[osg-users] trouble in MSFBO
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
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
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
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
-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
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
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
-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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
// 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
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?
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
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?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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!
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