[osg-users] Multi-pass rendering

2008-05-25 Thread Lars Karlsson
Hi,
In my application, I have to perform the following operations:

1) render the scene into buffer A, using fixed GL pipeline

2) render the scene again into buffer B, using some shaders

3) render the scene again into the color framebuffer, using some shaders

4) superimpose (i.e. lay over) additional GL primitives over the color 
framebuffer, using fixed GL functionality.

My question is, how to implement this sequence of operations (which have to be 
executed in the given order, for each frame)
using OpenSceneGraph? Any hint is welcome, because I really don't know where to 
start and how to approach the problem. Thanks Lars.


  

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Re: [osg-users] How to control Animation Speed?

2008-05-25 Thread Robert Osfield
Hi Donlin,

The osg::AnimationPathCallback has a the following methods for
controlling speed:

void setTimeOffset(double offset) { _timeOffset = offset; }
double getTimeOffset() const { return _timeOffset; }

void setTimeMultiplier(double multiplier) { _timeMultiplier =
multiplier; }
double getTimeMultiplier() const { return _timeMultiplier; }

Have a look at the osganimation example as this shows this in action.

Robert.


2008/5/24  [EMAIL PROTECTED]:
 Hello,all

 I build a model with animation in it use 3ds max,but in osg application(Load
 the model .ive as a node),the animation's speed is too fast, I want use
 language to set it's speed down, could anyone tell how to control Animation
 Speed ?Thanks.

 Regards

 Donlin


 
 月供1800奥北两居
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Re: [osg-users] OSG 2.5 and cmake

2008-05-25 Thread Robert Osfield
H Philip,

On Sat, May 24, 2008 at 3:19 PM, Philip Lowman [EMAIL PROTECTED] wrote:
 FIND_PACKAGE(PkgConfig)

 IF(PKG_CONFIG_FOUND)
# use pkg_check_modules()
 ENDIF(PKG_CONFIG_FOUND)

I've just gone ahead and implement this approach, it's now checked into SVN.

Robert.
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Re: [osg-users] BUG: RTT camera setClearDepth function doesn't work

2008-05-25 Thread Robert Osfield
Hi Hesicong,

Could you please sign your posts with the name you wished to be
addressed with, it's tedious having to second guess this stuff, and
polite not to just bark emails out without an introduction and a
signature.

As for the bug now introduced w.r.t clear depth.  The line I changed I
believe fixed a bug, but... it looks like a bug elsewhere made the
original code behave the way you wanted.  I will investigate.

Robert.

On Fri, May 9, 2008 at 2:52 AM, hesicong2006 [EMAIL PROTECTED] wrote:
 But, another problem. After fix setClearDepth problem, RTT camera
 setClearColor doesn't work!!!
 I modified osgprerender.cpp line 319, from
 camera-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
 to
 camera-setClearColor(osg::Vec4(1,0,0,1));
 but the background color do not change.
 I just change line 1308 and 1312 to previous version and things works ok. I
 don't know why you switch the two lines. I attached my version of
 CullVisitor.
 Please check it, thanks!

 Robert Osfield wrote:

 Hi Hesicong,

 Seems I missed adding a few RenderStage::setClear*() to
 CullVisitor::apply(Camera).  These are now added and checked into
 SVN.

 Could you let me know if things now work fine for you.

 Robert.

 On Sat, May 24, 2008 at 7:32 AM, hesicong2006 [EMAIL PROTECTED] wrote:


 Hi, Robert:
 You added setClearDepth function to camera last few days, it works very fine
 with ordinary camera. But when I try to setClearDepth with a RTT camera, it
 does work.
 To reproduce this BUG, I take latest SVN version of osgprerender.cpp example
 to show you.
 I add
 camera-setClearDepth(0);
 to line 321. Default depth value is 1,and default depth function is LESS. So
 if I set the value to 0, camera will render no scene because all the depth
 value is NOT LESS than 0.
 But the result scene on the flag is same as before. I also modified the
 value to any value between 0 and 1, the scene remain the same. So I'm sure
 setClearDepth() is working for RTT camera.

 My system configuration:
 Nvidia Geforce 8800GTS with 174.55 driver.
 Windows Server 2008


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Re: [osg-users] Remove old wiki from Google?

2008-05-25 Thread Robert Osfield
Hi Paul,

Sounds like a reasonable thing to do i.e. stop google bots from
indexing the old wiki.  I'd be happy for others to go chase this one
as my inbox is chock full of other tasks.

Cheers,
Robert.

On Sat, May 24, 2008 at 11:21 AM, Paul Melis [EMAIL PROTECTED] wrote:
 It seems the old pmwiki is still being indexed by Google. Isn't time to
 clean this up? Currently searching for openscenegraph download returns as
 top hit the download page for 2.0 on the previous wiki!

 I seem to recall that Google has an option to retire a set of URLs from
 their database. This would at least make sure that nobody can find the old
 website anymore through Google. After googling a bit on uh google it seems
 you can place a robots.txt file with some required parameters in it to
 control how google crawls your site. Another option would be to request the
 pmwiki URL to be removed from the google index through the Google Webmaster
 Tools.

 Paul
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Re: [osg-users] Remove old wiki from Google?

2008-05-25 Thread Stephan Huber
Hi,

Robert Osfield schrieb:
 Sounds like a reasonable thing to do i.e. stop google bots from
 indexing the old wiki.  I'd be happy for others to go chase this one
 as my inbox is chock full of other tasks.

I submitted a modified robots.txt to osg-submission. Hopefully this will
remove the old wiki from the google-index (and from other search-engines)

cheers,
Stephan
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Re: [osg-users] Multi-pass rendering

2008-05-25 Thread Robert Osfield
Hi Lars,

The OSG support multi-pass, multi-stage rendering pretty thoroughly.
There are plenty of examples that use various combinations of
multi-pass.  For starters have a look at the osgprerender,
osgprerendercubemap, osgdistortion and osghud examples.

Robert.

On Sun, May 25, 2008 at 8:04 AM, Lars Karlsson [EMAIL PROTECTED] wrote:
 Hi,
 In my application, I have to perform the following operations:

 1) render the scene into buffer A, using fixed GL pipeline

 2) render the scene again into buffer B, using some shaders

 3) render the scene again into the color framebuffer, using some shaders

 4) superimpose (i.e. lay over) additional GL primitives over the color 
 framebuffer, using fixed GL functionality.

 My question is, how to implement this sequence of operations (which have to 
 be executed in the given order, for each frame)
 using OpenSceneGraph? Any hint is welcome, because I really don't know where 
 to start and how to approach the problem. Thanks Lars.




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Re: [osg-users] Too much support!!!!!

2008-05-25 Thread Robert Osfield
Hi Guys,

I've added the googlegroups archive to the lists of archives,
alongside the existing links to gmane and mail-archive.  I've also
reorganised the archive links so it's right alongside the link to the
list subscription rather than a separate paragraph.   It's worth note
the mailman archive was not linked to from the mailing lists wiki
page, only the better alternatives, despite this people still on
occassion use the sucky mailman archives.  The saying you can lead a
horse to water but you can't make it drink applies here.

And there's another point.  Lots of talking on this thread but
actually not too much action.  Who ended up fixing the wiki pages and
doing the actual support rather than just talking...  there is plenty
done by users on support, updating the wiki, fixes bugs etc which is
really appreciated, but alas what is needed is more of this community
spirit, other members of the community to take on specific
responsibilities.

Ideally we'd have people or sets of people who could be the ones
responsible for all things wiki, all things windows platform support,
all things OSX support, all things unix support, all things stable
release support, active server admin etc.  We have lots of people
doing stuff when time is available, but it remains very much on a
adhoc basis.   Because it's so adhoc I have to try and follow far too
many topics so that I catch stuff that would otherwise fall through
the cracks, I have to spread myself way too thinly with me working all
hours just to keep things on an even keel.

Having myself be responsible for too many aspects of the project
simply isn't viable, burnout is a real issue, both physically and
mentally.  It's also not good expertise wise - I just don't have good
skills in all the required areas, and as I said in my previous post
multi-tasking reduces your intellectual abilities, doing what I'm
doing is making stoopid, and really don't want someone who's gate
keeper of the source who's mentally impared.

So better search engines, better docs yep all helps, but in the
end it's just tweaking things, it's not addressing the real problem -
the projects over dependence on me carrying the ball for too many
aspects of the project.

Robert.
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Re: [osg-users] BUG: RTT camera setClearDepth function doesn't work

2008-05-25 Thread hesicong2006




Call me Hesicong, that's OK. You may remember I fixed a bug in volume
render example :)

Robert Osfield wrote:

  Hi Hesicong,

Could you please sign your posts with the name you wished to be
addressed with, it's tedious having to second guess this stuff, and
polite not to just bark emails out without an introduction and a
signature.

As for the bug now introduced w.r.t clear depth.  The line I changed I
believe fixed a bug, but... it looks like a bug elsewhere made the
original code behave the way you wanted.  I will investigate.

Robert.

On Fri, May 9, 2008 at 2:52 AM, hesicong2006 [EMAIL PROTECTED] wrote:
  
  
But, another problem. After fix setClearDepth problem, RTT camera
setClearColor doesn't work!!!
I modified osgprerender.cpp line 319, from
camera-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
to
camera-setClearColor(osg::Vec4(1,0,0,1));
but the background color do not change.
I just change line 1308 and 1312 to previous version and things works ok. I
don't know why you switch the two lines. I attached my version of
CullVisitor.
Please check it, thanks!

Robert Osfield wrote:

Hi Hesicong,

Seems I missed adding a few RenderStage::setClear*() to
CullVisitor::apply(Camera).  These are now added and checked into
SVN.

Could you let me know if things now work fine for you.

Robert.

On Sat, May 24, 2008 at 7:32 AM, hesicong2006 [EMAIL PROTECTED] wrote:


Hi, Robert:
You added setClearDepth function to camera last few days, it works very fine
with ordinary camera. But when I try to setClearDepth with a RTT camera, it
does work.
To reproduce this BUG, I take latest SVN version of osgprerender.cpp example
to show you.
I add
camera-setClearDepth(0);
to line 321. Default depth value is 1,and default depth function is LESS. So
if I set the value to 0, camera will render no scene because all the depth
value is NOT LESS than 0.
But the result scene on the flag is same as before. I also modified the
value to any value between 0 and 1, the scene remain the same. So I'm sure
setClearDepth() is working for RTT camera.

My system configuration:
Nvidia Geforce 8800GTS with 174.55 driver.
Windows Server 2008


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Re: [osg-users] can't change the multisamples

2008-05-25 Thread Guy
I think it could also be that the display driver overrides your settings.
Try to check the display driver settings for anti-aliasing/multi sampling.

Guy.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Thursday, May 22, 2008 12:32 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] can't change the multisamples

Hi Martin,

You should set the multi-sample hint before you create the viewer, it
only uses these values when the viewer creates its graphics contexts
via the osgViewer::View::setUpView*() methods.  The DisplaySettings
multi sample values aren't used
after this initialization.

Also if you are creating you own GraphicsWindow's manually (i.e. like
osgwindow/osgcamera) then you'll need to set the samples directly in
the Traits structure.

Robert.

On Thu, May 22, 2008 at 11:16 AM, Martin Großer [EMAIL PROTECTED] wrote:
 Hello,

 I would like set up the multisamples for my viewer.
 First I create a object DisplaySettings and after this I call the function 
 setNumMultiSamples.

 osg::DisplaySettings* ds = new osg::DisplaySettings();
 ds-setNumMultiSamples( 8 );

 But nothing was happened. The Viewer still use the global settings. How can I 
 change this?

 Thanks, Martin
 --
 GMX startet ShortView.de. Hier findest Du Leute mit Deinen Interessen!
 Jetzt dabei sein: http://www.shortview.de/[EMAIL PROTECTED]
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Re: [osg-users] BUG: RTT camera setClearDepth function doesn't work

2008-05-25 Thread Robert Osfield
Hi Hesicong,

On Sun, May 25, 2008 at 1:27 PM, hesicong2006 [EMAIL PROTECTED] wrote:
 Call me Hesicong, that's OK. You may remember I fixed a bug in volume render
 example :)

Yes I do recall, but there are over 1900 people of the mailing list, I
can't fit everybodies personal mapping in my head, it's far far easier
to users to remember my name than the other way around so it's good to
show a bit of consideration and use the structure of email that I have
requested to make my job easier.  i.e.

  Hi Your Name/All

  Context of Mail.

  Cheers/Thanks/Regards
  My Name

Not only is this the polite way to correspond, and make my life easier
but it also makes it much easier to follow threads and who has written
what.

Thanks,
Robert.
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Re: [osg-users] Remove old wiki from Google?

2008-05-25 Thread Paul Melis

Stephan Huber wrote:

Hi,

Robert Osfield schrieb:
  

Sounds like a reasonable thing to do i.e. stop google bots from
indexing the old wiki.  I'd be happy for others to go chase this one
as my inbox is chock full of other tasks.



I submitted a modified robots.txt to osg-submission. Hopefully this will
  
remove the old wiki from the google-index (and from other search-engines)
  
I don't understand why the file only disallows /data, the old wiki is 
under /osgwiki/*pmwiki*.php


Paul
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Re: [osg-users] Remove old wiki from Google?

2008-05-25 Thread Paul Melis

Paul Melis wrote:

Stephan Huber wrote:

Hi,

Robert Osfield schrieb:
 

Sounds like a reasonable thing to do i.e. stop google bots from
indexing the old wiki.  I'd be happy for others to go chase this one
as my inbox is chock full of other tasks.



I submitted a modified robots.txt to osg-submission. Hopefully this will
  remove the old wiki from the google-index (and from other 
search-engines)
  
I don't understand why the file only disallows /data, the old wiki is 
under /osgwiki/*pmwiki*.php
Apologies for the bold-makers, that's when you get when you copy-paste 
from google.

Should have been simply /osgwiki/pmwiki.php

Paul
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Re: [osg-users] Send all the transformation as uniform to vertex shader

2008-05-25 Thread Mike Weiblen
(I've really just skimmed your message quickly)
Do you know about the built-in OSG uniforms osg_ViewMatrix and
osg_ViewMatrixInverse?  Combined with the GLSL built-in
gl_ModelViewMatrix, perhaps all the info you need is already available
to the shader?

cheers
-- mew




On Sun, May 25, 2008 at 2:42 AM, zhangguilian [EMAIL PROTECTED] wrote:
 Hi,
 I use glsl for shader and build a scene using osg2.4, the scene graph tree
 is shown in the diagram, I render the same scene in two passes with two
 cameras, I want to get the world coordinate of vertex in both of the two
 vertex shaders, I use this method:

 //to each of the geode added to the scene:
 osg::Matrix ComputeAllParentsTransforms(Geode node)
 {

  Matrix ret;
  ret.identity();
  //if(!node)return ret;

  if(node.getNumParents()0)
  {
   Node* parent=node.getParent(0);

   do
   {

MatrixTransform* mt=dynamic_castMatrixTransform*(parent);
if(mt)
{
 ret*=mt-getMatrix();
}
parent=parent-getParent(0);

   }
   while((parent-getNumParents()0)(parent-getName()!=MRT_CAMERA));//the
 first pass camera and the second pass camera is named MRT_CAMERA

  }
  return ret;

 }
  I set this matrix as a uniform(LocalToWorldMatrix ,Matrix()) to the
 vertex shader, and do:worldPosition= LocalToWorldMatrix * gl_Vertex; I think
 this result is the world coordinate of the vertex, am I right? Can I get the
 world coordinate of the vertex using this method? Are there any good and
 right method to get the world coordinate of the vertex? And Can I get the
 world normal through this way:

  vec4 nrm=vec4(gl_Normal,0.0);
  WorldNrm= (LocalToWorldMatrix *nrm).xyz;
 If it is a bad method, Could you please give me some advice about how to get
 the world coordinate and world normal? Any information about this will be
 OK.

 I would appreciate it very much if you would help me with it. Thanks very
 much!

 
 zhangguilian
 2008-05-25
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[osg-users] URLs inside win32 installer (WAS Too much support!!!!!)

2008-05-25 Thread Mike Weiblen
Hi all,

FWIW I have the win32 installer populate some convenience URLs in the
OSG area of the Start Menu for easy access, see Start
Menu\Programs\OpenSceneGraph\URLs

I was just a quick thing and I didn't put too much thought into it.
Assuming anyone even uses those links, it occurs to me that perhaps
they aren't the best choices.  I guess I should add a couple links to
usable list mirrors, rather than just to the list signup page.

How can that small batch of URLs be improved as a resource for users,
noob and super?

cheers
-- mew





On Sun, May 25, 2008 at 6:09 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi Guys,

 I've added the googlegroups archive to the lists of archives,
 alongside the existing links to gmane and mail-archive.  I've also
 reorganised the archive links so it's right alongside the link to the
 list subscription rather than a separate paragraph.   It's worth note
 the mailman archive was not linked to from the mailing lists wiki
 page, only the better alternatives, despite this people still on
 occassion use the sucky mailman archives.  The saying you can lead a
 horse to water but you can't make it drink applies here.

 And there's another point.  Lots of talking on this thread but
 actually not too much action.  Who ended up fixing the wiki pages and
 doing the actual support rather than just talking...  there is plenty
 done by users on support, updating the wiki, fixes bugs etc which is
 really appreciated, but alas what is needed is more of this community
 spirit, other members of the community to take on specific
 responsibilities.

 Ideally we'd have people or sets of people who could be the ones
 responsible for all things wiki, all things windows platform support,
 all things OSX support, all things unix support, all things stable
 release support, active server admin etc.  We have lots of people
 doing stuff when time is available, but it remains very much on a
 adhoc basis.   Because it's so adhoc I have to try and follow far too
 many topics so that I catch stuff that would otherwise fall through
 the cracks, I have to spread myself way too thinly with me working all
 hours just to keep things on an even keel.

 Having myself be responsible for too many aspects of the project
 simply isn't viable, burnout is a real issue, both physically and
 mentally.  It's also not good expertise wise - I just don't have good
 skills in all the required areas, and as I said in my previous post
 multi-tasking reduces your intellectual abilities, doing what I'm
 doing is making stoopid, and really don't want someone who's gate
 keeper of the source who's mentally impared.

 So better search engines, better docs yep all helps, but in the
 end it's just tweaking things, it's not addressing the real problem -
 the projects over dependence on me carrying the ball for too many
 aspects of the project.

 Robert.
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Re: [osg-users] Remove old wiki from Google?

2008-05-25 Thread Stephan Huber
Hi Paul,

Paul Melis schrieb:
 I don't understand why the file only disallows /data, the old wiki is
 under /osgwiki/*pmwiki*.php

Robert did not upload the new robots.txt files till yet (I have no
access to the web-server), what you are seeing is the old one.

This is the new one:

-- 8 -- snip --
User-agent: *
Disallow: /data
Disallow: /osgwiki
Disallow: /index.php?*

-- 8 -- snip --

cheers,
Stephan
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Re: [osg-users] Too much support!!!!!

2008-05-25 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 Hi Guys,
...
 So better search engines, better docs yep all helps, but in the
 end it's just tweaking things, it's not addressing the real problem -
 the projects over dependence on me carrying the ball for too many
 aspects of the project.

Are you saying that you need few underlings to share the load? I think
that idea is a long overdue, Robert.

I do not see why you should be the one maintaining mailing lists or the
web site. I could even imagine several trusted people having write
access to the repository - that would go a long way to clear the backlog
in submissions, letting you to focus on the design issues.

You are not the first one having this problem as the project grows -
look up Linus doesn't scale for another well known instance (including
some of the solutions).

Regards,

Jan
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Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

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Re: [osg-users] Too much support!!!!!

2008-05-25 Thread Jean-Sébastien Guay

Hello Mike, Robert,


Are you saying that you need few underlings to share the load? I think
that idea is a long overdue, Robert.


I totally agree. I think there is a need for direct and clear delegation 
of tasks.


I can certainly step up and help in some areas if it is desired. Some 
parts I can help with are web/wiki administration (basic tasks) and 
Win32 testing/bug characterization/fixing. I think I can work out a deal 
with my employer for this, so that everything is clear for all parties.


I'll let you know how it turns out in the coming week.

J-S
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Re: [osg-users] Rendering the scene multiple times with differentshaders.

2008-05-25 Thread Viggo Løvli

Hi Robert,

 I've wondering about making it possible to have a composite StateSe to
 provide switch and layer functionality, but have never tackled this as
 it complicates the basic API quite a bit for functionality that only a
 very small proportion of users will ever require.
 
 That being said, I do see value in having the OSG better support the
 type of usage you are putting it through, we just have to strive for a
 solution that is not intrusive to rest of the OSG.
 
 Robert.

Maybe I can take a look at how to integrate this into OSG? Well, if I get time 
to actually do it :-)

But in case I do, then I would like to try a direct integration in the OSG 
code-base. I will find a way to keep the old API so that any code written 
earlier will still work. Performance should not be affected much. I think the 
controller for this should be the camera, at least that is what I need, but I'd 
like to look closer at the code before I make up my mind.

I am quite new to OSG, so I need to know where and how to submit a code 
contribution candidate so that it can be reviewed and hopefully approved. Who 
should I talk to about it?

I am impressed by how quickly I got feedback on this mail thread :-)

Viggo



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Re: [osg-users] Too much support!!!!!

2008-05-25 Thread Robert Osfield
Hi Jan,

On Sun, May 25, 2008 at 5:12 PM, Jan Ciger [EMAIL PROTECTED] wrote:
 So better search engines, better docs yep all helps, but in the
 end it's just tweaking things, it's not addressing the real problem -
 the projects over dependence on me carrying the ball for too many
 aspects of the project.

 Are you saying that you need few underlings to share the load? I think
 that idea is a long overdue, Robert.

I first floated this idea at the Highland Gathering, and then in far more
urgent form when Don departed.  osg-crew was set up for this purpose
of coordinating those supporting the project.

Roles that have been taken on was Jose Luis Hidalgo stepped
forward in the role as server admin, and put a huge amount of effort,
with great support from his department in.   Jose isn't so active on the
lists these days though, and I believe that the server is now centrally
managed by another admin, so this role is not quite as well defined
as it was once was.

Paul Martz and Bob Kuehne took on their quest to develop OSG documentation, the
QuickStartGuide and Ref Guide books have come from this, as well as
training course.
However, this work hasn't has included coordination of the documentation on the
wiki which is much needed.

 I do not see why you should be the one maintaining mailing lists or the
 web site. I could even imagine several trusted people having write
 access to the repository - that would go a long way to clear the backlog
 in submissions, letting you to focus on the design issues.

Write access to repository is something I'm happy to see on a module basis, not
full access.  Eric Wing and Stephan Huber have write access to the
XCode project
for instance.   I've exchanged a few emails with Paul Martz about the
possibility
of him getting write access to the OpenFlight plugin.

General write access is not something I'm about to grant as the in
review process I get to track what changes are being made and why.  If
I don't track these changes I start loose and understanding of the
project.   I also often modify submissions,
or modify parts of the OSG in response to submissions.  It's this
process that keeps the coherency of the code base, it also keeps my
head as coherent making it quicker and easier for me to do support
because I have a good idea of exactly where the code is at.

In terms of workload, if I was just the maintainer it'd be easy to
keep on top of osg-submissions, so having lots of hands on this area
isn't really required, it's all the other aspects to the project that
currently fall on me to tackle because no one else takes stuff on.

 You are not the first one having this problem as the project grows -
 look up Linus doesn't scale for another well known instance (including
 some of the solutions).

Not the first, and not the last by any shot, it's common to all
successful open and close source projects - how do you make things
scale without breaking the essence of what makes the project
successful in the first place.

This isn't the first time I've made a call.  Roles have to stick, or
to be formally passed on when people need to move on or fallback when
busy at work, but there has to be a steadiness to the role that means
that I can hand over the reigns and not worry about stuff being
handled, and also that the community knows who to go to for certain
tasks.  However, this commitment isn't easy to take on.

Robert.
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Re: [osg-users] Too much support!!!!!

2008-05-25 Thread Robert Osfield
Hi JS,

On Sun, May 25, 2008 at 6:51 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Are you saying that you need few underlings to share the load? I think
 that idea is a long overdue, Robert.

 I totally agree. I think there is a need for direct and clear delegation of
 tasks.

The direct and clear delegation is key, but also a mechanism what
happens with the role can't be fulfilled by the usual person
responible.

 I can certainly step up and help in some areas if it is desired. Some parts
 I can help with are web/wiki administration (basic tasks) and Win32
 testing/bug characterization/fixing. I think I can work out a deal with my
 employer for this, so that everything is clear for all parties.

 I'll let you know how it turns out in the coming week.

Many thanks to yourself for stepping forward.

Over the coming week I'll have think about what catagories of roles that
are logically.  I'll post this on  the wiki.   Ackk... solving support requires
doing even more work... isn't it always the way... ;-)

Robert.
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Re: [osg-users] Rendering the scene multiple times with differentshaders.

2008-05-25 Thread Robert Osfield
Hi Viggo,

On Sun, May 25, 2008 at 10:13 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
 Maybe I can take a look at how to integrate this into OSG? Well, if I get
 time to actually do it :-)

You have the itch, you just need to scratch it :-)

 But in case I do, then I would like to try a direct integration in the OSG
 code-base. I will find a way to keep the old API so that any code written
 earlier will still work. Performance should not be affected much. I think
 the controller for this should be the camera, at least that is what I need,
 but I'd like to look closer at the code before I make up my mind.

 I am quite new to OSG, so I need to know where and how to submit a code
 contribution candidate so that it can be reviewed and hopefully approved.
 Who should I talk to about it?

Us - osg-users community, we are all users/developers here!  Basically
the first step has already been taken by running the issue by
osg-users.

My own way to tackle the particular take would be to write an example
that illustrates the problem that you are trying to solve, with actual
scene graph code that you currently require albiet awkward and
combersome, then perhaps some psuedo code about what might be
possible.   Then you try to modify the core in a way that is a non
intrusive as you can make it, but while make the scene graph solving
your problem easier and more efficient.

You can throw out what you have to the community at any stage of the
game, the earlier the better really as others like myself can probably
point things in the right direction or chip in with some work.

Robert.
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Re: [osg-users] Bug in version 2.5.0 (PNG alfa)

2008-05-25 Thread GMD GammerMaxyandex.ru
El Miércoles 21 Mayo 2008ES 13:05:58 GMD GammerMaxyandex.ru escribió:

 When I upgrad version of OSG from 2.4 to version 2.5 I get some problems
 with PNG images. When I use PNG image with opacity in my scene on version
 2.5 image disappeared but on v2.4 it looks correct (with normal opacity). I
 build sources of v2.5 on VS2005(and I tryed compile them under VS2008)
 using last dependencies it needs. OS is Windows XP SP2. For tests I used
 the same scene for v2.4 and v2.5.


Hi,
are you loading the png images directly or loading them as textures of a 
complete scene? If you are loading a scene, in which format is it?


I load PNG image as texture of complete scene. 
Scene is loaded in .osg format (it exported from 3dsmax9 using plugin [osgExp]).
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Re: [osg-users] Multi-pass rendering

2008-05-25 Thread Lars Karlsson
Robert,
I'll start with the samples you mentioned.
Thanks,
Lars



 Hi Lars,
 
 The OSG support multi-pass, multi-stage rendering pretty
 thoroughly.
 There are plenty of examples that use various combinations
 of
 multi-pass.  For starters have a look at the osgprerender,
 osgprerendercubemap, osgdistortion and osghud examples.
 
 Robert.



  

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