Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Vincent Bourdier
Hi,

I'm the original poster, and the problem I had is that I cannot use a
material, because it will modify the state set, that is common for a lot of
other geodes...

But thanks for the answers, maybe i'll have some kind of revelation with
your help.

Can't it be interesting for OSG to have a setTransparency() method on a node
? using material or something else, but working in each case...

Thanks.

Regards,
   Vincent.

2009/6/9 Jason Daly jd...@ist.ucf.edu

 Andrew Cunningham wrote:

 Adjusting the material color alpha will work for some geometries but I
 have other  geometries where each vertex has a BIND_PER_VERTEX color ( think
 of a contour plot of a value), so I would still need to adjust the alpha of
 each vertex color.



 Actually you don't (unless you need a different alpha for each vertex).
  Normally, the material's settings will override the color array values.
  However, if you set the Material's color mode to some value other than
 NONE, the material color for that element (AMBIENT, DIFFUSE,
 AMBIENT_AND_DIFFUSE, SPECULAR, or EMISSION) will be replaced by the vertex
 color.  Unless you doing something fancy, you can typically set the color
 mode to AMBIENT_AND_DIFFUSE, which lets you make use of your vertex colors,
 but vary the alpha as you need to.

 Look in the red book, or the glColorMaterial man page for more info.

 --J


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Re: [osg-users] ArgumentParser issues on Windows?

2009-06-09 Thread Ümit Uzun
Hi Butler;

It is well known problem :) I think your OSG system only compiled in release
mode and you are trying to build this example in debug mode, so program
throw bad_alloc exception. Try to build your example same build type as your
OSG system. If it is released mode you build your example in released mode
or vice versa.

Regards.

2009/6/9 Butler, Lee Mr CIV USA USAMC lee.but...@us.army.mil

 The following code works on Linux/Mac but not Windows.  Is there
 something I should realize about ArgumentParser and ApplicationUsage?
 Maybe it's some Windows/VS2008 thing I've missed?

 -
 #include osg/ArgumentParser
 #include string

 int main(int argc, char * argv[])
 {
std::string name(Fred);
osg::ArgumentParser arguments(argc, argv);
osg::ApplicationUsage *au;

au = arguments.getApplicationUsage();

// the next two lines cause runtime errors on Window
au-setApplicationName(name);
std::string cmdLineName = arguments.getApplicationName();
return 0;
 }
 -

 The au-setApplicationName(name) line gives the error:

 Unhandled exception at 0x76bc42eb foo.exe MicrosoftC++ exception:
 std::bad_alloc at memory location 0x0018f37c..

 commenting that line out results in the next line producing:

 arguments.getApplicationName() causes Unhandled Exception at
 0xHexAddress in foo.exe 0xC005: Access violation reading location
 0xccc0.

 This is setup as a Windows Console App in VS2008.

 I can set a breakpoint on the first line and see that argv[0] and argc
 are set reasonably.

 Stepping forward I note that the constructor for ApplicationUsage
 doesn't initialize _applicationName.  Visual Studio debugger notes Bad
 Ptr on au-_applicationName before the call to:

au-setApplicationName(name)

 Odd since _applicationName is declared:

std::string _applicationName;

 Lee

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Re: [osg-users] Downloading Binaries

2009-06-09 Thread Alberto Luaces
Ok Christopher, I have almost the same system as you. Make sure that you are 
linking to the correct OpenGL library. To do so, in the building directory, 
execute ccmake . Then press t to go to advaced options and search for the 
following parameters:

OPENGL_INCLUDE_DIR
OPENGL_gl_LIBRARY
OPENGL_glu_LIBRARY

Mine are set to the following values respectively:

/usr/include/w32api
/usr/lib/w32api/libopengl32.a
/usr/lib/w32api/libglu32.a

Regards,

Alberto

El Lunes 08 Junio 2009ES 20:00:54 Christopher Wang escribió:
 Hi,
 Good question, I have windows XP.
 I'm using CYGWIN 1.5.25
 GCC 3.4.4
 and LibGlut 2.4.0
 ...

 Thank you!

 Cheers,
 Christopher


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Re: [osg-users] [forum] Ray tracing

2009-06-09 Thread Robert Osfield
Hi Roland,

When you say the program is jerking I presume you mean that the
intersection traversals are taking long enough that they are breaking
frame.  The solution for faster intersection traversals is to use
osg::KdTree's attached the the geometry leaves.  You can hint to the
OSG to build KdTree's automatically for you on loaded new models be
doing:

osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Options::BUILD_KDTREES);

Before you load your models.  You can also build the KdTree's by hand.

The other approach would be to run the intersection traversal multi-threaded.

Robert.

On Mon, Jun 8, 2009 at 5:23 PM, Roland Leitnerroland.leit...@eads.net wrote:
 Hi osg community,

 my problem is as follows: I will generate a time of flight camera with
 many rays in osg. Each ray measures the distance between the camera
 origin point and the terrain in the camera coordinate frame. Camera
 point and camera coordinate frame are moving with time.

 I have tried it with los and it is working well for one ray. Using
 more rays, the program is jerking. Now I have read, that it is possible
 and better to use raytracing instead, but I have not found any example
 code. Has anyone an example code for me!?!

 Regards, Roland

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Re: [osg-users] CPU usage

2009-06-09 Thread Mario Valle
Try Windows Performance Analysis Tools
They use the kernel already in place hooks to collect statistics.
http://msdn.microsoft.com/en-us/performance/cc825801.aspx
http://blogs.msdn.com/pigscanfly/archive/2008/03/02/using-the-windows-sample-profiler-with-xperf.aspx
http://msdn.microsoft.com/en-us/library/cc305215.aspx

Hope it helps.
Ciao!
mario

Cory Riddell wrote:
 I had my cpu monitor open while running osgviewer. I just noticed that
 after closing the cpu monitor, my vsync'd framerate immediately jumped
 to 60 (the monitor native rate).
 
 So, it seems that Heisenberg has struck again. I can't measure the thing
 with out radically changing it. Or perhaps I'm just not using the right
 tools. Does anybody have any suggestions for decent Windows performance
 analysis tools? I was using SysInternal's ProcessExplorer.
 
 Cory
 
 Cory Riddell wrote:
 Hi Robert,

 On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddellc...@codeware.com wrote:
   
 Does anybody see less than 100% CPU utilization when running osgviewer
 cow.osg on an ATI card? I had just been accepting that as normal.
 

 100% CPU is not normal at all.
   

 Yikes! I think there must be something seriously wrong with my system
 then.

 I updated my video drivers to the latest this morning and enabled
 vsync. Enabling vsync sent my framerate from 1200 fps to 15 fps! Vsync
 on or off made no difference on the cpu load- I always have 100%
 utilization on one core.

 I have a FireGL V7700 with 512 MB of RAM. I'm running the 8.603
 drivers on quad core XP Pro machine. My one-and-only monitor is a 24
 Dell panel at 1920x1200.

 I turned vsync back off. With it on, my cow looked like it was being
 rotated by a stepper motor.

 If you or anybody else has troubleshooting suggestions, I would be
 very happy to hear them.

 Cory
 

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Data Analysis and Visualization Group| http://www.cscs.ch/~mvalle
Swiss National Supercomputing Centre (CSCS)  | Tel:  +41 (91) 610.82.60
v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax:  +41 (91) 610.82.82
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Re: [osg-users] ImageStream with different sized images

2009-06-09 Thread Robert Osfield
Hi Jason,

Changing the size of an image will require creation of a new texture
object, something that is not ideal as it could cause a stall in
rendering.   Would it be possible to use a different texture for the
first image?  Would it be possible to resize the image to the size of
the movie?  Another thing you could try is to set the size of the
texture to 640x480 prior to the first frame that it's rendered.

Robert.

On Mon, Jun 8, 2009 at 6:39 PM, Jason Beveragejasonbever...@gmail.com wrote:
 Hi everyone,

 I'm thinking about how to implement an ImageStream that could display
 different images based on the status of the image.  For example, displaying
 a Buffering image when data is being downloaded from Internet.

 I'm using the setImage() function to alter the data of the underlying image,
 and the issue I'm running into is that it resizes the image frames the size
 of the first frame I send to the ImageStream.

 For example, if I set a 256x256 image that says Loading... while the movie
 data is being download from the Internet, once the frames start coming in at
 say 640x480, they are all resized to 256x256 b/c that was the initial size
 of the image.

 I've looked at the osgimagesequence example and it does the same thing, all
 the images are resized to size of the first image.

 Is there a way to avoid this resize or am I going about this in a crazy
 way?  :)

 Thanks,

 Jason

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Re: [osg-users] building 2.8.1 with dcmtk

2009-06-09 Thread Robert Osfield
Hi John,

The CMakeCache.txt will contain both ITK and DCMTK if they are present
on your system.  The dicom plugin will build against DCMTK if all the
required component are available. DCMTK_FOUND will be set to TRUE if
it's found all the components.  Looking at your email it looks like it
can't find the headers, so have a look into this.

With the ITK causing build problems it does sound like it's broken in
someway w.r.t the compiler set you are using.   Unless you need it you
might as well just uninstall it.


Robert.

On Mon, Jun 8, 2009 at 7:26 PM, John Kelsoke...@nist.gov wrote:
 On Sat, 6 Jun 2009, Robert Osfield wrote:

 Hi John,

 Try removing your OpenSceneGraph/CMakeCache.text file and the re-run
 ./configure to see if that kicks CMake into properly checking all the
 dependencies.

 Also try disabling the aggressive warnings to see if that prevents gcc
 spitting out errors when compiling against ITK.

 Robert.


 Hi,

 I did both cmakes in empty directories, so there was no cache file to erase.
 All other cmakes mentioned in this email were also run in empty directories.

 Both times I got the same errors in InsightToolkit.

 I reran the cmake that uses just DCMTK_DIR with an added
 OSG_USE_AGGRESSIVE_WARNINGS=OFF and it built successfully.  OK!

 I admit that this is a bit of a surprise, at least to me, as I wasn't
 expecting compiler warnings to have an effect on compiler errors.

 I reran cmake again without DCMTK_DIR and with
 OSG_USE_AGGRESSIVE_WARNINGS=OFF
 and it also built successfully, so I'm not sure it DCMTK is ever used.

 So I ran cmake one more time, in a clean directory, with both DCMTK_DIR and
 OSG_USE_AGGRESSIVE_WARNINGS=OFF, and got the below in my CMake\* files.

 CMakeCache.txt finds DCMTK, but the dicom plugin still refers to
 InsightToolkit.

 Does this help resolve what's going on?  Did I perhaps not install the DCMTK
 components that he dicom plugin needs?

 Thanks again,

 John

 find . -name CMake\* | xargs grep -i dcmtk

 ./CMakeCache.txt://Root of DCMTK source tree (optional).
 ./CMakeCache.txt:DCMTK_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x
 ./CMakeCache.txt:DCMTK_ROOT_INCLUDE_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/config/include
 ./CMakeCache.txt:DCMTK_config_INCLUDE_DIR:PATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/config/include/dcmtk/config
 ./CMakeCache.txt:DCMTK_dcmdata_INCLUDE_DIR:PATH=DCMTK_dcmdata_INCLUDE_DIR-NOTFOUND
 ./CMakeCache.txt:DCMTK_dcmdata_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmdata/libsrc/libdcmdata.a
 ./CMakeCache.txt:DCMTK_dcmimgle_INCLUDE_DIR:PATH=DCMTK_dcmimgle_INCLUDE_DIR-NOTFOUND
 ./CMakeCache.txt:DCMTK_dcmimgle_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmimgle/libsrc/libdcmimgle.a
 ./CMakeCache.txt:DCMTK_dcmnet_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/dcmnet/libsrc/libdcmnet.a
 ./CMakeCache.txt:DCMTK_imagedb_LIBRARY:FILEPATH=DCMTK_imagedb_LIBRARY-NOTFOUND
 ./CMakeCache.txt:DCMTK_ofstd_INCLUDE_DIR:PATH=DCMTK_ofstd_INCLUDE_DIR-NOTFOUND
 ./CMakeCache.txt:DCMTK_ofstd_LIBRARY:FILEPATH=/usr/local/HEV-beta/apps/dcmtk/dcmtk-3.x/ofstd/libsrc/libofstd.a
 ./CMakeCache.txt://Advanced flag for variable: DCMTK_DIR
 ./CMakeCache.txt:DCMTK_DIR-ADVANCED:INTERNAL=1


 find . -name CMake\* | xargs grep -i insighttoolkit

 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Review
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Patented
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Utilities/vxl/core
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Utilities/vxl/vcl
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Utilities
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Utilities/DICOMParser
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Utilities/NrrdIO
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Utilities/MetaIO
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/SpatialObject
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Numerics/NeuralNetworks
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Numerics/Statistics
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Numerics/FEM
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/IO
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/Numerics
 ./src/osgPlugins/dicom/CMakeFiles/CMakeDirectoryInformation.cmake:
  /usr/include/InsightToolkit/gdcm/src
 

Re: [osg-users] 2.8.1 Image::readPixels and packing.

2009-06-09 Thread Robert Osfield
Hi Andrew,

On Mon, Jun 8, 2009 at 11:49 PM, Andrew Cunninghamo...@a-cunningham.com wrote:
 Image::readPixels() resets the packing of it's Image to 1. It should either 
 take a packing parameter or respect the existing packing by passing _packing 
 to allocateImage

Why?  Is this just some personal preference about how you'd like it to
work? Or do you think you have seen a bug? If so you really do need to
specify how others can reproduce it.

Robert.
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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Robert Osfield
Hi Vincent,

On Tue, Jun 9, 2009 at 7:17 AM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
 Can't it be interesting for OSG to have a setTransparency() method on a node
 ? using material or something else, but working in each case...

The OSG's state handling is done with StateSet, you can multiple
parent paths to allow you to decorate the subgraphs with different
state.

Trying to embed low state management like transparency in nodes would
be an utter mess to implement and to maintain for developers and end
users.  Just create your scene graph appropriately and you will be
able to do what you require without any modifications to the scene
graph.

Robert.
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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Vincent Bourdier
Hi Robert,

I am aware of the mess this is to implement... but I need it, and I cannot
create my scene graph appropriately because it it generated by some exporter
(osgExp) so I have to work with graphs I cannot control.

I just was asking if there is an other solution I didn't tried, but I see
there are no miracles, I need to dig into the issue more longer to make the
better code I can.

Thanks for help.

Regards,
   Vincent.

2009/6/9 Robert Osfield robert.osfi...@gmail.com

 Hi Vincent,

 On Tue, Jun 9, 2009 at 7:17 AM, Vincent
 Bourdiervincent.bourd...@gmail.com wrote:
  Can't it be interesting for OSG to have a setTransparency() method on a
 node
  ? using material or something else, but working in each case...

 The OSG's state handling is done with StateSet, you can multiple
 parent paths to allow you to decorate the subgraphs with different
 state.

 Trying to embed low state management like transparency in nodes would
 be an utter mess to implement and to maintain for developers and end
 users.  Just create your scene graph appropriately and you will be
 able to do what you require without any modifications to the scene
 graph.

 Robert.
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Re: [osg-users] Texture coords

2009-06-09 Thread Maxime BOUCHER

Shaitan wrote:
 Hi all,
 Sorry for not providing much information about the interest of changing text 
 coords. Im working on animating avatar impostors for which im using a 
 billboard with a texture (sprite) of an avatar. With OSG its easy to 
 implement a special kind of billboard for managing sprite animations 
 depending of the point of view of the camera, but using setTexCoordArray is 
 slow (perhaps, as you pointed out, im using compiled lists). At this moment i 
 prefer not to use GLSL, as im already using other shaders on the nodes, but 
 this is a possibility if i find out that there is *NOT* an efficient 
 alternative.
 
 Thans for your help.
 
 J.
 
 P.S. The method tha Ulrich sugested works pretty well!! :-D


Hi,

 Just an idea: have you taken a look at TexGen, I use it in projective texture 
mapping to automatically compute the texcoords, maybe you could use it too.

Good luck


Max

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[osg-users] Segmentation Faults while file accessing (models) because of multiple threads?

2009-06-09 Thread Jonas Walti
Hi out there
We render our OSG application with a render machine with multiple pipes (GPU). 
We use Equalizer (a parallel rendering api) to do this. Every pipe has its own 
viewer with its own OSG scene graph.

We do now have the problem, that if  we try to load models (all the scene 
graphs do this at more or less the same time), we end up in a lot of 
segmentation faults. Debugging leads into the following function in 
Registry.cpp on line 809: 

Code:

struct concrete_wrapper: basic_type_wrapper.



Could this be a threading issue? Is there a way to handle this safe?

we use OSG 2.8.1

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[osg-users] car lights

2009-06-09 Thread giavelli maxime
Hi,

I realize a simulation of a Highway and when I press a key on the keyboard it 
changes from day to night.
But I can not have a very realistic rendering at the lights of my car, for now 
just using multi-texturing.
I want to have a light source for each light, but I know that thez number of 
light source is limited. 

Are there sub modules OpenSceneGraph lights for my effects?

Or has someone already thought about it?
... 

Thank you very much!

Cheers,
giavelli

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[osg-users] nVidia 185.5 Windows Drivers issues

2009-06-09 Thread Kim C Bale
Anybody else having issues with the 185.85 drivers for vista 32bit?

 

I just had to roll mine back to 182.5 as they seem to have buggered up
FBO support.

 

I get an 'out of memory' ogl error and a
INVALID_FRAMEBUFFER_OPERATION_EXT when I run osgPrerender

 

Had the exact same problem a while back with an earlier driver set, I
wouldn't mind so much but it takes an age to reinstall them.

 

Running an 8800GTS 512mb.

 

Regards,

 

Kim.

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[osg-users] texturedShadow problem

2009-06-09 Thread Hadas Divip
Hi all,

I'm working on inserting the shadow capability to our app. 
for learning purpose i created a small and simple program. 
if i don't add camera to the scene - i do see the shadow, but when I add a 
camera to the scene - i don't . 
I'm sure i'm missing something and/or doing something wrong but I don’t know 
what  :( 

I attached cpp with my code...


PLEASE HELP:) 

Thanks a lot!

Cheers,
Hadas

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// ShadowTest.cpp : Defines the entry point for the console application.
//

#include stdafx.h
#include conio.h
#include ctype.h

#include osg/ArgumentParser
#include osg/Group
#include osg/Geode
#include osg/Geometry
#include osgDB/ReadFile
#include osgGA/TrackballManipulator
#include osgViewer/Viewer
#include osg/CameraNode

#include osgShadow/ShadowedScene
#include osgShadow/ShadowMap
#include osgShadow/ShadowTexture

#include osg/LightSource
#include osg/Material

static int ReceivesShadowTraversalMask = 0x1;
static int CastsShadowTraversalMask = 0x2;

int _tmain(int argc, char* argv[])
{
//
// application standard initialization
//
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);

// set up the usage document, in case we need to print out how to use 
this program.
arguments.getApplicationUsage()-setDescription(
arguments.getApplicationName()+ ,,,);
arguments.getApplicationUsage()-addCommandLineOption(  -h or 
--help,Display this information);
arguments.getApplicationUsage()-setCommandLineUsage(   
arguments.getApplicationName()+  [options] filename ...);

// construct the viewer.
osgViewer::Viewer viewer(arguments);

// if user request help write it out to cout.
if (arguments.read(-h) || arguments.read(--help))
{
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();

// report any errors if they have occurred when parsing the program 
arguments.
if (arguments.errors())
{
return 1;
}
//

// scene objects
osg::Group* root = new osg::Group;

osg::Node* modelNode = NULL;
std::string FilePathName = C:\\OSG\\OpenSceneGraph-Data\\cessna.osg;
modelNode   =   
(osg::Group*)osgDB::readNodeFile((std::string)FilePathName); 

osg::Node * m2 = 
(osg::Group*)osgDB::readNodeFile(C:\\OSG\\OpenSceneGraph-Data\\cow.osg);
osg::Matrix mat;
mat.setTrans(osg::Vec3(0,0,15));
osg::MatrixTransform *ModelTransform = new osg::MatrixTransform();
ModelTransform-setMatrix(mat);
ModelTransform-addChild(m2);

root-addChild(ModelTransform);
root-addChild(modelNode);
//

//shadow
osgShadow::ShadowedScene * shadowedScene = new osgShadow::ShadowedScene;
//osgShadow::ShadowMap * sm = new 
osgShadow::ShadowMap;
//shadowedScene-setShadowTechnique(sm);
osgShadow::ShadowTexture * st = new osgShadow::ShadowTexture;
shadowedScene-setShadowTechnique(st);

osg::Material * mtrl = new osg::Material;
mtrl-setColorMode(osg::Material::DIFFUSE);
mtrl-setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
mtrl-setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
mtrl-setShininess(osg::Material::FRONT_AND_BACK, 64);
root-getOrCreateStateSet()-setAttributeAndModes(mtrl, 
osg::StateAttribute::ON);

m2-setNodeMask(CastsShadowTraversalMask);
modelNode-setNodeMask(ReceivesShadowTraversalMask);

shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask);


// light source 
osg::Vec3 lightPosition(0,0,30); 
osg::LightSource* ls = new osg::LightSource;
ls-getLight()-setPosition(osg::Vec4(lightPosition,1));
ls-getLight()-setAmbient(osg::Vec4(0.2,0.2,0.2,1.0));
ls-getLight()-setDiffuse(osg::Vec4(0.6,0.6,0.6,1.0));

//shadowedScene-setReceivesShadowTraversalMask(1);
//shadowedScene-setCastsShadowTraversalMask(1);


// camera
osg::Camera * camera_node = NULL;

/**/
camera_node = new osg::Camera;
// inherit the main cameras view
camera_node-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera_node-setViewMatrix(osg::Matrix::identity());

Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Paul Speed
You could implement the full fixed function pipeline (the parts you 
need) in a custom shader with the addition of manually controlling 
transparency based on a uniform.  Actually, a fragment shader may be all 
you need... which is probably a lot easier than a fixed function pixel 
shader.


I've been tempted to do this before myself as fading in/out a model for 
LOD or otherwise is a real pain.


-Paul

Vincent Bourdier wrote:

Hi Robert,

I am aware of the mess this is to implement... but I need it, and I 
cannot create my scene graph appropriately because it it generated by 
some exporter (osgExp) so I have to work with graphs I cannot control.


I just was asking if there is an other solution I didn't tried, but I 
see there are no miracles, I need to dig into the issue more longer to 
make the better code I can.


Thanks for help.

Regards,
   Vincent.

2009/6/9 Robert Osfield robert.osfi...@gmail.com 
mailto:robert.osfi...@gmail.com


Hi Vincent,

On Tue, Jun 9, 2009 at 7:17 AM, Vincent
Bourdiervincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com wrote:
  Can't it be interesting for OSG to have a setTransparency()
method on a node
  ? using material or something else, but working in each case...

The OSG's state handling is done with StateSet, you can multiple
parent paths to allow you to decorate the subgraphs with different
state.

Trying to embed low state management like transparency in nodes would
be an utter mess to implement and to maintain for developers and end
users.  Just create your scene graph appropriately and you will be
able to do what you require without any modifications to the scene
graph.

Robert.
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Re: [osg-users] change the current state set in real time for a multipass renderer

2009-06-09 Thread Sebastien Nerig
understood!
Thank you!

Sebastien

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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Vincent Bourdier
Hi Paul,

Shader can be a solution, but a shader is a part of the StateSet, and i'm
looking at the best way to avoid using them.
But i'll keep that in mind.

Thanks.

Regards,
   Vincent.

2009/6/9 Paul Speed psp...@progeeks.com

 You could implement the full fixed function pipeline (the parts you need)
 in a custom shader with the addition of manually controlling transparency
 based on a uniform.  Actually, a fragment shader may be all you need...
 which is probably a lot easier than a fixed function pixel shader.

 I've been tempted to do this before myself as fading in/out a model for LOD
 or otherwise is a real pain.

 -Paul

 Vincent Bourdier wrote:

 Hi Robert,

 I am aware of the mess this is to implement... but I need it, and I cannot
 create my scene graph appropriately because it it generated by some exporter
 (osgExp) so I have to work with graphs I cannot control.

 I just was asking if there is an other solution I didn't tried, but I see
 there are no miracles, I need to dig into the issue more longer to make the
 better code I can.

 Thanks for help.

 Regards,
   Vincent.

 2009/6/9 Robert Osfield robert.osfi...@gmail.com mailto:
 robert.osfi...@gmail.com

Hi Vincent,

On Tue, Jun 9, 2009 at 7:17 AM, Vincent
Bourdiervincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com wrote:
  Can't it be interesting for OSG to have a setTransparency()
method on a node
  ? using material or something else, but working in each case...

The OSG's state handling is done with StateSet, you can multiple
parent paths to allow you to decorate the subgraphs with different
state.

Trying to embed low state management like transparency in nodes would
be an utter mess to implement and to maintain for developers and end
users.  Just create your scene graph appropriately and you will be
able to do what you require without any modifications to the scene
graph.

Robert.
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Re: [osg-users] Segmentation Faults while file accessing (models) because of multiple threads?

2009-06-09 Thread Robert Osfield
Hi Jonas,

When running on a multi-pipe machine I would recommend used osgViewer
to do the multi-thread and multi-window work, it's designed to do this
and will provide the best performance.  Equalizer will be more suited
for cluster work.

Now I don't use Equaliizer, let alone use it the way you are using,
and even then it's not something I would recommend, but if you really
must use it this way then you will have to do the debugging work, if
wish assistance from the community you need to provide far more
information about the nature of the crash, a single line of code is
practically meaningless.  Try a stack trace.

Robert.

On Tue, Jun 9, 2009 at 9:55 AM, Jonas Waltiwal...@bfh.ch wrote:
 Hi out there
 We render our OSG application with a render machine with multiple pipes 
 (GPU). We use Equalizer (a parallel rendering api) to do this. Every pipe has 
 its own viewer with its own OSG scene graph.

 We do now have the problem, that if  we try to load models (all the scene 
 graphs do this at more or less the same time), we end up in a lot of 
 segmentation faults. Debugging leads into the following function in 
 Registry.cpp on line 809:

 Code:

 struct concrete_wrapper: basic_type_wrapper.



 Could this be a threading issue? Is there a way to handle this safe?

 we use OSG 2.8.1

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Re: [osg-users] car lights

2009-06-09 Thread Pascal Lecocq

Hi Giavelli,

As far I know, the best ways to overcome light source number limitation 
are either :


- Do /n/ multipass rendering with additive blending as many time you 
need to render your /n*MAX_LIGHT_NUM /lights Be careful to framebuffer 
precision.

or
- Do all your light computations with full precision in shaders passing 
all your light data (positions, orientations, etc ...) as parameters.


Regards,

Pascal.

giavelli maxime wrote:

Hi,

I realize a simulation of a Highway and when I press a key on the keyboard it 
changes from day to night.
But I can not have a very realistic rendering at the lights of my car, for now 
just using multi-texturing.
I want to have a light source for each light, but I know that thez number of light source is limited. 


Are there sub modules OpenSceneGraph lights for my effects?

Or has someone already thought about it?
... 


Thank you very much!

Cheers,
giavelli

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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Robert Osfield
Hi Vincent,

On Tue, Jun 9, 2009 at 10:39 AM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
 Shader can be a solution, but a shader is a part of the StateSet, and i'm
 looking at the best way to avoid using them.
 But i'll keep that in mind.

StateSet's control state in the OSG, you can't not use them, there
isn't a magic button you can press to do some clever mind reading to
the right thing for your particular application.Whatever solution
you go for it will involve StateSet's so strop trying to look for a
solution that doesn't and won't ever exist.

Robert.
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[osg-users] Forward declared classes and ref_ptrs

2009-06-09 Thread Colin Steinberg
Hi all,

to reduce compile time dependencies, I prefer using forward
delcarations instead of #includes, where possible.  This doesn't seem
to work with osg::ref_ptr, which needs complete type informations.

Is there a workaround to use ref_ptrs and as few include-files as
possible?

Greetings,
Colin
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Re: [osg-users] Segmentation Faults while file accessing (models) because of multiple threads?

2009-06-09 Thread Jonas Walti
Hi robert 
I do agree with you, that for this topology, the multithreaded osgviewer would 
be the better approach. Our solution works fine on a multicluster topology but 
it would be nice to use the same application on an multipipe environment by 
just changing the Equalizers config file. That was the idea behind. 

On the other hand, it could also be possible, to have 4 clusters with 2 pipes 
each. In that case our application would crash the same way at the moment. 

I will post a stack trace here, maybe someone sees imediately what I do wrong...

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Re: [osg-users] Forward declared classes and ref_ptrs

2009-06-09 Thread Daniel Trstenjak

Hi Colin,

 to reduce compile time dependencies, I prefer using forward
 delcarations instead of #includes, where possible.  This doesn't seem
 to work with osg::ref_ptr, which needs complete type informations.
 
 Is there a workaround to use ref_ptrs and as few include-files as
 possible?

This should work:

namespace osg
{
   template typename T class ref_ptr;
};



Greetings,
Daniel

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Re: [osg-users] Forward declared classes and ref_ptrs

2009-06-09 Thread Daniel Trstenjak

 This should work:
 
 namespace osg
 {
template typename T class ref_ptr;
 };

This seems to work as long you don't use the ref_ptr member inside
of the header, and as long you don't use any of c++ default
generated code (constructor, assignment operator) which uses
the ref_ptr member.


Greetings,
Daniel  

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Re: [osg-users] [forum] Ray tracing

2009-06-09 Thread Garrett Potts

Hello All:

Also, just a question.  Is this a custom graph or are you using the  
SceneGraph with static terrain objects,... etc.  I had a custom scene  
graph and intersections were killing me but when I realized that the  
Intersect visitor sets a ACTIVE_CHILDREN for the traversal I  used  
this knowledge to only intersect what I needed.  For instance i only  
did leaves that were not culled with respect to the culling type  
used when doing terrain intersection and if you have custom objects  
you can do the same for that as well.  Once I made sure that only  
active children were being addressed this helped considerably.


Take care

Garrett

On Jun 9, 2009, at 3:48 AM, Robert Osfield wrote:


Hi Roland,

When you say the program is jerking I presume you mean that the
intersection traversals are taking long enough that they are breaking
frame.  The solution for faster intersection traversals is to use
osg::KdTree's attached the the geometry leaves.  You can hint to the
OSG to build KdTree's automatically for you on loaded new models be
doing:

osgDB::Registry::instance()- 
setBuildKdTreesHint(osgDB::ReaderWriter::Options::BUILD_KDTREES);


Before you load your models.  You can also build the KdTree's by hand.

The other approach would be to run the intersection traversal multi- 
threaded.


Robert.

On Mon, Jun 8, 2009 at 5:23 PM, Roland  
Leitnerroland.leit...@eads.net wrote:

Hi osg community,

my problem is as follows: I will generate a time of flight camera  
with

many rays in osg. Each ray measures the distance between the camera
origin point and the terrain in the camera coordinate frame. Camera
point and camera coordinate frame are moving with time.

I have tried it with los and it is working well for one ray. Using
more rays, the program is jerking. Now I have read, that it is  
possible
and better to use raytracing instead, but I have not found any  
example

code. Has anyone an example code for me!?!

Regards, Roland

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Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-06-09 Thread Martin Scheffler
Hi Kim,

I just ran into the same problem on our SuSE boxes. Will you take a look at 
that? Or do you have any pointers for me where to look? As osgOcean works 
perfectly fine under windows the best guess is to look for differences in the 
FFTW library, right? 
Has anyone got osgOcean running successfully under Linux?

Cheers,
Martin

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Re: [osg-users] Forward declared classes and ref_ptrs

2009-06-09 Thread Martin Scheffler
I can only forward-declare ref-ptr members if I write the implementation of the 
class destructor in the cpp file. Try if that helps

Cheers,
Martin

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Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-06-09 Thread Kim C Bale
Hi Martin,


I've got a new release due imminently (fixing final bugs) which gets rid
of the FFTW dependency. 
I should be able to test that theory after that.

I believe Robert got osgOcean working on his linux box whatever flavour
that is.

And it runs on a Debian distribution in my lab here.

I do hope the problem resides with FFTW as it's going to be hard bug to
fix without a suitable linux installation.

Regards,


Kim.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Scheffler
Sent: 09 June 2009 13:25
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn

Hi Kim,

I just ran into the same problem on our SuSE boxes. Will you take a look
at that? Or do you have any pointers for me where to look? As osgOcean
works perfectly fine under windows the best guess is to look for
differences in the FFTW library, right? 
Has anyone got osgOcean running successfully under Linux?

Cheers,
Martin

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Re: [osg-users] [3rdparty] [osgOcean] problem with ocean surface in svn

2009-06-09 Thread Martin Scheffler
Allright! Keep up the good work!
Cheers,
Martin

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[osg-users] Load PlugIn Library in OsgDB::Registry

2009-06-09 Thread croperli
Hello All,
 
Is there something wrong in OsgDB::Registry::LoadLibrary(std::string libname)
when i load the .curl plugin  in debug , it is shown that the .curl plugin 
con't be found.However,it works well  in release mode.
when i open osgDb_curld.dll in depends_22, msvcr80d.dll con't be found.The 
ThirdParty depencies in svn dotn't have osgDb_curld.dll file in its child 
folder Bin,I move 
msvcm80d.dllmsvcp80d.dllmsvcr80d.dllMicrosoft..manifeVC80.DebugCRTst
files to thirdPary/Bin ,however it doesn't work!
my osg version is osg 2.6,ide  Vs2005! 
 
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Re: [osg-users] Load PlugIn Library in OsgDB::Registry

2009-06-09 Thread Ümit Uzun
Hi Croperli;

Look at the http://www.skew-matrix.com/bb/viewtopic.php?f=8t=3

Troubleshooting the Build

Did osgdb_curl.dll fail to link?

OSG creates several libraries during a build. One of the libraries,
osgdb_curl.dll, has a special dependency on Windows. During the OSG build,
if this library fails to link, and the link error indicates that wldap32.lib
can’t be found, you’ll need to manually configure Visual Studio’s library
search path and possibly install the missing library. Note that the compile
works fine, or fails, depending on the compiler you are using. Currently,
this is only an issue for some editions of VS8. All VS9 installations appear
to include this library.

Adding wldap32.dll is more art than science. If the file is already
installed on your system, you can find it by doing a file search in
C:\Program Files. Then, you simply add the directory to the library search
path as described below.

If you don’t have wldap32.dll already installed, download and install MS
Windows SDK for MS Server
2008http://msdn.microsoft.com/en-us/windows/bb980924.aspx(do a web
search to find it). After this is installed, enter the VS IDE
options. In Projects and Solutions  VC++ Directories, select Library files
from the Show Directories For menu, then add this directory to the list:
C:\Program Files\Microsoft SDKs\Windows\v6.1\Lib

Regards.

2009/6/9 crope...@sohu.com


 Hello All,



 Is there something wrong in OsgDB::Registry::LoadLibrary(std::string
 libname)

 when i load the .curl plugin  in debug , it is shown that the .curl plugin
 con't be found.However,it works well  in release mode.

 when i open osgDb_curld.dll in depends_22, msvcr80d.dll con't be found.The
 ThirdParty depencies in svn dotn't have osgDb_curld.dll file in its child
 folder Bin,I move

 msvcm80d.dll
 msvcp80d.dll
 msvcr80d.dll
 Microsoft..manifeVC80.DebugCRTst

 files to thirdPary/Bin ,however it doesn't work!

 my osg version is osg 2.6,ide  Vs2005!



  Take Care Please!

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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-09 Thread Christopher Wang
Hi,
Thanks for all the help guys!!
I have ccmake 2.6 patch 4
and for those values I got
OPENGL_INCLUDE_DIR   /usr/include
OPENGL_gl_LIBRARY/usr/lib/w32api/libopengl32.a
OPENGL_glu_LIBRARY   /usr/lib/w32api/libglu32.a

I'm sure I missing some stupid step, hope you guys can help out!
... 

Thank you!

Cheers,
Christopher

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Re: [osg-users] Texture coords

2009-06-09 Thread Joseba Rodriguez
Hi,


 Hi,
 
 Just an idea: have you taken a look at TexGen, I use it in projective texture 
 mapping to automatically compute the texcoords, maybe you could use it too.


I saw this feature, but i dont know exactly how could i apply it on this 
case... Perhaps it would worth having a look to it...

Thanks!

J.

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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-09 Thread Christopher Wang
Hi,
Grr, fixed it and still have an issue...
... 

Thank you!

Cheers,
Christopher

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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Jean-Sébastien Guay

Hi Vincent,

I'm the original poster, and the problem I had is that I cannot use a 
material, because it will modify the state set, that is common for a lot 
of other geodes...


You can clone the stateset and then each geode will have a unique one 
which you can modify.


Or you can put the transparency in a material that will be in the 
Drawable's stateset instead of the Geode's. That way all other parts of 
the state will be inherited from the shared stateset, but you can give 
each drawable a different material.


Hope this helps,

J-S
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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Vincent Bourdier
Hi Jean Sebastien,

Thanks for the advice, I forgot the stateSet of the drawables ! Not sure
this will be the solution, but it can helps a lot.

Thanks everyone for your help.

Regards,
   Vincent.

2009/6/9 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Vincent,

  I'm the original poster, and the problem I had is that I cannot use a
 material, because it will modify the state set, that is common for a lot of
 other geodes...


 You can clone the stateset and then each geode will have a unique one which
 you can modify.

 Or you can put the transparency in a material that will be in the
 Drawable's stateset instead of the Geode's. That way all other parts of the
 state will be inherited from the shared stateset, but you can give each
 drawable a different material.

 Hope this helps,

 J-S
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Re: [osg-users] multiple render targets / cameras

2009-06-09 Thread Jason Daly

Mike Wozniewski wrote:
It's probably osgViewer::CompositeViewer that you want, not 
osgViewer::Viewer. There's an example in the source. That way you create 
two different osgViewer::Views, and each can have it's own manipulator. 
  


I'm not sure why you'd need a CompositeViewer if both cameras are 
supposed to be in the same position  orientation.  Am I missing 
something?


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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-09 Thread Alberto Luaces
You'd better write what the fix was in order to help others in the future :)

Regards,

Alberto
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[osg-users] Multidisplay FBO performance

2009-06-09 Thread Thrall, Bryan

I have a multiple display system with an NVIDIA 8800 GT (driver version
181.20) that has performance problems when I use FBOs (see attached test
case, modified from osgviewer.cpp). My draw times jump from about 7
milliseconds to 14, and my GPU times jump from less than 1ms to 7ms.

The problem goes away when I switch from Multiple display performance
mode to Single display performance mode in the NVIDIA Control Panel,
so this looks like a driver bug, but I was wondering if anyone was aware
of this problem and any ways around it (I didn't find any discussion of
such a bug via google)?

I'm running on Windows MSVC 2005 using OSG svn rev 10273.

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gen2pass.cpp
Description: gen2pass.cpp
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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-09 Thread Christopher Wang

Alberto Luaces wrote:
 You'd better write what the fix was in order to help others in the future :)
 
 Regards,
 
 Alberto
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Sorry, what I meant was I changed it to point to OpenGL, and its still not 
working.  I am still getting the same errors.

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[osg-users] Moving Line of sight

2009-06-09 Thread Roland Leitner
Hi all,

I am working with a line of sight ray with start and end point in the world 
coordinate system. I meassure the distance between the start point of this ray 
and the first intersection with the scene, e.g. terrain. If the ray is fixed, 
everything is working well.

Now I want to add the ray to a moving node, furthermore the direction of the 
ray should also move with respect to the nodes coordinate frame. How can I 
implement such a ray?

Thx, Roland

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Re: [osg-users] Layer Opacity using TexEnvCombine

2009-06-09 Thread Jason Beverage
Hi Jason,

You're exactly right, if texture 1 has transparency, then I want texture 0
to show through no matter what.  Doing something like the following on unit
0 works great in that case, but I also want to add in another scaling factor
that will scale the alpha value of the texture from 0 to 1 to essentially
act as a slider for the opacity.  I'll keep hacking along, but I might need
to just stick with shaders.

osg::TexEnvCombine* tec = new osg::TexEnvCombine;
tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE1);
tec-setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);

tec-setSource1_RGB(osg::TexEnvCombine::TEXTURE0);
tec-setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);

tec-setSource2_RGB(osg::TexEnvCombine::TEXTURE1);
tec-setOperand2_RGB(osg::TexEnvCombine::SRC_ALPHA);

tec-setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);

csn-getOrCreateStateSet()-setTextureAttribute(0, tec);

Thanks!

Jason

On Mon, Jun 8, 2009 at 8:23 PM, Jason Daly jd...@ist.ucf.edu wrote:

 Jason Beverage wrote:

 Hi all,

 I'm trying to figure out a way to modify layer opacity using TexEnvCombine
 that takes into account the underlying alpha channel of a texture.


 Do you mean if unit 1's texture has transparency, you want that to show
 through to unit 0's texture?



 The osgFX::MultiTextureControl does very close to what I'm looking to do,
 but doesn't take into account the fact that the underlying texture may
 contain transparency (like a road overlay).

 From my understanding of texenvcombine, I can either use a constant color
 or SRC_ALPHA as an operand, but not a combination of both.


 It sounds like you need three parameters combined (2 texture colors and a
 user-defined parameter), so your only hope is the INTERPOLATE mode for the
 alpha values (INTERPOLATE is the only combiner operation that takes three
 parameters).  Try this:

 tec-setSource0_RGB(osg::TexEnvCombine::TEXTURE0);
 tec-setSource1_RGB(osg::TexEnvCombine::TEXTURE1);
 tec-setCombine_RGB(osg::TexEnvCombine::MODULATE);

 tec-setConstantColor(osg::Vec4(1.0, 1.0, 1.0, userDefinedAlpha));
 tec-setSource0_Alpha(osg::TexEnvCombine::TEXTURE0);
 tec-setSource1_Alpha(osg::TexEnvCombine::TEXTURE1);
 tec-setSource2_Alpha(osg::TexEnvCombine::CONSTANT);
 tec-setCombine_Alpha(osg::TexEnvCombine::INTERPOLATE);

 I just made this up, so I have no idea if it will work or not.  It might
 not be the only possibility, either, but it's all I can think of right now.

 --J

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[osg-users] Camera Placement Question: Geocentric reference

2009-06-09 Thread Allen Saucier
Hi all,
I'm having difficulty moving a camera to a specific point to look at in a 
geocentric coordinate reference frame.

I've got a geocentric point that I want my camera to look at and the point is 
in x,y,z form where x,y,z are in meters.  
I do not understand how to translate and rotate my camera to this point.

Is there a setByViewMatrix method in OSG any more?  Some examples refer to it 
and I can't find it.  If not, is there an equivalent?  Or is there an easier 
way all the way around?

Thanks for the help!


Allen

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Re: [osg-users] Camera Placement Question: Geocentric reference

2009-06-09 Thread Ulrich Hertlein

On 09.06.2009 17:59 Uhr, Allen Saucier wrote:

I've got a geocentric point that I want my camera to look at and the point is 
in
x,y,z form where x,y,z are in meters. I do not understand how to translate and 
rotate
my camera to this point.

Is there a setByViewMatrix method in OSG any more?  Some examples refer to it 
and I
can't find it.  If not, is there an equivalent?  Or is there an easier way all 
the way
around?


There is osg::Camera::setViewMatrixByLookAt() which lets you specify an eye, lookat, and 
up vector.


Cheers,
/ulrich
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Re: [osg-users] Multidisplay FBO performance

2009-06-09 Thread Wojciech Lewandowski

Hi Bryan,

I have similar setup. 8800 GTS Windows XP 32 bit driver version. Drivers 
185.85. Default (undefined USE_FBO) osgviewer cow.osg on two 1280x1024 
screens runs at 600 hz. When graph stats are turned on (second 's' keypress) 
framerate drops to 60-70 hz. When running your modified osgviewer cow.osg I 
see empty blue screen (I assume its ok as cow is drawn to FBO). With USE_FBO 
results vary depending on multithreading mode: singlethreaded is most 
consitent - 300-400 hz. Other modes sometimes run at 700 hz and drop to 60 
hz for a second or two to get back to 700 and drop again after few more 
seconds. Sometimes its stable at 700 sometimes it starts at 60+ hz. All 
tests done only with Hz counter. Invoking graph stats usually drops 
framerate below 100hz.


When 'Single display performance' invoked osgviewer runs on one screen in 
XP. I suppose you are on Vista because I saw drivers work on both screeens 
there.


HTH,
Wojtek Lewandowski


- Original Message - 
From: Thrall, Bryan bryan.thr...@flightsafety.com

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, June 09, 2009 5:02 PM
Subject: [osg-users] Multidisplay FBO performance



I have a multiple display system with an NVIDIA 8800 GT (driver version
181.20) that has performance problems when I use FBOs (see attached test
case, modified from osgviewer.cpp). My draw times jump from about 7
milliseconds to 14, and my GPU times jump from less than 1ms to 7ms.

The problem goes away when I switch from Multiple display performance
mode to Single display performance mode in the NVIDIA Control Panel,
so this looks like a driver bug, but I was wondering if anyone was aware
of this problem and any ways around it (I didn't find any discussion of
such a bug via google)?

I'm running on Windows MSVC 2005 using OSG svn rev 10273.

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bryan.thr...@flightsafety.com








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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-09 Thread Robert Osfield
Hi Christopher,

I can't help directly as I have no Cygwin/Mingw experience, but I can
say there is a nightly build of both up on the OSG CDash page:

http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph

There aren't any errors being reported for either Cygwin so it should
be possible to get things building on your machine given the right set
up of Cygwin.  Hopefully this should provide a little encouragement
that it is possible, exactly what to tweak I'll have to defer to those
who've set things up under Cygwin.

Robert.
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Re: [osg-users] Moving Line of sight

2009-06-09 Thread Robert Osfield
Hi Roland,

You'll need to recompute the position of the ray in world coordinates
by taking the ray in local coords to the node and multiplying by the
accumulated world matrix of the node in question.  You can get the
world matrices from any node by doing node-getWorldMatices().  Please
note this might be back 0, 1 or many Matrices, depending upon the
particular set up of your scene graph i.e. how many parents with
transforms your node has.

Robert.

On Tue, Jun 9, 2009 at 4:24 PM, Roland Leitnerroland.leit...@eads.net wrote:
 Hi all,

 I am working with a line of sight ray with start and end point in the world 
 coordinate system. I meassure the distance between the start point of this 
 ray and the first intersection with the scene, e.g. terrain. If the ray is 
 fixed, everything is working well.

 Now I want to add the ray to a moving node, furthermore the direction of the 
 ray should also move with respect to the nodes coordinate frame. How can I 
 implement such a ray?

 Thx, Roland

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Re: [osg-users] Multidisplay FBO performance

2009-06-09 Thread Thrall, Bryan
Wojciech Lewandowski wrote on Tuesday, June 09, 2009 11:25 AM:
 I have similar setup. 8800 GTS Windows XP 32 bit driver version.
Drivers
 185.85. Default (undefined USE_FBO) osgviewer cow.osg on two 1280x1024
 screens runs at 600 hz. When graph stats are turned on (second 's'
keypress)
 framerate drops to 60-70 hz. When running your modified osgviewer
cow.osg I
 see empty blue screen (I assume its ok as cow is drawn to FBO). With
USE_FBO
 results vary depending on multithreading mode: singlethreaded is most
 consitent - 300-400 hz. Other modes sometimes run at 700 hz and drop
to 60
 hz for a second or two to get back to 700 and drop again after few
more
 seconds. Sometimes its stable at 700 sometimes it starts at 60+ hz.
All
 tests done only with Hz counter. Invoking graph stats usually drops
 framerate below 100hz.
 
 When 'Single display performance' invoked osgviewer runs on one screen
in
 XP. I suppose you are on Vista because I saw drivers work on both
screeens
 there.

I forgot to mention that I am running with OSG_SCREEN=0 so that it only
displays on one screen, even with 'Multiple display performance' set.
I've only been looking at the FRAME_RATE stats. I am using Windows XP
Pro 32bit.

It isn't 100% clear from your description, but it doesn't sound like
you're having the same behavior I am; most of the time, I am getting 14
millisecond draw times, which still gets me 60Hz, but is nowhere near
300 or 700Hz (though I a have vsync on, so I won't see those numbers
directly).

I didn't think to check before, but SingleThreaded does seem to help
some (my test case's draw time goes from 14 to 9 milliseconds).

I'll give the 185.85 driver a shot.

Thanks for the help!

 - Original Message -
 From: Thrall, Bryan bryan.thr...@flightsafety.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Tuesday, June 09, 2009 5:02 PM
 Subject: [osg-users] Multidisplay FBO performance
 
 
 
 I have a multiple display system with an NVIDIA 8800 GT (driver
version
 181.20) that has performance problems when I use FBOs (see attached
test
 case, modified from osgviewer.cpp). My draw times jump from about 7
 milliseconds to 14, and my GPU times jump from less than 1ms to 7ms.
 
 The problem goes away when I switch from Multiple display performance
 mode to Single display performance mode in the NVIDIA Control
Panel,
 so this looks like a driver bug, but I was wondering if anyone was
aware
 of this problem and any ways around it (I didn't find any discussion
of
 such a bug via google)?
 
 I'm running on Windows MSVC 2005 using OSG svn rev 10273.
 
 
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Re: [osg-users] Transparency on geode and shared stateSet

2009-06-09 Thread Andrew Cunningham

Jason Daly wrote:
 Andrew Cunningham wrote:
 
  Adjusting the material color alpha will work for some geometries but I have 
  other  geometries where each vertex has a BIND_PER_VERTEX color ( think of 
  a contour plot of a value), so I would still need to adjust the alpha of 
  each vertex color.
  
  
 
 Actually you don't (unless you need a different alpha for each vertex).  
 Normally, the material's settings will override the color array values.  
 However, if you set the Material's color mode to some value other than 
 NONE, the material color for that element (AMBIENT, DIFFUSE, 
 AMBIENT_AND_DIFFUSE, SPECULAR, or EMISSION) will be replaced by the 
 vertex color.  Unless you doing something fancy, you can typically set 
 the color mode to AMBIENT_AND_DIFFUSE, which lets you make use of your 
 vertex colors, but vary the alpha as you need to.
 
 Look in the red book, or the glColorMaterial man page for more info.
 
 --J
 
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Ahhh light comes on... thanks!

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Re: [osg-users] 2.8.1 Image::readPixels and packing.

2009-06-09 Thread Andrew Cunningham
Call it what you like (bug, not optimal behavior, I don't care) but I would 
expect that in a code snippet

image-setPacking(4)
image-readPixels(,,,)

That the readPixels call would respect the the packing that you set in previous 
line.However Image::readPixels resets the packing to 1
That is a problem for me as I require a packing of 4.

A code inspection the shows that this is the case.
..
voidallocateImage (int s, int t, int r, GLenum pixelFormat, GLenum type, 
int packing=1)
..
void Image::readPixels(int x,int y,int width,int height,
   GLenum format,GLenum type)
{
allocateImage(width,height,1,format,type); -- 'missing' default 
parameter  packing=1 causes 'allocateImage'  to set packing to 1

glPixelStorei(GL_PACK_ALIGNMENT,_packing);

glReadPixels(x,y,width,height,format,type,_data);
}


One solution would be to add a 'packing' parameter to readPixels.

Andrew

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Re: [osg-users] 2.8.1 Image::readPixels and packing.

2009-06-09 Thread Martin Beckett

loopless wrote:
 
 One solution would be to add a 'packing' parameter to readPixels.

A better one might be for readPixels to read the current value of packing and 
reset it on exit. 
I haven't run into problems with this but it seems wrong that a readPixels() 
call should silently change a value I have deliberately set.

Martin

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Re: [osg-users] Wiki spammer

2009-06-09 Thread Roland Smeenk
The wiki spamming still continues. Is there nobody available that can 
administer the wiki and remove the spammers?

regards,

Roland

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Re: [osg-users] Cygwin Compile Question OSG 2.8.1Hi,

2009-06-09 Thread Alberto Luaces
Hi,

El Martes 09 Junio 2009ES 15:21:42 Christopher Wang escribió:
 and for those values I got
 OPENGL_INCLUDE_DIR               /usr/include
 OPENGL_gl_LIBRARY                /usr/lib/w32api/libopengl32.a
 OPENGL_glu_LIBRARY               /usr/lib/w32api/libglu32.a

take into account that Philip and me have /usr/include/w32api as the value for 
OPENGL_INCLUDE_DIR and not only /usr/include like you.

Regards,

Alberto
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[osg-users] [osgPlugins] FreeType plugin for Win64

2009-06-09 Thread Andrew Cunningham
I am able to build and use the FT plug-in on Win32 using VS 2005.

Attempts to build the required FT libraries (starting from the FT 2.3.9 distro) 
on Win64 are proving very difficult as the FT headers have a number of 
unfortunate assumptions that sizeof(unsigned long) = sizeof(void *)

 Has anyone built FT for Win64?

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Re: [osg-users] Layer Opacity using TexEnvCombine

2009-06-09 Thread Jason Daly

Jason Beverage wrote:

Hi Jason,

You're exactly right, if texture 1 has transparency, then I want 
texture 0 to show through no matter what.  Doing something like the 
following on unit 0 works great in that case, but I also want to add 
in another scaling factor that will scale the alpha value of the 
texture from 0 to 1 to essentially act as a slider for the opacity.  
I'll keep hacking along, but I might need to just stick with shaders.


Yeah, at first I thought i had an easy answer to your question, but as I 
looked into it I realized just how many combinations you can come up 
with for TexEnvCombine settings.  I just sent you my best guess, which 
is probably way off.


Let me know if you figure it out...

--J

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Re: [osg-users] OSG BOF at SIGGRAPH 2009

2009-06-09 Thread Jean-Sébastien Guay

Hi Paul,


Hi all -- This is an official Call for Participation. With SIGGRAPH 2009
only 2 months away, it's time to start organizing the BOF.


Sign us up for a time slot, please. We've done some cool new stuff this 
year compared to last year, so we'd like to show you all what we've been 
up to and hopefully get some feedback!


Thanks,

J-S
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[osg-users] Preparing student's paper work about Delta3D/OSG

2009-06-09 Thread Ljubisa Gligorijevic
I have some paper work to do about Delta3D. More precisely, about the manner 
that the elements are selected for rendering, in which order, etc.
I figured that Delta3D is using OSG. So, I need to study in deep the way the 
rendering is performed(culling, elements sorting, etc.).

Since Delta3D is a large game engine and OSG is really big project, I would 
appreciate any help for starting my research and prevention of digging in the 
source code.

Thank you very much!

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Re: [osg-users] Cygwin Compile Question OSG 2.8.1

2009-06-09 Thread Christopher Wang

Alberto Luaces wrote:
 Hi,
 
 El Martes 09 Junio 2009ES 15:21:42 Christopher Wang escribió:
 
  and for those values I got
  OPENGL_INCLUDE_DIR               /usr/include
  OPENGL_gl_LIBRARY                /usr/lib/w32api/libopengl32.a
  OPENGL_glu_LIBRARY               /usr/lib/w32api/libglu32.a
  
 
 take into account that Philip and me have /usr/include/w32api as the value 
 for 
 OPENGL_INCLUDE_DIR and not only /usr/include like you.
 
 Regards,
 
 Alberto
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Thanks for the suggestion, I have tried adding the w32api folder in the config 
and re-generating and the w32api/GL and re-generating.

I just thought of an idea of doing a clean, deleting all my files and then 
doing a configuration from scratch.  Perhaps I'm having a cache issue.

I'll let you guys know how that goes.
Thanks!
Chris

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Re: [osg-users] master/slave camera question

2009-06-09 Thread Wyatt Earp
So...

Let me see if I understand this... Assuming I pass no args to the app when I
run it, the osgdistortion createDistortionSubgraph first creates a camera
which will render the scene to a texture attached to an FBO before the main
camera renders the scene.  Then the hud camera is created to render the
quad textured with the texture created by the previous camera?  So I have
two slave cameras in addition to the main camera?

How would I render scene to a depth texture?  Do I create a depth texture
and attach it to the first camera?

Assuming that I want to use the texture created by the first camera as an
input to frag shader program, would I need to add a third camera which I
would add the shader as is done in the osgshaders example?

Wyatt


On Fri, Jun 5, 2009 at 3:23 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Wyatt,

 On Thu, Jun 4, 2009 at 6:31 PM, Wyatt Earpwyattbsearp1...@gmail.com
 wrote:
  Ok.  Thanks.  Not sure I understand the concept of cameras and
 master/slave
  stuff as well as I should...  I searched the forum and mailing list
  archives, but didn't come up with anything yet, but then again, searching
 on
  something like camera master slave produces tons of hits.  Any
  documentation that explains the camera concept and relation to viewer?

 The documentation is embedded in all the discussions.

 Robert.
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Re: [osg-users] OSG BOF at SIGGRAPH 2009

2009-06-09 Thread Wang Rui
Hi Paul,

There are also publications about OSG being writing (of course, in Chinese),
which will be published by Tsinghua University Press at the end of this
year. I would like to share more information and samples if it could be
finished in time. :)

Wang Rui


2009/6/10 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hi Paul,

 Hi all -- This is an official Call for Participation. With SIGGRAPH 2009
 only 2 months away, it's time to start organizing the BOF.


 Sign us up for a time slot, please. We've done some cool new stuff this
 year compared to last year, so we'd like to show you all what we've been up
 to and hopefully get some feedback!

 Thanks,

 J-S
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Re: [osg-users] [osgPlugins] FreeType plugin for Win64

2009-06-09 Thread Andrew Cunningham
With some fiddling of the FT headers I got the number of warnings in the FT 
Win64 build  down to a plausible set and the osg text example works fine under 
Win64.
If anyone is interested I can send the changed FT header file.

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Re: [osg-users] [osgPlugins] FreeType plugin for Win64

2009-06-09 Thread Jean-Sébastien Guay

Hi Andrew,


With some fiddling of the FT headers I got the number of warnings in the FT 
Win64 build  down to a plausible set and the osg text example works fine under 
Win64.
If anyone is interested I can send the changed FT header file.


It would probably be even better to submit the changes upstream (to the 
FreeType project itself). FreeType probably compiles fine on Linux 
64-bit, but if there are problems compiling it under Windows 64-bit, 
then I expect they'd like to know and especially to get the fixes for 
future releases.


In any case, yes it would be nice to post the modifications here as a 
first step.


J-S
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[osg-users] [vpb] a bug in vpb

2009-06-09 Thread wind
Hi,
  Robert, when i set my machine's virtual memory to a lower value for some test 
related to vpb, thousands of image files as input, then vpb jumps into this 
error:
 //system.cpp, Line 305,
 void eraseFrom(System::DatasetMap datasetMap)
{
for(TimeIteratorMap::iterator itr = _timeIteratorMap.begin();
itr != _timeIteratorMap.end();
++itr)
{
datasetMap.erase(itr-second);
}
}
Evidently, the iterator was used incorrectly. So i changed it:
  void eraseFrom(System::DatasetMap datasetMap)
{
for(TimeIteratorMap::iterator itr = _timeIteratorMap.begin();
itr != _timeIteratorMap.end();)
{
itr = datasetMap.erase(itr-second);
}
}
   Then it works. My version is r973. Hope to correct it in later version. 
   
   Xuex, Chen___
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