Re: [osg-users] osgTerrain::getTile returns nothing

2011-11-23 Thread Torben Dannhauer
Hi,

by the way:

> 
> &*Terrain
> 


&* annihilates itself - the adress of the content of an pointer is the pointer 
itself, so "Terrain" would be sufficient.


Cheers,
Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44021#44021





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgTerrain::getTile returns nothing

2011-11-23 Thread Christiansen, Brad
Hi,

Terrain tiles register themselves with the terrain during one of the scene 
travesals. I cant remember off the top of my head if it occurs during the 
update or cull traversal, but I think it might be the update traversal. If the 
scene has not been traversed, the none of the tiles will have been regstered 
yet.

Have a look at the traverse method of TerrainTile, I think that is where the 
registration is done.

If you are using a VPB built terrain, all the tiles (except the tiles at level 
0 ) are pagged in via the database pager. If the terrain hasn't been rendered, 
then no tiles would have been loaded.

Cheers,
Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jonathan Klein
Sent: Thursday, 24 November 2011 5:31 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgTerrain::getTile returns nothing

Hi,
I want to access TerrainTiles, but I get always a 0 Pointer.


Code:

ref_ptr model=osgDB::readNodeFile(Filename.toStdString());

//try to convert the node to an osg::Terrain and analyse it
ref_ptr Terrain(model->asTerrain());
if(Terrain)
{
  cout << "We have a terrain :)\n" << "...analyzing" << endl;
  osgTerrain::TerrainTile *Tile=Terrain->getTile(osgTerrain::TileID(0, 0, 0));
  cout << "Tile adress: " << Tile << endl;

  //get more detailed info:
  osgTerrain::TerrainTest* 
T=reinterpret_cast(&*Terrain);
  cout << "TestTerrain Size: " << T->_terrainTileMap.size() << endl;
}




The first thing that I checked is, whether my Node is an actual Terrain (which 
it is, as Terrain is not 0).
Then I'm trying to access a random tile, I supposed that 0,0,0 should always 
exist. But I get a 0-Pointer.
I can't access the TileMap from Terrain directly, so I copied the class 
declaration, made the members public and cast the pointer. (the debugger 
wouldn't show me any contents of _terrainTileMap.
But the map seams to be empty, size is 0. The documentation of Terrain is very 
short, so I don't see any way to access the tiles, or in other words, there 
seam to be no Tiles at all.

Thank you!

Cheers,
Jonathan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44015#44015





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


-
DISCLAIMER: This e-mail transmission and any documents, files and 
previous e-mail messages attached to it are private and confidential.  
They may contain proprietary or copyright material or information that 
is subject to legal professional privilege.  They are for the use of 
the intended recipient only.  Any unauthorised viewing, use, disclosure, 
copying, alteration, storage or distribution of, or reliance on, this 
message is strictly prohibited.  No part may be reproduced, adapted or 
transmitted without the written permission of the owner.  If you have 
received this transmission in error, or are not an authorised recipient, 
please immediately notify the sender by return email, delete this 
message and all copies from your e-mail system, and destroy any printed 
copies.  Receipt by anyone other than the intended recipient should not 
be deemed a waiver of any privilege or protection.  Thales Australia 
does not warrant or represent that this e-mail or any documents, files 
and previous e-mail messages attached are error or virus free.  

-

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Getting Started - VS2010

2011-11-23 Thread Christiansen, Brad
Hi,

Express does include the optimizer now and you can get it to build x64, but yo 
uhave to jump through a few hoops. From memory, you need to download the 
windows SDK, setup up some paths then create the x64 target manually within vs. 
Do a web search and you will find instructions.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Wednesday, 23 November 2011 12:00 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Getting Started - VS2010

On 11/22/2011 3:52 AM, Markus Kahl wrote:
> Yes, I use the Express Edition. Then that must be the reason. I wonder why 
> that is.

  That's what you get for free.

  I think Express also lacks the optimizer.

-- 
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


-
DISCLAIMER: This e-mail transmission and any documents, files and 
previous e-mail messages attached to it are private and confidential.  
They may contain proprietary or copyright material or information that 
is subject to legal professional privilege.  They are for the use of 
the intended recipient only.  Any unauthorised viewing, use, disclosure, 
copying, alteration, storage or distribution of, or reliance on, this 
message is strictly prohibited.  No part may be reproduced, adapted or 
transmitted without the written permission of the owner.  If you have 
received this transmission in error, or are not an authorised recipient, 
please immediately notify the sender by return email, delete this 
message and all copies from your e-mail system, and destroy any printed 
copies.  Receipt by anyone other than the intended recipient should not 
be deemed a waiver of any privilege or protection.  Thales Australia 
does not warrant or represent that this e-mail or any documents, files 
and previous e-mail messages attached are error or virus free.  

-

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problem loading IVE files

2011-11-23 Thread Christiansen, Brad
Hi,

If you have built everything from source, and havent installed any binary 
versions, you should have no issues.
The is an osgversion.exe application created as part of the standard build. 
This should dump the version of the core osg library to the console. My 3.0.0 
build reports 3.0.0 from this app and the plugins dir osgPlugins-3.0.0.

My latest trunk build reports 3.1.0 from osgversion.exe and the plugin folder 
is osgPlugins-3.1.0.

Cheers,
Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez
Sent: Tuesday, 22 November 2011 5:34 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi and thank you again,

what you are saying is logical for me, but I am pretty sure that I didn't
rename that folder. In which step is defined that folder? As far as I
remember, I put the dependencies in the 3rdparty folder and run the cmake. I
have checked the cmake options, but I have not found where this plugin
folder is defined. How can I check that I am using the right dependencies?
The dependencies listed here are the right ones for osg 3.0.0 or for any
other version?:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

Anyway, it is strange that the rest of the plugins are properly working. I
thought that IVE should be easier to be working than DAE, for example, which
is working for me.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: martes, 22 de noviembre de 2011 6:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

The plugin folders name does correlate to the version of the OSG that was
used to create the plugins. This is done to avoid loading plugins from a
different version of OSG.
This looks like your problem.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Monday, 21 November 2011 3:47 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi,

thank you for your reply and sorry for the delay in my answer (I was on a
trip). Yes, I am using 3.0.0. What you can see in:

LoadLibraryA("(.)\osgPlugins-3.1.0\osgdb_ived.dll")

is not the OSG version. This is just the name of the plugins folder that,
for some reason, has been called 3.1.0, but I think that it is not related
with the actual version of OSG. If I am wrong, please let me know. :)

Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: miércoles, 16 de noviembre de 2011 3:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted
from dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43890#43890





___
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


-
DISCLAIMER: This e-mail transmission and any documents, files and previous
e-mail messages attached to it are private and confidential.  
They may contain proprietary or copyright material or information that is
subject to legal professional privilege.  They are for the

Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-23 Thread Jean-Sébastien Guay

Hello René,


maybe multisampling can reduce the problem.


The screenshot was with 4x MSAA active (in the camera->attach(...) call 
of the HDR code, where we bind a texture to the main scene camera which 
is then passed to the first unit in the osgPPU pipeline).


Perhaps you're suggesting I enable MSAA for one of the other stages in 
the pipeline? How would I do that?



also you can add an additional gausian blur to the image before
resampling to reduce the artifacts.


Again using the same separable blur (x and y passes)? So I would add two 
other units before the UnitInResampleOut?


Thanks for your suggestions,

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] [osgPPU] Blur artifacts in HDR effect

2011-11-23 Thread René Molenaar
Hi,

maybe multisampling can reduce the problem.
using osgPPU hdr I noticed small details with high frequency (distant
lights) appearing and disappearing.

mutlisampling reduced these artifacts.
(It did however cause a one frame delay, which isn't very noticable until
you use a request redraw viewer,
or screencaptures)

also you can add an additional gausian blur to the image before resampling
to reduce the artifacts.

grtz,

René Molenaar



2011/11/23 Jean-Sébastien Guay 

> Hello all,
>
> I am using the osgPPU HDR effect, and I noticed some undesirable artifacts
> probably caused by the blur effect, or the resample of the original pass
> (before the blur). Using the default resample settings (resample by 0.25 in
> each direction) I get the result in the attached screenshot. Look at the
> edges of the black cables, there are regular artifacts along their length,
> they are supposed to be a smooth edge.
>
> If I change the resample to 0.5 or 1.0 in each direction, I don't get
> these artifacts, but of course then the glare effect is less interesting :-)
>
> I also saw these parameters which are related to the blur (their name
> implies it at least) but changing them doesn't seem to make a significant
> difference.
>
>  float mHDRBlurSigma = 4.0;
>  float mHDRBlurRadius = 7.0;
>
> Can anyone give me a hint as to what could help this situation? Perhaps
> OpenGL is already filtering the resampled unit and then the blur uses that
> badly-filtered image as input? Or perhaps the blur shaders have some error
> in them?
>
> Thanks in advance,
>
> J-S
> --
> __**
> Jean-Sebastien Guay
> jean-sebastien.guay@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
>
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgTerrain::getTile returns nothing

2011-11-23 Thread Jonathan Klein
Hi,
I want to access TerrainTiles, but I get always a 0 Pointer.


Code:

ref_ptr model=osgDB::readNodeFile(Filename.toStdString());

//try to convert the node to an osg::Terrain and analyse it
ref_ptr Terrain(model->asTerrain());
if(Terrain)
{
  cout << "We have a terrain :)\n" << "...analyzing" << endl;
  osgTerrain::TerrainTile *Tile=Terrain->getTile(osgTerrain::TileID(0, 0, 0));
  cout << "Tile adress: " << Tile << endl;

  //get more detailed info:
  osgTerrain::TerrainTest* 
T=reinterpret_cast(&*Terrain);
  cout << "TestTerrain Size: " << T->_terrainTileMap.size() << endl;
}




The first thing that I checked is, whether my Node is an actual Terrain (which 
it is, as Terrain is not 0).
Then I'm trying to access a random tile, I supposed that 0,0,0 should always 
exist. But I get a 0-Pointer.
I can't access the TileMap from Terrain directly, so I copied the class 
declaration, made the members public and cast the pointer. (the debugger 
wouldn't show me any contents of _terrainTileMap.
But the map seams to be empty, size is 0. The documentation of Terrain is very 
short, so I don't see any way to access the tiles, or in other words, there 
seam to be no Tiles at all.

Thank you!

Cheers,
Jonathan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44015#44015





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] VBO Bug ?

2011-11-23 Thread Smelik, R.M. (Ruben)
Great, that is good to hear. Thanks for reporting the issue to NVidia.

Kind regards,

Ruben

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech 
Lewandowski
Sent: woensdag 23 november 2011 12:52
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VBO Bug ?

Hi, Everyone

This the response I got from NVidia:


> It turns out this issue is already fixed in our upcoming 290.xx drivers. We 
> expect a beta driver from this branch to be released sometime in the next few 
> weeks.
> 
> Thanks for the very easy repro and very thorough detailing of the problem.
> 

Cheers,
Wojtek Lewandowski

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44009#44009





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
This e-mail and its contents are subject to the DISCLAIMER at 
http://www.tno.nl/emaildisclaimer

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] VBO Bug ?

2011-11-23 Thread Wojciech Lewandowski
Hi, Everyone

This the response I got from NVidia:


> It turns out this issue is already fixed in our upcoming 290.xx drivers. We 
> expect a beta driver from this branch to be released sometime in the next few 
> weeks.
> 
> Thanks for the very easy repro and very thorough detailing of the problem.
> 

Cheers,
Wojtek Lewandowski

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44009#44009





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org