Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Wojciech Lewandowski
- Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent: Friday, February 15, 2008 2:42 PM Subject: Re: [osg-users] Framerate vs stats? Thanks Serge, I have to withdraw my claim. Your mail gave me something to think and I checked whether problem exists

Re: [osg-users] osgShadow one shot shadow map

2008-02-14 Thread Wojciech Lewandowski
Hi J-S, Thank you Wojtek, I'll check that out! I'm really very grateful to you for contributing this. I've been banging my head on this and we're still on OSG 2.2 here so I didn't think of going to see in the new additions if there was something that would help me out. You're welcome. I

Re: [osg-users] osgShadow one shot shadow map

2008-02-13 Thread Wojciech Lewandowski
Hi J-S, This is the part I'm having trouble with. I actually don't mind using the scene bound I get with the ComputeBoundingBoxVisitor, but getting a usable camera frustum (both for main and light cameras) and then intersecting those is the hard part for me. Any tips there? How do you create the

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Wojciech Lewandowski
be avaible for the osg community, new shadow implementation ? 2008/2/11, Wojciech Lewandowski [EMAIL PROTECTED]: I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent on algorithms finding minimal shadowed scene bounds under OSG. It was a key to good shadow

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Wojciech Lewandowski
Hi, I developed two methods to compute convex hull of visible scene portion: A: one based on cull stage I scan render leaves generated by main camera cull traversal and compute minimal convex hull around them B: second based on draw stage I prerender the scene to small resolution depth

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent on algorithms finding minimal shadowed scene bounds under OSG. It was a key to good shadow mapping results. I will try to contribute LispSM when I am done with all the issues. Cheers, Wojtek -Original Message-

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
Hi, ShadowMap::cull invokes culls traversal for both main camera (ShadowReceiving) graph shadow camera (ShadowCasting) graphs. So if you block whole cull on ShadowMap level - it won't draw the scene as well. The trick is to block only the portion that culls ShadowCasting graph. See the

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
I have spent couple months banging my head against the wall, implementing perspective shadow mapping algortihms and that is the only rason I know how osgShadow::ShadowMap works ;-). Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jean-Sebastien Guay

Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain. Possible ?

2008-02-08 Thread Wojciech Lewandowski
like this was already done. Cheers, Wojtek Lewandowski Wojciech Lewandowski a écrit : Hi everyone, Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high fidelity vector models ? If not, maybe you can offer some suggestions how to do it ? Thanks in advance, Wojtek

Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain.Possible ?

2008-02-08 Thread Wojciech Lewandowski
/OSGDEM terrain.Possible ? Have you looked at osgTDS http://www.andesengineering.com/Projects/TDS/ Brian On Feb 8, 2008 6:16 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi everyone, Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high fidelity vector models

[osg-users] Scene prerender for selecting parameters needed for cull and final screen render

2008-01-26 Thread Wojciech Lewandowski
Hi Robert, I am struggling with building decent ShadowMapping approach for flight sim application. Due to performance requirements I am hesistant to use multipass PSSM and I am trying to implement (one extra pass only) some kind of perspective shadow mapping derived algorithm. I went through

Re: [osg-users] Scene prerender for selecting parameters needed for cull and final screen render

2008-01-26 Thread Wojciech Lewandowski
. As I'm so short on time I can't really dive any deeper than this, good luck, Robert. On Jan 26, 2008 12:37 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi Robert, I am struggling with building decent ShadowMapping approach for flight sim application. Due to performance requirements I am

Re: [osg-users] 64bit question

2008-01-24 Thread Wojciech Lewandowski
Hi, We have one 64bit setup in our company. It was not used for few months, but in the summer we we built couple osg releases using it. In that time, it was just a matter of selecting target 64 bit VS environment, when Cmake was run for the very first time in OSG directory. This selection is also

Re: [osg-users] Shadows with OpenProducer - is it possible?

2008-01-17 Thread Wojciech Lewandowski
I haven't suggested that it won't work with osgProducer. I said that your poroblem ie ShadowMap init not being called by Update Traversal may be caused by some differences beetween osgViewer and osgProducer viewers. I would not go that far to say that osgProducer is to blame. But osgShadow example

Re: [osg-users] Adding shadow to an existing scenegraph

2008-01-16 Thread Wojciech Lewandowski
For tests, you may derive your ShadowMap from osgShadow::ShadowMap, override init and cull methods. In this way you will be able to check if init was called. Of course I have not tested it but the code should look more or less like this: #include cassert class MyShadowMap: public

Re: [osg-users] osgShadow::ShadowMap and _receivesShadowTraversalMask

2008-01-14 Thread Wojciech Lewandowski
Hi, I believe that receivesShadowTraversalMask is used somewhere in ShadowedScene code to initialize NodeMask for traversals. Its common code for all techniques. Check ShadowedScene or ShadowedTechnique. Its must be there. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED]

Re: [osg-users] Adding shadow to an existing scenegraph

2008-01-11 Thread Wojciech Lewandowski
Hi, I asked similar question some time ago. In the meantime I figured it out myself. You don't need to add light to shadowed scene nor it does not need to be present in fixed location in viewer scene hierarchy. I assume of course that you have at lest one light somewhere in hierarchy. In case

Re: [osg-users] StateSet bin mode

2008-01-11 Thread Wojciech Lewandowski
Hi, o OVERRIDE is effectively an instruction to ignore an attempts of StateSet below it to set RenderBin's. Understood. Can you give me an example of why someone would want to do this? Pardon me, to step into this discussion but I think I have a situation where renderBin override could

Re: [osg-users] Adding shadow to an existing scenegraph

2008-01-11 Thread Wojciech Lewandowski
Hi again, Sorry I was in hurry and I made many errors in my last post it was almost unreadable. I repeat it with at least few of them fixed ;-) You won't find osgShadow::ShadowMap::init it on a Stack Trace. You have to place breakpoint into it. You do this to make sure its actually NOT CALLED

Re: [osg-users] INT32 redeifinition with Win32 and VS8 binarypackage

2008-01-10 Thread Wojciech Lewandowski
Hi, Philip, FYI: All integral types in Win64 are the same size as they were in Win32. Only ptr types got promoted to 64 bit. See this article: http://blogs.msdn.com/oldnewthing/archive/2005/01/31/363790.aspx Cheers, Wojtek Lewandowski - Original Message - From: Philip Taylor [EMAIL

Re: [osg-users] osg in Visual C++ Express Edition 2008

2008-01-07 Thread Wojciech Lewandowski
Just because the issue was encountered on Vista doesn't mean it's related to Vista. In this case, trying to run CMake 2.4.x with Visual Studio 2008 even on XP would have given the same issue, because CMake 2.4 doesn't recognize VS 2008. You need CMake 2.5. Even on XP. I 100% agree. Its non OS

Re: [osg-users] VBO

2008-01-07 Thread Wojciech Lewandowski
Hi, I am also very surprised to see that use of index arrays/buffer objects impacts performance. Is this a limitation of OSG or OpenGL ? I always thought that Hardware Vertex Buffer + Hardware Index Buffer should be the best performing scenario. I just checked GPU_Programming_Guide on NVidia

Re: [osg-users] VBO

2008-01-07 Thread Wojciech Lewandowski
@lists.openscenegraph.org Sent: Monday, January 07, 2008 12:20 PM Subject: Re: [osg-users] VBO On Jan 7, 2008 10:58 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I am also very surprised to see that use of index arrays/buffer objects impacts performance. Is this a limitation of OSG or OpenGL

Re: [osg-users] osg in Visual C++ Express Edition 2008

2007-12-31 Thread Wojciech Lewandowski
I have not done it myself so I am not 100 % sure but from what I've heard CMAKE simply does not find your VS 2008 installation on standard predefined paths. Workaround is to run cmake from VS 2008 command prompt. This is what I've heard. If this does not help ask again in new year. My collegues

Re: [osg-users] Is point in view?

2007-12-30 Thread Wojciech Lewandowski
osg::Vec3 projectedPoint = osg::Vec3( x,y,z ) * camera-getViewMatrix() * camera-getProjectionMatrix(); bool pointInFrustum = osg::BoundingBox( -1, -1, -1, 1,1,1 ).contains( projectedPoint ); Cheers, Wojtek Lewandowski -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Re: [osg-users] [SPAM] Re: Latest SVN: problems with Pluginswithout Manifests

2007-12-13 Thread Wojciech Lewandowski
Of Wojciech Lewandowski Sent: 12 December 2007 14:42 To: OpenSceneGraph Users Subject: [SPAM] Re: [osg-users] Latest SVN: problems with Plugins without Manifests Serge, I have created a test solution for my case. It is very simple Exec which dynamically loads DLL where osgViewer

Re: [osg-users] [SPAM] Re: Latest SVN: problems withPluginswithoutManifests

2007-12-13 Thread Wojciech Lewandowski
-- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Serge Lages Sent: 13 December 2007 15:35 To: OpenSceneGraph Users Subject: Re: [osg-users] [SPAM] Re: Latest SVN: problems with PluginswithoutManifests Hi Wojtek, On Dec 13, 2007 4:11 PM, Wojciech

[osg-users] Question about ShadowedScene

2007-12-07 Thread Wojciech Lewandowski
Hi, I am trying to work with osgShadow in my application. Node graph is bit more complicated than osgShadow example and I see a problem with shadow map not rendered to shadow texture (its empty - filled only with clear depth value). One thing that I may do wrong is use of ShadowScene. We do

[osg-users] Computing BoundingBox from RenderBin ?

2007-12-04 Thread Wojciech Lewandowski
Hi Everyone, I am trying to implement Shadow Mapping algorithm somewhat similar to Trapezoidal/Perspective shadow maps. During this work I learned that one of most effective optimizations is proper calculation of minimal shadowed world area and appropriate construction of minimal shadow map.

Re: [osg-users] Computing BoundingBox from RenderBin ?

2007-12-04 Thread Wojciech Lewandowski
11:22 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi Everyone, I am trying to implement Shadow Mapping algorithm somewhat similar to Trapezoidal/Perspective shadow maps. During this work I learned that one of most effective optimizations is proper calculation of minimal shadowed

Re: [osg-users] Computing BoundingBox from RenderBin ?

2007-12-04 Thread Wojciech Lewandowski
BoundingBox from RenderBin ? On Dec 4, 2007 12:39 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Thank You, Seems that studying OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY may be appropriate for my task. Thats a huge piece of code. Thanks again. My plan

Re: [osg-users] OT: Visual Studio stupid memory dumps work around

2007-11-18 Thread Wojciech Lewandowski
Thats a Fantastic news ;-) I tried exit() and abort() without success. Thanks, Wojtek Lewandowski -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Gordon Tomlinson Sent: Sunday, November 18, 2007 8:13 PM To: osg-users@lists.openscenegraph.org

Re: [osg-users] marker projection on sphere

2007-11-08 Thread Wojciech Lewandowski
What type of marker ? Some kind of geometry or just texture projected on the surface ? I am afraid that first one would be impossible without some intersection testing (or depth picking - maybe GL picking could work - but its a guess as I am not an expert on GL picking). Texture marker may be

Re: [osg-users] more on Windows debugging

2007-09-27 Thread Wojciech Lewandowski
] On Behalf Of Wojciech Lewandowski Sent: Wednesday, September 26, 2007 4:24 PM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging My INSTALL step does copy these DLLs to the different location. They were compiled in OpenSceneGraph\src\subproject and linked in OpenSceneGraph

Re: [osg-users] more on Windows debugging

2007-09-27 Thread Wojciech Lewandowski
pdb files and symbols but didn't put the source paths in the pdb files, but I think I'll be able to resolve this now. andy -Original Message- From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED] Sent: Thursday, September 27, 2007 4:35 AM To: Andy Skinner; OpenSceneGraph Users

Re: [osg-users] more on Windows debugging

2007-09-26 Thread Wojciech Lewandowski
to specify the source, but it doesn't seem to be helping, in the same way it didn't help you to remove them. :) thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Wojciech Lewandowski Sent: Wednesday, September 26, 2007 11:43 AM

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