Re: [osg-users] transparency becomes dark
Hi Dieter, Dieter Pfeffer wrote: I am trying to set the object transparency from 1.0 - 0.0 and vice versa; but when I start changing the alpha of the material the object becomes dark. I have changed the material parameters but without success; when I look in the loaded model (for example cow.osg) for material, the material is always null. I have modified the osgviewer example and attached it. Could s.o. give me a hint what I am doing wrong ? You're creating a new Material that overrides the material of the node you're fading. However, you're not setting the Material properties (ambient, diffuse, specular, emissive, shininess) and the default values for Material are unlikely to match that of the node you're trying to blend. Hence when you override the original material it will switch from the original settings to the default Material. For an experiment, have a look at any .osg file and look at the material properties. Then set those values on the 'blendMaterial' node you're creating and it should look smooth. You're probably better off modifying the original Material(s) of the node hierarchy. Or try another approach, like using blendcolor. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] computeIntersections works very strange
Hi, Robert. Described problem appears randomly. It doesn’t appear in planes and in other objects it happens randomly, but in constant places. I mean if cursor falls near one point of object (hlist is empty) it will falls there again and again. It looks like objects have some defined holes (place I can't describe in details). I tried use the same scene with OSG 2.5.2 and had no problems about described ‘holes’. I can’t define reason of such behavior of LineSegmentIntersector yet, but I suppose that the problem is very serious and it would be good if you can repair it. Best regards, Max. 26.07.08, 00:02, Robert Osfield [EMAIL PROTECTED]: Hi Max, This suggests that the changes I made to osgUtil::LineSegmentIntersector to improve precision are introducing problems is some corner cases. Could you provide the data that causes these problems? Robert. On Fri, Jul 25, 2008 at 8:20 PM, GMD GammerMaxyandex.ru [EMAIL PROTECTED] wrote: Hello. I have question about OSG v 2.5.5. In this version of OSG function viewer-computeIntersections(x,y, hlist) works very strange - when cursor movements over object is short it(cursor) falls throught the object and function returns name of object which is behind current(object over which cursor is). In earlyer(less 2.5.2) versions of OSG this error has never appeared. How can I solve this problem in this(2.5.5) version of OSG? Best regards, Max. ___ 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 -- Яндекс.Открытки на все случаи жизни http://cards.yandex.ru/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Image::update?
Hi Hartmut, On Sat, Jul 26, 2008 at 2:02 AM, Hartmut Seichter [EMAIL PROTECTED] wrote: Well, osgART has a number of PlugIns implementing their own osgART::VideoImageStream which implements update slightly different. But I am happy to quickly change things over as we are targeting the latest OSG For 2.6 all original ImageStream implementation - the ones in the Quicktime and Xine plugins are all exactly the same as before, and function in exactly the same way. osgArt::VideoImageStream should be no different - all existing mechanisms will work. The new Image::update(..) method is only called if you attach an update callback to the texture, this is something that is now done automatically for osg::ImageSequence images being assigned to textures, but not for any other Image types. You could add this is you so wished. Are there any plans to differentiate between open() and play() ... this was the main reason for us to have osgART::VideoImageStream as we need to know in osgART which dimensions and colorspace the imagestream supports I haven't made any other plans for ImageStream. ImageSequence is just a subclass of it at present. The osgDB::ImagePager is a companion to it, which could expand in its role - for instance it could potentially drive the various ImageStream classes, so rather than have their own threads, they'd use the ImagePager's ImageThreads to drive them. This would help when handling many video streams at one time, and also improve the handling of thread cancellation on exit. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to read out the coordinate info from model files
Hi Fangqin, There is no extra coordinate stored in the scene graph when loading from 3ds files. Robert. On Sat, Jul 26, 2008 at 5:31 AM, TANG Fangqin [EMAIL PROTECTED] wrote: Hi all, I'm trying to import some 3ds models (using osgDB::readNodeFile) into an osg programme. Now the problem is that: Is there any way that we can read the coordinate information out from the models since 3ds models have saved the position (the model center) coordinate information themselves? Is there any API in osg::Node class which we can call to get such information? I hope I make my question clear. Thanks for your advices in advance. With best regards, Fangqin ___ 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] computeIntersections works very strange
Hi Max, I'm just heading off for a week, so while it would be good that I could repair, there is absolutely no chance that I will. Yourself and others will have to look into this issue. You'll need to try and help pin down the failure more than just randomly as this won't help others recreate and solve the problem, once others can recreate the problem then they have a chance of fixing, until then its just pot luck. Robert. On Sat, Jul 26, 2008 at 9:02 AM, GMD GammerMaxyandex.ru [EMAIL PROTECTED] wrote: Hi, Robert. Described problem appears randomly. It doesn't appear in planes and in other objects it happens randomly, but in constant places. I mean if cursor falls near one point of object (hlist is empty) it will falls there again and again. It looks like objects have some defined holes (place I can't describe in details). I tried use the same scene with OSG 2.5.2 and had no problems about described 'holes'. I can't define reason of such behavior of LineSegmentIntersector yet, but I suppose that the problem is very serious and it would be good if you can repair it. Best regards, Max. 26.07.08, 00:02, Robert Osfield [EMAIL PROTECTED]: Hi Max, This suggests that the changes I made to osgUtil::LineSegmentIntersector to improve precision are introducing problems is some corner cases. Could you provide the data that causes these problems? Robert. On Fri, Jul 25, 2008 at 8:20 PM, GMD GammerMaxyandex.ru [EMAIL PROTECTED] wrote: Hello. I have question about OSG v 2.5.5. In this version of OSG function viewer-computeIntersections(x,y, hlist) works very strange - when cursor movements over object is short it(cursor) falls throught the object and function returns name of object which is behind current(object over which cursor is). In earlyer(less 2.5.2) versions of OSG this error has never appeared. How can I solve this problem in this(2.5.5) version of OSG? Best regards, Max. ___ 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 -- Яндекс.Открытки на все случаи жизни http://cards.yandex.ru/ ___ 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] So long, farwell and thanks for all the fish
Hi All, I'm just heading out on my family holiday, to go explore the wild life in the Highlands of Scotland. I'll be home on the Sunday next weekend, and might even briefly pop in to catch up w' you all. Good luck with testing, fixing and generally being great fellows :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compile error on Solaris10/SunStudio11
Robert Osfield wrote: The missing return was fixed yesterday. Today the function is now moved in to the osgDB, but this shouldn't effect the build. Ok, compiles nicely now, I'll try to follow the -rc packages, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ref_ptr, ptr and leaking question (quite simple)
Hello, I have some novoice question about the use of pointers as short-time reference. As in the tutorial book described all objects deriving from osg::Referenced should be used with ref_ptr for proper use. But even in the book and in some tutorials there are many uses of the plain c++ pointer without the reference use of ref_ptr. There is where I have one question, if I develop in VisualStudio for instance and write some code like: osg::Geode * g = new osg::Geode; ... viewer.setSceneData(g); Doesn't I have a ref count of 2 for g? Whild would result in a leak since I never delete the g pointer manually? If this above is true and the programm is running as a childprocess of my IDE (since I have debugging and stacktracing and so on), don't I create some leaking beyond the lifetime of the programm? I am not quite sure if the memory is cleaned after finishing the programm or the whole IDE. Thanks Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ref_ptr, ptr and leaking question (quite simple)
Hi Sam, Constructor of osg::Geode does not increment ref count, since objects can be allocated either on heap or stack. The osg::ref_ptr manages ref count of object. Ref count is incremented in constructor or assignment operator of ref_ptr and decremented in its desctructor. osg::Geode *g = new osg::Geode; // refCount = 0, object constructor does not increment refCount viewer.setSceneData(g) // refCount = 1, scene data is a osg::ref_ptr Object ref count is managed starting from first osg::ref_ptr assignment. Your code is OK until You are sure that the osg::Geode *g will be assigned to osg::ref_ptr. Better solution is to manage Your objects as soon as possible. osg::ref_ptrosg::Geode g = new osg::Geode; // refCount = 1 viewer.setSceneData(g.get()); // refCount = 2 Keep track of osg::ref_ptr scoping. For example in factory functions ref_ptr can destroy object. osg::Geode *createGeode(...) { osg::ref_ptrosg::Geode g = new osg::Geode; // refCount = 1 ... return g.get() // refCount = 0 g is destroyed } The solution is to avoid ref_ptr in this function or return ref_ptr instead. osg::ref_ptrosg::Geode createGeode(...) { osg::ref_ptrosg::Geode g = new osg::Geode; // refCount = 1 ... return g; // refCount = 2 g is assigned to result ref_ptr // refCount = 1 g is destroyed } Regards, Maciej Krol 2008/7/26 Ariasgore [EMAIL PROTECTED] Hello, I have some novoice question about the use of pointers as short-time reference. As in the tutorial book described all objects deriving from osg::Referenced should be used with ref_ptr for proper use. But even in the book and in some tutorials there are many uses of the plain c++ pointer without the reference use of ref_ptr. There is where I have one question, if I develop in VisualStudio for instance and write some code like: osg::Geode * g = new osg::Geode; ... viewer.setSceneData(g); Doesn't I have a ref count of 2 for g? Whild would result in a leak since I never delete the g pointer manually? If this above is true and the programm is running as a childprocess of my IDE (since I have debugging and stacktracing and so on), don't I create some leaking beyond the lifetime of the programm? I am not quite sure if the memory is cleaned after finishing the programm or the whole IDE. Thanks Sam ___ 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] How to read out the coordinate info from model files
As Robert says there are no stored coordinates You could write a node visitor to traverse the tree of node of your 3ds model once it has loaded and walk thru all the bounding boxes to calculate a center for the 3d model. But his would be the center of the geometry, and not necessarily what he modeler considered the origin center of the model __ Gordon Tomlinson www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Saturday, July 26, 2008 4:13 AM To: OpenSceneGraph Users Subject: Re: [osg-users] How to read out the coordinate info from model files Hi Fangqin, There is no extra coordinate stored in the scene graph when loading from 3ds files. Robert. On Sat, Jul 26, 2008 at 5:31 AM, TANG Fangqin [EMAIL PROTECTED] wrote: Hi all, I'm trying to import some 3ds models (using osgDB::readNodeFile) into an osg programme. Now the problem is that: Is there any way that we can read the coordinate information out from the models since 3ds models have saved the position (the model center) coordinate information themselves? Is there any API in osg::Node class which we can call to get such information? I hope I make my question clear. Thanks for your advices in advance. With best regards, Fangqin ___ 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
[osg-users] setViewMatrixAsLookAt where is center?
Hello, I was trying to use the setViewMatrixAsLookAt matrix like I would use gluLookAt (since they are similar), my intention is to create a rotation around a point. So first I selected the eye position which should be (0,-25,25) and wanted to point the camera towards (0,0,0) where my object is placed, so basically the code looks like this: viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0,-25,25), osg::Vec3(0,0,0), osg::Vec3(0,1,0) ); but rendering this scene creates some confusing perspective, the position of the camera seems right but even if I am looking at (0,0,0) the object I am looking at is at the top of the screen and not centered, as I supposed. While placing the object at scene's origin, shouldn't this setup center this object since I am looking at (0,0,0) ? Greetings ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ref_ptr, ptr and leaking question (quite simple)
Hi No leak, the reference count is Zero after you create the instance The count is only incremented when you add the instance to a parent So in your example below the count will be 1 after viewer.setSceneData(g) ... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ariasgore Sent: Saturday, July 26, 2008 5:23 AM To: OpenSceneGraph Users Subject: [osg-users] ref_ptr, ptr and leaking question (quite simple) Hello, I have some novoice question about the use of pointers as short-time reference. As in the tutorial book described all objects deriving from osg::Referenced should be used with ref_ptr for proper use. But even in the book and in some tutorials there are many uses of the plain c++ pointer without the reference use of ref_ptr. There is where I have one question, if I develop in VisualStudio for instance and write some code like: osg::Geode * g = new osg::Geode; ... viewer.setSceneData(g); Doesn't I have a ref count of 2 for g? Whild would result in a leak since I never delete the g pointer manually? If this above is true and the programm is running as a childprocess of my IDE (since I have debugging and stacktracing and so on), don't I create some leaking beyond the lifetime of the programm? I am not quite sure if the memory is cleaned after finishing the programm or the whole IDE. Thanks Sam ___ 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] setViewMatrixAsLookAt where is center?
Hi Ariasgore, are you sure you want a up vector 0,1,0 ? osg uses z up 0,0,1 but of course if you have changed the coordinate system then it's ok. my two cents, Peter http://osghelp.com On Sat, Jul 26, 2008 at 5:04 PM, Ariasgore [EMAIL PROTECTED] wrote: Hello, I was trying to use the setViewMatrixAsLookAt matrix like I would use gluLookAt (since they are similar), my intention is to create a rotation around a point. So first I selected the eye position which should be (0,-25,25) and wanted to point the camera towards (0,0,0) where my object is placed, so basically the code looks like this: viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0,-25,25), osg::Vec3(0,0,0), osg::Vec3(0,1,0) ); but rendering this scene creates some confusing perspective, the position of the camera seems right but even if I am looking at (0,0,0) the object I am looking at is at the top of the screen and not centered, as I supposed. While placing the object at scene's origin, shouldn't this setup center this object since I am looking at (0,0,0) ? Greetings ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Recognizing currently seen polygons / vertices?
Hello, I am trying to render a scene and then recognize all currently seen polygons (or even vertices) of a loaded model. I require not only the node precision but polygons or better vertices. Basically I believe (but do not know) that I need to get hold of the z-buffer after a successfull depth test for a frame and extract the vertices out of it but I don't know how. thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] locking 3d text in front of camera
Hi osg-users. I'm kind of new to openscenegraph and 3d programming, and I'm having a problem. I'm trying to position a 3d text object to be in a fixed position directly in front of the camera, so it's always in the same position in the lower left corner of the screen. It would be much easier to do this as a 2d overlay, but in this case it needs to be 3d. I have the camera's view matrix to work with, and I can get the eye, look, and up vectors from that to position the text. I have a feeling that I have to do some vector math here, but I haven't been able to find anything that helps yet. Does anyone have any ideas? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimizer options oddity
I noticed that two of the OptimizerOptions values, COPY_SHARED_NODES and FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, have the same enum value (0x100). Is this intentional? This is in 2.6 RC1. Glenn -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] locking 3d text in front of camera
Look around the osgHud examples and search mail archive for previous post it may help you get what you want __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joe Lyga Sent: Saturday, July 26, 2008 8:06 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] locking 3d text in front of camera Hi osg-users. I'm kind of new to openscenegraph and 3d programming, and I'm having a problem. I'm trying to position a 3d text object to be in a fixed position directly in front of the camera, so it's always in the same position in the lower left corner of the screen. It would be much easier to do this as a 2d overlay, but in this case it needs to be 3d. I have the camera's view matrix to work with, and I can get the eye, look, and up vectors from that to position the text. I have a feeling that I have to do some vector math here, but I haven't been able to find anything that helps yet. Does anyone have any ideas? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] Matrixf multiply Optimization
Can you not use an alignment #pragma around the struct to force alignment size ? #pragma pack( push, 16 ) union { struct { __m128 _R0,_R1,_R2,_R3; }; value_type _mat[4][4]; } #pragma pack( pop ) __ Gordon Tomlinson __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Killian Sent: Saturday, July 26, 2008 7:23 PM To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Matrixf multiply Optimization That is cool if that is all that needs to be fixed... I'll make a generic version of F32vec4, and include it next submission to see if it can build on other platforms. James Killian - Original Message - From: David Guthrie [EMAIL PROTECTED] To: OpenSceneGraph Submissions [EMAIL PROTECTED] Sent: Friday, July 25, 2008 9:07 PM Subject: Re: [osg-submissions] Matrixf multiply Optimization I looked at the code, and it should work cross platform, at least for intel CPU's. the fvec.h header doesn't seem to exist, but from what I can tell, it doesn't have an magic in it. The few types you used may be easy to just replace. They seemed just to be unions, anyway. David On Jul 25, 2008, at 5:49 PM, James Killian wrote: It is good to hold off as this is still work in progress. In the mean time what would be cool is for others to code review the work I've checked in thus far. If I recall the FFmpeg community has found a way to use intrinsics in a way that is platform independent, once I get the win32 version polished I may research that. For anyone interested the C version of the matrix multiply uses 64 multiplies and adds, while the SSE version uses only 16 of each. In regards to going in and out of SSE I tried this: union { struct { __m128 _R0,_R1,_R2,_R3; }; value_type _mat[4][4]; } And this works as it forces the array to be 16 byte aligned implicitly... unfortunately I ran into problems where some code was using the matrix in a vector would throw compiler errors saying it can't align it. (I may revisit that case and see why that is) What I am hoping will happen is that this new code will work out, and we can gradually transition some of the most used pieces to take advantage of the instruction set. (platform independent of course). - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Submissions [EMAIL PROTECTED] Sent: Friday, July 25, 2008 3:09 PM Subject: Re: [osg-submissions] Matrixf multiply Optimization Hi James, I will put this submission on hold till after 2.6 as we now at feature freeze. W.r.t SSE optimizations, in the past I have consider the possibility, but haven't taken the step - there's always been bigger bottlenecks to address. One concern I have is the cost of going in and out of SEE mode. I suspect the most efficient way to do it would be to provide array operators. It think these type of optimizations would be worth raising on the mailing lists as there is lot of knowledge out there and whole range of topics. Robert. On Fri, Jul 25, 2008 at 8:55 PM, James Killian [EMAIL PROTECTED] wrote: Attached is the 3 matrix cpp files that are merged with 8686. For non-win32 platforms there is no change, for win32 platforms I've added SSE optimization for Matrix::mult premult and postmult. This currently is the first draft which will yield about 35-40% improvement over matrixf or matrixd. I may pursue alignment strategies which have yielded 50% improvement (this is yet to come). I also may want to look to improve premult. Our game uses approximately 25% of all processing to these functions (the KBDtree optimization is enabled), so if anyone else is doing the same kind of stresses hopefully you should see improvement as well. There may be a way to enable intrinsic code across all platforms. if so we may want to pursue that. You should be able to drop these files right in and build. (Win32 users be sure to use matrix float in the cmake configuration). I did not try to optimize Matrixd I don't think intrinsics can offer much improvement for it (yet). so it has not changed. ___ osg-submissions mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph. org ___ osg-submissions mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph. org ___ osg-submissions mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph. org ___ osg-submissions mailing list [EMAIL PROTECTED]
Re: [osg-users] osg::Image::update?
Robert Osfield wrote: Hi Hartmut, On Sat, Jul 26, 2008 at 2:02 AM, Hartmut Seichter [EMAIL PROTECTED] wrote: Well, osgART has a number of PlugIns implementing their own osgART::VideoImageStream which implements update slightly different. But I am happy to quickly change things over as we are targeting the latest OSG For 2.6 all original ImageStream implementation - the ones in the Quicktime and Xine plugins are all exactly the same as before, and function in exactly the same way. osgArt::VideoImageStream should be no different - all existing mechanisms will work. The new Image::update(..) method is only called if you attach an update callback to the texture, this is something that is now done automatically for osg::ImageSequence images being assigned to textures, but not for any other Image types. You could add this is you so wished. That was exactly what we did with osgART ... we attached a osgART::ImageUpdateCallback in order to trigger the update. I think I will dive more into ImageStream and ImageSequence to see if we can get rid of our (osgART) additional implementation. Are there any plans to differentiate between open() and play() ... this was the main reason for us to have osgART::VideoImageStream as we need to know in osgART which dimensions and colorspace the imagestream supports I haven't made any other plans for ImageStream. ImageSequence is just a subclass of it at present. The osgDB::ImagePager is a companion to it, which could expand in its role - for instance it could potentially drive the various ImageStream classes, so rather than have their own threads, they'd use the ImagePager's ImageThreads to drive them. This would help when handling many video streams at one time, and also improve the handling of thread cancellation on exit. Yes, that is one area where we have some additional logic in VideoStream to deal with threading issues like locking, or double buffering. As I said before I need to take a deeper look ImageSequence and the ImagePager which might solve a lot of problems for us already. Cheers, Hartmut Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org