Re: [osg-users] [osgPlugins] OpenFlight plugin update

2015-09-30 Thread Chris Kuliukas
Hi, Here is a screenshot which shows the bump map capability we're interested in, but really what it does it let you set up a bunch of parameters and textures which can be sent to your shaders. This way you can do modern rendering effects from your FLTs: [Image:

Re: [osg-users] How to get all visible nodes

2015-09-30 Thread Robert Osfield
HI Artem, Just write a NodeVisitor that has it's traversal mode set to TRAVERSE_ALL_CHILDREN i.e. class FindAllNodes : public osg::NodeVisitor { public: FindAllNodes(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHIILDREN) {} void apply(osg::Node& node) {

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Robert Osfield
HI Garth, I'd use a RealizerOperation. Have a look at the osgvolume example to an example of using a RealizerOperation to get information from the graphics context. Robert. On 30 September 2015 at 03:49, Garth D wrote: > Hi all, > > I was wondering if anyone

Re: [osg-users] [osgPlugins] OpenFlight plugin update

2015-09-30 Thread Sebastian Messerschmidt
Hi Chris, Hi, I've started writing an update to the OpenFlight plugin to support the "extended material" options in Creator, mainly so we can use the auto-generated bump-map textures in our shaders. I'm not familiar with this feature set of OpenFlight, maybe you can give a more detailed view

[osg-users] Threads leakage with late use of osgViewer::setThreadingModel()

2015-09-30 Thread Jens Georg
Hello list, we are experiencing a situation on OSG 3.2.x on Linux where we are unable to create new instances of osgViewer because pthread_create() suddenly fails with ENOMEM. Our investigation showed that this was due to calling osgViewer::setThreadingModel(osgViewer::Viewer::SingleThreaded)

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
Hi all, > - An osg::Camera::DrawHandler... > - An osg::Node::NodeHandler... I just noticed some mistakes in my original post: DrawHandler should be DrawCallback, and NodeHandler should be NodeCallback. Sorry about that. I'm writing the emails on one machine and reading from another, and

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
Hi Robert, On 30/09/15 19:50, Robert Osfield wrote:> HI Garth, > Sorry for the typo, the setRealizeOperation is what I was referring to. Not a problem, thanks for the clarification. > If you want to check periodically then just use a Camera::DrawCallback > attached to the main camera attached

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
Hi Robert, Thanks for having a look at things and for the suggestion. On 30/09/15 17:35, Robert Osfield wrote:> HI Garth, > I'd use a RealizerOperation. Have a look at the osgvolume example to an > example of using a RealizerOperation to get information from the graphics > context. I was

Re: [osg-users] osgAndroid - Deploying and Debugging

2015-09-30 Thread Akhtar Shamim
Hi Just an update. I managed to make osgAndroidExampleGLES1 work based on the Android.mk settings for osgSimple and am able to load cessna.osg or any other osg models. However, i am still not able to make osgSimple work based on the predefined setting. If anyone is interested then I can provide

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Robert Osfield
HI Garth, Sorry for the typo, the setRealizeOperation is what I was referring to. If you want to check periodically then just use a Camera::DrawCallback attached to the main camera attached to the GraphicsContext/Window of interest. This will be called every frame, but within this callback you

[osg-users] Avoiding texture release

2015-09-30 Thread Andreas Ekstrand
Hi, I have a switch node with two geodes containing one geometry each, shallow-copied from the same geometry but with different state sets having different textures. The textures are large (8192x8192) and this causes a massive frame drop when switching between the two geodes at runtime. I know

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
Hi all, On 01/10/15 10:12, Garth D wrote: If I had to guess, I am doing something in my project at some point after the setRealizeOperation operation is called that causes it to fail by the time it gets around to the first call to the callback set by setInitialDrawCallback() in the Camera.

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
Hi Robert, On 30/09/15 19:50, Robert Osfield wrote:> If you want to check periodically then just use a Camera::DrawCallback > attached to the main camera attached to the GraphicsContext/Window of > interest. This will be called every frame, but within this callback you > could have your own

[osg-users] EventQueue::userEvent

2015-09-30 Thread Aaron Andersen
Hello, I've tried to use the EventQueue::userEvent method which takes a "time" argument but no matter what value I put in for time the event always fires immediately. Is there any documentation on this? Thanks, Aaron ___ osg-users mailing list

Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more

2015-09-30 Thread Robert Osfield
Hi Fabrizio, For changes to the core OSG just send them along to the osg-submissions mailing list. The best way to post them are as whole modified files. I don't know what the current development status of osgOcean is so can't comment on the best way to progress with this. One route might be

Re: [osg-users] Avoiding texture release

2015-09-30 Thread Robert Osfield
Hi Andreas, I suspect just letting the OSG do it's thing with be just fine, and it's simply the amount of memory on the GPU that these textures take is fundamental problem you need to address. Try texture compression on the textures, or try a small pixel format. The other approach would be to

Re: [osg-users] [osgPlugins] How to use osg to record screen

2015-09-30 Thread Jan Ciger
See the FAQ: http://www.openscenegraph.com/index.php/support/faq#HowdoIcaptureascreengrab If you want to record a video, just record the individual frames into files and then use ffmpeg utilities to combine these into a video. If you don't want to do that, use Google - there are plenty of

Re: [osg-users] [osgPlugins] How to use osg to record screen

2015-09-30 Thread Trajce Nikolov NICK
I just actually finished a work with ffmpeg and streaming videos from OSG rendering. You just capture the single images as Jan suggested - based on the osgscreencapture example, and then pass the captured osg::Image to ffmpeg - you dont have to do it frame by frame into file and use he offline

[osg-users] [osgPlugins] How to use osg to record screen

2015-09-30 Thread Yeedunuri Hema
Hi, I have build osg 3.5 with ffmpeg support on ubuntu.I want to record the screen .i have gone through osgmovie and osgscreencapture examples.Please help me how it can be done. Thank you! Cheers, y -- Read this topic online here:

[osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more

2015-09-30 Thread Fabrizio Sciarra
Hi, we are an Italian software company working with OSG and osgOcean in simulation scenarios. We currently have some minor/major changes to c++ code and shaders to take into account several aspects in osgOcean we had troubles with. We would like to give back to the community by submitting our