Re: [osg-users] Is there a maximum size for the viewer?

2011-07-26 Thread Robert Osfield
Hi John,

osgViewer itself doesn't haven't any limits on the size of windows
that it can handle, but since it relies upon the underlying windowing
system to create the windows it can't create bigger windows than the
windows system can.  My guess is that the Win32 API or GL driver just
can't handle the size of window you are asking for.

All is not lost though, the osgViewer is designed around support for a
single View containing one master Camera or any number of slave
Cameras, with each Camera you can assign a single Window so it can
scale up as far a your graphics hardware can handle.  The neat thing
about the way View is set up is that your application will only need
to worry about control of the master Camera, and if you assign slave
Camera to the View these will be automatically kept in sync with the
master, this way a View with a single Camera is just the same to
manage as a View with 8 slave Camera and the only difference is in the
initial configuration of the View.

Now you might be a little lost with me talking about View all the
time, while you've been using CompositeViewer and Viewer, but both are
related to View.  The Viewer class is the simplist for of viewer and
inherits from osgViewer::View, so has a single master Camera, and 0 or
more slave Camera.  While the CompositeViewer class contains a list of
osgViewer::View, again each of these View has a single master Camera,
and 0 or more slave Camera.

In your case is you have single conceptual view out on to a single
scene then a osgViewer::Viewer will be sufficient, to handle the extra
large window size you single need to create multiple GraphicsWindow
and assign these to slave Camera that you assign to the View(er).  If
you have multiple conceptul views on to one or more scenes then
CompositeViewer will be appropriate.

The ideal distribution of windows will depend upon the graphics
hardware you are using to drive all the displays, normally the optimal
usage will be one window per graphics card.

Have a look at the osgcamera, osgwindow and osgcompositeviewer
examples to see how to set the classes up.

Robert.

On Tue, Jul 26, 2011 at 1:40 AM, John Farrier john.farr...@gmail.com wrote:
 Hi,

 [Using OSG 3.0 on Windows Vista, nVidia SLI hardware]

 I have a project using the Composite Viewer.  It is running on a machine with 
 eight monitors.  I have found that if the Composite Viewer and its primary 
 view are sized beyond about 5000 x 3000 as a single window (I haven't found 
 an exact number), OSG seems to not initialize.  (It never gets to run its 
 frames.)  Is there a maximum size to the viewer or the composite viewer?  
 Looking at the available traits, I see no applicable flags.  I also dug into 
 the OSG code a bit and saw no arbitrary size limits implemented.

 As a matter of testing, I did find that I can cover all eight displays when I 
 use more than one CompositeViewer+Viewer in separate windows from the same 
 application.  I cannot post code, but is there any other testing I can do to 
 help diagnose?

 Thank you!

 Cheers,
 John

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Re: [osg-users] using ClipNode to cut a model in two, then cap the open side

2011-07-26 Thread Javier Taibo
  Hi Cory,

  Sorry I came a bit late to this thread, but just in case you sill
find it useful, I sent some code to the list about a year ago, that
implements the stencil technique described in the red book. It is in
this message:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-September/044664.html


  Regards,


On Wed, Jul 20, 2011 at 5:48 PM, Cory Riddell c...@codeware.com wrote:
 I've been thinking about using a ClipNode to cut my model in two to
 expose the inside details like a cutaway drawing. Just sticking a
 ClipNode at the root of my model graph does remove half of it, but the
 model ends up looking hollow rather than solid. I want to cap the open
 side. For example, if a sphere is cut in two, I would cap the open side
 with a circle.

 A bit of searching for how to do this with OpenGL turned up this page
 (http://glbook.gamedev.net/moglgp/advclip.asp) that caps the open side
 using the stencil buffer. Does the technique outlined in the article
 look like a reasonable OSG-friendly approach? Any advice or pointers to
 other examples? Grepping the example code turns up a bunch of stencil
 code, but I'm still a little lost (OpenGL newbie).

 Thanks,
 Cory
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Re: [osg-users] [osgCompute] TexSteramer fails in Cuda 4.0

2011-07-26 Thread Mick Keller
Hi Adun!

We just updated the demo application with respect to the current osgCompute 
trunk. Please give it a try.

Best regards,
Mick


SVT Group

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[osg-users] When Patents Attack

2011-07-26 Thread Jeremy Moles
http://www.thisamericanlife.org/

For those of you who live in the US, this was a great, GREAT episode of
This American Life on NPR last weekend. It talks about how absolutely
insane the patent system is in the US. It's so absurd and depressing I
honestly want to stop being a programmer and become an IP lawyer just so
I can fight these guys.

I wonder... how long will it be before these extortionists worm their
way out of the mobile software market and into the games and
system-level world? We avoid some of the heat now just because we aren't
on the radar, but it won't be long before someone is awarded a patent
for A System And Method For Dynamically Colorizing Triangular Regions
In Multidimensional Space and we're all having to pay royalties...

And it wouldn't matter that the patent would be absolute crap; unless
you have the millions required to fight it in court, you're screwed.
Prior art or otherwise. It isn't about who is right or wrong it seems,
but rather, who has more money to litigate.

So frustrating...


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Re: [osg-users] Is there a reason a why different scene statistics are collected in Renderer::cull and Renderer::cull_draw paths

2011-07-26 Thread Roger James

robertosfield wrote:
 I fixed the bug by consolodating the collection of the SceneView
 related stats into a single function and have the cull() and
 cull_draw() methods call this.  I have checked this fix into svn/trunk
 and the OSG-3.0 branch.
 
 Could you please test it out?
 
 Thanks,
 Robert.
 
Robert
Thanks for the quick response. I will test the trunk build overnight tonight.

Roger

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Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted

2011-07-26 Thread Jean-Sébastien Guay

Hi Robert,


I'll test out 3.0.1 tomorrow morning - checking out the 3.0 branch now.


I've set up an auto-build of the 3.0 branch on my machine (VC9, both x86 
and x64). You can already see the result for the x86 build on 
cdash.openscenegraph.org, and x64 is in progress.


Runtime testing shows no problems for now, but I haven't tested a whole 
lot (osgviewer mostly). I'll link with our app and test it out that way.


J-S
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Re: [osg-users] osgWidget documentation?

2011-07-26 Thread Daniel Cámpora
Hi Jerome,

After some research and code reading, osgWidgets are much clearer to me. Once I 
realized the WindowManager - Window - Widgets structure, everything went 
smoother. I have a couple of questions.

Is there a method to access or to know which are the widgets a Window has? I'm 
working with a Canvas Window right now. Looking at the Window definition 
doesn't add any light to this. I've developed a wrapper on top of this, to be 
able to list the Widgets, modify them and so on.

When I modify a widget after attaching it to the Window, I need to call 
resize for it to be computed correctly, but I have the feeling I'm resizing 
all the Window, where I might be well off just by resizing the Widget I just 
modified. Is there a reason why this can't be done in this way? Probably I 
don't fully understand the process of resizing.

From the addremove example from the sources, I see we can either set a mask 
within the widget (like in Button), or add callbacks in the Window. Is there 
a preference on doing this? E.g., in the addremove example the clickable items 
change their color from within the widget, whereas in the canvas example this 
is triggered by a callback in the Window. Are there any efficiency 
considerations on this?

Thanks! :)

Daniel

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[osg-users] Layered rendering

2011-07-26 Thread Jean-Francois Gagnon

Hello,

The context:

Using GL_EXT_gpu_shader4 extension.
Using GL_ARB_geometry_shader4 extension.
OpenGL context is 2.0

The problem:
--
I am sending a single draw call (point primitive) using a program that 
has a vertex, geometry and pixel shader. The render target is a 3D 
texture. The geometry shader generate a point primitive and use gl_Layer 
to redirect it to the proper layer. That is, each point in the original 
primitive ends up in a single voxel. Layer 0 is fine but all the others 
never get rendered into. I also noticed glClear() does not clear all the 
layers even if GL_ARB_geometry_shader4 says it should.


The 3D texture is a osg::Texture3D. The FBO counter part is a class of 
my own (since osg::FrameBufferObject does not support 
glFramebufferTexture()). Basically, this class derives from 
osg::StateAttribute and I overrid compare(), apply(), compileGLObjects() 
and releaseGLObjects() methods.


The fbo is created with:
glGenFramebuffers(1, fbo)
glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo)
glFramebufferTexture(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, 
3dTextureId, 0); // 3dTextureId gotten from osg::Texture::TextureObject 
and made sure it is not 0


It is used afterward with:
glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo)

I also disabled the depth test, alpha test, scissor test, the culling 
and set the viewport to the size of the 3D texture.


Extensive use of gDebugger has not shown any error/warning.


The question:
--
Any pointer as to what is going wrong?  Does someone has any experience 
with layered rendering (that is, using gl_Layer and only 1 draw call)? A 
very simple sample will be greatly appreciated.


Thanks.
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Re: [osg-users] Load and control multiple animations saved in a single OSG/IVE file

2011-07-26 Thread Stefanos Kougiou
Hi again,

I recently returned from summer vacation and I read your answer. You refer to 
the file Bignathan.osg. I can't understand if this file has multiple animations 
because I can only play one clip and in loop mode. 

How can someone produce an OSG file with multiple animations?
Is it better than an fbx file with multiple animations? if so, in what way?

Thanks Everyone!
Stefanos

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Re: [osg-users] When Patents Attack

2011-07-26 Thread Paul Martz

On 7/26/2011 8:44 AM, Jeremy Moles wrote:

http://www.thisamericanlife.org/

For those of you who live in the US, this was a great, GREAT episode of
This American Life on NPR last weekend. It talks about how absolutely
insane the patent system is in the US. It's so absurd and depressing I
honestly want to stop being a programmer and become an IP lawyer just so
I can fight these guys.

I wonder... how long will it be before these extortionists worm their
way out of the mobile software market and into the games and
system-level world? We avoid some of the heat now just because we aren't
on the radar, but it won't be long before someone is awarded a patent
for A System And Method For Dynamically Colorizing Triangular Regions
In Multidimensional Space and we're all having to pay royalties...


There's already prior art for that. In the Sperry-Rand versus Honeywell trial in 
the early 1970s, Honeywell successfully invalidated Sperry-Rand's patent for 
refreshable memory by demonstrating that such a device had already been invented 
by John Atanasoff.


For the history of Atanasoff's computer (which predates the ENIAC), and a quick 
overview of the trial:


Book: _The Man Who Invented the Computer_
http://www.amazon.com/Man-Who-Invented-Computer-Biography/dp/0385527136/ref=sr_1_1?s=booksie=UTF8qid=1311698749sr=1-1

The story of the intermittent windshield wiper is also pertinent:

Movie: _Flash of Genius_
http://movies.netflix.com/WiMovie/Flash_of_Genius/70098902?trkid=2361637


And it wouldn't matter that the patent would be absolute crap; unless
you have the millions required to fight it in court, you're screwed.
Prior art or otherwise. It isn't about who is right or wrong it seems,
but rather, who has more money to litigate.


Totally agree. The Sperry-Rand v Honeywell trial lasted years and had, I think, 
some 20,000 individual pieces of evidence submitted. And the windshield wiper 
trial pretty much ruined the plaintiff. Unless you can find a lawyer to 
represent you pro bono, you're screwed.


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Re: [osg-users] osgWidget documentation?

2011-07-26 Thread Jeremy Moles
On Tue, 2011-07-26 at 18:16 +0200, Daniel Cámpora wrote:
 Hi Jerome,
 
 After some research and code reading, osgWidgets are much clearer to me. Once 
 I realized the WindowManager - Window - Widgets structure, everything went 
 smoother. I have a couple of questions.
 
 Is there a method to access or to know which are the widgets a Window has? 
 I'm working with a Canvas Window right now. Looking at the Window definition 
 doesn't add any light to this. I've developed a wrapper on top of this, to be 
 able to list the Widgets, modify them and so on.

You can use the interface provided by the Window's MatrixTransform
parent class (that is, getChild()) or you can use the interface provided
by UIObjectParent. The second is probably preferred.

 When I modify a widget after attaching it to the Window, I need to call 
 resize for it to be computed correctly, but I have the feeling I'm resizing 
 all the Window, where I might be well off just by resizing the Widget I 
 just modified. Is there a reason why this can't be done in this way? Probably 
 I don't fully understand the process of resizing.

osgWidget has no concept of a Window's damaged region; for this
reason, you must always call resize on the Window to get accurate
results. There are ways to cheat it, but I've never tested them...

 From the addremove example from the sources, I see we can either set a mask 
 within the widget (like in Button), or add callbacks in the Window. Is 
 there a preference on doing this? E.g., in the addremove example the 
 clickable items change their color from within the widget, whereas in the 
 canvas example this is triggered by a callback in the Window. Are there any 
 efficiency considerations on this?

You MUST set an event mask to get the events in the first place. This
seems like two different questions, perhaps? :)

 Thanks! :)
 
 Daniel
 
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Re: [osg-users] osgWidget link error over VC90

2011-07-26 Thread Daniel Cámpora
Just for the record, if someone experiences a similar problem over VS cross 
check the additional dependencies tab, even if the project was added through 
the OSG Wizard.

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[osg-users] different material configuration for common nodes

2011-07-26 Thread Karoly Gemesi
Hi All,

I'm totally new in osg, and I'm interested in following:

I want to create 2 different link nodes, which refer a common complex node, but 
applies different materials/textures for it's subnodes, while the internal 
transformations, groups, geometry etc. are the same.

I have attached a graphical example in pdf.

Is it possible to do with OSG? If yes, can you show me some example codes, or 
links to tutorials?

Thank you!

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[osg-users] Drawables attaches to Group nodes

2011-07-26 Thread Paul Martz

Hi Robert (and all) --

Robert, back when we met face-to-face some 5 years back, I recall a brief 
discussion about possibly enhancing OSG so that Drawables did not need to be 
attached only to the Geode container node, but instead could be attached to any 
Group or Group-derived node.


I'm currently working out an improved occlusion query system that could benefit 
from such a feature. During cull, a cull callback attached to a Group executes 
as follows:


  if we think we should do a query:
add a Drawable that performs a query on its geometry
return without traversing the Group's children
  else
traverse the Group's children

When the Group cull callback adds the Drawable (to do the query), it does so 
just as if the CullVisitor had encountered the Drawable attached to a Geode (by 
calling addDrawableAndDepth). This seems to work fine, and in essence, my code 
is supporting Drawables attached to a Group (via a Group cull callback).


If you have a few minutes, I'd love to get your input on this. I wondered what 
your current thoughts were with regards to such functionality, why it was never 
pursued, what was the thinking behind the original Geode concept (restricting 
Drawables to leaf nodes), any other thoughts you might have on this topic, 
warnings, etc.


Thanks for any info,

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Re: [osg-users] osgWidget documentation?

2011-07-26 Thread Daniel Cámpora
Hello again :),


Jeremy Moles wrote:
 
 
  From the addremove example from the sources, I see we can either set a mask 
  within the widget (like in Button), or add callbacks in the Window. Is 
  there a preference on doing this? E.g., in the addremove example the 
  clickable items change their color from within the widget, whereas in the 
  canvas example this is triggered by a callback in the Window. Are there any 
  efficiency considerations on this?
  
 
 You MUST set an event mask to get the events in the first place. This
 seems like two different questions, perhaps? :)
 


Sorry, I was confused by the addremove example. I'm familiar with the 
nodemasks, but I found the example a little bit confusing given the fact it 
overrides methods to be traversed by the EventHandler (which is hidden in the 
createExample method) and sets callbacks.

Thanks!

Daniel

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Re: [osg-users] Slow frame rate in release, goes up when viewing stats

2011-07-26 Thread Remo Eichenberger
Hi,

I've also similar behavior with OSG 3.x (head). Do you have solved it ?

Cheers,
Remo

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Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-26 Thread Remo Eichenberger
Hi,

Does anyone working on this issue ?


Cheers,
remo

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Re: [osg-users] osgWidget documentation?

2011-07-26 Thread Jeremy Moles
On Tue, 2011-07-26 at 20:13 +0200, Daniel Cámpora wrote:
 Hello again :),
 
 
 Jeremy Moles wrote:
  
  
   From the addremove example from the sources, I see we can either set a 
   mask within the widget (like in Button), or add callbacks in the 
   Window. Is there a preference on doing this? E.g., in the addremove 
   example the clickable items change their color from within the widget, 
   whereas in the canvas example this is triggered by a callback in the 
   Window. Are there any efficiency considerations on this?
   
  
  You MUST set an event mask to get the events in the first place. This
  seems like two different questions, perhaps? :)
  
 
 
 Sorry, I was confused by the addremove example. I'm familiar with the 
 nodemasks, but I found the example a little bit confusing given the fact it 
 overrides methods to be traversed by the EventHandler (which is hidden in the 
 createExample method) and sets callbacks.
 
 Thanks!

I get a lot of questions about this via e-mail. In the next version of
osgWidget, I plan on making only ONE way to respond to events. I got a
bit carried away back in those days... :)

 Daniel
 
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Re: [osg-users] Drawables attaches to Group nodes

2011-07-26 Thread Robert Osfield
Hi Paul,

I'm considering making a Drawable a Node, and would still need to be a
leaf node, but this would make it possible to add it to add Group node
in the scene graph.  There are quite a few knock effects to this
change, especially on backwards compatibility so it's not a trivial
change to make.  It's one of these changes that outwardly looks like
it might be straight forward, but once you start digging it ends up
being rather more involved.

The Drawable and Geode relationship was original inspired by
Performer's pfGeode and pfGeoSet.  I think it makes sense for Drawable
to be a special leaf on the scene graph, but in hinsight it would have
been better to not mirror's Peformer in this particular way. In fact
there were more similarities to Performer naming of classes that
existed in Don's earliest incarnation of the SG, before became the
OSG, as time went on I replaced more and more elements that mirror
Performer, replacing them with extensible classes and making them far
more C++ aware and friendly.  However, the sgGeode and sgGeoSet didn't
change too much other than sg-osg:: and sgGeoSet becoming
osg::Geometry, with a Geode aggregating the new osg::Drawable base
class that made the rendering side extensible.  This relationship
stuck and while not ideal has never been such a painful restriction
that I haven't yet been forced to rewrite it.

Robert.

On Tue, Jul 26, 2011 at 6:46 PM, Paul Martz pma...@skew-matrix.com wrote:
 Hi Robert (and all) --

 Robert, back when we met face-to-face some 5 years back, I recall a brief
 discussion about possibly enhancing OSG so that Drawables did not need to be
 attached only to the Geode container node, but instead could be attached to
 any Group or Group-derived node.

 I'm currently working out an improved occlusion query system that could
 benefit from such a feature. During cull, a cull callback attached to a
 Group executes as follows:

  if we think we should do a query:
    add a Drawable that performs a query on its geometry
    return without traversing the Group's children
  else
    traverse the Group's children

 When the Group cull callback adds the Drawable (to do the query), it does so
 just as if the CullVisitor had encountered the Drawable attached to a Geode
 (by calling addDrawableAndDepth). This seems to work fine, and in essence,
 my code is supporting Drawables attached to a Group (via a Group cull
 callback).

 If you have a few minutes, I'd love to get your input on this. I wondered
 what your current thoughts were with regards to such functionality, why it
 was never pursued, what was the thinking behind the original Geode concept
 (restricting Drawables to leaf nodes), any other thoughts you might have on
 this topic, warnings, etc.

 Thanks for any info,

 --
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Re: [osg-users] different material configuration for common nodes

2011-07-26 Thread Robert Osfield
Hi Karoly,

The OSG allows a single subgraph to be shared by multiple parents, and
these parents can provide their own osg::StateSet that is inhertied
down onto the subgraph to enable you to provide defaults or override
the local state in the subgraph.

See the osgscribe example for a simple example of this in action.

Robert.

On Tue, Jul 26, 2011 at 5:36 PM, Karoly Gemesi anton...@gmail.com wrote:
 Hi All,

 I'm totally new in osg, and I'm interested in following:

 I want to create 2 different link nodes, which refer a common complex node, 
 but applies different materials/textures for it's subnodes, while the 
 internal transformations, groups, geometry etc. are the same.

 I have attached a graphical example in pdf.

 Is it possible to do with OSG? If yes, can you show me some example codes, or 
 links to tutorials?

 Thank you!
Hi
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=41632#41632




 Attachments:
 http://forum.openscenegraph.org//files/scenegraph_question_775.pdf


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Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-26 Thread Robert Osfield
Hi Guys,

Please try out the svn/trunk or OSG-3.0 branch or the OSG-3.0.1-rc2 as
these contain a workaround to the undefined bounding box problem that
is inherit with view dependent scaling/positioning.

Robert.
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[osg-users] OSG Web site offline

2011-07-26 Thread Chris 'Xenon' Hanson

  Main site content unreachable from USA.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0

2011-07-26 Thread Chris 'Xenon' Hanson
On 7/11/2011 3:43 AM, Remo Eichenberger wrote:
 Does anyone working on this issue ?

  No, but I've seen it too. It's above my head, so I'm just waiting for someone 
else with
a clue to fix it.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] Drawables attaches to Group nodes

2011-07-26 Thread Paul Martz

Thanks.

I see now, after posting, that my Group node actually acts like a leaf node in 
the case where it adds the Drawable for query, as it doesn't bother to traverse 
the children in that case. So, what I've really got here is a Group node that 
can dynamically switch its behavior from a Group with children to a Geode with 
Drawables.


If I wanted to actually create Groups with Drawables, the class would support 
both adding the Drawables to the render graph _and_ traversing the children. But 
I realize now that this is not what I want to do in my code.


Anyhow, thanks again for the info, I'll keep it in mind as I proceed.
   -Paul


On 7/26/2011 1:18 PM, Robert Osfield wrote:

Hi Paul,

I'm considering making a Drawable a Node, and would still need to be a
leaf node, but this would make it possible to add it to add Group node
in the scene graph.  There are quite a few knock effects to this
change, especially on backwards compatibility so it's not a trivial
change to make.  It's one of these changes that outwardly looks like
it might be straight forward, but once you start digging it ends up
being rather more involved.

The Drawable and Geode relationship was original inspired by
Performer's pfGeode and pfGeoSet.  I think it makes sense for Drawable
to be a special leaf on the scene graph, but in hinsight it would have
been better to not mirror's Peformer in this particular way. In fact
there were more similarities to Performer naming of classes that
existed in Don's earliest incarnation of the SG, before became the
OSG, as time went on I replaced more and more elements that mirror
Performer, replacing them with extensible classes and making them far
more C++ aware and friendly.  However, the sgGeode and sgGeoSet didn't
change too much other than sg-osg:: and sgGeoSet becoming
osg::Geometry, with a Geode aggregating the new osg::Drawable base
class that made the rendering side extensible.  This relationship
stuck and while not ideal has never been such a painful restriction
that I haven't yet been forced to rewrite it.

Robert.

On Tue, Jul 26, 2011 at 6:46 PM, Paul Martzpma...@skew-matrix.com  wrote:

Hi Robert (and all) --

Robert, back when we met face-to-face some 5 years back, I recall a brief
discussion about possibly enhancing OSG so that Drawables did not need to be
attached only to the Geode container node, but instead could be attached to
any Group or Group-derived node.

I'm currently working out an improved occlusion query system that could
benefit from such a feature. During cull, a cull callback attached to a
Group executes as follows:

  if we think we should do a query:
add a Drawable that performs a query on its geometry
return without traversing the Group's children
  else
traverse the Group's children

When the Group cull callback adds the Drawable (to do the query), it does so
just as if the CullVisitor had encountered the Drawable attached to a Geode
(by calling addDrawableAndDepth). This seems to work fine, and in essence,
my code is supporting Drawables attached to a Group (via a Group cull
callback).

If you have a few minutes, I'd love to get your input on this. I wondered
what your current thoughts were with regards to such functionality, why it
was never pursued, what was the thinking behind the original Geode concept
(restricting Drawables to leaf nodes), any other thoughts you might have on
this topic, warnings, etc.

Thanks for any info,

--
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   http://www.skew-matrix.com/
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[osg-users] Android 3D job in San Diego

2011-07-26 Thread Chris 'Xenon' Hanson
  A recruiter came sniffing around looking for someone who could:
Design and implement OpenGL driver to support various methods for Stereo 3D 
Graphics
feature. Familiarity with Android HLOS. Familiarity with stereo vision is plus.

  I figured someone here might be looking for this kind of job.

  6-12 months in San Diego. If you are interested, I can put you in touch.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] NVidia 275-series Driver Bug

2011-07-26 Thread Jeremy Moles
On Thu, 2011-06-16 at 14:08 -0400, Jeremy Moles wrote:
 Hello folks! Anyone here using the 275 series of NVidia drivers?
 (Doesn't matter what OS, the bug is on Linux and Windows for me...)
 
 It appears that this driver doesn't understand GLSL arrays anymore. At
 least, not like it used to. Crazy, huh? Yeah, I thought so too.
 
 I've attached a __VERY__ simple application demonstrating this. If
 anyone has a sec (particularly Mike Wieblen), I'd be interested to see
 if they could compile it and perhaps shed some light on this mystery. :)
 
 I've been googling and checking the NVidia forums, but so far nothing.

There have been a few replies to this original thread, and I'm not
trying to beat a dead horse here, but I recently purchased a video card
that is ONLY support by 275+ (in Linux). So I'm back to investigating
this issue.

If I use GLSL arrays via OSG, as demonstrated in the example app, it
completely misbehaves. However, non-array uniforms are just fine.

Interestingly, if I write a purse OpenGL application using GLSL arrays,
that works just fine. Is it possible there's some kind of bug in OSG
that these newer drivers expose? I don't imagine they're going to fix
this for OSG, so eventually people will have to upgrade to 275 and
beyond...

I've been trying to track down the issue, but have had no luck so far.
I'll keep investigating, but if anyone has acquired any NEW information
in the last month, that would be stellar. :)

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