[osg-users] Counting OpenGL Draw calls in Stats

2012-02-22 Thread Jason Daly
Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any

Re: [osg-users] Counting OpenGL Draw calls in Stats

2012-02-22 Thread Jason Daly
...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 11:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Counting OpenGL Draw calls in Stats Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame

Re: [osg-users] Counting OpenGL Draw calls in Stats

2012-02-22 Thread Jason Daly
On 02/22/2012 05:53 PM, Buckley, Bob CTR MDA/DES wrote: A co-worker sent me this: http://www.opengl.org/sdk/tools/GLIntercept/ It wraps opengl32.dll so that it can log all calls to OpenGL Unfortunately, it appears to be Windows only. Hi, Bob, I'm not really interested in any other solutions

Re: [osg-users] Animated skybox? Feasible in OSG?

2012-02-21 Thread Jason Daly
On 02/21/2012 03:08 AM, Sergey Polischuk wrote: Hi, Christian You can do this, although can say anything about hardware accelerated decoding... that depends on backend of plugin that you use for movie loading to osg (there are xine ffmpeg directshow and quicktime plugins in osg for video

Re: [osg-users] Etende light source example

2012-02-17 Thread Jason Daly
On 02/16/2012 05:38 PM, Sajjadul Islam wrote: So it is posible to implement it with GLSL and could you provide me with some reference materials ? A quick Google search for (GLSL area lights) found this: http://www.gamedev.net/topic/552315-glsl-area-light-implementation/ --J

Re: [osg-users] set render bin details

2012-02-16 Thread Jason Daly
On 02/16/2012 08:22 AM, Sajjadul Islam wrote: Hi, I am going through an osg example and one point there is a statement as follows: Code: stateset-setRenderBinDetails(-1,RenderBin); When OSG traverses a scene for rendering, it organizes geometry into separate render bins. Each bin has an

Re: [osg-users] Etende light source example

2012-02-16 Thread Jason Daly
On 02/16/2012 07:57 AM, Sajjadul Islam wrote: Hi, Is there any example of extended light source for example , rectangular light source inside the osg repository. I could not locate it in the repository, please help me to locate if i missed it there. I think OSG is currently limited to the

Re: [osg-users] How to prevent resize of viewer window (Windows and Linux)

2012-02-16 Thread Jason Daly
On 02/16/2012 08:46 AM, John Simpson wrote: Hi, For info: this can be achieved using... osgViewer::ViewerBase::Windows windows; viewer.getWindow(windows); windows[0]-setWindowDecoration(false); But this also prevents the window being moved - not ideal. Hi, John, There should be a better

Re: [osg-users] Drawing poly line, jitter/vibration issue when moving camera

2012-02-14 Thread Jason Daly
Hi, Preet, Robert is probably offline now, so I'll attempt to pick up where he left off... On 02/14/2012 12:47 PM, Preet wrote: I didn't understand what was meant by local origin here. Let's say I have a model of the Sphinx I want to show on the surface of the Earth (coincidentally I'm

Re: [osg-users] ffmpeg and OSG

2012-02-08 Thread Jason Daly
On 02/08/2012 07:39 AM, Donn Washburn wrote: One mixed version is the openSuSE factory 12.1 version and a SVN/GIT version (current) from ffmpegs site.. About one year ago I had the same problem. ffmpeg-0.9.1-1.1.x86_64-openSuSE does renumber and installs them by lib64s (libav* +libsws*)

Re: [osg-users] ffmpeg and OSG

2012-02-08 Thread Jason Daly
On 02/08/2012 06:34 PM, Donn Washburn wrote: I did try ffmpeg-0.10 and OSG did make it. However, at about 92% it complained about ffmpeg to about 96%. The errors are depreciated and warning as I remember Those are probably because OSG isn't ready for ffmpeg-0.10 yet (it just came out last

Re: [osg-users] Case IN-sensitivity for osgDB when searching for files

2012-02-03 Thread Jason Daly
On 02/03/2012 04:55 PM, Chris Hanson wrote: Ran into a problem where models made on a Windows box didn't work on a Linux box because the modeler had stored texture filenames in the file in one case foo.jpg and the actual image file was a different case foo.JPG. Obviously the solution is to

Re: [osg-users] Request for input

2012-01-27 Thread Jason Daly
On 01/27/2012 04:38 AM, Sergey Polischuk wrote: As a side note: if you were using vbo's instead of display lists for drawing i think you werent get into this problem in first place, as with vbos 5500 draw calls would happily kill your performance even on one screen, so you have to optimize

Re: [osg-users] Request for input

2012-01-27 Thread Jason Daly
Hi, Paul, As Tim pointed out earlier, the more limiting resource is likely to be lock contention in the NVidia driver instead of bus contention. Note that Bb is going to be 4000 MB/sec (500 MB/sec * 8), per Quadroplex (PCI-e 2.0 8x) on the NIST machine. On my system I have an X58 chipset,

Re: [osg-users] Request for input

2012-01-27 Thread Jason Daly
On 01/27/2012 02:12 PM, Paul Martz wrote: Sorry, I was going off your post that read This leads me to believe that bus contention was causing the lack of scalability. I was just trying to outline a way to validate that suspicion. If you've already ruled out bus contention, then disregard my

Re: [osg-users] Request for input

2012-01-27 Thread Jason Daly
On 01/27/2012 04:17 PM, Doug McCorkle wrote: We run a very similar system with 5 quadro cards and do not run into these problems with very large models. We are using VR Juggler though. I mention this because it would be very straight forward to use one of the sample OGL VR Juggler examples

Re: [osg-users] Request for input

2012-01-26 Thread Jason Daly
Hi, JP, On 01/26/2012 01:53 AM, J.P. Delport wrote: very interesting and thorough investigation. I can't really add anything and unfortunately don't have representative hardware to test on. It would be interesting to see if different bus configs (motherboards/chipsets) make any difference.

Re: [osg-users] Request for input

2012-01-26 Thread Jason Daly
On 01/26/2012 01:01 PM, Peter Kilpatrick wrote: Hello, This may be relevant: Memory Speed, QPI and Multicore http://www.masm32.com/board/index.php?PHPSESSID=afe5222fb85c769a44da28f1eb5d4b82topic=17296.0 Hi, Peter, So the lesson there is to ensure that your RAM is running at optimal

Re: [osg-users] Request for input

2012-01-26 Thread Jason Daly
On 01/26/2012 01:02 PM, Tim Moore wrote: That is what I found at the time of that thread, testing with some models supplied by NIST. Newer hardware is highly optimized for massive geometry. For the record, I don't think the problem is bus contention, but lock contention in the NVidia driver.

[osg-users] Request for input

2012-01-25 Thread Jason Daly
valuable. Thanks, all! --J Jason Daly University of Central Florida Institute for Simulation and Training January 23, 2012 Running on Tylium: QuadroPlex D2 (four FX5800) export

Re: [osg-users] Request for input

2012-01-25 Thread Jason Daly
On 01/25/2012 04:59 PM, Jason Daly wrote: Hi, all, This is a general request to the community for some advice and expertise. This is a bit lengthy, but if you can spare a few minutes to look over this and send along your thoughts, we would really appreciate it. I should also mention

Re: [osg-users] Frame syncing over multiple contexts

2012-01-20 Thread Jason Daly
On 01/20/2012 04:32 AM, Robert Osfield wrote: Hi John, On 19 January 2012 20:58, John Kelsoke...@nist.gov wrote: OK then! This is getting good! I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting setThreadingModel(CullDrawThreadPerContext), and running with four windows, each

Re: [osg-users] Scene graph structure vs. performance question

2012-01-10 Thread Jason Daly
On 01/10/2012 02:06 AM, Joel Graff wrote: The application isn't designed to create particularly large scene graphs, but it is a shader development tool. I can't really guess at the effect of a bloated structure, but I have the funny feeling it won't really matter. I also don't really know

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Jason Daly
On 01/10/2012 02:55 PM, wang shuiying wrote: Hello, we know that in openGL rendering pipeline, there is a stage called rasterization after per-vertex operation and before per-fragment operation. In rasterization stage, openGl generates certain properties (e.g. texture coordinates)for each

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Jason Daly
On 01/10/2012 03:57 PM, wang shuiying wrote: So from your reply, only texture coordinates can be generated in different ways. As to general attributes, one has no way to change the interpolation method performed on them? I don't know of any way to change the rasterization behavior. As far

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Jason Daly
On 01/10/2012 03:57 PM, wang shuiying wrote: So from your reply, only texture coordinates can be generated in different ways. As to general attributes, one has no way to change the interpolation method performed on them? I don't know of any way to change the interpolation functions used for

Re: [osg-users] Help:How to control rasterization stage through osg?

2012-01-10 Thread Jason Daly
On 01/10/2012 04:39 PM, Paul Martz wrote: Other sections too, 3.10.1 for example. Try searching the spec for centroid or noperspective; information on shader variable interpolation is scattered around in several places. I'd think simple linear interpolation could be accomplished using the

Re: [osg-users] Exporting to SVG from OpenSceneGraph.

2011-12-15 Thread Jason Daly
On 12/15/2011 11:37 AM, Chris 'Xenon' Hanson wrote: On 12/14/2011 9:31 AM, Jason Daly wrote: Actually, Jeremy Moles is working on a nodekit that uses nVidia's path rendering extension to OpenGL to render 2d vector graphics in 3d space. I believe the extension can read SVG files natively, so

Re: [osg-users] Exporting to SVG from OpenSceneGraph.

2011-12-14 Thread Jason Daly
On 12/14/2011 09:26 AM, Jesper D. Thomsen wrote: Hi guys, I have a question regarding exporting to SVG from OpenSceneGraph. In our software product we use OpenSceneGraph for both a model view window and for a charting component. So far we have exported images from the charting component as

Re: [osg-users] osg threading model

2011-12-13 Thread Jason Daly
On 12/13/2011 01:47 AM, Vijeesh Theningaledathil wrote: Hi, Excuse me for posting this question as I'm just a beginner in the computer graphics. Which threading model will give the best performance in a dual core computer with Nvidia Quadro graphics card. The answer to that will depend

Re: [osg-users] Color in ShapeDrawable

2011-12-02 Thread Jason Daly
On 12/02/2011 03:18 PM, Farshid Lashkari wrote: Hi Jason, On Fri, Dec 2, 2011 at 11:30 AM, Jason Daly jd...@ist.ucf.edu mailto:jd...@ist.ucf.edu wrote: I don't understand what you mean here. If you disable lighting, material colors are irrelevant. The ShapeDrawable's colors

[osg-users] cdash site down

2011-11-22 Thread Jason Daly
Just happened to notice that cdash.openscenegraph.org is unreachable from here (Orlando, FL, USA). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Menus and Dialog Boxes

2011-11-18 Thread Jason Daly
On 11/18/2011 02:36 PM, dan marshal wrote: Hi, I did a search of this forum, and have not seen anything yet in osg docs to suggest how to add a basic menu or dialog box to an osg application. Short of trying to tie osg with qt does anyone have a simple way to open a file dialog, or simply to

Re: [osg-users] Transparency Bin Default Behavior

2011-11-08 Thread Jason Daly
On 11/08/2011 04:26 PM, Buckley, Bob CTR MDA/DES wrote: I just found that the transparency bin does not disable z writes by default. Is there a way to do this via the existing API? Pre-traversal callback? Mode? Attribute? I’ve been looking thru the archives and see only one reference.

Re: [osg-users] Transparency Bin Default Behavior

2011-11-08 Thread Jason Daly
On 11/08/2011 04:51 PM, Buckley, Bob CTR MDA/DES wrote: Hey, Jason. Was just down in your neck of the woods, kinda – flying @ Sebring. I got the per state solution. But, I’m looking for fixing the transparency bin. Should be on that bin rather than wasting resources on identifying and

Re: [osg-users] Viewer/CompositeViewer inconsistency?

2011-11-01 Thread Jason Daly
On 11/01/2011 12:17 PM, Thomas Lerman wrote: Yeah, I have been looking at the source code quite a bit lately trying to get these things to work. I am not really sure what your are saying about the following method: Code: int Viewer::run() { if (!getCameraManipulator()

Re: [osg-users] transparency is hard! Drawing order of drawables inside a Geode?

2011-10-26 Thread Jason Daly
On 10/26/2011 02:35 PM, Christian Buchner wrote: Are there any insights for rendering transparent stuff from the OSG community? Are there proven approaches to rendering transparency correctly for objects? Hi, Christian, You might want to look at the osgdepthpeeling and/or the osgoit examples.

Re: [osg-users] Segfault with Qt

2011-10-25 Thread Jason Daly
On 10/25/2011 02:15 AM, Tiziano Müller wrote: Hi Jason Well, I tried once with the nvidia-drivers as well and I got a segfault in libGL instead, but I will try again. My mistake. I didn't catch that in your original message. Sometimes I read too quickly :-) --J

Re: [osg-users] Segfault with Qt

2011-10-24 Thread Jason Daly
On 10/22/2011 09:09 AM, Tiziano Müller wrote: Hi everyone I am using OpenSceneGraph-3.0.1 for a little project together with Qt-4.7.4 and it worked perfectly. After same updates on my system (I can't figure out what exactly changed) I get segfaults when starting either my app or the osgviewerQt

Re: [osg-users] Handover textures to OSG from opengl/opencl

2011-10-18 Thread Jason Daly
On 10/18/2011 02:35 PM, Christophe Herreman wrote: Anyone? Is it impossible to handover textures to OSG ?? I don't understand what you mean by handover textures to OSG. Can you explain what you're trying to do in more detail? --J ___ osg-users

Re: [osg-users] Image formats, most efficient?

2011-10-13 Thread Jason Daly
On 10/13/2011 05:58 PM, Thomas Lerman wrote: It appears the native OSG formats include: a) Text formats: .osg .osgt b) Binary formats: .osgb .ive I know the text formats are much larger and slower to load. In my case, the binary formats are exactly the same size. So, I am curious what

Re: [osg-users] VBO Bug ?

2011-10-12 Thread Jason Daly
On 10/12/2011 09:55 AM, Wojciech Lewandowski wrote: I have prepared a modified osgViewer source which can be used to reproduce the bug (run it without args). See attached screenshots for correct and incorrect output. I will be grateful for some feedback on this issue... Hi, Wojtek, RHEL 6.1

Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Jason Daly
On 10/05/2011 07:26 AM, Simon White wrote: Not to worry, I redesigned the min and max values to give a better looking fire, and now the problem has gone. Still don't know what caused it though, gonna worry about that in the future D: Your problem might have been caused by small feature

Re: [osg-users] osgText::Text heap corruption when using setText()

2011-09-19 Thread Jason Daly
On 09/19/2011 11:44 AM, Joshua Cook wrote: So, I would like to know if a) I'm using the Text object correctly or if there is something else I should be doing to make it thread safe for a text update and b) if I'm using the Text object correctly then is this a known bug and do I need to submit

Re: [osg-users] How to set DOFTransform?

2011-09-19 Thread Jason Daly
On 09/19/2011 02:55 PM, Paul Martz wrote: Now I want to create an osgSim::DOFTransform ( http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00182.html ) to describe this DOF. Unfortunately I do not exactly what I have to do now. The DOFTransform neither has a

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 11:03 AM, Mik Wells wrote: However the Y-up OpenGL default is still relevant. What page of the OpenGL spec specifies that the default coordinate system is Y-Up? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 01:23 PM, Mik Wells wrote: Hi, As far as I know it's not explicitly specified but is implicit in the projection transforms. Assuming the ModelView matrix is the identity, the matrices generated by the traditional Ortho/Frustum functions would result in a vertex's Y value

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 03:01 PM, Mik Wells wrote: This isn't quite true as the projection matrix (which determines X-right, Y-up, Z-out) is non-invertible and so can't be treated as just another transfom in the stack. I don't see what that has to do with my statement. My point is that adding

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 03:59 PM, Mik Wells wrote: Hi, It isn't the window system (e.g. Microsoft Windows) which uses the Y coordinate as the vertical axis of the screen. It's OpenGL. (On my windowing system Y is down). That is accounted for in the viewport transform, not inside OpenGL itself.

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 04:33 PM, Paul Martz wrote: You're free to put whatever transform you want in either matrix as long as transform by the two produces clip coords, but for correct FFP lighting computations, your modelview matrix *must* produce eye coordinates. OpenGL FFP lighting is computed in eye

Re: [osg-users] OSG static linking for commercial application

2011-09-14 Thread Jason Daly
On 09/14/2011 01:36 PM, Aurelien Albert wrote: Hi, This is a question about legal statement, not technical. I'm working on a commercial project based on OSG. I made a dynamic library 3dstuff.dll with all my 3D stuff, this DLL uses OSG. Can I use static linking of OSG with my 3dstuff.dll to

Re: [osg-users] iOS: wireframe

2011-09-02 Thread Jason Daly
On 09/02/2011 08:56 AM, Paul Martz wrote: I suspect glPolygonMode is not supported in any flavor of OpenGL ES. http://www.khronos.org/opengles/ ...but you should check the spec. Paul's right. I checked the spec. glPolygonMode is not supported by OpenGL ES. That was a surprise to me as

Re: [osg-users] Unable to load osgdb_tiff plugin on CentOS 5.6

2011-09-02 Thread Jason Daly
On 09/02/2011 04:30 PM, Cary, Karl A. wrote: I just confirmed that it happens with all tiffs, not just geotiffs. I created something in gimp and used that. Worked in 5.5, not in 5.6. I honestly have no idea what to do other than to roll my own custom tiff loader, which I don't have time to do

Re: [osg-users] Density of the SmokeTrailEffect

2011-08-31 Thread Jason Daly
On 08/31/2011 02:16 PM, Brad Colbert wrote: Hi folks, I have a simple rocket model with a SmokeTrailEffect added and the trail is more like a train of puffs. How do I control the density or closeness of the puffs to make it look more like a trail? The SmokeTrailEffect's ModularEmitter

Re: [osg-users] NodeCallback

2011-08-03 Thread Jason Daly
On 08/03/2011 04:58 AM, Martin Haffner wrote: Ok, but what do these 4 types exactly mean? I guess a PreDraw callback gets called BEFORE the camera renderes and PostDraw AFTER the camera has been rendered its subtree. But what means Initial? And whats the difference between PostDraw and

Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-02 Thread Jason Daly
On 08/02/2011 05:35 AM, Joe Abreu wrote: hybr wrote: Seems like you mess up sampler uniforms setup. You unit declared as unsigned int, and osg uses different gl functions to set uniform with int and unsigned values (which is right thing), and samplers uniforms must be set with signed int

Re: [osg-users] NodeCallback

2011-08-02 Thread Jason Daly
On 08/02/2011 07:44 AM, Martin Haffner wrote: Hi, Guys, you are great! Thanks to both of you for your good explanations! :D Another little question: I guess a Camera::DrawCallback is a callback that gets added to a osg::Camera and that gets called (operator()) every time the camera renders

Re: [osg-users] NodeCallback

2011-08-01 Thread Jason Daly
On 08/01/2011 11:05 AM, Martin Haffner wrote: Hi, I have problems with understanding the use of a NodeCallback. Can anyone explain me what a Nodecallback is doing? A NodeCallback is a class that implements a method ( operator() ), which is called when a particular traversal (update, cull,

Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-01 Thread Jason Daly
On 08/01/2011 11:44 AM, Joe Abreu wrote: One more point to add onto the problem is that I guess the actual problem is that in the debugger I receive the message: Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) Is there any way to actually working out what is

Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-01 Thread Jason Daly
On 08/01/2011 12:04 PM, Joe Abreu wrote: I'm running a NVidia GeForce GTX 460 on my i7 machine, I've done plenty of other shader stuff before with multiple textures, for some reason in this example I'm running it just isn't working. It's the first time trying to link to OSG 3.0.0, but I've

Re: [osg-users] GLSL shader problem: texture2D() multiplying withtextureCube()

2011-08-01 Thread Jason Daly
On 08/01/2011 01:43 PM, Jason Daly wrote: Yeah, that should definitely be enough (not that that's saying much, a GeForce 3 from 2001 would be enough...) Hmm, only other thing that comes to mind is the two sampler uniforms. Are they set to different values in the CPU code? That's all I can

Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-07-29 Thread Jason Daly
On 07/29/2011 11:42 AM, Joe Abreu wrote: Hi, I have a problem that I have got my mind stuck at working out what is going wrong. I have a simple vertex and fragment shader I am trying to test. which look as follows: vertex: Code: varying vec3 normal, eyeVec, reflectVec; void main() {

Re: [osg-users] Fixing Z-Fighting in Far Field...

2011-07-29 Thread Jason Daly
On 07/29/2011 03:52 PM, Oren Fromberg wrote: Howdy everyone, I have objects under a group node called Objects that are rendered. When the objects get too far away, Z-fighting occurs. Would it be possible to fix the Z-fighting by instead of adding the objects as a child of Objects, create two

Re: [osg-users] Picking objets

2011-07-28 Thread Jason Daly
On 07/28/2011 11:31 AM, Carlos Sanches wrote: Hi ! I m trying to detect wich object is selected with LineSegmentIntersector . I m using the example osgpick to help. The problem is that I can only see where the line is intersected but I want to execute some command only if a test objet is

Re: [osg-users] how to judge the model renderering progress is over in my codes

2011-07-27 Thread Jason Daly
On 07/27/2011 08:46 AM, ramy panda wrote: Hi, Now i have a problem in my codes that i want to get a large number of thumnail picture of the models. But i don't know when the model renderer progress is over and the model is show in the OSG viewport, because until the model renderer progress

Re: [osg-users] Loading textures into VRAM

2011-07-27 Thread Jason Daly
On 07/27/2011 02:48 PM, Frank Sullivan wrote: Greetings, My understanding is that most OpenGL implementations will not load a texture into VRAM until the time that it is first used. I was wondering, will a call to glBindTexture suffice for using a texture? If so, could I write a node visitor

Re: [osg-users] How to use CameraView

2011-07-27 Thread Jason Daly
On 07/27/2011 06:01 PM, Robert Kern wrote: I just need to change the fov to match the specs of the HMD I am using for a virtual reality application. All you should need to do is call setProjectionMatrixAsPerspective() on each camera. The FOV you know, the aspect you can compute from the

Re: [osg-users] How to use CameraView

2011-07-27 Thread Jason Daly
On 07/27/2011 06:17 PM, Jason Daly wrote: On 07/27/2011 06:01 PM, Robert Kern wrote: I just need to change the fov to match the specs of the HMD I am using for a virtual reality application. All you should need to do is call setProjectionMatrixAsPerspective() on each camera. The FOV you know

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread Jason Daly
On 07/14/2011 10:08 AM, Bolstad, Mark wrote: I like the idea of combining the passes into one, but if I had a blue object and had to mask it into the red channel, wouldn't it just be black? Yes, it would be black on the red and green passes, but it would show up on the blue pass. When you

Re: [osg-users] GPU Data Access

2011-07-11 Thread Jason Daly
On 07/11/2011 11:47 AM, Martin Großer wrote: Hello, I have written a little application, which renders a scene into a texture. I use the frame buffer object, but my problem is, I need the data on the cpu after the rendering. I know that is the bottleneck, but I hope someone can give me a

Re: [osg-users] Problems with UV Textures in OSG

2011-07-07 Thread Jason Daly
On 07/07/2011 03:02 PM, Jordan Sparks wrote: We originally exported it to OBJ format considering I work on a mac and there is no mac exporter for OSG. What is this Wavefront OBJ? Is that just another name for OBJs or is that another thing altogether? They're referring to the same thing. The

Re: [osg-users] possible OSG 3.0.0 regression - different handling of transparencies in DDS texture loader?

2011-07-06 Thread Jason Daly
On 07/06/2011 01:32 PM, Christian Buchner wrote: Hi, I've just tested our app against OSG 3.0.0, mostly because it has some rudimentary Multitouch support which I hope to extend on. During the upgrade we only stumbled across a renamed header file (MatrixManipulator to CameraManipulator). No big

Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-06 Thread Jason Daly
On 07/06/2011 08:38 AM, Aitor Ardanza wrote: I'm confused ... not sure if xna and osg use the same axes (xyz or xzy​​). getBoneMatrixFromKinectNuiControl give me a local rotation matrix, but do I need to change these to global? I know that in pBoneUpdate.at (i) - getStackedTransforms ().

Re: [osg-users] Absolute beginner questions

2011-06-09 Thread Jason Daly
On 06/09/2011 01:03 PM, basil huffman wrote: Ok, I deleted the build folder and restarted with the method you listed above and I am still getting massive amounts of errors (including the cannot find *.lib). Here is what I am doing: -downloaded OSG 2.4.8 zipped file, extract to D: and rename

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

2011-05-18 Thread Jason Daly
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 anything related to computing. I think it's

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

2011-05-17 Thread Jason Daly
On 05/17/2011 11:36 AM, Michael Rohn wrote: Is there a known issue? I searched the board but I had no success. The problem is also present on a nVidia GTX480. Look at the links on the Wikipedia page (especially the link to the OpenGL forum discussion). I haven't seen any official statement

Re: [osg-users] Build UserInterface

2011-04-15 Thread Jason Daly
On 04/15/2011 01:22 PM, ahmed salah wrote: ya i am using OSG 1.2 for some compatibility reasons with other tool is there anything like OSGWidget in older versions ? No. You'll have to use a 3rd party toolkit. --J ___ osg-users mailing list

Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Jason Daly
On 04/06/2011 10:43 PM, Chris 'Xenon' Hanson wrote: http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3 This is intended to be the final 2.8.4. It now builds successfully on VS2010, and the ffmpeg changes Robert put in have been tested on Windows. We need

Re: [osg-users] Y up to Z up

2011-04-05 Thread Jason Daly
Yeah, I remember that feeling of elation when the coordinate systems finally lined up and started behaving :-) Nice work! --J On 04/05/2011 11:15 AM, Raymond de Vries wrote: Congrats, Aitor! You must be a happy man! :-) On 4/5/2011 5:03 PM, Aitor Ardanza wrote: Ok, I got

Re: [osg-users] Y up to Z up

2011-04-01 Thread Jason Daly
On 04/01/2011 08:36 AM, Aitor Ardanza wrote: snip Sorry but I need to disconnect with this issue until Monday... I haven't gotten ​​the animations work well, even putting Y up or with the formula R' = M * R * Minv... On Monday I will try to summarize all my tests with pictures and videos ...

Re: [osg-users] Y up to Z up

2011-03-31 Thread Jason Daly
On 03/31/2011 09:35 AM, Paul Martz wrote: Rotate 90 degrees around the x axis (or -90, depends on right- versus left-handed coordinates; try one, then the other, to see which one works). This is not a secret. :-) There is plenty of OSG code that does this. Most of the OSG plugins support an

Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-29 Thread Jason Daly
On 03/29/2011 03:52 PM, Jitrapon Tiachunpun wrote: Hi, Thank you for your answers! What I was asking was, could osg load mdl model files into any obj or osg files with all the textures in as part of an object in the world? Yes, definitely. In fact the .bsp loader relies on this in order to

Re: [osg-users] Compiling iOS / iPhone - build errors

2011-03-29 Thread Jason Daly
On 03/29/2011 04:14 PM, Ryan Atkins wrote: I'm trying to build the latest source from Git for the iPhone https://github.com/openscenegraph/osg.git 'GL_COMPILE' was not declared in scope 'glNewList' was not declared in this scope 'glEndList' was not declared in this scope 'glCallList' was not

Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread Jason Daly
On 03/26/2011 04:39 PM, Jean-Sébastien Guay wrote: We're using 2.8.3, but we have no real problem waiting for an eventual 3.0 or whatever comes. Off the top of my head, there are no fixes that we absolutely need. That's why I didn't respond to your questions about 2.8.3.1 or 2.8.4... And I guess

Re: [osg-users] 2.8.4 RC2 tagged

2011-03-28 Thread Jason Daly
On 3/28/2011 6:38 PM, Chris 'Xenon' Hanson wrote: Please, everyone who cares about this, grab and build this so we can have confidence it's done properly and solid and can call it complete. Builds fine on RHEL 6, including the dae and ffmpeg plugins. --J

Re: [osg-users] flt file not working

2011-03-25 Thread Jason Daly
On 03/25/2011 03:00 PM, Gordon Tomlinson wrote: I would expect Creator to handle things better than OSG as Creator has a quite a robust and forgiving FLT file reader ( as it should : ) ) , and it can handle malformed files quite well, it will skip records it does not know etc. and try to create

Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-23 Thread Jason Daly
On 03/22/2011 10:53 PM, Jitrapon Tiachunpun wrote: Hi again, Thank you for your reply! I've tried to set the path to what you have suggested me. In my case, I set it to point at the hl2 root as you said.. well, apparently some models are successfully loaded with all textures correctly applied

Re: [osg-users] GLSL for non-rendering operation

2011-03-23 Thread Jason Daly
On 3/23/2011 3:37 PM, Simon Kolciter wrote: Ok, no access to the whole geometry in geometry shader. However, since you can access to gl_Position of every vertex for a given primitive, can't you also access gl_Normal of these vertices? Accessing gl_Normal only makes sense if you've

Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Jason Daly
On 03/22/2011 12:31 PM, Chris 'Xenon' Hanson wrote: You should be able to do what you're looking for on-GPU. There are some cache and read/write issues when you need to write to a data store and then immediately read it back and use it for drawing. Others can comment on that. I haven't

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-22 Thread Jason Daly
On 03/22/2011 04:44 PM, tim paige wrote: And... I'm sure you or others might suggest the ultimate shading tutorial... This one seems good. I haven't read the whole thing, but I've used sections of it in the past... http://www.lighthouse3d.com/opengl/glsl/ That, together with the

Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-21 Thread Jason Daly
On 03/19/2011 10:38 PM, Jitrapon Tiachunpun wrote: Hi Jason Daly, I have a similar question to pradeep. I know that you wrote the mdl plug-in for Valve's model to be read in osg. However, after I've done extracting all the model files and texture (vtf) files as exactly as how the original

Re: [osg-users] Image as the viewer's background on Iphone

2011-02-25 Thread Jason Daly
On 02/25/2011 05:22 AM, Stephan Maximilian Huber wrote: 2) your width and height doesn't make sense to me. the native resolution of an iphone 4 is 480x640 or 960x1280. Use osg::GraphicsContext::getWindowingSystemInterface()-getScreenResolution(0,w,h) instead. Umm, the iPhone 4's resolution is

Re: [osg-users] Announcing osg.js

2011-02-23 Thread Jason Daly
On 02/23/2011 11:35 AM, Cedric Pinson wrote: Hi, Try those link to enable webgl. http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation Note that on chromium webgl is enable by default Cedric On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote: Hi Cedric Very interesting

Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11

2011-02-23 Thread Jason Daly
On 02/23/2011 07:29 PM, Neil Neilson wrote: Trying the examples in ..\share\OpenSceneGraph\bin None of them work now but did with the pre-built 2.9.9 that does not have the osg71-. osg.dll was not found OpenThreads.dll was not found The fact that the examples don't work, but osgviewer.exe

Re: [osg-users] Android Development Plans

2011-02-18 Thread Jason Daly
On 02/03/2011 04:53 AM, Jorge Izquierdo Ciges wrote: I've been working with ndk r-5 and compiles without many changes. The main trouble i've seen so far it's that following ndk-build script, the library osg goes up to 36 mb (libosg.a). The worst thing it's that it seems that you cannot use a

Re: [osg-users] Image brightness using osg::DrawPixels and polygon texture rendering

2011-02-16 Thread Jason Daly
On 02/16/2011 10:44 AM, Eric Sokolowsky wrote: Hello, Does anyone have suggestions on getting the textured version brighter, hopefully as bright as the DrawPixels version? The textured version is probably getting dimmer because of the linear magnification filter. Since your background is

Re: [osg-users] Has anyone write osg::AudioSink for openal?

2011-01-31 Thread Jason Daly
On 01/28/2011 11:53 PM, Lilinx wrote: hi,all same as tile!! Not yet, to my knowledge. I was going to tackle it at one point on my own, but it turned out to be a bigger job than I first thought. --J ___ osg-users mailing list

Re: [osg-users] Android Development Plans

2011-01-28 Thread Jason Daly
On 01/28/2011 10:01 AM, Jean-Sébastien Guay wrote: Yeah, really nice. Anyone try to compile OSG with this NDK? I guess since they say it supports RTTI and has STLPort for the STL, it should work fine... Actually, there are four different C++ libraries available in NDK 5, and the only one

Re: [osg-users] Mixing GLSL shaders and ARBv1.0 shaders

2011-01-27 Thread Jason Daly
On 01/27/2011 12:58 PM, Steven Powers wrote: I'm working with some legacy code that uses ARBv1.0 shader code for some of the leaf nodes. The ARB shaders work just fine but they are never envoked when I place a GLSL shader (simple shadowing shader) on the root node. I've tried setting the

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