Re: [osg-users] [osgPPU] osgPPU for image processing

2009-09-30 Thread Harash Sharma
Dear Mr. Art Tevs, I have been able to sort out the problem I posed yesterday, i.e., making the texture Image available for analysis / parameter determination. Similar to your osgPPU::UnitOutCapture, a class called UnitTextureTap is derived from osgPPU::UnitOut. It overrides the

[osg-users] Crash in ive writer

2009-09-30 Thread Vincent Bourdier
Hi all, I think that it can be a good thing to tell you I just found a crash in the Writer in the plugin IVE. The crash occurs when a drawElementUInt is empty. osg::ref_ptrosg::DrawElementsUInt drawelems = new osg::DrawElementsUInt(GL_TRIANGLES);

Re: [osg-users] Crash in ive writer

2009-09-30 Thread Vincent Bourdier
Sorry I just forget : Windows XP sp3 OSG 2.8.1 Vincent Bourdier a écrit : Hi all, I think that it can be a good thing to tell you I just found a crash in the Writer in the plugin IVE. The crash occurs when a drawElementUInt is empty. osg::ref_ptrosg::DrawElementsUInt drawelems = new

Re: [osg-users] osgconv IVE to OSG create DDS?

2009-09-30 Thread Robert Osfield
Hi Chris, The ImageLayer is part of osgTerrain, and just wraps up an osg::Image with geospatial coords to place it in the correct place on the terrain. At runtime osgTerrain actually creates an osg::Texture2D for each ImageLayer, but this is not something that is saved to disk, as the ImageLayer

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-09-30 Thread Dimitrios Filiagos
Hi, I saw the Update function and understood that you're absolutely right! I saw more accurate results also! Yesterday I changed the function to retrieve the normal too. Now with the normal I can make the models not only to move up and down but rotate also when a wave passes. I will try to use

Re: [osg-users] Crash in ive writer

2009-09-30 Thread Robert Osfield
Hi Vincent, I just checked the src/osgPlugins/ive/DrawElements*.cpp files and none of them check for an empty array before attempting to write out the array. I'm surprised it crashes as I would have thought trying to write out 0 bytes from an array wouldn't require any pointers to be

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-09-30 Thread Kim Bale
Hi Dimitrios, The interpolation function in OceanTile works on indices fetching the vertices from the vertex array within it. So you pass it the 4 unique row/column indices that make up the surrounding four points and then a row and a column index for the target point (tx ty). For your

Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-09-30 Thread gopal goenka
Hi, I am using osg-2.8.0 and osgOcean 1.0 i have also downloaded the resourse... it got installed sucsessfully but while running it gives segmentation fault may i have missed some step. can somebody help me.please.. [r...@localhost bin]# ./oceanExample

Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-09-30 Thread Kim Bale
Hi Gopal, The sample datasets are found here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets Setting those up will at least get rid of the the font warning. Could you try running the oceanExample without the 'isNotChoppy' flag. If it works without that then I should

[osg-users] [osgPlugins] OBJ plugin loader places model at wrong position and with wrong attitude

2009-09-30 Thread Claus Scheiblauer
Hi, I am using the obj plugin to load polygonal models, but it seems that the models are placed at wrong positions and with a wrong attitude in the coordinate system. I have a model that is centered at (1014, 1025, 999), but it is placed at coordinates (1014, -999, 1025). In the program we

Re: [osg-users] [osgPlugins] OBJ plugin loader places model at wrong position and with wrong attitude

2009-09-30 Thread Alberto Luaces
Hi Claus, Claus Scheiblauer writes: Hi, I am using the obj plugin to load polygonal models, but it seems that the models are placed at wrong positions and with a wrong attitude in the coordinate system. I have a model that is centered at (1014, 1025, 999), but it is placed at

Re: [osg-users] Rendering Optimizations Not Working

2009-09-30 Thread Brian Hill
I found the problem. The complex app was creating it's own root node and setting it's rendering hint to transparency. Not sure why it did that. Now it's working like a charm. Thanks, Brian -- Read this topic online here:

Re: [osg-users] [osgPlugins] OBJ plugin loader places model at wrong position and with wrong attitude

2009-09-30 Thread Claus Scheiblauer
Hi, I was not aware that there are options for the loading plugin, thank you, this option solves both problems, now it works! Cheers, Claus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17743#17743

Re: [osg-users] [osgPPU] osgPPU for image processing

2009-09-30 Thread Art Tevs
Hi Harash, Subsampling/Resampling: Yes, the UnitInResampleOut, do resample the input texture to the size you want to have it. However it use the default hardware resampling algorithm, so GL_LINEAR. From your question, I thought you are thinking of some lagorithm wich do something better than

Re: [osg-users] [3rdparty] change ocean height

2009-09-30 Thread Sebastien Nerig
Hi Jean-Sébastien, ok thanks a lot for yours answers, I will work on it et keep in touch Thank you again Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17745#17745 ___ osg-users mailing

Re: [osg-users] Rendering Optimizations Not Working

2009-09-30 Thread Robert Osfield
Hi Brian, On Wed, Sep 30, 2009 at 2:10 PM, Brian Hill br...@hotmail.com wrote: I found the problem. The complex app was creating it's own root node and setting it's rendering hint to transparency. Not sure why it did that. Now it's working like a charm. Setting hint to drop the geometry

Re: [osg-users] [osgPlugins] Using Collada (osgdb_dae) Writer with Google Earth

2009-09-30 Thread Reed Whittington
Hi, Guys Just wanted to followup. And thanks Roger for the sample code. I ended up making it work while we build the scene graph rather than doing it after in a traversal. Thanks again. BTY, Safe is hiring software engineers with Google Earth and General GIS and 3d experience.

Re: [osg-users] Rendering Optimizations Not Working

2009-09-30 Thread Brian ...
Hi Robert, My comment Not sure why it did that was about why the complex app wanted to set the transparency, not why it changed the performance. Once I found it I understood what it was doing - render order based on distance from camera instead of order based on optimized state. BTW - kudos

Re: [osg-users] [osgCompute] PostProcessGL

2009-09-30 Thread Michael Guerrero
Looks good! With the sobel filter I get ~360 fps. With the 5x5 Gaussian blur I get ~300 fps. The graphics hardware is a GeForce GTX 280. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17750#17750

Re: [osg-users] [osgCompute] PostProcessGL

2009-09-30 Thread Jean-Sébastien Guay
Hello Michael, With the sobel filter I get ~360 fps. With the 5x5 Gaussian blur I get ~300 fps. The graphics hardware is a GeForce GTX 280. Just curious, to put that into perspective, what frame rate do you get without filtering on the same scene? (just so we can get an idea of the

Re: [osg-users] [osgCompute] PostProcessGL

2009-09-30 Thread Michael Guerrero
Sure, after removing the filter I was getting ~530 fps. Since fps is nonlinearly related to frame time, here's the breakdown: 530fps = ~1.89ms 360fps = ~2.78ms (sobel) 300fps = ~3.33ms (5x5 guass) So the cost of applying the slightly more expensive 5x5 filter kernel cost about 3.33ms -

Re: [osg-users] osgviewerQtWidget Quadbuffer Stereo Alpha Problems

2009-09-30 Thread Scott Senften
Well, I followed the initialization all the way through the GraphicsWindowX11 initialization and looked at the visual info. Everything looks like I expect it should. I then followed it through to make sure the context that watched get created in GraphicsWindowX11 is in fact the one being made

Re: [osg-users] [osgCompute] PostProcessGL

2009-09-30 Thread Jean-Sébastien Guay
Hi Michael, Sure, after removing the filter I was getting ~530 fps. Since fps is nonlinearly related to frame time, here's the breakdown: Thanks for the breakdown. Since the filtering is a post-process operation it's basically a fixed cost per frame... 1.44ms is not bad. J-S --

Re: [osg-users] [osgCompute] PostProcessGL

2009-09-30 Thread Michael Guerrero
So I've been studying the example code and the first thing that sticks out to me is that they require some default shaders to be set even though they do nothing special. Why doesn't this work with the fixed function pipeline? -- Read this topic online here:

[osg-users] VPB: How to use a vector database with osgdem?

2009-09-30 Thread Alejandro Aguilar Sierra
Hello: Can someone please explain how can be used the command line option --vector with osgdem? Is there reproducible examples of the use of --building, --forest, --type-attribute, --height options? Thanks in advance for any help. -- Alejandro ___

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-09-30 Thread Dimitrios Filiagos
Hi Kim, yesterday I realized that my object goes up and down from the water because: a) it is smaller than the distance of two vertices of the grid b) the vertice displacement that takes place to simulate the wave on larger objects it works fine! I used the linear interpolation

Re: [osg-users] VPB: How to use a vector database with osgdem?

2009-09-30 Thread Chris 'Xenon' Hanson
Alejandro Aguilar Sierra wrote: Hello: Can someone please explain how can be used the command line option --vector with osgdem? Is there reproducible examples of the use of --building, --forest, --type-attribute, --height options? I was just asking about the same thing. I'm curious too,