[osg-users] I want to know the time of rendering.
Hi, nice to meet you all. I'm beginner in OSG. I'm reading OpenSceneGraph 3.0 Beginner's Guide and practicing the example in this book. Here are very simple example. #include osgDB/ReadFile #include osgViewer/Viewer Code: int main( int argc, char** argv ) { osg::ref_ptrosg::Node root = osgDB::readNodeFile( cessna.osg ); osgViewer::Viewer viewer; viewer.setSceneData( root.get() ); return viewer.run(); } With this code, I want to know the time of rendering. [Exclamation] Are there some methods for this in OSG itself? If anyone knows please let me know. ... Thank you! Cheers, J.YoungStone -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48466#48466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] build VPB on VS 10
Hi, thanks for reply. i tried redownload GDAL 1.7 , VPB least version on git server and compile it then it run ok. ... Thank you! Cheers, nguyen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48463#48463 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] ShadowedScene doesn't display HUD Camera
Hi, for some reason my Shadowed Scene won't display my HUD Camera, if I add the Camera without the ShadowMap it works ine, but adding it disables the HUD for no reason. Help please! Here is some reference: Camera: camera-setClearMask( GL_DEPTH_BUFFER_BIT ); camera-setRenderOrder( Camera::POST_RENDER ); camera-setReferenceFrame( Camera::ABSOLUTE_RF ); camera-setViewMatrixAsLookAt( Vec3(0.0f,0.0f, 1.0f), Vec3(), Vec3(0.0f, 1.0f, 1.0f) ); osg::StateSet* stateset = camera-getOrCreateStateSet(); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); Shadowmap: osg::ref_ptrosgShadow::ShadowMap sm = new osgShadow::ShadowMap; sm-setLight( source.get() ); sm-setTextureSize( osg::Vec2s(1024, 1024) ); sm-setTextureUnit( 1 ); Thank you in advance! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48468#48468 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Antialiasing in Volume rendering
Hi Clement, On 24 June 2012 18:14, clement@csiro.au wrote: I got aliasing problem on volume rendering. I tried to set parameter samples to 8 in class osg::GraphicsContext::Traits, but I still can see aliasing. Does anyone have an solution to stop aliasing. Thanks. Volume rendering won't tend to be too sensitive/responsive to full screen anti-aliasing, rather then the way to improve visual quality with volume rendering is to increase the number of samples taken along the ray path when sampling the 3d texture. Could you post an example of the aliasing you are seeing, this will probably point to the problem. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I want to know the time of rendering.
Hi Jerome, When you say you want to know the time of rendering, do you mean the time in seconds since the start of the viewers frame loop? Time of day? Also how do you want to use the time? This is important to know as depending upon what task you have there are different ways to get the time in the more convenient way for that task - for instance update, event, cull and draw callbacks, or in the main loop. As a point of reference the OSG maintains an osg::FrameStamp object in the Viewer that is update once each frame by viewer.advance() and this FrameStamp is passed to all scene graph traversals. Robert. On 25 June 2012 05:29, J.YoungStone jer...@cybermed.co.kr wrote: Hi, nice to meet you all. I'm beginner in OSG. I'm reading OpenSceneGraph 3.0 Beginner's Guide and practicing the example in this book. Here are very simple example. #include osgDB/ReadFile #include osgViewer/Viewer Code: int main( int argc, char** argv ) { osg::ref_ptrosg::Node root = osgDB::readNodeFile( cessna.osg ); osgViewer::Viewer viewer; viewer.setSceneData( root.get() ); return viewer.run(); } With this code, I want to know the time of rendering. [Exclamation] Are there some methods for this in OSG itself? If anyone knows please let me know. ... Thank you! Cheers, J.YoungStone -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48466#48466 ___ 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] [3rdparty] ShadowedScene doesn't display HUD Camera
Hi Alex, There isn't any away that a 3rd party will be able to guess your mistake given the scant details provided. The idea of mixing shadows and HUD is rather odd, one wouldn't normally do this, rather one would have a 3D scene graph with shadows representing your world and if one needs a HUD have this attached to the viewer as a separate slave Camera or View. Please have look at the osghud example for the ranges of ways doing a HUD. Robert. On 25 June 2012 08:08, Alex Weber alexwe...@gmx.de wrote: Hi, for some reason my Shadowed Scene won't display my HUD Camera, if I add the Camera without the ShadowMap it works ine, but adding it disables the HUD for no reason. Help please! Here is some reference: Camera: camera-setClearMask( GL_DEPTH_BUFFER_BIT ); camera-setRenderOrder( Camera::POST_RENDER ); camera-setReferenceFrame( Camera::ABSOLUTE_RF ); camera-setViewMatrixAsLookAt( Vec3(0.0f,0.0f, 1.0f), Vec3(), Vec3(0.0f, 1.0f, 1.0f) ); osg::StateSet* stateset = camera-getOrCreateStateSet(); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF); stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); Shadowmap: osg::ref_ptrosgShadow::ShadowMap sm = new osgShadow::ShadowMap; sm-setLight( source.get() ); sm-setTextureSize( osg::Vec2s(1024, 1024) ); sm-setTextureUnit( 1 ); Thank you in advance! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48468#48468 ___ 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] [osgPlugins] Which model format to use? FBX vs. VRML
Hi, My requirements: Models should have keyframe animations in them Have textures Should be modeled and exported using 3Ds Max I hope to use either FBX or VRML models. What are the pros and cons of each model? Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48472#48472 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture, display pre-rendered scene
Hey again. As I posted before I managed to render to texture a scene and projected it onto a Geometry. But it is just an image of a scene and the RTT camera can't move around my object (cessna.osg). Is there a way to move the camera freely around like you would do with viewer's camera? lg Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48474#48474 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture, display pre-rendered scene
Hi Christian, Have a look at the osgdistortion example. Robert. On 25 June 2012 11:20, Christian Rumpf ru...@student.tugraz.at wrote: Hey again. As I posted before I managed to render to texture a scene and projected it onto a Geometry. But it is just an image of a scene and the RTT camera can't move around my object (cessna.osg). Is there a way to move the camera freely around like you would do with viewer's camera? lg Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48474#48474 ___ 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] Render to texture, display pre-rendered scene
robertosfield wrote: Hi Christian, thank you Have a look at the osgdistortion example. Robert. On 25 June 2012 11:20, Christian Rumpf wrote: Hey again. As I posted before I managed to render to texture a scene and projected it onto a Geometry. But it is just an image of a scene and the RTT camera can't move around my object (cessna.osg). Is there a way to move the camera freely around like you would do with viewer's camera? lg Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48474#48474 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48476#48476 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Which model format to use? FBX vs. VRML
Hello, On Mon, Jun 25, 2012 at 11:07 AM, Praveena Sara pravee...@gmail.com wrote: Hi, My requirements: Models should have keyframe animations in them Have textures Should be modeled and exported using 3Ds Max I hope to use either FBX or VRML models. What are the pros and cons of each model? Stay away from VRML if you can - it is a long obsolete format, very verbose and difficult to parse and it is not intended as a data exchange format, rather it is everything and the kitchen sink system - meshes, scene layout description, animation, interactive features, sound, what not. Furthermore, OSG loader for VRML doesn't support full VRML, only a small subset useful for loading geometry (e.g. animations are *not* supported). Also the VRML exported by Max is of rather poor quality, not following the standard in some ways. FBX requires closed source, proprietary SDK if I remember correctly, but I haven't tried using it. If you are targetting an OSG application, you have a decent native OSG format exporter available for Max. That is likely your best bet, IMO. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Antialiasing in Volume rendering
Thanks, Robert. I attached two screen shots. I found that aliasing would only appears on the side of the cube that has not been filled. For example, the cube size is 100 x 100 x 20. If the cube is fully filled colour on all voxels, there is no aliasing on each surface. Once there is a section of voxels has not been filled colour, you can see aliasing from this section. I tried to increase the sample density, the colour becomes darker but the aliasing problem has not gone. Regards, Clement From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield [robert.osfi...@gmail.com] Sent: Monday, 25 June 2012 6:29 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Antialiasing in Volume rendering Hi Clement, On 24 June 2012 18:14, clement@csiro.au wrote: I got aliasing problem on volume rendering. I tried to set parameter samples to 8 in class osg::GraphicsContext::Traits, but I still can see aliasing. Does anyone have an solution to stop aliasing. Thanks. Volume rendering won't tend to be too sensitive/responsive to full screen anti-aliasing, rather then the way to improve visual quality with volume rendering is to increase the number of samples taken along the ray path when sampling the 3d texture. Could you post an example of the aliasing you are seeing, this will probably point to the problem. Robert. ___ 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] Parallel Rendering Problems using NVidia GPU cards in Windows
On 06/25/2012 12:59 AM, GeeKer Wang wrote: Hi, all I want to use two GTS 250 cards to do the parallel rendering job based on OpenSceneGraph。 In my experiment, a scene full of complex models is split to 2 parts according to viewport。 The 2 parts are rendered in seperated windows (actually two slaves). I hope the LEFT part is rendered in the first screen and by the first GPU, and the RIGHT part in the second screen and by the second GPU。 The results are a little wierd and disappointing. Hi, Bob, The additional card will only help if your application is GPU-bound (that is, waiting on the GPU to finish rendering a frame before the next can start). Another possibility is that it is CPU bound (the CPU is taking most of the time and the GPU is waiting on it), and another is that it is interconnect bound (the bus between the CPU or RAM and the GPU is the bottleneck). Just adding another card will not help if you're CPU-bound or interconnect bound, and it can actually make things worse if your scene isn't set up in an optimal way. You might end up trying to cram twice the amount of data down the bus in order to try and keep both GPUs fed, and this will kill performance even more than with a single card. One quick fix you can try is to run the osgUtil::Optimizer on your scene with the option VERTEX_PRETRANSFORM | INDEX_MESH | VERTEX_POSTTRANSFORM. This will optimize the vertex data for the vertex cache common on modern GPUs, and may help with bus bandwidth. The other key is to be sure that your scene is organized and subdivided spatially, so that when you're viewing the scene, you don't end up duplicating draw calls across the GPUs. Hope this helps, --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 3D Modeler for OpenScenegraph
Hi, so far, to display a 3D model with a hierarchy of nodes already included in the model (such as DOF, SWITCH, LOD, ...), I used Multigen Creator, with models in flt format. There is the possibility of having a 3D model (not Multigen creator) that contains this hierarchy? For example, if you want to model a mechanical arm with Multigen, you can put DOF nodes in place of the elbow and the wrist. Then, in OSG, you can read these nodes and move mecchanical arm and wrist. There is another 3D modeling software (no Multigen Creator) that allows me to read such information from the model, without which software I should have to manually insert a DOF node in the tree scene? Do you think Blender can do that? Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48481#48481 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D Modeler for OpenScenegraph
Hi Andrea, Have a look at Remo 3D - an OpenSceneGraph-based and cost-effective alternative to Creator: http://www.remograph.com/ Regards, Andreas On 2012-06-25 16:54, Andrea Martini wrote: Hi, so far, to display a 3D model with a hierarchy of nodes already included in the model (such as DOF, SWITCH, LOD, ...), I used Multigen Creator, with models in flt format. There is the possibility of having a 3D model (not Multigen creator) that contains this hierarchy? For example, if you want to model a mechanical arm with Multigen, you can put DOF nodes in place of the elbow and the wrist. Then, in OSG, you can read these nodes and move mecchanical arm and wrist. There is another 3D modeling software (no Multigen Creator) that allows me to read such information from the model, without which software I should have to manually insert a DOF node in the tree scene? Do you think Blender can do that? Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48481#48481 ___ 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] 3D Modeler for OpenScenegraph
Hi Andreas, thank you for your quick answer. I'm looking about software like : Blender, Lightwave, Maya and/or particolar exporter (i.e. Collada) Thank you! Cheers, Andrea Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48483#48483 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Antialiasing in Volume rendering
Hi Clement, On 25 June 2012 13:29, clement@csiro.au wrote: Sorry, I forget to attach the images. Top image: there is no aliasing. Bottom image: aliasing appears on the side that has not been filled colour. As I suspected the aliasing is down to under sampling of the ray, so up the sample ratio. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Android: Problem with static intialization in osgViewer/Scene.cpp (from r13031)
Hi All, Could you please try out the Scene.cpp attached, and also checked into svn/trunk. What I have done is introduce a SceneSingleton structure that has both the Scene cache and the mutex protecting it, then placed all the access methods into the SceneSingleton, then used a static getSceneSingleton method and a proxy object to make sure that it's constructed during global static initialization. Hopefully this will cure the problems under Android, let me know of how you get on, Robert. /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include osgViewer/Scene #include osgGA/EventVisitor using namespace osgViewer; #define OSG_INIT_SINGLETON_PROXY(ProxyName, Func) static struct ProxyName{ ProxyName() { Func; } } s_##ProxyName; namespace osgViewer { struct SceneSingleton { SceneSingleton() {} inline void add(Scene* scene) { OpenThreads::ScopedLockOpenThreads::Mutex lock(_mutex); _cache.push_back(scene); } inline void remove(Scene* scene) { OpenThreads::ScopedLockOpenThreads::Mutex lock(_mutex); for(SceneCache::iterator itr = _cache.begin(); itr != _cache.end(); ++itr) { if (scene==itr-get()) { _cache.erase(itr); break; } } } inline Scene* getScene(osg::Node* node) { OpenThreads::ScopedLockOpenThreads::Mutex lock(_mutex); for(SceneCache::iterator itr = _cache.begin(); itr != _cache.end(); ++itr) { Scene* scene = itr-get(); if (scene scene-getSceneData()==node) return scene; } return 0; } typedef std::vector osg::observer_ptrScene SceneCache; SceneCache _cache; OpenThreads::Mutex _mutex; }; static SceneSingleton getSceneSingleton() { static SceneSingleton s_sceneSingleton; return s_sceneSingleton; } // Use a proxy to force the initialization of the the SceneSingleton during static initialization OSG_INIT_SINGLETON_PROXY(SceneSingletonProxy, getSceneSingleton()) } Scene::Scene(): osg::Referenced(true) { setDatabasePager(osgDB::DatabasePager::create()); setImagePager(new osgDB::ImagePager); getSceneSingleton().add(this); } Scene::~Scene() { getSceneSingleton().remove(this); } void Scene::setSceneData(osg::Node* node) { _sceneData = node; } osg::Node* Scene::getSceneData() { return _sceneData.get(); } const osg::Node* Scene::getSceneData() const { return _sceneData.get(); } void Scene::setDatabasePager(osgDB::DatabasePager* dp) { _databasePager = dp; } void Scene::setImagePager(osgDB::ImagePager* ip) { _imagePager = ip; } void Scene::updateSceneGraph(osg::NodeVisitor updateVisitor) { if (!_sceneData) return; if (getDatabasePager()) { // synchronize changes required by the DatabasePager thread to the scene graph getDatabasePager()-updateSceneGraph((*updateVisitor.getFrameStamp())); } if (getImagePager()) { // synchronize changes required by the DatabasePager thread to the scene graph getImagePager()-updateSceneGraph(*(updateVisitor.getFrameStamp())); } if (getSceneData()) { updateVisitor.setImageRequestHandler(getImagePager()); getSceneData()-accept(updateVisitor); } } Scene* Scene::getScene(osg::Node* node) { return getSceneSingleton().getScene(node); return 0; } Scene* Scene::getOrCreateScene(osg::Node* node) { if (!node) return 0; osgViewer::Scene* scene = getScene(node); if (!scene) { scene = new Scene; scene-setSceneData(node); } return scene; } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport - release 0.13.0
Hi, I released a new version of the osgexporter. You can find it here https://github.com/cedricpinson/osgexport/raw/master/blender-2.5/build/osgexport-0.13.0.zip Keys features: - supports now blender-2.63 with ngones - export materials and light as user data using the new osgt file format - fix crash on models with armature https://github.com/cedricpinson/osgexport Regards, Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://sketchfab.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] osgPPU with GL3
I've tried compiling osgPPU with ~ OpenGL 3.1 osg build but I'm having trouble. Seems osgPPU is not ready for the current OpenGL release? Any plans? Or am I doing it wrong? I really need to do blurs and other effects in our OSG based application. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48488#48488 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG OpenCL
So I'm relatively new to OSG and I'm having trouble getting up to speed with all the site outages, and I'm trying to suss out the proper way to use OpenCL with OSG. I see there's been some work with CUDA, but of course that doesn't help. Seems like there are some straightforward ways to do OpenCL as alluded to with this post: compileGLObjects problem (http://forum.openscenegraph.org/viewtopic.php?t=9868) Although this leaves implementation details to the reader. So is this the recommended path to do shared memory OpenCL integration? Any other examples that anyone can point me too? There's surprising little OpenCL discussion on this form, so any help would be much appreciated. Thank you very much any guidance.[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48490#48490 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Metaflight pager code
Attached is the MetaFlight pager code that I wrote a while back. Once people who are interested in it get familiar with it, we can discuss whether or not it should be rolled into OSG. -- Terry Welsh www.reallyslick.com metaflight.tar.gz Description: GNU Zip compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Antialiasing in Volume rendering
Hi Clement, The datasets you are working of will always challenge a ray traced sampler as there is sudden cutoff to a flat face so that any small change in adjacent pixels can result in a enough of different sampling as to result in a visible step. Increasing sample density will usually reduce the step and make it less obvious but unless you go sub pixel it will likely remain visible. Another route one could go is to use a different shader that samples at texel centers rather than just a measured distance along the ray as is done with the present shaders. Also I think you'll find that this aliasing artefacts will be far less noticeable on more normal volume datasets so it may be worth just making a judgment call about whether these datasets are meaningful and worthy of trying to optimize for. Robert. On 25 June 2012 17:55, clement@csiro.au wrote: Hi Robert, Thanks for your advice. It looks better if I increased sample density. When I tried on another case, see the attachment. If colour is filled in center section only and increased the sample density, the aliasing became much worse. If I decreased the sample density, it looks better. Dp you know when should I adjust the sample density to reduce aliasing? Regards, Clement From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield [robert.osfi...@gmail.com] Sent: Tuesday, 26 June 2012 1:34 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Antialiasing in Volume rendering Hi Clement, On 25 June 2012 13:29, clement@csiro.au wrote: Sorry, I forget to attach the images. Top image: there is no aliasing. Bottom image: aliasing appears on the side that has not been filled colour. As I suspected the aliasing is down to under sampling of the ray, so up the sample ratio. Robert. ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOpenFlight LightPointRecords parsing SEQUENCE pallet color as RGB color
Hi folks, OSG 3.0.1 OpenFlight 16.4 I've been looking at the code that loads light points in the OpenFlight loader. I was putting together a test and ran into an issue. It appears that in the FLASHING_SEQUENCE section in LightPointsRecords.cpp:316 (IndexedLightPoint) that the loader is putting the color index value into the RGB component of the color sequence instead of the RGB values looked up from the color pallet. The base color of the lightpoint appears correct which has an index of 639 (255,0,0). The sequence is configured to go from blue to green, but what we see is Red, darker red. Color index values for the sequence 383 (0,0,255) 511 (0,255,0) Printing out the values in the sequence at the loader before they are added to the sequence we get: LPAnimation::FLASHING_SEQUENCE 1 : 0.498039, 0.00392157, 0, 0 LPAnimation::FLASHING_SEQUENCE 1 : 1, 0.00392157, 0, 0 and looking at the bits of the RGB components concatenated we get: 383, 511 Which is the original color index values and not the RGB components that would be the result of the lookup. Can anyone point to where the lookup of the RGB components should happen so I can fix this? Also, I've attached a simple model for your viewing pleasure. Thank you! Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48494#48494 Attachments: http://forum.openscenegraph.org//files/pole_red_907.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ECEF to openGl
Are you using OSG or OpenGL? Since you're using ECEF CS, I'm assuming you want to set things up for viewing on a spheroid. If you're using OSG, you can do the following using OSG's EllipsoidModel class (earth instance below) to set up viewing given a position and a look-at location in geodetic CS. It uses your example numbers. I would have chosen an altitude of something 0.0 to get height above ellipsoid... double geoEyeLat = 15.0; double geoEyeLon = 10.0; double alt = 0.0; double geoLookatLat = geoEyeLat + 0.01; double geoLookatLon = geoEyeLon; osg::Vec3d eye; osg::Vec3d up; osg::Vec3d lookat; earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(geoEyeLat), osg::DegreesToRadians(geoEyeLon), alt, eye[0], eye[1], eye[2]); up = earth-computeLocalUpVector(eye[0], eye[1], eye[2]); earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(geoLookatLat), osg::DegreesToRadians(geoLookatLon), alt, lookat[0], lookat[1], lookat[2]); osg::Matrixd t_matrix; t_matrix.makeLookAt(eye, lookat, up); view-getCamera()-setViewMatrix(t_matrix); Hope this helps... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pilip Rogati Sent: Thursday, June 14, 2012 5:16 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] ECEF to openGl Hi. I have a big problem. not sure this is the good place to post this, but here goes. I am working on some aircraft simulation game... Problem for me are coordinates conversion. All my coordinates are in ECEF. I have problem setting up my camera properly and then later transforming ECEF positions of aircraft so they can be rendered correctly. can someone please tell me the right way to do it, or even better some code would be nice. for example. my camera is at lat 15, lon 10, elevation 0. i want it to look at lat 15.01, lon 10, elevation 0. I convert both of theses to ecef, so i have my cameraPosition and cameraTarget. how to convert models ecef position so i have opengl x-right, y-up, z-forward? Thank you! Cheers, Pilip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48305#48305 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Need some help - Adding a CameraManipulator to a second camera.
Hi community, i have a little problem: i created a second camera, showing my scene from another viewing point, like in this tutorial (with render to texture as an overlay) now i want to add a CameraManipulator to this camera. my normal camera has a manipulator, too. you can move with the arrow keys in the scene. (viewer.setCameraManipulator(new MyManipulator)) now i want to turn the second camera around with some other keys ('a' and 'd') can you help me out? thanks a lot. osgdogg ps: i know - my english isn't that good ... Thank you! Cheers, Sebastian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48485#48485 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] ShadowedScene doesn't display HUD Camera
solved it, was some problem with the hiearchy of the scenegraph :) Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48473#48473 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] DoF blur issues for antialiased text
Hi all, I'm still struggling with this and just wanted to add some extra details. The problem is that the blur around text near the camera is not being combined with blur further back. It's almost like the blur is being drawn from front to back while text (rendered as glyphs with alpha channel) are being drawn from back to front. Is that possible? I imagine that this would need to be fixed on the shader side. ie, in depth_of_field_fp.glsl (?): Code: void main(void) { vec2 inTex = gl_TexCoord[0].st; // compute distance to the viewer float a = zFar / ( zFar - zNear ); float b = zFar * zNear / ( zNear - zFar ); float depth = texture2D( texDepthMap, inTex ).x; float dist = b / ( depth - a ); // get color map and blurred color map values vec4 colorValue = texture2D (texColorMap, inTex).rgba; vec4 blurredValue1 = texture2D ( texBlurredColorMap, inTex).rgba; vec4 blurredValue2 = texture2D ( texStrongBlurredColorMap, inTex).rgba; // now compute the bluriness value float blur = clamp(abs(dist - focalLength) / focalRange, 0.0, 1.0); float factor1 = 1.0; float factor2 = 0.0; // compute blend factors if (blur 0.5) factor2 = (blur - 0.5) * 2.0; else factor1 = blur * 2.0; // the resulting color value is the combination of blurred and non-blurred map vec4 result = mix(colorValue, blurredValue1, factor1); gl_FragColor = mix(result, blurredValue2, factor2); } ie, will gl_FragColor correctly combine previously drawn alpha values? Any help would be greatly appreciated. -Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48497#48497 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Antialiasing in Volume rendering
Hi Robert, If I extended the RayTracedTechnique and override the default VERTEX and FRAGMENT glsl codes to replace my own glsl code, which will measure distance along the ray. Are you talking about this case to overcome the aliasing artifact ? Regards, Clement From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield [robert.osfi...@gmail.com] Sent: Tuesday, 26 June 2012 4:41 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Antialiasing in Volume rendering Hi Clement, The datasets you are working of will always challenge a ray traced sampler as there is sudden cutoff to a flat face so that any small change in adjacent pixels can result in a enough of different sampling as to result in a visible step. Increasing sample density will usually reduce the step and make it less obvious but unless you go sub pixel it will likely remain visible. Another route one could go is to use a different shader that samples at texel centers rather than just a measured distance along the ray as is done with the present shaders. Also I think you'll find that this aliasing artefacts will be far less noticeable on more normal volume datasets so it may be worth just making a judgment call about whether these datasets are meaningful and worthy of trying to optimize for. Robert. On 25 June 2012 17:55, clement@csiro.au wrote: Hi Robert, Thanks for your advice. It looks better if I increased sample density. When I tried on another case, see the attachment. If colour is filled in center section only and increased the sample density, the aliasing became much worse. If I decreased the sample density, it looks better. Dp you know when should I adjust the sample density to reduce aliasing? Regards, Clement From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield [robert.osfi...@gmail.com] Sent: Tuesday, 26 June 2012 1:34 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Antialiasing in Volume rendering Hi Clement, On 25 June 2012 13:29, clement@csiro.au wrote: Sorry, I forget to attach the images. Top image: there is no aliasing. Bottom image: aliasing appears on the side that has not been filled colour. As I suspected the aliasing is down to under sampling of the ray, so up the sample ratio. Robert. ___ 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 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] [osgPlugins] Which model format to use? FBX vs. VRML
Hello, I hope to use either FBX or VRML models. What are the pros and cons of each model? I will echo Jan's suggestions and add a bit more info. VRML support is pretty bad in current content creation tools (I've tested with Max and Maya primarily). The problem is mostly the way things are represented is different for each tool's exported VRML, and the amount of things in your scene that will make it into OSG is pretty low. FBX is a bit better I have found. Both Max and Maya's exported FBX files have pretty good coverage of what is in your scene, and the OSG FBX loader is pretty good (and its primary author Michael Platings has been very responsive in the past, though it's been a while since I've seen him post on the list). Jan's suggestion to go with a native exporter is spot-on. the Max exporter osgExp is very good, as is the Maya exporter osg2maya (just google those names). Their authors are (or have been) regular posters on this list, so bugs or things broken by changes in OSG's API (though infrequent) are normally quickly fixed. And the advantage of getting an OSG file directly is very interesting, you can write scripts that will add information to nodes directly in Max and things like that. Essentially, this advantage is huge. You go directly from Max or Maya to .osg format, there is no intermediate format in between where information can get lost in the conversion... Whoever makes the models in Max or Maya has much better control over how their work will look in the final application, because the translation is direct, there's no need to figure out by trial and error which feature is not supported that makes it look like that and how to work around these limitations. Hope this helps, J-S -- __ Jean-Sebastien Guay jean_...@videotron.ca 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] 3D Modeler for OpenScenegraph
Hello Andrea, Do you think Blender can do that? Not only Blender, but 3D Studio Max, Maya, Softimage XSI, genrally all 3D modeling software will allow you to organize your scene in terms of groups, transforms (of which DOF is one specialization), LOD and so on. Then the question becomes, how do I import the models created in these software tools in such a way that this hierarchy makes it into the OSG program? Have a look at a post I just wrote that talks about this. The thread is called Which model format to use? FBX vs. VRML. In a nutshell, there are native plugins for Max, Maya and Blender (maybe others too) which export the scene from these programs directly into native .osg format, and these will generally preserve as much of the scene hierarchy as they can. So then my advice is, choose whichever tool your artists / content creation people want to use, and then start using the OSG plugin for that tool. If the plugin has some shortcomings (for example last I used it the Maya plugin maya2osg didn't support LOD nodes) then work with the authors to help implement the missing feature. Open source at its best! Hope this helps, J-S -- __ Jean-Sebastien Guay jean_...@videotron.ca 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] AlphaPixel (and OSG?) swag and apparel?
Hey, I just finished setting up a CafePress store for AlphaPixel apparel and logo stuff (mostly so I could make myself some). http://www.cafepress.com/alphapixel I set the margins down really low, so I think I get about 50 cents of profit on typical items, but if any of you want to show your support for AlphaPixel, go buy yourself some stuff. Maybe I'll earn enough to buy myself a few more shirts. It occurred to me when I was done that I could set up a similar set of customized logo stuff for the OpenSceneGraph logo. Would anyone want that sort of thing? Would anyone be offended if I did so? I don't recall exactly what license the OSG logo is under, but I don't want to step on any toes here. -- 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 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compiling OSG applications on Ubuntu 12.04 = OK
Hi, I'm having the same problem. I'm also running Ubuntu 12.04. I know the code works because I have it running under Fedora 13. The critical line is: g++ -g -gstabs+ -DOSG_COMPILE_UNIT_TESTS -L/usr/X11R6/lib64 -L../../../../local/lib -L../../../../devel/lib/Linux64 -shared DAHud.o DynamicManager.o EnvironmentManager.o HudManager.o StaticManager.o TileGroup.o VectionViewMode.o vectionVisuals.o vectionVisUtils.o VehicleCameraPlatform.o ViewModeFirstPerson.o ViewModeThirdPerson.o VisData.o Visuals.o -losgSim -losgGA -losgViewer -losg -losgUtil -losgDB -losgParticle -losgText -losgSim -losgFX -lOpenThreads -lsimApp -lSimRenderer -ljpeg -lxclApp -lboost_signals -o Visuals.so The -L in the above example in my case does need to be there because it is also linking against Producer. Because it is a shared library everything compiles just fine. It's when it runs that I have a problem. I wind up with: undefined symbol: _ZN6osgSim12DOFTransform8traverseERN3osg11NodeVisitorE I've tried adding every osg* lib I can think of but it makes no difference. Any ideas would be much appreciated! Thank you! Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48505#48505 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org