Re: [osg-users] Problem loading IVE files
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
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 -- __** 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-** openscenegraph.orghttp://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] [osgPPU] Blur artifacts in HDR effect
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 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
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-** openscenegraph.orghttp://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] osgjs-plugin / opengl es
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7OcdsACgkQs6ZHzVQN0IifegCgkGgGbkWKox116Wura7MyFxWj DosAn2ie4WEG3/B7CfOdGWSG2vnd61ax =kZun -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org