Re: [osg-users] Camera Move example
Hi Danny; You mean it is not working or working but not as expected? I saw a problem you multiply matrices wrong order. You always obey the TRS rule. First Scale then Rotate and lastly Translate. But as I see you have done wrong order for myCameraMatrix = cameraRotation * cameraTrans; HTH. Regards. Ümit Uzun 2009/7/21 Danny Lesnik danny...@walla.co.il Hi Jean-Sébastien, Thank you for your reply i'm trying to do it by first method I implemented some code but it looks like this code does nothing: bool CameraMover::handle(const osgGA::GUIEventAdapter ea,osgGA::GUIActionAdapter us) { osg::Matrixd myCameraMatrix; osg::Matrixd cameraRotation; osg::Matrixd cameraTrans; cameraRotation.makeRotate( osg::DegreesToRadians(0.0), osg::Vec3(0,1,0), // roll osg::DegreesToRadians(60.0), osg::Vec3(1,0,0) , // pitch osg::DegreesToRadians( 45.0), osg::Vec3(0,0,1) ); // heading cameraTrans.makeTranslate( 1,5,1 ); myCameraMatrix = cameraRotation * cameraTrans; osg::Matrixd i = myCameraMatrix.inverse(myCameraMatrix); osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*( us ); ... switch(ea.getKey()) { case osgGA::GUIEventAdapter::KEY_Down: viewer-getCamera()-setViewMatrix(i*osg::Matrix::rotate(-(osg::PI_2),1,0,0)); return false; break; .. } } int main() { .. viewer.addEventHandler(new CameraMover); viewer.realize(); while( !viewer.done() ) { viewer.frame(); } Could you tell me please why my event is not working? Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15152#15152 ___ 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] Unit tests
Hi, I'll probably chose cppUnit. There is no lots of documentation, but this works well for the moment so it looks like a good choice. Thanks for your answers. Regards, Vincent. 2009/7/20 Pierre Bourdin (gmail) bour...@imerir.com Le lundi 20 juillet 2009 à 08:45 +0200, Vincent Bourdier a écrit : Hi Pierre, Hi Vincent, sorry I didn't see you post... Are you talking about googleTest, unittest++ or cppunit ? I'm talking about cppunit. Vincent. Pierre. 2009/7/19 Pierre BOURDIN bour...@imerir.com Bonjour Vincent, 2009/7/17 Vincent Bourdier vincent.bourd...@gmail.com: Hi, thanks for the answers !! Philip, changing the option works, but the linker make a lot of warnings : http://msdn.microsoft.com/en-us/library/5ske5b71(VS.71).aspxhttp://msdn.microsoft.com/en-us/library/5ske5b71%28VS.71%29.aspx that is very annoying... So I don't know if I will keep this one or not... unittest++ seems good, and cppunit too (if anyone have feedback on the last one ...) I've note use it myselff, but I know Delta3D is using it. So if you want some examples, look at it. They use it with cmake so it should be easy to adapt to your project hopefully. Don't know exactly what to choose... See you later if I found the good one, still earing if you have any advices. Thanks. Regards, Vincent. Cheers, Pierre. ___ 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 Pierre BOURDIN I.M.E.R.I.R. Av. Pascot BP 90443 66004 PERPIGNAN tél: 04 68 56 84 95 fax: 04 68 55 03 86 email: bour...@imerir.com ___ 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] osgViewer in stereo mode
Maybe you wanted to start a new topic, nope ? ;) Nobody did ever try to retrieve the two cameras of the osgviewer in stereo mode ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15155#15155 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ask for osgviewerMFC memory consumption explanations
Hi Alex, There could be any number of reasons why this could be happening, and obviously some down to coding, however if you are using caching at all, then it maybe down to how long you've told the cache to keep the models, even when not used. I can't remember what the default is, but if set to never get rid of the models, then the only time their memory will be released is when the application shuts down - not merely closing and destroying the window. This leads on to another reason why you maybe seeing the memory usage you report in that, depending on the design of your app architecture, if you leave the management of dll's to the O.S., then dll's are only loaded on an as-required basis, and are only unloaded when the app shuts down. OSG has a number of static memory constructs singletons that are created at dll load time, and are not released until dll unload time (app shut down). One way around this is to manage the dll load and unload yourself, however this can be very tiresome ;-( I would suggest that, unless you are witnessing a continual increase in the memory allocated to your app, even when you are loading and unloading the same model, then I wouldn't be too concerned. Obviously if you are witnessing unrestricted memory consumption then something is up, but I suspect not at the OSG end. Finally, in my experience, beware of the false positive memory leaks reported by Visual Studio. Plenty of back talk on this in the archives, but suffice it to say VS unloads MFC too early in the app shut down process, which triggers a dump of unreleased memory warnings. VS crystal ball not working too well as when OSG dll's unload - usually after MFC due to VS problem with scheduling library loads/unloads - it releases its own memory. Where real leaks actually exist, more often than not it can be traced back to app coding errors, or inappropriate use of non ref_ptr references to scenegraph entries. I've wasted days in the past on this. You can decrease some of the false positives by forcing the load of the OSG dll's yourself, but sometimes life is just too short to be bothered ! Hope this helps. Kind regards Neil. Alexandre Amalric alex.pix...@gmail.com wrote: Hi osg-users, I'm developping an application based on the example osgviewerMFC but I don't understand the memory consumption from this example. 1) when I launch osgviewerMFC.exe the memory used is about 10Mo 2) then I open a model, memory rise to let's say 50Mo (depends on the model) 3) then I close the window and memory do not get back to 10Mo like desired but stay at let say 30Mo (in my case). Why osgviewerMFC.exe use much memory after opening and closing a model than before doing nothing ?? I am asking this because I have the same behaviour with my own application, I suppose something isn't well destroyed when closing a window (removing a viewer). Kind regards, -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] infitec stereo
Hi, Last weekend I had the pleasure of seeing Ice Age 3 in 3D. I highly recommend it not only for the animated hoot but the stereo effect is definitely the most comfortable I have seen in a cinema. I'm wondering if anyone knows much about the method? Has quite a few pluses to it. It's pretty much done with wheels and filters in the cinema but it strikes me that unless its protected with patents, might be an attractive method, with a bit of work, for commodity (non quad buffering) graphics. A quick trawl fished up some links below. http://en.wikipedia.org/wiki/Stereoscopy#Infitec_glasses http://www.dolby.com/uploadedFiles/zz-_Shared_Assets/English_PDFs/Professional/Dolby_3D_Digital_Cinema.pdf http://www.dolby.com/professional/motion_picture/technologies/dolby-3ddigital-specifications.html http://www.infitec.net/infitec_english.pdf Cheers, Garry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15140#15140 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] infitec stereo
Garry Keltie wrote: Last weekend I had the pleasure of seeing Ice Age 3 in 3D. I highly recommend it not only for the animated hoot but the stereo effect is definitely the most comfortable I have seen in a cinema. I'm wondering if anyone knows much about the method? Has quite a few pluses to it. It's pretty much done with wheels and filters in the cinema but it strikes me that unless its protected with patents, might be an attractive method, with a bit of work, for commodity (non quad buffering) graphics. A quick trawl fished up some links below. http://en.wikipedia.org/wiki/Stereoscopy#Infitec_glasses http://www.dolby.com/uploadedFiles/zz-_Shared_Assets/English_PDFs/Professional/Dolby_3D_Digital_Cinema.pdf http://www.dolby.com/professional/motion_picture/technologies/dolby-3ddigital-specifications.html http://www.infitec.net/infitec_english.pdf Infitec has been around for some time now, I think I saw it at siggraph a couple of years ago. It is quite a nice method, but people seem to complain mostly about the slight differences in color between the eyes (due to the different spectra used). But the eye separation is much better than when using simple polarized glasses. Interesting how Dolby 3D uses a filter wheel in front of the normal cinema projector. That makes it easy to 'augment' existing digital cinemas with 3D capabilities. But I guess you need quite a stable rotation to not get out of sync. You could always use two projectors and give them a filter each, to get a conventional passive stereo set. I believe the Infitec stuff is cheaper than active stereo gear, but still not very cheap. I remember seeing somewhere that even the glasses were around E50,- per pair. I guess they didn't let you keep those after the movie? :) Regards, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] infitec stereo
Paul Melis wrote: Garry Keltie wrote: Last weekend I had the pleasure of seeing Ice Age 3 in 3D. I highly recommend it not only for the animated hoot but the stereo effect is definitely the most comfortable I have seen in a cinema. I'm wondering if anyone knows much about the method? Has quite a few pluses to it. It's pretty much done with wheels and filters in the cinema but it strikes me that unless its protected with patents, might be an attractive method, with a bit of work, for commodity (non quad buffering) graphics. A quick trawl fished up some links below. http://en.wikipedia.org/wiki/Stereoscopy#Infitec_glasses http://www.dolby.com/uploadedFiles/zz-_Shared_Assets/English_PDFs/Professional/Dolby_3D_Digital_Cinema.pdf http://www.dolby.com/professional/motion_picture/technologies/dolby-3ddigital-specifications.html http://www.infitec.net/infitec_english.pdf Infitec has been around for some time now, I think I saw it at siggraph a couple of years ago. It is quite a nice method, but people seem to complain mostly about the slight differences in color between the eyes (due to the different spectra used). But the eye separation is much better than when using simple polarized glasses. Interesting how Dolby 3D uses a filter wheel in front of the normal cinema projector. That makes it easy to 'augment' existing digital cinemas with 3D capabilities. But I guess you need quite a stable rotation to not get out of sync. You could always use two projectors and give them a filter each, to get a conventional passive stereo set. Oh yeah, another advantage: at least you don't need a silver screen with infitec, as there's no polarization to preserve :) Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] infitec stereo
Garry Keltie wrote: Hi, Last weekend I had the pleasure of seeing Ice Age 3 in 3D. I highly recommend it not only for the animated hoot but the stereo effect is definitely the most comfortable I have seen in a cinema. I'm wondering if anyone knows much about the method? Has quite a few pluses to it. It's pretty much done with wheels and filters in the cinema but it strikes me that unless its protected with patents, might be an attractive method, with a bit of work, for commodity (non quad buffering) graphics. BTW, in case you don't want to use quad-buffering you would still need to synchronize your image generation with the filter wheel. I suspect that might not even be that easy to accomplish. It would be easier (but not cheaper) to go for a quad-buffer setup with two projectors. Or, you could use a dual-output gfx card and set up your application to render over both outputs (xinerama style), using one eye per output. Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin Logo bug
Hi Robert, I found an other bug with the logo plugin when using shadows (PSSM + OSG latest svn). When shadows are used there is 2 calls from : virtual bool cull(osg::NodeVisitor *visitor, osg::Drawable* drawable, osg::State*) const 1 time with the default visitor and 1 time with the visitor from the shadow implementation wich has a specific traversal mask and a specific viewport (in my case 4096*4096) so the logo viewport is updated twice because of the code : if( vp-width() != logos-getViewport()-width() || vp-height() != logos-getViewport()-height() ) { logos-getViewport()-setViewport( vp-x(), vp-y(), vp-width(), vp-height() ); logos-dirtyDisplayList(); } } Maybe we could check the _traversalMask from the visitor before updating the logo viewport, what do you think about ? I know you're not a great fan from this plugin, but I find it very usefull. Kind regards, 2009/7/15 Alexandre Amalric alex.pix...@gmail.com Hi Robert, *Is the problem you are seeing triggered by the logo being used when multiple graphics windows are used?* Yes it is. *Could you try svn/trunk and let me know how you get on.* * * I Tried this morning latest SVN and it's working great with this simple solution. Kind regards, 2009/7/14 Robert Osfield robert.osfi...@gmail.com Hi Alexandre, I've decided to merged your change rather than look for a more complex and more general solution, a more general solution can come later. I've tweaked your changes a little to include returning of true when the logo is traversed on a window it's not assigned to so the logo will get culled. Could you try svn/trunk and let me know how you get on. Cheers, Robert On Mon, Jul 13, 2009 at 5:34 PM, Robert Osfieldrobert.osfi...@gmail.com wrote: Hi Alexandre, I believe your changes suggest a deeper problem with the design/implementation of the logo. The plugin is a very early hack that hasn't really been fully updated to take advantage of various modern OSG features, I don't have time right now for a full rewrite though. Is the problem you are seeing triggered by the logo being used when multiple graphics windows are used? It does look like code assumes a single view per graphics window, something that isn't always true with the OSG these days. In the Producer days when this plugin was written one couldn't easily have multiple views per window, but these days it's trivial and common place thing to do. If the logo was attached in a window with multiple views that all shared the same scene graph we'd end up with the viewport being updated multiple times, with the last view's viewport taking precedence. One possible solution would be to have the callback ignore the cull visitor's viewport and use the whole graphics windows dimensions, so the logo would be placed relative to the window rather than the last rendered viewport. All in all though, putting a logo in the scene graph is not the best way of tackling the task of adding logo's - it'd be much better to use a slave camera attached to the viewer/viewer. Thougts? Robert. On Mon, Jul 6, 2009 at 3:57 PM, Alexandre Amalricalex.pix...@gmail.com wrote: Hi osg-users, I'm using osg svn version 2.9.5 and I've apparently found a bug in osgPlugin logo. When using more than one view logosCullCallback function is called without checking context ID from the cull visitor is equal to logo _contextID variable. It involves updating logo's viewport with different sizes. So I made a fix well working, at least the way I use the plugin. I'm not used to post fix so I attached the modified cpp files in current mail, hope it helps... Code I added is indicated with comment : // AA DD/MM/YY Fix Kind regards -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ 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 -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin Logo bug
There's something I forgot to mention : The fix we agreed isn't working when there is more than one view with different viewport size but sharing the same graphic context. The context ID is equal but the viewport size is different for the 2 views, so the logo is updated twice. I explain my case, I'm using a composite viewer with X views sharing all the same graphic context (saving memory) but with different sizes. And I will use the logo plugin with this kind of configuration. Unfortunately I don't have an ideal solution for now. Kind regards, 2009/7/21 Alexandre Amalric alex.pix...@gmail.com Hi Robert, I found an other bug with the logo plugin when using shadows (PSSM + OSG latest svn). When shadows are used there is 2 calls from : virtual bool cull(osg::NodeVisitor *visitor, osg::Drawable* drawable, osg::State*) const 1 time with the default visitor and 1 time with the visitor from the shadow implementation wich has a specific traversal mask and a specific viewport (in my case 4096*4096) so the logo viewport is updated twice because of the code : if ( vp-width() != logos-getViewport()-width() || vp-height() != logos-getViewport()-height() ) { logos-getViewport()-setViewport( vp-x(), vp-y(), vp-width(), vp-height() ); logos-dirtyDisplayList(); } } Maybe we could check the _traversalMask from the visitor before updating the logo viewport, what do you think about ? I know you're not a great fan from this plugin, but I find it very usefull. Kind regards, 2009/7/15 Alexandre Amalric alex.pix...@gmail.com Hi Robert, *Is the problem you are seeing triggered by the logo being used when multiple graphics windows are used?* Yes it is. *Could you try svn/trunk and let me know how you get on.* * * I Tried this morning latest SVN and it's working great with this simple solution. Kind regards, 2009/7/14 Robert Osfield robert.osfi...@gmail.com Hi Alexandre, I've decided to merged your change rather than look for a more complex and more general solution, a more general solution can come later. I've tweaked your changes a little to include returning of true when the logo is traversed on a window it's not assigned to so the logo will get culled. Could you try svn/trunk and let me know how you get on. Cheers, Robert On Mon, Jul 13, 2009 at 5:34 PM, Robert Osfieldrobert.osfi...@gmail.com wrote: Hi Alexandre, I believe your changes suggest a deeper problem with the design/implementation of the logo. The plugin is a very early hack that hasn't really been fully updated to take advantage of various modern OSG features, I don't have time right now for a full rewrite though. Is the problem you are seeing triggered by the logo being used when multiple graphics windows are used? It does look like code assumes a single view per graphics window, something that isn't always true with the OSG these days. In the Producer days when this plugin was written one couldn't easily have multiple views per window, but these days it's trivial and common place thing to do. If the logo was attached in a window with multiple views that all shared the same scene graph we'd end up with the viewport being updated multiple times, with the last view's viewport taking precedence. One possible solution would be to have the callback ignore the cull visitor's viewport and use the whole graphics windows dimensions, so the logo would be placed relative to the window rather than the last rendered viewport. All in all though, putting a logo in the scene graph is not the best way of tackling the task of adding logo's - it'd be much better to use a slave camera attached to the viewer/viewer. Thougts? Robert. On Mon, Jul 6, 2009 at 3:57 PM, Alexandre Amalric alex.pix...@gmail.com wrote: Hi osg-users, I'm using osg svn version 2.9.5 and I've apparently found a bug in osgPlugin logo. When using more than one view logosCullCallback function is called without checking context ID from the cull visitor is equal to logo _contextID variable. It involves updating logo's viewport with different sizes. So I made a fix well working, at least the way I use the plugin. I'm not used to post fix so I attached the modified cpp files in current mail, hope it helps... Code I added is indicated with comment : // AA DD/MM/YY Fix Kind regards -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ 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] OpenSceneGraph-2.8.2 release candidate three tagged
Jason Daly wrote: Jean-Sébastien Guay wrote: Well the name old-style might also mean that there are drawbacks to using that option... I wouldn't know if the only effect is that the debug information is embedded instead of in a separate file. We develop with SCons (which uses the MSVC compiler on Windows), and we use the /Z7 option all the time, because it allows us to compile code in parallel without any worries of conflicts. With the normal /Zi option, you get conflicts when two or more processes are trying to write to the .pdb file at the same time. You can still make use of just-in-time and source-level debugging with the old-style debug info. I do it all the time. The only drawback that I know of is that the embedded debug info makes the final object (.exe or .dll) larger, and it might increase loading time a bit. Okay, can you give me some pointers how to make it work then? I have VS8 sp1, have downloaded the corresponding debug package from the OSG website and have a really small test application that forces OSG to use some freed memory. If I build (in debug mode of course) and then run the test from VS with F5 it nicely catches the error, but in the stack trace none of the OSG dlls show any symbols... Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] infitec stereo
We've been using Infitec for a couple of years in our dual single-chip DLP projector VR workbench. The two filters were built-in in the two projectors (projection-design). In our experience, Infitec provides a better seperated and more stable image than active stereo or polarized stereo. You do need some color correction (and calibration) to compensate for the greenish/purplish views of the eyes. Simple color correction (e.g. in the projector color-matrix itself) is not as good as provided by the Infitec color-correction box. Also, the more recent Infitec systems (I guess this includes the stuff Dolby licenced) have better quality filters. In our case I thought the smaller glasses were cheap ~50 Eur but the bigger wide view glasses expensive ~400 Eur. http://visualisation.tudelft.nl/~michal/vr_lab/vrOpening/vrlOP974.jpg BTW. the dolby 3D wheel is inserted _inside_ the big cinema projector. I think syncing is not that much of a problem (similar to a DLP color wheel) provided you have access to the DLP sync. Dolby provides a box for this. The VR group of Bernd Frohlich in Weimar has experience with making your own mechanical filter/shutter-wheels (see publication http://www.uni-weimar.de/cms/fileadmin/medien/vr/documents/publications/IEEE-VR2005-multiviewer.pdf) Gerwin On Tue, Jul 21, 2009 at 11:27 AM, Paul Melis p...@science.uva.nl wrote: Garry Keltie wrote: Hi, Last weekend I had the pleasure of seeing Ice Age 3 in 3D. I highly recommend it not only for the animated hoot but the stereo effect is definitely the most comfortable I have seen in a cinema. I'm wondering if anyone knows much about the method? Has quite a few pluses to it. It's pretty much done with wheels and filters in the cinema but it strikes me that unless its protected with patents, might be an attractive method, with a bit of work, for commodity (non quad buffering) graphics. BTW, in case you don't want to use quad-buffering you would still need to synchronize your image generation with the filter wheel. I suspect that might not even be that easy to accomplish. It would be easier (but not cheaper) to go for a quad-buffer setup with two projectors. Or, you could use a dual-output gfx card and set up your application to render over both outputs (xinerama style), using one eye per output. Paul ___ 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] Computer Vision and osg
Hello, I am using osg with Python for some computer vision related tasks. I was wondering if anyone else is doing the same. What would be really nice would be to integrate osg with an existing computer vision library like opencv. Joe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15161#15161 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Computer Vision and osg
Hi, we are using OSG for some vision tasks, integration with opencv is on our todo list, but mainly just for testing/experimentation. jp Joe Kilner wrote: Hello, I am using osg with Python for some computer vision related tasks. I was wondering if anyone else is doing the same. What would be really nice would be to integrate osg with an existing computer vision library like opencv. Joe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15161#15161 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged
Paul Melis wrote: Jason Daly wrote: Jean-Sébastien Guay wrote: Well the name old-style might also mean that there are drawbacks to using that option... I wouldn't know if the only effect is that the debug information is embedded instead of in a separate file. We develop with SCons (which uses the MSVC compiler on Windows), and we use the /Z7 option all the time, because it allows us to compile code in parallel without any worries of conflicts. With the normal /Zi option, you get conflicts when two or more processes are trying to write to the .pdb file at the same time. You can still make use of just-in-time and source-level debugging with the old-style debug info. I do it all the time. The only drawback that I know of is that the embedded debug info makes the final object (.exe or .dll) larger, and it might increase loading time a bit. Okay, can you give me some pointers how to make it work then? I have VS8 sp1, have downloaded the corresponding debug package from the OSG website and have a really small test application that forces OSG to use some freed memory. If I build (in debug mode of course) and then run the test from VS with F5 it nicely catches the error, but in the stack trace none of the OSG dlls show any symbols... Just noticed the line Loaded '[...]\bin\osg55-osgd.dll', No symbols loaded. in the debug output in VS. The debug DLL is 5.4 Mb, while osg55-osg.dll from the release package is 1.8 Mb, suggesting that the debug DLL *does* contain extra information (I wouldn't expect that large a difference in code size alone). Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText Chopping Letters
Hi all, I share the opinion that osgText appearance is suboptimal. We've also got several complains from our Creative department on the look of the text in our engine. I confirm that the cause of the problem is as described by Mark Having written my own text renderer using OpenGL and FreeType, I can assess that this is a common problem caused by texture-based text rendering. Because of texture filtering, it is incorrect to draw the glyph geometry with the texture coordinates perfectly aligned on the glyph edges. Mark already gave the solution to this problem. I.e. The glyph geometry needs to be larger than the actual glyph so that there is an empty space around the textured glyph. Doing so allows the texture filtering to be uniform and complete all around the rendered glyph. IMHO Mark's proposed patch should be applied, as it solves one of the biggest visual problem with osgText. And from what I understand, it does not require any refactoring. I don't think that the depth write requirement is a problem in most cases (in fact, in my experience, in many contexts it is incorrect not to disable depth write or depth test when rendering text). Cheers, Tanguy PS: Using GL_NEAREST does not solve the problem unless the font size is chosen so that the glyph texels are perfectly aligned to the screen pixels. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mark Sciabica Sent: 17 July 2009 02:58 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osgText Chopping Letters Hello Mike, I was also displeased with the appearance of characters in osgText. The chopping is an artifact of texture filtering and having characters drawn on the edge of the character cell. Disabling filtering by using GL_NEAREST for MIN_FILTER and MAG_FILTER should remove the problem. (Or more accurately, will draw the character with uniformly abrupt transitions.) The problem with this is that you lose the smoothing of the text gained by the filtering. In order to draw properly filtered characters we need to draw the character cells larger than the extents of the characters to give room for drawing the intermediate blended texels. Attached is my implementation of this. This code requires that you disable depth write (or depth test) since adjacent characters will now overlap. You also need to call Font::setGlyphImageMargin(2) since the code looks at more texels around each character. The end result looks much better in my opinion. The requirement placed on the depth buffer is the reason I have not officially submitted this code for inclusion in OSG. If Robert thinks this is not too high a price for better looking text, perhaps it can be fixed so we no longer get complaints like yours. Regards, Mark Mike Hall wrote: Hi, We are having an interesting issue where the letters being displayed using osgText are being being truncated. We can run the text example and we see the same problem. Specifically, the sides of the letters 'C', 'O', and 'S' are chopped. Any ideas? Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15031#15031 ___ 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] Camera Move example
Hi, It looks like camera is not moving. I have changed the order of matrix transformation, but there was no result. I also changed case(osgGA::GUIEventAdapter::KEYDOWN): { switch(ea.getKey()) { case osgGA::GUIEventAdapter::KEY_Down: viewer-getCamera()-setViewMatrixAsLookAt(osg::Vec3d(15.0, -25.0, -25.0), osg::Vec3d(0.0, 0.0, -30.0), osg::Vec3d(0.0, 0.0, 1.0) ); But camera still freezes. I still believe that I'm doing something wrong, but am running out of ideas what. Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15168#15168 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Move example
Have you removed the Motion models that the ogs viewer creates by default , if not then this is overriding any changes you make Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Danny Lesnik Sent: Tuesday, July 21, 2009 8:08 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Camera Move example Hi, It looks like camera is not moving. I have changed the order of matrix transformation, but there was no result. I also changed case(osgGA::GUIEventAdapter::KEYDOWN): { switch(ea.getKey()) { case osgGA::GUIEventAdapter::KEY_Down: viewer-getCamera()-setViewMatrixAsLookAt(osg::Vec3d(15.0, -25.0, -25.0), osg::Vec3d(0.0, 0.0, -30.0), osg::Vec3d(0.0, 0.0, 1.0) ); But camera still freezes. I still believe that I'm doing something wrong, but am running out of ideas what. Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15168#15168 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] building OSG as static library
Cool just wanted to report that the windows issue got resolved with the 2.8.2 release. *yay* Cheers, stefan stefan hechenberger http://linear.nortd.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15169#15169 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Texture problems with OSG
Hi, I have two problems with texturing in osg. 1)The first problem is to create a procedural 2D texture.The setImage function doesnt work for me. I created a 2D texture array image[64][64][4]; image-setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char*)checkImage,osg::Image::USE_NEW_DELETE); I get an error because it accepts only character type of data.Can some one point me to some example code or help how to use setImage functions for 2d procedural textures. 2)The second problem is ,Is there a way to get texture coordinates of a model with a given position in osg?? Thank you! Cheers, Tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15171#15171 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GPU Monitoring for OSG
Hi, What software can I use to monitor how much of the graphics card is used when I run a certain application, that uses OSF? I want to see how much my application uses the GPU Thank you! Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15172#15172 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GPU Monitoring for OSG
Have a look at gDEBugger from Graphicremedy http://www.gremedy.com/ A very good and useful program Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nadia Comanici Sent: Tuesday, July 21, 2009 8:55 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] GPU Monitoring for OSG Hi, What software can I use to monitor how much of the graphics card is used when I run a certain application, that uses OSF? I want to see how much my application uses the GPU Thank you! Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15172#15172 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture problems with OSG
Hi Tim, On 21/7/09 2:31 PM, Tim Allen wrote: I have two problems with texturing in osg. 1)The first problem is to create a procedural 2D texture.The setImage function doesnt work for me. I created a 2D texture array image[64][64][4]; image-setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char*)checkImage,osg::Image::USE_NEW_DELETE); I get an error because it accepts only character type of data.Can some one point me to some example code or help how to use setImage functions for 2d procedural textures. I don't actually understand what the exact problem is. It sounds like the compiler is throwing up an error? What type is 'checkImage' and how is it allocated? Could you post some additional code? Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GPU Monitoring for OSG
Hi Nadia, What software can I use to monitor how much of the graphics card is used when I run a certain application, that uses OSF? I want to see how much my application uses the GPU In OSG you can use the stats handler (add osgViewer::StatsHandler to your viewer and press the 's' key at run time). This will give you timings for the Event, Update, Cull and Draw traversals, as well as an approximate GPU time if you have an nVidia card. ATI cards use a different extension for GPU timing and the StatsHandler was never modified to use that extension if available, so GPU timings are only visible when running on nVidia cards unfortunately. Last time I checked, there was no free tool to do what you want other than the StatsHandler. There are FPS indicators (for example, Fraps on Windows), but FPS gives you little information about what's really going on. Developers of DirectX apps can use NVPerfHUD to see lots of interesting things about their app, even do graphics profiling and identify bottlenecks (see the videos on http://developer.nvidia.com/object/nvperfhud_home.html) but for OpenGL apps, the only thing that comes close is gDEBugger (http://www.gremedy.com/) which is a good tool but it's hard to compete with NVPerfHUD, which seems more advanced and costs nothing... We use gDEBugger to profile the graphics part of our OSG apps, and it works well when you have the instrumented graphics drivers installed too. You can get lots of insight on what's going on in your pipeline, what's causing slowdowns, etc. But just to reiterate, in some cases the StatsHandler can be enough to show you the information you need. gDEBugger really lets you get into the internals of what the app is doing, but might be overkill if you just want to see how much time your app is spending in a given traversal and see if you can reduce that time. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer stereo bug
I've started looking at code, but have no familiarity with this codebase, and time is very limited. I was wondering if someone code offer assistance on code, as in what functions to look at. I was looking at osgGA src, and found Animation path code, and in osgViewer/ViewerEventHandlers.cpp the part where it switches to animation path camera, but I'm not sure where to look to start playing around with code, since I don't know how it works yet. Just looking for additional details that help me get started on problem. Thanks. Hi Christopher, I think the problem is that fusion distance is not being calculated. Most of the manipulators calculate fusion distance using an intersection test or distance to the center of the bounding sphere of the specified node. Probably the camera manipulator to handle animations is not updating the fusiondistance so the eye separation is incorrect. A workaround could be set an EventCallback inside the root node and inside the FRAME event calculate properly the fusion distance. In an EventCallback you have the node, the Viewer and probalby all you need to compute it correctly. You can approach the fusion distance using simply a distance to the center of the bounding sphere of the node or if you want a more accurate eye separation (for example for terrains) you can calculate a test intersection. Hope this helps, Rafa. On Tue, Jul 7, 2009 at 4:19 PM, Christopher Mirecnm3...@gmail.com wrote: Hello, I have encountered this bug where stereo rendering is messed up when using saved animation path file. ?This bug causes the separation between left and right eye images to be way off, messing up stereo effect. ? Upon initial loading of model, the images are not proper, but only when using the -p ?flag with animation file. ?Without using -p option, the rendering is fine. ?I am using an OBJ file, and have duplicated this bug with OSG version 2.8.0 from fedora 11 repository, as well as 2.8.2-r2 and svn head as 7-6-2009. ?I have duplicated bug when default stereo mode, as well as QUAD_BUFFER. Since two images are off on initial loading, I'm guessing its some initialization issue, I suppose with camera. ? The two images move in sync as camera is rotated and translated, but since they are off initially, stereo effect just doesn't work. ?It looks like the eye separation is just really huge, maybe like 10x more than it should be or something. ?Please advise on further steps to resolve this issue. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture problems with OSG
eatpepsi wrote: Hi, I have two problems with texturing in osg. 1)The first problem is to create a procedural 2D texture.The setImage function doesnt work for me. I created a 2D texture array image[64][64][4]; image-setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char*)checkImage,osg::Image::USE_NEW_DELETE); I get an error because it accepts only character type of data.Can some one point me to some example code or help how to use setImage functions for 2d procedural textures. You are not very clear. Thus I only can try to guess. It seems to me your problem is about what you named checkimage. According to my experience, it has to be an array (or a pointer on an array, don't remember) which contains what you want to store in your image. eatpepsi wrote: 2)The second problem is ,Is there a way to get texture coordinates of a model with a given position in osg?? Thank you! Cheers, Tim Well, it's a really surprising question. It doesn't really make sense (at least to me). Do you mean with a projection or something like? Max -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15177#15177 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Importance Of Node Path List In Database Pager
I am curious as to what the importance of the node path list is for the database pager. More importantly, why does the FindCompileableGLObjectsVisitor need to have a complete path from the group to be loaded all the way to the root camera node? It looks not to serve any importance and there is the possibility that an iterator can be invalidated on the parent list when ascending to the root. The lines I am looking at are around 588 of DatabasePager.cpp. Thanks. Ryan H. Kawicki The Boeing Company Training Systems Services Software Engineer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi, It seems the issue was caused by using shadow maps that were too large. I switched back to 4096 x 4096 and all is well. ... Thank you! Cheers, Michele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15178#15178 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi Michele, It seems the issue was caused by using shadow maps that were too large. I switched back to 4096 x 4096 and all is well. 4096^2 is already large... Some of our cards here (9800GT) don't support them (rendering slows down to ~3fps when at 4096^2, when it's at 60fps steady at 2048^2). Others support it well though (9800GTX+, etc.) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi, On Wednesday 01 July 2009, Michele Olsen wrote: I am building an application using osg and recently I have been experiencing dramatic changes in frame rate across runs. One run will have 140 + fps while the next run will have 15 fps. I was wondering if anyone else has experienced this? We have also experienced some performance issues with current NVidia drivers. In some driver/hardware/kernel combinations this does not happen at all. But in some combinations the driver behaves indeterministic. That sounds similar to what you write. What we could see is that an strace of the program shows many file reads to /proc/meminfo in the case where we have slow framerates. I believe that the driver tries to find out if it is under memory pressure in some sense and then triggers some costly operation. Older drivers, older distribution kernels improove the situation. Many pre render FBO cameras make the problem appear more often in my environment. We have an open support call at nvidia but that one is stalled since about a month. Providing full open source testcases to NVidia might help them to find the problem. So if you have one ... Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi J-S and Michele, As I was summoned by shadow spell, I will drop my two cents in this discussion. Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit). Considering the fact that default multithreaded modes create double buffered SceneViews which again effectively duplicate all RTT buffers, original size requirement for shadow buffer is often 4 times more. If for example you create 4kx4k RTT shadow map - OSG will actually allocate 256 MB (!). If your app allocates aditional buffers and board has not enough memory this may be the cause of the problems. SingleThreaded mode does not utilize double buffered SceneViews so this multiplier drops to factor 2. Cheers, Wojtek Lewandowski - Original Message - From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com To: osg-users@lists.openscenegraph.org Sent: Tuesday, July 21, 2009 5:19 PM Subject: Re: [osg-users] Frame rates vary dramatically across runs Hi Michele, It seems the issue was caused by using shadow maps that were too large. I switched back to 4096 x 4096 and all is well. 4096^2 is already large... Some of our cards here (9800GT) don't support them (rendering slows down to ~3fps when at 4096^2, when it's at 60fps steady at 2048^2). Others support it well though (9800GTX+, etc.) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.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
Re: [osg-users] [vpb] VPB: Cell centers misalignment?
Hi, I'm currently battling the same issue with VPB. But with a much higher resolution data set , in the order of 12.5cm res terrain and 4cm imagery. When viewed in other 3d software under WGS84 projection the terrain and aerials line up 100% - however once passed through to VPBmaster the terrain and aerials have some huge reprojection issues. The terrain has an offset of up to 1m in places horizontally - this is very apparent because the terrain is for a city scene and the footpaths have a 12.5cm vertical step in them. Along with the offset the terrain also no longer follows straight lines (typical curb line between two corners) - and meanders back and forth creating a jaggered edge. This has only just occured since we moved over to a Linux box so I'm wondering if the GDAL's are at fault - our programmers currently looking into it. Sorry I couldn't be of more help , but you are not alone on this one. Cheers, Colin K2VI.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15150#15150 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi Wojtek, As I was summoned by shadow spell Haha! :-) Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit). Wow, isn't that a bug? It surprises me that no one has tried to fix that, it seems pretty critical to me... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Setting up window with GraphicsWindowWin32
How do you use GraphicsWindowWin32? I haven't found any tutorials or samples using it and I can't figure it out by looking at the documentation. This is what I've got: Code: void Renderer::createWindow(int width, int height, int bpp, bool resizable, bool fullscreen, bool cursor, const std::string title) { osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits(); traits-width = width; traits-height = height; traits-depth = bpp; traits-supportsResize = resizable; traits-useCursor = cursor; traits-windowName = title; m_window = new osgViewer::GraphicsWindowWin32(traits); //... } I thought maybe I would have to run m_window-realize(); but nothing appears to happen when I use it. No window appears. What am I missing? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15185#15185 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgShadow::ShadowedScene + multiple parental node paths
Hi guys, I have been using the LSPSM technique with great visual results so far, but I seem to be having an issue with the osgShadow::ShadowedScene node and multiple parental node paths. If the ShadowedScene node is deep into my scene graph and has a single getParentalNodePaths() there are no problems. But once I have more than one, the shadowing seems to be gone in the simplest of sg designs. Probably there is a simple explanation or I am missing an important point, thanks for any response ! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15184#15184 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] VPB: Cell centers misalignment?
Colin Knowles wrote: Hi, I'm currently battling the same issue with VPB. But with a much higher resolution data set , in the order of 12.5cm res terrain and 4cm imagery. When viewed in other 3d software under WGS84 projection the terrain and aerials line up 100% - however once passed through to VPBmaster the terrain and aerials have some huge reprojection issues. The terrain has an offset of up to 1m in places horizontally - this is very apparent because the terrain is for a city scene and the footpaths have a 12.5cm vertical step in them. Along with the offset the terrain also no longer follows straight lines (typical curb line between two corners) - and meanders back and forth creating a jaggered edge. This has only just occured since we moved over to a Linux box so I'm wondering if the GDAL's are at fault - our programmers currently looking into it. Sorry I couldn't be of more help , but you are not alone on this one. I spoke with Robert about it, and the consensus is that the code in there may not be 100% correct. There's a #define in VPB's SourceData.cpp called SHIFT_RASTER_BY_HALF_CELL. AFAIK, it's not on by default. I don't think it will solve things, because it seems to be applied universally whereas I think it should probably only be applied to raster imagery, not raster DEM data. Robert couldn't recall off the top of his head who had added the SHIFT_RASTER_BY_HALF_CELL option, and I haven't dug through subversion to see. I suspect this is biting more people than realize it, and it should be fixed. I don't have anyone who is willing to fund the work to track this down, isolate it and fix it, but if someone is concerned about it and willing to step up to sponsor work on it, I think it is fixable. For most people, the error margin is too small to worry about. I'd be curious if you find it is related to a specific Linux/GDAL, as I don't think that's the case myself. Cheers, Colin K2VI.com -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting up window with GraphicsWindowWin32
Hi Vic, How do you use GraphicsWindowWin32? I haven't found any tutorials or samples using it and I can't figure it out by looking at the documentation. You don't generally need use GraphicsWindowWin32 directly. If you're on a Windows system, creating any viewer (osgViewer::Viewer, osgViewer::CompositeViewer with an osgViewer::View) will create one for you. GraphicsWindowWin32 is an implementation detail, because when your app runs on Linux or MacOS X you won't be able to create one, so you're better off letting OSG create the type that's appropriate to your system, which is what it will do when you use osgViewer::Viewer/CompositeViewer. Some cases might warrant creating a GraphicsWindow directly, for example if you've subclassed one of the GraphicsWindow classes to change their behavior, but that's rare. What are you trying to accomplish? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereo issues with changing viewpoint
Hi, I would like to thank Robert and everyone that has helped me so far. I have one final issue with the stereo viewing. I have a CAD assembly with a callback which changes the viewpoint for various activities. I am using the trackball manipulator to control the camera and I use the set view by matrix to set the position I want. The issue is that the separation of left and right image is too large when I move to closer viewpoints. I moved the trackball center to avoid any distance issues but that did not solve the problem. I have been struggling to find the correct approach. Does anyone have any suggestions. Thanks in advance, Christopher Back ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged
Paul Melis wrote: Okay, can you give me some pointers how to make it work then? I have VS8 sp1, have downloaded the corresponding debug package from the OSG website and have a really small test application that forces OSG to use some freed memory. If I build (in debug mode of course) and then run the test from VS with F5 it nicely catches the error, but in the stack trace none of the OSG dlls show any symbols... I think the problem is that OSG is using /Zi instead of /Z7, but at the same time, the .pdb files aren't being distributed in the packages. My guess is that the extra size comes from optimizations being turned off (the default in Debug mode), but I don't make the packages, so I'm not sure. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg dll versions
Hi, what's the preferred way to tell which version an osg55-osg.dll is build from, say 2.8.0 vs 2.8.1. Is there no versioning resource in the dll (e.g., Windows resource)? Is there an easy way to tell which version osg55-osg.dll is? Thanks, Bob ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] maya plugin, anyone interested?
Hi, Hi, I have prepared a tar ball for this exporter. Its located at http://vrac.iastate.edu/~freeman/Rocky_maya.tar There is some detailed documentations. But basically you will need to use CMake to build it. All testers are welcome and please post your comments here on OSG forum. Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15190#15190 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg dll versions
Bob Youmans wrote: Hi, what’s the preferred way to tell which version an osg55-osg.dll is build from, say 2.8.0 vs 2.8.1. Is there no versioning resource in the dll (e.g., Windows resource)? Is there an easy way to tell which version osg55-osg.dll is? 55 is the shared object version (SOVERSION) from the 2.8 releases (they're all binary compatible. My understanding is that the number is only bumped when binary compatibility is broken, so OpenSceneGraph-2.8.2-rc4 has the same SOVERSION as 2.8.0, but the current SOVERSION in the svn trunk is 61. I don't believe there are any resources embedded into the DLLs at all. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Computer Vision and osg
Using opencv with OSG but the integration isn't very tight - texture images and point locations get copied between the different format where necessary. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15192#15192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
My machine is using a 9800 GTX and Ubuntu 8.04 32 bit btw. Thanks for the help, and I hope the driver bug gets worked out. ... Michele[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15194#15194 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transformations
Hi, Thank you very much Ulrich!! It works! I don't know why the other things I've tried didn't work but now is working!!! Thank you! Cheers, Pau -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15195#15195 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg dll versions
Hi, but what if i have a team of developers and they're not working on osg components, and i ask them to get these new binaries (i build them, they don't). Then later, there's no better way to tell what versions they have than looking at the date/time and/or file sizes (they're not sure if they did it or not)? can't we have better version control than that? i realize i'm on a particular platform (win32). is there no in-file versioning possible? can there be an osg version function to return a string or a version object stating the version (2.8.0 vs 2.8.1) so we can unequivocally know what version someone is running and display it in Help, About, or some other startup info? Thank you! Cheers, Bob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15196#15196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi, J-S Last time I checked OSG was also creating accompanying color buffer for the depth shadow map. Which usually multiplies GPU memory alocation by two (assuming RGBA is 32 bit and Z is 32 bit). Wow, isn't that a bug? It surprises me that no one has tried to fix that, it seems pretty critical to me... I am not sure... I believe that it was impossible to use depth only FBO when they were initially introduced into OpenGL . But now it seems possible at least on NVidia's because I made such modificattion and it works ( in fact it gave me shadowing speedup improvements). But I did not try to submit this because I have not bothered to make it safe and I did not test whether mod does not break other RTT code. I may send this as is if you are interested. Cheers, Wojtek ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg dll versions
Bob Youmans wrote: Hi, but what if i have a team of developers and they're not working on osg components, and i ask them to get these new binaries (i build them, they don't). Then later, there's no better way to tell what versions they have than looking at the date/time and/or file sizes (they're not sure if they did it or not)? can't we have better version control than that? i realize i'm on a particular platform (win32). is there no in-file versioning possible? can there be an osg version function to return a string or a version object stating the version (2.8.0 vs 2.8.1) so we can unequivocally know what version someone is running and display it in Help, About, or some other startup info? You can call osgGetVersion(). Look at include/osg/Version for reference. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg dll versions
Hi, Bob Youmans schrieb: can there be an osg version function to return a string or a version object stating the version (2.8.0 vs 2.8.1) so we can unequivocally know what version someone is running and display it in Help, About, or some other startup info? Have a look at the doxygen documentation, particularly http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01247.html HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg dll versions
Hi, very helpful group is osg. Thank you! Cheers, Bob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15200#15200 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow and osgdepthpartition
Hi D.J., (please use your name so we know how to address you) I am in the same business as you, solar system simulations and such. And I too use DPN happily, but not much experience with osgShadow. One advice is to make sure you're running single thread with OSG, I think it is a strong requirement of DPN so far, it might get better with future. As for the eclipses, it's hard to model them correctly with regular shadows, so I opted to just draw transparent cones (one for the penumbra, one for the umbra) see i.e.: http://orsa.sourceforge.net/screenshots/misc/eclipse.png Cheers, Pasquale On Tue, Jul 21, 2009 at 2:30 PM, D.J. Caldwelldlcaldwel...@gmail.com wrote: I am a developer for a program that visualizes large scale (solar system) and small scale (desktop) scenes. We would like to be able to visualize shadows in our scenes for things like solar/lunar eclipses, and ground vehicles with headlights traveling over terrain in and out of sun light. We started using OpenSceneGraph around version 2.2 or 2.4. We are now moving from version 2.6 to version 2.8. We have been using an adaptation of the DepthPartitionNode from the osgdepthpartition example to help with rendering since we often operate in a solar system scene, with orbits, trajectories and lines of sight displayed as lines. We also keep the camera positioned at the origin and move the scene (by way of a transform) to help cut down on jitter in the near view caused by floating point error. The problem is... While trying to make use of osgShadow, I have discovered apparent interference between shadowing and the depth partition node (see two images attached). It would seem that the depth partition node causes the shadow to move with the camera viewing direction, rather than staying with the light direction. In other words, moving the camera causes the shadow to move in an unexpected and undesired manner. My questions are... Is there a way to get osgShadow and a depth partition node to play nice together, or are they at odds by design? Is that, in fact, what I am seeing, or have I set my test case up incorrectly? Perhaps there is some other way to get the benefits of depth partitioning that will not interfere with shadows? I have searched the archives for discussion of using shadows with a depth partition node, but I seem to be missing it (or it just isn't there). I did find one reference http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg11218.html which says to follow the source code. I looked under the hood for ParallelSplitShadowMap, ShadowMap, and LightSpacePerspectiveShadowMap to try to get a feel for how best to proceed, but I'm not seeing a clear path to a solution which allows use of shadowing with a depth partition node. I was hoping to avoid a custom solution, either that combines the two, or maybe goes in a totally different direction, but my gut reaction is that it may be unavoidable. In addition to the images, I have also attached my test environment source code, so that you can interact with the test environment which produced the two attached images. The source code represents a simplified model of our use of OSG in our program. I have it set up so that, if --noUpdate is specified on the command line at run time, the home position of the camera manipulator is set to show the problem I am seeing. It may be easiest to see with --no-base-texture on the command line (which is what I used for the images). My development environment is currently: OpenSceneGraph 2.8.1 Visual Studio 2005 Professional Edition SP1 Microsoft .NET Framework Version 2.0 SP2 Microsoft Windows XP Professional Service Pack 3 (win32) NVIDIA GeForce Go 7950 GTX (nv4_disp.dll version 6.14.10.9422) Thanks in advance! D.J. Caldwell ___ 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] osgShadow and osgdepthpartition
Pasquale, Thanks for the quick reply. We are considering the use of cones as you describe for things like solar/lunar eclipses, but we were hoping to use osgShadow, especially when dealing with terrain and self-shadowing of complex geometry. I should have included the command line arguments I used to produce the images in my email (although I embedded them in the image names): --SingleThreaded --earth-centered --noUpdate --no-base-texture Please, address me as D.J., since I refer to myself as D.J. My given name is Darrell, but I reserve that name for formal situations. Since the list is trying for a more friendly atmosphere, I am giving you the name I use in *ALL* other situations: D.J. (which is an abbreviation of Darrell Junior). Thanks, again! D.J. On Tue, Jul 21, 2009 at 5:57 PM, Pasquale Tricaricotrica...@gmail.com wrote: Hi D.J., (please use your name so we know how to address you) I am in the same business as you, solar system simulations and such. And I too use DPN happily, but not much experience with osgShadow. One advice is to make sure you're running single thread with OSG, I think it is a strong requirement of DPN so far, it might get better with future. As for the eclipses, it's hard to model them correctly with regular shadows, so I opted to just draw transparent cones (one for the penumbra, one for the umbra) see i.e.: http://orsa.sourceforge.net/screenshots/misc/eclipse.png Cheers, Pasquale On Tue, Jul 21, 2009 at 2:30 PM, D.J. Caldwelldlcaldwel...@gmail.com wrote: I am a developer for a program that visualizes large scale (solar system) and small scale (desktop) scenes. We would like to be able to visualize shadows in our scenes for things like solar/lunar eclipses, and ground vehicles with headlights traveling over terrain in and out of sun light. We started using OpenSceneGraph around version 2.2 or 2.4. We are now moving from version 2.6 to version 2.8. We have been using an adaptation of the DepthPartitionNode from the osgdepthpartition example to help with rendering since we often operate in a solar system scene, with orbits, trajectories and lines of sight displayed as lines. We also keep the camera positioned at the origin and move the scene (by way of a transform) to help cut down on jitter in the near view caused by floating point error. The problem is... While trying to make use of osgShadow, I have discovered apparent interference between shadowing and the depth partition node (see two images attached). It would seem that the depth partition node causes the shadow to move with the camera viewing direction, rather than staying with the light direction. In other words, moving the camera causes the shadow to move in an unexpected and undesired manner. My questions are... Is there a way to get osgShadow and a depth partition node to play nice together, or are they at odds by design? Is that, in fact, what I am seeing, or have I set my test case up incorrectly? Perhaps there is some other way to get the benefits of depth partitioning that will not interfere with shadows? I have searched the archives for discussion of using shadows with a depth partition node, but I seem to be missing it (or it just isn't there). I did find one reference http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg11218.html which says to follow the source code. I looked under the hood for ParallelSplitShadowMap, ShadowMap, and LightSpacePerspectiveShadowMap to try to get a feel for how best to proceed, but I'm not seeing a clear path to a solution which allows use of shadowing with a depth partition node. I was hoping to avoid a custom solution, either that combines the two, or maybe goes in a totally different direction, but my gut reaction is that it may be unavoidable. In addition to the images, I have also attached my test environment source code, so that you can interact with the test environment which produced the two attached images. The source code represents a simplified model of our use of OSG in our program. I have it set up so that, if --noUpdate is specified on the command line at run time, the home position of the camera manipulator is set to show the problem I am seeing. It may be easiest to see with --no-base-texture on the command line (which is what I used for the images). My development environment is currently: OpenSceneGraph 2.8.1 Visual Studio 2005 Professional Edition SP1 Microsoft .NET Framework Version 2.0 SP2 Microsoft Windows XP Professional Service Pack 3 (win32) NVIDIA GeForce Go 7950 GTX (nv4_disp.dll version 6.14.10.9422) Thanks in advance! D.J. Caldwell ___ 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
Re: [osg-users] osgShadow::ShadowedScene + multiple parental node paths
Daniel, Frankly, I have never thought about such usage. I must admit that LispSM was not prepared for such scenario. All ViewDependentShadowTechniques (LispSM included) make assumption that there is one technique per View. I suppose that even if you use the same ShadowTechnique object but create two parental paths it will work like there were two independent instances rivalling for the same resources (shadow map /shadow cam view projection matrices/ texgen). So it will not work either. I am not sure if this is possible with your app but you may solve the problem by adding separate slave cameras (like HUD cams) for each extra ShadowedScene. But it will only work with extra slave or extra view. Nesting RTT camera in graph will not be enough. Each ViewDependentTechnique (and derived classes) use ptr to CullVisitor to identify View and create separate set of resources for this view. Graph nested cams use the same visitor as their parent View so it will be impossible to identify which cam is actually rendering and conflicts will be still present. Cheers, Wojtek Lewandowski -- From: Daniel Lazaroff lazaroff_dan...@yahoo.ca Sent: Tuesday, July 21, 2009 6:23 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osgShadow::ShadowedScene + multiple parental node paths Hi guys, I have been using the LSPSM technique with great visual results so far, but I seem to be having an issue with the osgShadow::ShadowedScene node and multiple parental node paths. If the ShadowedScene node is deep into my scene graph and has a single getParentalNodePaths() there are no problems. But once I have more than one, the shadowing seems to be gone in the simplest of sg designs. Probably there is a simple explanation or I am missing an important point, thanks for any response ! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15184#15184 ___ 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] Control of animated object
ok, I was far these days but I m back :) let me see if I understood all operation and you say me if Im correct please. First, I have a object like .OSG extension. This object have a lot of nodes. I have to look which node is a AnimationPathCallback When I find a node that is a AnimationPathCallback I have to setUpdateCallback to this node. this updatecallback can be a function that check the time offset of my AnimationPathCallback node for example. Is this correct?? tks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] infitec stereo
Thanks for the info. I guess I was wondering... what if? The separation could be done in opengl... splitting each colour. I'm not sure how glColor could specify more bits (up to what the card can handle) and then how glColorMask could distinguish between the ranges if it were split. I know there are descriptions of interesting hardware but I'm trying to imagine if a variant of anaglyphic stereo could achieve an infitec like effect through something like osgPPU? Garry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15207#15207 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame rates vary dramatically across runs
Hi Wojtek, I am not sure... I believe that it was impossible to use depth only FBO when they were initially introduced into OpenGL . But now it seems possible at least on NVidia's because I made such modificattion and it works ( in fact it gave me shadowing speedup improvements). But I did not try to submit this because I have not bothered to make it safe and I did not test whether mod does not break other RTT code. I may send this as is if you are interested. I think if it gives a verifiable gain (less video memory used for depth component RTT) then you can submit it. As you know, submission does not mean that you need to be confident that it does not break anything, it means that you are sending it for review. Robert will check it out, if there are problems he might see them or if he's not sure then he'll call for more testing by others who use that functionality. At least it would mean that some progress is being made in the right direction :-) I hope you consider sending your changes, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] rectangle behind osgText
Hi Terry, Does OSG have any sort of convenience routine for drawing a semi-transparent rectangle behind a block of osgText? This would make text a little easier to read against distracting background imagery. Not that I know of, but you're right, it's something that I have often needed to do. The osghud example shows that it's pretty easy to do it by taking the axis-aligned bounding box of the text and making a quad of that size (of course I'd personally add a small margin all around, but that could be a parameter in the convenience function). Feel free to submit it. I, for one, would use it. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] OSG Composer 1.2
OSG Composer 1.2 was released, the new version adds the following Keyboard free, intuitive camera navigation. Improved GUI, nice eye candy. The Commercial version now supports exporting Collada, PDF 3D, Wavefront in addition to OSG and IVE, while the Lite version supports exporting OSG and IVE The Lite version is available at: http://www.simlab-soft.com/Products_files/OSGComposerLite.exe I hope that you find the new version useful. Cheers, SimLab -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15210#15210 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture problems with OSG
Hi, Thank you for the reply guys. 1)The first question I want to find a function similar to glTexImage2D in osg. Here is some code regarding this, [code] /* Create checkerboard texture */ #define checkImageWidth 64 #define checkImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLuint texName; void makeCheckImage(void) { int i, j, c; for (i = 0; i checkImageHeight; i++) { for (j = 0; j checkImageWidth; j++) { c = i0x8)==0)^((j0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; checkImage[i][j][3] = (GLubyte) 255; } } } Then setting it osg::ref_ptrosg::Image image=new osg::Image; image-setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned char*)checkImage,osg::Image::USE_NEW_DELETE); [\code] Please do corrections to my code wherever required. 2)Considering second question I want to find texture coordinate of a particular point on the model.Using picking I can find the 3d position of an object,Similarly can I get the assigned texture coordinates at an arbitrary point using osg??This is similar to contactTexCoord(MFVec3f) in H3D. Thank you! Cheers, Tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15211#15211 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Sec:u Re: GPU Monitoring for OSG
I integrated NVPerf a while ago - I'll upload it sometime .. needs cleaning up IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org