Re: [osg-users] osgUtil::Optimizer and osgSim::DOFTransform with data variance STATIC

2012-02-28 Thread Magnus Kessler
On Monday 27 Feb 2012 19:49:53 Jean-Sébastien Guay wrote: Hi Magnus, But maybe this question is more to the authors of osgmaxexporter. Why does osgmaxexporter unconditionally set the data variance to STATIC? What are the use cases where one would model a STATIC DOFTransform?

[osg-users] A few questions on GraphicsWindowEmbedded

2012-02-28 Thread Preet
Hiya, I was able to display osg content on Qt's Declarative interface (QtQuick, QML, etc) using the osg::GraphicsWindowEmbedded class. I followed the examples for the FLTK and GLUT toolkits to get this (sort of) working. There are a few of things I don't understand, and would appreciate some

Re: [osg-users] [osgCompute] Computation on a rendered texture quad

2012-02-28 Thread Jaco Cronje
Hi, I got it working, thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45821#45821 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] A few questions on GraphicsWindowEmbedded

2012-02-28 Thread Robert Osfield
Hi Preet, On 28 February 2012 09:16, Preet prismatic.proj...@gmail.com wrote: * What do the parameters passed to the osgViewer::GraphicsWindowEmbedded constructor (x,y,w,h) actually do? I played around with the values and it had no visible effect on my displayed result They tell the

[osg-users] Slow rendering with displaylist.

2012-02-28 Thread Martin Großer
Hello, I am surprised about my little test program. I would like compare displaylists with frame buffer objects. Because, I suppose that the displaylists have to be faster than the vbo, because the displaylists are precompiled. But in my example I get another result: VBO: 225 FPS DL: 88 FPS

Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Daniel Trstenjak
Hi Martin, I am surprised about my little test program. I would like compare displaylists with frame buffer objects. Because, I suppose that the displaylists have to be faster than the vbo, because the displaylists are precompiled. But in my example I get another result: I think what you're

Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Mathias Fröhlich
Hi, On Tuesday 28 February 2012, Martin Großer wrote: I am surprised about my little test program. I would like compare displaylists with frame buffer objects. Because, I suppose that the displaylists have to be faster than the vbo, because the displaylists are precompiled. But in my example

Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Martin Großer
Hello Daniel, That is basically true. I want to get a feeling about DisplayLists and VBOs. I know that the display list is a precompiled sequence of OpenGL commands. That is the reason that I tought the display lists should be faster. But the question isn't the comparison, but the slow render

Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Daniel Trstenjak
Hi Martin, That is basically true. I want to get a feeling about DisplayLists and VBOs. I know that the display list is a precompiled sequence of OpenGL commands. That is the reason that I tought the display lists should be faster. But the question isn't the comparison, but the slow render

Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Martin Großer
Hello, thanks to you, it was very helpful. Now I will only use VBOs. Greetings, Martin Original-Nachricht Datum: Tue, 28 Feb 2012 12:44:15 +0100 Von: Daniel Trstenjak daniel.trsten...@science-computing.de An: OpenSceneGraph Users osg-users@lists.openscenegraph.org

[osg-users] Scene as Texture

2012-02-28 Thread Hartmut Leister
Hello Osg-Users, I want, at a specific time, capture the screen (of my osgViewer) and use it as a texture for a quad. What would be the best way to achieve this? Is there already an example for this? Thanks for the advice in advance. Hartmut -- frag nicht - du könntest eine antwort erhalten

Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Luc Frauciel
Hi Martin, Be aware that for some combinaison of driver/hardware, VBO just don't work properly. I've encoutered the case on some Intel/ATI chipsets. A simple terrain created with VPB couldn't be loaded. With VBO OFF, everything was OK. Be also aware that if you use small geometries, there is

Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Glenn Waldron
Also be aware that on some architectures display lists are just plain faster for static geometry in many cases. I've certainly seen that on NVIDIA. Glenn Waldron / @glennwaldron On Tue, Feb 28, 2012 at 8:29 AM, Luc Frauciel luc.frauc...@star-apic.comwrote: Hi Martin, Be aware that for some

Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release

2012-02-28 Thread Robert Osfield
Hi All, I have now checked in the last build and runtime fixes that should be required for the 3.1.0 dev release, but will await for some more community testing before tagging the release. So please, svn update again and let me know how you get on. Thanks, Robert.

[osg-users] Windows Touch Support

2012-02-28 Thread Olaf Flebbe
Hi *, I submitted a patch to enable MultiTouch Support for Windows 7 and above. A first patch featured a CMAKE Variable WIN32_MUTITOUCH controlling support for Multitouch on Windows. Furthermore: * It depends on a recent SDK (Which is part of Visual Studio 2010, but not by default part of

[osg-users] [osgPPU] Perfomance issues with PBO for input textures

2012-02-28 Thread Shahar Kosti
Hi, I'm new to osgPPU and OSG in general, so please bear with me :) I'm trying to use the built-in mechanism in osgPPU::Unit for copying the rendered textures to the CPU. I'm using a simple tester based on one of the osgPPU, and my initialization code is structured like this: Code: //

[osg-users] more than 1 object in the same viewer

2012-02-28 Thread Renato Oliveira
Hi, I am wondering if i can load 2 object files and have them share the same scene or viewer as a whole object? i was thinking the same way as the geode work when you add a Drawable (addDrawable()) if it is possible? can someone can give me an exemple? much appreciated. Thank you! Cheers,

Re: [osg-users] more than 1 object in the same viewer

2012-02-28 Thread Paul Martz
Is there a reason why you can't use a Group node with two children? -Paul On 2/28/2012 8:24 AM, Renato Oliveira wrote: Hi, I am wondering if i can load 2 object files and have them share the same scene or viewer as a whole object? i was thinking the same way as the geode work when you

Re: [osg-users] more than 1 object in the same viewer

2012-02-28 Thread Renato Oliveira
i guess i really dont know how to use it. i very new to openscenegraph and i was just able to learn how to load a single obj file for 1 viewer only. i also saw that that i can split the viewer into views so that the objects can have diffrent cameras but my real goal is just to have shapes

Re: [osg-users] Scene as Texture

2012-02-28 Thread Chris Hanson
The osgprerender example shows how to setup a scene to render to a texture for use on a quad. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL

Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-28 Thread Martin Großer
Hello Paul, In OpenGL I have to define the varying variables for the transform feedback between the compiling and linking of the shader program. glTransformFeedbackVaryings(programHandle, 1, varyings, GL_SEPARATE_ATTRIBS); How can I do this in OSG? Additinally I use osg 2.8.4 from the Fedora

[osg-users] GraphicsWindowQt keyReleaseEvent key value is always 0

2012-02-28 Thread Alexandre Amalric
Hi osg users, I recently found something strange with osgQT, when a key release event is added to the event queue the key value is always 0. It seems to be related to the void GLWidget::keyReleaseEvent( QKeyEvent* event ) function in the osgQT/GraphicsWindowQt.cpp file. On key press the

Re: [osg-users] more than 1 object in the same viewer

2012-02-28 Thread Renato Oliveira
Got it working after setting the scales. but possitioning and scalling properly will be a challenge. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45851#45851 ___ osg-users mailing list

Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-28 Thread Sergey Polischuk
Hi, Martin afaik, there is no way, you should use opengl calls to get it working 28.02.2012, 20:10, Martin Groer grosser.mar...@gmx.de: Hello Paul, In OpenGL I have to define the varying variables for the transform feedback between the compiling and linking of the shader program.

Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-28 Thread Paul Martz
On 2/28/2012 9:10 AM, Martin Großer wrote: Hello Paul, In OpenGL I have to define the varying variables for the transform feedback between the compiling and linking of the shader program. glTransformFeedbackVaryings(programHandle, 1, varyings, GL_SEPARATE_ATTRIBS); How can I do this in OSG?

Re: [osg-users] [osgPPU] Perfomance issues with PBO for input textures

2012-02-28 Thread Art Tevs
Hi Shahar, I would say that this is expected behaviour. This is due to the case, that the texture has to be copied from the GPU memory to the CPU memory. With PBOs this should be done through DMA or somehow directly without involving CPU for this, however the PCIe bus is the bottleneck here. I

Re: [osg-users] [forum] About the camera direction of the AnimationPathManipulator.

2012-02-28 Thread Chow Ngaiman
In fact, I want to set the camera direction by setting the setHomePosition() function but seems useless. Thanks in advance. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45667#45667 ___ osg-users

[osg-users] Culling time is extremely long

2012-02-28 Thread Suyang Dong
Hi, I use compositeViewer, (osg 2.8.1) and each view contains no more than small amount of vertices. However the culling time, showed by the Statshelper, can be more than 30. The tricky thing is it is inconsistent between runs. Sometimes the culling time is 5 ~ 6. Then after I rerun the

[osg-users] Terrain texture brush implementation

2012-02-28 Thread Cao Wenjie
Hi, As OSG newbie, I'm working on a terrain texture brush task. My goal: Use mouse controlled brush paint grass area on a prebuild terrain(has original texture) Progress: Now I successfully complete a demo, but the method I use seems unattractive. My implementation now: (Use OverlayNode

Re: [osg-users] Culling time is extremely long

2012-02-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
1) Are you running on Linux or Windows? 2) Are you running OSG debug or release optimized? 3) Are you running with the default cull settings? If you want helpful feedback, providing more info will provoke a better response from the community. I just see a screenshot of your stats. I don't see

Re: [osg-users] Terrain texture brush implementation

2012-02-28 Thread Jason Daly
On 02/26/2012 06:58 AM, Cao Wenjie wrote: Hi, As OSG newbie, I'm working on a terrain texture brush task. My goal: Use mouse controlled brush paint grass area on a prebuild terrain(has original texture) Progress: Now I successfully complete a demo, but the method I use seems unattractive.

[osg-users] Is the ZIP plugin thread-safe?

2012-02-28 Thread Glenn Waldron
After experiencing problems, a quick review indicates to me that the ZIP plugin is not thread safe. Has anyone had any experience in using it in a multi-threaded environment? Evidence: ZipArchive holds an HZIP handle that corresponds to an open ZIP file. This handle contains internal file

Re: [osg-users] Is the ZIP plugin thread-safe?

2012-02-28 Thread Terry Welsh
Is the problem in the public domain Zip Utils code? I would only suggest looking for a more current version. I bet the code in OSG is pretty dated by now, and maybe someone has addressed this. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com

Re: [osg-users] Is the ZIP plugin thread-safe?

2012-02-28 Thread Glenn Waldron
No, it's that the OSG ZipArchive uses a single control structure that ends up getting shared across threads (and not in a good way). It is a pretty simple fix, I think. Glenn Waldron / @glennwaldron On Tue, Feb 28, 2012 at 3:21 PM, Terry Welsh mogu...@gmail.com wrote: Is the problem in the

Re: [osg-users] Culling time is extremely long

2012-02-28 Thread Sergey Polischuk
Hi Culling time is more about amount of nodes\drawables in scene and how they organized into graph, and less about vertices itself. You can try to run your model through osg optimizer with SPATIALIZE_GROUPS option. Also check if you use any cull callbacks with heavy running time. And if you

[osg-users] Not Loading External References

2012-02-28 Thread Cary, Karl A.
I am using osgDB::readNodeFile to load in some .flt files. What I am wondering is if there is some type of option that can have it not load the external references in the files. Right now I just send a NodeVisitor through to round up a list of all the ProxyNodes and then I run through that list

Re: [osg-users] Slow rendering with displaylist.

2012-02-28 Thread Sergey Polischuk
Hi From my own experience, display lists runs with good speed when: 1) vertex number is at most like 100k, with huge vertices count per drawable vbos tends to be faster 2) display lists works best with triangle strips \ indexed list both display lists and vbos performance can greatly vary with

Re: [osg-users] A few questions on GraphicsWindowEmbedded

2012-02-28 Thread Preet
Hi Robert, Thanks for the thorough response. Simply put, QtQuick is a different way to build up GUIs. It uses a hybrid CSS/JS language called QML to design a UI instead of the widget / forms approach that GUI toolkits usually employ. It is geared specially towards mobile and tablet devices. I'm

Re: [osg-users] How to prevent resize of viewer window (WindowsandLinux)

2012-02-28 Thread Cary, Karl A.
I would be very interested in this as well. I have been having this issue for a long time. Our development systems all have one widescreen monitor at 1920x1080 and then one SD monitor at 1280x1024. If we want to run a 1280x1024 window on the widescreen as the left monitor, all is fine. However if

Re: [osg-users] How to prevent resize of viewer window (WindowsandLinux)

2012-02-28 Thread Jason Daly
On 02/28/2012 04:04 PM, Cary, Karl A. wrote: I would be very interested in this as well. I have been having this issue for a long time. Our development systems all have one widescreen monitor at 1920x1080 and then one SD monitor at 1280x1024. If we want to run a 1280x1024 window on the

[osg-users] Rendering without calling osgViewer::frame

2012-02-28 Thread Sean O'Connell
In my application I have a bunch of cameras that render to textures. Is there a way for me to trigger them to render without calling osgViewer::frame or going through the osgViewer class? Ideally I could simply call camera-renderView() or something similar. Is this possible?

Re: [osg-users] Rendering without calling osgViewer::frame

2012-02-28 Thread Jason Daly
On 02/28/2012 06:20 PM, Sean O'Connell wrote: In my application I have a bunch of cameras that render to textures. Is there a way for me to trigger them to render without calling osgViewer::frame or going through the osgViewer class? Ideally I could simply call camera-renderView() or

Re: [osg-users] Rendering without calling osgViewer::frame

2012-02-28 Thread Wang Rui
Hi Sean, In the coming OpenSceneGraph 3.0 Cookbook (will be published in March), I provide such an example that renders OSG scene graph using osgUtil::SceneView directly in GLUT. You may find the source code at: https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_06 The source