[osg-users] trouble in MSFBO

2010-03-23 Thread Kai Xia
Hi,

I recently got some trouble when I tried to use MultiSample in FBO, I render 
the scene in main camera and render to a FBO with a GL_RGB16F_ARB 
textureRectangle attached, I set the camera like below:
m_OutputColor-setInternalFormat(GL_RGB16F_ARB);
m_MainCamera-setImplicitBufferAttachmentMask(osg::DisplaySettings::IMPLICIT_COLOR_BUFFER_ATTACHMENT,
 osg::DisplaySettings::IMPLICIT_COLOR_BUFFER_ATTACHMENT);
m_MainCamera-attach(osg::Camera::COLOR_BUFFER, m_OutputColor.get(),0, 
0, 0, 8, 8);

but the texture output seem not more smooth than before, and which is worse is 
that there is some obvise black segment on the edge of the objects in 3d scene, 
I dont know what is wrong about this? even I change the texture format to 
GL_RGB / GL_RGBA, the problems remained, could any one tell me how to implement 
MultiSample in FBO, thanks very much!

BTW: I use the latest osg 2.9.7 version to test.


Thank you!

Cheers,
Kai

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25995#25995





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Need help with intersectvisitor

2010-03-23 Thread Robert Osfield
On Mon, Mar 22, 2010 at 10:52 PM, Brett Thomas Lee
brettle...@hotmail.com wrote:
  so finally I get world intersection point. Since I am attaching visitor to 
 mTransform node I will get the world intersection point wrt the root or wrt
 the mTransform?? Also what does the getLocalIntersectPoint() return??

The coordinates in the local coordinate frame of the geometry being interected.

The world intersect point in the local coordinate point transformed by
all the transforms from the root of the intersect traversal to the
intersected geometry.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Stephan Huber
Hi Paul,

Am 22.03.10 17:31, schrieb Paul Martz:
 1. XCode project files need to be updated. (Stephan, will you have any
 time to contribute this in the near future, or do we need another
 volunteer?)

Can you merge revision [10006] into the osg-2.8 branch? this will fix a
compile-issue when compiling for 64bit and the xcode-projects.

http://www.openscenegraph.org/projects/osg/changeset/10006/OpenSceneGraph/trunk

thanks,

Stephan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] change axis with TrackballManipulator

2010-03-23 Thread Manuel Silvestre
Hello friends,

I have a problem with camera view, I have a object that change their 
coordinates all the time and I want that the camera shows the object's first 
person view. My code is :

Code:

osgGA::TrackballManipulator *trackballManipulator = new 
osgGA::TrackballManipulator();
viewer.setCameraManipulator(trackballManipulator);

trackballManipulator-setByMatrix(setCameraPosition(Buf.ObjPosX, 
Buf.ObjPosY,Buf.ObjPosZ,Buf.ObsPosH,Buf.ObsPosP,Buf.ObsPosR));




where setCameraPosition is 

Code:

osg::Matrixd setCameraPosition(double posX , double posY , double posZ , 
double rotH , double rotP , double rotR){
osg::Matrixd myCameraMatrix;
osg::Matrixd cameraRotation;
osg::Matrixd cameraTrans;

cameraRotation.makeRotate(
osg::DegreesToRadians(rotR), osg::Vec3(0,1,0), // roll
osg::DegreesToRadians(rotP), osg::Vec3(1,0,0) , // pitch
osg::DegreesToRadians(rotH), osg::Vec3(0,0,1) ); // heading


cameraTrans.makeTranslate( posX, posY, posZ);

myCameraMatrix = cameraRotation * cameraTrans;

return myCameraMatrix;

}




my problem is that  when I use


Code:

trackballManipulator-setByMatrix(setCameraPosition(Buf.ObjPosX, 
Buf.ObjPosY,Buf.ObjPosZ,Buf.ObsPosH,Buf.ObsPosP,Buf.ObsPosR));




the view axis Z is now X, the view axis X is Y and Y is now Z, any idea for 
solve my problem?


Thank you!

manue

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25979#25979





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 03/23/2010 03:13 AM, Paul Martz wrote:
 Thanks, Cedric. I found r10362 had this change, and it's now merged
 into the 2.8 branch. I definitely get different results, but
 haven't had a chance to compare to trunk, so if you could please
 take a look and let me know if it's now correct, I'd appreciate
 it. -Paul

I did a svn update and check all animation examples, it works as expected.

Cheers,
Cedric




 Cedric Pinson wrote: On 03/22/10 22:03, Cedric Pinson wrote:
 On 03/22/10 20:15, Robert Osfield wrote:
 Hi Cedric, On Mon, Mar 22, 2010 at 7:08 PM, Cedric Pinson
 cedric.pin...@plopbyte.net wrote:
 I tried osgAnimation with this release, and there is
 difference with the trunk behavior. The test is to use
 osganimationhardware with bignathan.osg the one with the
 trunk works as expected and the one in this release seems
 to blend multiple animations.

 It looks like the clone problem... because i instanciate
 multiple
 item
 from the input. I will try to check it this evening
 Didn't you provide updated .osg files for the changes in
 osgAnimation? Could there be a coupling between other
 changes in OpenSceneGraph-Data and which version of
 osgAnimation you have? I presume 2.8.3 will need to have a
 new OpenSceneGraph-Data made from it's own svn/trunk.
 Robert. ___
 osg-users mailing list osg-users@lists.openscenegraph.org


 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





 I dont know yet the format should be the same if osgAnimation is
 synced to trunk, so i am doing some diff to check where it
 could have a problem

 Cheers, Cedric

 I think i get it comes from node.cpp:

 diff Node.cpp ~/dev/osg-trunk-svn/src/osg/Node.cpp 77c77 
 _updateCallback(node._updateCallback), ---
 _updateCallback(copyop(node._updateCallback.get())),
 80c80  _cullCallback(node._cullCallback), ---
 _cullCallback(copyop(node._cullCallback.get())),


 copying Node.cpp into the release 2.8.3 works as expected

 Cheers, Cedric


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 ___ osg-users mailing
 list osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

- --

Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.14 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAkuokVkACgkQs6ZHzVQN0IjWBQCfZA+pCEt8InP7a95HJubJdP5W
vd4AoJZWQlDQjkRRkmba+GE2cDQrHRtK
=y6E2
-END PGP SIGNATURE-

attachment: cedric_pinson.vcf___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgQt: compile error in moc_QGraphicsViewAdapter.cxx

2010-03-23 Thread John Vidar Larring

Hi all,

When compiling the latest osg trunk (rev11277) I get the following 
compile error for osgQt on win32 VS2008:


13-- Build started: Project: osgQt, Configuration: Release Win32 --
13Generating __/__/include/osgQt/moc_QGraphicsViewAdapter.cxx
13Compiling...
13moc_QGraphicsViewAdapter.cxx
13.\__\__\include\osgQt\moc_QGraphicsViewAdapter.cxx(11) : fatal error 
C1189: #error :  The header file 'QGraphicsViewAdapter' doesn't include 
QObject.


The currently installed Qt version is 4.4.3. I know this is not the 
latest one, but there are other project restriction which does not allow 
me to upgrade Qt right now.


I am very happy that the osgQt library is emerging and I se great 
potential for further integration between Qt and OSG. However, does any 
one know if there are any specific Qt version requirements for this 
library? Qt 4.5? Qt 4.6?


My current work-around is to disable everything Qt in OSG by setting 
QT_QMAKE_EXECUTABLE to an invalid path .e.g.: 
C:/Qt/4.4.3/bin/qmake.exe.hide .


Best regards,
John

--
This email was Anti Virus checked by Astaro Security Gateway. 
http://www.astaro.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPlugins] SVG plugin on Windows

2010-03-23 Thread Pascal Guehl
Hi,

I'm using the OSG 2.8.2 stable release. I have to build the SVG plugin on 
Windows with VC7 and VC8.

It depends on librsvg and cairo.
Compiling Cairo is simple, but librsvg is not so trivial.

I try to install a MinGW environment. But the compilation needs to have a MSys, 
GTK, Perl, etc...
The problem is to find all the dependances with the right version number.

I try get files from the site gtk+.
Finally, with some hacks, I compile the librsvg, but all call to free and 
delete methods in the plugin crash in memory. It only works in Debug if I don't 
care abour assert in Microsoft Visual. And it don't work in Release...

I can't find official release of .lib and .dll for librsvg and all its 
dependencies.
I try get them from the site gtk2hs.
But, when I launch the SVG plugin of OSG, there are missing symbols in some 
DLL...

Is there someone that can help me to get all the needed files for the SVG 
plugin ?

Thank you !

Cheers,
Pascal

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26001#26001





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgAnimation morphing

2010-03-23 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 03/22/2010 09:04 PM, Garrett Cope wrote:
 Hi,

 To Cedric - or anyone else well versed with MorphGeometry in
 osgAnimation:

 I'm attempting to implement a coordinate interpolator. Basically,
 animating a mesh with vertex-independent transforms. It seems to me
 that MorphGeometry should accomplish this, but after digging
 through the functionality either I am misunderstanding it or maybe
 trying to use it in an unintended way.

 It's easy enough to set up an initial MorphGeometry 'A' and a
 single morph target 'B'. But now let's say we want to morph from
 the new target 'B' to another target 'C'. I see how to set multiple
 morph targets for a single transition like A to .5B+.5C but how
 would I set it up to go from A to B to C?

 Thanks in advance, Jamie

 -- Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=25984#25984





 ___ osg-users mailing
 list osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Hi

Jamie,

Looking in the source code seems that morph geometry is able to do
multiple target. I think you can add multiple shape then control the
contribution of each shape to the final result. I am not the original
author, so i let him to adjust my answer.

from MorphGeometry.cpp:

/bool initialized = false;
if (_method == NORMALIZED)
{
// base * 1 - (sum of weights) + sum of (weight * target)
float baseWeight = 0;
for (unsigned int i=0; i  _morphTargets.size(); i++)
{
baseWeight += _morphTargets[i].getWeight();
}
baseWeight = 1 - baseWeight;

if (baseWeight != 0)
{
initialized = true;
for (unsigned int i=0; i  pos-size(); i++)
{
(*pos)[i] = _positionSource[i] * baseWeight;
}
if (_morphNormals)
{
for (unsigned int i=0; i  normal-size(); i++)
{
(*normal)[i] = _normalSource[i] * baseWeight;
}
}
}
}
else //if (_method == RELATIVE)
{
// base + sum of (weight * target)
initialized = true;
for (unsigned int i=0; i  pos-size(); i++)
{
(*pos)[i] = _positionSource[i];
}
if (_morphNormals)
{
for (unsigned int i=0; i  normal-size(); i++)
{
(*normal)[i] = _normalSource[i];
}
}
}
/
Cheers,
Cedric

- -- 

Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
-BEGIN PGP SIGNATURE-
Version: GnuPG v2.0.14 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAkuookUACgkQs6ZHzVQN0Ijz6ACeKrPVf/E5ngSK2RtGEPkurK/g
aR0An21LG4hPes0zOclpdJVHRelhDnXX
=hI7t
-END PGP SIGNATURE-

attachment: cedric_pinson.vcf___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] trouble in MSFBO

2010-03-23 Thread Michael Platings
Hi Kai, a screenshot would help us diagnose the problem.

The black segments on the edges of you objects may be because your shader
varyings aren't centroid. Read this article for an explanation:
http://www.opengl.org/pipeline/article/vol003_6/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgQt: compile error in moc_QGraphicsViewAdapter.cxx

2010-03-23 Thread Trajce (Nick) Nikolov
Hi John,

I had the same issue yesterday. I am not  a Qt guru, but the way how I
resolved this issue was by simply removing that file and let it be
regenerated by Qt with the version you are using

-Nick


On Tue, Mar 23, 2010 at 12:31 PM, John Vidar Larring
larr...@weatherone.tvwrote:

 Hi all,

 When compiling the latest osg trunk (rev11277) I get the following compile
 error for osgQt on win32 VS2008:

 13-- Build started: Project: osgQt, Configuration: Release Win32
 --
 13Generating __/__/include/osgQt/moc_QGraphicsViewAdapter.cxx
 13Compiling...
 13moc_QGraphicsViewAdapter.cxx
 13.\__\__\include\osgQt\moc_QGraphicsViewAdapter.cxx(11) : fatal error
 C1189: #error :  The header file 'QGraphicsViewAdapter' doesn't include
 QObject.

 The currently installed Qt version is 4.4.3. I know this is not the latest
 one, but there are other project restriction which does not allow me to
 upgrade Qt right now.

 I am very happy that the osgQt library is emerging and I se great potential
 for further integration between Qt and OSG. However, does any one know if
 there are any specific Qt version requirements for this library? Qt 4.5? Qt
 4.6?

 My current work-around is to disable everything Qt in OSG by setting
 QT_QMAKE_EXECUTABLE to an invalid path .e.g.: C:/Qt/4.4.3/bin/qmake.exe.hide
 .

 Best regards,
 John

 --
 This email was Anti Virus checked by Astaro Security Gateway.
 http://www.astaro.com
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Andy Skinner
I was able to build from the updated 2.8 branch last night.  This morning I was 
able to telnet to a mac and run osgconv without complaints about not being able 
to get to the display.  That was the case we were testing before.

thanks
andy

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
 Sent: Monday, March 22, 2010 6:27 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] 2.8.3 testing
 
 Chuck Seberino wrote:
  Andy and Paul -
 
  I submitted a fix for this (r10927) which reorders some of the ifdef
 checking so that it works properly under OSX.
 
 Thanks, r10927 is now merged onto the 2.8 branch. Andy, let me know how
 that works for you. (I wasn't seeing this problem on 32bit OS X 10.5; I
 do a ccmake to generate makefiles and build with gcc on the command
 line, apparently a different configuration from you?)
 
 And, sorry I wasn't able to get to this sooner. We had a temporary
 internet outage in the area. Back online now (obviously).
 -Paul
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-
 openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgQt: compile error in moc_QGraphicsViewAdapter.cxx

2010-03-23 Thread Robert Osfield
Hi JOhn  Nick,

On Tue, Mar 23, 2010 at 12:37 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
 Hi John,
 I had the same issue yesterday. I am not  a Qt guru, but the way how I
 resolved this issue was by simply removing that file and let it be
 regenerated by Qt with the version you are using

Curious.  The moc_QGraphicsViewAdapter.cxx is not part of svn/trunk
but created by CMake/Moc so it should always be relevant to version of
Qt you have, unless the Qt version changes in which case the file
would need updating.  Perhaps changes to QGraphcsViewAdapter class
aren't picked up either, and require a manual update.

I've just do a touch incldue/osgQt/QGraphicsViewAdapter and Cmake
automatically did update moc_QGraphicsViewAfapter.cxx automatically,
but this is when using unix make command, perhaps the WIndows build in
VS doesn't support this.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Jean-Sébastien Guay

Hi Paul,


Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building
I'll test what I can.


Builds fine. I've also set up a nightly build (called Whitestar_vc9sp1 
(2.8 branch)).


As for testing, I've tested a few models in osgviewer, as well as the 
fbx plugin and the dae plugin. The fbx plugin seems to indeed have all 
the latest fixes, and the dae plugin is missing several fixes (as expected).


Other than that, could you make a list of what 2.8.3 is supposed to fix 
over 2.8.2, and from that list maybe we can devise a list of tests to 
run to confirm that those things, at least, are really fixed?


Tomorrow I'll test 2.8.3 in our software which will make for a more 
complete test.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Changing mouse cursor

2010-03-23 Thread Carlos Sanches
Hi all !
How Can I change the mouse cursor for some other art that I did ?
thanks
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Changing mouse cursor

2010-03-23 Thread Trajce (Nick) Nikolov
which platform? which OS?
-Nick


On Tue, Mar 23, 2010 at 3:26 PM, Carlos Sanches ces...@gmail.com wrote:

 Hi all !
 How Can I change the mouse cursor for some other art that I did ?
 thanks

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Changing mouse cursor

2010-03-23 Thread Carlos Sanches
Linux Ubuntu

On Tue, Mar 23, 2010 at 10:27 AM, Trajce (Nick) Nikolov 
nikolov.tra...@gmail.com wrote:

 which platform? which OS?
 -Nick


 On Tue, Mar 23, 2010 at 3:26 PM, Carlos Sanches ces...@gmail.com wrote:

 Hi all !
 How Can I change the mouse cursor for some other art that I did ?
 thanks

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
   Carlos Sanches
Desenvolvimento de software

Tel:  55 11 3816 2888
Cel: 55 11 6366 2677
msn: ce...@hotmail.com

  Somar Meteorologia
www.somarmeteorologia.com.br
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Changing mouse cursor

2010-03-23 Thread Trajce (Nick) Nikolov
I am windows developer. I could help you on windows. Wait for the linux
gurus to answer
Sorry

-Nick


On Tue, Mar 23, 2010 at 3:38 PM, Carlos Sanches ces...@gmail.com wrote:

 Linux Ubuntu


 On Tue, Mar 23, 2010 at 10:27 AM, Trajce (Nick) Nikolov 
 nikolov.tra...@gmail.com wrote:

 which platform? which OS?
 -Nick


 On Tue, Mar 23, 2010 at 3:26 PM, Carlos Sanches ces...@gmail.com wrote:

 Hi all !
 How Can I change the mouse cursor for some other art that I did ?
 thanks

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
Carlos Sanches
 Desenvolvimento de software

 Tel:  55 11 3816 2888
 Cel: 55 11 6366 2677
 msn: ce...@hotmail.com

   Somar Meteorologia
 www.somarmeteorologia.com.br


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] trouble in MSFBO

2010-03-23 Thread Paul Martz

Kai Xia wrote:

but the texture output seem not more smooth than before, and which is worse is 
that there is some obvise black segment on the edge of the objects in 3d scene, 
I dont know what is wrong about this? even I change the texture format to 
GL_RGB / GL_RGBA, the problems remained, could any one tell me how to implement 
MultiSample in FBO, thanks very much!


Hm. It works fine for me with a GL_RGBA texture, and the camera 
configured as follows:


rootCamera-attach( osg::Camera::COLOR_BUFFER0, tex, 0, 0, false, 
8, 8 );
rootCamera-setRenderTargetImplementation( 
osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::FRAME_BUFFER );

rootCamera-setImplicitBufferAttachmentMask(

osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT|osg::Camera::IMPLICIT_DEPTH_BUFFER_ATTACHMENT,
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );


   -Paul


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Paul Martz

Jean-Sébastien Guay wrote:

Hi Paul,


Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building
I'll test what I can.


Builds fine. I've also set up a nightly build (called Whitestar_vc9sp1 
(2.8 branch)).


Thanks. I'm also running daily CDash builds for Windows and Darwin/OSX, 
though we still have the reporting issue with Darwin that I've mentioned 
before. (The Darwin build fails to report any errors when the build 
fails, and always reports that the build took less than a minute even 
though it clearly takes about 40 minutes. Not sure what's going wrong here.)


As for testing, I've tested a few models in osgviewer, as well as the 
fbx plugin and the dae plugin. The fbx plugin seems to indeed have all 
the latest fixes, and the dae plugin is missing several fixes (as 
expected).


I have to apologize about the dae plugin. I was just too chicken to go 
through with the merge, after a couple attempts. :-(


Other than that, could you make a list of what 2.8.3 is supposed to fix 
over 2.8.2, and from that list maybe we can devise a list of tests to 
run to confirm that those things, at least, are really fixed?


The wiki page has a bullet point summary of major changes, plus also 
contains a nearly complete list of revisions merged from trunk:

  http://www.openscenegraph.org/projects/osg/wiki/Support/283release
Are you after more info than that? (Perhaps a more human-readable list 
of changes, instead of just revision numbers?)


Tomorrow I'll test 2.8.3 in our software which will make for a more 
complete test.


Thanks. I'm also testing with my external projects.
   -Paul



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Jean-Sébastien Guay

Hi Paul,


I have to apologize about the dae plugin. I was just too chicken to go
through with the merge, after a couple attempts. :-(


Hehe, no problem. It can be in a 2.8.4 eventually, if 2.10 takes too 
much time. For now our projects that need it can run off of SVN trunk 
while in development. When we come to the point of distributing them, it 
would be nice to link to an available stable release, but we'll see then.



Other than that, could you make a list of what 2.8.3 is supposed to
fix over 2.8.2, and from that list maybe we can devise a list of tests
to run to confirm that those things, at least, are really fixed?


The wiki page has a bullet point summary of major changes, plus also
contains a nearly complete list of revisions merged from trunk:
http://www.openscenegraph.org/projects/osg/wiki/Support/283release
Are you after more info than that? (Perhaps a more human-readable list
of changes, instead of just revision numbers?)


I was thinking of a list of specific command lines we could run to test, 
but perhaps that's too much to ask (though it would make life easier for 
testers, thus increase the chances that more people will test). I guess 
if I build our internal projects against it and test that it would be 
sufficient.


Thanks,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Garrett Cope
Hi,

I noticed that osgAnimation::animation::update uses floating point precision 
rather than double for it's calculations. 

Was there a reason for this choice? I'm experiencing a noticeable loss of 
precision in my animations at this point.

Thanks for your help,

Jamie

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26016#26016





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] TexGen for large surface

2010-03-23 Thread Sid Vic
Hi,

ive created a surface (e.g. terrain) by the delaunaytriangulator. the generated 
traingle-mesh looks fine and now i want to place a texture on top of it.

Could someone explain me the steps for usage with texgennode?

What i did so far: 

- ive looked at the osgspotlight example

here is my code for setting up the texgennode:

Code:

osg::TexGenNode* texgenNode = new osg::TexGenNode;
texgenNode-setTextureUnit(1);
osg::TexGen* texgen = texgenNode-getTexGen();
texgen-setMode(osg::TexGen::OBJECT_LINEAR ); //EYE_LINEAR
//position in the middle of the surface .. a little bit above it in z-direction 
osg::Vec3f position(-(xmax+xmin)/2,(ymax+ymin)/2,3.0f);
//look down along the z-axis
osg::Vec3f direction(0.0f,0.0f,-1.0f);
//camera head to
osg::Vec3 up(0.0f,1.0f,0.0f);
texgen-setPlanesFromMatrix(osg::Matrixd::lookAt(position, 
position+direction,up)*
osg::Matrixd::perspective(0,1.0,0.1,100));



what do i need to do next? i set the surface-node as child to the texgenNode. 
But which attributes needs to be set for the surface node? 

Thank you!

Cheers,
Sid

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26017#26017





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] positioning osg model at lat, lon

2010-03-23 Thread Akilan Thangamani
Hi,

I tried to place cessna model at given latitude and longitude on a earth model 
created by geotiff earth file warped over sphere (similar to the example 
osgSimulation). But the model is positioned at some strange place. The way I do 
placing is,

...
.
osg::Node* cessna = osgDB::readNodeFile(cessna.osg);
if (cessna)
{
double s = 20.0 / cessna-getBound().radius();

osg::MatrixTransform* scaler = new osg::MatrixTransform;
scaler-addChild(cessna);
scaler-setMatrix(osg::Matrixd::scale(s,s,s)*osg::Matrixd::rotate(rotation));
scaler-getOrCreateStateSet()-setMode(GL_RESCALE_NORMAL,osg::StateAttribute::ON);

osg::MatrixTransform* mt = new osg::MatrixTransform;
mt-addChild(scaler);


 rot.makeRotate(osg::DegreesToRadians(90.0),0.0,0.0,1.0);

...
osg::EllipsoidModel* ellipsoid = csn-getEllipsoidModel();
if (ellipsoid)
{
osg::Matrixd matrix;

lat=11.0;
lon=78.0;
ht=100.0 * 1000.0;


ellipsoid-computeLocalToWorldTransformFromLatLongHeight(lat,long,ht,matrix);
matrix.preMultRotate(rot);
mt-setMatrix(matrix);
}

csn-addChild(mt);
...


The coordinate system node is of the earth file (Geotif). I wud like to know 
the mistake I do.

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26018#26018





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] StatsHandler and GraphicsContext

2010-03-23 Thread Jean-Sébastien Guay

Hi Robert,


The Stats are meant to be on screen, so it looks for a graphics
window, a pretty natural association normally.


Except that in some apps, the only context available might not be a 
graphics window since it will be rendering offscreen... Which is my case.



Perhaps trying GraphicsWindow's first then in none are available fall
back to any GraphicsContext's that are available.


If you're OK with this way of doing it I'll do that and submit it.

Thanks,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Paul Martz

Jim Brooks wrote:

Had compile errors on FreeBSD 8.
Fixed with these two lines:

src/OpenThreads/pthreads/CMakLists.txt

IF(HAVE_PTHREAD_SETAFFINITY_NP)

 IF(NOT CMAKE_SYSTEM_NAME MATCHES FreeBSD)   #---fix---

ADD_DEFINITIONS(-DHAVE_PTHREAD_SETAFFINITY_NP)

 ENDIF(NOT CMAKE_SYSTEM_NAME MATCHES FreeBSD)  #---fix---



Thanks; let's discuss this in osg-submissions where Robert has already 
replied.

   -Paul


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Changing mouse cursor

2010-03-23 Thread Maxim Gammer
//

osgViewer::Viewer::Windows windows;

viewer-getWindows(windows);

for(osgViewer::Viewer::Windows::iterator itr = windows.begin(); itr !=
windows.end();++itr)

{

//(*itr)-useCursor(false);

(*itr)-setCursor(osgViewer::GraphicsWindow::NoCursor);

 }


2010/3/23 Trajce (Nick) Nikolov nikolov.tra...@gmail.com

 I am windows developer. I could help you on windows. Wait for the linux
 gurus to answer
 Sorry

 -Nick



 On Tue, Mar 23, 2010 at 3:38 PM, Carlos Sanches ces...@gmail.com wrote:

 Linux Ubuntu


 On Tue, Mar 23, 2010 at 10:27 AM, Trajce (Nick) Nikolov 
 nikolov.tra...@gmail.com wrote:

 which platform? which OS?
 -Nick


 On Tue, Mar 23, 2010 at 3:26 PM, Carlos Sanches ces...@gmail.comwrote:

 Hi all !
 How Can I change the mouse cursor for some other art that I did ?
 thanks

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
Carlos Sanches
 Desenvolvimento de software

 Tel:  55 11 3816 2888
 Cel: 55 11 6366 2677
 msn: ce...@hotmail.com

   Somar Meteorologia
 www.somarmeteorologia.com.br


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Maxim Gammer
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] StatsHandler and GraphicsContext

2010-03-23 Thread Robert Osfield
On Tue, Mar 23, 2010 at 3:23 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Perhaps trying GraphicsWindow's first then in none are available fall
 back to any GraphicsContext's that are available.

 If you're OK with this way of doing it I'll do that and submit it.

I'm OK with it... feel free to submit :-)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANGLE - a possible helper under Windows?

2010-03-23 Thread Alok Priyadarshi
Hi Robert,
What is the release schedule for OSG 3.0?

I would also love to showcase something based on OSG in Google IO
which is on May 19th. Can you think of an existing OSG demo that can
be ported to GLES 2.0? The motivation behind using Native Client
instead of WebGL is that in addition to rendering you have other stuff
like physics, terrain decoding, etc.

-Alok

On Fri, Mar 19, 2010 at 1:55 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Alok,

 On Fri, Mar 19, 2010 at 6:20 PM, Alok Priyadarshi al...@chromium.org wrote:
 I am one of the contributors to the ANGLE project. Feel free to send
 questions/concerns my way. I have been an old-time osg user (since my
 grad school days) and would love to help.

 Nice to see how exposure to the OSG at university pays dividends to
 the OSG project long term :-)

 As a side-project I am also porting osg to native-client. Since
 native-client only supports OpenGL ES 2.0, I have a vested interest in
 the GLES backend of OpenSceneGraph.

 It'll be great to have native-client support, it's another area that
 I'm very curious about, but alas not yet with the time to dabble.
 Please keep us update on how things progress, and if there are tweaks
 to the OSG that support native-client then just throw out your
 questions/suggestions and we'll see what we can do.

 Do you have thoughts on how long it might take to do the port to
 native-client?  I'm wondering if it'd be possible to roll support into
 OSG-3.0.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] positioning osg model at lat, lon

2010-03-23 Thread Nilsson Lars
Hi,
computeLocalToWorldTransformFromLatLongHeight take lat,lon as radians, not 
degrees.

Regards Lars


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Akilan 
Thangamani
Sent: den 23 mars 2010 16:19
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] positioning osg model at lat, lon

Hi,

I tried to place cessna model at given latitude and longitude on a earth model 
created by geotiff earth file warped over sphere (similar to the example 
osgSimulation). But the model is positioned at some strange place. The way I do 
placing is,

...
.
osg::Node* cessna = osgDB::readNodeFile(cessna.osg);
if (cessna)
{
double s = 20.0 / cessna-getBound().radius();

osg::MatrixTransform* scaler = new osg::MatrixTransform;
scaler-addChild(cessna);
scaler-setMatrix(osg::Matrixd::scale(s,s,s)*osg::Matrixd::rotate(rotation));
scaler-getOrCreateStateSet()-setMode(GL_RESCALE_NORMAL,osg::StateAttribute::ON);

osg::MatrixTransform* mt = new osg::MatrixTransform;
mt-addChild(scaler);


 rot.makeRotate(osg::DegreesToRadians(90.0),0.0,0.0,1.0);

...
osg::EllipsoidModel* ellipsoid = csn-getEllipsoidModel();
if (ellipsoid)
{
osg::Matrixd matrix;

lat=11.0;
lon=78.0;
ht=100.0 * 1000.0;


ellipsoid-computeLocalToWorldTransformFromLatLongHeight(lat,long,ht,matrix);
matrix.preMultRotate(rot);
mt-setMatrix(matrix);
}

csn-addChild(mt);
...


The coordinate system node is of the earth file (Geotif). I wud like to know 
the mistake I do.

Thanks

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26018#26018





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANGLE - a possible helper under Windows?

2010-03-23 Thread Robert Osfield
Hi Alok,

On Tue, Mar 23, 2010 at 4:00 PM, Alok Priyadarshi al...@chromium.org wrote:
 What is the release schedule for OSG 3.0?

I don't have a specific schedule for OSG 3.0, I have set a couple of
feature targets for 3.0 that haven't yet been tackled - the key one
being shader composition.

 I would also love to showcase something based on OSG in Google IO
 which is on May 19th. Can you think of an existing OSG demo that can
 be ported to GLES 2.0? The motivation behind using Native Client
 instead of WebGL is that in addition to rendering you have other stuff
 like physics, terrain decoding, etc.

I don't have any sophisticated demos to hand, but I'm sure we could
put together a few technology demos together if the community pitch in
:-)

Such demos don't require OSG-3.0 though, a dev release would be
sufficient.  I would say that I'd very much like to have 3.0 done by
mid May, I don't yet know how practical this is though - it depends
upon how complex shader composition turns out to be, and how much
commercial work I take on.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Garrett Cope
Michael,

Thanks for the reply. I figured that was probably the reason, but wanted to 
check since it seems that other plugins (like osgParticle) carry the double 
precision through the update functions.

I think all of the update functions would have to be changed over to fix my 
problem, but it is probably too application specific to make that scale of 
change. I'm setting the sim time with an epoch-based timer, so it runs out of 
significant digits when cast to float. It's probably best to handle it on my 
end, but thanks for the info!


--jamie

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26031#26031





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgocean performances

2010-03-23 Thread Trajce (Nick) Nikolov
Hi Community,

I ve worked so far on standard PC architecture, middle range, and I was kind
of frustrated with the performances of osgocean. So I build something heavy,
like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With high
res ocean I got from 10Hz to 17-20Hz. Kind a disappointed. What are your
experiences for those who use it?
-Nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Michael Platings
I see what you mean, yes all the update() and getValueAt() functions would
have to be changed.
I don't think this is too application specific to be worthy of attention
though. Matrices can already be customised to use doubles or floats using
OSG_USE_FLOAT_MATRIX, so I think it would be appropriate to have an
OSG_USE_FLOAT_TIME option.

Cedric, what do you think?


On 23 March 2010 17:08, Garrett Cope garrett.cope@simcen.usuhs.eduwrote:

 Michael,

 Thanks for the reply. I figured that was probably the reason, but wanted to
 check since it seems that other plugins (like osgParticle) carry the double
 precision through the update functions.

 I think all of the update functions would have to be changed over to fix my
 problem, but it is probably too application specific to make that scale of
 change. I'm setting the sim time with an epoch-based timer, so it runs out
 of significant digits when cast to float. It's probably best to handle it on
 my end, but thanks for the info!


 --jamie

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=26031#26031





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Playing smoothly a big video

2010-03-23 Thread Serge Lages
Hi all,

Still having problems playing my big video. Here is our current state :

- On a single screen setup (with only one GT 220 GeForce), with a composite
viewer and 4 windows (450x800 each window), it plays smoothly at 60 fps with
a fluid video, no problem here.
- On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4 screens
in 1360x768 (2 screens per cards), a composite viewer with one view per
screen, it plays between 10 and 20 fps... We've made our tests on WinXP and
Win7 with the same result.

The technique we're currently using is the one from Robert, having a big
osg::Image updated by ffmpeg, and having 4 images for the textures pointing
at the correct location on the large one. The video's size is 768x6532.

You can find attached the current code, any idea on what can be better ? Or
any other idea on how to handle this problem ? And any chance for someone to
test on Linux ?
You can also find the test video here :
http://labs.tharsis-software.com/outv.mp4

Thanks !

On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages serge.la...@gmail.com wrote:

 Hi all,

 Thanks for your advices. About the current setup, we're using only one
 screen with a 9800GT card (and 4 windows) for our tests, but the final setup
 will be composed of 2 9800GT cards and 4 screens.

 I'll let you know how our tests goes.
 Cheers,


 On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.zawrote:

 Hi,


 Serge Lages wrote:

 Hi JP,

 Thanks for your answer, and we don't need sound. By a fast disk, what
 do you recommend ?


 We have a raid0 setup that can sustain 150MB/s.


  Your ffmpeg reader is based on the current OSG plugin or is it a custom
 one ?


 It's a custom one, but not complicated. It basically pops the output of
 ffmpeg decompress into an osg::Image, set's PBO on that and lets OSG upload
 it. We are using only monochrome images though (GL_LUMINANCE).



 About our file, with some codecs and adjustments on the bitrate, we're
 able to play it with VLC without problems, so I think the reading part can
 be handled by the ffmpeg plugin with only one file, but then we need to
 dispatch this image on 4 textures. We're currently trying to do some tests.


 I'm still not sure where your problem area is. If it's not decoding it can
 only be upload to GPU or final rendering. You should be able to check this
 by varying the complexity of the rendering.

 jp


 Cheers,


 On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.zamailto:
 jpdelp...@csir.co.za wrote:

Hi Serge,




Serge Lages wrote:

Hi all,

We currently need to play a big video (approximately 5500*800)
on 4 screens within an OSG application (we use a composite
viewer), so we've tried :

- Cut the video in 4 parts, but it seems really hard to
synchronize the 4 streams.
- Decode directly the big file, resulting with a very big
texture split on 4 quads (with appropriate texture coords), but
even with a powerful computer, it's very slow.

Any idea on what's the best approach for this problem ? We're
currently making our tests using the ffmpeg plugin, but maybe
another plugin would be more appropriate ?
Thanks in advance for your help.


some ideas/questions. We do something similar - stitch four high-res
camera videos into large texture. We have custom ffmpeg reader that
just reads from 4 video files and we step them manually (and in
sync) one frame at a time. We use raw video (no compression) to
avoid cpu decompress, but now one needs fast disks. We don't have
sound, do you need sound? For large sizes one needs to avoid copying
around data in cpu mem as much as possible. There is still one copy
in ffmpeg raw read that I need to get rid of.

rgds
jp


Cheers,

-- Serge Lages
http://www.tharsis-software.com



  

___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org


 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


-- This message is subject to the CSIR's copyright terms and
conditions, e-mail legal notice, and implemented Open Document
Format (ODF) standard. The full disclaimer details can be found at
http://www.csir.co.za/disclaimer.html.

This message has been scanned for viruses and dangerous content by
MailScanner, and is believed to be clean.  MailScanner thanks
Transtec Computers for their support.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org


 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 Serge Lages
 http://www.tharsis-software.com


 

Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Robert Osfield
Hi Michael,

On Tue, Mar 23, 2010 at 5:37 PM, Michael Platings mplati...@gmail.com wrote:
 I see what you mean, yes all the update() and getValueAt() functions would
 have to be changed.
 I don't think this is too application specific to be worthy of attention
 though. Matrices can already be customised to use doubles or floats using
 OSG_USE_FLOAT_MATRIX, so I think it would be appropriate to have an
 OSG_USE_FLOAT_TIME option.

 Cedric, what do you think?

The OSG usually uses double for timing computations, it's particularly
important for an absolute time (such as FrameStamp::SimulationTime +
ReferenceTime().  For relative time computation that just operate over
one or two seconds I wouldn't see an issue with using floats.

I haven't looked the specific code at play in this thread, but it may
well be just natural to change the float to double.  Performance
difference between float and double is negligible for most CPU based
operations that scene graphs do and most modern hardware.   The use of
double vs floats is a bit difference when you start working on
geometry as the GPU constraints and the crucially the memory size and
bandwidth become critical a favour use of double instead of floats.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Playing smoothly a big video

2010-03-23 Thread Bruce Wheaton

Serges,

I do something similar - at least with the multiple GPUs, and multiple  
videos. I have a machine here with very similar spec running Linux, I  
could maybe try your code tomorrow.


On a side note, we had problems with frame rate fluctuations on our  
previous (heavily threaded) pipeline design when sending to multiple  
GPUs, and that's why I'm looking at OSG. I'm about to try to change  
over. Fairly early on the list will be removing/making optional the  
CPU colorspace conversion that is probably slowing you up a bit too.  
Assuming your videos are MP4, like that sample, and probably 4:2:0,  
that could also have the effect of halving your texture transfers.


Regards,

Bruce Wheaton

PS - our fluctuations were 2-8 frames, occasionally, not what you're  
describing.



On Mar 23, 2010, at 10:51 AM, Serge Lages wrote:


Hi all,

Still having problems playing my big video. Here is our current  
state :


- On a single screen setup (with only one GT 220 GeForce), with a  
composite viewer and 4 windows (450x800 each window), it plays  
smoothly at 60 fps with a fluid video, no problem here.
- On the destination setup : Intel QuadCore + 2 GeForce GTX 285 + 4  
screens in 1360x768 (2 screens per cards), a composite viewer with  
one view per screen, it plays between 10 and 20 fps... We've made  
our tests on WinXP and Win7 with the same result.


The technique we're currently using is the one from Robert, having a  
big osg::Image updated by ffmpeg, and having 4 images for the  
textures pointing at the correct location on the large one. The  
video's size is 768x6532.


You can find attached the current code, any idea on what can be  
better ? Or any other idea on how to handle this problem ? And any  
chance for someone to test on Linux ?

You can also find the test video here :
http://labs.tharsis-software.com/outv.mp4

Thanks !

On Thu, Mar 11, 2010 at 9:53 AM, Serge Lages serge.la...@gmail.com  
wrote:

Hi all,

Thanks for your advices. About the current setup, we're using only  
one screen with a 9800GT card (and 4 windows) for our tests, but the  
final setup will be composed of 2 9800GT cards and 4 screens.


I'll let you know how our tests goes.
Cheers,


On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za  
wrote:

Hi,


Serge Lages wrote:
Hi JP,

Thanks for your answer, and we don't need sound. By a fast disk,  
what do you recommend ?


We have a raid0 setup that can sustain 150MB/s.


Your ffmpeg reader is based on the current OSG plugin or is it a  
custom one ?


It's a custom one, but not complicated. It basically pops the output  
of ffmpeg decompress into an osg::Image, set's PBO on that and lets  
OSG upload it. We are using only monochrome images though  
(GL_LUMINANCE).




About our file, with some codecs and adjustments on the bitrate,  
we're able to play it with VLC without problems, so I think the  
reading part can be handled by the ffmpeg plugin with only one file,  
but then we need to dispatch this image on 4 textures. We're  
currently trying to do some tests.


I'm still not sure where your problem area is. If it's not decoding  
it can only be upload to GPU or final rendering. You should be able  
to check this by varying the complexity of the rendering.


jp


Cheers,


On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za 
 wrote:


   Hi Serge,




   Serge Lages wrote:

   Hi all,

   We currently need to play a big video (approximately 5500*800)
   on 4 screens within an OSG application (we use a composite
   viewer), so we've tried :

   - Cut the video in 4 parts, but it seems really hard to
   synchronize the 4 streams.
   - Decode directly the big file, resulting with a very big
   texture split on 4 quads (with appropriate texture coords), but
   even with a powerful computer, it's very slow.

   Any idea on what's the best approach for this problem ? We're
   currently making our tests using the ffmpeg plugin, but maybe
   another plugin would be more appropriate ?
   Thanks in advance for your help.


   some ideas/questions. We do something similar - stitch four high- 
res

   camera videos into large texture. We have custom ffmpeg reader that
   just reads from 4 video files and we step them manually (and in
   sync) one frame at a time. We use raw video (no compression) to
   avoid cpu decompress, but now one needs fast disks. We don't have
   sound, do you need sound? For large sizes one needs to avoid  
copying

   around data in cpu mem as much as possible. There is still one copy
   in ffmpeg raw read that I need to get rid of.

   rgds
   jp


   Cheers,

   -- Serge Lages
   http://www.tharsis-software.com






   ___
   osg-users mailing list
   osg-users@lists.openscenegraph.org
  

[osg-users] 2.8.3-rc1 tagges

2010-03-23 Thread Paul Martz
Hi all -- Things are looking pretty stable so far, so I've gone ahead 
and tagged release candidate 1. You can check it out from here:


http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.3-rc1/

Please test as soon as your schedule allows and report any problems. See 
the wiki page for major features, and guide your testing accordingly:


http://www.openscenegraph.org/projects/osg/wiki/Support/283release

The only potential issue I'm aware of at this time is the ongoing 
discussion concerning FreeBSD 8 pthreads. If this requires a change, or 
if other issues are found requiring a change, I'll tag another release 
candidate.


Thanks for everyone who has helped so far. I'm overwhelmed by the 
responsiveness of people here, directing me to specific fixes and trunk 
changes in order to fix bugs and add new features to the 2.8 branch. 
Outstanding work, everyone!

   -Paul



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3-rc1 tagges

2010-03-23 Thread Bruce Wheaton
Sorry, Paul, did the Mac OS X frameworks and Xcode stuff get updated  
properly? I saw you were looking for help (afraid I'm too new to the  
project to offer).


Bruce

On Mar 23, 2010, at 12:10 PM, Paul Martz wrote:

Hi all -- Things are looking pretty stable so far, so I've gone  
ahead and tagged release candidate 1. You can check it out from here:


http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.3-rc1/

Please test as soon as your schedule allows and report any problems.  
See the wiki page for major features, and guide your testing  
accordingly:


http://www.openscenegraph.org/projects/osg/wiki/Support/283release

The only potential issue I'm aware of at this time is the ongoing  
discussion concerning FreeBSD 8 pthreads. If this requires a change,  
or if other issues are found requiring a change, I'll tag another  
release candidate.


Thanks for everyone who has helped so far. I'm overwhelmed by the  
responsiveness of people here, directing me to specific fixes and  
trunk changes in order to fix bugs and add new features to the 2.8  
branch. Outstanding work, everyone!

  -Paul



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3-rc1 tagged

2010-03-23 Thread Paul Martz

Bruce Wheaton wrote:
Sorry, Paul, did the Mac OS X frameworks and Xcode stuff get updated 
properly? I saw you were looking for help (afraid I'm too new to the 
project to offer).


XCode project files were added and are in rc1 (thanks, Stephan). I have 
a Mac, but primarily use it as a *nix box (gcc and a shell prompt), so I 
really have no experience with XCode. I was able to load the project 
into XCode v3.1.4, but didn't do any further testing with it. So right 
now Stephan is really the only XCode tester.


If you have XCode experience and your schedule allows, please try out 
the XCode project files, and let us know how things work for you.


Did the ply and fbx plugins make it into the XCode project file, for 
example? That would be one thing to check...

   -Paul


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3-rc1 tagges

2010-03-23 Thread Robert Osfield
Hi Paul,

I've done a check out of 2.8.3-rc1 and it everything (including
wrappers, examples and package targets) builds just fine under Kubuntu
9.04.  So thumbs up so far :-)

I've run out of daytime here so will have to come back to doing
runtime testing tomorrow morning.

Thanks for your efforts,
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgocean performances

2010-03-23 Thread Kim Bale
Hi Nick,

Paul (Palumbo) and I have been working on a new VBO ocean technique which
uses instances of the ocean tiles to create the ocean surface rather than
doing a mass copy of vertices for the entire surface on each frame. Using
this technique the number of tiles that need to be updated on each mipmap
change has decreased significantly.

You could try the code in osgOcean-VBO branch to see if it provides you with
better performance. It should be more scalable for large or higher
resolution ocean surfaces.

I should however point out there are some issues with this new technique
that still need ironing out (thus the branch and not in the trunk). Paul has
highlighted problems when he linked it to 2.9.7. so please note this is
still dev code.

Let me know how you get on,

Kim.



On 23 March 2010 17:11, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:

 Hi Community,

 I ve worked so far on standard PC architecture, middle range, and I was
 kind of frustrated with the performances of osgocean. So I build something
 heavy, like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With
 high res ocean I got from 10Hz to 17-20Hz. Kind a disappointed. What are
 your experiences for those who use it?
 -Nick

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgocean performances

2010-03-23 Thread Kim Bale
Nick,

One thing I forgot. To test the VBO code use the flag --vbo when running the
examples.

Kim.


On 23 March 2010 22:08, Kim Bale kcb...@googlemail.com wrote:

 Hi Nick,

 Paul (Palumbo) and I have been working on a new VBO ocean technique which
 uses instances of the ocean tiles to create the ocean surface rather than
 doing a mass copy of vertices for the entire surface on each frame. Using
 this technique the number of tiles that need to be updated on each mipmap
 change has decreased significantly.

 You could try the code in osgOcean-VBO branch to see if it provides you
 with better performance. It should be more scalable for large or higher
 resolution ocean surfaces.

 I should however point out there are some issues with this new technique
 that still need ironing out (thus the branch and not in the trunk). Paul has
 highlighted problems when he linked it to 2.9.7. so please note this is
 still dev code.

 Let me know how you get on,

 Kim.



 On 23 March 2010 17:11, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:

 Hi Community,

 I ve worked so far on standard PC architecture, middle range, and I was
 kind of frustrated with the performances of osgocean. So I build something
 heavy, like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With
 high res ocean I got from 10Hz to 17-20Hz. Kind a disappointed. What are
 your experiences for those who use it?
 -Nick

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-23 Thread Cedric Pinson
When i wrote the code i did it with float, because i always did it like
that.
I dont see any objection to use double because most of time code use
double in osg.

I will have a look to migrate the code to use double.

Cheers,
Cedric

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net



On Tue, 2010-03-23 at 17:37 +, Michael Platings wrote:

 I see what you mean, yes all the update() and getValueAt() functions
 would have to be changed.
 I don't think this is too application specific to be worthy of
 attention though. Matrices can already be customised to use doubles or
 floats using OSG_USE_FLOAT_MATRIX, so I think it would be appropriate
 to have an OSG_USE_FLOAT_TIME option.
 
 Cedric, what do you think?
 
 
 
 On 23 March 2010 17:08, Garrett Cope
 garrett.cope@simcen.usuhs.edu wrote:
 
 Michael,
 
 Thanks for the reply. I figured that was probably the reason,
 but wanted to check since it seems that other plugins (like
 osgParticle) carry the double precision through the update
 functions.
 
 I think all of the update functions would have to be changed
 over to fix my problem, but it is probably too application
 specific to make that scale of change. I'm setting the sim
 time with an epoch-based timer, so it runs out of significant
 digits when cast to float. It's probably best to handle it on
 my end, but thanks for the info!
 
 
 --jamie
 
 
 --
 Read this topic online here:
 
 
 http://forum.openscenegraph.org/viewtopic.php?p=26031#26031
 
 
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgQt: compile error in moc_QGraphicsViewAdapter.cxx

2010-03-23 Thread David Glenn
Hi,

 [Arrow] I use QT 4.5.2 and the only issue I've had is timing.
if you look at the example code osgViewerQT you will notice that there is a 
QTimer that is set to keep OSG from free running. I have had times that I have 
had to increase the time delay because when I upgraded to the latest QT stuff 
and funky things began to happen in the QT Dialog stuff.  :- I've had to set 
the delay to about 15ms for 4.5.2. 

This might not be a problem for you, but keep it in mind! Just in case!

 [Arrow]  The only other thing is that if you want to place a OSG window in a 
dialog, you will need to have something to hang the instance onto (like you do 
for OpenGL). I like to use a frame wedgit myself. And if the dialog resizes you 
will have to echo that in the OSG window as well. 

 [Arrow] Oh, Yea. Be sure that you transfer all the mouse buttons (in QT) to be 
seen by OSG. I forgot off had what to do, but if nobody else can remember, I 
can find out how I did it in my project. 

It's not Rocket Science, just a balance of QT and OSG!  ;) 

laters,
D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26046#26046





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgAnimation morphing

2010-03-23 Thread Roland Smeenk
Hi Jamie,

I contributed the morphing code, but first had to check how it worked again.
In the OpenSceneGraph-Data directory is a file morphing.osg that contains a 
base face with two morph targets. You can load it in osganimationviewer to see 
how it animates. 
If you open up the .osg file you can experiment with the Animation.
The Animation contains two FloatLinearChannels. The first one contains the 
contribution of morph target 0 and the second contains the contribution of 
morph target 1.

If you look for osgAnimation::MorphGeometry you will see method NORMALIZED 
which uses this formula
base * (1 - (sum of weights)) + (sum of (weight * target))
to calculate the morphed vertex positions.

Applying your example to this file
A (base) to B (0) to C (1) would look like this:

...
name 0
...
Keyframes 3 {
   key 0 0
   key 1 1
   key 2 0
}
...
name 1
...
Keyframes 3 {
   key 0 0
   key 1 0
   key 2 1
}
...

Of course this can also be done from code.


kind regards,

Roland Smeenk

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26047#26047





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3-rc1 tagges

2010-03-23 Thread Paul Martz

Robert Osfield wrote:

Hi Paul,

I've done a check out of 2.8.3-rc1 and it everything (including
wrappers, examples and package targets) builds just fine under Kubuntu
9.04.  So thumbs up so far :-)

I've run out of daytime here so will have to come back to doing
runtime testing tomorrow morning.


Great news, thanks! Are you building any of ffmpeg, fbx, or the Inventor 
plugin, by any chance?

   -Paul

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3-rc1 tagged

2010-03-23 Thread Bruce Wheaton
Things are going pretty well, until I tried osgMovie - seems like a -- 
framework OpenThreads flag is still in the Target. Oh, wait, it's in a  
few places - osgViewer too.


Am I right that it can be safely removed now? The target seems to be  
gone from the Xcode file.


osgViewerCocoa was working, I guess the other targets need some work?

Bruce



On Mar 23, 2010, at 1:27 PM, Paul Martz wrote:


Bruce Wheaton wrote:
Sorry, Paul, did the Mac OS X frameworks and Xcode stuff get  
updated properly? I saw you were looking for help (afraid I'm too  
new to the project to offer).


XCode project files were added and are in rc1 (thanks, Stephan). I  
have a Mac, but primarily use it as a *nix box (gcc and a shell  
prompt), so I really have no experience with XCode. I was able to  
load the project into XCode v3.1.4, but didn't do any further  
testing with it. So right now Stephan is really the only XCode tester.


If you have XCode experience and your schedule allows, please try  
out the XCode project files, and let us know how things work for you.


Did the ply and fbx plugins make it into the XCode project file, for  
example? That would be one thing to check...

  -Paul


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.8.3-rc1 tagged

2010-03-23 Thread Paul Martz

Bruce Wheaton wrote:
Things are going pretty well, until I tried osgMovie - seems like a 
--framework OpenThreads flag is still in the Target. Oh, wait, it's in a 
few places - osgViewer too.


Am I right that it can be safely removed now? The target seems to be 
gone from the Xcode file.


Huh, not sure. I think this is up to you XCode folks, you will need to 
decide what you want in the XCode project files. If there are any 
changes that need to be folded in, let me know and I'll commit them.

   -Paul



osgViewerCocoa was working, I guess the other targets need some work?

Bruce



On Mar 23, 2010, at 1:27 PM, Paul Martz wrote:


Bruce Wheaton wrote:
Sorry, Paul, did the Mac OS X frameworks and Xcode stuff get updated 
properly? I saw you were looking for help (afraid I'm too new to the 
project to offer).


XCode project files were added and are in rc1 (thanks, Stephan). I 
have a Mac, but primarily use it as a *nix box (gcc and a shell 
prompt), so I really have no experience with XCode. I was able to load 
the project into XCode v3.1.4, but didn't do any further testing with 
it. So right now Stephan is really the only XCode tester.


If you have XCode experience and your schedule allows, please try out 
the XCode project files, and let us know how things work for you.


Did the ply and fbx plugins make it into the XCode project file, for 
example? That would be one thing to check...

  -Paul


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-23 Thread Tian Ma
Hi,

I have updated 'branch\osgOcean-VBO' project though 'SVN', and compiled it 
sucessfully.

When I run the 'oceanExample_SIMPLE.exe', an 'Memory Error' occured. I have a 
screen shot bellow!

When I debug this, a break occured at:
'oceanSurface-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF)'

Anyone tell what is the problem? Any new hardware capability needed for 
osgOcean-VBO?

Thank you!

Cheers,
Tian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26051#26051




Attachments: 
http://forum.openscenegraph.org//files/memory_error_393.jpg


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org