Re: [osg-users] [osg-submissions] Texture compilation using PixelBufferObject

2012-12-14 Thread Lionel Lagarde
Hi Robert, Proposal: new member: BufferData::_numUsers initialized to BufferData::getReferenceCount when the GL buffer object is created and filled In Texture:apply, decrement the _numUsers member of the Image and release the GL buffer object if the sum of the _numUsers of all the

Re: [osg-users] [osg-submissions] Texture compilation using PixelBufferObject

2012-12-14 Thread Robert Osfield
Hi Lionel, On 14 December 2012 10:07, Lionel Lagarde lionel.laga...@oktal-se.frwrote: Hi Robert, Proposal: new member: BufferData::_numUsers initialized to BufferData::getReferenceCount when the GL buffer object is created and filled In Texture:apply, decrement the _numUsers member of

Re: [osg-users] [osg-submissions] Texture compilation using PixelBufferObject

2012-12-14 Thread Lionel Lagarde
Hi Robert, osg::Image inherits from osg::BufferData. The BufferData cannot be unreferenced separately. The behavior you describe is the what happen if unref image data after apply is true and copy data and release GL buffer object is false (like in my submission). Multi-context doesn't

Re: [osg-users] [osg-submissions] Texture compilation using PixelBufferObject

2012-12-14 Thread Robert Osfield
HI Lionel, On 14 December 2012 10:48, Lionel Lagarde lionel.laga...@oktal-se.frwrote: Hi Robert, osg::Image inherits from osg::BufferData. The BufferData cannot be unreferenced separately. Indeed, I knew this but didn't make the connection! :-) The behavior you describe is the what

Re: [osg-users] osg plugin path naming issue?

2012-12-14 Thread Robert Osfield
HI Preet, The OSG builds all debub libraries, including plugins with a 'd' postfix to avoid mixing of release and debug libraries. If you plugin directory doesn't contain the d versions of the plugins then it's likely because they haven't been built or haven't been installed in your plugin

Re: [osg-users] Render multiple osgText nodes with the same drawcall

2012-12-14 Thread Robert Osfield
HI Preet, osgText::Text rendering with a single character per Text will be inefficient for a cull, draw dispatch and draw GPU bottleneck reasons. It will probably be more efficient to create a scene graph from osg::Geometry/osg::Texture/osg::StateSet rather than using osgText. You could use the

Re: [osg-users] [osg-submissions] Texture compilation using PixelBufferObject

2012-12-14 Thread Lionel Lagarde
Hi Robert, Yes. copy data and release GL buffer object mechanism cannot be used as it is. Unfortunately (fortunately), I'm in holidays for 3 weeks. I can make the related corrections but I will not be able to test them. I'll be back the 7 jan. Hope the world doesn't end during my holidays

[osg-users] R: R: a couple of questions about svg plugin (OSG 3.0.1)

2012-12-14 Thread Gianluca Natale
Unfortunately it crashed with any version of cairo library (gotten from http://ftp.acc.umu.se/pub/gnome/binaries/win32), and any .svg file I tested. I ended up looking deeper at documentation of cairo library. Specifically, since the crash happened (as shown here below in yellow) when it tries

Re: [osg-users] R: R: a couple of questions about svg plugin (OSG 3.0.1)

2012-12-14 Thread Jason Daly
On 12/14/2012 01:19 PM, Gianluca Natale wrote: Unfortunately it crashed with any version of cairo library (gotten from http://ftp.acc.umu.se/pub/gnome/binaries/win32), and any .svg file I tested. I ended up looking deeper at documentation of cairo library. Specifically, since the crash

Re: [osg-users] Multiple Cameras and lagging proj matrix

2012-12-14 Thread Paul Martz
I think I have a pretty good idea of the cause. The CullVisitor gathers near far info during traversal but doesn't actually compute the final projection matrix until after the traversal completes. This means, obviously, that the projection matrix for the current frame hasn't been computed at

Re: [osg-users] Multiple Cameras and lagging proj matrix

2012-12-14 Thread Glenn Waldron
Paul, I had a similar problem (I think). I installed a custom callback on the RTT camera (CullSettings::setClampProjectionMatrixCallback). This callback would call the original implementation first, then store the results of the projection matrix clamp so that I could use it immediately. You can

[osg-users] Questions about mip maps

2012-12-14 Thread Aurelien Albert
Hi, I have a set of pre-computed procedurals textures, and my texture generation system can produce high-quality downsampled textures. So I would like to use them as mipmaps for my textures : - is it possible to allocate and load mipmaps from CPU, just like we load an osg::Image into an

Re: [osg-users] Questions about mip maps

2012-12-14 Thread Jason Daly
On 12/14/2012 06:08 PM, Aurelien Albert wrote: Hi, I have a set of pre-computed procedurals textures, and my texture generation system can produce high-quality downsampled textures. So I would like to use them as mipmaps for my textures : - is it possible to allocate and load mipmaps from

Re: [osg-users] Questions about mip maps

2012-12-14 Thread Jason Daly
On 12/14/2012 07:16 PM, Jason Daly wrote: The textures also don't need to be square. The mip levels stop when any of the dimensions reaches 1, so you shouldn't create any mipmaps that are, for example, 4x1. Actually, this isn't exactly correct. You should create mipmaps until you get to a

[osg-users] Texture internal and source format questions

2012-12-14 Thread Peterakos
Hello. Lets say i have a texture which stores the depthmap. 1) Is the following correct ? texture2d-setInternalFormat(GL_DEPTH_COMPONENT16); texture2d-setSourceFormat(GL_DEPTH_COMPONENT); texture2d-setSourceType(GL_UNSIGNED_SHORT); 2) Why do we need do initialize both internal format and