Re: [osg-users] Trying to make Qt HUD inside OSG scene
Hi, Robert, Alistair Thanks for your replies. I've seen osghud example, but that one has no clickable elements on the HUD camera. I've tried looking into osgpick example aswell, as it looks more suitable for my needs (with clickable buttons), but the thing is I have to use InteractiveImageHandler for Qt elements so it didnt work. I've looked into Cookbook examples aswell, though maybe not deep enough. But anyway, changing new osgViewer::InteractiveImageHandler(widgetImage.get(), texture, camera); for new osgViewer::InteractiveImageHandler(widgetImage.get()); makes camera completely transparent: it does let me spin my 3d model through it but the button becomes unclickable too. Is it even possible to make e.g Qt button clickable while letting mouse controls through camera, like in osgpick? Am I missing something important? PS Right now I'm making new small camera for each Qt control (e.g I need button with 100px width and 50px height so there is fit camera created with a bit bigger size). Though I'm not sure if it's right way. Cheers, Max -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49604#49604 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Resetting OSG state when managing own context
Yup, well it's certainly possible (the shared context). It's what I'm doing now. I'm going to investigate the use of deleteAllGLObjects when I get back to the office and have a 2nd screen connected that I can test with (I'm using the scenario of moving a window between two screens to force a CAOpenGLLayer context refresh). If that works, it's likely I'll stay with the shared context single threaded approach. -- Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49605#49605 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] osgWidget and rotation
Hi, I want to use an osgWidget to draw a compass. So, I need to use the rotation. The problem is that the origin of the osgWidget is at the bottom left and not at the center of the widget. How can I specify the center of my widget (since set Origin only move the widget) in order to have a good rotation. Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49609#49609 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird polygons on nVidia NVS cards
Hi Robert, Thank you for your answer. I've tried and set the sharedContext member to 0 for all views, as you've suggested. The result was the same, corrupted polygons in one or more views. But now with the difference that shaders work only in one view, which is the one first created. Maybe there is still an error in initializing the views, so I've added the code used for creating a view: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(hwnd,false); CRect winRect; ::GetClientRect(hwnd,winRect); // init graphics traits traits-x = 0; traits-y = 0; traits-width = winRect.Width(); traits-height = winRect.Height(); traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-setInheritedWindowPixelFormat = true; traits-inheritedWindowData = windata; traits-supportsResize = true; traits-useMultiThreadedOpenGLEngine = true; traits-alpha = 8; traits-red = 8; traits-green = 8; traits-blue = 8; traits-depth = 24; traits-stencil = 8; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osgViewer::View *posgViewNew = new osgViewer::View; osg::DisplaySettings *posgDs = new osg::DisplaySettings; posgDs-setDefaults(); posgDs-setDisplayType(osg::DisplaySettings::MONITOR); posgDs-setDepthBuffer(true); posgDs-setStereo(false); posgDs-setDoubleBuffer(true); // and make that camera display its contents in this context posgViewNew-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); posgViewNew-getCamera()-setClearStencil(0); posgViewNew-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR); posgViewNew-getCamera()-setDisplaySettings(posgDs); posgViewNew-getCamera()-setGraphicsContext(gc.get()); posgViewNew-getCamera()-setViewport(0,0, winRect.Width(), winRect.Height()); On start our application creates 4 views this way, right after creating and setting up the composite viewer as single threaded. What puzzles me is that assigned shaders work only in one view and that other views have still corrupted polygons. Besides displaying the views (i.e. adding them to the composite viewer) take a long time on NVS cards. Do you have seen such behavior? We observed this on an NVS4200M and on other NVS systems. Are the drivers so bad, that only one context is supported on NVS cards? Sadly, the other approach, you've suggested, by using the view's viewports in the same window is for several reason unapplicable. Regards, Carsten. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday, August 27, 2012 3:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Weird polygons on nVidia NVS cards Hi Carsten, On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote: Both views share the same context. This context is created first, with no inherited window data. When I create a new view, I create a new context for this view and set the sharedContext member to the shared context. I set the inherited window data too for embedding the view in the desired window. I think you are a little confused by what is a context and what is a shared context. You description implies that you have two graphics context, the second graphics context sharing OpenGL objects with the first context (this is what a shared context means), but is still a separate graphics context. It could be that there is an issue with the viewer setup, but equally is could be an issue in the OpenGL driver with sharing GL objects between contexts. Personally I would avoid sharing contexts historically has been be problematic with some drivers, and brings up limitations in the way that you can use the OSG i.e. you can't use it multi-threaded and you have to be careful about cleanup. The OSG can handle multiple contexts just fine, just don't set the sharedContext info when setting up your new context. Alternatively just share the same graphics context with both view's viewports on the same window - this approach will lead to the best performance. 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] GL 4.3 compute shader integration
Hi, Anybody working on basic compute shader integration? Just the new shader type and a way to kick off the job using DispatchCompute would be awesome. Might look into this next month if nobody is up for it. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49611#49611 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird polygons on nVidia NVS cards
Hi Carsten, In principle what you are doing should work, what might be wrong I can't say though. I don't use windows so can't comment on the specifics of this type of setup. The only thing I can think of that might cause one window to work but others not is for the OpenGL object management to be set up incorrectly, this should however be done for you by the OSG. As a sanity test could you try creating windows using osgViewer's window creation without using the WindowData feature. Robert. On 28 August 2012 10:34, Carsten Scharfe cscha...@dspace.de wrote: Hi Robert, Thank you for your answer. I've tried and set the sharedContext member to 0 for all views, as you've suggested. The result was the same, corrupted polygons in one or more views. But now with the difference that shaders work only in one view, which is the one first created. Maybe there is still an error in initializing the views, so I've added the code used for creating a view: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(hwnd,false); CRect winRect; ::GetClientRect(hwnd,winRect); // init graphics traits traits-x = 0; traits-y = 0; traits-width = winRect.Width(); traits-height = winRect.Height(); traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-setInheritedWindowPixelFormat = true; traits-inheritedWindowData = windata; traits-supportsResize = true; traits-useMultiThreadedOpenGLEngine = true; traits-alpha = 8; traits-red = 8; traits-green = 8; traits-blue = 8; traits-depth = 24; traits-stencil = 8; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osgViewer::View *posgViewNew = new osgViewer::View; osg::DisplaySettings *posgDs = new osg::DisplaySettings; posgDs-setDefaults(); posgDs-setDisplayType(osg::DisplaySettings::MONITOR); posgDs-setDepthBuffer(true); posgDs-setStereo(false); posgDs-setDoubleBuffer(true); // and make that camera display its contents in this context posgViewNew-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); posgViewNew-getCamera()-setClearStencil(0); posgViewNew-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR); posgViewNew-getCamera()-setDisplaySettings(posgDs); posgViewNew-getCamera()-setGraphicsContext(gc.get()); posgViewNew-getCamera()-setViewport(0,0, winRect.Width(), winRect.Height()); On start our application creates 4 views this way, right after creating and setting up the composite viewer as single threaded. What puzzles me is that assigned shaders work only in one view and that other views have still corrupted polygons. Besides displaying the views (i.e. adding them to the composite viewer) take a long time on NVS cards. Do you have seen such behavior? We observed this on an NVS4200M and on other NVS systems. Are the drivers so bad, that only one context is supported on NVS cards? Sadly, the other approach, you've suggested, by using the view's viewports in the same window is for several reason unapplicable. Regards, Carsten. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday, August 27, 2012 3:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Weird polygons on nVidia NVS cards Hi Carsten, On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote: Both views share the same context. This context is created first, with no inherited window data. When I create a new view, I create a new context for this view and set the sharedContext member to the shared context. I set the inherited window data too for embedding the view in the desired window. I think you are a little confused by what is a context and what is a shared context. You description implies that you have two graphics context, the second graphics context sharing OpenGL objects with the first context (this is what a shared context means), but is still a separate graphics context. It could be that there is an issue with the viewer setup, but equally is could be an issue in the OpenGL driver with sharing GL objects between contexts. Personally I would avoid sharing contexts historically has been be problematic with some drivers, and brings up limitations in the way that you can use the OSG i.e. you can't use it multi-threaded and you have to be careful about cleanup. The OSG can handle multiple contexts just fine, just don't set the
Re: [osg-users] Weird polygons on nVidia NVS cards
I'll try that out. Carsten -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, August 28, 2012 11:45 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Weird polygons on nVidia NVS cards Hi Carsten, In principle what you are doing should work, what might be wrong I can't say though. I don't use windows so can't comment on the specifics of this type of setup. The only thing I can think of that might cause one window to work but others not is for the OpenGL object management to be set up incorrectly, this should however be done for you by the OSG. As a sanity test could you try creating windows using osgViewer's window creation without using the WindowData feature. Robert. On 28 August 2012 10:34, Carsten Scharfe cscha...@dspace.de wrote: Hi Robert, Thank you for your answer. I've tried and set the sharedContext member to 0 for all views, as you've suggested. The result was the same, corrupted polygons in one or more views. But now with the difference that shaders work only in one view, which is the one first created. Maybe there is still an error in initializing the views, so I've added the code used for creating a view: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(hwnd,false); CRect winRect; ::GetClientRect(hwnd,winRect); // init graphics traits traits-x = 0; traits-y = 0; traits-width = winRect.Width(); traits-height = winRect.Height(); traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-setInheritedWindowPixelFormat = true; traits-inheritedWindowData = windata; traits-supportsResize = true; traits-useMultiThreadedOpenGLEngine = true; traits-alpha = 8; traits-red = 8; traits-green = 8; traits-blue = 8; traits-depth = 24; traits-stencil = 8; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osgViewer::View *posgViewNew = new osgViewer::View; osg::DisplaySettings *posgDs = new osg::DisplaySettings; posgDs-setDefaults(); posgDs-setDisplayType(osg::DisplaySettings::MONITOR); posgDs-setDepthBuffer(true); posgDs-setStereo(false); posgDs-setDoubleBuffer(true); // and make that camera display its contents in this context posgViewNew-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); posgViewNew-getCamera()-setClearStencil(0); posgViewNew-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR); posgViewNew-getCamera()-setDisplaySettings(posgDs); posgViewNew-getCamera()-setGraphicsContext(gc.get()); posgViewNew-getCamera()-setViewport(0,0, winRect.Width(), winRect.Height()); On start our application creates 4 views this way, right after creating and setting up the composite viewer as single threaded. What puzzles me is that assigned shaders work only in one view and that other views have still corrupted polygons. Besides displaying the views (i.e. adding them to the composite viewer) take a long time on NVS cards. Do you have seen such behavior? We observed this on an NVS4200M and on other NVS systems. Are the drivers so bad, that only one context is supported on NVS cards? Sadly, the other approach, you've suggested, by using the view's viewports in the same window is for several reason unapplicable. Regards, Carsten. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday, August 27, 2012 3:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Weird polygons on nVidia NVS cards Hi Carsten, On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote: Both views share the same context. This context is created first, with no inherited window data. When I create a new view, I create a new context for this view and set the sharedContext member to the shared context. I set the inherited window data too for embedding the view in the desired window. I think you are a little confused by what is a context and what is a shared context. You description implies that you have two graphics context, the second graphics context sharing OpenGL objects with the first context (this is what a shared context means), but is still a separate graphics context. It could be that there is an issue with the viewer setup, but equally is could be an issue in the OpenGL driver with sharing GL objects between contexts.
Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.
Hi, Dario, LispSM is setup by default to cast shadows using light space backfacing polygons. That approach works well if models are closed and build with face culling in mind. If your model does not utilize cull faces (and your truck looks like that case), all front polygons will cast shadows. So the artifact you see is false self shadowing on front polygons. To work around that you will have to switch the sign of polygon offset factors and maybe further tweak polygon offset factors magnitude if your field of view gets big. You will find current polygon offset values in StandardShadowMap setup code. There is a method to set new polygon offset for the technique. PS: I highly recommend reading some papers on principles of ShadowMaping. There is a Mark Kilkgard presentation on the web that explains many of the problems. Cheers, Wojtek Lewandowski 2012/8/28 Dario Minieri para...@cheapnet.it Hi! Nice to hear for the new your technique, I will try today checking the svn. Is a ShadowMap tech, so the shaders are the same of StandardShadowMap.cpp file? Meantime, I attach a debug shadow snapshot with CAST and NOCAST setted on terrain. I'm not sure to understand well the result...the artifacts are the same in both cases, but the depth calculation seems to be different to me...You can see some specific stuffs? Thanks again for your suggestions. Best regards robertosfield wrote: Hi Dario, On 27 August 2012 17:13, Dario Minieri wrote: I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final result is pretty the same. Code: GfxTerr-setNodeMask(m_GfxTerr-getNodeMask() ~CASTS_SHADOW_TRAVERSAL_MASK); Run the debug shadow view to see if it's taking into account the terrain. Or... just try the ViewDependentShadowMap technique that now is available in svn/trunk. This new technique is more robust than LispSM and offers similar functionality w.r.t projections. It may or may not solve your problem, but as I'm the author of this particular technique I have a better chance of understand and helping address the issues. I'm not the author or or the implementator the OSG's LispSM technique so am a bit of disadvantage here. Robert. ___ 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=49608#49608 ___ 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] Weird polygons on nVidia NVS cards
I tried it out now. Windows are appearing, and shaders work on each view. But polygon corruption still persists. It seems to me that this is a driver issue. Carsten. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Carsten Scharfe Sent: Tuesday, August 28, 2012 11:48 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Weird polygons on nVidia NVS cards I'll try that out. Carsten -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, August 28, 2012 11:45 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Weird polygons on nVidia NVS cards Hi Carsten, In principle what you are doing should work, what might be wrong I can't say though. I don't use windows so can't comment on the specifics of this type of setup. The only thing I can think of that might cause one window to work but others not is for the OpenGL object management to be set up incorrectly, this should however be done for you by the OSG. As a sanity test could you try creating windows using osgViewer's window creation without using the WindowData feature. Robert. On 28 August 2012 10:34, Carsten Scharfe cscha...@dspace.de wrote: Hi Robert, Thank you for your answer. I've tried and set the sharedContext member to 0 for all views, as you've suggested. The result was the same, corrupted polygons in one or more views. But now with the difference that shaders work only in one view, which is the one first created. Maybe there is still an error in initializing the views, so I've added the code used for creating a view: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(hwnd,false); CRect winRect; ::GetClientRect(hwnd,winRect); // init graphics traits traits-x = 0; traits-y = 0; traits-width = winRect.Width(); traits-height = winRect.Height(); traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-setInheritedWindowPixelFormat = true; traits-inheritedWindowData = windata; traits-supportsResize = true; traits-useMultiThreadedOpenGLEngine = true; traits-alpha = 8; traits-red = 8; traits-green = 8; traits-blue = 8; traits-depth = 24; traits-stencil = 8; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osgViewer::View *posgViewNew = new osgViewer::View; osg::DisplaySettings *posgDs = new osg::DisplaySettings; posgDs-setDefaults(); posgDs-setDisplayType(osg::DisplaySettings::MONITOR); posgDs-setDepthBuffer(true); posgDs-setStereo(false); posgDs-setDoubleBuffer(true); // and make that camera display its contents in this context posgViewNew-getCamera()-setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); posgViewNew-getCamera()-setClearStencil(0); posgViewNew-getCamera()-setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR); posgViewNew-getCamera()-setDisplaySettings(posgDs); posgViewNew-getCamera()-setGraphicsContext(gc.get()); posgViewNew-getCamera()-setViewport(0,0, winRect.Width(), winRect.Height()); On start our application creates 4 views this way, right after creating and setting up the composite viewer as single threaded. What puzzles me is that assigned shaders work only in one view and that other views have still corrupted polygons. Besides displaying the views (i.e. adding them to the composite viewer) take a long time on NVS cards. Do you have seen such behavior? We observed this on an NVS4200M and on other NVS systems. Are the drivers so bad, that only one context is supported on NVS cards? Sadly, the other approach, you've suggested, by using the view's viewports in the same window is for several reason unapplicable. Regards, Carsten. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday, August 27, 2012 3:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Weird polygons on nVidia NVS cards Hi Carsten, On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote: Both views share the same context. This context is created first, with no inherited window data. When I create a new view, I create a new context for this view and set the sharedContext member to the shared context. I set the inherited window data too for embedding the view in the desired window. I think you are
Re: [osg-users] Texture Questions
Hi I've seen such problems in windows on nvidia card with static osg build in singlethreaded app on several machines, you could reproduce this in couple of runs with just opening model with embedded compressed textures in osgstaticviewer example under windows (dont know if this same for dynamic build), on linux all work great. I have no idea if this is driver issue or plugin problem or whatever. Cheers. 27.08.2012, 20:23, Robert Osfield robert.osfi...@gmail.com: Opps.. I wrote: On 27 August 2012 17:22, Robert Osfield robert.osfi...@gmail.com wrote: Also try cutting down the number of textures used. I meant to say try cutting down the number THREADS used. :-) ___ 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] Switch inactive children callback
Hi, Sebastian There are nodevisitor traversal modes, and one of those is TRAVERSE_ACTIVE_CHILDREN, try to set this on your update visitor, and you'll be in good shape. Cheers, Sergey. 27.08.2012, 22:45, Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hello, My current challenge seems to be a hard one ;-) In my pipeline I effectively removed all lightsources from the original scenegraph and copied to a separate graph. Instead of the original lightsources I install an update callback to transform the lightsources like in the original graph, so I can render them as light-volumes with the correct pose in another pass. This is working very well, even with dynamic transforms as childs of the original light sources. Now the problem with this approach is, that light sources below a switch or osgSim::Multiswitch node will not work as expected. As the update callback is called for every node, regardless of being active or inactive, the light source will be transformed an active in my case. Has anybody an idea how to find out if the current traversal originated from an inactive parent? I don't see a simple solution, but maybe the experts here can help me out. Does the NodeVisitor somehow collect this state, or is there any way to install a callback on the parental switches to find out when a subgraph is disabled? cheers Sebastian ___ 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] Switch inactive children callback
Hi Sergey, But this way I will not recognize if the switch is set to a mask where my cloned lightsource wouldn't be on. So what I need more than not receiving update visiting is the state transition. My idea here would be to add a dummy node to the position where my lightsource originally was. It would have to publish the lightsource on state every traversal and the cloned lightsource would have to be switched on/off accordingly .. cheers Sebastian Hi, Sebastian There are nodevisitor traversal modes, and one of those is TRAVERSE_ACTIVE_CHILDREN, try to set this on your update visitor, and you'll be in good shape. Cheers, Sergey. 27.08.2012, 22:45, Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hello, My current challenge seems to be a hard one ;-) In my pipeline I effectively removed all lightsources from the original scenegraph and copied to a separate graph. Instead of the original lightsources I install an update callback to transform the lightsources like in the original graph, so I can render them as light-volumes with the correct pose in another pass. This is working very well, even with dynamic transforms as childs of the original light sources. Now the problem with this approach is, that light sources below a switch or osgSim::Multiswitch node will not work as expected. As the update callback is called for every node, regardless of being active or inactive, the light source will be transformed an active in my case. Has anybody an idea how to find out if the current traversal originated from an inactive parent? I don't see a simple solution, but maybe the experts here can help me out. Does the NodeVisitor somehow collect this state, or is there any way to install a callback on the parental switches to find out when a subgraph is disabled? cheers Sebastian ___ 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] how to do culling with shader tranformed geometry?
Hellor Robert, Every day I try to think a bit less, but it does not work for me... ;) But seriously: OSG is a framework, which tries to fit several different use cases. And it is natural, that it will not fit perfect for every possible job. Thus I want to figure out, how I can use it in the best way for my purpose. I try to use shaders to project flat world geometry on a sphere to keep the scene graph simple. But cannot tune the culling stage to fit this situation (yet) and have to deal with a pretty crude workaround distorting the bounding boxes, which breaks the idea of keeping the flat world scene graph simple. I highly appreciate your help, but that does not imply, that I shall not have an own vision, of how to do certain things. Therefore I still think (being clever), that adapting the culling visitor would be a cleaner way. But unfortunately don't know, how to do it now, and since the OSG API is nearly undocumented, it is a hard way to go. All I want is a custom flat-world culler, set up of four clipping planes and a fitting AND/OR conjunction (for full-inside or warp-on-border cases). Is this that hard to do with OSG? Cheers, Alexej -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49619#49619 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to do culling with shader tranformed geometry?
Hello Sebastian, unfortunately I cannot create bigger sets with more GL geometry in them, cause I need the geometry to be addressable. :( Sebastian Messerschmidt wrote: Hello Alexej, Robert I think the reason for Alexej to think that disabling the culling would improve render time in any way, is that he measuring the time of the cull traversal. Indeed the cull traversal time is culling + preparing the drawing of the geometries. I've fallen for this in the beginning. So maybe the problem lies with the number of drawables (i.e. there are too many too small batches). So being clever at this point would rather mean to make bigger yet fewer sets. cheers Sebastian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49620#49620 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error while loading OSG model on Android
Hi, I build OSGAndroid example on Ubuntu device. I loaded and displayed OSG model successfully on my mobile device. Now I used the OSG lib in my project which are using some other libs. I made changes to Android.mk and Application.mk and compiled successfully. But to load model I gave static path to readNodeFile as /mnt/sdcard/OSG/lz.osg. When I run as Android Application I got Model not loaded message on cat log. If I give the same static path in OSGAndroid example then it is working. I am using Android 2.2 and OpenGl1.1 versions. Do i need to add any other things to my project. Can you please help me why the model is not loading? ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49621#49621 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird polygons on nVidia NVS cards
HI Carsten, On 28 August 2012 11:00, Carsten Scharfe cscha...@dspace.de wrote: I tried it out now. Windows are appearing, and shaders work on each view. But polygon corruption still persists. It seems to me that this is a driver issue. It could well be, trying a different OS/hardware/drivers would help determine if it is a driver issues. Another route you could take is to create a single GraphicsWindow for all your views and just manage the Camera Viewport's of each of the View so that each appears separately. The osgcompositeviewer illustrate this in action. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RESOLVED Re: Repository broken with SVN =1.7.5?
Hi, I have problems accessing SVN repositories today using a 1.6.7 client (! maybe I should upgrade). On a side note, I can't access www.openscenegraph.org either. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49623#49623 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.
Hi, Thanks for your reply. Yes, I see now the polygonoffsetfactor and polygonoffsetunits variables even if there are no methods to set them (osg 3.0.0), they are setted as attribute camera StateSet because shadow map generation. I can try to tweak these values in some way. You speaks about two stuffs which I would to discuss: 1. You say that the model must be closed, but what do you means precisely? Closed in term of vertex mesh or closed in terms of shape? For example a cube is a closed model, my truck obviously not... 2. I can set the cull faces on my objects stateset via GL_CULL_FACE, do you means that? Many thanks Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49624#49624 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgWidget and rotation
On Tue, 2012-08-28 at 11:05 +0200, Miguel Lokida wrote: Hi, I want to use an osgWidget to draw a compass. So, I need to use the rotation. The problem is that the origin of the osgWidget is at the bottom left and not at the center of the widget. How can I specify the center of my widget (since set Origin only move the widget) in order to have a good rotation. A Widget's origin should be relative to the Window it is parented in. Rotations should occur properly in that respect, can you provide some code that isn't behaving properly? Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49609#49609 ___ 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] RESOLVED Re: Repository broken with SVN =1.7.5?
Hi fred et al, Today I have been in the university trying to restore the osg server. Unfortunately I don't have physical access to the server and the people who has this access are still on holydays. I wrote to these people in order to reboot the machine but I haven't received any answer yet. :-(. Try to use the git or mercurial mirrors to get the code and use google cache or the new web for documentation. Sorry for the inconveniences. Cheers El 28/08/2012 15:11, Fred Smith osgfo...@tevs.eu escribió: Hi, I have problems accessing SVN repositories today using a 1.6.7 client (! maybe I should upgrade). On a side note, I can't access www.openscenegraph.org either. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49623#49623 ___ 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] Error while loading OSG model on Android
Hi koduri, Make sure you have added the macro USE_OSGPLUGIN(osg) in your code, maybe this is the problem. Cheers El 28/08/2012 13:44, Koduri Lakshmi ankiredd...@gmail.com escribió: Hi, I build OSGAndroid example on Ubuntu device. I loaded and displayed OSG model successfully on my mobile device. Now I used the OSG lib in my project which are using some other libs. I made changes to Android.mk and Application.mk and compiled successfully. But to load model I gave static path to readNodeFile as /mnt/sdcard/OSG/lz.osg. When I run as Android Application I got Model not loaded message on cat log. If I give the same static path in OSGAndroid example then it is working. I am using Android 2.2 and OpenGl1.1 versions. Do i need to add any other things to my project. Can you please help me why the model is not loading? ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49621#49621 ___ 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] a bug or feature in the osgb writer?
Hi John, Oh, so you are talking about the saving/reading of geometry shaders, not just geometries. :-) After checking the osg::Program serializer, I can confirm this is a bug. As GL_POINTS is defined as 0, the serializer will ignore it as incorrectly recognize it as GL_NONE. And when you load the file again, the Program class will use a default value for GeometryInputType, that is, GL_TRIANGLES. I'll submit the patch to osg-submissions at once. You can also modify the line at src/osgWrappers/serializers/osg/Program.cpp: #define PROGRAM_PARAMETER_FUNC( PROP, NAME ) \ static bool check##PROP(const osg::Program attr) \ { return attr.getParameter(NAME)!=GL_NONE; } \ to #define PROGRAM_PARAMETER_FUNC( PROP, NAME ) \ static bool check##PROP(const osg::Program attr) \ { return true; } \ and see if it can work. Thanks, Wang Rui 2012/8/28 John Kelso ke...@nist.gov: Hi, I apologize for the delay in responding. Here's my attempt to provide a simple example. I am attaching the three referenced files. I run my program and dump the node in question into two files: dump.osgt and dump.osg. If I grep for Geometry in the two files I see: dump.osgt:553: GeometryVerticesOut GL_GEOMETRY_VERTICES_OUT_EXT 4 dump.osgt:554: GeometryOutputType GL_GEOMETRY_OUTPUT_TYPE_EXT 5 dump.osgt:696:osg::Geometry { dump.osg:49:GeometryVerticesOut 4 dump.osg:50:GeometryInputType POINTS dump.osg:51:GeometryOutputType TRIANGLE_STRIP dump.osg:661: Geometry { That is, the osgt file seems to be missing the line GeometryInputType GL_GEOMETRY_INPUT_TYPE_EXT 0 If I convert dumop.osgt file to an osg file and diff it with the original osg file I see: diff dumpFromOsgt.osg dump.osg 46c50 GeometryInputType TRIANGLES --- GeometryInputType POINTS I think the problem is just in the writer, not the reader, because if I manually add the missing line to the osgt file it works. And, it if convert the modified osgt file to an osg file the input type is now points, not triangles. I seem to get the same results for osgb as I do for osgt. I'm not sure how to answer the question about setVertexArray versus setVertexAttribArray. But points.osg is the point data that's loaded. I hope this helps. Please let me know if you need anything else that might help with solving the problem. Thanks, John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgWidget and rotation
So i see what you mean. But how can I declare the position of my widget relative to the parented window ? Here's the code I use: [code] const unsigned int MASK_2D = 0xF000; // note: osgViewer::Viewer* ptrViewer; // note: osg::ref_ptrosg::Group _rootScene; // note: ptrViewer-setSceneData(_rootScene); osgWidget::WindowManager* wm = new osgWidget::WindowManager( ptrViewer, ptrViewer-width(), ptrViewer-height(), MASK_2D, osgWidget::WindowManager::WM_PICK_DEBUG ); osgWidget::Window* box = new osgWidget::Box(HBOX, osgWidget::Box::VERTICAL, true); osgWidget::Widget * testWidget = new osgWidget::Widget(test, 100.0f, 100.0f); testWidget-setColor(1, 0, 0, 1.0); box-addWidget(testWidget); //box-setAnchorHorizontal(osgWidget::Window::HA_RIGHT); //box-setAnchorVertical(osgWidget::Window::VA_TOP); box-setVisibilityMode(osgWidget::Window::VM_ENTIRE); wm-addChild(box); // rotation box-setRotate(45.0); osg::Group* group = new osg::Group(); osg::Camera* camera = wm-createParentOrthoCamera(); _rootScene-addChild(camera); wm-resizeAllWindows(); [/code] may be I am wrong with this code ? Thanks ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49635#49635 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RESOLVED Re: Repository broken with SVN =1.7.5?
Thanks for the heads up. I have set up the git repository. Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49636#49636 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgWidget and rotation
On Tue, 2012-08-28 at 16:59 +0200, Miguel Lokida wrote: So i see what you mean. But how can I declare the position of my widget relative to the parented window ? Here's the code I use: [code] const unsigned int MASK_2D = 0xF000; // note: osgViewer::Viewer* ptrViewer; // note: osg::ref_ptrosg::Group _rootScene; // note: ptrViewer-setSceneData(_rootScene); osgWidget::WindowManager* wm = new osgWidget::WindowManager( ptrViewer, ptrViewer-width(), ptrViewer-height(), MASK_2D, osgWidget::WindowManager::WM_PICK_DEBUG ); osgWidget::Window* box = new osgWidget::Box(HBOX, osgWidget::Box::VERTICAL, true); osgWidget::Widget * testWidget = new osgWidget::Widget(test, 100.0f, 100.0f); testWidget-setColor(1, 0, 0, 1.0); box-addWidget(testWidget); //box-setAnchorHorizontal(osgWidget::Window::HA_RIGHT); //box-setAnchorVertical(osgWidget::Window::VA_TOP); box-setVisibilityMode(osgWidget::Window::VM_ENTIRE); wm-addChild(box); // rotation box-setRotate(45.0); osg::Group* group = new osg::Group(); osg::Camera* camera = wm-createParentOrthoCamera(); _rootScene-addChild(camera); wm-resizeAllWindows(); [/code] may be I am wrong with this code ? I've done some testing and you aren't really doing anything wrong here; it is simply a weakness in osgWidget I never thought of. I'm not sure how to best proceed, but you have at least two reasonable options: 1) An osgWidget::Window is a MatrixTransform, and an osgWidget::Widget is just an osg::Geometry. You could attach an osg::Drawable::UpdateCallback to your widget, but you'd need to do some fancy calculations to get it to rotate in place. I tried quickly doing this, but couldn't get the math right in the few minutes I had to test it... I've attached this code, but you'll need to fix it to make it work. 2) Create one Window for your compass outline and another for your compass spinner; add the spinner to the outline and call setRotate() on the spinner window as needed. In the long run, osgWidget should be rewritten to be more modern and use my (and utilizing feedback from the community) improved understanding of OSG in general. Alas, the bills don't stop coming, and the little free time I have (I do Linux development as my 40+/week) goes to the occasional contract I can secure or other such activities. I would really like to go back and fix all the things I know are wrong, I just need a solid, uninterrupted 2 weeks to do so. :) Thanks ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49635#49635 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org #include osg/io_utils #include osgDB/ReadFile #include osgWidget/Util #include osgWidget/WindowManager #include osgWidget/Box const unsigned int MASK_2D = 0xF000; class SpinnerCallback: public osg::Drawable::UpdateCallback { virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable) { static osg::Matrix::value_type r = 0.0f; static double t = 0.0f; double time = nv-getFrameStamp()-getSimulationTime(); if(time - t 0.1f) { r += 1.0f; t = time; OSG_WARN r std::endl; osgWidget::Widget* widget = dynamic_castosgWidget::Widget*(drawable); osgWidget::PointArray* points = dynamic_castosgWidget::PointArray*(widget-getVertexArray()); osg::Matrix rotate= osg::Matrix::rotate(osg::DegreesToRadians(r), osg::Vec3(0.0f, 0.0f, 1.0f)); osg::Matrix translate = osg::Matrix::translate(osg::Vec3(0.0f, 0.0f, 0.0f)); for( osgWidget::PointArray::iterator i = points-begin(); i != points-end(); i++ ) { *i = rotate * translate * *i; } } } }; int main(int argc, char** argv) { osgViewer::Viewer viewer; osgWidget::WindowManager* wm = new osgWidget::WindowManager( viewer, 640.0f, 480.0f, MASK_2D, osgWidget::WindowManager::WM_PICK_DEBUG ); osgWidget::Box*outline = new osgWidget::Box(Outline, osgWidget::Box::VERTICAL, true); osgWidget::Widget* spinner = new osgWidget::Widget(Spinner, 100.0f, 100.0f); spinner-setPadding(100.0f); spinner-setColor(1.0f, 0.0f, 0.0f, 1.0f); spinner-setUpdateCallback(new SpinnerCallback()); outline-addWidget(spinner); outline-getBackground()-setColor(1.0f, 1.0f, 1.0f, 1.0f); outline-attachMoveCallback(); wm-addChild(outline); return osgWidget::createExample(viewer, wm); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] External projects on the Joomla wiki
I thought I'd start work on the Community-Projects page, enumerating projects external to the OSG distribution. But there doesn't seem to be a way to edit the page, even after I'm logged in. Am I missing something? Thanks, -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] External projects on the Joomla wiki
Hi Paul, Once you are logged in you should see two new items in the login menu key. One of them is submit new article, set the category community projects for your article ant it should be published in the right place. The author guidelines are not completed yet, but there is some useful information. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com I thought I'd start work on the Community-Projects page, enumerating projects external to the OSG distribution. But there doesn't seem to be a way to edit the page, even after I'm logged in. Am I missing something? Thanks, -Paul __**_ 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 -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Site web down
Hi Jordi Did you get a chance to reboot the server?, i have a few clients that have been trying to access with no joy. Also looks like google may have cached the downed version This is Google's cache of http://www.openscenegraph.org/. It is a snapshot of the page as it appeared on 22 Aug 2012 15:45:17 GMT. I know there is the effort to get the new site up and running, but things have stalled on it lately (I've been pretty busy). Could we do anything like copy the content of the old server somewhere for instances like this. I have some webspace we could use for it. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Speed of first frame rendering
Hi, I am a user of osgDEM and used this to generate a terrain database. When the terrain data is first loaded by osgViewer, there would be an initial load time. I am trying to reduce this load time drastically. I prepared two sets of terrain database for comparison of the initial load time. The first set has a flat terrain (i.e. all vertices have height z = 0) and the second set has uneven terrain (i.e. different vertices have different heights). Both database uses the same texture and have been compiled with osgDEM with the same parameters, with the exception the second set was provided with a DEM map. What I have found out is that the first set initial load time is much faster (more than 10x) than the second set. Why is this so, even the size of the textures and the number of vertices remain the same for the 2 sets? Thank you! Cheers, Boon Wah -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49641#49641 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] External projects on the Joomla wiki
That's very confusing. In my head, I don't want to create a new article, I just want to edit an existing one... but now I know what to do, so thanks. -Paul On 8/28/2012 10:54 AM, Jordi Torres wrote: Hi Paul, Once you are logged in you should see two new items in the login menu key. One of them is submit new article, set the category community projects for your article ant it should be published in the right place. The author guidelines are not completed yet, but there is some useful information. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com I thought I'd start work on the Community-Projects page, enumerating projects external to the OSG distribution. But there doesn't seem to be a way to edit the page, even after I'm logged in. Am I missing something? Thanks, -Paul _ osg-users mailing list osg-users@lists.__openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ 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] [forum] Site web down
Hi Thomas, I have been in the university this morning trying to reboot the server, but I have no physical access to the machine and the people who has are on vacations. I wrote them whitout any answer yet. Anyway the IP serving this message now of error id: bad_httpd_conf is not of the university is of dreamhost, I am going to write Robert in case his is not aware of this thread. I hope I can give you a solution soon. Sorry again. Cheers. 2012/8/28 Thomas Hogarth thomas.hoga...@gmail.com Hi Jordi Did you get a chance to reboot the server?, i have a few clients that have been trying to access with no joy. Also looks like google may have cached the downed version This is Google's cache of http://www.openscenegraph.org/. It is a snapshot of the page as it appeared on 22 Aug 2012 15:45:17 GMT. I know there is the effort to get the new site up and running, but things have stalled on it lately (I've been pretty busy). Could we do anything like copy the content of the old server somewhere for instances like this. I have some webspace we could use for it. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] External projects on the Joomla wiki
The community projects page has a blog layout, so you have to add a new article for each new project you want to add. We could have this page as a single article page, but I think is more reasonable that each project have their own article. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com That's very confusing. In my head, I don't want to create a new article, I just want to edit an existing one... but now I know what to do, so thanks. -Paul On 8/28/2012 10:54 AM, Jordi Torres wrote: Hi Paul, Once you are logged in you should see two new items in the login menu key. One of them is submit new article, set the category community projects for your article ant it should be published in the right place. The author guidelines are not completed yet, but there is some useful information. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com mailto: pma...@skew-matrix.com** I thought I'd start work on the Community-Projects page, enumerating projects external to the OSG distribution. But there doesn't seem to be a way to edit the page, even after I'm logged in. Am I missing something? Thanks, -Paul __**___ osg-users mailing list osg-users@lists.__openscenegra**ph.org http://openscenegraph.orgmailto: osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.__**org/listinfo.cgi/osg-users-__** openscenegraph.org http://osg-users-__openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es __**_ 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 osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Site web down
Hi Thomas et al, The university machine is (and was) working, and we have restored the strange dreamhost redirection. It should be working in a few hours (the redirection). In the meanwhile you can access openscenegraph.org content at http://158.42.9.50/projects/osg Cheers. 2012/8/28 Jordi Torres jtorresfa...@gmail.com Hi Thomas, I have been in the university this morning trying to reboot the server, but I have no physical access to the machine and the people who has are on vacations. I wrote them whitout any answer yet. Anyway the IP serving this message now of error id: bad_httpd_conf is not of the university is of dreamhost, I am going to write Robert in case his is not aware of this thread. I hope I can give you a solution soon. Sorry again. Cheers. 2012/8/28 Thomas Hogarth thomas.hoga...@gmail.com Hi Jordi Did you get a chance to reboot the server?, i have a few clients that have been trying to access with no joy. Also looks like google may have cached the downed version This is Google's cache of http://www.openscenegraph.org/. It is a snapshot of the page as it appeared on 22 Aug 2012 15:45:17 GMT. I know there is the effort to get the new site up and running, but things have stalled on it lately (I've been pretty busy). Could we do anything like copy the content of the old server somewhere for instances like this. I have some webspace we could use for it. Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] External projects on the Joomla wiki
Since no one has contributed to this page since its inception 4 months ago, and since there were no guidelines on the page itself, I didn't know you (or anyone else) had any plans for it. Because each external project has its own web page with plenty of information, doesn't it make more sense for our Joomla page to just have a brief 1-line description and a link to the external project page? Having an entire article devoted to each external project seems like overkill. So I've already done as I described above. It's a wiki; you (or anyone else) are welcome to change what I've done, if you feel strongly about it. -Paul On 8/28/2012 11:14 AM, Jordi Torres wrote: The community projects page has a blog layout, so you have to add a new article for each new project you want to add. We could have this page as a single article page, but I think is more reasonable that each project have their own article. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com That's very confusing. In my head, I don't want to create a new article, I just want to edit an existing one... but now I know what to do, so thanks. -Paul On 8/28/2012 10:54 AM, Jordi Torres wrote: Hi Paul, Once you are logged in you should see two new items in the login menu key. One of them is submit new article, set the category community projects for your article ant it should be published in the right place. The author guidelines are not completed yet, but there is some useful information. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com__ I thought I'd start work on the Community-Projects page, enumerating projects external to the OSG distribution. But there doesn't seem to be a way to edit the page, even after I'm logged in. Am I missing something? Thanks, -Paul ___ osg-users mailing list osg-users@lists.__openscenegra__ph.org http://openscenegraph.org mailto:osg-users@lists.__openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org http://osg-users-__openscenegraph.org http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es _ osg-users mailing list osg-users@lists.__openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ osg-users mailing list osg-users@lists.__openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ 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] External projects on the Joomla wiki
Hi Paul, 2012/8/28 Paul Martz pma...@skew-matrix.com Since no one has contributed to this page since its inception 4 months ago, and since there were no guidelines on the page itself, I didn't know you (or anyone else) had any plans for it. You are right I don't have a strong opinion on that, and I was expecting that each external project have the time to fill their own article. It was a initial conception, but it is not written in a stone, so I will change the layout to fit your article. Anyway I think I asked in the lists about this particular section and its layout, and nobody answered at all. Because each external project has its own web page with plenty of information, doesn't it make more sense for our Joomla page to just have a brief 1-line description and a link to the external project page? Having an entire article devoted to each external project seems like overkill. Ok thumbs up. So I've already done as I described above. It's a wiki; you (or anyone else) are welcome to change what I've done, if you feel strongly about it. -Paul Any help is appreciated, if you see the migration tasks section you will make yourself an idea of the status of the work and what the community still have to do. We need to push the work on the new web as much as we can. So thank you for your collaboration with the migration!! :) Cheers. On 8/28/2012 11:14 AM, Jordi Torres wrote: The community projects page has a blog layout, so you have to add a new article for each new project you want to add. We could have this page as a single article page, but I think is more reasonable that each project have their own article. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com mailto: pma...@skew-matrix.com** That's very confusing. In my head, I don't want to create a new article, I just want to edit an existing one... but now I know what to do, so thanks. -Paul On 8/28/2012 10:54 AM, Jordi Torres wrote: Hi Paul, Once you are logged in you should see two new items in the login menu key. One of them is submit new article, set the category community projects for your article ant it should be published in the right place. The author guidelines are not completed yet, but there is some useful information. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com** mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com**__ I thought I'd start work on the Community-Projects page, enumerating projects external to the OSG distribution. But there doesn't seem to be a way to edit the page, even after I'm logged in. Am I missing something? Thanks, -Paul __**_ osg-users mailing list osg-users@lists.__openscenegra**__ph.orghttp://openscenegra__ph.org http://openscenegraph.org mailto:osg-users@lists.__open**scenegraph.orghttp://openscenegraph.org mailto:osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.__**__org/listinfo.cgi/osg-users-_** ___openscenegraph.org http://osg-users-openscenegraph.org http://osg-users-__**openscenegraph.orghttp://osg-users-__openscenegraph.org http://lists.openscenegraph._**_org/listinfo.cgi/osg-users-__** openscenegraph.org http://osg-users-__openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es __**___ osg-users mailing list osg-users@lists.__openscenegra**ph.orghttp://openscenegraph.org mailto:osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.__**org/listinfo.cgi/osg-users-__** openscenegraph.org http://osg-users-__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.__openscenegra**ph.org http://openscenegraph.orgmailto: osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.__**org/listinfo.cgi/osg-users-__** openscenegraph.org http://osg-users-__openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes (partially resolved)
On 8/27/2012 3:14 PM, Jeremy Moles wrote: A Drawable can have a special ComputeBoundsCallback() (something like that, I'm on my phone right now and can't look it up), so you could use that as well... Here is the code I came up with after your suggestion that does resolve my problem (I attach the callback directly to the PAT in question): [code] /// This callback is used to prevent the bounding sphere associated with a /// osg::PositionAttitudeTransform from modifying the bounding sphere due to /// its scaling factor. class keep_bounding_sphere_t : public osg::Node::ComputeBoundingSphereCallback { public: keep_bounding_sphere_t (); keep_bounding_sphere_t (const osg::Vec3 axes); keep_bounding_sphere_t ( const keep_bounding_sphere_t other, const osg::CopyOp copyop ); META_Object (anonymous, keep_bounding_sphere_t); /* * * osg::Node * * */ virtual osg::BoundingSphere computeBound (const osg::Node node) const; private: /// The axes that might be scaled and should be checked. /// e.g. osg::Z_AXIS to check only the z-axis. osg::Vec3 axes_; }; keep_bounding_sphere_t::keep_bounding_sphere_t () : ComputeBoundingSphereCallback (), axes_ (1.0f, 1.0f, 1.0f) { } keep_bounding_sphere_t::keep_bounding_sphere_t (const osg::Vec3 axes) : ComputeBoundingSphereCallback (), axes_ (axes) { } keep_bounding_sphere_t::keep_bounding_sphere_t ( const keep_bounding_sphere_t other, const osg::CopyOp copyop ) : ComputeBoundingSphereCallback (other, copyop), axes_ (other.axes_) { } osg::BoundingSphere keep_bounding_sphere_t::computeBound (const osg::Node node) const { osg::BoundingSphere out = node.computeBound (); const osg::PositionAttitudeTransform *pat = dynamic_cast const osg::PositionAttitudeTransform * (node); if (!pat) return out; osg::Vec3d scale = pat-getScale (); double sscale = 1.0; if (axes_.x ()) sscale = scale.x (); if (axes_.y () scale.y () sscale) sscale = scale.y (); if (axes_.z () scale.z () sscale) sscale = scale.z (); if (sscale) out.set (out.center () , out.radius () / sscale); return out; } [/code] My understanding of Transform::computeBound() could be better, but in my case, it was effectively multiplying the bounding sphere radius by the scaling factor even though the scaling factor only applied to a single axis and should not have been a factor when calculating the boundary sphere. Thus, the code above works provided the extent of the geometry along the axis being scaled will never be larger than the extent of the geometry along the other axes. I can think of a few improvements to this code (like compute the bounds of the child node(s) directly then determine what to do with the scale values). However, does this seem like a proper/common approach to solving this problem? Another approach might be to override the PositionAttitudeTransform node directly? Regards, Judson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Site web down
Hi Jordi, Thanks for that, will be a load off your mind when the new site is up ay :). Regarding that I did make a few pages in the Platform specifics section which i've set to 'Awaiting Review'. If you flag them as ok I'll try set aside some time to start migrating more pages. Thanks again Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49649#49649 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] External projects on the Joomla wiki
Glad to help where I can. I know the new web page does need some help, and I've done very little in that area (it's been a busy summer for me). I'll port the OpenFlight info from the old KnowledgeBase, once the old web site is back online and I can get to the info. -Paul On 8/28/2012 12:11 PM, Jordi Torres wrote: Hi Paul, 2012/8/28 Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com Since no one has contributed to this page since its inception 4 months ago, and since there were no guidelines on the page itself, I didn't know you (or anyone else) had any plans for it. You are right I don't have a strong opinion on that, and I was expecting that each external project have the time to fill their own article. It was a initial conception, but it is not written in a stone, so I will change the layout to fit your article. Anyway I think I asked in the lists about this particular section and its layout, and nobody answered at all. Because each external project has its own web page with plenty of information, doesn't it make more sense for our Joomla page to just have a brief 1-line description and a link to the external project page? Having an entire article devoted to each external project seems like overkill. Ok thumbs up. So I've already done as I described above. It's a wiki; you (or anyone else) are welcome to change what I've done, if you feel strongly about it. -Paul Any help is appreciated, if you see the migration tasks section you will make yourself an idea of the status of the work and what the community still have to do. We need to push the work on the new web as much as we can. So thank you for your collaboration with the migration!! :) Cheers. On 8/28/2012 11:14 AM, Jordi Torres wrote: The community projects page has a blog layout, so you have to add a new article for each new project you want to add. We could have this page as a single article page, but I think is more reasonable that each project have their own article. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com__ That's very confusing. In my head, I don't want to create a new article, I just want to edit an existing one... but now I know what to do, so thanks. -Paul On 8/28/2012 10:54 AM, Jordi Torres wrote: Hi Paul, Once you are logged in you should see two new items in the login menu key. One of them is submit new article, set the category community projects for your article ant it should be published in the right place. The author guidelines are not completed yet, but there is some useful information. Cheers. 2012/8/28 Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com__ mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com mailto:pma...@skew-matrix.com I thought I'd start work on the Community-Projects page, enumerating projects external to the OSG distribution. But there doesn't seem to be a way to edit the page, even after I'm logged in. Am I missing something? Thanks, -Paul _ osg-users mailing list osg-users@lists.__openscenegraph.org http://openscenegra__ph.org http://openscenegraph.org mailto:osg-users@lists. mailto:osg-users@lists.__open__scenegraph.org http://openscenegraph.org mailto:osg-users@lists.__openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__openscenegraph.org http://osg-users-openscenegraph.org http://osg-users-openscenegraph.org http://osg-users-__openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org http://osg-users-__openscenegraph.org http://lists.openscenegraph.__org/listinfo.cgi/osg-users-__openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es
Re: [osg-users] [vpb] Speed of first frame rendering
Hi Boon Wah, Have a look at the on screen stats between the two datasets, there will be a difference, in particular with the number of vertices per tiles, and perhaps even the number of tiles as osgdem has a default limit of tile 64x64 for height fields and 256x256 for texels so when you introduce the DEM's it may be the DEM's that limits the number of tiles. In general one wouldn't expect the initial load time to be high on any paged database, normally it's very fast indeed and not really noticeable. So please tell us just what time to load you are seeing. Robert. On 28 August 2012 18:02, Boon Wah boon...@gmail.com wrote: Hi, I am a user of osgDEM and used this to generate a terrain database. When the terrain data is first loaded by osgViewer, there would be an initial load time. I am trying to reduce this load time drastically. I prepared two sets of terrain database for comparison of the initial load time. The first set has a flat terrain (i.e. all vertices have height z = 0) and the second set has uneven terrain (i.e. different vertices have different heights). Both database uses the same texture and have been compiled with osgDEM with the same parameters, with the exception the second set was provided with a DEM map. What I have found out is that the first set initial load time is much faster (more than 10x) than the second set. Why is this so, even the size of the textures and the number of vertices remain the same for the 2 sets? Thank you! Cheers, Boon Wah -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49641#49641 ___ 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] How to exclude LOD-disabled nodes from PolytopeIntersector results?
Hi, I have a CAD app in which I am using LOD nodes to hide features at different zoom levels. I have also implemented picking using PolytopIntersector similar to the example in the Quick Start Guide. I have noticed that the PolytopeIntersector returns intersections that include nodes which are turned off by the LOD. I would like to exclude these from the intersections. Does OSG provide a way to do this? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49652#49652 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to exclude LOD-disabled nodes from PolytopeIntersector results?
I solved my problem... For reference, the code I am referencing from the OSG Quick Start Guide is this: Code: double w( .05 ), h( .05 ); osgUtil::PolytopeIntersector* picker = new osgUtil::PolytopeIntersector( osgUtil::Intersector::PROJECTION, x-w, y-h, x+w, y+h ); osgUtil::IntersectionVisitor iv( picker ); viewer-getCamera()-accept( iv ); Shortly after I posted, I saw that osgUtil::IntersectionVisitor contains a function setLODSelectionMode(). I tried setting this to USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION but it had no effect. I did a bit more investigating and saw that this enum is referenced in IntersectionVisitor::getDistanceToEyePoint(). However, LOD::traverse() calls NodeVisitor::getDistanceToViewPoint(), which is not implemented in IntersectionVisitor. I was able to derive from IntersectionVisitor and implement getDistanceToViewPoint() similarly to getDistanceToEyePoint(): Code: if (_lodSelectionMode==USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION) { return (pos-getViewPoint()).length(); } else { return 0.0f; } then used the subclass in my picking code, after which I got the desired effect. Is this something that should be added to osgUtil::IntersectionVisitor? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49653#49653 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Speed of first frame rendering
Hi Roberto, My terrain database is about 3GB in size, and measures about 3 by 5 pixels just for the textures alone. I have written a single frame renderer based on the OSG Viewer code base. The load time for first frame rendering takes close to 10s for the DEM terrain database. My each tile size is around 8MB. For the flat terrain database, the load time is almost instantaneous ( 1s ). Thank you! Cheers, Boon Wah -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49655#49655 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org