Re: [osg-users] Fullscreen dual monitor spanning

2010-12-17 Thread Alberto Luaces
David Glenn writes:

 Chriss10 wrote:
 I added eventhandler, but it doesn't work for me!
 
 It does not matter how many times I pess 'f', my application will only be 
 shown on one screen.
 
 Can somebody help?
 Other ideas? I think it should be possible to span it over 2 fullscreens.


 Well I'll tell you what I had to resort to, but it's a hack not a fix.

 First I render the view to a window (not the whole screen). There is many 
 ways to do that - the examples show you how. 

 Then, when I start things off I resize the window frame a bit beyond the 
 scale of the two screens. This can be done in code but if all else fails, 
 after you start the program resize it with your mouse- I told you it was a 
 hack! 

 Note: Make sure that resize of the window GUI is linked to your OSG resize 
 for this to work!

 This is the best that I've been able to do in the Linux realm - might work in 
 MS Windows. 

 I use this to render a 3D projection with two Polarized projections and it 
 works, but as I said it's a hack! I'm looking into a more practical solution 
 as time permits – This 3D Projection stuff is more of a hobby scale right 
 now. 

 This is kind of one of those types of subjects  that maybe an easy answer, 
 but it's ether  just a bit beyond the box to find it in this forum, or beyond 
 the interest of others to answer, or that’s what I’m beginning to think!  

 For me, I’ve done some very weird stuff with this OSG code, much to the 
 puzzlement of some of the OSG authors here and when you do this you sometimes 
 have to stick to your guns and find the answers in other ways and forums!

I have to say that it used to work well at least with OSG 2.4.0. Then
that misbehaviour appeared, but I don't know if it is a problem with the
drivers or with OSG. I think it's more likely a configuration/driver
issue since you are the first pinging the list for that, if I recall
correctly. The osgViewer::View::setUpViewAcrossAllScreens should be a
good starting point to track the issue.

In Windows it expands across the screens from the beginning, but the OSG
windowing code is different.

Regards,

-- 
Alberto

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Re: [osg-users] background visible on point sprite spheres

2010-12-17 Thread Yurii Monakov
Hi Don,

Ok, than you can try disabling depth writes while rendering your point
sprites. You can use osg::Depth attribute to disable depth writes. For
example:

_state-setAttribute(new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false));

The last parameter in constructor of osg::Depth controls depth writes
during rendering.

Best regards,
Yurii Monakov


2010/12/16 Yurii Monakov monako...@gmail.com:
 Hi Don!

 I think that you can try enabling GL_BLEND mode in your StateSet (if
 it is not already enabled).

 Best regards,
 Yurii Monakov

 2010/12/16 Don Leich d...@ilight.com:
 Hi all,

 I've got a problem that I haven't been able to find a solution
 for and could use some help.  I'm using the standard texture file
 OpenSceneGraph-Data/Images/sphere.gif as the source image for
 point sprites.  The file is an image of a shaded sphere against
 a fully transparent background.

 I can set a state to properly render small 2-D sphere images with
 GL_POINTS primitive type.  I needed to add sprites to my scene
 graph after some other content that requires setting a different
 state first.  The point sprites after this other content will show
 the shaded sphere image correctly, but will now also render the
 sphere image background even though it should be fully transparent.

 Adding osg::StateAttribute::OVERRIDE to the blend function state
 was a thought, but no help.

    fn-setFunction(osg::BlendFunc::SRC_ALPHA,
        osg::BlendFunc::ONE_MINUS_SRC_ALPHA);

    _state-setAttributeAndModes(fn,
        osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);

 A dump and compare of .osg files didn't yield any insight.  Does
 anyone have a suggestion for a possible fix here or maybe a way
 to debug the state with OSG internals?  What besides BlendFunc
 should be in influence here?  Does it sound like I'm just not
 applying the state where I think I am?

 Thanks,
 -Don Leich

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Re: [osg-users] VertexBufferObject usage very slow...

2010-12-17 Thread Robert Osfield
Hi Sean,

I haven't seen any perfomance slow downs with VBO usage.  I've been
testing the VBO side pretty heavily over the last week, using paged
databases that use VBO's.

A VBO vertex array of size 65535 is not particularly large at all and
shouldn't present any issues.  Are you dynamically updating the data?

Would it be possible to create an example datasets or example that
reproduces the problem you are seeing?

Cheers,
Robert.


On Thu, Dec 16, 2010 at 11:40 PM, Sean Spicer sean.spi...@aqumin.com wrote:
 Hi Everyone,

 Working off the OSG trunk this afternoon, I tried some experiments
 with VertexBufferObjects and our geometry (all on the fast path).  The
 only deltas in our code are as follows...all timing as measured by OSG
 stats:

 geometry-setUseDisplayList(true)
 geometry-setUseVertexBufferObjects(false)
 === Draw time = 2ms, FrameTime = 12ms

 geometry-setUseDisplayList(false)
 geometry-setUseVertexBufferObjects(false)
 === Draw time = 13ms, FrameTime= 19ms

 geometry-setUseDisplayList(false)
 geometry-setUseVertexBufferObjects(true)
 === Draw time = 67ms !!!  FrameTime = 109ms

 What is going on here ?  We are always on the fast path - however, our
 vertex arrays are large (65535 verts).  VBOs *should* be way faster
 than immediate mode...any ideas ?

 sean
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Re: [osg-users] OSG problem with multiple cards

2010-12-17 Thread Robert Osfield
Hi John, Steve, et. al,

On Tue, Dec 14, 2010 at 7:32 PM, John Kelso ke...@nist.gov wrote:
 DGL has its own threading and draw code.  It uses OpenThreads
 for threading. The OpenGL calls generated by draw() are sent to the
 defined windows using OSG's SceneView class and Producer.  So, it's
 not completely OSG-free, but as its threading works, perhaps this
 indicates that the OSG problem is not in SceneView.

I'm I reading this correctly.  You are using Producer and SceneView,
and only a custom OpenGL call to the rendering?

I wouldn't expect any performance issues due to straight OpenGL
dispatch or SceneView, the scene graphs job is make sure there aren't
issues, and will typically far out perform a naive OpenGL program.

Most likely culprit would be at the high level - creating graphics
windows and synchronization of the threads and swap buffers.  This
would lead me to ask question could the difference be Producer vs
osgViewer?

Both are pretty similar in window setup and threading when running
CullDrawThreadPerContext is very similar to that of Producer's
multi-thread approach.  Events are handled a little differently, but
this won't be a factor for performance.  The only real difference I
can recall is that the osgViewer uses a barrier at the end of dispatch
and before the call swap buffers, while Producer just dispatches swap
buffers independently and then joins a barrier afterwards.  Is there
any chance that this is the issue? I'd be easy to move the barrier.

Unfortunately I've got my head down looking at paging issues right now
so can't head off to start testing multi-card setup.

Robert.
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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-17 Thread Maxim Gammer
Hi.


I use Matrox Dual Head 2 Go for 2 fullscreens

2010/12/17 Alberto Luaces alua...@udc.es:
 David Glenn writes:

 Chriss10 wrote:
 I added eventhandler, but it doesn't work for me!

 It does not matter how many times I pess 'f', my application will only be 
 shown on one screen.

 Can somebody help?
 Other ideas? I think it should be possible to span it over 2 fullscreens.


 Well I'll tell you what I had to resort to, but it's a hack not a fix.

 First I render the view to a window (not the whole screen). There is many 
 ways to do that - the examples show you how.

 Then, when I start things off I resize the window frame a bit beyond the 
 scale of the two screens. This can be done in code but if all else fails, 
 after you start the program resize it with your mouse- I told you it was a 
 hack!

 Note: Make sure that resize of the window GUI is linked to your OSG resize 
 for this to work!

 This is the best that I've been able to do in the Linux realm - might work 
 in MS Windows.

 I use this to render a 3D projection with two Polarized projections and it 
 works, but as I said it's a hack! I'm looking into a more practical solution 
 as time permits – This 3D Projection stuff is more of a hobby scale right 
 now.

 This is kind of one of those types of subjects  that maybe an easy answer, 
 but it's ether  just a bit beyond the box to find it in this forum, or 
 beyond the interest of others to answer, or that’s what I’m beginning to 
 think!

 For me, I’ve done some very weird stuff with this OSG code, much to the 
 puzzlement of some of the OSG authors here and when you do this you 
 sometimes have to stick to your guns and find the answers in other ways and 
 forums!

 I have to say that it used to work well at least with OSG 2.4.0. Then
 that misbehaviour appeared, but I don't know if it is a problem with the
 drivers or with OSG. I think it's more likely a configuration/driver
 issue since you are the first pinging the list for that, if I recall
 correctly. The osgViewer::View::setUpViewAcrossAllScreens should be a
 good starting point to track the issue.

 In Windows it expands across the screens from the beginning, but the OSG
 windowing code is different.

 Regards,

 --
 Alberto

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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-17 Thread Robert Osfield
On Thu, Dec 16, 2010 at 3:50 PM, Christina Werner werner...@fh- Can
somebody help?
 Other ideas? I think it should be possible to span it over 2 fullscreens.

I don't know what OS you are working with.  Often OS's have the
drivers control how the desktop and windows open up on.

I'm only really familiar with X11, in which case the window manager
can redirect windows that an application asks to be opened up across
the whole desktop to just appear on one of the screens.  In this case
you want to tell the OSG to tell X11 to override this redirect, in
osg::GraphicsContext::Traits you'll find an overriderRedirect flag
which need to set to true.  You'll also need to set up X11/OpenGL
drivers so that it uses a single desktop rather than have separate
Displays, for NVidia this is called TwinView.

If you can't achieve a single graphics window across both displays the
OSG still allows you to open up two separate windows and have them
synchronized so that it looks and behaves like a single window.

Robert.
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[osg-users] Native Windowing recursion (WM_NCHITTEST, et al)

2010-12-17 Thread Tessier, Philip A (TASC)
Greetings, all.

I've been cleaning up my application, and, somehow, this has triggered
a StackOverflow situation.  I'm working on Windows XP, and have been
working with OSG 2.6.  In attempting to deal with the problem, I've
updated to 2.8.3, and find that the problem persists.

The symptom is that WM_NCHITTEST (0x0084) is causing infinite recursion.

I've read the forum topics that match WM_NCHITTEST, but none of those
seem to apply.

Specifically, the call stack tells me that user32.dll (I'm not currently
loading symbols for user32) calls:
osgViewer::WindowProc, which calls
osgViewer::GraphicsWindowWin32::handleNativeWindowingEvent.
_windowProcedure is set, so that calls
user32.dll CallWindowProc, which produces a call stack of three
more user32 calls, which then calls
osgViewer::WindowProc, and the recursion continues to Stack
Overflow.

Hmmm, on recreating the error, to capture the call stack for you, the
uMsg this time isn't WM_NCHITTEST, but rather 0x000e (WM_GETTEXTLENGTH).
(The StackOverflow is the same.)

While I wait for a response, I'll look into loading the symbols for
user32.dll.

In case it sheds any light on the problem, I'll describe my cleanup.
When I first employed osgViewer::Viewer, I completely misunderstood how
to (correctly) apply Cameras and ViewManipulators.  I wove a complex
mechanism on top of osgViewer::Viewer managing the camera for each
ViewManipulator and blah, blah, blah.  As I've come to understand the
viewer better, I have realized that, for the most part, it handles all
that for me.  So, I've been untangling that mess, and simplifying my
derivative of Viewer.  And that has gone quite well (except for the
above problem).  One of the things that I'm doing more of (but simpler)
is more frequent use of setCamera and setCameraManipulator, to
intentionally switch views (under user control).

Thank you,
Phil Tessier
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Re: [osg-users] Native Windowing recursion (WM_NCHITTEST, et al)

2010-12-17 Thread Tessier, Philip A (TASC)
Addendum:
Having loaded the symbols for user32.dll, the call sequence is:
osgViewer::WindowProc, which calls
osgViewer::GraphicsWindowWin32::handleNativeWindowingEvent.
_windowProcedure is set, so that calls
user32.dll CallWindowProcA
user32.dll IsWindowUnicode
user32.dll GetDC
user32.dll GetDC, which then calls
osgViewer::WindowProc, and the recursion continues to Stack
Overflow.

-Original Message-
From: Tessier, Philip A (TASC) 
Sent: Friday, December 17, 2010 9:56 AM
To: 'osg-users@lists.openscenegraph.org'
Subject: [osg-users] Native Windowing recursion (WM_NCHITTEST, et al)

Greetings, all.

I've been cleaning up my application, and, somehow, this has triggered
a StackOverflow situation.  I'm working on Windows XP, and have been
working with OSG 2.6.  In attempting to deal with the problem, I've
updated to 2.8.3, and find that the problem persists.

The symptom is that WM_NCHITTEST (0x0084) is causing infinite recursion.

I've read the forum topics that match WM_NCHITTEST, but none of those
seem to apply.

Specifically, the call stack tells me that user32.dll (I'm not currently
loading symbols for user32) calls:
osgViewer::WindowProc, which calls
osgViewer::GraphicsWindowWin32::handleNativeWindowingEvent.
_windowProcedure is set, so that calls
user32.dll CallWindowProc, which produces a call stack of three
more user32 calls, which then calls
osgViewer::WindowProc, and the recursion continues to Stack
Overflow.

Hmmm, on recreating the error, to capture the call stack for you, the
uMsg this time isn't WM_NCHITTEST, but rather 0x000e (WM_GETTEXTLENGTH).
(The StackOverflow is the same.)

While I wait for a response, I'll look into loading the symbols for
user32.dll.

In case it sheds any light on the problem, I'll describe my cleanup.
When I first employed osgViewer::Viewer, I completely misunderstood how
to (correctly) apply Cameras and ViewManipulators.  I wove a complex
mechanism on top of osgViewer::Viewer managing the camera for each
ViewManipulator and blah, blah, blah.  As I've come to understand the
viewer better, I have realized that, for the most part, it handles all
that for me.  So, I've been untangling that mess, and simplifying my
derivative of Viewer.  And that has gone quite well (except for the
above problem).  One of the things that I'm doing more of (but simpler)
is more frequent use of setCamera and setCameraManipulator, to
intentionally switch views (under user control).

Thank you,
Phil Tessier
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Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates

2010-12-17 Thread Paul Martz

On 12/17/2010 9:13 AM, Katharina Plugge wrote:

Hi,

MultiTexturing has still its problems. Now I tried the first time to use up to 
3 textures. Converting to flt again lead to corrupted texture coords. I 
attached an osg-file which can be used to reproduce the problem. Converting 
this file to flt shows the effect.

Unfortunatly this time I have no idea what goes wrong. In 
FltExportVisitor::writeUVList the texture coords for both channels are 
determined correctly and written to _records. Somehow the texture coordinates 
have to be corrupted later. In the resulting file texture coords from channel 
one are mixed up with those from channel 2 and vice versa.

Would be great, if someone could help here.


OK, I will try to take a look. I might have some time to dig in over the next 
couple weeks. Thanks for posting the test file.


--
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   http://www.skew-matrix.com/
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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-17 Thread David Glenn
Greetings All!

I checked out the OpenGL forum at Khronos and they suggested to me the save 
hack that I dreamed up! Grin! Furthermore, I found out that this is the same 
solution for X11 and MS Windows - including Windows7! 

I know that I complained to Autodesk the other day about Spanning screens with 
my Maya2011 and they told me that you cannot max-out on two windows. You have 
to just drag it out with your mouse. 

QT says you can't do it without a hack - still wating for that hack, Nokia! 

Maybe, as Robert is suggesting, that it was a function that you could have done 
and now you can’t!

I'm Sorry if it seems to look like I'm bucking ageist the system here!  But 
“Hay”, if I remember right, that what my Bosses pay me to do!   =D 

FYI: I'm still stuck using in RedHat 5.2 (thanks to Government) X11 and a (most 
likely dated) gnome Windows Manager!  

Anyways,...

*
^   
  ^^^
^
||
---
You all have some Happy Holidays!


D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] VertexBufferObject usage very slow...

2010-12-17 Thread Sean Spicer
Hi Robert,

We are not updating the data frame-to-frame, which is why this is so
baffling.  I'm working through the issue with gDebugger now - if you
don't have any suggestions off the top of your head, then I'll start
digging and report back what I find, since I don't have time try and
duplicate the issue outside our app.

cheers,

sean
_
Sean Spicer
Aqumin (www.aqumin.com)
Office+1.713.781.2121
Mobile...+1.713.447.2706
Fax...+1.713.781.2123



On Fri, Dec 17, 2010 at 2:36 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 reproduces the problem you are seeing?

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Re: [osg-users] OSG problem with multiple cards

2010-12-17 Thread John Kelso

Hi Robert,

Based on your question I went back and did some grepping through the DGL
codebase and I see that DGL does NOT use SceneView or any other OSG code.
It simply uses Performer.  I was mistaken when I said earlier than DGL uses
SceneView.

There is an OSG layer that can be used with DGL to allow OSG programs to work
with DGL, and it is this layer that uses SceneView.  It does not use the
OSG Viewer or Camera classes.

This might be helpful: While a non-OSG DGL program does not show the
slowdown when using multiple displays, an OSG program using DGL DOES show a
slowdown similar to what we see with the pure OSG program.

To summarize:

1) DGL, all OpenGL no OSG used, uses only Producer, no slowdown

2) DGL with OSG, uses SceneView and Producer (no Viewers or Cameras),
   slowdown observed

3) pure OSG, uses Viewers, Cameras (and eventually SceneView if I read the
   OSG code correctly), slowdown observed

I apologize that my original posting was incorrect, and I hope it didn't
cause anyone to go down the wrong rabbit hole.

Thanks,

John


On Fri, 17 Dec 2010, Robert Osfield wrote:


Hi John, Steve, et. al,

On Tue, Dec 14, 2010 at 7:32 PM, John Kelso ke...@nist.gov wrote:

DGL has its own threading and draw code.  It uses OpenThreads
for threading. The OpenGL calls generated by draw() are sent to the
defined windows using OSG's SceneView class and Producer.  So, it's
not completely OSG-free, but as its threading works, perhaps this
indicates that the OSG problem is not in SceneView.


I'm I reading this correctly.  You are using Producer and SceneView,
and only a custom OpenGL call to the rendering?

I wouldn't expect any performance issues due to straight OpenGL
dispatch or SceneView, the scene graphs job is make sure there aren't
issues, and will typically far out perform a naive OpenGL program.

Most likely culprit would be at the high level - creating graphics
windows and synchronization of the threads and swap buffers.  This
would lead me to ask question could the difference be Producer vs
osgViewer?

Both are pretty similar in window setup and threading when running
CullDrawThreadPerContext is very similar to that of Producer's
multi-thread approach.  Events are handled a little differently, but
this won't be a factor for performance.  The only real difference I
can recall is that the osgViewer uses a barrier at the end of dispatch
and before the call swap buffers, while Producer just dispatches swap
buffers independently and then joins a barrier afterwards.  Is there
any chance that this is the issue? I'd be easy to move the barrier.

Unfortunately I've got my head down looking at paging issues right now
so can't head off to start testing multi-card setup.

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Re: [osg-users] VertexBufferObject usage very slow...

2010-12-17 Thread Sean Spicer
Robert,

Some more data...

Looks like we're drawing approx 100K tri-strips every frame.  The
glDrawElements call is the culprit...though I'm still baffled by why
it is so much slower with VBOs than in immediate mode.  Perhaps the
drawing isn't sorted by VBO so that all of the triangles drawn from
each VBO are draw in single bind call ?

sean
_
Sean Spicer
Aqumin (www.aqumin.com)
Office+1.713.781.2121
Mobile...+1.713.447.2706
Fax...+1.713.781.2123



On Fri, Dec 17, 2010 at 11:37 AM, Sean Spicer sean.spi...@aqumin.com wrote:
 Hi Robert,

 We are not updating the data frame-to-frame, which is why this is so
 baffling.  I'm working through the issue with gDebugger now - if you
 don't have any suggestions off the top of your head, then I'll start
 digging and report back what I find, since I don't have time try and
 duplicate the issue outside our app.

 cheers,

 sean
 _
 Sean Spicer
 Aqumin (www.aqumin.com)
 Office+1.713.781.2121
 Mobile...+1.713.447.2706
 Fax...+1.713.781.2123



 On Fri, Dec 17, 2010 at 2:36 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 reproduces the problem you are seeing?


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Re: [osg-users] OSG problem with multiple cards

2010-12-17 Thread John Kelso

Oops!!!

In the below, It simply uses Performer. should have read It simply uses
Producer.

Performer is not involved with this problem in any way. 8^)

John


On Fri, 17 Dec 2010, John Kelso wrote:


Hi Robert,

Based on your question I went back and did some grepping through the DGL
codebase and I see that DGL does NOT use SceneView or any other OSG code.
It simply uses Performer.  I was mistaken when I said earlier than DGL uses
SceneView.

There is an OSG layer that can be used with DGL to allow OSG programs to work
with DGL, and it is this layer that uses SceneView.  It does not use the
OSG Viewer or Camera classes.

This might be helpful: While a non-OSG DGL program does not show the
slowdown when using multiple displays, an OSG program using DGL DOES show a
slowdown similar to what we see with the pure OSG program.

To summarize:

1) DGL, all OpenGL no OSG used, uses only Producer, no slowdown

2) DGL with OSG, uses SceneView and Producer (no Viewers or Cameras),
   slowdown observed

3) pure OSG, uses Viewers, Cameras (and eventually SceneView if I read the
   OSG code correctly), slowdown observed

I apologize that my original posting was incorrect, and I hope it didn't
cause anyone to go down the wrong rabbit hole.

Thanks,

John


On Fri, 17 Dec 2010, Robert Osfield wrote:


Hi John, Steve, et. al,

On Tue, Dec 14, 2010 at 7:32 PM, John Kelso ke...@nist.gov wrote:

DGL has its own threading and draw code.  It uses OpenThreads
for threading. The OpenGL calls generated by draw() are sent to the
defined windows using OSG's SceneView class and Producer.  So, it's
not completely OSG-free, but as its threading works, perhaps this
indicates that the OSG problem is not in SceneView.


I'm I reading this correctly.  You are using Producer and SceneView,
and only a custom OpenGL call to the rendering?

I wouldn't expect any performance issues due to straight OpenGL
dispatch or SceneView, the scene graphs job is make sure there aren't
issues, and will typically far out perform a naive OpenGL program.

Most likely culprit would be at the high level - creating graphics
windows and synchronization of the threads and swap buffers.  This
would lead me to ask question could the difference be Producer vs
osgViewer?

Both are pretty similar in window setup and threading when running
CullDrawThreadPerContext is very similar to that of Producer's
multi-thread approach.  Events are handled a little differently, but
this won't be a factor for performance.  The only real difference I
can recall is that the osgViewer uses a barrier at the end of dispatch
and before the call swap buffers, while Producer just dispatches swap
buffers independently and then joins a barrier afterwards.  Is there
any chance that this is the issue? I'd be easy to move the barrier.

Unfortunately I've got my head down looking at paging issues right now
so can't head off to start testing multi-card setup.

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Re: [osg-users] how do I modify textures of an .IVE

2010-12-17 Thread Ryan H. Kawicki
We are currently using version 2.8.1 of OSG, so what I am about to say may not 
jive with the version you are using.

1) Look to the console.  The console should give you plenty of information on 
errors that may be going on inside code.  If you see nothing, try changing the 
environment variable OSG_NOTIFY_LEVEL to the highest setting (DEBUG_FP).

2) When the OSG converts the models, the texture path is stored in the stateset 
with the texture.  The issue here, though, is that some programs that produce 
the model store the texture as an absolute path.  This can be quite problematic 
as the same directory structure is required to be known.  Relative paths are a 
bit better, but I'm not sure if textures that are created and used from 
different directories will actually generate those directories for you during 
the conversion process.

3) With those two things stated, you may or may not get a file produced.  Don't 
be fooled into thinking that the file can be used by GIMP just yet.  Was the 
image compressed when creating the IVE?  In the case of all our models, the 
file is compressed during the conversion process.  When the image comes back 
out, it still uses the image path name stored in the stateset to write the 
texture to disk.  In our case, this was RGB, but the image was a compressed 
format that needed to be DDS.  This is another issue you may face.  For me, 
knowing that all the images were compressed, I just locally modified the code 
to always replace the RGB file extension to DDS.  There may be an easier way of 
doing this, but I didn't spend lots of time trying to figure it out.  Just need 
the textures.

Hope this helps and good luck.

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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-17 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 12/14/2010 11:25 AM, Torben Dannhauer wrote:
 Hiho,
 
 I thought this might be interesting for some of you:
 
 The manufacturer of Microsofts Kinect Sensor released a official driver 
 package for linux and windows! you can download and read the spects  on 
 http://www.openni.org

Actually, to be accurate - OpenNI has nothing to do with Kinect
manufacturer (which is Microsoft). It is an initiative to promote
natural interfaces and PrimeSense (the manufacturer of one of the chips
in Kinect, not Kinect itself!) is only one partner. I think Willow
Garage (the guys behind OpenCV) are more relevant there.

The library is not really a Kinect driver, but a toolkit/framework to
support different trackers for interaction/motion capture. Interesting
nevertheless.

If you want just pure driver, then Freenect is probably simpler choice.

Regards,

Jan
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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-17 Thread Jan Ciger
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On 12/15/2010 11:39 PM, dimi christop wrote:
 Are you sure these drivers work for the Kinect.
 On the site it states that it only works with a Primesense camera.
 And although its the same company that produced both the Primesense camera 
 and 
 gave the design for XBox Kinect,
 Can you just plugin the Kinect and use the drivers as is?
 Or does it only work as stated on the site with a Primesense camera.
 Which by the way looks very much like the kinect..
 http://www.primesense.com/?p=514

I think that is their more pro product. Kinect uses the chip from
PrimeSense, but there are other things in it as well - microphone, motor
for moving the whole head, etc. At the very least the USB ids are going
to be different. But there is a free driver for Kinect already, no need
to hack this one.

Regards,

Jan
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Re: [osg-users] [ANN] MS Kinect - official drivers available

2010-12-17 Thread Jan Ciger
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On 12/17/2010 08:09 AM, Torben Dannhauer wrote:
 Hello Dimi,
 
 the driver ist NOT provided by Microsoft, but by Primesense, the producer
 
 In my opinion Microsofts attitude towards the Kinect drivers is just a good 
 face to the matters. Kinect was hacked, and they had to decide whether they 
 pursue the modifications or to allow them and open Kinect for further usage 
 beyond XBox. 
 I personally was very surprised that the decided to do the latter - Microsoft 
 isn't an example of good open source cooperation for me.

Well, they didn't have much choice there - there are no laws that forbid
you with using your controller on another OS and since no copyright was
broken, they couldn't use something like the American DMCA or similar to
quash the efforts like they routinely do with the various modchip
sellers/developers. I guess they realized they have no legal leg to
stand on and backed down to save their face.

Jan
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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-17 Thread David Glenn
Holiday Greetings All!


Alberto Luaces wrote:
 
 I have to say that it used to work well at least with OSG 2.4.0. Then
 that misbehaviour appeared, but I don't know if it is a problem with the
 drivers or with OSG. I think it's more likely a configuration/driver
 issue since you are the first pinging the list for that, if I recall
 correctly. The osgViewer::View::setUpViewAcrossAllScreens should be a
 good starting point to track the issue.
 
 In Windows it expands across the screens from the beginning, but the OSG
 windowing code is different.
 
 Regards,
 
 -- 
 Alberto
 
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I took a look at osgViewer::View::setUpViewAcrossAllScreens in View.cpp, did 
some tests on an example file and with little time I had concluded that it’s 
not how the width is being set in the windows traits! I have two 1600X1200 
monitors and it is seeing it as one 3200X1200 monitor as it should! And that is 
what it's trying to set the view as that but it's getting bumped back to the 
1600X1200 screen size for some reason.  My gut felling is it's an OpenGL, or 
X11 isue!

That was all I could do over my lunch break. I'm back to Mouse Manipulator 
hacking agean for now. If I can devote more time later, I will.

   * 
   ^ 
 ^0^ 
^0^0^ 
|| 
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You all have some Happy Holidays! 
D Glenn


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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[osg-users] How can I change the colour(RGBA) of material?

2010-12-17 Thread Duan Linghao
Hi,
I have a model created by 3dmax.The model contains many objects which already 
have color or textures.I want to change the color of the model. 
I have tried the method to change the material,but it dosen't work well.My code 
is:

Code:

osg::ref_ptr osg::StateSet stateset=new osg::StateSet();
stateset=model1-getOrCreateStateSet();
stateset-setMode(GL_BLEND,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
 
osg::ref_ptrosg::Materialmaterial=new osg::Material();
material-setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0,0.0,0.0,1));   
material-setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0,0.0,0.0,1));   
material-setSpecular(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0,0.0,0.0,1));  
material-setEmission(osg::Material::FRONT_AND_BACK,osg::Vec4(1.0,0.0,0.0,1));  
material-setShininess(osg::Material::FRONT_AND_BACK,0);
material-setTransparency(osg::Material::FRONT_AND_BACK,0.5);
material-setAlpha(osg::Material::FRONT_AND_BACK,0.5);
stateset-setAttribute(material.get(),osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);



Oringinal model:
[img]
http://photo.163.com/d3d3d353/big/#aid=215946288id=6638799033
[/img]
result:
[img]
http://photo.163.com/d3d3d353/big/#aid=215817442id=6638797425
[/img]
As you can see from the picture,the color of the model is not uniformly 
red(osg::Vec4(1.0,0.0,0.0,1)),and also the alpha channel of some part of the 
model don't change to 0.5(when I get a screenshot to read the alpha 
channel).How can I deal with that?

Thank you!

Cheers,
Duan

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Re: [osg-users] problems about layer rendering

2010-12-17 Thread Julien Valentin
up,
(It's so bad it doesnt work)

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