Re: [osg-users] Terrain Center and Size/Extent (TXP, LoD)
Hi John, The txp database itself will determine the default distances at with the LOD's will transistion, this including the furthest distance objects can be seen. You can bias the distances that LOD transition by using the Camera::setLODScale(scale) method. In general txp databases are built for decade+ old hardware so tends to be very conservative w.r.t LOD scales, so often you'll be able to use LODScale to get better visuals without loosing 60Hz. Robert. On 1 July 2016 at 14:54, John Farrierwrote: > Hi, > > I am using the terrapage (TXP) plugin to render large terrain. I want to > push the terrain out to the horizon more, but it seems to page out a bit > early (at distance). Is there a way to > > 1.) Control the amount (extent) of terrain that is paged in or the distance > at which it pages out terrain (i.e. the maximum distance for it to render). > Could I set the maximum distance to "x" and override some other default? > What determines the point at which the terrain is not being loaded at > distance? > > or > > 2.) Control the center of the terrain? It seems to center high-resolution > terrain UNDER the camera, even when the camera is looking OUT. Ideally I'd > like to have high resolution terrain where the camera is looking. > > These are two different issues, but related. Improving either would be a big > help. > > Thank you! > > Cheers, > John > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67956#67956 > > > > > > ___ > 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] osgViewer Threading Model problem.
HI Dario, On 1 July 2016 at 14:26, Dario Minieriwrote: > All data change on osg tree are made inside callback, so theoretically we > have no "parallel" change during frame. However there are a lot of visitors > that I have to check, may be could do data alteration. In my test, actually, > there is osgHimmel and osgOcean also inside scene. > > This type of problem, anyway, is generated by osg tree alteration parallel to > frame only? The DrawThreadPerContext threading model enables the draw thread of one frame to run in parallel with the update, event and cull traversals of the next frame. This means that if you modify Drawable or StateSet/Texture etc. state within the update, event or cull traversals then you'll end up with a race condition. The OSG uses a osg::Object::setDataVariance(osg::Object::STATIC | osg::Object::DYNAMIC) hint to tell the draw traversal whether it's safe the next frame proceed. The way it works is the draw traversal holds back the next frame till all the Drawable and StateSet's marked with DYNAMIC DataVariance are dispatched. My best guess is that you're modifying some state or drawable in the update or event traversal (via callback for instance) without marking the Drawable's or StateSet that encloses the dynamic state with a DataVaraince of DYNAMIC. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Controlling drawing order
Hi Valerian, you can try: node->getOrCreateStateSet()->setRenderBinDetails(MY_ORDER_NUMBER, "RenderBin"); On Fri, Jul 1, 2016 at 4:59 PM, Valerian Merklingwrote: > Hi, > > 0 > down vote > favorite > > > I'm working on a little GIS app using OSG. > > First I need to say that I do not need to get more than 15fps. > > I have to draw multiple layers on the same view. Layers may overlaps, but > not always. > > Right now, to be able to choose which layer is on top of the others, i'm > using the PolygonOffet properties, but I don't like it. > > So here is what I want to try : > -put a clear node on my root to clear all the buffers > -put a clear node on top of each layer node to clear only the depth buffer > -Try to control the rendering order with the child index (assuming that > the first child is rendered first , and the second after ...) > > Problem is that the Color buffer is never cleared with this setup, and I > think I misunderstood how to use clear nodes. > > So my question is : - Is it possible ? - How can I choose the rendering > order of my layer's node ? > > > Thank you! > > Valerian > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67959#67959 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Controlling drawing order
Hi, 0 down vote favorite I'm working on a little GIS app using OSG. First I need to say that I do not need to get more than 15fps. I have to draw multiple layers on the same view. Layers may overlaps, but not always. Right now, to be able to choose which layer is on top of the others, i'm using the PolygonOffet properties, but I don't like it. So here is what I want to try : -put a clear node on my root to clear all the buffers -put a clear node on top of each layer node to clear only the depth buffer -Try to control the rendering order with the child index (assuming that the first child is rendered first , and the second after ...) Problem is that the Color buffer is never cleared with this setup, and I think I misunderstood how to use clear nodes. So my question is : - Is it possible ? - How can I choose the rendering order of my layer's node ? Thank you! Valerian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67959#67959 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain Center and Size/Extent (TXP, LoD)
Hi John, 1). TerraPage (and TerraVista) uses this SmartMesh for LOD management, and these are obviouslly set by TerraVista. So this is one way of controling it. The other way is to set the LOD scale for your camera (if you are using osgviewer press 'h' onscreen help with some key bindings will appear for this, but you can set it through code as well) 2). Probably you are using osgviewer (or alike application) where the initial position is set a bit far from the archive. If you want to center it I believe you get the bounds of the node representing the trpage archive and place it at the center. The extent of the trpage archive is set in the header, so other way is to use the trpage API (part of the txp loader) and access the header and set the eye accordingly . Hope this helps. It's been more then 10years since I was trpage engineer . I thought it is dead by this new CDB from Presagis :-) Cheers! Nick On Fri, Jul 1, 2016 at 3:54 PM, John Farrierwrote: > Hi, > > I am using the terrapage (TXP) plugin to render large terrain. I want to > push the terrain out to the horizon more, but it seems to page out a bit > early (at distance). Is there a way to > > 1.) Control the amount (extent) of terrain that is paged in or the > distance at which it pages out terrain (i.e. the maximum distance for it to > render). Could I set the maximum distance to "x" and override some other > default? What determines the point at which the terrain is not being > loaded at distance? > > or > > 2.) Control the center of the terrain? It seems to center high-resolution > terrain UNDER the camera, even when the camera is looking OUT. Ideally I'd > like to have high resolution terrain where the camera is looking. > > These are two different issues, but related. Improving either would be a > big help. > > Thank you! > > Cheers, > John > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67956#67956 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Terrain Center and Size/Extent (TXP, LoD)
Hi, I am using the terrapage (TXP) plugin to render large terrain. I want to push the terrain out to the horizon more, but it seems to page out a bit early (at distance). Is there a way to 1.) Control the amount (extent) of terrain that is paged in or the distance at which it pages out terrain (i.e. the maximum distance for it to render). Could I set the maximum distance to "x" and override some other default? What determines the point at which the terrain is not being loaded at distance? or 2.) Control the center of the terrain? It seems to center high-resolution terrain UNDER the camera, even when the camera is looking OUT. Ideally I'd like to have high resolution terrain where the camera is looking. These are two different issues, but related. Improving either would be a big help. Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67956#67956 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer Threading Model problem.
Hi, All data change on osg tree are made inside callback, so theoretically we have no "parallel" change during frame. However there are a lot of visitors that I have to check, may be could do data alteration. In my test, actually, there is osgHimmel and osgOcean also inside scene. This type of problem, anyway, is generated by osg tree alteration parallel to frame only? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67955#67955 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer Threading Model problem.
Hi Dairo, Are you modifying data during the frame? Robert. On 1 July 2016 at 10:13, Dario Minieriwrote: > Hi, > > I'm using SingleThreaded model inside the Viewer. Using another model > threading like DrawThreadPerContext I have various errors like: > > Warning:TextureRectangle::apply(..) failed, texture rectangle is not support > by your OpenGL drivers. > > and > > Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support > multiple color outputs. > > That is strange, because the card is Nvidia GTX 770, driver 352.63 which have > to support texturerectangle... > > Have you some ideas about this problem? > > Thank you! > > Cheers, > Dario > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67949#67949 > > > > > > ___ > 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] Get current Billboard ModelView matrix?
Hi, > If you only need the movement towards/away from you, you can use the > previous frames depth and perform difference computation based on the > difference of the linear depth. Im not exactly sure what you mean here. Are you talking about rendering the depth of each frame to a texture and comparing the values with the next frame to compute the delta? If so, wouldnt that be a pixel based approach again suffering the same problems as I mentioned earlier as a response to mp3butcher? > I'd simply pass the view matrix inverse (pre frame) and calculate the > modelmatrix via inverse_view * model_view_matrix. That works, but only gives me the current modelMatrix. I need the modelMatrix of the previos frame though. Because objects can move in my scene, I can not calculate the old vertex position by simply using the current modelMatrix with the old viewMatrix. Thank you! Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67951#67951 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgViewer Threading Model problem.
Hi, I'm using SingleThreaded model inside the Viewer. Using another model threading like DrawThreadPerContext I have various errors like: Warning:TextureRectangle::apply(..) failed, texture rectangle is not support by your OpenGL drivers. and Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support multiple color outputs. That is strange, because the card is Nvidia GTX 770, driver 352.63 which have to support texturerectangle... Have you some ideas about this problem? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67949#67949 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get current Billboard ModelView matrix?
Hi Phillip, Hi, I'm using shaders to do some pre computations for a realtime radar simulation. (Some further processing is done with CUDA) The delta distance is required for the calculation of the doppler effect. So yes, I guess I'm using shaders in a weird way. Unfortunately it would be very difficult do migrate to CUDA, because that would require me to do all graphics calculations by myself in the cuda kernel (Z test etc.) If you only need the movement towards/away from you, you can use the previous frames depth and perform difference computation based on the difference of the linear depth. So, to get back to my original question, is there any way to get a current Billboards modelMatrix? How do I use billboard->computeMatrix() properly? I'd simply pass the view matrix inverse (pre frame) and calculate the modelmatrix via inverse_view * model_view_matrix. Cheers Sebastian Thank you! Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67946#67946 ___ 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] Get current Billboard ModelView matrix?
Hi, I'm using shaders to do some pre computations for a realtime radar simulation. (Some further processing is done with CUDA) The delta distance is required for the calculation of the doppler effect. So yes, I guess I'm using shaders in a weird way. Unfortunately it would be very difficult do migrate to CUDA, because that would require me to do all graphics calculations by myself in the cuda kernel (Z test etc.) So, to get back to my original question, is there any way to get a current Billboards modelMatrix? How do I use billboard->computeMatrix() properly? Thank you! Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67946#67946 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Odd Text Distortion (Which Does Not Appear to Be Due to the 3.2 Bugfix)
It's not entirely clear what the specific issue might be from your description, it sounds like it's simply that the wrong font is being used, from the the look of the picture it looks like the fallback built in font is being used. This would normally only happen if you don't have the freetype plugin built. Or trying to open a font that does not exist which can happen with examples that reference data/times.ttf etc. or being on an embedded system with no fonts at all ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org