Re: [osg-users] Render to texture 3D

2010-12-20 Thread Frederic Bouvier
Hi Julien,

It's me that submitted this change at
http://www.mail-archive.com/osg-submissions@lists.openscenegraph.org/msg05568.html

It's hard to tell what's going wrong without the full code of your camera setup.
In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
error 0x8da8 refers to FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB and the 
document has possible cause for this error.

Regards,
-Fred


- Julien Valentin a écrit :

 Hi,
 I'm trying to make efficient fluid simulation with osg
 I've just found this page :
 http://www.mail-archive.com//msg05568.html
 
 It look pretty great as my 1 camera per slice code is very CPU time
 consuming.
 
 I develop a geometry shader that change gl_layer value per primitive.
 It work so i change my texture my texture attachement to camera's FBO
 as follow:
 
 Code:
 
 for(int i=0;i_depth;i++){
 //one cam per slice
 _cameras[i]-attach( osg::Camera::COLOR_BUFFER,tex,0,i,false);
 }
 
 to
 
 for(int i=0;i1;i++){
 //one overalll camera
 _cameras[0]-attach(
 osg::Camera::COLOR_BUFFER,tex,0,osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
 }
 
 But this change make a crash:
 
 
 Code:
 
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8da8
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Re: [osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-20 Thread Jean-Sébastien Guay

Hello Evan,


I've written a very simple application which should simply display a sphere. 
The code compiles, but when the viewer runs, the sphere doesn't appear and I 
get the message:
Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)

I have no idea what this means or how to fix it. I was able to compile and run 
successfully on a Linux system, but I've had no luck with Windows and Visual 
C++. Can anybody help me out?


We will not be able to help much if you don't show your code, because 
what you describe is very simple and should work (at least as far as we 
can see from your description). If we see the code we might be able to 
tell you what's wrong.


Also, have you looked at the OSG examples and the Getting Started Guide 
to make sure you're doing things right?


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

2010-12-20 Thread Christian Richardt
It runs on Linux and Windows, but OpenNI and hence the modified driver
doesn't support Mac OS yet.

Christian.

On Sat, Dec 18, 2010 at 10:05 PM, Torben Dannhauer
tor...@dannhauer.info wrote:
 Hi Jan,

 I agree.

 Here is the journal article I talkes about
 http://www.heise.de/open/meldung/Offizielle-Open-Source-Treiber-fuer-Kinect-1152510.html

 This is the article translated by google:
 http://translate.google.com/translate?u=http%3A%2F%2Fwww.heise.de%2Fopen%2Fmeldung%2FOffizielle-Open-Source-Treiber-fuer-Kinect-1152510.htmlsl=detl=enhl=deie=UTF-8

 Does the non-openNI Driver work on win, Linux and Mac?

 Best regards,
 Torben

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[osg-users] Problem with Transparency when using osg::Cameras

2010-12-20 Thread George Bekos
Hello all,

I have a problem regarding transparency and osg::Cameras. Because my main graph 
is very complex I will describe here a simplified version of the graph that 
produces the problem.

What I want as a result is three colored spheres. The middle should be opaque 
and the left and right should be transparent. And I do it like this: I have a 
main root osg::Group node with two child osg::Group nodes.  At the first one's 
StateSet I set the rendering hint to StateSet::TRANSPARENT_BIN. Then I just 
attach to it two osg::Geodes. At the second one I add as a child an osg::Camera 
and then I attach a osg::Geode on the camera. Take a look at the diagram 
picture to understand my graph.

The result I get is really strange and not the expected of course. I can not 
see the middle sphere through the transparent ones but I can see a transparent 
sphere through the other transparent one. Even if the middle opaque sphere is 
between them. (I can't see the opaque one at all through the transparent 
spheres) Take a look at the picture to understand the exact problem. Looks like 
the osg::Camera somehow breaks the rendering order. 

Now, the strange thing is that IF I use a osg::Group instead of the 
osg::Camera, then everything works! Any idea why is this happening? I have also 
attached my source code which is also available at this site:  
http://pastesite.com/20775

Thanks for your time guys!

Cheers,
George

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Attachments: 
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http://forum.openscenegraph.org//files/transparencyprobem_100.png
http://forum.openscenegraph.org//files/osggraphsm_134.png


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Re: [osg-users] Cutting geometry out of a scene

2010-12-20 Thread Wojciech Lewandowski

Hi Kevin,

I don't know if this can be useful for you or not, but you may look at 
osgSim::CustomPolytope or its remote derivative osgShadow::ConvexPolyhedron. 
These classes supoport tranformation and cut with other polytopes. Both 
classes keep reference points for each of the polytope faces. These points 
basically represent polygons on each of planes of convex polytope. Both 
classes don't keep other attributes beyound x,y,z vertex coords but it would 
be straightforward to extend  their storage and methods so that they keep 
more than 3 coordinates per reference point.


Cheers,
Wojtek Lewandowski


-Original Message- 
From: Paul Martz

Sent: Sunday, December 19, 2010 8:41 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Cutting geometry out of a scene

On 12/19/2010 12:01 PM, Kevin Bentley wrote:

Hi,

I'm writing an app that essentially needs to 'cut' some geometry and its 
textures from a scene, to create a new model. Currently I'm using a 
PolytopeIntersector to find the faces I'm interested in.


The next step is that I need to clip those faces to the boundaries of the 
Polytope I used to find the intersection. I also need to add some vertices 
to some of the faces to slightly change the shape.


I've been looking at some libraries for geometry operations.  I want to 
preserve the texture mapping if I divide the faces up, and I haven't found 
a library that I can use to divide the faces and preserve the texture 
mapping (creating new texture coordinates for the new verts).


What I'm wondering is if there is something in OSG already I should be 
looking at as an example of this type of problem, or if anyone has any 
hints as to the best way to approach this. I sometimes find myself going 
down a path to solve a problem the hard way in OSG, then later I find out 
there's some existing feature I should have used to make life easier.


Any tips are very much appreciated!


I don't know of an existing OSG-compatible tool for this, but it shouldn't 
be
difficult to implement. Clipping a triangle against a plane is fairly 
trivial

and it sounds like you've already solved that. Use linear interpolation to
derive the new texture coordinate; that's what OpenGL does when it clips 
primitives.

   -Paul
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Re: [osg-users] Problem with Transparency when using osg::Cameras

2010-12-20 Thread Paul Martz
I'm not sure why you think you should use a Camera as you describe, it seems 
like a misuse of the Camera class, which is intended for a complete frame 
rendering, and not for combining with data from other Cameras, which is what you 
have here (osgViewer / SceneView uses a Camera implicitly, above your root node).


That's not to say that you can't combine the renderings of two Cameras into a 
single frame; you can. But you need to be very aware of what OSG is doing for 
each Camera, and configure them to work together with respect to rendering 
order, clearing, etc.


You've already discovered that eliminating the Camera resolves the issue. This 
seems to be a clear case of, if it hurts, don't do it.

   -Paul


On 12/20/2010 8:48 AM, George Bekos wrote:

Hello all,

I have a problem regarding transparency and osg::Cameras. Because my main graph 
is very complex I will describe here a simplified version of the graph that 
produces the problem.

What I want as a result is three colored spheres. The middle should be opaque 
and the left and right should be transparent. And I do it like this: I have a 
main root osg::Group node with two child osg::Group nodes.  At the first one's 
StateSet I set the rendering hint to StateSet::TRANSPARENT_BIN. Then I just 
attach to it two osg::Geodes. At the second one I add as a child an osg::Camera 
and then I attach a osg::Geode on the camera. Take a look at the diagram 
picture to understand my graph.

The result I get is really strange and not the expected of course. I can not 
see the middle sphere through the transparent ones but I can see a transparent 
sphere through the other transparent one. Even if the middle opaque sphere is 
between them. (I can't see the opaque one at all through the transparent 
spheres) Take a look at the picture to understand the exact problem. Looks like 
the osg::Camera somehow breaks the rendering order.

Now, the strange thing is that IF I use a osg::Group instead of the 
osg::Camera, then everything works! Any idea why is this happening? I have also 
attached my source code which is also available at this site:  
http://pastesite.com/20775

Thanks for your time guys!

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Re: [osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-20 Thread Evan Sheffield

Skylark wrote:
 Hello Evan,
 
 We will not be able to help much if you don't show your code, because 
 what you describe is very simple and should work (at least as far as we 
 can see from your description). If we see the code we might be able to 
 tell you what's wrong.
 
 Also, have you looked at the OSG examples and the Getting Started Guide 
 to make sure you're doing things right?
 
 J-S
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Hello,

Yes, I followed the startup guide to get OSG working on my computer. This is 
the simple code that I was trying:



Code:
#include osg/Group
#include osg/LightSource
#include osg/ShapeDrawable

#include osgViewer/Viewer

using namespace osg;

// main function
int main()
{
  // create the root node of the scene graph
  ref_ptrGroup root = new Group;

  // create a node to the geometry of a spherical object
  ref_ptrGeode ballNode = new Geode;
  ballNode-addDrawable(new ShapeDrawable(new Sphere));

  // create a distant light, with 0 for the homogeneous coord
  Vec4 lightDirection(1, -1, 1, 0);
  ref_ptrLightSource ls = new LightSource;
  ls-getLight()-setPosition(lightDirection);
  // set the intensity properties for the light
  ls-getLight()-setAmbient(Vec4(0.2, 0.2, 0.2, 1.0));
  ls-getLight()-setDiffuse(Vec4(1.0, 1.0, 0.7, 1.0));
  ls-getLight()-setSpecular(Vec4(1.0, 0, 0, 1.0)); 

  // assemble the node hierarchy
  root-addChild(ls.get());
  root-addChild(ballNode.get());

  // create the viewer helper object
  osgViewer::Viewer viewer;
  viewer.setSceneData(root.get());
  viewer.realize();

while( !viewer.done() )
{
viewer.frame();
}

return 0;
}



Thanks in advance for your help.

~Evan

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[osg-users] FLT test suite updated

2010-12-20 Thread Paul Martz

Hi, to all of you doing FLT work --

I've updated the top-level CMakeLists.txt file in the FLT regression test suite:
   http://code.google.com/p/osgfltexport/

CMake now enforces finding both Python and PIL and doesn't generate project 
files if not found. This should eliminate the possibility of running the test 
suite without these required dependencies.


If you are able to generate project files in CMake, and (when running the tests) 
you are still seeing all tests fail, then we can assume that PIL is working 
properly and the problem must be elsewhere.


Let me know if you encounter any issues with these changes.

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Re: [osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-20 Thread Jean-Sébastien Guay

Hello Evan,

The default viewer camera position is at (0,0,0), which turns out to be 
inside your sphere. So you just see the inside of your sphere (not a 
very interesting view point to be sure! :-) ).


You have used the while(!viewer.done()) viewer.frame() method of coding 
the main loop, and so no camera manipulator is created automatically by 
the viewer, and you don't add any camera manipulator yourself, so you 
will need to set the viewer camera's view matrix yourself to be able to 
see the object.


Add viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0,-10,0), 
osg::Vec3(0,0,0), osg::Vec3(0,0,1)); just before your frame loop to see 
the object. You can also call this method at different times inside the 
frame loop (or in callbacks) if you want to animate the camera's position.


You could also opt to add a camera manipulator, then you would add 
viewer.setCameraManipulator(new osgGA::TrackballManipulator); before 
your frame loop, for example. The camera manipulator will center on your 
scene's bounds on the first frame, so you will see the whole scene and 
will be able to move/rotate the camera around.


With either of these changes I can see the sphere just fine (and with 
the correct yellowish lighting as you've set in your light source's 
diffuse light color). Of course without a camera manipulator you won't 
be able to rotate the camera with the mouse (unless you code that 
yourself in an event handler that sets the camera's view matrix, for 
example).


As for your OpenGL messages, I don't get any of those when running your 
code. They could be related to your driver. These messages are sometimes 
false positives, meaning they may be shown even if nothing is wrong. I 
would recommend checking if there is an updated driver for your video 
card and see if they go away.


Hope this helps,

J-S
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Re: [osg-users] Fullscreen dual monitor spanning

2010-12-20 Thread David Glenn

robertosfield wrote:
 This sounds like the X11 redirect to the X11 window manager that is
 deciding for you that the window is too big and knows better.  The
 Traits::overrideRedirect as I mentioned earlier in this thread is what
 should address this.
 
 Robert.
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Greetings Robert!

Actually what was going on is that I was not using the Traits correctly. Once I 
was able to figure that out I hard coded the size to what I knew what the 
screen was and was able to take over both screens with one slave camera. 

Then I added another slave camera and set one for one screen and the other 
camera for the other screen. Then reposition the cameras at the right eye 
distance and proper rotation from each other so it can appear as a natural 
stereo vision. 

Then, all I needed to was run the correct screen to the right polarized 
projector, fine adjust the eye distance and stuff and I got the Cessna aircraft 
appearing in a real time Real3D pesentation.
 
D Glenn


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

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Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates

2010-12-20 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.

Thank you!


I think I've identified the problem.

in expGeometryRecords.cpp lines 813-820, we write the UV list data incorrectly. 
According to the FLT spec, the data should be grouped per-vertex, not per-layer.


We should have:
  UV for vertex 0, layer 1
  UV for vertex 0, layer 2
  UV for vertex 1, layer 1
  UV for vertex 1, layer 2
   ...etc...

Instead, we have this:
  UV for vertex 0, layer 1
  UV for vertex 1, layer 1
   ...etc...
  UV for vertex 0, layer 2
  UV for vertex 1, layer 2
   ...etc...

Oops!

I'll commit a fix shortly (if Robert has granted me write permission, otherwise 
I'll post to osg-submissions).


I'll also add your test case to the regression suite.
   -Paul
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Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates

2010-12-20 Thread Paul Martz
Hi Robert  Jose -- Apparently, I still don't have write permission for the 
OpenFlight plugin. Please commit this change to resolve Katharina's problem. Thanks.

   -Paul


On 12/20/2010 1:56 PM, Paul Martz wrote:

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.

Thank you!


I think I've identified the problem.

in expGeometryRecords.cpp lines 813-820, we write the UV list data incorrectly.
According to the FLT spec, the data should be grouped per-vertex, not per-layer.

We should have:
UV for vertex 0, layer 1
UV for vertex 0, layer 2
UV for vertex 1, layer 1
UV for vertex 1, layer 2
...etc...

Instead, we have this:
UV for vertex 0, layer 1
UV for vertex 1, layer 1
...etc...
UV for vertex 0, layer 2
UV for vertex 1, layer 2
...etc...

Oops!

I'll commit a fix shortly (if Robert has granted me write permission, otherwise
I'll post to osg-submissions).

I'll also add your test case to the regression suite.
-Paul
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--
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   http://www.skew-matrix.com/
/* 
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or (at
 * your option) any later version. The full license is in the LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * OpenSceneGraph Public License for more details.
*/

//
// Copyright(c) 2008 Skew Matrix Software LLC.
//

#include FltExportVisitor.h
#include DataOutputStream.h
#include Opcodes.h
#include MaterialPaletteManager.h
#include TexturePaletteManager.h
#include VertexPaletteManager.h
#include osg/CullFace
#include osg/BlendFunc
#include osg/Geometry
#include osg/Geode
#include osg/Billboard
#include osg/io_utils
#include osg/Material
#include osg/Texture2D

#include sstream


namespace flt
{


// Bit flags for multitexturing
static unsigned int LAYER_1( 0x8000  0 );
#if 0
// unused so if'deffing out
static unsigned int LAYER_2( 0x8000  1 );
static unsigned int LAYER_3( 0x8000  2 );
static unsigned int LAYER_4( 0x8000  3 );
static unsigned int LAYER_5( 0x8000  4 );
static unsigned int LAYER_6( 0x8000  5 );
static unsigned int LAYER_7( 0x8000  6 );
#endif


bool
FltExportVisitor::isLit( const osg::Geometry geom ) const
{
const osg::StateSet* ss = getCurrentStateSet();
if ( ss-getMode( GL_LIGHTING )  osg::StateAttribute::ON )
return true;
else
return false; //( geom.getNormalBinding() == 
osg::Geometry::BIND_PER_VERTEX );
}

bool
FltExportVisitor::isTextured( int unit, const osg::Geometry geom ) const
{
const osg::StateSet* ss = getCurrentStateSet();
bool texOn( ss-getTextureMode( unit, GL_TEXTURE_2D )  
osg::StateAttribute::ON );
bool hasCoords( geom.getTexCoordArray( unit ) != NULL );

return( texOn  hasCoords );
}

bool
FltExportVisitor::isMesh( const GLenum mode ) const
{
return( (mode == GL_TRIANGLE_STRIP) ||
(mode == GL_TRIANGLE_FAN) ||
(mode == GL_QUAD_STRIP) );
}

bool
FltExportVisitor::atLeastOneFace( const osg::Geometry geom ) const
{
// Return true if at least one PrimitiveSet mode will use a Face record.
unsigned int jdx;
for (jdx=0; jdx  geom.getNumPrimitiveSets(); jdx++)
{
const osg::PrimitiveSet* prim = geom.getPrimitiveSet( jdx );
if( !isMesh( prim-getMode() ) )
return true;
}
// All PrimitiveSet modes will use Mesh records.
return false;
}
bool
FltExportVisitor::atLeastOneMesh( const osg::Geometry geom ) const
{
// Return true if at least one PrimitiveSet mode will use a Mesh record.
unsigned int jdx;
for (jdx=0; jdx  geom.getNumPrimitiveSets(); jdx++)
{
const osg::PrimitiveSet* prim = geom.getPrimitiveSet( jdx );
if( isMesh( prim-getMode() ) )
return true;
}
// All PrimitiveSet modes will use Face records.
return false;
}

void
FltExportVisitor::writeFace( const 

[osg-users] Framerate-(stats) stutter / hiccups

2010-12-20 Thread Rob Smith
Hi,

when running my osg-app (or the osgviewer.exe) I noticed there are from time to 
time some framerate-stutters (that seem independent from the scene).
I've tested on several pcs (osg-trunk, win7, single/dual/quad core, nvidia 
graphics) with the same effects. To reproduce, I display a model (cow.osg) in 
the osgviewer.exe and let it spin - then every few seconds there are the 
hiccups. If I enable the stats these stutters let 'explode' the draw and gpu 
bars/values. I tried the different threading-models w/o any change - so I'm 
wondering if anyone else has seen this stutters? or maybe know how to minimize 
these effects?  

Thanks much!

Cheers,
Rob

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[osg-users] website down?

2010-12-20 Thread Rob Radtke
I haven't been able to access the website all day 
(http://www.openscenegraph.org/projects/osg).  After churning for a 
while, I get this message displayed in my browser:


Traceback (most recent call last):
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in 
send_error

'text/html')
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, 
in render_template

data = self.populate_data(req, data)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, 
in populate_data

d['chrome'].update(req.chrome)
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in 
__getattr__

value = self.callbacks[name](self)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, 
in prepare_request

for category, name, text in contributor.get_navigation_items(req):
  File 
/usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 
295, in get_navigation_items

if 'BROWSER_VIEW' in req.perm:
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in 
has_permission

return self._has_permission(action, resource)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in 
_has_permission

check_permission(action, perm.username, resource, perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in 
check_permission

perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in 
check_permission

get_user_permissions(username)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in 
get_user_permissions

for perm in self.store.get_user_permissions(username):
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in 
get_user_permissions

cursor.execute(SELECT username,action FROM permission)
  File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in 
execute

return self.cursor.execute(sql)
  File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, 
line 58, in execute

args or [])
  File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, 
line 50, in _rollback_on_error

return function(self, *args, **kwargs)
OperationalError: database is locked

Anyone know what's wrong?

Rob



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[osg-users] Several questions regarding Terrain

2010-12-20 Thread Thomas Dickerson
Hi,

I would like to be able to load the terrain format used by the Torque Game 
Engine. A couple questions about how to use the Terrain mechanisms built in to 
OpenSceneGraph:

If I have a heightfield which tiles cleanly, is there a mechanism to 
make a terrain repeat indefinitely?

Is there any sort of mechanism to draw a hole in a patch of terrain? If 
not, how would such a thing be implemented?

 Can you have multiple layers of texture over the same heightfield? 
(i.e. a background texture and another detail texture painted over it?

In the documentation I see names like TerrainTechnique Layer 
Terrain and TerrainTile being thrown around without much description of the 
roll of any individual class. Is this documented in any reasonable form 
somewhere, or would someone care to explain them? 



Thank you!

Cheers,
Thomas


Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) || 
Village2Village Project (http://www.village2villageproject.org)

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35012#35012





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

2010-12-20 Thread Sean Spicer
Robert, Wojciech,

Thank you for the advice, this is pretty much exactly what I
discovered after some further research.  This particular code is
pretty old, and I've now re-factored it to use indexed tri-sets
instead of tri-strips and things are much better.

While digging, it looks like there are several ways to optimize vertex
arrays for the caches on various GPUs...have you looked at all at
this?  Are there any reasonable rules-of-thumb for organizing the
vertex arrays such that they make efficient use of the vertex cache
across a wide swath of commodity hardware?  Both NVIDIA and ATI have
published advice on the topic.

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



On Sun, Dec 19, 2010 at 6:20 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Sean,

 In general when moving from display listed data to VBO's it's best to
 avoid using tri-strips with separate osg::DrawElements and instead
 using a single osg::DrawElements containing just GL_TRIANGLES.  This
 will be more duplicated indices but far less overhead in set up and
 dispatch.

 With modern graphics hardware and API the biggest overhead is
 typically the dispatch rather than vertex load on the GPU.  Even mid
 range GPU's can comfortable handle a million+ vertices per frame at
 60hz, but... you have to pass the data to them efficiently, and the
 bottlenecks we were once familiar with have changed.

 Robert.

 On Fri, Dec 17, 2010 at 6:57 PM, Sean Spicer sean.spi...@aqumin.com wrote:
 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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