Re: [osg-users] Why Compiled OSG is slower than pre-compiled version?

2011-02-21 Thread Alberto Luaces
GeeKer Wang writes: Yes, it's CXXFLAGS. I just misspelled it and did nothing wrong.  I configured it in ccmake and found those flags in gcc comandline.  Nothing changed anyway. I don't know what's the real reason for that. The last resort is then to compile the Fedora package yourself with

Re: [osg-users] CPU usage

2011-02-21 Thread Norman Vine
On Feb 21, 2011, at 12:38 AM, Neil Neilson wrote: Hi Jean My third notebook has a Mobile Intel(R) 945GM Express Chipset That is the one I use most for development. The refresh rate is set at 60 Hertz I don't know if that is the vsync you are referring to. If it is then osgEarth must be

Re: [osg-users] Transparent Viewers/Close Viewer

2011-02-21 Thread Robert Osfield
Hi Andrew, There a number of different ways to achieve the layer effect you are talking about. You could use multiple view's each with Cameras all sharing the same graphics context and then switch these Cameras on/off as needed using the Camera's NodeMask. You could also place the Cameras in

Re: [osg-users] OSG 2.9.11 and Delta3D

2011-02-21 Thread Robert Osfield
Hi Vijeesh, On Tue, Feb 15, 2011 at 9:25 AM, Vijeesh Theningaledathil vije...@nal.res.in wrote: Thanks. But what about compileGLObjects. The IncrementalCompileOperation takes over this responsibility, and it's compile is something that will be automatically called on each new frame by the

Re: [osg-users] osgProducer/Viewer

2011-02-21 Thread Robert Osfield
Hi Shyuan, Could you point me at the url for the problem tutorial as it should now be referring to osgViewer::Viewer rather than the old osgProducer::Viewer which was replaced several years ago. Thanks, Robert. On Tue, Feb 15, 2011 at 2:50 PM, Tze Shyuan genso_madensaiy...@yahoo.com wrote: Hi,

Re: [osg-users] RTT and MatrixManipulator

2011-02-21 Thread Robert Osfield
Hi Martin, 2011/2/15 Martin Großer grosser.mar...@gmx.de: But I have another problems now. The stereoscopic option doesn't work with the RTT. Have you a hint for me about this? It all depends upon what result you are expecting. Some stereo effects you wouldn't want a different RTT result for

Re: [osg-users] Marching Cube Example?

2011-02-21 Thread Robert Osfield
Hi Nan, On Tue, Feb 15, 2011 at 5:04 PM, Nan WANG nan.c...@gmail.com wrote: Is there a CPU or GPU based Marching cube algorithm example in OSG? osgvolume contains that? As others have already mentioned there isn't a Marching cube algorithm implemented in the OSG. There is support for

Re: [osg-users] extending Blender with pbuffer/rendering to texture

2011-02-21 Thread Robert Osfield
Hi Sergey, I've just had a quick scan of your posts and my guess is that you haven't yet had any other replies as you are probably the first to have tried grafting the OSG into Blender. I don't personally know anything about the Blender even at the user level so can't comment on the Blender side

Re: [osg-users] Using clone method properly

2011-02-21 Thread Robert Osfield
Hi Roberto, For sharing state like texture's all you need to do is share the osg::StateSet that holds that state. In you case I would probably manually create the scene graph and then assign the callbacks and share the appropriate objects I want. I wouldn't use clone at all, as you can just

Re: [osg-users] OSG 2.9.10 on iOS

2011-02-21 Thread Robert Osfield
Hi Dani, The problems with not find the ive::Terrain::write read implementations is a peculiar one, I've just looked through the ive plugin and the Terrain implementation is there are looks OK as does the DataInputStream and DataOutputStream implementations. The only anomaly I can find is that

Re: [osg-users] Problem with scaleImage, copySubImage

2011-02-21 Thread Robert Osfield
Hi Robert, The Image::scaleImage methods used to use the standard GLU which requires a valid graphics context to be current, if you call it without a valid graphics context it will likely crash in GLU. The svn/trunk and 2.9.10 onwards versions of the OSG use an internal version of GLU which has

Re: [osg-users] Porting GraphicsWindowWin32 and PixelBufferWin32 from WGL to EGL

2011-02-21 Thread Robert Osfield
Hi Eric, With this type of problem it's very hard to debug remotely, the best I can do is provide some general comments/guesses. With crashes in OpenGL code they are typically either: 1) Lack of valid graphics context being current 2) Invalid data being passed from the OSG. 3) Driver bug

Re: [osg-users] Android Development Plans

2011-02-21 Thread Thomas Hogarth
Hi Jorge The current Status is... aparently fully functional. Great news, well done to you and your team, I hadn't progressed far at all. I decided to make the jump to linux and then got rather side tracked :). I'd be more then happy to do some testing etc for you guys once you've finished your

Re: [osg-users] Porting GraphicsWindowWin32 and PixelBufferWin32 from WGL to EGL

2011-02-21 Thread Thomas Hogarth
Hi Eric OpenGL ES 2.0 shaders are different to standard glsl shaders. For instance the built in varying gl_TexCoord[0] doesn't exist and gl_lightPosition is gone also. Although a dodgy shader should not cause the app to crash, just the shader will not be used and thus you won't see that

Re: [osg-users] OSG 2.9.10 on iOS

2011-02-21 Thread Stephan Maximilian Huber
Hi Dani + Robert, Am 21.02.11 11:04, schrieb Robert Osfield: The problems with not find the ive::Terrain::write read implementations is a peculiar one, I've just looked through the ive plugin and the Terrain implementation is there are looks OK as does the DataInputStream and

Re: [osg-users] CPU usage

2011-02-21 Thread Neil Neilson
Hi Norman That code looks interesting. I would need to step through that and use some std::cout to understand it. I tried a half dozen times to install with ossimplanet 1.8.4. It shows the globe and terrain but MS ends it with iglicd32.dll. It said the log would be in ..\TEMP or sometimes

[osg-users] Can I increment the gl_FragData?

2011-02-21 Thread Martin Großer
Hello, Have everyone experience with the gl shading language? I would like to do something like that on my texture (I use render to texture): gl_FragData[0] += vec(0.01,0,0,1); Is that possible? I want to increment the color in my texture in every render pass (in this case the red channel). I

[osg-users] Window re-size in osgOcean

2011-02-21 Thread Mahendra G.R
Hi, Is there a way to make the osgOcean handle the resize events for the window?, i tried adding an event handler in the example file, but it only resizes the window or makes it full screen but the ocean scene remains the same size, where can i find the resize or wiindow handler for osgOcean?.

[osg-users] OverlayNode and Uniform Update Callback

2011-02-21 Thread Alexandre Amalric
Hi osg-users, I recently tried to attach a fragment shader to a node and set it as an overlay subgraph. My shader is using a uniform that I want to update, so I attached a derived osg::Uniform::Callback to it but this one is never called. When the same node is added to the scenegraph and not

[osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Pumipat Doungklang
Hi everyone, I try to scale image by using scalImage function in class Image but it always return* out of memory*. I try to read old mailing list but I don't understand. Could someone tell me what wrong with my code below. #includeosg/Image #includeosgDB/ReadFile #includeosgDB/WriteFile int

Re: [osg-users] Can I increment the gl_FragData?

2011-02-21 Thread Paul Martz
On 2/21/2011 7:52 AM, Martin Großer wrote: Hello, Have everyone experience with the gl shading language? I would like to do something like that on my texture (I use render to texture): gl_FragData[0] += vec(0.01,0,0,1); Is that possible? I want to increment the color in my texture in every

Re: [osg-users] Can I increment the gl_FragData?

2011-02-21 Thread J.P. Delport
Hi, you'll have to use ping-pong if you want to update a texture from a current state. Have a look at the osggameoflife example. cheers jp On 21/02/11 16:52, Martin Großer wrote: Hello, Have everyone experience with the gl shading language? I would like to do something like that on my

Re: [osg-users] Can I increment the gl_FragData?

2011-02-21 Thread Peter Amstutz
My understanding is no, in general in GLSL you cannot read from the same buffer you are writing to. The reasoning is that you can have multiple shader units potentially rendering the same pixel in parallel and/or rendering pixels that will never actually be drawn on screen due to z-buffering, so

Re: [osg-users] Can I increment the gl_FragData?

2011-02-21 Thread Martin Großer
Hello, thank you very much for the three fast answers. I think the ping pong processing looks interesting. I only want to render a texture by RTT and in the next run I render the texture again, but I don't want to replace the old texture. I would like blend the new rendering into the texture.

Re: [osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Jean-Sébastien Guay
Hi Phummipat, osg::ref_ptrosg::Image image = osgDB::readImageFile(Sunset.bmp); Can you at least check that image is not null at this point? if (image.valid()) image-scaleImage(256,256,1); else std::cout Image not found std::endl; return 0; } If that's

Re: [osg-users] Window re-size in osgOcean

2011-02-21 Thread Mahendra G.R
Hi agian, I found another problem with osgOcean (or im missing something), i have loaded a model(.ive) along with the ocean(using the osgOcean example) however, i dont see any of the model's material properties displayed, but when i display the model with osgViewer, itseems fine. Thanks, Regards

Re: [osg-users] Can I increment the gl_FragData?

2011-02-21 Thread Sergey Polischuk
Hi, Peter. There are extension NV_texture_barrier that allows read and write to same buffer with certain limitations. Though its not widely supported and you have to use opengl code in osg to use it. And back to topic, seems like additive blending without clearing render target between frames

Re: [osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Pumipat Doungklang
Hi J-S and others, thank you for you answer. I have changed my code to the code below but I still return out of memory. And also, I try to use *gluScaleImage* but it still return out of memory too. #includeosg/Image #includeosgDB/ReadFile #includeosgDB/WriteFile #includeiostream int

Re: [osg-users] OverlayNode and Uniform Update Callback

2011-02-21 Thread Sergey Polischuk
Hi, Alexandre.If your overlay subgraph is under osg camera, then update traversals dont reach there, they stop at camera node.You can try to add this uniform to stateset of some node before camera in scene graph, so it will be updated and shouldn't break anything.Cheers, Sergey.21.02.2011, 17:57,

Re: [osg-users] CPU usage

2011-02-21 Thread Sergey Polischuk
Hi, Neil. iglicd32.dll is intel opengl driver dll, and apparently they are not so good at writing opengl drivers atm, i've had some problems with intel cards and it's ends up being driver bugs from time to time. If ossimplanet use compressed textures try to enable them in graphics options in

Re: [osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Jean-Sébastien Guay
Hello Phummipat, I have changed my code to the code below but I still return out of memory. And also, I try to use *gluScaleImage* but it still return out of memory too. We don't have your machine, environment and code in front of us, so please follow the other piece of advice I gave you in

Re: [osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Robert Osfield
Hi Phummipat, The osg::Image::scaleImage() function in OSG-2.8.x and before relies upon GLU library's gluScaleImage which requires a valid graphics context to run and will generate errors or crash when called without a valid graphics context being current. In the latest OSG dev releases and

[osg-users] Does osg Database keep the data in memory and doesn't remove them?

2011-02-21 Thread Ramy Gowigati
Hi, I now have quite a big scene with lots of textures apparently. When I load my scene the osg Database seem to just store the data until some point in time and releases them. When I load my geometry and textures in, I pass in the following parameters: osgDB::ReaderWriter::Options* op = new

Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?

2011-02-21 Thread Jean-Sébastien Guay
Hello Ramy, I am asking why, because my application during loading now crashes because its exceeding 2GB of memory under 32bits.. If i remove a part of the scene (to make it less than 2GB in memory load), the scene gets loaded, I can see it in the Task Manager going up to 2GB (or just less)

Re: [osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Pumipat Doungklang
HI Robert How I can use osg::Image::scaleImage() with a valid graphics context. Could you give me some suggestion or example. Best regards, Phummipat On Mon, Feb 21, 2011 at 5:36 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Phummipat, The osg::Image::scaleImage() function in

Re: Marching Cube Example?

2011-02-21 Thread Nan WANG
What a nice idea you provide me~ I saw some examples in osgVolume But I dont know how to use/test these examples...could you give me a guide? Thanks a lot~ robertosfield wrote: Hi Nan, On Tue, Feb 15, 2011 at 5:04 PM, Nan WANG wrote: Is there a CPU or GPU based Marching cube

Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?

2011-02-21 Thread Sergey Polischuk
Hi, Ramy There are two basic ways to lower memory usage in that case. First is load your scene in parts and after loading each part do viewer frame with disabled color write or some splash screen, this will apply state and free some memory. Second - try out compressed textures, you can get 4-8

[osg-users] DirectShow plugin: error 016EE500

2011-02-21 Thread Alessandro Terenzi
Hi, I'm trying the DirectShow plugin but I'm getting an error when trying to load .avi movies. Here's what I do: *osgmovie test.avi.directshow* and the output in the console is: * 016EE500 test.avi Not specified error.* * Unable to read file test.avi.directshow* The sentence Not specified

Re: [osg-users] Dynamic Terrain

2011-02-21 Thread Torben Dannhauer
Hi Chris, thanks to Rui's OpenSceneGRaph 3.0 book I do now understand how the Plugins work and implemented a pseudo loader as you recommended. It works like a charm and now I can do the modification on load time but outside of my rendering loop. My next step will be to go on learning how to

Re: [osg-users] CPU usage

2011-02-21 Thread Neil Neilson
Hi hybr, Thanks for the info, I have had problems with the Intel 945G Intel was just getting into the video card/drivers 6.14.10.4436 2006 is Toshiba's version of the latest driver Previously I had to get an older driver for Java's jogl (JNI of OpenGL) I just tried winxp_14324.exe

Re: [osg-users] Scale Image did not succeed !!!

2011-02-21 Thread Robert Osfield
Hi Pumipat, My suggestion is to use OSG-2.9.10 or svn/trunk, as this wouldn't require you to change any of your code, just compile against the latest dev version of the OSG. Failing this have a look at the osgconv example as it has a code path for creating a graphics context for the purpose of

Re: [osg-users] osgWidgets performance problem

2011-02-21 Thread Eduardo Poyart
Resolved. I removed all of those Boxes and performance is good now. Boxes are very heavy when resizing. Cheers Eduardo On Mon, Feb 7, 2011 at 2:26 AM, Eduardo Poyart poy...@gmail.com wrote: Hello, I'm using osgWidgets and I have a hierarchy that starts with a osgWidget::Frame, and it has

Re: [osg-users] Question about osgManipulator::GridConstraint

2011-02-21 Thread Daniel Toplak
Hi, any news here? I look through the osgManipulator code and it seems that the constains didn't work with the CompositeDragger and the inherhited draggers, f.e. the TranslateAxisDragger. It looks like the constrains only dispatched on the base draggers. I don't know the exact concept of the

[osg-users] [build] OSG\bin 2.9.9 v. 2.9.11

2011-02-21 Thread Neil Neilson
Hi, My bin directory from SVN build with VS10 looks much different than the 2.9.9 pre-built. About 45 like libtiff.dll for 2.9.9 and about 15 like osg71-osgViewer.dll for 2.9.11 Is this my error or has the format changed? Thanks Neil -- Read this topic online here:

[osg-users] [vpb] coordinate system in terrain

2011-02-21 Thread Vijeesh Theningaledathil
Dear All, What will be the projection type If I specify --geocentric option to osgdem. ie whether it'll be UTM/ECEF/Flat/ECI. The command I used is osgdem --geocentric -t 77-12_geo_wgs84.tif -d N12E77.hgt -l 4 -o terrain.ive Gdal info of source files are given below Driver: GTiff/GeoTIFF

Re: [osg-users] Can I increment the gl_FragData?

2011-02-21 Thread J.P. Delport
Hi, On 21/02/11 17:29, Martin Großer wrote: Hello, thank you very much for the three fast answers. I think the ping pong processing looks interesting. I only want to render a texture by RTT and in the next run I render the texture again, but I don't want to replace the old texture. I would

Re: [osg-users] [vpb] coordinate system in terrain

2011-02-21 Thread J.P. Delport
WGS84 ECEF AFAIK, check with osgpick. jp On 22/02/11 07:29, Vijeesh Theningaledathil wrote: Dear All, What will be the projection type If I specify --geocentric option to osgdem. ie whether it'll be UTM/ECEF/Flat/ECI. The command I used is osgdem --geocentric -t 77-12_geo_wgs84.tif -d