[osg-users] Multi-pass rendering
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to control Animation Speed?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.5 and cmake
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] BUG: RTT camera setClearDepth function doesn't work
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Information from ESET NOD32 Antivirus, version of virus signature database 3128 (20080523) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Remove old wiki from Google?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Remove old wiki from Google?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi-pass rendering
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Too much support!!!!!
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] BUG: RTT camera setClearDepth function doesn't work
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Information from ESET NOD32 Antivirus, version of virus signature database 3128 (20080523) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Information from ESET NOD32 Antivirus, version of virus signature database 3128 (20080523) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] can't change the multisamples
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] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] BUG: RTT camera setClearDepth function doesn't work
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Remove old wiki from Google?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Remove old wiki from Google?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Send all the transformation as uniform to vertex shader
(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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] URLs inside win32 installer (WAS Too much support!!!!!)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Remove old wiki from Google?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Too much support!!!!!
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFIOY/yn11XseNj94gRAnJnAJ9WBau1dSy0NXZAL4jg/BvvetjO+gCffn/D 1M22HABtnY5uBrEuqeuXZgU= =vunT -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Too much support!!!!!
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering the scene multiple times with differentshaders.
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Del personlige filer, bilder og videoer med Windows Live Messenger. http://get.live.com/nb-no/messenger/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Too much support!!!!!
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Too much support!!!!!
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering the scene multiple times with differentshaders.
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in version 2.5.0 (PNG alfa)
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]). ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi-pass rendering
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org