Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-19 Thread J.P. Delport
Hi Fred, sorry, I don't have time at the moment to check your code. I just remember from past experience and bug reports to NVidia that OSG does not reuse FBOs for new cameras, so it's quite possible one can run out with the video driver complaining/crashing. The limits were also different

[osg-users] how can I get the main camera's rotation angle relative to x, y, z axis

2011-05-19 Thread ms yang
Hi: I am a beginner of OSG. I have a problem about how can I get the main camera's rotation relative to x,y,z axis. I can get the view matrix by osg::Matrix matrix = viewer-camera()-getViewMatrix(),after I get the view matrix,there is only one member function getRotate which returns the

Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-19 Thread Fred Smith
Hi J.P., I'll try running osgmemorytest, but I don't have the problem with OSG 2.9.10. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39526#39526 ___ osg-users mailing list

Re: [osg-users] Performace issue with nVidia 400 series

2011-05-19 Thread Fred Smith
dglenn wrote: Jason Daly wrote: On 05/18/2011 05:14 AM, Fred Smith wrote: Hi, The only problem that I personally heard about is about the slow transfer speed to/from GPU memory on Fermi cards. DMA transfers are said to be slower than on GTX 2xx hardware. I haven't seen

Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-19 Thread J.P. Delport
OK, missed that it's a recent regression. jp On 19/05/11 09:26, Fred Smith wrote: Hi J.P., I'll try running osgmemorytest, but I don't have the problem with OSG 2.9.10. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39526#39526

Re: [osg-users] osgexport for blender?

2011-05-19 Thread issam boughanmi
ok , keep us updated -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39529#39529 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-19 Thread Luca Vezzadini
Hi Farshid, I gave it a try, the description lines are there. I just see a minor issue: you did not add the MaterialData.{h,cpp} to Cmake. About the results, looks like what is there is fine! I'll do more testing in the next days, trying to use the definitions in my shaders as well, and let you

Re: [osg-users] OSG 2.9.10 on iOS

2011-05-19 Thread Stephan Maximilian Huber
Hi, Am 19.05.11 06:52, schrieb Büsra Gülten: But the error target specifies product type 'com.apple.product-type.tool', but there´s no such product type for the 'iphonesimulator' platform. is still existing in my own Project in Xcode 3.2.6. Could you please look at my CMakeCache.txt

[osg-users] Earth using VPB

2011-05-19 Thread GuiYe
Hi, Who can tell me how to make a earth with terrain(DEM) and Satellite-Image using VPB as Google Earth? Sorry for my poor English. Thank you ! Good Luck! Cheers GuiYe___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Performace issue with nVidia 400 series

2011-05-19 Thread Sergey Polischuk
Hi, David, 4xx series slow specifically on readback from framebuffer\FBO to texture\PBO\host memory (in GL, dunno about cuda\opencl). That is what all people talking about. If you dont use this features much you will have no problems whatsoever. Cheers, Sergey. 19.05.2011, 03:27, David Glenn

Re: [osg-users] Error in example?

2011-05-19 Thread Sergey Polischuk
Hi, John Error log looks like shader uses vertex texture fetch, and you should use texture2DLod instead of texture2D, because in vertex shader GPU doesn't know which mipmap to use. It has no way to compute the lambda factor. You need to choose the mipmap in the VS yourself. So either there are

Re: [osg-users] [build] osg with QT how to?

2011-05-19 Thread jin tongo
Hi, thanks for the reply, I solved the problem. For all of you who struggle, here is how I did this: I downloaded the QTSDK, installed it in C:\ Set environment variables: QTDIR to C:\QtSDK\Desktop\Qt\4.7.3 QMAKESPEC to win32-g++ Since I wanted to work with Microsoft Visual Studio 2008 I added

Re: [osg-users] CPU usage - qt application

2011-05-19 Thread Gianni Ambrosio
hybr wrote: Hi, Gianni Ambrosio It can be the case that in old drivers vsync were disabled, and in new ones its enabled by default. OK, it seems I got the point but I have some questions. Basically the monitor refresh rate is 60Hz but the timer to update the widget was 10 milliseconds

[osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-19 Thread dimi christop
Hi, I recently upgraded my code base to 2.912 (Linux, GTX 280) , unfortunately my GPU morphing code stopped working. I use VBO, GLSL and vertex attributes to copy the changing morph shapes and do the interpolation on the GPU. After searching for the problem I found that when I declared a

Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-19 Thread Robert Osfield
Hi Dimi, The buffer object support in the OSG has been revamped and in theory should be robust and flexible... but like all code there is a chance for regressions so wide spread testing it neccessary. Whether in this instance there is an actual bug, or just a different behaviour I can't say as I

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-19 Thread Jean-Sébastien Guay
Hi guys, Cool that this is done, I'll check it out soon and try reading the files back in our engine. Thanks a lot for your work! J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

[osg-users] [vpb] model placing using osgdem

2011-05-19 Thread Vijeesh Theningaledathil
Hi, I just tried to add 3d models to the terrain by adding -m modelname option. But Icouldn't see the object in the terrain. What exactly -m option will do. My object is also in the same coordinate. Why the option doesn't work. Thank you! Cheers, Vijeesh -- Read this topic

Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-19 Thread dimi christop
Hi Robert, this is exactly what I did, I called dirty on the vertexArray which is passed each frame to the geometry using geom-setVertexArray(vcoords); vcoords-dirty(); The problem was that, it screws up all other attached geometry arrays like (colors, normals, texcoords) which do not

Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-19 Thread Robert Osfield
Hi Dimi, Thanks for example. I won't be able to look at the issue this week, but if I don't follow up next week please send me a reminder. Robert. On Thu, May 19, 2011 at 2:21 PM, dimi christop dimi_chris...@yahoo.com wrote: Hi Robert, this is exactly what I did, I called dirty on the

[osg-users] osg::Timer::tick Calls in OSG

2011-05-19 Thread Paul Palumbo
I know this is probably in the noise but I was profiling my code and noticed many calls per frame to clock_gettime(). I traced this back to OSG (I'm using OSG 2.9.12 but it is probably true for other version). I counted about 245 calls to clock_gettime() per frame with each clock_gettime()

Re: [osg-users] [vpb] model placing using osgdem

2011-05-19 Thread Chris 'Xenon' Hanson
On 5/19/2011 7:14 AM, Vijeesh Theningaledathil wrote: Hi, I just tried to add 3d models to the terrain by adding -m modelname option. But Icouldn't see the object in the terrain. What exactly -m option will do. My object is also in the same coordinate. Why the option doesn't work. I don't

Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-19 Thread dimi christop
Will do thanks - Original Message From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thu, May 19, 2011 4:39:29 PM Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912 Hi Dimi, Thanks for example. I won't be

Re: [osg-users] Earth using VPB

2011-05-19 Thread Jason Beverage
Hi GuiYe, Once you get VPB built some examples of how to run osgdem are at: http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem You can also take a look at osgEarth (http://osgearth.org/) which is an on demand terrain rendering toolkit for OpenSceneGraph. Good luck! Jason

[osg-users] Searching for help on including osgEarth in FlightGear

2011-05-19 Thread Slavutinsky Victor
Hi. I am developing Vostok-1 for OSG based FlightGear flight simulator and have a lot of problems with it. Current FlightGear terrain engine could not provide high speed/altitude flights, due to too complex Earth tiles implementation. As You can see on pictures, there in no visible Earth

Re: [osg-users] how can I get the main camera's rotation angle relative to x, y, z axis

2011-05-19 Thread Paul Martz
On 5/19/2011 1:15 AM, ms yang wrote: Hi: I am a beginner of OSG. I have a problem about how can I get the main camera's rotation relative to x,y,z axis. I can get the view matrix by osg::Matrix matrix = viewer-camera()-getViewMatrix(),after I get the view matrix,there is only one

[osg-users] Move image in texture

2011-05-19 Thread Marc Wahl
Hi, I have the following problem: I've got a (for example, 1024x1024px) Image and each animation cycle I need (in a smaller texture) a slightly different part of ​​this Image. e.g. 1. Pass: x1 = 0, x2 = 64, y = 0, y2 = 64 2. Pass: x1 = 0, x2 = 64, y = 1, y2 = 65 3. Pass: x1 = 0, x2 = 64, y = 2,

Re: [osg-users] OSGExp: CMake build

2011-05-19 Thread Farshid Lashkari
Thank you Laurens. On Thu, May 19, 2011 at 7:58 AM, Laurens Voerman l.voer...@rug.nl wrote: Hi Farshid, attached are updated CMakelist.txt files for Helpers OsgExp A fix for missing header files and an update with the added files (svn rev 199) Regards, Laurens.

Re: [osg-users] Error in example?

2011-05-19 Thread John Warner
Hi, Ooops, possibly messed up my earlier reply; apologies if this is a double post At any rate, OS is linux-2.6.23, CPUs are 64-bit AMD and Intel multi-core, and graphic boards are Nvidia GEForce 8 and 9 series, Moving to GTX 460s after we get these shaders working Quick comment, it would

Re: [osg-users] Move image in texture

2011-05-19 Thread Chris 'Xenon' Hanson
On 5/19/2011 9:19 AM, Marc Wahl wrote: I've got a (for example, 1024x1024px) Image and each animation cycle I need (in a smaller texture) a slightly different part of ​​this Image. Maybe I'm missing something but wouldn't it be better to store one large texture image and just change your

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-19 Thread Farshid Lashkari
Hi Luca, On Thu, May 19, 2011 at 12:59 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote: I gave it a try, the description lines are there. I just see a minor issue: you did not add the MaterialData.{h,cpp} to Cmake. About the results, looks like what is there is fine! I'll do more testing in

Re: [osg-users] OSGExp: CMake build

2011-05-19 Thread Farshid Lashkari
Thanks for pointing that out, should be fixed now. Cheers, Farshid On Thu, May 19, 2011 at 8:59 AM, Laurens Voerman l.voer...@rug.nl wrote: Hi Farshid, sorry to bother you again, I think you are not even using the cmake files. The CMakeLists I send you for osgExp is not correct, the line

Re: [osg-users] Performace issue with nVidia 400 series

2011-05-19 Thread David Glenn
hybr wrote: Hi, David, 4xx series slow specifically on readback from framebuffer\FBO to texture\PBO\host memory (in GL, dunno about cuda\opencl). That is what all people talking about. If you dont use this features much you will have no problems whatsoever. Cheers, Sergey.

Re: [osg-users] OSGExp: CMake build

2011-05-19 Thread Laurens Voerman
Thanks. On 5/19/2011 6:06 PM, Farshid Lashkari wrote: Thanks for pointing that out, should be fixed now. Cheers, Farshid On Thu, May 19, 2011 at 8:59 AM, Laurens Voerman l.voer...@rug.nl mailto:l.voer...@rug.nl wrote: Hi Farshid, sorry to bother you again, I think you are not even

Re: [osg-users] Move image in texture

2011-05-19 Thread Marc Wahl
Yes, that was also my first approach, but I need a resulting Texture2D. I'm working with an external painting lib, which requires a Texture2D as a brush. I'm painting tire tracks and the used painter draws on each animation cycle. Therefore i use the tire rotation to calculate the current tire

Re: [osg-users] CPU usage - qt application

2011-05-19 Thread Gianni Ambrosio
In the meanwhile I found a way to get the screen refresh rate to use as default in the timer. I don't know if there is something helpful in the OSG libs but since nobody answers ... here is the code: DEVMODE lpDevMode; memset(lpDevMode, 0, sizeof(DEVMODE)); lpDevMode.dmSize = sizeof(DEVMODE);

Re: [osg-users] Crashing when calling viewer-done()

2011-05-19 Thread Don Leich
Hello Robert, I may be a couple of days late, but I have a suggestion to solve your crashing problem. Instead of s dynamically allocated viewer use a static object. osgViewer::Viewer viewer; ... //don't want this: viewer = new osgViewer::Viewer(); ... viewer.realize(); int

Re: [osg-users] [build] osg with QT how to?

2011-05-19 Thread D.J. Caldwell
Greetings to Jin and fellow OSG/Qt users. Jin, I am glad that you got your setup working. I am unsure of the specific differences between g++ and Visual C++, but I would recommend that you be careful using win32-g++ as your QMAKESPEC when using Visual Studio anything as your build environment,

Re: [osg-users] Performace issue with nVidia 400 series

2011-05-19 Thread Jason Daly
On 05/19/2011 12:07 PM, David Glenn wrote Well I'm using a far chunk of terrain that is very texture based and I haven't seen any issues. Maybe I'm making a mistake getting the 460's and sould try the GTX 280. By texture-based do you mean you're reading the texture image from the GPU back

Re: [osg-users] Performace issue with nVidia 400 series

2011-05-19 Thread David Glenn
Jason Daly wrote: On 05/19/2011 12:07 PM, David Glenn wrote Well I'm using a far chunk of terrain that is very texture based and I haven't seen any issues. Maybe I'm making a mistake getting the 460's and sould try the GTX 280. By texture-based do you mean you're reading the

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Wojciech Lewandowski
Hello ! I hope you don't mind I address you directly for this question, but as you implemented the view-dependent shadow techniques, you are best placed to answer it. Well... we will see if I will be able to help here. I am currently investigating a problem that seems to be caused by the

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, Well... we will see if I will be able to help here. Yes, I am sure you will! :-) Each camera has render order flag and associated RenderStage+RenderBin set. Ah yes, I had forgotten about the render order number (integer to order more finely between PRE_RENDER cameras and so

Re: [osg-users] osgText::Text character spacing

2011-05-19 Thread Thorsten Brehm
Hi Robert, On Wed, May 18, 2011 at/14:18:05/, Robert Osfield wrote: Could you create a small example that prints the a set of different fonts at different sizes against quad the same hight as the font for reference. Running this against OSG-2.8.x and OSG-2.9.15+/svn/trunk will reveal a bit

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Paul Martz
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote: [..] So the main pass is done (culled) before the shadow pass. I can understand that the bounds calculation needs to cull the shadow receiving scene first, or else we won't know where the shadow map should lie. However, I wonder how this even

[osg-users] OpenGL version parsing broken

2011-05-19 Thread Thorsten Brehm
Hi Robert, et al, we're having an issue caused by this changeset: http://www.openscenegraph.org/projects/osg/changeset/12303 Particularly the change in parsing GL_SHADING_LANGUAGE_VERSION broke certain GL/shader features on many systems (all our clouds are gone with osg = r12303).

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Wojciech Lewandowski
Hi, I am glad you could solve it. I was not aware of _renderOrderNum index. So thanks, I have learned important new stuff today ;-) I guess you had to override either Ocean or LispSM techniuque already. So you may set _renderOrderNum in overriden code. Depending on which one you overrode, I

[osg-users] Problems Building OSG (Make: Protocol error)

2011-05-19 Thread Patrick Steffens
Hi there. I was hardly trying to build OSG on my virtual machine with OpenSuSE 11.2 installed on it. I did the following steps: 1. downloaded the sources of OSG 2.8.4. 2. unzipped them 3. ran the configure script from within the folder I attached the output of the configure script. 4.

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Paul Martz
On 5/19/2011 2:51 PM, Paul Martz wrote: On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote: [..] So the main pass is done (culled) before the shadow pass. I can understand that the bounds calculation needs to cull the shadow receiving scene first, or else we won't know where the shadow map should

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, Just a quick follow-up on this: I guess you had to override either Ocean or LispSM techniuque already. I was wondering, if I ever need to override LispSM's ViewData class, how would I go about it? I guess I need to override the *ShadowMap class as well so that it instantiates my

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, I guess you had to override either Ocean or LispSM techniuque already. So you may set _renderOrderNum in overriden code. Depending on which one you overrode, I believe you may either set 1 for Refraction camera or -1 for Analysis and Shadow cams. Actually I'm working on osgOcean a

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Paul, On the other hand, if the render order number is *also* the same... Thanks for going over the basics again for me, I knew all that but for some reason had completely forgotten about the render order number (_renderOrderNum)... So yeah, the RenderStages are ordered in order of

[osg-users] how can I get the main camera's rotation angle relative to x, y, z axis

2011-05-19 Thread ms yang
Hi : I tried what paul's suggestion but I do not get the correct result.Following are some tests what I do: //rotate 30 degrees around x axis,45 degrees around y axis,60 degrees around z axis osg::Quat quat(0.52359876f,osg::Vec3f(1.0f,0.0f,0.0f),

Re: [osg-users] Move image in texture

2011-05-19 Thread Maxim Gammer
my code: bool GraphicSceneClass::RSetTexturePosition(std::string ObjectName, float dx, float dy, unsigned int UnitNumber) { //Находим объект osg::ref_ptrFindNamedNodeVisitor fnnv = new FindNamedNodeVisitor(ObjectName); root-accept(*fnnv.get()); //Если такой объект