Re: [osg-users] check status of pagedlod

2017-08-04 Thread Robert Osfield
On 4 August 2017 at 15:35, Sebastian Schmidt 
wrote:

> Ok..i will try to explain.
>
> In my osg application "A" the scenegraph contains several pagedlod nodes
> which are reading from a custom osgdb plugin file.
>
> Application "B" is rendering stuff to a texture and the plugin is
> returning a osg node containing this texture.
>
> The initialization of application "A" take some time, especially the
> loading of the plugin at the end.
>
> And i need to know when all of this is finished.
>

What do you mean by "all of this is finished"?  In application "A" or "B"?

It's hard to know really what you are after.

The only thing I can suggest at this stage, if a plugin is taking time to
load and it's load is not deterministic due it being loaded in response to
a PagedLOD file request then why not just preload the plugin or statically
link it into your application so it doesn't happen during rendering of the
frame.

Robert.
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Re: [osg-users] check status of pagedlod

2017-08-04 Thread Sebastian Schmidt
Ok..i will try to explain. 

In my osg application "A" the scenegraph contains several pagedlod nodes which 
are reading from a custom osgdb plugin file. 

Application "B" is rendering stuff to a texture and the plugin is returning a 
osg node containing this texture.

The initialization of application "A" take some time, especially the loading of 
the plugin at the end.

And i need to know when all of this is finished.


Currently i call getFrameNumber() of the PagedLOD. After loading is finished 
framenumber is > 0 (~300).


OSG Version: 3.0.1
OS: OpenSuse Leap 42.1

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Re: [osg-users] check content of pagedlod

2017-08-04 Thread Robert Osfield
Hi Sebastian,

On 4 August 2017 at 14:14, Sebastian Schmidt 
wrote:

> Is there a way to check current status/content of a pagedlod object of my
> scenegraph, for example if its already in the rendering process.
>

The PagedLOD node has get methods that tell you what children are loaded, a
custom NodeVisitor could traverse it's subgraphs.  There are also PagedLOD
methods that allow you to check the last frame number that a child was
traversed.  Have no clue whether any of these are appropriate but given the
following question I'm perplex why the above question is relevant to the
later at all.


> I need this to determine if a plugin was loaded or not.
>

Surely one would check osgDB::Registry for the plugins that have been
loaded rather than the scene graph?  The osgDB::Registry is what manages
plugins, the scene graph loaded by the plugins don't have any connection
back to the plugins.

I remain perplexed why you are asking about this task in the way you have,
perhaps it would be best to take a step back and tell us what specific
problem you have to solve rather than trying to second guess what the
solution might be and then asking a questions based on these assumed
solutions.  In general if we get users with perplexing questions it's
typically due to them getting ahead of themselves w.r.t how to solve tasks,
and asking the how to solve the task from a high level description is far
easier to answer given the knowledge of the community.

Robert.
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[osg-users] check content of pagedlod

2017-08-04 Thread Sebastian Schmidt
Hi,

Is there a way to check current status/content of a pagedlod object of my 
scenegraph, for example if its already in the rendering process. 

I need this to determine if a plugin was loaded or not.

Thank you!

Cheers,
Sebastian


OSG Version: 3.0.1
OS: OpenSuse Leap 42.1

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[osg-users] Invisible light points

2017-08-04 Thread Andreas Ekstrand

Hi,

I recently moved from OSG 3.2.1 to 3.5.6 and now I have problems with 
light points going invisible if rendered together with other geometry.


I managed to reproduce in a small test case - have a look at the 
attached lp and lp_poly models (both in 3.5.6 osgt and deprecated osg 
which I find easier to debug). With 3.5.6, I can only see the light 
points in the lp model and not in the lp_poly model - any idea why?


I tried disabling culling, changing render binds, removing all StateSets 
in the osg files. No matter what, it seems the geode causes the light 
points to be invisible. How can I fix this?


Regards,
Andreas

Group {
  nodeMask 0x
  cullingActive FALSE
  num_children 1
  Group {
nodeMask 0x
cullingActive FALSE
num_children 1
osgSim::LightPointNode {
  nodeMask 0x
  cullingActive FALSE
  num_lightpoints 2
  minPixelSize 4
  maxPixelSize 14
  maxVisibleDistance2 3.40282e+038
  pointSprite FALSE
  lightPoint {
isOn TRUE
position 0.5 0.5 0.5
color 1 1 1 1
intensity 1
radius 10
blendingMode ADDITIVE
  }
  lightPoint {
isOn TRUE
position 1.5 1.5 0.5
color 1 1 1 1
intensity 1
radius 10
blendingMode ADDITIVE
  }
}
  }
}
Group {
  nodeMask 0x
  cullingActive FALSE
  num_children 2
  Group {
nodeMask 0x
cullingActive FALSE
num_children 1
osgSim::LightPointNode {
  nodeMask 0x
  cullingActive FALSE
  num_lightpoints 2
  minPixelSize 4
  maxPixelSize 14
  maxVisibleDistance2 3.40282e+038
  pointSprite FALSE
  lightPoint {
isOn TRUE
position 0.5 0.5 0.5
color 1 1 1 1
intensity 1
radius 10
blendingMode ADDITIVE
  }
  lightPoint {
isOn TRUE
position 1.5 1.5 0.5
color 1 1 1 1
intensity 1
radius 10
blendingMode ADDITIVE
  }
}
  }
  Geode {
nodeMask 0x
cullingActive FALSE
num_drawables 1
Geometry {
  supportsDisplayList FALSE
  useDisplayList FALSE
  useVertexBufferObjects FALSE
  PrimitiveSets 1
  {
DrawArrays TRIANGLES 0 3
  }
  VertexArray Vec3Array 2
  {
0 1 0
0 -1 0
1 0 0
  }
  ColorBinding PER_PRIMITIVE_SET
  ColorArray Vec4Array 1
  {
1 1 1 1
  }
}
  }  
}
#Ascii Scene 
#Version 148 
#Generator OpenSceneGraph 3.5.6 

osg::Group {
  UniqueID 1 
  Name "lp_poly.osg" 
CullingActive FALSE 
Children 2 {
osgSim::LightPointNode {
  UniqueID 2 
  CullingActive FALSE 
StateSet TRUE {
osg::StateSet {
  UniqueID 3 
  DataVariance STATIC 
RenderBinMode USE_RENDERBIN_DETAILS 
BinNumber 20 
BinName "DepthSortedBin" 
}
  }
LightPointList 2 {
LightPoint {
Position 0.5 0.5 0.5 
Color 1 1 1 1 
Attributes TRUE 0 1 10 
Sector FALSE BlinkSequence FALSE }
LightPoint {
Position 1.5 1.5 0.5 
Color 1 1 1 1 
Attributes TRUE 0 1 10 
Sector FALSE BlinkSequence FALSE }
}
MinPixelSize 4 
MaxPixelSize 14 
MaxVisibleDistance2 3.40282e+038 
}
osg::Geode {
  UniqueID 4 
  CullingActive FALSE 
Drawables 1 {
osg::Geometry {
  UniqueID 5 
  DataVariance STATIC 
SupportsDisplayList FALSE 
UseDisplayList FALSE 
PrimitiveSetList 1 {
osg::DrawArrays {
  UniqueID 6 
  Mode TRIANGLES 
Count 3 
}
  }
VertexArray TRUE {
osg::Vec3Array {
  UniqueID 7 
  BufferObject TRUE {
osg::VertexBufferObject {
  UniqueID 8 
}
  }
Binding BIND_PER_VERTEX 
vector 3 {
0 1 0 
0 -1 0 
1 0 0 
}
}
  }
ColorArray TRUE {
osg::Vec4Array {
  UniqueID 9 
  Binding BIND_PER_PRIMITIVE_SET 
vector 1 {
1 1 1 1 
}
}
  }
}
  }
}
  }
}
#Ascii Scene 
#Version 148 
#Generator OpenSceneGraph 3.5.6 

osg::Group {
  UniqueID 1 
  Name "lp.osg" 
CullingActive FALSE 
Children 1 {
osgSim::LightPointNode {
  UniqueID 2 
  CullingActive FALSE 
StateSet TRUE {
osg::StateSet {
  UniqueID 3 
  DataVariance STATIC 
RenderBinMode USE_RENDERBIN_DETAILS 
BinNumber 20 
BinName "DepthSortedBin" 
}
  }
LightPointList 2 {
LightPoint {
Position 0.5 0.5 0.5 
Color 1 1 1 1 
Attributes TRUE 0 1 10 
Sector FALSE BlinkSequence FALSE }
LightPoint {
Position 1.5 1.5 0.5 
Color 1 1 1 1 
Attributes TRUE 0 1 10 
Sector FALSE BlinkSequence FALSE }
}
MinPixelSize 4 
MaxPixelSize 14 
MaxVisibleDistance2 3.40282e+038 
}
  }
}
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