[osg-users] Triangle mesh looks like a silhouette with no surface detail.

2009-12-04 Thread Ray Stamper
Hi,
I've been building a Delta3D application that uses OSG as the rendering module. 
 It's pretty simple, as all it is meant to do is display some 3D triangle 
meshes and allow them to be moved around.  Up until now, I've just been 
importing 3ds files through the Delta3d api, which worked well enough but was 
limited to 2^16 vertices.  I wrote a class to make a Geode from .ply files, but 
they end up looking a little weird.  Geometrically, they are correct.  The 
problem is that they end up looking like silhouettes.  No surface features can 
be seen.  I would guess this is because I set the Geometry with one colour and 
had it set BIND_OVERALL.  All the DrawElements on the mesh are 
osg::PrimitiveSet::TRIANGLES.  Basically I'm trying to figure out how to make 
the faces subtly stand out a little more, without just picking random colours 
for each face.  I would appreciate suggestions.


Thanks very much,

Cheers,
Ray

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Re: [osg-users] Setting fading property to node

2009-12-04 Thread Akilan Thangamani
Hi,

I tried with the following code to get fading effect from the node  to be 
rendered . I don't get the effect. I wud like to know where I do mistake.
.

.
osg::stateSet* statSet=node-getOrCreateStateSet();
statSet-setMode(GL_LIGHTING, osg::stateAttribute::OFF);
statSet-setMode(GL_BLEND, osg::stateAttribute::ON);
statSet-setRenderingHint(osg::stateSet::TRANSPARENT_BIN);

osg::ref_ptrosg::Material material=new osg::Material;
material-setAlpha(osg::Material::face::FRONT_AND_BACK,0.5);
statSet-setAttribute(material.get());

.
...





Thank you!

Cheers,
Akilan

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Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Robert Osfield
Hi Guy,

I can confirm that this is not a correct solution - as copying a
different size portion of screen certainly isn't what the
Texture2D::copyTexImage2D() is asking to do.

If not texture object is allocated and NPOT is not supported then
probably the right thing to do is recreate a texture object which is
the power of two then use glCopySubImage of the correct size.
However, even this really isn't ideal as the texture coords will be
the wrong size.

Perhaps one simple can't solve the problem using osg::Texture2D as
which ever way you solve it the tex coords will be wrong.  What about
attaching an osg::TextureRectangle?   Or ensuring the size is a valid
power of two prior to calling?

Robert.

On Thu, Dec 3, 2009 at 6:59 PM, Guy Volckaert guy.volcka...@meggitt.com wrote:
 Hi,

 I was having problems with a resizable window that required a render target 
 implementation (like FRAME_BUFFER). The problem only occurred on hardware 
 that did not support NPOT textures (what can I say - I have an old graphic 
 card!). The problem was isolated in Texture2D::copyTexImage2D() which I 
 corrected below (enclosed between MTSI labels).

 Can anyone confirm that this is the correct solution?


 Code:

 inline int ComputeUpperPowerOfTwo( int s )
 {
    static double ks_dLog2 = log10( 2.0 );
    return ( 1  ( int ) ceil( log10( ( double ) s ) / ks_dLog2 ) );
 }

 void Texture2D::copyTexImage2D(State state, int x, int y, int width, int 
 height )
 {
    const unsigned int contextID = state.getContextID();

    if (_internalFormat==0) _internalFormat=GL_RGBA;

    // get the globj for the current contextID.
    TextureObject* textureObject = getTextureObject(contextID);

    if (textureObject)
    {
        if (width==(int)_textureWidth  height==(int)_textureHeight)
        {
            // we have a valid texture object which is the right size
            // so lets play clever and use copyTexSubImage2D instead.
            // this allows use to reuse the texture object and avoid
            // expensive memory allocations.
            copyTexSubImage2D(state,0 ,0, x, y, width, height);
            return;
        }
        // the relevent texture object is not of the right size so
        // needs to been deleted
        // remove previously bound textures.
        dirtyTextureObject();
        // note, dirtyTextureObject() dirties all the texture objects for
        // this texture, is this right?  Perhaps we should dirty just the
        // one for this context.  Note sure yet will leave till later.
        // RO July 2001.
    }


    // remove any previously assigned images as these are nolonger valid.
    _image = NULL;

    // switch off mip-mapping.
    //
    _textureObjectBuffer[contextID] = textureObject = 
 generateTextureObject(contextID,GL_TEXTURE_2D);

    textureObject-bind();

    applyTexParameters(GL_TEXTURE_2D,state);


    bool needHardwareMipMap = (_min_filter != LINEAR  _min_filter != 
 NEAREST);
    bool hardwareMipMapOn = false;
    if (needHardwareMipMap)
    {
        hardwareMipMapOn = isHardwareMipmapGenerationEnabled(state);

        if (!hardwareMipMapOn)
        {
            // have to switch off mip mapping
            notify(NOTICE)Warning: Texture2D::copyTexImage2D() switch 
 off mip mapping as hardware support not available.std::endl;
            _min_filter = LINEAR;
        }
    }

    GenerateMipmapMode mipmapResult = mipmapBeforeTexImage(state, 
 hardwareMipMapOn);

 // MTSI [20091203 guyv]
 // Fixed an an issue with hardware that does not support non-power-of-two 
 textures.
    int tex_width  = width;
    int tex_height = height;

    const Extensions* extensions = getExtensions(contextID,true);
    if( _resizeNonPowerOfTwoHint || 
 !extensions-isNonPowerOfTwoTextureSupported(_min_filter) )
    {
        tex_width = 
 ComputeUpperPowerOfTwo(width-2*_borderWidth)+2*_borderWidth;
        tex_height = 
 ComputeUpperPowerOfTwo(height-2*_borderWidth)+2*_borderWidth;
    }

    // cap the size to what the graphics hardware can handle.
    if (tex_widthextensions-maxTextureSize()) tex_width = 
 extensions-maxTextureSize();
    if (tex_heightextensions-maxTextureSize()) tex_height = 
 extensions-maxTextureSize();

    glCopyTexImage2D( GL_TEXTURE_2D, 0, _internalFormat, x, y, tex_width, 
 tex_height, 0 );

    mipmapAfterTexImage(state, mipmapResult);

    _textureWidth = tex_width;
    _textureHeight = tex_height;
    _numMipmapLevels = 1;

 // ~MTSI [20091203 guyv]

    
 textureObject-setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);


    // inform state that this texture is the current one bound.
    state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
 }





 Cheers,
 Guy

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Re: [osg-users] ScreenCaptureHandler and HUD cameras

2009-12-04 Thread Robert Osfield
Hi JS,

The ScreenCaptureHandler should just attach callbaks to the
salves+master cameras that rendering to a graphics context, and aren't
a RTT Camera.  Camera's in the scene graph are nested within viewer
cameras so won't need callbacks as well.

Robert.

On Thu, Dec 3, 2009 at 9:15 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Robert,

 I was using osgViewer::ScreenCaptureHandler today and noticed that it will
 add the capture callback to scenegraph cameras too (i.e. HUD cameras that
 are in the scene graph). I think this is a mistake. I think it should only
 add the callback to viewer cameras (either main or slave), i.e. cameras that
 have a non-null view pointer.

 What do you think? If you think there might be a valid use case for adding
 the callback to in-scenegraph cameras, perhaps we can add a parameter to the
 addCallbackToViewer so the app can decide whether it wants this or not. I
 can make the change (whatever you decide) but I just wanted to know your
 opinion.

 Thanks in advance,

 J-S
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Re: [osg-users] Problems installing osg on windows

2009-12-04 Thread Robert Osfield
Hi Anthony,

Looks like you have an issue with your install GLU library.

Robert.

On Mon, Nov 23, 2009 at 9:08 AM, Anthony Face litllechic...@hotmail.com wrote:
 Hi,

 I am triing to install osg on windows xp machine.

 I have thoses problèmes of convertion:

 Tessellator.cpp
 .\Tessellator.cpp(44) : error C2664: 'gluTessCallback' : impossible de 
 convertir le paramètre 3 de 'GLU_TESS_CALLBACK' en 'void (__stdcall *)(void)'
        Cette conversion requiert reinterpret_cast, un cast de style C ou un 
 cast de style fonction
 .\Tessellator.cpp(45) : error C2664: 'gluTessCallback' : impossible de 
 convertir le paramètre 3 de 'GLU_TESS_CALLBACK' en 'void (__stdcall *)(void)'
        Cette conversion requiert reinterpret_cast, un cast de style C ou un 
 cast de style fonction
 .\Tessellator.cpp(46) : error C2664: 'gluTessCallback' : impossible de 
 convertir le paramètre 3 de 'GLU_TESS_CALLBACK' en 'void (__stdcall *)(void)'
        Cette conversion requiert reinterpret_cast, un cast de style C ou un 
 cast de style fonction
 .\Tessellator.cpp(47) : error C2664: 'gluTessCallback' : impossible de 
 convertir le paramètre 3 de 'GLU_TESS_CALLBACK' en 'void (__stdcall *)(void)'
        Cette conversion requiert reinterpret_cast, un cast de style C ou un 
 cast de style fonction
 .\Tessellator.cpp(48) : error C2664: 'gluTessCallback' : impossible de 
 convertir le paramètre 3 de 'GLU_TESS_CALLBACK' en 'void (__stdcall *)(void)'
        Cette conversion requiert reinterpret_cast, un cast de style C ou un 
 cast de style fonction


 I dont know how to resolve it and i need help...

 Thank you lot!

 Cheers,
 anthony

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[osg-users] osgwidgetinput crash

2009-12-04 Thread Trajce Nikolov
Hi community,
I am experiencing crashes on half of the osgwidget examples in the code from
the trunk. Anyone with the same experience?

OS: Windows XP
NVIDIA GeForce GTX 260

Nick

http://www.linkedin.com/in/tnikolov
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Re: [osg-users] Triangle mesh looks like a silhouette with no surface detail.

2009-12-04 Thread Robert Osfield
Hi Ray,

My best guess is that you've got the indices of
DrawElementUInt(GL_TRIANGLES) wrong.  Beyond this there really isn't
much I or other can recommend as we don't have the code in front of
us.

The OSG itself now has a ply plugin so why not just use this?  It'll
be in OSG-2.8.2 and svn/trunk.

Robert.

On Fri, Dec 4, 2009 at 3:42 AM, Ray Stamper vijay.ro...@gmail.com wrote:
 Hi,
 I've been building a Delta3D application that uses OSG as the rendering 
 module.  It's pretty simple, as all it is meant to do is display some 3D 
 triangle meshes and allow them to be moved around.  Up until now, I've just 
 been importing 3ds files through the Delta3d api, which worked well enough 
 but was limited to 2^16 vertices.  I wrote a class to make a Geode from .ply 
 files, but they end up looking a little weird.  Geometrically, they are 
 correct.  The problem is that they end up looking like silhouettes.  No 
 surface features can be seen.  I would guess this is because I set the 
 Geometry with one colour and had it set BIND_OVERALL.  All the DrawElements 
 on the mesh are osg::PrimitiveSet::TRIANGLES.  Basically I'm trying to figure 
 out how to make the faces subtly stand out a little more, without just 
 picking random colours for each face.  I would appreciate suggestions.


 Thanks very much,

 Cheers,
 Ray

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Re: [osg-users] osgwidgetinput crash

2009-12-04 Thread Trajce Nikolov
it happens when the app can not finds the font

Nick

http://www.linkedin.com/in/tnikolov
Sent from Devlet, Ankara, Turkey

On Fri, Dec 4, 2009 at 1:08 AM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 Hi community,
 I am experiencing crashes on half of the osgwidget examples in the code
 from the trunk. Anyone with the same experience?

 OS: Windows XP
 NVIDIA GeForce GTX 260

 Nick

 http://www.linkedin.com/in/tnikolov

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[osg-users] GPU GLSL phong tesselation

2009-12-04 Thread Adrian Egli OpenSceneGraph (3D)
Hi all,

i am looking for a GPU GLSL geometry shader (triangle,..) phong tesselation
implementation, did someone still the work? would be greate, i would like to
test a new algorithm for screen space ambient occlusion.

/regards
adrian

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Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-04 Thread J.P. Delport

Hi Art,

attached find my latest attempt. I'll continue with rect support in 
other units/plugin/etc after you give go-ahead.


rgds
jp

J.P. Delport wrote:

Hi Art,

Art Tevs wrote:

Yes, it is the only one place, where the quad is created. The right
place would be to add the multiple texture coordinates there. Yes,
accesing mInputTex (or directly through getInputTextureMap() method)
should be fine there. However make sure that you do this after
Unit::init() call or actually after Unit::setupInputsFromParents()
call. This is because the mInputTex is first correctly setted up just
right after those calls.


OK, I will start with this.


Is it necessary to create coords per input texture, or would it be
OK to always just generate two sets: one for normalised range and
one for rects? This assumes that all input rectangles to a unit has
the same size?



No, I would create coords for every input texture, even if they are
just the same in all cases. This would allow us to introduce later
maybe some kind of TextureCoordinatesMatrix, which can be used to
change the uv-coordinates of the screen sized quad for different
input units. Not sure how one can use it, but why not (maybe for some
special effects) ;)


OK, will make coords per input. I will start with 0 params to 
createTexturedQuadDrawable as this is how it is called in all current 
cases.


We should still then think of how the user can specify coordinates 
manually (maybe extra map to accompany mInputTextures?) or some 
transform like you said.


rgds
jp



cheers, art


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Re: [osg-users] Triangle mesh looks like a silhouette with no surface detail.

2009-12-04 Thread Ulrich Hertlein
On 4/12/09 4:42 AM, Ray Stamper wrote:
 through the Delta3d api, which worked well enough but was limited to 2^16 
 vertices.  I
 wrote a class to make a Geode from .ply files, but they end up looking a 
 little weird.
 Geometrically, they are correct.  The problem is that they end up looking like
 silhouettes.  No surface features can be seen.  I would guess this is because 
 I set the
 Geometry with one colour and had it set BIND_OVERALL.  All the DrawElements 
 on the mesh
 are osg::PrimitiveSet::TRIANGLES.  Basically I'm trying to figure out how to 
 make the
 faces subtly stand out a little more, without just picking random colours for 
 each
 face.  I would appreciate suggestions.

This sounds like you might have the geometry but without any normals.  If this 
is the case
you won't get any shading which can make it look flat.

Cheers,
/ulrich
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Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-04 Thread Art Tevs
Hi J.P.

I think this is the way how to do it. One can even go further and remove the 
height and width vectors in the method since we setup them directly in this 
method. 
Hmm, I wonder if this will work correctly: the screen sized quad is created in 
the very first call of the unit's init method. In most cases the input texture 
is not realized till this moment, hence texture width/height might be 0 in this 
case. This behavior always annoyed me, that texture width/height is 0 before it 
get applied to some state. So the correct width and height will only be setted 
up in the second frame. However try this, maybe I am wrong.

cheers,
art


J.P. Delport wrote:
 Hi Art,
 
 attached find my latest attempt. I'll continue with rect support in 
 other units/plugin/etc after you give go-ahead.
 
 rgds
 jp
 
 J.P. Delport wrote:
 
  Hi Art,
  
  Art Tevs wrote:
  
   Yes, it is the only one place, where the quad is created. The right
   place would be to add the multiple texture coordinates there. Yes,
   accesing mInputTex (or directly through getInputTextureMap() method)
   should be fine there. However make sure that you do this after
   Unit::init() call or actually after Unit::setupInputsFromParents()
   call. This is because the mInputTex is first correctly setted up just
   right after those calls.
   
  
  OK, I will start with this.
  
  
   
Is it necessary to create coords per input texture, or would it be
OK to always just generate two sets: one for normalised range and
one for rects? This assumes that all input rectangles to a unit has
the same size?


   
   No, I would create coords for every input texture, even if they are
   just the same in all cases. This would allow us to introduce later
   maybe some kind of TextureCoordinatesMatrix, which can be used to
   change the uv-coordinates of the screen sized quad for different
   input units. Not sure how one can use it, but why not (maybe for some
   special effects) ;)
   
  
  OK, will make coords per input. I will start with 0 params to 
  createTexturedQuadDrawable as this is how it is called in all current 
  cases.
  
  We should still then think of how the user can specify coordinates 
  manually (maybe extra map to accompany mInputTextures?) or some 
  transform like you said.
  
  rgds
  jp
  
  
   
   cheers, art
   
  
 
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Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-04 Thread J.P. Delport

Hi Art,

Art Tevs wrote:

Hi J.P.

I think this is the way how to do it. One can even go further and
remove the height and width vectors in the method since we setup them
directly in this method. Hmm, I wonder if this will work correctly:
the screen sized quad is created in the very first call of the unit's
init method. In most cases the input texture is not realized till
this moment, hence texture width/height might be 0 in this case. This
behavior always annoyed me, that texture width/height is 0 before it
get applied to some state. So the correct width and height will only
be setted up in the second frame. However try this, maybe I am wrong.



Yes, in all our code we also explicitly set the width/height to get 
around the initial frame problem.


I've run with our code (with rects) and some of the examples and they 
appeared to work OK (only using UnitTexture and UnitInOut at the 
moment). Maybe you can just double check on your side, I'm not so 
familiar with all the examples. I also saw code in 
UnitTexture::setTexture to explicitly set the texture size by using the 
image of the texture, so maybe my test case does not trigger any 0 
initial size problems.


rgds
jp



cheers, art


J.P. Delport wrote:

Hi Art,

attached find my latest attempt. I'll continue with rect support in
 other units/plugin/etc after you give go-ahead.

rgds jp

J.P. Delport wrote:


Hi Art,

Art Tevs wrote:


Yes, it is the only one place, where the quad is created. The
right place would be to add the multiple texture coordinates
there. Yes, accesing mInputTex (or directly through
getInputTextureMap() method) should be fine there. However make
sure that you do this after Unit::init() call or actually after
Unit::setupInputsFromParents() call. This is because the
mInputTex is first correctly setted up just right after those
calls.


OK, I will start with this.



Is it necessary to create coords per input texture, or would
it be OK to always just generate two sets: one for normalised
range and one for rects? This assumes that all input
rectangles to a unit has the same size?



No, I would create coords for every input texture, even if they
are just the same in all cases. This would allow us to
introduce later maybe some kind of TextureCoordinatesMatrix,
which can be used to change the uv-coordinates of the screen
sized quad for different input units. Not sure how one can use
it, but why not (maybe for some special effects) ;)

OK, will make coords per input. I will start with 0 params to 
createTexturedQuadDrawable as this is how it is called in all

current cases.

We should still then think of how the user can specify
coordinates manually (maybe extra map to accompany
mInputTextures?) or some transform like you said.

rgds jp



cheers, art


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Re: [osg-users] Triangle mesh looks like a silhouette with no surface detail.

2009-12-04 Thread Simon Hammett
2009/12/4 Ulrich Hertlein u.hertl...@sandbox.de

 On 4/12/09 4:42 AM, Ray Stamper wrote:
  through the Delta3d api, which worked well enough but was limited to 2^16
 vertices.  I
  wrote a class to make a Geode from .ply files, but they end up looking a
 little weird.
  Geometrically, they are correct.  The problem is that they end up looking
 like
  silhouettes.  No surface features can be seen.  I would guess this is
 because I set the
  Geometry with one colour and had it set BIND_OVERALL.  All the
 DrawElements on the mesh
  are osg::PrimitiveSet::TRIANGLES.  Basically I'm trying to figure out how
 to make the
  faces subtly stand out a little more, without just picking random colours
 for each
  face.  I would appreciate suggestions.

 This sounds like you might have the geometry but without any normals.  If
 this is the case
 you won't get any shading which can make it look flat.

 Cheers,
 /ulrich


Try running the smoothing visitor  on your model.
in osgUtil/SmoothingVisitor

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Re: [osg-users] Animated Models

2009-12-04 Thread Simon Hammett
2009/12/4 J.P. Delport jpdelp...@csir.co.za

 Hi,


 Paul Martz wrote:

 Danny Lesnik wrote:

 How can I create animations within OSG models (similar to cessnafire.osg
 sample scene).?
 for example, how this file was created?


 Look at the OSG file in a text editor and see what nodes it uses.
   -Paul


 Delta3D also has a particle system editor that you might be able to use.

 jp

 And the blender to osg exporter does animations:

http://projects.blender.org/projects/osgexport/

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Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-04 Thread Art Tevs
Hi J.P.,

I've looked over your changes and they seems correct to me. I've also tested 
the examples and everything works fine. So I think at least for non-rect 
textures there is everything ok. If you tested it for rect textures and it 
works, then perfect.
I've submitted your changes, so you can test the version from the svn.

Thank you!

Cheers,
Art

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Re: [osg-users] Animated Models

2009-12-04 Thread Ulrich Hertlein
On 4/12/09 3:14 AM, Danny Lesnik wrote:
 And the second question: Can OSG view animated gifs as model textures? 

I haven't personally used this but the code is there so it should work.

You probably have to start the animation manually.  To do that you need to find 
the
respective image, dynamic_cast it to an ImageStream and (if successful) call 
play() on
that object.

/ulrich
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Re: [osg-users] Picking bug?

2009-12-04 Thread Fred Smith
Thanks for your reply.

I tried modifying LineSegmentIntersector.cpp in osgUtil but it didn't work.

I went all the way and changed everything to use doubles, eg.:


Code:

inline void operator () (const osg::Vec3 _v1,const osg::Vec3 
_v2,const osg::Vec3 _v3, bool treatVertexDataAsTemporary)
{
// Create local osg::Vec3d copies
osg::Vec3d v1(_v1.x(), _v1.y(), _v1.z());
osg::Vec3d v2(_v2.x(), _v2.y(), _v2.z());
osg::Vec3d v3(_v3.x(), _v3.y(), _v3.z());

[...]

if (treatVertexDataAsTemporary)
{
_intersections.insert(std::pairconst 
float,TriangleIntersection(r,TriangleIntersection(_index-1,normal,(float)r1,0,(float)r2,0,(float)r3,0)));
}
else
{
_intersections.insert(std::pairconst 
float,TriangleIntersection(r,TriangleIntersection(_index-1,normal,(float)r1,_v1,(float)r2,_v2,(float)r3,_v3)));
}
 }




I turned all floats into doubles, 0.0f's into 0.0's, all osg::Vec3's into 
osg::Vec3d's...

I still get the same behavior.

Can you please be a bit more specific regarding other alternatives I have? 
(bounding box, pick ray clipping...)

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Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-04 Thread J.P. Delport

Hi Art,

Art Tevs wrote:

Hi J.P.,

I've looked over your changes and they seems correct to me. I've also
tested the examples and everything works fine. So I think at least
for non-rect textures there is everything ok. If you tested it for
rect textures and it works, then perfect. I've submitted your
changes, so you can test the version from the svn.


great.

For my tests it is working good, but I'll also investigate further cases 
next week.


thanks
jp



Thank you!

Cheers, Art

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Re: [osg-users] osgShadow - Application crash

2009-12-04 Thread Jean-Sébastien Guay

Hi Manish,


I have integrated Chipset and no additional 3d graphics card installed .


Yes, I gathered as much from the error messages that you posted.


Is Software rendering is possible ?


For shadows, you really need Framebuffer Objects to get any acceptable 
performance. I have seen some integrated chipsets that will make OSG 
fall back from Framebuffer Objects to pbuffers (as yours does) and then 
work with pbuffer but more slowly. In your case, it seems that your 
driver doesn't even support pbuffers.


You might try upgrading your integrated chipset's driver, perhaps that 
will make it support pbuffers, but I doubt the performance will be 
acceptable. So you'll probably have to disable shadows when running on 
that chipset. Note that it's the application's responsibility to detect 
the hardware or use config files or some other mechanism to disable 
features that aren't supported / are too slow on the current hardware.


Hope this helps,

J-S
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Re: [osg-users] Picking bug?

2009-12-04 Thread J.P. Delport

Hi,

have you checked what the members of the TriangleIntersection struct 
are? I think you must make them double too, this it where we had 
problems in some of our code.


jp

Fred Smith wrote:

Thanks for your reply.

I tried modifying LineSegmentIntersector.cpp in osgUtil but it didn't work.

I went all the way and changed everything to use doubles, eg.:


Code:

inline void operator () (const osg::Vec3 _v1,const osg::Vec3 _v2,const 
osg::Vec3 _v3, bool treatVertexDataAsTemporary)
{
// Create local osg::Vec3d copies
osg::Vec3d v1(_v1.x(), _v1.y(), _v1.z());
osg::Vec3d v2(_v2.x(), _v2.y(), _v2.z());
osg::Vec3d v3(_v3.x(), _v3.y(), _v3.z());

[...]

if (treatVertexDataAsTemporary)
{
_intersections.insert(std::pairconst 
float,TriangleIntersection(r,TriangleIntersection(_index-1,normal,(float)r1,0,(float)r2,0,(float)r3,0)));
}
else
{
_intersections.insert(std::pairconst 
float,TriangleIntersection(r,TriangleIntersection(_index-1,normal,(float)r1,_v1,(float)r2,_v2,(float)r3,_v3)));
}
 }




I turned all floats into doubles, 0.0f's into 0.0's, all osg::Vec3's into 
osg::Vec3d's...

I still get the same behavior.

Can you please be a bit more specific regarding other alternatives I have? 
(bounding box, pick ray clipping...)

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Re: [osg-users] Setting fading property to node

2009-12-04 Thread Jean-Sébastien Guay

Hi Akilan,


statSet-setMode(GL_LIGHTING, osg::stateAttribute::OFF);


[...]


osg::ref_ptrosg::Material material=new osg::Material;
material-setAlpha(osg::Material::face::FRONT_AND_BACK,0.5);
statSet-setAttribute(material.get());


As Paul mentioned in a previous message in this thread, you need 
lighting ENABLED to be able to use materials. Otherwise the material has 
no effect.


Note that setAlpha might not do what you want - it sets the alpha of 
ambient, diffuse, specular and emission colors. I think you'd probably 
just want to set the alpha of the diffuse color, something like


osg::Vec4 diffuse = material-getDiffuse(osg::Material::FRONT_AND_BACK);
diffuse.a() = 0.5;
material-setDiffuse(osg::Material::FRONT_AND_BACK, diffuse);

Hope this helps,

J-S
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Re: [osg-users] Picking bug?

2009-12-04 Thread Simon Hammett
2009/12/4 J.P. Delport jpdelp...@csir.co.za

 Hi,

 have you checked what the members of the TriangleIntersection struct are? I
 think you must make them double too, this it where we had problems in some
 of our code.

 jp


Opps, yes they need changing as well.

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Re: [osg-users] ScreenCaptureHandler and HUD cameras

2009-12-04 Thread Jean-Sébastien Guay

Hi Robert,


The ScreenCaptureHandler should just attach callbaks to the
salves+master cameras that rendering to a graphics context, and aren't
a RTT Camera.  Camera's in the scene graph are nested within viewer
cameras so won't need callbacks as well.


I thought as much. OK, so I'll submit a fix to that.

Thanks,

J-S
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Re: [osg-users] Picking bug?

2009-12-04 Thread Jean-Sébastien Guay

Hi Fred, Simon,


I turned all floats into doubles, 0.0f's into 0.0's, all osg::Vec3's into 
osg::Vec3d's...
I still get the same behavior.


Simon, why don't you submit your code changes (perhaps with a CMake 
switch to change the internal data type used between float and double at 
compile time, kind of like OSG_USE_FLOAT_BOUNDINGBOX / 
OSG_USE_FLOAT_BOUNDINGSPHERE... I'm sure if this is a common problem 
people will be glad to have it in the main OSG code base, only a CMake 
switch away... And then it will be easy to compare performance between 
the two and perhaps make the double version default if there is 
little/no performance difference...


J-S
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Re: [osg-users] Picking bug?

2009-12-04 Thread Robert Osfield
Hi J-S, Fred, Simon,

This topic has arisen previously on osg-submissions, and my
recommendation then was
that support for double maths through the intersection code shouldn't
be a compile option, but an runtime option, this way the ABI wouldn't
change and you could enable it when you needed it.  I still believe
this is the correct route.

As for whether it'll address that issues Fred is seeing I can't say.

Cheers,
Robert.

On Fri, Dec 4, 2009 at 2:04 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Fred, Simon,

 I turned all floats into doubles, 0.0f's into 0.0's, all osg::Vec3's into
 osg::Vec3d's...
 I still get the same behavior.

 Simon, why don't you submit your code changes (perhaps with a CMake switch
 to change the internal data type used between float and double at compile
 time, kind of like OSG_USE_FLOAT_BOUNDINGBOX /
 OSG_USE_FLOAT_BOUNDINGSPHERE... I'm sure if this is a common problem people
 will be glad to have it in the main OSG code base, only a CMake switch
 away... And then it will be easy to compare performance between the two and
 perhaps make the double version default if there is little/no performance
 difference...

 J-S
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Re: [osg-users] Picking bug?

2009-12-04 Thread Jean-Sébastien Guay

Hi Robert,


This topic has arisen previously on osg-submissions, and my
recommendation then was
that support for double maths through the intersection code shouldn't
be a compile option, but an runtime option, this way the ABI wouldn't
change and you could enable it when you needed it.  I still believe
this is the correct route.


Hm, so are you suggesting osgUtil::LineSegmentIntersectord and 
associated *d classes, like we have osg::Vec3f and osg::Vec3d? Or add 
double versions of the methods in these classes? Basically, use the same 
classes but duplicate some methods in them or duplicate the classes 
altogether?


J-S
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Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
Unfortunately, my graphic crad does not support NPOT texture which is why I 
can't use osg::TextureRectangle.

I also tried ensuring that my Texture2D is always a POT when I change the 
windows size (see code below).


Code:

int32 nWitdh = viewport-width();
int32 nHeight = viewport-height();

int32 nPOTWidth = ComputeUpperPowerOfTwo( nWidth );
int32 nPOTHeight = ComputeUpperPowerOfTwo( nHeight );
if( nPOTWidth != pTex2D-getTextureWidth( ) || nPOTHeight != 
pTex2D-getTextureHeight( ) )
{
pTex2D-dirtyTextureObject( );
pTex2D-setTextureSize( nPOTWidth, nPOTHeight );
}
else
{
bDirtyTexture = false;
}

u = double( nWidth ) / nPOTWidth;
v = double( nHeight ) / nPOTHeight;




However that does not work. The Texture2D::copyTexImage2D() eventually gets 
called, but fails to call copyTexSubImage2D() since the width/height passes as 
paramater do not equal the texture width/height.


Code:

if (width==(int)_textureWidth  height==(int)_textureHeight)
{
// we have a valid texture object which is the right size
// so lets play clever and use copyTexSubImage2D instead.
// this allows use to reuse the texture object and avoid
// expensive memory allocations.
copyTexSubImage2D(state,0 ,0, x, y, width, height);
return;
}




Near the end of the Texture2D::copyTexImage2D() function, it simply copies the 
viewport size (width/height) into the texture _textureWidth/_textureHeight and 
thus it becomes a NPOT texture - hense the problem I am experiencing.


Guy

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Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Robert Osfield
Hi Guy,

The GL_TEXTURE_RECTANGLE extension is independent of the NPOT support
in standard GL_TEXTURE_2D that is found in OpenGL 2.0 onwards, so just
because your hardware lacks support for the later, it doesn't mean
that texture rectangle extension is not supported.

Robert.

On Fri, Dec 4, 2009 at 2:37 PM, Guy Volckaert guy.volcka...@meggitt.com wrote:
 Unfortunately, my graphic crad does not support NPOT texture which is why I 
 can't use osg::TextureRectangle.

 I also tried ensuring that my Texture2D is always a POT when I change the 
 windows size (see code below).


 Code:

            int32 nWitdh = viewport-width();
            int32 nHeight = viewport-height();

            int32 nPOTWidth = ComputeUpperPowerOfTwo( nWidth );
            int32 nPOTHeight = ComputeUpperPowerOfTwo( nHeight );
            if( nPOTWidth != pTex2D-getTextureWidth( ) || nPOTHeight != 
 pTex2D-getTextureHeight( ) )
            {
                pTex2D-dirtyTextureObject( );
                pTex2D-setTextureSize( nPOTWidth, nPOTHeight );
            }
            else
            {
                bDirtyTexture = false;
            }

            u = double( nWidth ) / nPOTWidth;
            v = double( nHeight ) / nPOTHeight;




 However that does not work. The Texture2D::copyTexImage2D() eventually gets 
 called, but fails to call copyTexSubImage2D() since the width/height passes 
 as paramater do not equal the texture width/height.


 Code:

        if (width==(int)_textureWidth  height==(int)_textureHeight)
        {
            // we have a valid texture object which is the right size
            // so lets play clever and use copyTexSubImage2D instead.
            // this allows use to reuse the texture object and avoid
            // expensive memory allocations.
            copyTexSubImage2D(state,0 ,0, x, y, width, height);
            return;
        }




 Near the end of the Texture2D::copyTexImage2D() function, it simply copies 
 the viewport size (width/height) into the texture 
 _textureWidth/_textureHeight and thus it becomes a NPOT texture - hense the 
 problem I am experiencing.


 Guy

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Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
Ahhh.. I was not aware of that small detail. Thanks for the info - I will try 
it immediately. 

Guy

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Re: [osg-users] Setting fading property to node

2009-12-04 Thread Paul Martz
J-S's response is correct. But honestly I think you should read through 
the OpenGL red book. From your posts, it sounds like you would benefit 
from the knowledge contained in that book. Knowing OpenGL will help 
immensely with knowing OSG.


The OSG Quick Start Guide also contains a short list of good reference 
material.


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



Akilan Thangamani wrote:

Hi,

I tried with the following code to get fading effect from the node  to be 
rendered . I don't get the effect. I wud like to know where I do mistake.
.

.
osg::stateSet* statSet=node-getOrCreateStateSet();
statSet-setMode(GL_LIGHTING, osg::stateAttribute::OFF);
statSet-setMode(GL_BLEND, osg::stateAttribute::ON);
statSet-setRenderingHint(osg::stateSet::TRANSPARENT_BIN);

osg::ref_ptrosg::Material material=new osg::Material;
material-setAlpha(osg::Material::face::FRONT_AND_BACK,0.5);
statSet-setAttribute(material.get());

.
...





Thank you!

Cheers,
Akilan

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Re: [osg-users] reading a Node file from a remote machine...

2009-12-04 Thread Robert Osfield
Hi Shayne,

On Fri, Dec 4, 2009 at 3:57 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Does osgDB::readNodeFile() provide any support for reading node files that
 reside on remote machines by using an IP address or equivalent? Could the
 Options object provide any support for doing this?

We have the libcurl based plugin for reading from http, is this what
you are after?  To load via the curl plugin just use the URL of your
file.  You can read paged database this way too, as well as take
advantage of a local FileCache.

Robert.
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[osg-users] Multiple paging in CompositeViewer...

2009-12-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Does CompositeViewer support independent paging per camera into the same
database? 

 

For example, let's suppose I have one view from an airplane and another view
from an observer on the ground where each viewer in looking into the same
database positioned at different locations. Each viewer obviously has its
own camera. In this case, does each viewer page the database independently?
Obviously the airplane will have a need to page in more data as he moves
along compared to an observer on the ground that is in a different location
and moving more slowly.

 

Any thoughts or input on this would be most helpful.

-Shayne



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Re: [osg-users] reading a Node file from a remote machine...

2009-12-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the timely reply.

Yes, this is what I had in mind to do. I'm using OSG 2.4.0. Does the libcurl
plugin exist in this version of OSG?

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, December 04, 2009 9:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reading a Node file from a remote machine...

Hi Shayne,

On Fri, Dec 4, 2009 at 3:57 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Does osgDB::readNodeFile() provide any support for reading node files that
 reside on remote machines by using an IP address or equivalent? Could the
 Options object provide any support for doing this?

We have the libcurl based plugin for reading from http, is this what
you are after?  To load via the curl plugin just use the URL of your
file.  You can read paged database this way too, as well as take
advantage of a local FileCache.

Robert.
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[osg-users] New 3DS reader/writer is ready to test

2009-12-04 Thread Sukender
Hi all,

As told on osg-submissions, there is a new 3DS reader/writer plugin into the 
trunk. You're all welcome to test it. What's new? Well:
- Writing support 
- Uses latest lib3ds
- Reader now creates MatrixTransforms instead of groups (points are now as the 
3DS file describes). Use noMatrixTransforms option to get the old behaviour.
- Geometries with more than 65k triangles are automatically split in multiple 
meshes.
- Some fixes (Pivots).

Those who have rights on the plugins page ( 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins ) 
may change it... and write pending... on FBX writing ;)

I just hope there won't be too much bugs...
Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] [build] Preprocessor symbols / definitions and descriptions

2009-12-04 Thread Hartwig Wiesmann
Hi Robert,

thanks for the reply.

I do not use makefiles on any of the supported platforms (actually, I do not 
use any terminal dependent software if I can prevent it). Therefore,  I need to 
know which platform uses which macros or defines.
Furthermore, I really dislike to use libraries out of the box without knowing 
what kind of parameters they set. Example: I am supporting OS X 10.4 but the 
CMake files automatically compile for OSX 10.5 as I have 10.5 installed. 
Therefore, sometimes the wrong include files or libraries are linked in.
Of course I can check which flags CMake files use but this only shifts looking 
for defines from the source code to the makefiles. And I have never found any 
documented makefiles as far as I can remember. So, catching the meaning of 
makefiles is often more difficult than the meaning of source code.


Thank you!

Cheers,
Hartwig

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Re: [osg-users] Picking bug?

2009-12-04 Thread Simon Hammett
2009/12/4 Fred Smith osgfo...@tevs.eu

 Thanks for all your answers.
 Hitting a little bit of a problem in my understanding of the source code.
 If I change TriangleIntersection to use Vec3d and not Vec3:


 Code:

TriangleIntersection(unsigned int index, const osg::Vec3d normal,
 double r1, const osg::Vec3d* v1, double r2, const osg::Vec3d* v2, double r3,
 const osg::Vec3d* v3):
_index(index),
_normal(normal),
_r1(r1),
_v1(v1),
_r2(r2),
_v2(v2),
_r3(r3),
_v3(v3) {}


You're changing the wrong bit. You want the next struct down
TriangleIntersector

struct TriangleIntersector
{
osg::Vec3   _s;  change these
osg::Vec3   _d;
float   _length;

int _index;
float   _ratio;
bool_hit;


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Re: [osg-users] Multiple paging in CompositeViewer...

2009-12-04 Thread Robert Osfield
Hi Shayne,

osgViewer automatically shares a single DatabasePager between Views
when the Views share the same scene graph.  This is required to avoid
inconsistencies in the scene graph causing errors.  Sharing a single
DatabasePager doesn't prevent that pager from handling multiple
viewpoints at the same time, if fact it knows nothing about
viewpoints, it only handles database requests for tiles, so it totally
agnostic to how you manage your viewpoints.  Everything should
basically just work out of the box without any need for specific
settings from yourself.

There is however and outstanding bug relating to multiple viewpoints
causing the pager to not correctly expire subgraphs.  There is also an
issue with trying to mix the DatabasePager and the Registry caching of
models as this disrupts the present expriry scheme.   There are couple
of recent threads on this, including a proposed fix.  I'm awaiting for
feedback from the community before I can address the issues, but once
we get some good test cases I don't expect the problem to be too hard
resolve.

Robert.

On Fri, Dec 4, 2009 at 4:08 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 Does CompositeViewer support independent paging per camera into the same
 database?



 For example, let’s suppose I have one view from an airplane and another view
 from an observer on the ground where each viewer in looking into the same
 database positioned at different locations. Each viewer obviously has its
 own camera. In this case, does each viewer page the database independently?
 Obviously the airplane will have a need to page in more data as he moves
 along compared to an observer on the ground that is in a different location
 and moving more slowly…



 Any thoughts or input on this would be most helpful…

 -Shayne

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Re: [osg-users] reading a Node file from a remote machine...

2009-12-04 Thread Robert Osfield
On Fri, Dec 4, 2009 at 4:15 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Yes, this is what I had in mind to do. I'm using OSG 2.4.0. Does the libcurl
 plugin exist in this version of OSG?

I would recommend upgrading to 2.8.2 it's far more stable, as well as
having more features.  As for what's in 2.4.0 go have a look yourself
- do you have a src/osgPlugins/curl plugin?

Robert.
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[osg-users] osgTerrain::ProxyLayer

2009-12-04 Thread Hartwig Wiesmann
Hi,

a newbie question: what is the purpose of osgTerrain::ProxyLayer?

Thank you!

Cheers,
Hartwig

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[osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-04 Thread Robert Osfield
Hi All,

It's been a long long time since the last dev release, virtue of me
being distracted by work like OpenGL ES, GL object pools etc.  I'm now
almost back on top of submissions, so the time now looks good to make
the 2.9.6 developer release.  Since it's been so long since the last
dev release there has been lots and lots of build and source code
changes so would appreciate testing of svn/trunk so we can catch any
problems prior to the 2.9.6 release - all going well I'll make it this
comming Monday morning.

The API should be pretty compatible between 2.8.x and 2.9.6 so I'm
hopping that users won't see too many problems arising from all these
changes, what I can say is whether all the changes have broken the
build in the less actively used platforms i.e. beyond Linux and
Window.  Even on the most commonly used platforms there are still lots
of different architecture, build and dependency differences to throw a
spanner in the works so as much testing as you can throw at it the
better.

If you see build and runtime issues just post a report of them to
osg-users/forum on this thread, and any fixes to osg-submissions as
complete modified files.

If things work well for you then please email into this thread to
confirm that your plarform/build combination is working fine so I know
how well we are converging to a reasonably stable 2.9.6.

Thanks in advance for your assistance,
Robert.
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Re: [osg-users] Picking bug?

2009-12-04 Thread Fred Smith
Nope, it still doesn't work.

Not my lucky day...

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[osg-users] PagedLOD issue using an external render loop

2009-12-04 Thread Vincent Bourdier

Hi all,

Using pagedLOD in our application, I get a strange issue using the 
external rendering mode.

Our application is a C++ engine managed from a JAVA application, using JNI.

In other words, the render loop (viewer-frame() ) is called from a 
static JNI method by a special Java thread.


If I use the C++ render loop (no Java) the pagedLod makes his job nicely 
:-) but using the Java/Jni mode... there are no model rendered... using 
the osg notify levels, its seems that the Java/jni mode makes the LOD 
unusable.. no children are loaded... the databasePager himself seems to 
be uncalled.


If you have any idea or explanation to help me I would be very happy to 
hear them.


Thanks.

Regards,
  Vincent.


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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-04 Thread Fabien Lavignotte
Hello,
I have tested the trunk r10851 on Windows, MSVC 2008.
I have a problem at build time, osgAnimation wrappers has not linked because a 
method (updateGraph) is not found. I just commented the method, and then 
everything build correclty. The wrappers have not been updated maybe?
During the compilation of my project based on OSG, i need to add a lot of 
headers in order to build with the new OSG : #include osg/MatrixTransform and 
#include algorithm. Hey, a good thing if headers have been cleaned up...

Then, at runtime no problem. It seems to me paging is smoother at first, but 
not so sure after testing an old version of our program. And good news, a 
recent bug that seems to block the paging disappears (the bug appears just 
after i have upgraded my nvidia drivers).
So really good works! Thanks!

Fabien


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: vendredi 4 décembre 2009 18:34
To: OpenSceneGraph Users
Subject: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

Hi All,

It's been a long long time since the last dev release, virtue of me being 
distracted by work like OpenGL ES, GL object pools etc.  I'm now almost back on 
top of submissions, so the time now looks good to make the 2.9.6 developer 
release.  Since it's been so long since the last dev release there has been 
lots and lots of build and source code changes so would appreciate testing of 
svn/trunk so we can catch any problems prior to the 2.9.6 release - all going 
well I'll make it this comming Monday morning.

The API should be pretty compatible between 2.8.x and 2.9.6 so I'm hopping that 
users won't see too many problems arising from all these changes, what I can 
say is whether all the changes have broken the build in the less actively used 
platforms i.e. beyond Linux and Window.  Even on the most commonly used 
platforms there are still lots of different architecture, build and dependency 
differences to throw a spanner in the works so as much testing as you can throw 
at it the better.

If you see build and runtime issues just post a report of them to 
osg-users/forum on this thread, and any fixes to osg-submissions as complete 
modified files.

If things work well for you then please email into this thread to confirm that 
your plarform/build combination is working fine so I know how well we are 
converging to a reasonably stable 2.9.6.

Thanks in advance for your assistance,
Robert.
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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-04 Thread Paul Martz

Paul Martz wrote:

I hope you mean 2.9.7. :)


My mistake. There never was a 2.9.6 release, so you are right. 2.9.6 
will be the next tag.

   -Paul

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Re: [osg-users] Texture2D::copyTexImage2D

2009-12-04 Thread Guy Volckaert
Dude you the greatest. Using osg::TextureRectangle worked!

Thanks for your great help.

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[osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-12-04 Thread Ryan Surkamp
Debugging terrapage plugin results:

We've been seeing the same problem with a single camera moving around in the
database.

Here's what I've been seeing:
TXPNode::traverse - this handles the unloading and loading of LOD 0 tiles.

When loading a tile here's what I see:
When the tile has no other lods, lod 0 node will be loaded (just a geode
node) and attached to a PagedLod node under the TXPNode.
So TXPNode - PagedLOD - geode
When the tile has other lods, the lod 0 node will be loaded (TXPPagedLod),
added to the activeLODList in the databasepager, and attached to the
scenegraph.
So it goes TxpNode - PagedLod - TXPPagedLod - geode group - (geode
group, TXPSeamLOD) etc
*Note that these nodes added to the activeLODList will never be expired by
the databasepager, they will always be in the activelodlist unless you clear
it out.
[I'm assuming the difference is that the tile has other LODs and the other
doesn't, haven't confirmed this.  All I can confirm is that they are lod 0
nodes and their scene graph structures differ.]

The Traverse also unloads the LOD 0 nodes (The PagedLOD nodes under the
TXPNode).  This works fine for the nodes that don't have any other LODs, but
not so well for the Nodes that have other lods / seams.
When the traverse removes a PagedLOD that has a TXPPagedLOD in it, the
database pager never expires that node and never removes it form the active
list. So it hangs around in memory never to be used again.
When that same tile is reloaded, the newly loaded node is pushed onto the
activeLODList and then added to the scenegraph by the database pager.  So if
you are constantly paging LOD 0 nodes in and out by moving around, you'll
eventually run out of memory and crash.

So what we are seeing is that duplicate LOD 0 nodes are being loaded.  I
currently don't have a fix for this, but would like to know what would be
the preferred way of fixing this issue?

The database version is Terrapage 2.2 I believe with 1600 LOD 0 nodes.
Other LODs are present in certain areas.

-Ryan S
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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-04 Thread Wojciech Lewandowski

Hi Robert,

I have been bit out of sync with froums recently. I am curious if the issue 
with color/normal per primitve was resolved ? Its fairly basic functionality 
so I thought I'll remind about this before new release.


Cheers,
Wojtek Lewandowski


--
From: Robert Osfield robert.osfi...@gmail.com
Sent: Friday, December 04, 2009 6:34 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release


Hi All,

It's been a long long time since the last dev release, virtue of me
being distracted by work like OpenGL ES, GL object pools etc.  I'm now
almost back on top of submissions, so the time now looks good to make
the 2.9.6 developer release.  Since it's been so long since the last
dev release there has been lots and lots of build and source code
changes so would appreciate testing of svn/trunk so we can catch any
problems prior to the 2.9.6 release - all going well I'll make it this
comming Monday morning.

The API should be pretty compatible between 2.8.x and 2.9.6 so I'm
hopping that users won't see too many problems arising from all these
changes, what I can say is whether all the changes have broken the
build in the less actively used platforms i.e. beyond Linux and
Window.  Even on the most commonly used platforms there are still lots
of different architecture, build and dependency differences to throw a
spanner in the works so as much testing as you can throw at it the
better.

If you see build and runtime issues just post a report of them to
osg-users/forum on this thread, and any fixes to osg-submissions as
complete modified files.

If things work well for you then please email into this thread to
confirm that your plarform/build combination is working fine so I know
how well we are converging to a reasonably stable 2.9.6.

Thanks in advance for your assistance,
Robert.
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[osg-users] Keep track of screen coordinates of an object

2009-12-04 Thread Martin Aasen
Hi,

I have a scene with a hidden object for the person using the application to 
discover and identify. What I want is a screen shot functionality which focuses 
on this object but keeps the resolution of the original rendering, to be able 
to analyze how many pixels the object covered when it was identified etc. I 
have used the screen shot tutorial available at osgHelp to capture a screen 
shot of the whole rendering:

osg::ref_ptrosg::Image rImage = new osg::Image;
rImage-readPixels( 0, 0, 512, 512, GL_RGB, GL_UNSIGNED_BYTE );
osgDB::writeImageFile( *rImage, screenshot.jpg );

What I want to do is:

osg::ref_ptrosg::Image rImage = new osg::Image;
rImage-readPixels( objectXmin, objectYmin, objectXmax, 
objectYmax, GL_RGB, GL_UNSIGNED_BYTE );
osgDB::writeImageFile( *rImage, screenshot.jpg );

Can anyone give me some pointers on how to get the coordinates objectXmin and 
so on?

Help is much appreciated!

Cheers,
Martin

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[osg-users] Looking for recommendation for (Paged)LODs and terrain visualization

2009-12-04 Thread Hartwig Wiesmann
Hi,

I am looking for a recommendation how to implement best the following problem 
using OSG:

assume that I have terrain data in a (paged) LOD using a specific coordinate 
system.
Now, I want to visualize the same terrain data that is stored in coordinate 
system A in coordinate system B or by using a special projection. What is 
the recommended way of doing this?

Some further information:

- I cannot store the same data in a couple of (paged) LOD databases as the 
amount of data is too large.
- The LOD element selection does not have to be perfect (if it is difficult to 
implement or too time consuming for visualization). The LOD element selection 
could still be done on the original coordinate system but the visualization of 
the data has to be in the other coordinate system or projection.
- I cannot change the database each time I would like to use a different 
coordinate system for visualization - even if it is a fast process - as two 
windows might visualize the same data but with different coordinate systems.


Any ideas how to implement this? Perhaps I have overseen something very trivial 
as I am new to OSG.

Thank you!

Cheers,
Hartwig

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Re: [osg-users] New 3DS reader/writer is ready to test

2009-12-04 Thread Roland Smeenk
Hi Sukender,


Sukender wrote:
 
 Those who have rights on the plugins page ( 
 http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins ) 
 may change it... and write pending... on FBX writing ;)


I made the changes to this page, but please ask wiki editing rights by sending 
and e-mail to Jose Luis Hidalgo. (See 
http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing)
We need all the people that can contribute to the Wiki. The editing rights keep 
spammers out the door very effectively, but unfortunately also new contributors.

kind regards,

Roland Smeenk

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Re: [osg-users] Animated Models

2009-12-04 Thread Danny Lesnik

Ulrich Hertlein wrote:
 On 4/12/09 3:14 AM, Danny Lesnik wrote:
 
  And the second question: Can OSG view animated gifs as model textures? 
  
 
 I haven't personally used this but the code is there so it should work.
 
 You probably have to start the animation manually.  To do that you need to 
 find the
 respective image, dynamic_cast it to an ImageStream and (if successful) 
 call play() on
 that object.
 
 /ulrich
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Hi Ulrich,

How can I find this respective  image?

Best regards,
Danny.

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Re: [osg-users] Animated Models

2009-12-04 Thread Ulrich Hertlein
On 4/12/09 10:46 PM, Danny Lesnik wrote:
 And the second question: Can OSG view animated gifs as model textures? 

 I haven't personally used this but the code is there so it should work.

 You probably have to start the animation manually.  To do that you need to 
 find the
 respective image, dynamic_cast it to an ImageStream and (if successful) 
 call play() on
 that object.
 
 Hi Ulrich,
 
 How can I find this respective  image?

You'll have to write a custom NodeVisitor.

This NV could collect all Images of type ImageStream or it could search for a 
specific
filename.  Have a look at the FindImageStreamsVisitor in 
examples/osgmovie/osgmovie.cpp
for an example.

HTH,
Cheers,
/ulrich
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Re: [osg-users] Keep track of screen coordinates of an object

2009-12-04 Thread Paul Martz
Do you really need a screen shot, or do you just need a count of visible 
pixels? If the latter, then occlusion query will do this for you. You'd 
need to add a draw callback to the object that issues the query, draws 
it, then waits for the pixel count query result.


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



Martin Aasen wrote:

Hi,

I have a scene with a hidden object for the person using the application to 
discover and identify. What I want is a screen shot functionality which focuses on this 
object but keeps the resolution of the original rendering, to be able to analyze how many 
pixels the object covered when it was identified etc. I have used the screen shot 
tutorial available at osgHelp to capture a screen shot of the whole rendering:

osg::ref_ptrosg::Image rImage = new osg::Image;
rImage-readPixels( 0, 0, 512, 512, GL_RGB, GL_UNSIGNED_BYTE );
osgDB::writeImageFile( *rImage, screenshot.jpg );

What I want to do is:

osg::ref_ptrosg::Image rImage = new osg::Image;
rImage-readPixels( objectXmin, objectYmin, objectXmax, 
objectYmax, GL_RGB, GL_UNSIGNED_BYTE );
osgDB::writeImageFile( *rImage, screenshot.jpg );

Can anyone give me some pointers on how to get the coordinates objectXmin and 
so on?

Help is much appreciated!

Cheers,
Martin

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Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release

2009-12-04 Thread Ulrich Hertlein
Hi Robert,

On 4/12/09 6:34 PM, Robert Osfield wrote:
 If things work well for you then please email into this thread to
 confirm that your plarform/build combination is working fine so I know
 how well we are converging to a reasonably stable 2.9.6.

svn r10855 is compiling fine on OS X 10.5.8 with cmake 2.8/Makefile and the 
examples pass
an initial sanity check.

/ulrich
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[osg-users] Does anyone remember how is a mirror/reflection matrix?

2009-12-04 Thread Ricardo Ruiz
Hi friends!


Does anyone remember how is a mirror/reflection matrix? just to simulate a very 
clean floor (repeating models above).
I'd like to create a osg::MatrixTransform and using osg::Matrix, pass this 
mirror matrix.

Thanks.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20935#20935





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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-12-04 Thread Ryan Surkamp
Greetings,

Forgot to mention that I have three hacks that fix/minimize the issue:

Hack #1: Check for duplicates when adding PagedLod to the activeLODList in
FindPagedLODsVisitor. If a duplicate is found it is removed. This code
helped determine if there are duplicates.

Hack #2: In the Terrapage plugin TXPNode::updateScenegraph do the following:
If the node being removed has a child, get it and see if it is a TXPPagedLod
If the child node is a TXPPagedLod, check the tileIdentifier to see if it a
lod 0 node.
If the node is LOD 0, then setup the parameters such that the node will be
paged out by the database pager.  Note that TXPReaderWriter can be edited to
add the filename for LOD 0 tiles.

Hack #3: Put a check in FindPagedLODsVisitor if the PagedLod should be added
to the active list.  Don't add the PagedLod node to the activeLodList if it
shouldn't be.  This requires adding a parameter to the PagedLod node and
editing the ReaderWriter to set that parameter correctly.

Don't have the hacked up code ATM, but I could send it if needed(it's at
work).  It's pretty simple but all seems hackish. As for the orginal
question, it doesn't seem that the tilemanager supports multiple cameras.  I
could see the LOD 0 nodes being paged in and out a lot if multiple cameras
are used.

This was all based on osg 2.8.1 / 2.8.2.

I've just started looking at this code late this week, because it became top
priority bug. If any one has any idea of how to fix the issue properly, I
may be able to invest some time if others cannot.

-Ryan
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