Hi Rahul. If I recall correctly the color matrix isn't working on most
consumer cards. You need the the GL_ARB_IMAGING extension.
Alternatively you can achieve the desired effect with a shader.
cheers
psy
Hi all,
I am trying to use OpenFL color matrix functionality through
osg::ColorMatrix but
Hi,
Greg Myers wrote:
Hi JP,
I'm new and I'm a little fuzzy on the versioning between VPB and OSG.
It looks like for the example you have provided, we need an older
version (2.3.6) of OSG. Do you know if there are plans to upgrade VPB
to work with the latest releases of OSG or am I totally
Hi,
I want to do a ray-intersection toward a tree model (as an example) and ignore
the hit-location if it contain zero alpha value. Basically this is a
line-of-sight-check that take textures into consideration.
I think a good way is to use the existing intersection system and thus produce
Hi Ulrich,
Thanks for the reply, you are absolutely right, color matrix is part of
imaging subset which is used during pixel transfer operation. The
concept just slipped out of my mind ;)
thanks for the correcting my thoughts
cheers
RJ
Ulrich Hertlein wrote:
Hi Rahul,
Rahul Jain wrote:
Color
Hello everyone,
Maybe it sounds basic.
I have camera that will never change place. I have a database with one
Object/onFile-Mapping. So next time I load my Scene id like to load only
relevant Objects to shorten Loading time.
Simple Task: I need to get a list of all VISIBLE Objects in the
thanks Philip Lowman!
i will try it!
在2008-07-29,Philip Lowman [EMAIL PROTECTED] 写道:
On Tue, Jul 29, 2008 at 1:00 AM, songbo_1220 [EMAIL PROTECTED] wrote:
hello everyone!
sorry my english is poor.
i working at the mingw, i make the osg, find below some error, can you tell me
why and how
Hi Kaiser,
I have just done parts of what you need.
Make yourself a group node which you place as the root of the scene-graph that
you need to list objects from.
Override it's traverse function and post process the cull-visitor:
void yourGroupClass::traverse( osg::NodeVisitor nv )
{
Hi Brede,
Thanx for the info, it looks like it will give me the texture coordinates of
the polygon that is hit, and that is a very good start :-)
Regards,
Viggo
Date: Tue, 29 Jul 2008 12:14:18 +0200 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users]
Hi Viggo,
Some time ago there was a thread called How to retrieve a U, V
texture coordinate from a picking action ?.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/26306/focus=26352
Regrads,
Brede
On Tue, Jul 29, 2008 at 9:23 AM, Viggo Løvli [EMAIL PROTECTED] wrote:
Hi,
I
Dear All,
There's a discussion going on at the moment over in osg-submissions, and it
has been raised that this ought to be opened up to the non-submissions
community for feedback. Note that the following is my reading of the issues,
and certainly doesn't represent the consensus view of the
Hi.
After some more debugging I got next:
file osgUtil/LineSegmentIntersector.cpp
lost Transform/Geode/drawable reaches this expression
line 388: drawable-accept(ti);
but next if executes time by time(drawable-accept fails in some situations).
if (ti._hit)
It means that error is in the
Hi David
My company makes very heavy use of SSE in our main products, and there are
vast speed improvements to be gained, sadly I don't have permission to
provide profiling data
We use SSE's for heavy heavy matrix work outside of OSG, we use some we have
added to our OSG/OGL apps such as for
Am Dienstag, 29. Juli 2008 14:04:59 schrieb David Spilling:
Dear All,
[...]
Any other suggestions?
*Question 3 : (possibly the biggest) Should the core OSG include SSE?*
There are several downsides to including SSE. Firstly, x-platform provision
of SSE may be tricky due to the way different
Hello Dan,
I'm looking at shadow techniques provided by the osgshadow nodekit for use
in a production project. On the wiki it reads like only ShadowMap is production
ready and all the others have problems. Is this the case? Or have the others
been marked as experimental because they do not
Am Dienstag, 29. Juli 2008 14:28:18 schrieb Benjamin Eikel:
Am Dienstag, 29. Juli 2008 14:04:59 schrieb David Spilling:
Dear All,
[...]
Any other suggestions?
*Question 3 : (possibly the biggest) Should the core OSG include SSE?*
There are several downsides to including SSE. Firstly,
We are seeing the texture problem in the additional windows for simple
objects, ones that are not using paged LOD. It definitely seems to be
related to the contexts but can't find the right settings to get it to
work. What is strange is that, like I mentioned before, if we create
the sphere and
Benjamin,
may I suggest that you check the assembler code that the compilers create
when
compiling the OSG code?
... g++ with -march=core2 -O3 (see man page for description
of parameters) the compiler automatically uses SSE
I don't have much recent Linux/gcc experience, but can
2008/7/29 Jean-Sébastien Guay [EMAIL PROTECTED]
Hello Dan,
I'm looking at shadow techniques provided by the osgshadow nodekit for use
in a production project. On the wiki it reads like only ShadowMap is
production
ready and all the others have problems. Is this the case? Or have the
I heard that the Intel C++ compiler is able to optimize even better.
Furthermore the use of profiling first is a good approach. Maybe it would
be
reasonable to compare profiling data of the Math/Vector/Matrix classes
with
and without compiler optimizations and see if some bottlenecks disappear
Benjamin,
And please do not get me wrong. I do not want to stop your efforts to
improve
the performance of OSG; far from it!
Not necessarily my efforts - I'm just being the messenger...!
But putting assembler code into the
project decrease the readability and serviceability of the code.
MS does a very poor job,
I know most of our SSE is asm'ed
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Tuesday, July 29, 2008 9:11 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using SSE within OSG
Benjamin,
may I suggest that
Hello Adrian,
Parallel Split Shadow Map: it's still under *beta* release :-) i wait
for a review by a specialist, ... please review, test this algorithme,
for terrain, ... it's once of the most robust algorithm, but it has to
be tested.
I knew any talk about PSSM would get a reply from you
Hi,
On Tuesday 29 July 2008 15:18, James Killian wrote:
I 100% agree with that as that is the first thing I did. For the matrixf
mult I got 50% improvement with aligned data and 35% with unaligned. For
the Invert4x4 I got 80% improvement with aligned and 70% aligned with
unaligned. I've
Paul asked me the same question a few days ago, and I just realized that we
took that offline so I'll repost here:
One of the things I should add is the actual profile dump, since that shows
a more comprehensive picture. The actual game demo is free to download and
play here:
Hi All,
Regarding question 2:
Wouldn't it be possible to dynamically link different versions of the
OSG-DLLs?
So there would be two Version of the DLLs, one with the
SSE-Optimizations and one with the straightforward code.
I've seen examples of games some years ago, where they linked different
I have to disagree, using VS 7 and up to VS 9. It has done a terrific job
with the instruction scheduling. We use to use that technique of asm back
when P3's MMX were around and we had VS 6. We had one engineer who would
use DOS and MASM. Times have changed (we had to let him go), intrinsics
James,
On Tuesday 29 July 2008 16:59, James Killian wrote:
Paul asked me the same question a few days ago, and I just realized that we
took that offline so I'll repost here:
One of the things I should add is the actual profile dump, since that shows
a more comprehensive picture. The actual
James,
I have to disagree, using VS 7 and up to VS 9.
Just to clarify - what are you disagreeing with? Do you find that MS
compilers will produce SSE vectorised code _without_ use of intrinsics or
raw __asm?
David
___
osg-users mailing list
I've been looking around for non-topographic lidar data, does anyone here
know of any sources? Radiohead's House of Cards data is very interesting to
visualize with and a great resource for students and hobbyists, and I'd like
to get access to more. Data derived from or applicable to mobile
I decided my issue. I removed the code from the file. (as was the case
previously in 2.5.2). The problem disappeared! Make it please in the next
version.
LineSegmentIntersector.cpp
removed the code from the file: line 290 ..
double epsilon = 1e-8;
if ((s-e).length()epsilon)
{
osg::Vec3d
You'll need to post a changed copy of the entire file to osg-submissions.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of GMD GammerMaxyandex.ru
Sent: Tuesday, July 29, 2008 12:18 PM
To: osg-users@lists.openscenegraph.org; Robert
HI
I can only go buy our low level masters and their profiling shows that the
hand road asm'ed SSE code is significantly fasted than MS VS compiled code
Obviously this our experience in our environments and we computationally
heavily and moving and editing terra-bytes of data around in
Thanks for the reply. We could resolve this argument if any one of the low
level masters cares to email me offline [EMAIL PROTECTED], but I'd
be open to believe an argument could be made for the context of moving
around large amounts of data.
In regards to moving data, SSE/SSE2 is really better
ShadowMap does suffer from bad aliasing when the viewpoint is very
near the shadow.
The Orange book (GLSL shader) describes how to super-sample
the depth buffer to mitigate aliasing.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hello,
I would like to have my sky model track the camera position so that as the
camera moves, the sky model moves with it. To do this, would I add the sky
model transform as a child of the cameraNode? Does anyone have any code
snippets that may demonstrate how I might do this?
Thanks in
Thanks for the replies. I'll take a closer look at PSSM.
Dan.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
I have another question for you JP. I have been playing with the osgdem
tool and trying to create a terrain database with some aerial photos (
geotiffs ). After my database is generated using the command:
Osgdem --geocentric --terrain -d DTED -t image.tif -l 4 -o test\test.ive
I get something
Hi guys - I'm using render to texture in one of my apps and I'm
experiencing alpha blending issues. Here's what I have: simple RTT
(render to texture) with two quads. Each quad has as a background an
opaque black background (24-bit BMP). In front of that is a small
(doesn't cover the entire
No, i have no problem with the PSSM and all of the discussion about it. but
i would like to pass the pssm through a review, because i am not computer
graphics specialist, i am more computer vision guy. :-) this is the only
raison why i am answering all of the emails people asking for enhanced
Hi Shayne,
Add your sky node where-ever you want it in your scene-graph (not as child of
camera). Override the sky's transform node's traverse function and do something
like this:
void yourNode::traverse( osg::NodeVisitor nv )
{
switch( nv.getVisitorType() )
{
case
Forgot one thing...
At end of traverse function:
osg::Group::traverse( nv );
My sky is a osg::Group which hold a pointer to the postionTransfor object, so I
am therefore calling osg::Group::traverse and not something else :-)
Viggo
From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Wed, 30
41 matches
Mail list logo