Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread David Glenn

sth wrote:
> Hi,
> 
> just a short follow-up: The new code works nicely, here's a small demo
> video (just crosslines for every touch-point):
> 
> http://vimeo.com/14938178
> 
> 


Kool! Look like the same thing on smart boards. The only thing is that smart 
boards use multiple mice points and to my understanding Linux can't do that now 
- only Windows 7 can on PC's!

D Glenn


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

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Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread Stephan Huber
Hi,

just a short follow-up: The new code works nicely, here's a small demo
video (just crosslines for every touch-point):

http://vimeo.com/14938178

cheers,

Stephan
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[osg-users] [build] Problem Building OSG 2.8.2 with CMake 2.8 and VS2008

2010-09-13 Thread Elliott Dicus
Hello all,

I'm attempting to build OSG 2.8.2 under CMake 2.8 and VS2008. My ultimate goal 
is to use this with OSGART!

I'm following the "Support/PlatformSpecifics/VisualStudio" page on the wiki. 
(Guess I can't post links yet, sorry :( )
My first problem is when using CMake. A lot of the variables have values that 
are not found. Like this:


> Name=GIFLIB_LIBRARY Value=GIFLIB_LIBRARY-NOTFOUND


Even though...


> Name=GIFLIB_INCLUDE_DIR 
> Value=C:/Users/Elliott/Documents/School/Fall10/Capstone/OpenSceneGraph-2.8.2/3rdparty/include


Is correctly found.

That seems weird to me!  I've tried leaving these and filling in all these 
values as best I could understand. I've also since added all the System 
Environment Variables like %OSG_ROOT% and I get the same results.

That problem aside (thought I believe it's linked): When I build the solution 
in Visual Studio I get a lot of unresolved external symbol errors. The first is 
with the PNG plugin project. These occur whether or not I fill in the values in 
CMake.

It's entirely possible I missed a value or used an incorrect one in CMake. 
(There are a lot of them and it's hard to tell what's needed!) I've also 
checked and re-checked the page of instructions and I don't think I'm missing 
anything obvious.  :? 

If anyone has any tips or answers I would greatly appreciate it!

Thank you for reading,
Elliott

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Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-13 Thread Jean-Sébastien Guay

Hi Don,


I'm using TortoiseSVN on a Windows system. This has a right-click
menu entry for "SVN Checkout". The GUI can only handle the URL
and was confused by the "OpenSceneGraph" after "trunk".


Heh, that's the destination directory when using the command-line SVN... 
So you're right, in Tortoise you just need the URL, which was



http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk


J-S
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Re: [osg-users] BIND_PER_PRIMITIVE broken?

2010-09-13 Thread Don Leich

Hi J-S,

I'm using TortoiseSVN on a Windows system.  This has a right-click
menu entry for "SVN Checkout".  The GUI can only handle the URL
and was confused by the "OpenSceneGraph" after "trunk".
You're exactly right that I was pulling down and eternity and a half.
Today, after contemplating installing svn on a SuSE linux system,
I got what I wanted with

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk

which I swear I tried Friday.  Thanks for keeping an eye out.

-Don

Jean-Sébastien Guay wrote:

Hi Don,


I bailed on my svn import. TortoiseSVN wouldn't work with the checkout
command as documented. I got the checkout going, but I seemed to be
getting way more than I wanted. After more time than I had to spend I
still didn't
have the OSG source.



What command did you try?

This page gives you the command you should have been using:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN

which is:

svn checkout http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk 
OpenSceneGraph


That gets you only the trunk source tree, i.e. what you need. It should 
be a pretty speedy checkout, at least it is whenever I do it on a new 
machine (which I've done a few times in the past month or two).


I would understand it taking a lot of time if you had removed one or 
especially two levels from the path, i.e. if you did


svn checkout http://www.openscenegraph.org/svn/osg/OpenSceneGraph/

That would checkout all the branches, tags and trunk, i.e. it would take 
an eternity and a half, in addition to taking more disk space than you 
probably have... SVN branches and tags are shallow copies unless 
something changes, so they're lightweight on the server, but as soon as 
you download them on your machine they take the full size of all files.


Hope this helps,

J-S


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Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Jason Daly

Aitor Ardanza wrote:

Ok, sorry...
I have the following scene:
[Image: http://img810.imageshack.us/img810/8789/armn.jpg ]
Now I can not put a picture with the problem, because the movement of the arm 
is connected to a motion capture system that I haven't connected right now ...
When you move your arm at some point, for example when I lift a lot, that part 
of the hand exceeds a point disappears.
When I can, I will upload an image with the problem ..
  


It could be that the sections of the model are getting erroneously 
culled because the cull traversal can't take into account what's going 
on in the shader.  As a quick check, try calling setCullingActive(false) 
on the geode(s) that are erroneously disappearing and see if they behave 
differently.


--"J"

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Re: [osg-users] osgFX Outline Patch

2010-09-13 Thread Todd J. Furlong

On 9/8/2010 10:26 AM, Jean-Sébastien Guay wrote:

Hi Todd,


Thanks for the suggestions. I just tried that, and unfortunately this
particular exception seems to occur *after* exit. It seems to be this
error:
http://social.msdn.microsoft.com/Forums/en-US/vblanguage/thread/afebacc2-65e6-43f8-b7aa-73bfd5ade11d


Anyway, thanks again. I'm pretty sure this isn't an OSG problem, but
I'll post an update if it turns out to be one.


Well that post relates to VB garbage collection and Crystal Reports, so
I'm pretty sure it's not related :-)

A crash on exit is generally a double-delete... Are you using ref_ptrs
for all your OSG variables? Or are you doing weird things with memory
allocation?

Small anecdote on that subject:

A while ago we had a class in our code base that derived from an OSG
class (so from osg::Referenced indirectly) but declared its destructor
public. So users of that class could delete it while it was still in the
scene graph, and when OSG (through ref counts falling to 0 and cascading
deletes of ref_ptrs) came to delete it, it had already been deleted,
thus the app crashed on exit. So making the destructor of an
osg::Referenced-derived class public is a no-no, unless you can make
sure to remove it from all OSG structures before you delete it (which is
a lot of work for not much gain, IMHO, so just keep that destructor
protected and all will be fine).

Hope this helps,

J-S


OK, I tracked this one down and wanted to share.  I was compiling the 
Outline class with my app - my app uses OSG 2.8.3, but the class is from 
the OSG trunk.  Apparently, this line was causing the problem:

Registry::Proxy proxy(new Outline);

The class works fine without that line, so commenting it out fixed the 
problem.  I think that this wouldn't have been an issue at all if I just 
used the OSG trunk completely, but I'm trying to stick with official 
releases for apps we develop.


-Todd
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Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes

2010-09-13 Thread Paul Martz

Sergey Polischuk wrote:

Coming back to starter post:
First:
you can update your position from physics with matrix transform or position 
attitude transform even if there are parent transforms on tree up to this node, 
you just need to modify (or write new) callback that setups nodes positions to 
count transforms up to this node (u can get that with computeLocalToWorld 
method of matrix transform), then u getting inverse of this matrix (or may be 
you can skip inverse when using computeWorldtoLocal ) and combine with matrix 
you got from physics simulation, then u get matrix u need to set for your node 
with physics object.


True, view = modelView * inverseModel. I'll take a look at implementing this in 
AbsoluteModelTransform.


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Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread Stephan Maximilian Huber
Hi,

Am 13.09.10 10:39, schrieb Robert Osfield:
> I kinda like this idea, it's not too intrusive w.r.t osgGA.  However,
> in terms of event handlers receiving events I would have thought you'd
> want to get all the events for a single multi-touch together, since if
> you are getting them one by one you'd need to have a start and stop
> event so you'd know how to accumulate.
> 
> How about a composite GUIEventType, or one that forms a linked list,
> and you just pass the head around.

Yes you are right, that's a problem with my last approach. Perhaps it's
best to add a ref_ptr to GuiEventAdapter holding a custom structure with
all touch-points with their positions, tapCounts and Ids.

(after a while)

So I tried that approach, I did not use a linked list of
GUIEventAdapters, as they would store too much information for a single
touchpoint (like scrolling and tablet-information, etc).

Instead I added a new class called TouchData which basically holds a
list of structs of { touch-id, touch-phase, x, y, tap-count}. The
GUIEventAdapter holds only a ref_ptr to this class, so the overhead for
osgGUIEventAdapter is not too much. I added some convenience-methods to
EventQueue and GUIEventAdapter.

To add multiple touch-points to a GUIEventAdapter you'll basically do
something along these lines:

osg::ref_ptr osg_event(NULL);

for(int i=0; igetEventQueue()->touchMoved(id, phase,x, y);
} else {
osg_event->addTouchPoint(id, phase, x, y);
}
}

The current implementations set the x and y properties of the
GUIEventAdapter from the first touch point, so we get some basic
compatibility to existing manipulators (basically a one button mouse).

To get the touch-points from inside your event-handler:

if (ea.isMultiTouchEvent())
{
osgGA::GUIEventAdapter::TouchData* data = ea.getTouchData();
for(
osgGA::GUIEventAdapter::TouchData::iterator i = data->begin();
i != data->end();
++i)
{
std::cout
  << " id: " << i->id
  << " phase: " << i->phase
  << " pos: " << i->x << "/" << i->y
  << " tapCount:" << i->tapCount
  << std::endl;
 }
}

I hope this design makes more sense. You can find this approach in the
git-repository / iphone-branch.


cheers,
Stephan

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Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Robert Osfield
Hi Aitor,

On Mon, Sep 13, 2010 at 2:34 PM, Aitor Ardanza  wrote:
> I only update the matrix of bones each time step, and modify the positions of 
> the vertex via vertex shader (taking into account the matrix of the bones and 
> weights).

Sigh there is still many unknowns for anyone to be able to guess
what how you are doing things.   Please answer the questions I asked.
Your inability to be specific is the reason why you haven't got any
useful answers.

Robert.
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Re: [osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Wojciech Lewandowski

Hi Werner,

I doubt these five lines kill your framerate. Fixed pipeline on modern 
graphics boards these days is implemented internally on shaders and must do 
the same. There must be something else in your vertex shader approach that 
goes wrong...


Wojtek

--
From: "Werner Modenbach" 
Sent: Monday, September 13, 2010 4:15 PM
To: "OpenSceneGraph Users" 
Subject: Re: [osg-users] Texture coordinate calculation in vertex shader


Hi Wojtek,

thanks for your reply.
I have instantly studied the orange book. According to the book I have to 
use

something like:
  vec4 tmp = gl_ModelViewMatrix * gl_Vertex;
  ShadowTexcoord.s = dot(tmp, gl_EyePlaneS[1]);
  ShadowTexcoord.t = dot(tmp, gl_EyePlaneT[1]);
  ShadowTexcoord.p = dot(tmp, gl_EyePlaneR[1]);
  ShadowTexcoord.q = dot(tmp, gl_EyePlaneQ[1]);

But unfortunately this kills performance inacceptably and also rendering 
of my

scene is not stable (flickering). Shadow appear as expected.

On Monday 13 September 2010 13:51:02 Wojciech Lewandowski wrote:

Hi Werener,

See VertexShader in StandardShadowMap. OpenGL Shading Languege (Orange
Book) contains a chapter on emulating fixed pipeline. And you may also 
try

to use 3DLabs ShaderGen.

Wojtek Lewandowski

--
From: "Werner Modenbach" 
Sent: Monday, September 13, 2010 12:00 PM
To: 
Subject: [osg-users] Texture coordinate calculation in vertex shader

> Hi everybody!
>
> I'm using osgShadow::ShadowMap on my scene.
> Also I have written my own vertex and fragment shaders.
> When coming to apply the shadow effect in the fragment shader I have to
> access
> the shadow map.
> The original shader uses just
> shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] )
> to access the texture. Obviously  gl_TexCoord[1] is calculated by the
> standard
> gl pipeline shader.
> Any quick hint, how I have to do the calculation in my vertex shader?
>
> Many thanks in advance
>
> - Werner -
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Re: [osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Werner Modenbach
Hi Wojtek,

thanks for your reply.
I have instantly studied the orange book. According to the book I have to use 
something like:
   vec4 tmp = gl_ModelViewMatrix * gl_Vertex;
   ShadowTexcoord.s = dot(tmp, gl_EyePlaneS[1]);
   ShadowTexcoord.t = dot(tmp, gl_EyePlaneT[1]);
   ShadowTexcoord.p = dot(tmp, gl_EyePlaneR[1]);
   ShadowTexcoord.q = dot(tmp, gl_EyePlaneQ[1]);

But unfortunately this kills performance inacceptably and also rendering of my 
scene is not stable (flickering). Shadow appear as expected.

On Monday 13 September 2010 13:51:02 Wojciech Lewandowski wrote:
> Hi Werener,
> 
> See VertexShader in StandardShadowMap. OpenGL Shading Languege (Orange
> Book) contains a chapter on emulating fixed pipeline. And you may also try
> to use 3DLabs ShaderGen.
> 
> Wojtek Lewandowski
> 
> --
> From: "Werner Modenbach" 
> Sent: Monday, September 13, 2010 12:00 PM
> To: 
> Subject: [osg-users] Texture coordinate calculation in vertex shader
> 
> > Hi everybody!
> > 
> > I'm using osgShadow::ShadowMap on my scene.
> > Also I have written my own vertex and fragment shaders.
> > When coming to apply the shadow effect in the fragment shader I have to
> > access
> > the shadow map.
> > The original shader uses just
> > shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] )
> > to access the texture. Obviously  gl_TexCoord[1] is calculated by the
> > standard
> > gl pipeline shader.
> > Any quick hint, how I have to do the calculation in my vertex shader?
> > 
> > Many thanks in advance
> > 
> > - Werner -
> > ___
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Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Aitor Ardanza
Hi,

I only update the matrix of bones each time step, and modify the positions of 
the vertex via vertex shader (taking into account the matrix of the bones and 
weights).

Cheers,
Aitor

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Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Robert Osfield
Hi Aitor,

Still not much help.  How have you implemented the animation? Using
osgAnimation?  Your own custom scene using osg::Geometry and own
shaders...  We don't have the paranormal ability to guess all this
stuff.

Robert.

On Mon, Sep 13, 2010 at 10:50 AM, Aitor Ardanza  wrote:
> Ok, sorry...
> I have the following scene:
> [Image: http://img810.imageshack.us/img810/8789/armn.jpg ]
> Now I can not put a picture with the problem, because the movement of the arm 
> is connected to a motion capture system that I haven't connected right now ...
> When you move your arm at some point, for example when I lift a lot, that 
> part of the hand exceeds a point disappears.
> When I can, I will upload an image with the problem ..
> Cheers,
> Aitor
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=31565#31565
>
>
>
>
>
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Re: [osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Wojciech Lewandowski

Hi Werener,

See VertexShader in StandardShadowMap. OpenGL Shading Languege (Orange Book) 
contains a chapter on emulating fixed pipeline. And you may also try to use 
3DLabs ShaderGen.


Wojtek Lewandowski

--
From: "Werner Modenbach" 
Sent: Monday, September 13, 2010 12:00 PM
To: 
Subject: [osg-users] Texture coordinate calculation in vertex shader


Hi everybody!

I'm using osgShadow::ShadowMap on my scene.
Also I have written my own vertex and fragment shaders.
When coming to apply the shadow effect in the fragment shader I have to 
access

the shadow map.
The original shader uses just
shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] )
to access the texture. Obviously  gl_TexCoord[1] is calculated by the 
standard

gl pipeline shader.
Any quick hint, how I have to do the calculation in my vertex shader?

Many thanks in advance

- Werner -
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[osg-users] Mask RTT output

2010-09-13 Thread Rob Smith
Hi,

I'm wondering how to apply an alphamask (from another image w alphachannel) to 
a RTT-texture that is attached to a camera.


Thank you!

Cheers,
Rob

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[osg-users] Texture coordinate calculation in vertex shader

2010-09-13 Thread Werner Modenbach
Hi everybody!

I'm using osgShadow::ShadowMap on my scene.
Also I have written my own vertex and fragment shaders.
When coming to apply the shadow effect in the fragment shader I have to access 
the shadow map.
The original shader uses just 
shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] )
to access the texture. Obviously  gl_TexCoord[1] is calculated by the standard 
gl pipeline shader.
Any quick hint, how I have to do the calculation in my vertex shader?

Many thanks in advance

- Werner -
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Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Aitor Ardanza
Ok, sorry...
I have the following scene:
[Image: http://img810.imageshack.us/img810/8789/armn.jpg ]
Now I can not put a picture with the problem, because the movement of the arm 
is connected to a motion capture system that I haven't connected right now ...
When you move your arm at some point, for example when I lift a lot, that part 
of the hand exceeds a point disappears.
When I can, I will upload an image with the problem ..
Cheers,
Aitor

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Re: [osg-users] Why I can not call discardAllDeletedGLObejcts function

2010-09-13 Thread Licheng Zhang
Hi,

the osg::discardAllDeletedGLObjects has been found. 
the function was undefined because I hadn't add the file path osg/GLObjects. 
:-* 

Now I have new problems. 


Problem1:
the parameter of discardAllDeletedGLObjects is a contextID. How can I get the 
context ID?  The GraphicsContext was created like this:

osg::ref gc;

then in cpp file:
gc = osg::GraphicsContext::createGraphicsContext(traits.get());


Problem2:

all the destruction functions in OSG are protected . So I can not using delete 
myself. But If I want to release all the resources like graphicscontext...  
What can I do? using releaseGLObjects?
If so, the key is that there are many releaseGLObjects() functions in different 
classes ,which should I choose? call releaseGLObjects one by one?


Thank you! many thanks

Cheers,
Licheng

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Re: [osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Robert Osfield
Hi Aitor,

This is a classic example asking a question "how long is a piece of
string?" without the anyone getting to see or feel the string, or even
knowing what type of string it is, but still expecting an accurate
answer...

So.. given how loosely defined your question is I would expect very
few answers as there are just too many unknowns, what shaders? what
type of skinning? what art part route?  See you post really leaves us
with more questions to ask that you've even asked..

So... please be specific about this stuff.

Robert.

On Mon, Sep 13, 2010 at 9:47 AM, Aitor Ardanza  wrote:
> Hi,
>
> I have a model with a skeleton that moves by using skinning shader.
> The problem is that with some moves and according to the position of the 
> camera, some parts of the model vanish. I guess it will be something related 
> to boundingbox ...
> What would be the best method to update this?
>
> Thank you!
>
> Cheers,
> Aitor
>
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Re: [osg-users] Manipulate the stereo view (render to texture).

2010-09-13 Thread Robert Osfield
HI Christoph,

I would recommend setting the stereo yourself in osgViewer using two
slave Camera, each of which renders to a separate FBO based texture,
and then have a third slave Camera that rendered a screen aligned
geometry with the textures plus any shaders/state that you want.  The
osgdistorion example does this for a mono scene, but you should be
able to generalise this to more cameras.

A more extreme example of using multiple RTT slave camera can be found
in src/osgViewer/View.cpp which the
View::setUpViewFor3DSphericalDisplay(..) method sets up six slave
Camera for six sides of cube surrounded the eye point, and one slave
Camera that composes the result into a single distortion corrected
image that gets rendered onto a fish eye lens inside a spherical
display.

In you case you'll just need to set up the camera offsets for the
stereo yourself for each of the slave Camera and not use the OSG's
default stereo settings.

Robert.

On Mon, Sep 6, 2010 at 12:54 PM, Christoph Harms-Ensink
 wrote:
> Hey everybody!
>
> I'm trying to render my stereo (horiz. split) view into a texture, split that 
> texture so i have one texture for left and one for right view, then 
> manipulate those textures, put them back together into one texture and render 
> that texture to the screen. Could someone provide me with the basic steps for 
> this?
>
> I already have a camera rendering into a texture. And i reckon that I have to 
> use osg::Texture2D::copyTexSubImage2D to split it into 2 halfs, but I have my 
> problems with that. Also, I don't exactly know how to render the finished 
> Texture back onto the screen. Put it on a quad?
>
> ...
>
> Thanks in advance!
>
> Cheers,
> Christoph
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=31345#31345
>
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>
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[osg-users] Vertex visualized problem, processed via shader.

2010-09-13 Thread Aitor Ardanza
Hi,

I have a model with a skeleton that moves by using skinning shader.
The problem is that with some moves and according to the position of the 
camera, some parts of the model vanish. I guess it will be something related to 
boundingbox ...
What would be the best method to update this?

Thank you!

Cheers,
Aitor

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Re: [osg-users] Why I can not call discardAllDeletedGLObejcts function

2010-09-13 Thread Robert Osfield
Hi Licheng,

You don't mention which version of the OSG you are using, or whether
you've got the source and have compiled it.  If you think the function
is undefined then go source the source files and double check.  You
have access to svn/trunk and the dev series so you can easily cross
reference.

In general svn/trunk and the dev series may well be the better if you
are pushing the envelope w.r.t OSG usage - 99% of users should never
need to call these functions explicitly, but if you are part of that
1% then you are on the bleeding edge and should view the svn/trunk and
dev series as good base.

Robert.

On Mon, Sep 13, 2010 at 6:24 AM, Licheng Zhang  wrote:
> Hi,
>
> it's my careless , but osg::discardAllDeletedGLObjects() is also undefined.
> when I push the refresh button in the browser for about 12 times, the activex 
> control will crash. I don't know why. the thread conflict? or there are  any 
> resources which haven't been destroyed?
>
> Thank you very much!
>
> Cheers,
> Licheng
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=31552#31552
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Re: [osg-users] osgGA modifications for IPhone and other stuff

2010-09-13 Thread Robert Osfield
Hi Stephan and Thomas,

On Sun, Sep 12, 2010 at 8:03 PM, Stephan Huber  wrote:
> I'd say, we'll use the the exisiting event-types , push, drag, release
> for touch-events. What is needed is a touch-id-variable to differentiate
> between multiple touches at the same time. So we have basic
> compatibility to old code and do not bloat the GUIEventAdapter-class too
> much, only adding one int. We can even use the _button-property of
> EventAdapter. (that's my current approach)

I kinda like this idea, it's not too intrusive w.r.t osgGA.  However,
in terms of event handlers receiving events I would have thought you'd
want to get all the events for a single multi-touch together, since if
you are getting them one by one you'd need to have a start and stop
event so you'd know how to accumulate.

How about a composite GUIEventType, or one that forms a linked list,
and you just pass the head around.

Robert.
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Re: [osg-users] Rendering left & right stereo frames in separate threads?

2010-09-13 Thread Robert Osfield
Hi Brian,

The current stereo support in the OSG is provided by the
osgUtil::SceneView class, this is an old class that have survived
through todo because it's still be useful for managing low level
rendering, it is set for eventually replacement though.  SceneView
being old and quite primitive doesn't know about threading or multiple
contexts so in itself it can't do stereo multi-thread or with multiple
contexts.

The osgViewer library which is a much higher level of abstraction is
much more modern and is capable of multi-threading and multi-context
rendering, but right now at the low level it still defers to SceneView
to do the rendering and stereo if you use the OSG standard stereo
support.  However, if manage stereo yourself you aren't limited to
restrictions of SceneView w.r.t threading for stereo if you do your
own stereo setup at the high level - using two slave Camera in a
osgViewer::Viewer is the prefect way to do this, it's slightly more
setup but it still should be quite straight forward.

There is a gotcha though... most stereo is done with a single graphics
context, and you can only efficiently drive a single graphics context
from a single thread, so OpenGL/hardware limitations themselves may
well limit you to use a single thread for rendering.  Potentially you
can use CullThreadPerCamerDrawThreadPerContext threading model which
would run the cull threads in parallel, but the draw will still be
single threaded.  The OSG's default threading model of
DrawThreadPerContext also enables multi-threading by allow the draw
threading to dispatch static objects whilst the next frame gets under
way.  The fact that OSG already will likely be doing
DrawThreadPerContext rather diminishes the potential of
CullThreadPerCameraDrawThreadPerContext to make much difference.

If you are able to do stereo with two graphics cards, two contexts and
two screens then threading does a better possibility as the OSG can
naturally run this configuration multi-threaded and it should scale
very well.  This is a very specific stereo setup though - so as driver
two passive stereo projectors.  You haven't said anything about the
type of stereo you intend so I can't really say whether this is
possible at your end.

So... all in all it's likely that you won't have much opportunity to
make things more parallel that then probably already are, unless you
have a specific hardware setup. However, multi-threading isn't the
only area of optimization you can do, so I'd suggest you look very
strongly at why your app is currently so CPU limited.

Robert.

On Sat, Sep 11, 2010 at 3:36 PM, Brian Tomko  wrote:
> Hi,
>  I have a 1 camera 1 viewport OSG app that uses close to 50% of the CPU.  
> When I enable stereo (anaglyph/quad buffered), CPU utilization nearly 
> doubles.  Is there a way to split the left and right eye frame rendering into 
> separate threads so that I can take advantage of mulitcore?  I am using osg 
> 2.8.3 on windows.
>
> ...
>
> Thank you
>
> Brian
>
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Re: [osg-users] Manipulate the stereo view (render to texture).

2010-09-13 Thread Sergey Polischuk
Sheck osgPPU, its nodekit for doing render to screen aligned quads (for 
posteffects and such), there u can build "chains" of RTT targets with nodes 
feeding data to each other.

Cheers,
Sergey

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