Re: [osg-users] [build] problem building OSGOCean in fedora 11

2009-11-27 Thread Kim Bale
Hi Aburik,

Which version of osgOcean are you using 1.0 or 1.0.1?

Kim.


2009/11/27 Aburik Mathnan foru...@ymail.com:
 Hi,

 When i try to make OSG Ocean in my fedora 11, i get the following errors

 [r...@coral osgOcean]# cmake .
 -- Using FFTSS (LGPL) as FFT library.
 CMake Error: The following variables are used in this project, but they are 
 set to NOTFOUND.
 Please set them or make sure they are set and tested correctly in the CMake 
 files:
 OPENTHREADS_LIBRARY_DEBUG
    linked by target osgOcean in directory /usr/src/OSG/osgOcean/src/osgOcean

 -- Configuring incomplete, errors occurred!

 can any one tell me how should i correct this. i have already installed FFTSS 
 and open thread in my system. i checked, it exist in my /usr/local/ directory.

 Thank you!

 Cheers,
 Aburik

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Re: [osg-users] Slave camera configuration by config file

2009-11-27 Thread Robert Osfield
Hi Paul,

It would be great to be able to detect the physical arrangement when
you have multiple displays, if there are API solutions then encoding
this into the WindowingSystemInterface and implementing this in the
GraphicsWindowWin32/X11 etc would be great.

Such autodetection won't get you all the way though, powerful
configuration file support where we could write out as well as read
the full configuration would be great.  I've done part of the work
towards this with the .view plugin, but it's only partly completed -
just another one of those tasks that I've been unable to get back to
due to the great tide of work that's come my way over the past couple
of years.

I would very much like to be able to get back and complete the job...
BTW, the .view format is a variation on the the standard .osg format,
you can even potentially put OSG scene graph objects into a .view file
- this gives one the possibility of encoding distortion correction
into the setup.

Robert.

On Thu, Nov 26, 2009 at 6:38 PM, Paul Martz pma...@skew-matrix.com wrote:
 Hi Robert -- How would I create a config file that would tell osgViewer to
 arrange four slave cameras in a 2x2 configuration?

 I have a system with four displays arranged as a 2x2 powerwall. If I simply
 bring up osgviewer cow.osg, osgViewer seems to think that the four
 displays are arranged horizontally. That seems like a fine default
 assumption.

 So I set about looking at the cfg plugin and the example Configuration files
 in OSG-Data to see how I might set up a camera config file that would offset
 the slaves appropriately for a 2x2 powerwall. But I'm rather stumped as to
 how to go about this.

 I see in osgViewer source code that, when it loads a config file, it
 dynamic_casts the object as a Viewer. So my initial inclination was to write
 a small OSG program that properly configured the four slaves, and dump the
 viewer out to file as an object, then use that as the config file. But this
 doesn't work. :( Obviously, I've overlooked something in the code, because I
 thought this would be the way to do it.

 I tested some of the provided config files, for example:
     OSG_CAMERA_FILE=Configuration/AllScreens.view osgviewer cow.osg
 From looking at the AllScreens.view file, my assumption was that this would
 give me the same horizontal alignment behavior that I got with no config
 file at all. But this command fails with a failed to set up any windows
 error message.

 Then it's off to the OSG-Users Google Group, where I searched for info on
 camera config files. There was very little information available.

 Thanks for any info.
 --
 Paul Martz
 Skew Matrix Software LLC
 _http://www.skew-matrix.com_ http://www.skew-matrix.com/
 +1 303 859 9466

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Re: [osg-users] [3rdparty] How to configure VPB to start compiling database at random tiles.

2009-11-27 Thread Robert Osfield
Hi Torben,

I'm afraid at present there is no way to alter the order that
vpbmaster dispatches the tasks.  I doubt a random ordering will help,
but have a scheme were cache coherency and data locality would be an
interest advance.  Such a scheme is a non trivial enhancement though.

Robert.

On Thu, Nov 26, 2009 at 7:11 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
 Hi,

 I compile a large Database (800GB terraindata) to a single database.

 so far it is compiling, but besides 2 processes, all other osgdem instances 
 are more or less at idle, waiting for disk.

 My source data is spreaded above 4 Disks to lower the disk load an consist of 
 the following directories with their content files:
 -North
 -South
 -East
 -West
 -HiRes-Inlay
 -DEM

 unfortunately VPB starts to render in the south section and assign 
 worktasks from south to all cores - therefore my disk containtin south is 
 under heavy load, and all other disks are at idle.

 Is it possible to configure VPB to start at random tiles, so some tasks are 
 working on north data, some other at HiRes and so on?
 This way ALL disks would be under load and no osgdem instance would have to 
 idle :)

 Thank you for your help.

 Torben



 Thank you!

 Cheers,
 Torben

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Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-27 Thread Robert Osfield
Hi John,

On Fri, Nov 27, 2009 at 3:21 AM, John Price john.pric...@gmail.com wrote:
 My understanding of the way bindness graphics actually achieves its speedup 
 is by not requiring CPU dereferencing of graphic object pointers and the 
 likely L2 cache misses this causes.

NVidia bindless graphics extension is about reducing the CPU overhead
in draw dispatch, but... for the majority of modern graphics
applications draw dispatch isn't the bottleneck, so it'll only help
the minority of graphics apps that draw dispatch is a bottleneck.

Again, I'd ask yourself am is draw dispatch likely to be a bottleneck
in my app?  Likely cases of draw dispatch limited app is when you have
many thousands of separate geometries and state in screen on each
frame.   Even without the bindless graphics extension you can address
this bottleneck with a more balanced scene graph layout - i.e. make it
more coarse grained, by clumping geometry and state together.

If you can't address the draw bottleneck with a more efficient scene
graph then implementation the bindless graphics extension will be
important, if not then there is sure plenty of other things that you
can invest your time in to get better peformance.

Cheers,
Robert.
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Re: [osg-users] [build] problem building OSGOCean in fedora 11

2009-11-27 Thread Aburik Mathnan
Hi Kim,

I am using osgOcean 1.0.

Thank you!

Cheers,
Aburik

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Re: [osg-users] [build] problem building OSGOCean in fedora 11

2009-11-27 Thread Kim Bale
Hi Aburik,

Try using the new 1.0.1 source on the website, this issue, amongst
others, have since been resolved.

Cheers,

Kim.

http://osgocean.googlecode.com/files/osgOcean-Source-1.0.1.rar
http://osgocean.googlecode.com/files/osgOcean-Resources-1.0.1.rar


2009/11/27 Aburik Mathnan foru...@ymail.com:
 Hi Kim,

 I am using osgOcean 1.0.

 Thank you!

 Cheers,
 Aburik

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Re: [osg-users] [build] problem building OSGOCean in fedora 11

2009-11-27 Thread Aburik Mathnan
Hi Kim,

Thank you very much, OsgOcean 1.0.1 is building properly. 

Cheers,
Aburik

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Re: [osg-users] VBO's - lifetime.

2009-11-27 Thread Robert Osfield
Hi Nico,

I have just checked in the implementation of the GL object clean up,
and all the debug messages are now quieten down/removed so the code
should be good to go for real application work now.

Please let me know if you still see problems.
Robert.
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[osg-users] ReaderWriterDICOM : build error

2009-11-27 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

I tried to fix the ReaderWriterDicom.cpp , if USE_ITK is set
the the virtual ReadResult readImage(const std::string file, const
osgDB::ReaderWriter::Options* options) const cause a build error \

Error1error C2065: 'result' : undeclared identifier
f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
316
Error2error C2228: left of '.getImage' must have
class/struct/union
f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
316
Error3error C2227: left of '-getUserData' must point to
class/struct/union/generic type
f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
316
Error4error C2228: left of '.getImage' must have
class/struct/union
f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
365
Error5error C2227: left of '-getUserData' must point to
class/struct/union/generic type
f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
365

The problem is that i don't correct understand what you would like to get
throught user data. But we need to define result . it's defined within a for
loop. but how can we fix it?

/adrian

MSVC 2005
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[osg-users] Need advice for performance tweaks

2009-11-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to run my OSG app on some marginal hardware (single CPU with

a GeForce 4800 for example) while still maintaining some decent frame rates

(around 30fps). I want to use the same terrain database (built with VPB with
the

-terrain option) if possible.

I've used the setSampleRatio() method in the osgTerrain class and culling

backfaces to thin out the geometry with some success but I'm still not where

I need to be. As a result, I'm wanting to optimize a bit more if possible.

Does anyone have any suggestions for particular settings in the

databasepager or pagedLOD that I could try to achieve better performance? 

I'm willing to sacrifice database fidelity to maintain decent frame rates if

I must.

 

Thanks for any suggestions in advance.

Shayne

 



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Re: [osg-users] Need advice for performance tweaks

2009-11-27 Thread Robert Osfield
Hi Shayne,

You can use the osgTerrain::Terrain::setSampleRatio(float) to cut down
geometry complexity alone, and use osg::Camera::setLODScale(float) to
make the selection of LOD's more aggressive.

One thing you could do is implement an adaptive setting of
LODScale/SampleRatio by looking at the frame time of the previous
frame and it is looks close to breaking frame change the ratio's to
reduce the overhead, this way you might be able to get away with
better visuals when the hardware can cope such as looking downwards,
and only go for low high res visuals when you are looking at a shallow
angle to the horizontal when lots of tiles will be in view.

Robert.

On Fri, Nov 27, 2009 at 6:00 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I have a need to run my OSG app on some marginal hardware (single CPU with

 a GeForce 4800 for example) while still maintaining some decent frame rates

 (around 30fps). I want to use the same terrain database (built with VPB with
 the

 -terrain option) if possible.

 I've used the setSampleRatio() method in the osgTerrain class and culling

 backfaces to thin out the geometry with some success but I'm still not where

 I need to be. As a result, I'm wanting to optimize a bit more if possible.

 Does anyone have any suggestions for particular settings in the

 databasepager or pagedLOD that I could try to achieve better performance?

 I'm willing to sacrifice database fidelity to maintain decent frame rates if

 I must.



 Thanks for any suggestions in advance.

 Shayne



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Re: [osg-users] ReaderWriterDICOM : build error

2009-11-27 Thread Robert Osfield
Hi Adrian,

The code looks it's been copy and pasted from elsewhere where the
result variable is defined.  I've attempted a fix and checked this in.
 I don't have ITK installed right now so can't test it.  Could you do
an svn update and then test it?

FYI, the DCMTK pathway is much more sophisticated and feature rich so
is the best route for importing dicoms.

Robert.

On Fri, Nov 27, 2009 at 5:20 PM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
 Hi Robert,

 I tried to fix the ReaderWriterDicom.cpp , if USE_ITK is set
 the the virtual ReadResult readImage(const std::string file, const
 osgDB::ReaderWriter::Options* options) const cause a build error \

 Error    1    error C2065: 'result' : undeclared identifier
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
 316
 Error    2    error C2228: left of '.getImage' must have
 class/struct/union
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
 316
 Error    3    error C2227: left of '-getUserData' must point to
 class/struct/union/generic type
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
 316
 Error    4    error C2228: left of '.getImage' must have
 class/struct/union
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
 365
 Error    5    error C2227: left of '-getUserData' must point to
 class/struct/union/generic type
 f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp
 365

 The problem is that i don't correct understand what you would like to get
 throught user data. But we need to define result . it's defined within a for
 loop. but how can we fix it?

 /adrian

 MSVC 2005
 --
 
 Adrian Egli

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Re: [osg-users] Crash in nVidia driver : particles + dynamically adding/removing views

2009-11-27 Thread Jean-Sébastien Guay

Hi Robert,

You latest fixes to texture and buffer objects fixed the crash I was 
experiencing in this code. Thanks!


However, starting at the second time the child window is opened (third 
time you press 'a'), I get these messages every frame, and the particle 
systems do not render correctly anymore:


Warning: detected OpenGL error 'invalid value' at after RenderBin::draw(..)

This happens on both Windows and Linux (Ubuntu Jaunty x64) So I think 
there's still something lurking. Could you check it out please? See the 
code posted in my previous message. It seems that this issue is close to 
being put to rest...


Thanks in advance,

J-S


Jean-Sébastien Guay wrote:

Hi all,

So I just wanted to post my latest code that can reproduce this issue, 
and see if I can get Robert's attention so he can check it out. It may 
be related to the crashes others are seeing with texture pools and/or 
VBOs lately, but it might not. It's also triggered by starting/stopping 
viewers, but it's reproducible in OSG 2.6 so it's probably not related 
to the latest texture pool code (unless a bug has carried over from 
before).


The code attached can be changed using #defines at the top of the 
osgviewer.cpp file to demonstrate the problem and two possible workarounds.


First, you can make the program use either 
osgParticle::PrecipitationEffect or the SiltEffect that's present it 
osgOcean. Both will reproduce the problem and will react the same to the 
workarounds (which makes sense since the SiltEffect is a modified 
PrecepitationEffect to begin with). Change between the two by changing 
the #define USE_EFFECT to either SILT or PRECIPITATION.


Then, if you comment both the defines that follow (that start with 
WORKAROUND_) you should be able to reproduce the bug. Run the program 
with those two defines commented, and when the window comes up, press 
'a'. You'll get a new window. Press 'a' again and the window will close. 
Repeat this. On both Linux and Windows, after 2-3 times, the window 
becomes gray (partially or completely) and I get


Warning: detected OpenGL error 'invalid value' at After Renderer::compile

Additionally, under Windows, after a few more opens/closes, the app 
crashes. On Linux it seems to crash much less often, sometimes it does, 
but most of the time I just get the gray window.


Now, you can test out the two workarounds by uncommenting one of the two 
WORKAROUND_* defines. The first one is to share contexts, and the second 
is to not reuse context IDs (by incrementing the context ID usage count 
so that a new one is used each time). We're currently using the latter 
workaround in our app, and it works well, but of course it would be 
better if OSG could clean up after itself correctly when a context is 
destroyed and then the context ID reuse would work as intended.


So, I hope this example code helps reproduce and squash another bug... 
Let me know if there's more I can do to help. Thanks,


J-S



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Re: [osg-users] [osgOcean] Wake effects?

2009-11-27 Thread Kim Bale
Hi Tian,

Could you download and run this program for me:

http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/

And then use the Full XML Export tool under the Tools tab and then
send me the xml file please.

I need to know exactly what your card supports and I can't seem to
find out from my searches.

Cheers.

Kim.



2009/11/27 Tian Ma tianxiao...@foxmail.com:
 Hi Kim:

 Thank you!

 By now, I am using the olde version. And I will try more.

 Regards,
 Tian



 Kim Bale wrote:
 Hi Tian,

 It did highlight some useful stuff. Unfortunately I won't get round to
 fixing this immediately.

 However, if you want to use the version in the trunk you can probably
 get round it by replacing the uniform booleans one by one with hard
 coded values in the water shader for the options you want to enable
 until it stop complaining. Obviously this is a temporary fix until I
 get round to investigating further.

 K.

 2009/11/26 Tian Ma :

  Hi Kim:
 
  Thanks for your helpful work!
 
  Does the information inf file ocean_output.txt help?
 
  Regards,
  Tian
 
 
  Kim Bale wrote:
 
   Hi Peter,
  
   Well this is really what the many weird and wonderful configurable
   options are for in OceanScene, nearly every effect can be turned off
   an on to suit the graphics card configuration. I think it's probably
   better to do it this way, rather than grouping them together to give
   the low,medium and high settings, as you can fine tune the rendering
   to suit the available hardware.
  
   The core water shader itself isn't so expensive, it's largely the pre
   render passes that bring down the frame rate and all of these can be
   turned off and on as desired.
  
   (I think) the problem with Tians card at the moment is that the water
   shader in the trunk has used up all the maximum number of uniforms
   permitted on nvidia 7 series card which use a version of glsl that I'm
   not 100% sure of. But I think this can be worked around, I just
   haven't got round to it yet (plus it's quite hard to test without a
   suitable card)
  
   K.
  
  
   2009/11/26 Peter Bear :
  
  
Would it be possible to implement sort of a config option with 2 or 
more shaders for multiple quality levels? This would allow for the use 
of one shader if you have a more powerful card, or another shader for 
an older card.
Peter
   
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Re: [osg-users] Need advice for performance tweaks

2009-11-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the quick reply. I haven't played with the LOD scale so I'll
explore that. I also like your suggestion of some sort of adaptive setting. 

Is there a way to query the frame time of the previous frame?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, November 27, 2009 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Need advice for performance tweaks

Hi Shayne,

You can use the osgTerrain::Terrain::setSampleRatio(float) to cut down
geometry complexity alone, and use osg::Camera::setLODScale(float) to
make the selection of LOD's more aggressive.

One thing you could do is implement an adaptive setting of
LODScale/SampleRatio by looking at the frame time of the previous
frame and it is looks close to breaking frame change the ratio's to
reduce the overhead, this way you might be able to get away with
better visuals when the hardware can cope such as looking downwards,
and only go for low high res visuals when you are looking at a shallow
angle to the horizontal when lots of tiles will be in view.

Robert.

On Fri, Nov 27, 2009 at 6:00 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I have a need to run my OSG app on some marginal hardware (single CPU
with

 a GeForce 4800 for example) while still maintaining some decent frame
rates

 (around 30fps). I want to use the same terrain database (built with VPB
with
 the

 -terrain option) if possible.

 I've used the setSampleRatio() method in the osgTerrain class and culling

 backfaces to thin out the geometry with some success but I'm still not
where

 I need to be. As a result, I'm wanting to optimize a bit more if possible.

 Does anyone have any suggestions for particular settings in the

 databasepager or pagedLOD that I could try to achieve better performance?

 I'm willing to sacrifice database fidelity to maintain decent frame rates
if

 I must.



 Thanks for any suggestions in advance.

 Shayne



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Re: [osg-users] IntersectVisitor does not recognize Nodes on different Projection

2009-11-27 Thread Thorsten Werner
Hi,

OK. Thank you. Got it working now. Changed setProjectionMatrixOrtho2D into 
setProjectionMatrixOrtho. Next problem that i have is that the Buttons in my 
SceneGraph consist of several geometries and the Button is a Geode but its not 
recognized as Geode. Only as several Geometries. I dont know how to solve this. 
After going through the API i found Geode-setNodeMask. Could this help maybe? 
Ive no idea what a nodemask is though...

Thank you!

Cheers,
Thorsten

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[osg-users] Simple Loading Tutorial

2009-11-27 Thread Sam Gidding
Hi all,


I've recently been trying to get my head around OSG, been trying the inbuilt 
examples and am not getting very far. I thought i'd check out the OSG tutorials 
but the site seems to have been down for the last few days now. Is there any 
specific example that I should be looking at just to learn how to load a model 
into OSG, as some seem a little more complex than this.

Hopefully that made sense, cheers
... 

Thank you!

Cheers,
s

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[osg-users] fatal error on simple programm

2009-11-27 Thread Anthony Face
Hi,


I am trying to lunch one executable using openSceneGraph and i dont succes!!

http://cheveche4.developpez.com/tutoriels/openscenegraph/osg-02/

their is the tuto i try (i give you the second for easier look at code)

at the end of file, when i arrive to viewer.run() 
(at execution)

i have: (sorry that is in frensh so i had translate with reverso):
Microsoft studio C Runtime Detected an irreparable error

and if i remove the most part of the code (saving 4 first  lines and 3 last) it 
does:
(translate too sorry):
It can be due has a failure of the heap which indicates a bug in ***.exe or in 
some of the DLL in charge of(DLL loaded with) and the programm stop


please help me :(


i am using windows xp pro with visual 2008



Thank you!

Cheers,
Anthony

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Re: [osg-users] Simple Loading Tutorial

2009-11-27 Thread Paul Martz

Have you taken a look at the OSG Quick Start Guide and its examples?
http://www.skew-matrix.com/OSGQSG/index.html

Anyway, a bare-bones OSG example would be:

#include osgDB/ReadFile
#include osgViewer/Viewer
int main()
{
  osgViewer viewer;
  viewer.setSceneData( osgDB::ReadNodeFile( cow.osg ) );
  viewer.run();
}

Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466



Sam Gidding wrote:

Hi all,


I've recently been trying to get my head around OSG, been trying the inbuilt 
examples and am not getting very far. I thought i'd check out the OSG tutorials 
but the site seems to have been down for the last few days now. Is there any 
specific example that I should be looking at just to learn how to load a model 
into OSG, as some seem a little more complex than this.

Hopefully that made sense, cheers
... 


Thank you!

Cheers,
s

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[osg-users] Organising Geodes and Drawables

2009-11-27 Thread Martin Beckett
I have an object with separate component eg: a top, bottom and an outline.

I have a choice of storing a group with each component in a separate osg::Geode 
but the outline points are shared by the top and bottom and I would rather not 
have data duplicate. There are a lot of points because the components are 
derived from a scanner.

If I store them as drawables in the same Geode, I can create a surface mesh of 
just the top and bottom by having the same vertex array and different Geometry 
drawables.

A couple of questions:
osg::Geometry doesn't have a nodemask - how can I control which drawables are 
drawn?
If I only want to draw one component do I have to create a drawable listing the 
index in the vertex array of all the points?
Or is there any easy way to say, draw points 0-n, or n-m 


Thank you!
Martin

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Re: [osg-users] Organising Geodes and Drawables

2009-11-27 Thread Jean-Sébastien Guay

Hi Martin,


If I store them as drawables in the same Geode, I can create a surface mesh of 
just the top and bottom by having the same vertex array and different Geometry 
drawables.


Actually, you can give any drawables the same vertex array if you want, 
even if the drawables are not part of the same Geode. Does this resolve 
your problems?



osg::Geometry doesn't have a nodemask - how can I control which drawables are 
drawn?


All drawables of a geode are drawn. You can work around that somewhat by 
attaching an empty osg::Drawable::DrawCallback to a drawable (i.e. one 
that doesn't call drawable-drawImplementation(renderInfo); in its 
drawImplementation() method). This will cause the drawable not to be 
drawn. When you want it to be drawn again you just remove the callback.


But it's easier to use separate Geodes and use the nodemasks on Geodes.

Or is there any easy way to say, draw points 0-n, or n-m 


osg::DrawArrays does this...

J-S
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[osg-users] osgterrain example and required input file

2009-11-27 Thread Hartwig Wiesmann
Hi,

what kind of input file does the osgterrain example expect?

BTW: what is a master file in this context??

Thank you!

Cheers,
Hartwig

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Re: [osg-users] Organising Geodes and Drawables

2009-11-27 Thread Martin Beckett
So a good model would be :
Single osg::Geode representing the entire part with all the vertex data
and separate child geodes each with a single drawable for the points in the 
top, bottom and outline.
Then meshes etc can be added to the children all sharing the same vertex data, 
in the parent ?

Cheers,
Martin

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Re: [osg-users] broken osgconv.exe

2009-11-27 Thread ted morris
hm well thought I did do that. I am able to get it all working on
another PC without installing 2005 *SP1*. just VC90 installed.

thanks,  have a good weekend.

-T

snip
I think you didn't install the 2005 *SP1* redistribuable package
(http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en)
.\
snip

On Wed, Nov 25, 2009 at 3:24 AM, Mourad Boufarguine 
mourad.boufargu...@gmail.com wrote:

 Ted,

 I downloaded the osg precompiled package you are using 
 (openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip),
 and I checked that indeed, the osgdb_ive.dll depends on a zlib1.dll that was
 compiled with VS 2005 SP1 (which is weird). I presume it is also the case of
 libpng, curl and tiff.

 So, to move on, you have to recompile osg from the sources using the vc90
 dependencies, or install the VC++ 2005 redistribuable packages (there are
 two if my memory serves me right ), I think you didn't install the 2005 *
 SP1* redistribuable package
 (http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en)
 .

 Regards,
 Mourad

 On Tue, Nov 24, 2009 at 9:03 PM, ted morris wrote:


 Yes, I think I resolved finding the 3rdparty dependencies. But for some
 reason, the osgdb_xxx pluggins listed in the last e-mail:

 osgdb_gz
 osgdb_curl
 osgdb_ive
 osgdb_png
 osgdb_tiff
 osgdb_tiffd

 dependencywalker shows that these pluggin dlls are still looking for
 MSVCR80.DLL  *and* MSVCR90.DLL

 And the other pluggins can't find MSVCR90.DLL.

 bizarre.

 thanks,
 t



 Well, I tried dependencywalker.com and opened up the pluggins.

 On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine  wrote:

  Hi Ted,

 You can use the Dependency Walker (http://www.dependencywalker.com/) to
 check the version number of the runtime, the dependencies were compiled
 against.

 I just tried it with the zlib and png dlls contained in VisualStudio 9
 (2008) SP1 prebuild dependencies (
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies),
 and I found that the release versions were compiled with the 9.0.30729
 runtime, which is actually 2008 SP1. The debug version, though, was
 compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib
 is used in both ive and gz plugins. I don't see  how you get the message
 about the 2005 runtime dependency. Double check in the output window of VS
 that the zlib and png dlls that are actually loaded are the good ones.

 Regards,
 Mourad

 On Tue, Nov 24, 2009 at 1:21 AM, ted morris  wrote:

 credist_x86 VisualStudio 2005 (v8) runtimes



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Re: [osg-users] broken osgconv.exe

2009-11-27 Thread ted morris
ok -- well, since I got it working on another box here at home I presume
there must be another matching dll floating around on that PC.

thanks,
t


On Thu, Nov 26, 2009 at 3:00 PM, Mattias Helsing helsin...@gmail.comwrote:

 Hi Ted, J-S, all,

 First - all creds and kudos for the vc90 binary win32 2.8.2 packages
 to Sukender, not me.

 Second - did you (Ted) sort this out? Can we drop it or do you still
 have problems?

 Mattias

 On Wed, Nov 25, 2009 at 1:03 PM, Mattias Helsing helsin...@gmail.com
 wrote:
  Hi again Ted,
 
  I can't find any dll that depends on msvc*80 runtime dll but may have
  some clues to a solution.
 
  On Tue, Nov 24, 2009 at 9:03 PM, ted morris ted.mor...@gmail.com
 wrote:
 
  Yes, I think I resolved finding the 3rdparty dependencies. But for some
  reason, the osgdb_xxx pluggins listed in the last e-mail:
 
  osgdb_gz
  osgdb_curl
  osgdb_ive
  osgdb_png
  osgdb_tiff
  osgdb_tiffd
 
  These all depend on zlib1.dll, which on my system depend correctly on
  msvcp90.dll. I'm guessing that somehow your system picks up some other
  zlib1. The zlib module is very common so there is a good chance you
  already got it embedded with other software. Try setting the PATH
  explicitly like:
  set PATH=vc90_dependencis\bin;vc90_osg\bin
  before running dependency walker or osgviewer
 
 
  dependencywalker shows that these pluggin dlls are still looking for
  MSVCR80.DLL  *and* MSVCR90.DLL
 
  No, osgdb_tiff, _curl and the other plugin in your list depends on
  msvcr90.dll. However they also depend on many other modules that may,
  in turn, depend on whatever runtime they were compiled against.
  Hitting f9 in dependency walker will show you the full path to all
  listed dlls
 
 
  And the other pluggins can't find MSVCR90.DLL.
 
  I think this is a flaw in dependency walker. I don't have your system,
  but my system reports this too where top dependency msvcp90 depends on
  msvcr90. If this is the case also for you then just ignore.
 
  I'm dropping this for now since I can't find anything wrong with the
  binaries on the website. Drop me screenshots, text logs or whatever
  and I'll investigate further.
 
  cheers
  Mattias
 
 
  bizarre.
 
  thanks,
  t
 
 
 
  Well, I tried dependencywalker.com and opened up the pluggins.
 
  On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine
  mourad.boufargu...@gmail.com wrote:
 
  Hi Ted,
  You can use the Dependency Walker (http://www.dependencywalker.com/)
 to
  check the version number of the runtime, the dependencies were compiled
  against.
  I just tried it with the zlib and png dlls contained in VisualStudio 9
  (2008) SP1 prebuild dependencies
  (
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies),
  and I found that the release versions were compiled with the 9.0.30729
  runtime, which is actually 2008 SP1. The debug version, though, was
  compiled with the 9.0.21022 runtime , which is the 2008 runtime. The
 zlib
  is used in both ive and gz plugins. I don't see  how you get the
 message
  about the 2005 runtime dependency. Double check in the output window
 of VS
  that the zlib and png dlls that are actually loaded are the good ones.
  Regards,
  Mourad
  On Tue, Nov 24, 2009 at 1:21 AM, ted morris ted.mor...@gmail.com
 wrote:
 
  credist_x86 VisualStudio 2005 (v8) runtimes
 
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Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-27 Thread Wang Rui
Hi Roland,

These functions are included internal in CMake 2.6 or higher.
Regards,

Wang Rui


2009/11/28 Roland Smeenk roland.sme...@tno.nl

 Hi Wang,

 I am trying to create project files for the book examples by running CMake,
 but some files seem to be missing in CMakeModules. All FindOsg*.cmake files
 include the files Findosg_functions and FindPackageHandleStandardArgs, but
 they are not in the examples download or the SVN repository.

 warmest regards,

 Roland Smeenk

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Re: [osg-users] imageio problems and possible solutions on loading some PNG images.

2009-11-27 Thread E. Wing
I'm betting you hit the same premultiplied alpha problem/limitation
reported in SDL_image.
http://bugzilla.libsdl.org/show_bug.cgi?id=868

The workaround/solution was to add a block of code at the end of the
loader to un-premultiply the alpha (now in the codebase).

If that is indeed the problem and the workaround works, I recommend
you submit the fix for osgdb_ImageIO. Also, please file a bug
report/feature request with Apple. The more reports they get, the
better.

-Eric
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Re: [osg-users] VBO's - lifetime.

2009-11-27 Thread Nico Kruithof
Hi Robert,

Everything works fine now. Thanks a lot for investigating this problem.

-- Nico


On Fri, Nov 27, 2009 at 12:49 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Nico,

 I have just checked in the implementation of the GL object clean up,
 and all the debug messages are now quieten down/removed so the code
 should be good to go for real application work now.

 Please let me know if you still see problems.
 Robert.
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