Re: [osg-users] Problem using osg::ColorMatrix

2008-07-29 Thread Sebastian Messerschmidt
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

Re: [osg-users] vpb on cluster example

2008-07-29 Thread J.P. Delport
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

[osg-users] Pick color from scene

2008-07-29 Thread Viggo Løvli
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

Re: [osg-users] Problem using osg::ColorMatrix

2008-07-29 Thread Rahul Jain
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

[osg-users] View Frustrum Culling

2008-07-29 Thread Kaiser, Hagen (CT)
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

Re: [osg-users] osg make error in mingw

2008-07-29 Thread songbo_1220
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

Re: [osg-users] View Frustrum Culling

2008-07-29 Thread Viggo Løvli
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 ) {

Re: [osg-users] Pick color from scene

2008-07-29 Thread Viggo Løvli
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]

Re: [osg-users] Pick color from scene

2008-07-29 Thread Brede Johansen
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

[osg-users] Using SSE within OSG

2008-07-29 Thread David Spilling
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

Re: [osg-users] problems with new version OSG 2.6.0

2008-07-29 Thread GMD GammerMaxyandex.ru
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread Gordon Tomlinson
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread 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, x-platform provision of SSE may be tricky due to the way different

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Jean-Sébastien Guay
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread Benjamin Eikel
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,

Re: [osg-users] Texturing issues second window

2008-07-29 Thread Scott Angster
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread David Spilling
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

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Adrian Egli OpenSceneGraph (3D)
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread James Killian
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread David Spilling
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.

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread Gordon Tomlinson
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

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Jean-Sébastien Guay
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread Mathias Fröhlich
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread James Killian
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:

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread Sebastian Messerschmidt
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread James Killian
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread Mathias Fröhlich
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread David Spilling
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

[osg-users] somewhat off-topic: sources of real-world lidar point cloud data?

2008-07-29 Thread Lucas
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

[osg-users] The problem disappeared! (problem with osgUtil::LineSegmentIntersector) Make it please in the next version.

2008-07-29 Thread GMD GammerMaxyandex.ru
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

Re: [osg-users] The problem disappeared! (problem withosgUtil::LineSegmentIntersector) Make it please in the next version.

2008-07-29 Thread Paul Martz
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread Gordon Tomlinson
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

Re: [osg-users] Using SSE within OSG

2008-07-29 Thread James Killian
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

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Jim Brooks
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

[osg-users] sky model tracking the camera...

2008-07-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Dan V .
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

Re: [osg-users] vpb on cluster example

2008-07-29 Thread Greg Myers
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

[osg-users] render to texture - alpha blending

2008-07-29 Thread sherman wilcox
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

Re: [osg-users] Shadow techniques status

2008-07-29 Thread Adrian Egli OpenSceneGraph (3D)
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

Re: [osg-users] sky model tracking the camera...

2008-07-29 Thread Viggo Løvli
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

Re: [osg-users] sky model tracking the camera...

2008-07-29 Thread Viggo Løvli
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