memory to prevent loading during runtime doesn't it? Those are then used to
build textures on the card memory.
The DatabasePager doesn't
osg/Transform defines it if not available
#ifndef GL_RESCALE_NORMAL
#define GL_RESCALE_NORMAL 0x803A
#endif
--
Roland
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of a.lagnier
Sent: donderdag 20 november 2008 10:18
Hi Jason and Jeremy,
I've tried switching the order of the gtk_disable_setlocale(); and
gtk_init(NULL, NULL); but it just hangs on gtk_init instead of
gtk_disable_setlocale().
All my GTK calls and use of gecko is all done from a single back
ground thread - this hasn't changed since moving the
HI All,
On Thu, Nov 20, 2008 at 9:42 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
I will try out calling the gtk_init() from the main osgbrowser.
This didn't work either, I still get the background thread hitting a
pthread mutex deep inside gtk on my first call to gtk from the
background thread.
Hi Sekunder,
I've been digging around in the osgDB code and I'm pretty sure that the osgDB
cache only stores the osg::Image file in memory rather than the osg::Texture. I
noted that glBindTexture is only called within osg::Texture so that is where
the texture is loaded onto the card. At the
Cheers for clearing that up.
Kim.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: 20 November 2008 09:18
To: OpenSceneGraph Users
Subject: Re: [osg-users] Texture Management BUMP
Hi Kim,
On Thu, Nov 20, 2008 at 7:36 AM, Kim C
Hi Robert,
By default I would expect it to traverse all children. One variation I
considered was to have a NodeMask + StateSet per Child, with this
combination you'd be able to select different combinations for different
traversal masks.
If I set up the LayerNode to have one child for
Hi Viggo,
The most general approach is the best, and the performance differences
will almost certainly be negligible between your suggest
SwitchStateSetNode and my suggest Layer node with nodemask. Feel free
to implement both and test them against each other w.r.t cull
traversal time and overall
Hi All,
On Thu, Nov 20, 2008 at 9:53 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
Next I'm going to move all the GTK calls into osgWidget and see if a
conventional library rather than a plugin will be able to work
properly with gtk...
This didn't work either. So I tried a different tack, I
On Thu, Nov 20, 2008 at 11:06 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
Now things are working with the new gecko plugin I'll check it in, and
others can test it out.
The new plugin that wraps up the gecko based browser implementation is
now checked into svn. The osgWidget::Browser API still
Hi everybody!!
in my lab they want to re-use an old system composed by a Cyviz Stereo 3D
Converter (xpo.2). It basically consists on a splitter which needs a
frame-sequencial stereo source, and the output is two videos for two projectors
(so passive stereo using polarized projectors
Hi Jaime,
The way I would do passive stereo with two projectors is to attach the
projectors directly to the two outputs from the graphics card, and
then use horizontal split stereo to drive them. The OSG supports this
set up out of the box. Using this setup will avoid any need to use
quad
Hi. Could anybody tell me which folder must pointed osg_gen dependence??
2008/11/16 Robert Osfield [EMAIL PROTECTED]
HI Adaya,
Do you do an out of source build on the OSG? Have you installed the
OSG? How did you tell VPB about the placement of the OSG? In theory
it should pick up on the
Hi Robert,
the problem is that the video card I have has only one DVI output and an
S-Video output, so I think they cannot work as two different outputs.
Jaime.
Date: Thu, 20 Nov 2008 13:02:28 +
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users]
Hi all,
Thanks for testing again. I've had a few other reports for Linux and
Windows, some can repro others can't, so I'm trying to get hardware
details and driver versions to see if it could be dependent of these
factors. Thanks for providing them.
Robert suggested off-list that I post
Hi Adaya,
On Thu, Nov 20, 2008 at 1:10 PM, Adaya Lorenzo
[EMAIL PROTECTED] wrote:
Hi. Could anybody tell me which folder must pointed osg_gen dependence??
There isn't a osg_gen in VIRTUAL_PLANET_BUILDER. Do you mean
OSG_GEN_INCLUDE_DIR?
This is the path the include/osg/Config file that is
Hi Lucas,
On Thu, Nov 20, 2008 at 1:55 PM, lucas Grijander
[EMAIL PROTECTED] wrote:
hehe, it's not an old card! it's a new laptop Dell XPS M1730 with a nvidia
Geforce 8700 GT, I think it's normal that there is no two outputs... isn't
it?
Stereo and laptops aren't something that normally go
only one projector? but how do you create the 3D effect?
Jaime.
Date: Thu, 20 Nov 2008 14:59:37 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] question about passive 3D stereo using polarized
projectors and openscenegraph
Can't you use OSG
Hi Robert,
OpenGL version string: 2.1.1 NVIDIA 100.14.19
Intel Quad core, Kubuntu 7.10.
Hmmm, seems older than what JP and Csaba reported? Or am I reading the
numbers wrong?
The OSG's buffer_arrays that manage the OpenGL contexts might not be
being resized correctly, and this is something
2008/11/20 lucas Grijander [EMAIL PROTECTED]
only one projector? but how do you create the 3D effect?
Jaime.
With the filtered glasses.
The passive stereo effect is just that : 2 picture with 2 colored components
(red and blue basically) projeted on a wall/screen with the interval between
you are right, but I have polarized glasses that go together with the polarized
lenses of the projectors. I think we can have much better quality like that.
Jaime.
Date: Thu, 20 Nov 2008 15:12:13 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users]
lucas Grijander wrote:
you are right, but I have polarized glasses that go together with the
polarized lenses of the projectors. I think we can have much better
quality like that.
You might be surprised. Depending on the polarization type and filter
quality there can be a lot of ghosting in
lucas Grijander wrote:
Hi everybody!!
in my lab they want to re-use an old system composed by a Cyviz Stereo
3D Converter (xpo.2).
I just checked the manufacturer's page: those things are still sold at a
whopping 10,000 pounds. Better put them to use ;)
Paul
It basically consists on a
2008/11/20 Paul Melis [EMAIL PROTECTED]
lucas Grijander wrote:
you are right, but I have polarized glasses that go together with the
polarized lenses of the projectors. I think we can have much better quality
like that.
You might be surprised. Depending on the polarization type and filter
Hi Robert,
UnRefImageDataAfterApply is off by default. But the Optimizer by
default with switch it on. You can just call the Optimizer with the
settings you require rather than patch it afterwards back to what it
was originally...
Hmm, interesting, I can't spot any place in our framework
hehe, it's not an old card! it's a new laptop Dell XPS M1730 with a nvidia
Geforce 8700 GT, I think it's normal that there is no two outputs... isn't it?
Jaime.
Date: Thu, 20 Nov 2008 13:43:42 +
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users]
Vincent Bourdier wrote:
2008/11/20 Paul Melis [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
lucas Grijander wrote:
you are right, but I have polarized glasses that go together
with the polarized lenses of the projectors. I think we can
have much better quality like
2008/11/20 Paul Melis [EMAIL PROTECTED]
Vincent Bourdier wrote:
2008/11/20 Paul Melis [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
lucas Grijander wrote:
you are right, but I have polarized glasses that go together
with the polarized lenses of the projectors. I think we
I'm trying to find if my geforce 8700M GT in my laptops accepts quad-buffer...
how do you find that?
I also agree with you, maybe it's better to find a computer with double output.
We already have the non-polarized surface... as you say, we have a very good
stuff here, so we must use it!!
On Thu, Nov 20, 2008 at 2:34 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
sparky
Linux 2.4.21-102-smp x86_64 GNU/Linux
My crash seems to be of this type, although no problem with threading
model switching.
I wonder if I can try to use software rendering to see if it makes a difference.
lucas Grijander wrote:
I'm trying to find if my geforce 8700M GT in my laptops accepts
quad-buffer... how do you find that?
Only Quadro's support quad-buffered stereo officially. There used to be
softmods around to turn a Geforce into a Quadro but I don't think these
work anymore these days
Hi Umit,
You have used same texture unit for 2 texture so your last initilazed
texture on unit 1 active. I mean, EarthCloudGloss active on unit 1. so you
should texture EarthCloudGloss to the unit 2.
That's what I thought but it was not working. There was a silly
mistake in my osg code, I was
My understanding is only the Quadro range of cards from NVidia support
quad buffer
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C):
Hi,
Jean-Sébastien Guay wrote:
Hi Robert,
OpenGL version string: 2.1.1 NVIDIA 100.14.19
Intel Quad core, Kubuntu 7.10.
Hmmm, seems older than what JP and Csaba reported? Or am I reading the
numbers wrong?
Yes, it's older. Website says 100.14.19 = Sept 2007. Think I'll have to
downgrade
Bonjour Vincent,
Vincent Bourdier wrote:
Off topic question but : Where did you find theses glasses ? very
difficult to find it in France, as free of course...
We've recently bought a lot of anaglyphic glasses from
http://www.buy3dglasses.fr/hapack.php
and they are just fine.
jcl
--
Thanks a lot :-)
I'm just curious and interested.
Regards,
Vincent.
2008/11/20 Jean-Christophe Lombardo
[EMAIL PROTECTED]
Bonjour Vincent,
Vincent Bourdier wrote:
Off topic question but : Where did you find theses glasses ? very
difficult to find it in France, as free of course...
Hi JS,
On Thu, Nov 20, 2008 at 2:13 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hmm, interesting, I can't spot any place in our framework where we call the
Optimizer on a loaded model, yet the unref setting is clearly on. I'll dig
around more.
Could it be that the models have already
Hi J.P. et al.,
On Thu, Nov 20, 2008 at 3:01 PM, J.P. Delport [EMAIL PROTECTED] wrote:
Yes, it's older. Website says 100.14.19 = Sept 2007. Think I'll have to
downgrade kernel to a version that would be happy with older NVidia driver.
Robert what kernel version are you using?
On Thu, Nov 20, 2008 at 3:51 PM, Csaba Halász [EMAIL PROTECTED] wrote:
I wonder if I can try to use software rendering to see if it makes a
difference.
I have run it with mesa in a nested x server, no hangs. After each
added view, however, I got a single Warning: detected OpenGL error
Hi Robert,
Could it be that the models have already been optimized then saved to
.ive or .osg and then you load these optimized files with unref
enabled?
Yep, that was it. Darn.
Anyways, I'll probably add settings in our framework to control this on
a per-model and global scope, so that we
Re-posted from osg-submissions as requested
On Wed, Nov 19, 2008 at 10:56 PM, Centers, Kyle
[EMAIL PROTECTED] wrote:
Robert,
I did say I might be doing something wrong :) But if the goal is to have the
buffers initialize to the correct size before threading, why have the
resize() call
Hi Jaime,
On Thu, Nov 20, 2008 at 2:48 PM, lucas Grijander
[EMAIL PROTECTED] wrote:
I also agree with you, maybe it's better to find a computer with double
output.
Another possible solution you could explore is to buy a Matrox
DualHead2Go box that takes a single input and generates two
Hi Csaba et. al,
On Thu, Nov 20, 2008 at 3:50 PM, Csaba Halász [EMAIL PROTECTED] wrote:
I have run it with mesa in a nested x server, no hangs. After each
added view, however, I got a single Warning: detected OpenGL error
'invalid operation' after RenderBin::draw(,) message (ie. *not* every
Thank you, that at least explains some of the drawing times I've been
seeing.
I ran more tests on our dual-gpu system, summarized below. Not striclty
OSG related, but they may be interesting nonetheless...
- Scene of 25x 1 million polygon model, all visible. Culling etc neglibile.
-
HI Ferdi,
Could try the same tests but with the following env var set:
set OSG_SERIALIZE_DRAW_DISPATCH=OFF
This will disable the mutex that serializes the draw dispatch. Have a
search through the archives on this topic as I've written lots about
this topic and the fact serialize draw
Wasileski, Bryan J. wrote:
Hi,
I’ve not monitored the group mail for a while and was wondering if
anyone could give me some user/developer experiences of OSG with the Mac.
I was the most recent to push things along with OSG on the Mac. I was
working a bit with the X11 path and 64-bit
Hi All,
On Thu, Nov 20, 2008 at 4:01 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
I think the best lead would be that perhaps the texture object/display
lists buffer_value containers aren't being resized to fit the new
number of contexts which the app is running single threaded. In
theory
probably a dumb question...but...
If I have a Vec3f, and I want to rotate it, do I use
osg::Matrixf::rotate?
Ed
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi J-S, J.P., and non-initialed persons of interest (or P.O.I.s),
J-S beat me and posted the traces I mailed to him off-line yesterday. I was
doing another round of tests to see if I could really duplicate his exact
problem. I can't. I don't get the hang unless I change the threading model.
probably a dumb question...but...
If I have a Vec3f, and I want to rotate it, do I use
osg::Matrixf::rotate?
That will just create a rotation matrix. You'll still need to do the
multiplication to transform the vector.
Here's what you want, except I use a Quat instead of a Matrix:
Interesting. My system sparky has
OpenGL version string: 2.1.1 NVIDIA 100.14.19
AMD-64, SuSe 9.2 (I think) rather old kernel 2.4.21-102-smp
-Don
Robert, what driver version are you using? Any chance
OpenGL version string: 2.1.1 NVIDIA 100.14.19
Intel Quad core, Kubuntu 7.10.
Hi Robert,
As we don't know whether this is the cause of the problem yet, I've
modified J-S's osgviewer.cpp to do the resize. Could users who've
seen problems try this version out, if this works then we have
workaround that end users can apply to existing apps, and we can
figure out a solution
I need to create a 2Dimensional array of Vec3f. I could do this the ol'
osg::Vec3f **myArray
way, but wasn't sure if that is the way it should be done, as opposed
to osg::ref_ptr, etc. The I thought, maybe there is already a class
for 2Dimensional arrays...but I didn't find one. Is there
Hi Ed,
Maybe you could use std::vectorosg::Vec3Array myArray .
Regards.
On Thu, Nov 20, 2008 at 7:46 PM, Ed [EMAIL PROTECTED] wrote:
I need to create a 2Dimensional array of Vec3f. I could do this the ol'
osg::Vec3f **myArray
way, but wasn't sure if that is the way it should be done, as
So I could do something like this (in pseudocode)?
std::vector osg::ref_ptrosg::Vec3Array myData;
osg::Vec3f currentDataPoint;
Outerloop...{
osg::ref_ptrosg::Vec3Array currentDataArray;
Innerloop {
currentDataPoint.set(...);
Hi Robert,
As we don't know whether this is the cause of the problem yet, I've
modified J-S's osgviewer.cpp to do the resize. Could users who've
seen problems try this version out, if this works then we have
workaround that end users can apply to existing apps, and we can
figure out a solution
When I change to SingleThreaded, I do not see the problem. The standard OSG
examples work fine. Other cases of my problem also work fine.
Clearly, it's something in this app that is causing problems. In the problem
case, I'm rendering to two different image buffers and then reading the images
hello all,
I am looking into interfacing OSG into VR juggler for immersive environment
applications. I have read posts of mapping the vr juggler events to OSG and
would like to duplicate that with additional functionality all which would be
based in OSG. I am struggling to fill in the missing
Gentlemen,
Is there a way to force vertex B to have a different texture coordinate
in each of triangle ABC and triangle BCD?
Texture coordinate indices? I don't understand how those are applied. If
the binding is per_primitive, will each of my triangles be textured by a
single pixel?
John
there is little mistake with this :
osg::ref_ptrosg::Vec3Array currentDataArray;
it should be :
osg::ref_ptrosg::Vec3Array currentDataArray = new osg::Vec3Array;
With this it should work.
Regards.
On Thu, Nov 20, 2008 at 8:05 PM, Ed [EMAIL PROTECTED] wrote:
So I could do something like this
Argentieri, John-P63223 wrote:
Gentlemen,
Is there a way to force vertex B to have a different texture
coordinate in each of triangle ABC and triangle BCD?
Texture coordinate indices? I don't understand how those are applied.
If the binding is per_primitive, will each of my triangles be
Hi Jaime,
The way I would do passive stereo with two projectors is to attach the
projectors directly to the two outputs from the graphics card, and
then use horizontal split stereo to drive them. The OSG supports this
set up out of the box. Using this setup will avoid any need to use
quad
Hi Jaime,
Hi everybody!!
in my lab they want to re-use an old system composed by a Cyviz Stereo 3D
Converter (xpo.2). It basically consists on a splitter which needs a
frame-sequencial stereo source, and the output is two videos for two
projectors (so passive stereo using polarized
Hi,
I couldn't find any function to set the point size, can anyone help? Here is
the code:
osg::ref_ptrosg::Geometry averageGeom = new osg::Geometry();
averageGeom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet:POINTS,
0, averageArray-size()));
In this way, it will draw the points based
Try something like this:
averageGeom-getOrCreateStateSet()-setAttribute( new osg::Point( 3.0f ),
osg::StateAttribute::ON );
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Thu, Nov 20, 2008 at 5:02 PM, Ruqin Zhang [EMAIL PROTECTED] wrote:
Hi,
I couldn't
Hello,
I am seeing some odd behavior with AutoTransform. The following .osg
file creates an AutoTransform with a grid of lines attached. The
lines are each separated by one unit of space. When I look at the
file in osgviewer, I see that this spacing is not kept. It looks like
the
Just to be complete, you can also set it in the vertex shader by writing
to gl_Pointsize; however, in that case, you have to enable
GL_VERTEX_PROGRAM_POINT_SIZE by setMode(GL_VERTEX_PROGRAM_POINT_SIZE,
osg:: StateAttribute::ON); on a stateset.
Ruqin Zhang wrote:
Hi,
I couldn't find any
On Thu, Nov 20, 2008 at 8:12 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
When it hung, I had just created a 4th view (=4th context).
Uncoincidentally, there are 4 threads on GraphicsThread::run(), which calls
GraphicsContext::makeCurrent(), which calls
Hi. Could someone tell me or point me in the direction of finding an
example that illustrates how to move the camera in a scene but NOT make
it appear that the terrain is moving? I want a perspective terrain w/in
my scene and I want to move the camera through the scene but I DO NOT
WANT it
Thanks guys. Then how about Line? Seems there is no osg::Line. Thanks!
On Thu, Nov 20, 2008 at 4:33 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
Just to be complete, you can also set it in the vertex shader by writing to
gl_Pointsize; however, in that case, you have to enable
Hi Allen,
Do you mean you want a subgraph to appear as if it was at an infinite distance,
such as for skyboxes?
If so, you can try to create your own transform that removes the translation.
That costs 4 lines of code (See
Look at osg::LineWidth
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Thu, Nov 20, 2008 at 5:40 PM, Ruqin Zhang [EMAIL PROTECTED] wrote:
Thanks guys. Then how about Line? Seems there is no osg::Line. Thanks!
On Thu, Nov 20, 2008 at 4:33 PM, Ferdi Smit
On Thu, Nov 20, 2008 at 4:50 PM, Csaba Halász [EMAIL PROTECTED] wrote:
On Thu, Nov 20, 2008 at 3:51 PM, Csaba Halász [EMAIL PROTECTED] wrote:
I wonder if I can try to use software rendering to see if it makes a
difference.
I have run it with mesa in a nested x server, no hangs. After each
Hi Sukender, :-)
Well, what I want is the ability to have the terrain to appear to
remain still while I move the camera around on it. The glider example
and the animate example are what I'm basing my research/work on and in
both cases, when the camera moves it appears that the object I'm
Hey Robert
We have 2 separate logical views (I guess). Essentially we have 2 projectors
that can each be placed at any location and orientation in the room and they
project onto objects in the room. This is not a tiled display, and we are
not worried about overlap. We are also doing some render
I have a very large imagery set (~1 million files). When running
VirtualPlanetBuilder 0.9.9, I am limited to about 482 -t imagery files
for a given vpbmaster command before I get ERROR 4: Failed to open file
/mp2/osg/file482.tif for each -t file listed after the 482nd file
listed in the script
the norm is to move the camera/view point and not the terrain ( the track
ball is designed to look at a model rather then move around )
See motion models such as drive and fly ( in DriveManipulator.cpp and
FlightManipulator )
Also see the tutorials' section
Hi,
what operating system are you running on?
Kramer, Robert W wrote:
I have a very large imagery set (~1 million files). When running
VirtualPlanetBuilder 0.9.9, I am limited to about 482 -t imagery files
for a given vpbmaster command before I get ERROR 4: Failed to open file
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