[osg-users] Camera attached to object

2012-03-12 Thread Sergey Kurdakov
Hi Sergey, osg::ref_ptrosgGA:: KeySwitchMatrixManipulator keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator; I'm sorry osgGA was from prev version of osg, now manipulators are attached a bit differently, I will try to respond today later. Regards Sergey

[osg-users] Camera attached to object

2012-03-12 Thread Sergey Kurdakov
Hi Sergey, I'm back, actually you were right, osg::ref_ptrosgGA::KeySwitchMatrixManipulator keyswitchManipulator = new osgGA:: KeySwitchMatrixManipulato yes this way add that custom manipulator Regards Sergey On Mon, Mar 12, 2012 at 12:07 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:

Re: [osg-users] OpenSceneGraph performance drop between Qt 4.7 and 4.8

2012-03-12 Thread Robert Osfield
Hi Marco, On 11 March 2012 18:13, Marco Fiocco marco.fio...@gmail.com wrote: I'm working with OpenSceneGraph 3.0.1 (the latest stable) and Qt. I have noticed a strange frame rate drop switching from Qt 4.7 to 4.8. With 4.7.3, the frame rate was maximum 60fps on every computer. With 4.8 the

Re: [osg-users] OpenSceneGraph performance drop between Qt 4.7 and 4.8

2012-03-12 Thread Arne Kreutzmann
Hi, is Qt 4.8 already allowing multiple threads to write into one opengl context? If so it must handle this internal and this might generate some overhead. Also from the fps you gave it sounds like v-sync is on and given the afore mentioned slight delay might cause a large delay due to sync

[osg-users] Methods to improve large scene shadows with ViewDependentShadowMap

2012-03-12 Thread Wang Rui
Hi all, I'm currently working on an example that uses osgShadow::ViewDependentShadowMap for generating dynamic shadows on a large area of buildings. It can work correctly on a huge city which is created by CityEngine and then converted to OSG styled scene graph. It also generates aliasing issues

[osg-users] Scene.cpp deadlock

2012-03-12 Thread PC John
Hi, I found a deadlock in Scene.cpp. The problem exhibits itself when calling std::exit() instead of standard way of terminating of the application. The deadlock is seen on Windows only. On Linux, I get sigsegv or, at least, valgrind gives me info about using already freed memory. After the

Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap

2012-03-12 Thread Luc Frauciel
Hi Wang Rui, I'm also working on very large urban areas with osgShadow::ViewDependentShadowMap. I encounter the same problems. I also had to use some kind of PCF to reduce some inacceptable noise (huge 'Moiré' effects). I tried to use PSSM recently introduced in ViewDependentShadowMap to cope

Re: [osg-users] OpenSceneGraph performance drop between Qt 4.7 and 4.8

2012-03-12 Thread Marco Fiocco
I've even disabled the vsync but it does not improve the frame rate. You can verify this just by running osgViewerQt right away. Marco ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Scene.cpp deadlock

2012-03-12 Thread Robert Osfield
Hi John, I suspect this issue is down to the Scene object being destructed after the sceneCacheMutex and s_sceneCache are destructed as both of these are constructed till after the first Scene object is constructed. To force these objects to be constructed first I think it is probably best to

Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap

2012-03-12 Thread Robert Osfield
Hi Rui, Artifacts can be caused by a number of different reasons, as I have seen the models, screenshots of the artefacts I don't feel comfortable pointing at any particular cause or solution. Having a public model we can test against would be very useful. Also modifying the osgshadow example

Re: [osg-users] Scene.cpp deadlock

2012-03-12 Thread PC John
Hi Robert, I suspect this issue is down to the Scene object being destructed after the sceneCacheMutex and s_sceneCache are destructed Exactly. I managed to modify osgviewer app to exhibit this problem. I just moved viewer object from local scope to global and added std::exit(0); after

Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-12 Thread Sergey Polischuk
Videos looks great. I wonder if this can be adapted to simulate fluid flow :D 09.03.2012, 22:40, Christian Buchner christian.buch...@gmail.com: Hello, I am currently working on a demo that shows the use of the RVO2 C++ library with OpenSceneGraph. Check out these videos to get an idea of

Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-12 Thread Christian Buchner
The algorithm in RVO2 switches to some kind of fluid model for very dense clusters of agents. They have papers about it on their web site if you are interested. I have my demo running now. Some 1200 people trying to walk across an intersection, like in Japan ;) Now I need to make sure the

Re: [osg-users] OpenSceneGraph performance drop between Qt 4.7 and 4.8

2012-03-12 Thread PC John
Hi Marco, I can not test it right now, but when Qt 4.8 will be made available with the new Ubuntu release in April, I will probably dig in the problem if I notice it on my application. John On Monday 12 of March 2012 11:10:51 Marco Fiocco wrote: I've even disabled the vsync but it does not

Re: [osg-users] Scene.cpp deadlock

2012-03-12 Thread Robert Osfield
On 12 March 2012 11:19, PC John pec...@fit.vutbr.cz wrote: Do you think moving static s_sceneCacheMutex and s_sceneCache of Scene.cpp into the global scope would be the proper fix? Yes I think it'll be the least intrusive way to fix the issue. Could you try it and see if it works fine, if so

Re: [osg-users] Camera attached to object

2012-03-12 Thread Torben Dannhauer
Hi Sergey, why don't you use OSGs standard nodetrackermanipulator? You can track a node and configure which DOF are controllable via the manipulator. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46175#46175

Re: [osg-users] OpenSceneGraph performance drop between Qt 4.7 and 4.8

2012-03-12 Thread Marco Fiocco
I forgot to mention that I'm running in Window 7 x64. Marco ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap

2012-03-12 Thread Wang Rui
Hi Luc, I'm glad that someone is working on the same topic and we can share opinions and experience all the time. :-) 2012/3/12 Luc Frauciel luc.frauc...@star-apic.com At what angles did you encounter innacceptable alisasing issues ? A snapshot of the shadowed city I'm working with is

Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap

2012-03-12 Thread Robert Osfield
HI Rui, Thanks for the links to the data, I will download and have a experiment later, most likely tomorrow as I have to go out quite soon. The screenshot is suggests to me that the main artefact is simply that the shader used/fixed function pipeline isn't computing the shadowed colour correctly

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Ethan Fahy
Thanks Jason, I understand about the interpolation. I have been operating under the assumption that if I use a node visitor to loop over each primitive in my object, create a floatArray of index numbers of size=size(primitive array), and then bind_per_primitive, then I shouldn't have to worry

Re: [osg-users] [3rdparty] Cloud node kit

2012-03-12 Thread John Hamilton
Yes, we use GLSL for computing. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46153#46153 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] How do I tell osg the name of my modelview uniform

2012-03-12 Thread John Kaniarz
I'm using useModelViewAndProjectionUniforms but I would like to be able to use my own variable names. In a related problem: I'm using #version 400 in my shaders, and I think that's breaking useVertexAtrtibuteAliasing code in osg::State. I get the compiler error message declaration of

[osg-users] display problem with transparency

2012-03-12 Thread vincent Sauvage
Hi, i have 2 transparents spheres, one inside another. The smallest one (inside) has a texture. My pb is: when moving camera, the smallest sphere disappear. (Spheres et lights have always the same position) Is there some constraint in osg with transparency? ( maximum number of transparent

Re: [osg-users] Point attribute affecting display of triangle on OS X

2012-03-12 Thread Andy Skinner
Thanks, Ulrich. Sorry, I missed your reply before. Yes, your results do sound different. I'd expect no argument to have green dots instead of green discs, because the point size won't be set. They're small and right on the edge of the triangle. And in our case, the red triangle and the line

[osg-users] [3rdparty] getshape() on geometry return Null pointer ?

2012-03-12 Thread vincent Sauvage
Hi, i construct some geometry (with setVertexArray, addPrimitiveSet, ...) when i call getshape() from this geometry, it return me null pointer ? could anyone tell me why ? Thank you! Cheers, vincent -- Read this topic online here:

[osg-users] Transforming the hierarchy created by BVH plugin

2012-03-12 Thread Utkarsh Patankar
Hi, I am reading a BVH file using the BVH plugin of OSG. Then, I want to translate the entire hierarchy of the character to some other position and also rotate it. I tried to insert a PositionAttitudeTransform node in the hierarchy above the Geode node, but I am not allowed to remove the

Re: [osg-users] How do I tell osg the name of my modelview uniform

2012-03-12 Thread John Kaniarz
So I've converted Philip Rideout's tesselation demo to OpenScenegraph. But I'm still using the osg_Vertex, osg_ModelViewMatirx, etc. variables. I'm still looking for a way to use my own variable names. Is this even possible? Do I need to use a node visitor and set the Uniforms manually?

Re: [osg-users] How do I tell osg the name of my modelview uniform

2012-03-12 Thread John Kaniarz
Here's the link to the demo in case you're interested: http://prideout.net/blog/?p=48 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46186#46186 ___ osg-users mailing list

Re: [osg-users] [3rdparty] getshape() on geometry return Null pointer ?

2012-03-12 Thread Alberto Luaces
vincent Sauvage writes: Hi, i construct some geometry (with setVertexArray, addPrimitiveSet, ...) when i call getshape() from this geometry, it return me null pointer ? could anyone tell me why ? Because what you create with setVertexArray, addPrimitiveSet... is a osg::Geometry, not a

Re: [osg-users] How do I tell osg the name of my modelview uniform

2012-03-12 Thread Paul Martz
Would a #define in the shader source be a solution for you? -Paul On 3/12/2012 9:06 AM, John Kaniarz wrote: So I've converted Philip Rideout's tesselation demo to OpenScenegraph. But I'm still using the osg_Vertex, osg_ModelViewMatirx, etc. variables. I'm still looking for a way to use my

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Ethan Fahy
So I tried writing my osg Node object to an osg file at various points during my code to compare the differences. What I noticed was that if I attach the program to the geometry stateset while in my nodevisitor, that the properties of the geometry stateset will replace those of the geode

Re: [osg-users] display problem with transparency

2012-03-12 Thread Robert Osfield
Hi Vincent, What you are hitting as an transparent ordering issue that is common issue when trying to rendering transparent objects that overlap in depth. This isn't specially an OSG issue, rather it's basic limit of way that the depth and colour buffers work and the standard technique for

Re: [osg-users] Getting animations initial frame bones matrix

2012-03-12 Thread Aitor Ardanza
Another way to do this could be using the bones initial matrix. The method that I use to charge different animations to the same model is; first read a model fbx (with the model and skeleton) and then for each animation read their fbx (with the animated skeleton, without model). So we will

Re: [osg-users] OpenSceneGraph performance drop between Qt 4.7 and 4.8

2012-03-12 Thread Alexandre Amalric
Hi osg-users, I noticed a related problem when moving from Qt 4.7.1 to 4.8.0, the time spent in event is continuously growing when moving my camera with my manipulator... It wasn't the case with Qt 4.7.1. I'm running on Window 7 x64 too using OSG 3.0.1 Le 12 mars 2012 14:08, Marco Fiocco

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 10:04 AM, Ethan Fahy wrote: Thanks Jason, I understand about the interpolation. I have been operating under the assumption that if I use a node visitor to loop over each primitive in my object, create a floatArray of index numbers of size=size(primitive array), and then

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Ethan Fahy
Does that mean that an osg::StateSet can only have one osg::Program? I have one application that uses a nodeVisitor to assign my generic vertex attribute and sets a program with the generic vertex names. After saving the result as an ive file I have another application that reads in that ive

[osg-users] OpenThreads/Atomic currently broken with Xcode 4.3.1 and IOS

2012-03-12 Thread Stephan Maximilian Huber
Hi, it seems that compiling osg and specifically OpenThreads is currently broken for IOS when using xcode 4.3.1. The compilation fails at OpenThreads/Atomic with Users/stephan/Documents/Projekte/cefix/cefix/ios/../../libs/ios/include/OpenThreads/Atomic:244:48: error: cannot initialize a

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 01:15 PM, Ethan Fahy wrote: Does that mean that an osg::StateSet can only have one osg::Program? I have one application that uses a nodeVisitor to assign my generic vertex attribute and sets a program with the generic vertex names. After saving the result as an ive file I have

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Ethan Fahy
Thanks Jason, So, since I can't combine programs (I didn't necessarily mean multiple shaders, I just meant multiple programs), I decided to take this line of code: program-addBindAttribLocation(indices, 6); and move it to where I assemble my shader program and attach it to the node's

Re: [osg-users] If I set a vertex color using floats and access thevertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 02:02 PM, Jason Daly wrote: You can also define a function in one shader, and have it called from another shader. This way, you can switch behavior by using different implementations of the same function. Shader A implements the shader's main() function and defines the prototype

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 02:21 PM, Ethan Fahy wrote: Thanks Jason, So, since I can't combine programs (I didn't necessarily mean multiple shaders, I just meant multiple programs), I decided to take this line of code: program-addBindAttribLocation(indices, 6); and move it to where I assemble my shader

Re: [osg-users] If I set a vertex color using floats and access thevertex color in a shader, is there a loss of precision?

2012-03-12 Thread Jason Daly
On 03/12/2012 03:40 PM, Jason Daly wrote: On 03/12/2012 02:21 PM, Ethan Fahy wrote: Thanks Jason, So, since I can't combine programs (I didn't necessarily mean multiple shaders, I just meant multiple programs), I decided to take this line of code: program-addBindAttribLocation(indices, 6);

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-12 Thread Ethan Fahy
Thanks Jason, I didn't even realize that in and out were OpenGL 3 things. My GPU does have OpenGL 3 capability. Thanks for looking at that code but I don't think it attached to the site properly? -- Read this topic online here:

[osg-users] Loading an archived reference from archive root instead of specified directory

2012-03-12 Thread Terry Welsh
Hi Robert, I'm making a separate thread out of this and putting it into osg-users, because it's not a submission and really is a different issue than what I was working on in my virtual file system thread. The specific problem I'm talking about here is easy to test: Make an archive archive.zip

Re: [osg-users] [forum] using a TV remote control

2012-03-12 Thread Ulrich Hertlein
Hi Helen, On 9/03/12 3:10 , Helen Diez wrote: I'm trying to implement an OSG application using a TV remote control. At the beggining I had my code prepared to detect keyboard events as follows: ... Everything worked fine. The thing is the application's final device will be a TV. So I