Hi,
I am trying to display on-screen statistics as provided by the
osgViewer::StatsHandler without the need for doing this via handling the key
presses first. That is, I want to add a command line options to my application
to either display statistics just as frame rate, full stats, or not at
Dear All,
I'm just picking up osgShadow, and have a couple of questions that I would
appreciate some advice on. The intention is to use one of the ShadowMap type
methods.
Case1 : Shadow casters already have expensive fragment shaders
In the case where the objects that are casting shadows have
Thanx Robert! All works fine
Now I try to implement aircraft flares
Could you please advise me how to make smoke trails after flares
Can I attach trail to particle system that simulate flare's trails?
Thanx in advance
Bye
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Hi Mathieu,
This new feature (BUILD_DASHBOARD_REPORTS
option defaulted to OFF) will permit to some people willing to share
some build time on various platforms to submit compilation results on
a regular if not automatic basis.
Interesting!
One question I have is, if CMake automatically
Hi All,
I want to simulate a submarine motion in the sea. So I have look at the
osgGA namespace for usable manipulator for this purpose but couldn't find.
I want to use a camera in the sea as a FPS manipulator. I need a mouse and
keyboard ability. With using mouse I choose the forward view and
Hi David,
In the case where the objects that are casting shadows have expensive
fragment shaders, I would prefer to turn these shaders off so that we
just get a quick depth only pass. Fortunately my expensive shaders sit
above the object's scenegraph, and so I can envisage an approach in
Youre going to have to write your own manipulator for your scenario
Pick one of the current ones to give you the template them setup your motion
and inputs as you need them for your requirements
__
Gordon Tomlinson
Hi all,
I am working on a feature sheet for OpenSceneGraph based applications. It
would be helpfull, if we better understand some
limits for most of the systems we have, or we like to support.
If we assume that we have elder systems OpenGL 1
: UV limits / Multi-Texture layers
: Texture maps
Hi Paul
I don't know if this is a stupid question or not but I'm already going crazy...
I can't use your code because I don't create new geometries. Instead of this, I
get an osg::geode from an obj file. At this moment, I can only get a single
geometry from the geode and apply a single
Hi Alex,
I am getting closer now; one thing I still cannot manage to do is display GPU
stats correctly. This works with the original StatHandler, but not with my
modified one. This obviously depends on whether the GraphicsContexts of all
Cameras of the hosting Viewer (just one in my case)
Hi Aitor,
I can't use your code because I don't create new geometries. Instead of
this, I get an osg::geode from an obj file. At this moment, I can only
get a single geometry from the geode and apply a single texture to it.
But this is not what I want.
The obj file represents a human
Hi David, J-S
As usual, Great thanks to J-S for doing my work ;-) But I would like to
clarify the blending issue you mentioned.
In the case where the objects that are casting shadows have expensive
fragment shaders, I would prefer to turn these shaders off so that we
just get a quick depth
Hi Paul
I don't know but maybe... Would it be easier to combine both textures
(head and body) and create a new obj file using this new texture? You
should take into account that I have never done something like that (I
don't know even which program should I use)
Regards,
Aitor
-
Dear J-S,
Thanks for the help.
If you're using the ViewDependentShadow techniques, they already disable
shaders while rendering the shadow pass.
Ah - I hadn't spotted that in the code yet. So no problems there then.
While I'm here, is there any reason why the shaded objects shouldn't do the
Hi Wojtek,
No, they won't be solid. As they are not solid in for trees drawn in
island scene. But you have to use alpha ref. On the other hand if your
transparency does not use alpha ref and sets Z-values it will still be
solid even if color buffer would end transparent.
Alpha ref? What's
Hi David,
Thanks for the help.
My pleasure.
While I'm here, is there any reason why the shaded objects shouldn't do
the TexGen in a vertex shader?
They do... :-)
Thinking about it though, I suppose that setting shadowCast to false on
an intermediate node between the mirror and the
Hi J-S,
No, they won't be solid. As they are not solid in for trees drawn in
island scene. But you have to use alpha ref. On the other hand if your
transparency does not use alpha ref and sets Z-values it will still be
solid even if color buffer would end transparent.
Alpha ref? What's
Hi,
I will try to be much more concise! :-)
The problem appears to be that
SetProcessorAffinityOfCurrentThread(unsigned int cpunum) is always being
called with a cpunum value of zero. More information follows.
I am trying to use OpenMP with an application that uses OpenScenGraph.
Hi Wojtek,
Ok, now I think I understand - I will submit fix for this case or if You
prefer you may do it. Basically we would want to add setter and getter
for the flag which will turn off render bin override, right ?
Hmmm... I added an osg::AlphaFunc with comparison GL_GREATER 0.0 to the
Hi Ralf,
SetProcessorAffinityOfCurrentThread(0) is just setting the affinity of
thread to cpu number 0, this is a perfectly normal reasonable setting,
it in itself is nothing to worry about, the main rendering thread
being assigned to cpu number 0 is exactly what you want for most apps.
What the
Hi Jean-Sébastien,
Jean-Sébastien Guay wrote:
If you're checking for an OpenGL extension, you need to be in a thread
that has a graphics context valid, or use a pre/postdraw camera callback
to do the check. Maybe call the initialize method in a pre-draw callback
which you would put on your
Hi Ralf,
As a sanity test I've just added some debug code into
src/osgViewer/ViewerBase.cpp and src/OpenThreads/pthreads/PThead.c++
to track what cpu numbers as being assigned from the viewer, and what
is being recieved by OpenThreads, running osgwindow cow.osg I get:
numProcessors = 4
cpunum=1
Hi Robert, J-S,
Attached are proposed fixes to supress overly aggressive optimizations in
StandardShadowMap rendering. I added ShadowMapRenderingSettings enum and
setShadowMapRenderingSettings / getShadowMapRenderingSettings methods to
provide mechanism for similar tweaks in the future.
J-S
Hi J-S,
I have sent proposed tweaks for submission.
I think your observations prove that AlphaFunc is activated by Transparent
bin. IMHO safest way with dealing with AlphaFunc/AlphaTest is to activate it
explicitly as a node state attribute whenever BLEND is activated or
TransparentBin is
Hi Alex,
I do a similar thing with the HelpHandler. I subclassed the
HelpHandler like below.
I then instantiate it and add it to the Viewer (and a osgWidget
menuitem). Then I call initialize on it *before* viewer.run() but
*after* viewer.realize()
hope this helps
Mattias
//! Simple wrapper of
I can't say which method would be easier for you. Are you more comfortable
with modeling or with coding OSG? If you want to combine textures into a
texture atlas, you'll need to use modeling software to make sure the texture
coordinate are correct. If you want to make multiple Geometry objects
Hi Wojtek,
J-S please look at this and add/adapt to your needs.
Looks good and extensible too. Works fine as I expected.
However, I've confirmed that disabling the renderbin override is not
necessary if I put an AlphaFunc on my root node, so I'd also be happy
with the status quo if no one
Hi Robert,
many thanks for your reply.
If I understand it right, the VPB creates a hierarchy of static LOD
nodes that are paged.
But is it possible to use the VPB for generation of such graph for
general datasets, not only terrain data?
I have an large triangle mesh on input, let's say in STL
On Wed, Oct 15, 2008 at 5:46 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
numProcessors = 4
cpunum=1
cpunum=2
cpunum=3
cpunum=0
running and setting thread 0x737238 for cpunum=3
running and setting thread 0x737638 for cpunum=0
running and setting thread 0x734bf8 for cpunum=1
running and
Hi Wojtek,
I think your observations prove that AlphaFunc is activated by
Transparent bin. IMHO safest way with dealing with AlphaFunc/AlphaTest
is to activate it explicitly as a node state attribute whenever BLEND is
activated or TransparentBin is selected through RenderingBin hint. That
This could be the way the DDS files have been generated, a lot of DDS
creation tools by default start with 0,0 top left instead of top bottom (or
the other way round) to the norm in vis-sim imagery,
This has been covered before on the list and a search will most likely pop
out how you can fix
Hi Csaba,
On Wed, Oct 15, 2008 at 5:07 PM, Csaba Halász [EMAIL PROTECTED] wrote:
So all looks correct in terms of num of processors and cpu number
assigned for affinity.
I wonder why OSG assigns threads to cpus by itself and not rely on the
operating system.
Because a OS will let that
Hi J-S,
It looks like we are in sort of counter-phase.You convinced me to your
arguments in the same time as I convinced you to mine ;-)
However, I've confirmed that disabling the renderbin override is not
necessary if I put an AlphaFunc on my root node, so I'd also be happy with
the status
Hi Robert
Thanks for your reply.
I will see the osghud example and try your method. Thanks.
Best Regards,
Su Hu
2008/10/15 Robert Osfield [EMAIL PROTECTED]
Hi Su Hu,
I haven't personally implemented edge blending yet, but it should be
straight forward. All you need to do is render a
On Wed, Oct 15, 2008 at 6:15 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Csaba,
On Wed, Oct 15, 2008 at 5:07 PM, Csaba Halász [EMAIL PROTECTED] wrote:
So all looks correct in terms of num of processors and cpu number
assigned for affinity.
I wonder why OSG assigns threads to cpus by
I previously asked this question about turning on the stats without a key
process. With osgProducer, I used to do:
viewerEventHandler-setFrameStatsMode(mode).
Any chance something could be done with to osgViewer to make turning on the
Statistics easier. Seems like others in the OSG
Hello Wojtek,
I suppose that single overriden render bin with AlphaFunc/AlphaTest
turned only when needed should be faster in theory. Other options turn
AlphaFunce even when not needed. But in practice I doubt difference will
be noticable.
Even though you managed to activate AlphaFunc, I
Hi Tomas,
many thanks for your reply.
If I understand it right, the VPB creates a hierarchy of static LOD nodes
that are paged.
That is correct.
But is it possible to use the VPB for generation of such graph for general
datasets, not only terrain data?
No. It's for handle geospatial
Hi Alexandre
You can just copy the Scene Graph structure (osg::Node, osg::Group, ...)
and share every other thing (StateSet, Drawable, texture, ...)
You can specify which object to share and which to clone with the
osg::CopyOp class.
HTH
David Callu
2008/10/6 amalric alexandre [EMAIL
HI Roman,
You need to place the ParticleSystem at the root of your scene graph,
and the emit on the leaf of the scene graph that you wish to move
around.
Have a look at the osgparticleeffects example as it has code in it
which illustrates what has to be done for moving emiters - note the
case
Hi Robert,
Would you please send me your modified code and we can run the same code!
Ralph
{snip
Hi Ralf,
As a sanity test I've just added some debug code into
src/osgViewer/ViewerBase.cpp and src/OpenThreads/pthreads/PThead.c++
to track what cpu numbers as being assigned from the viewer,
On Wed, Oct 15, 2008 at 6:47 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
On Wed, Oct 15, 2008 at 5:30 PM, Csaba Halász [EMAIL PROTECTED] wrote:
As a related question, in the stats display if multiple cpus are used
properly, should that manifest itself as overlapping bars? Because I
don't see
On Wed, Oct 15, 2008 at 5:58 PM, Ralph R. Peters [EMAIL PROTECTED] wrote:
Would you please send me your modified code and we can run the same code!
I already did, please trace back through the thread.
Robert.
___
osg-users mailing list
On Wed, Oct 15, 2008 at 7:07 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
On Wed, Oct 15, 2008 at 6:01 PM, Csaba Halász [EMAIL PROTECTED] wrote:
Here is what stats I get: http://imagebin.ca/view/lDtnJ9ET.html
I have tried your debugging mods, with the osgcamera example I get the
expected
Hi Jeremy,
Okay, so, from the man who brought you all kinds of other useless
software [...]
Hey, with an introduction like that how can you possibly go wrong!
comes PDF rendering directly to an osg::Image (more
specifically, osgCairo::Image) using osgCairo + poppler.
Obligatory
Hi Su Hu,
I haven't personally implemented edge blending yet, but it should be
straight forward. All you need to do is render a alpha blending quad
over the edge of window as a HUD. See the osghud example for
inspiration.
Robert.
On Wed, Oct 15, 2008 at 9:18 AM, su hu [EMAIL PROTECTED] wrote:
Classification: UNCLASSIFIED
Caveats: NONE
This is how I do it:
Viewer *viewer = new Viewer;
viewer-addEventHandler(new StatsHandler);
viewer-getEventQueue()-keyPress('s'); // repeat as necessary
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL
Hi Csaba,
On Wed, Oct 15, 2008 at 5:30 PM, Csaba Halász [EMAIL PROTECTED] wrote:
But if OSG happens to force 2 cpu intensive threads to the same core,
performance will suffer anyway, and more than a simple cache
efficiency issue.
I have 3 cameras, two of which are using the same graph and a
On Wed, Oct 15, 2008 at 6:45 PM, Csaba Halász [EMAIL PROTECTED] wrote:
On Wed, Oct 15, 2008 at 7:23 PM, Csaba Halász [EMAIL PROTECTED] wrote:
The threading is set like so:
viewer = new osgViewer::Viewer;
viewer-setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
On Wed, Oct 15, 2008 at 8:28 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
On Wed, Oct 15, 2008 at 6:45 PM, Csaba Halász [EMAIL PROTECTED] wrote:
On Wed, Oct 15, 2008 at 7:23 PM, Csaba Halász [EMAIL PROTECTED] wrote:
The threading is set like so:
viewer = new osgViewer::Viewer;
Hello all!
So, a quick question (particularly to Robert)...
How would you feel if I removed the ability for the user to choose their
origin with osgWidget via the enum passed to the WindowManager during
creation? It's just becoming a code maintenance nightmare, and I'm
having to do a ton of
Hi Robert all,
I did the simple thing to test if the call pthread_setaffinity_np(
pthread_self(), sizeof(cpumask), cpumask) was causing OpenMP problems.
A code snippet from the function SetProcessorAffinityOfCurrentThread in
PThread.c++ follows. Changing doit from true to false and
I am sorry if this is a naive question, but can somebody explain to me
what is the difference between what is returned by
CullStack::getEyeLocal and CullStack::getViewPointLocal (i.e. the
eyePointStack and the viewPointStack). I want to get the current main
scene camera position in a cull pass
Hi Ralf,
I'm afraid there isn't anything more I can do to help you, as I have
absolutely no experience with OpenMP, and am not an expert on the
pthread affinity functions. Perhaps others on the list might be able
to help.
What it does look like is that pthread_setaffinity_np/OpenMP
Hi Jeremy,
I can certainly understand the desire to keep the code simple as
possible - as there are always factors driving increased complexity as
you introduce new functionality, so complexity that delivers little
functionality is something that may well be bes to cull.
As for which coordinate
HI Roger,
For most cases EyePoint and VIewPoint are one of the same thing.
The cases where EyePoint can be different from ViewPoint is when you
have a technique such as a local render to texture effect that has its
own local Camera and therefore eye point that it's subgraph will see,
but you
On Wed, 2008-10-15 at 20:30 +0100, Robert Osfield wrote:
Hi Jeremy,
I can certainly understand the desire to keep the code simple as
possible - as there are always factors driving increased complexity as
you introduce new functionality, so complexity that delivers little
functionality is
On Wed, Oct 15, 2008 at 8:44 PM, Csaba Halász [EMAIL PROTECTED] wrote:
On Wed, Oct 15, 2008 at 8:28 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
This sounds like a bug in osgViewer, it shouldn't matter which order
your set the threading model.
Hmm, upon closer look Viewer::realize() does
J-S,
I suppose that single overriden render bin with AlphaFunc/AlphaTest
turned only when needed should be faster in theory. Other options turn
AlphaFunce even when not needed. But in practice I doubt difference will
be noticable.
Even though you managed to activate AlphaFunc, I agree with
Hi Wojtek,
Turning on AlphaTest/AlphaFunc is not mutually exclusive with RenderBin
override. I don't want to make decision that has to be its either this or
that. I would like to leave RenderBin override as default. I would also add
setShadowMapRenderingSettings/getShadowMapRenderingSettings
J-S,
I agree. I will make proposed changes and resubmit. I will do it tomorrow.
Cheers,
Wojtek
-Original Message-
From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED]
Sent: Wednesday, October 15, 2008 10:21 PM
To: [EMAIL PROTECTED]; OpenSceneGraph Users
Subject: Re: [osg-users] Advice on
Hello forum
Is there any difference between these following:
1. osg::ref_ptrosg::StateSet nodess3 = new
StateSet((myshapegeode3-getOrCreateStateSet()));
2. osg::ref_ptrosg::StateSet
nodess3((myshapegeode3-getOrCreateStateSet()));
The the second one works fine
and the first one gives error:
On Wed, 15 Oct 2008 22:43:14 +0200, ami guru [EMAIL PROTECTED] wrote:
Hello forum
Is there any difference between these following:
1. osg::ref_ptrosg::StateSet nodess3 = new
StateSet((myshapegeode3-getOrCreateStateSet()));
2. osg::ref_ptrosg::StateSet
Hi again,
Now that I got threading running, I have run into this trouble:
draw() 0xee0b20
draw() got SceneView 0xf18a80
end draw() 0xee0b20
draw() 0xda1f80
cull()
cull() got SceneView 0xf03e90
end cull() 0xee0b20
cull()
cull() got SceneView 0xf7b020
_clampProjectionMatrix not applied, invalid
Thanks Joakim,
I believe that sharing the stateset will be required here
I am trying to attach a simple shader but sharing the stateset is not giving
me the result
that i am supposed to have
**
ref_ptrGeode capsuleGeode = new Geode;
ref_ptrCapsule
On Wed, 15 Oct 2008 23:48:40 +0200, ami guru [EMAIL PROTECTED] wrote:
//create a new stateset
//with the default setting
capsuleState-setAttribute(capsuleProgramObject.get());
Every thing look correct, but I am not sure about this line. Try this one
instead:
Hi Joakim,
Thats the error with the previous suggestion
*'
FRAGMENT glCompileShader FAILED
FRAGMENT Shader infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:19: 'gl_Vertex' : undeclared identifier
ERROR: 0:20: 'gl_Normal' :
Hi Jean-Sébastien,
2008/10/15 Jean-Sébastien Guay [EMAIL PROTECTED]:
Hi Mathieu,
This new feature (BUILD_DASHBOARD_REPORTS
option defaulted to OFF) will permit to some people willing to share
some build time on various platforms to submit compilation results on
a regular if not automatic
Hello Joakim,
It works fine now with little amendment mentioned in bold text
Are they conceptually ok - the 2 lines in bold text?
**
ref_ptrGeode capsuleGeode = new Geode;
ref_ptrCapsule capsuleShape = new Capsule(Vec3f(3,0,0),1,2);
ref_ptrShapeDrawable
Hi,
Yes, the DDS textures were generated with 0,0 being top left. This is
because DDS (aka microsoft and directX) has its origin in the upper left
corner, while OpenGL has its origin in the lower left corner. While I
can flip the textures with an option, I wonder if the loader should do
On Thu, Oct 16, 2008 at 1:23 AM, Csaba Halász [EMAIL PROTECTED] wrote:
I also tried a mingw build, that seems to work too but the submission doesn't:
Comparing with the linux makefile, I spotted this difference:
CMakeFiles/NightlySubmit:
/C/msys/home/hcs/tcl-inst/bin/tclsh.exe
On Thu, Oct 16, 2008 at 2:40 AM, Csaba Halász [EMAIL PROTECTED] wrote:
Maybe I am missing something else that causes cmake to use the tcl
submit (and that doesn't seem to support http)
/o\ so I don't even need the dart thing, ctest can do everything?
Where do I change the build name? In cmake
Hi Csaba,
Mathieu
2008/10/16 Csaba Halász [EMAIL PROTECTED]:
On Thu, Oct 16, 2008 at 2:40 AM, Csaba Halász [EMAIL PROTECTED] wrote:
Maybe I am missing something else that causes cmake to use the tcl
submit (and that doesn't seem to support http)
/o\ so I don't even need the dart thing,
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