Re: [osg-users] Is there a maximum size for the viewer?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41622#41622 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using ClipNode to cut a model in two, then cap the open side
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] TexSteramer fails in Cuda 4.0
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41626#41626 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] When Patents Attack
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... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is there a reason a why different scene statistics are collected in Renderer::cull and Renderer::cull_draw paths
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41628#41628 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41630#41630 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Layered rendering
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load and control multiple animations saved in a single OSG/IVE file
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41633#41633 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] When Patents Attack
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. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41630#41630 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget link error over VC90
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41635#41635 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] different material configuration for common nodes
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41632#41632 Attachments: http://forum.openscenegraph.org//files/scenegraph_question_775.pdf ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Drawables attaches to Group nodes
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, -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41638#41638 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Slow frame rate in release, goes up when viewing stats
Hi, I've also similar behavior with OSG 3.x (head). Do you have solved it ? Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41317#41317 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0
Hi, Does anyone working on this issue ? Cheers, remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41296#41296 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget documentation?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41638#41638 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawables attaches to Group nodes
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, -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] different material configuration for common nodes
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Web site offline
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange osgText::Text problem while moving from OSG2.9.8 to OSG 3.0.0
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. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawables attaches to Group nodes
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, -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Android 3D job in San Diego
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NVidia 275-series Driver Bug
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. :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org