Re: [osg-users] Problem loading IVE files

2011-11-24 Thread Héctor Martínez
Hi,

thank you for your reply. As I was confused about the mixing of versions, I
have started from scratch. After compiling it seems that now I have
everything in order (version 3.0.1). I have tried again and the same
problem. I have tried to open the file with the osgviewer and the file has
been opened without problems. After that I have realized that something was
missing and I have found the answer. It seems that some dlls that I was not
using are needed, such as osgFXd.dll, osgTerraind.dll and osgVolumed.dll.
After copying those files, it has loaded without problems.

So, it was totally my fault. Sorry for wasting your time.

Thank you all for the help.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: jueves, 24 de noviembre de 2011 4:30
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

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] 

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

2011-11-24 Thread René Molenaar
I don't think there are other textures involved to add MSAA to..

 two other blur units before the UnitInResampleOut could help yes,

also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.

grtz,

René

2011/11/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

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

2011-11-24 Thread Jean-Sébastien Guay

Hello René,


also notice that the radius should be about 2.5 - 3 times sigma to make sure
the entire kernel is used instead of cutoff by the radius.


The default values in the osgPPU hdr example are sigma = 4.0 and radius 
= 7.0, however I have not seen a difference between radius = 7.0, 15.0 
and 200.0... So there I wonder if the values are getting to the shaders 
correctly.


What values would you suggest I use for good results?

Thanks,

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

2011-11-24 Thread René Molenaar
the radius determines the pixel for which the sigma is used.
once you are on the edges of the kernel (gauss curve approaches 0),
you can stop blurring.

this will be around 2.5 - 3 times sigma.

the correct sigma depends on the effect intended,
try different sigmas ranging from 2-15 and radius = 2.5 * sigma
(maybe you can attach a slider to interactively determine the best value.)

René



2011/11/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hello René,


  also notice that the radius should be about 2.5 - 3 times sigma to make
 sure
 the entire kernel is used instead of cutoff by the radius.


 The default values in the osgPPU hdr example are sigma = 4.0 and radius =
 7.0, however I have not seen a difference between radius = 7.0, 15.0 and
 200.0... So there I wonder if the values are getting to the shaders
 correctly.

 What values would you suggest I use for good results?

 Thanks,


 J-S
 --
 __**
 Jean-Sebastien Guay
 jean-sebastien.guay@cm-labs.**comjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/

 http://whitestar02.dyndns-web.**com/http://whitestar02.dyndns-web.com/
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
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[osg-users] osgjs-plugin / opengl es

2011-11-24 Thread Cedric Pinson
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Hi,
I refactored the osgjs-plugin and I thought that it could interest
people working with opengl es. webgl is built ontop of opengles so
optimization work for both.
Maybe the part that split models into 64k drawelements, merge tristrip
into one with degenerate triangle could be separated and submitted as
pseudo loader.
I am just submitting the idea to check if other guys are interested.

The code is
https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs

I wrote a simple post to lists options
http://osgjs.org/2011/11/osgjs-plugin-optimizations/

Cedric

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
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