Re: [osg-users] [forum] How do I remove my account?

2013-03-29 Thread Art Tevs
lucky_james wrote: Hi, Perhaps I can't; are there any plans to allow this? Thank you! Cheers, Lucky Hi James and all other interested in the topic. If you want your forum account to be remove, then just let me know that over PM or write me an email from the same email account you

Re: [osg-users] [osgPPU] osgPPU and wireframe

2013-03-29 Thread Art Tevs
danoo wrote: Problem solved, my last posted solution is working. It was a compile problem... Hey Daniel. Please consider to create a pull request on osgPPuU github repository. This way the whole community will benefit from your patch ;) art -- Read this topic online here:

Re: [osg-users] [osgPPU] multiple processors

2012-12-05 Thread Art Tevs
Hi, Art is here, he was always here :) My current research and work is non-osg related, hence I unfortunately somehow stalled in producing updated. Daniel, could you post the code as a patch to the osgPPU version you use? I would then implement this into the code. Cheers, Art

Re: [osg-users] Topic approval in this forum

2012-06-13 Thread Art Tevs
Hi Nav, there is a historical reason why this forum exists at all. In short: nobody is hindered to post questions on Stackoverflow or whereever else. However, the top experts working and maintaining OSG are all using mailing lists. This forum provides a seamless connection between the mailing

Re: [osg-users] Inserting Alpha values in RGB textures

2012-06-13 Thread Art Tevs
Hi Abhishek, for the sake of goodness you are asked to post your solution in this thread. This might help new people to find an answer before posting a question. cheers, art Abhishek Bansal wrote: Hi, Okay guys the problem has been solved !! thanx for approving my post in just 5 days

Re: [osg-users] [ANN] Looking for forum moderators and administrators

2012-06-13 Thread Art Tevs
Hello. I am glad to announce that Vincent.B has been so kind to help us moderating the forum. He was granted the moderator rights, hence respect his desicions and just be as nice as possible within our community :) Best regards, Art -- Read this topic online here:

Re: [osg-users] Topic approval in this forum

2012-06-12 Thread Art Tevs
Hi Nav. First of all, if you had followed the rules of the forum corresponding to your real name, your post would be approved much faster. Second, there are not enough moderators available to take over the job about new user's post approval. I, as admin, don't have enough time to do this job.

Re: [osg-users] [osgPPU] Problems installing osgPPU using cmake 2.8.4

2012-06-12 Thread Art Tevs
Hi Christian, try to setup the paths manually. Just click on the paths which are marked as NOTFOUND and set there the path to your osg installation manually. This should solve the issue with FindOSG.cmake Let us know if this helps or not. art Rumpfi wrote: I tried to install the latest

[osg-users] [ANN] Looking for forum moderators and administrators

2012-05-02 Thread Art Tevs
Dear OSG-Community, I am posting this thread in order to find suitable persons to be moderator and/or an administrator of the official OSG forum. What we need and expect for specific tasks: Moderator (3-5 positions): - check if new users do respect to our forum rules (i.e. name convention) -

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

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

Re: [osg-users] [forum] Trying to get account unmoderated

2012-01-12 Thread Art Tevs
KevinZAF wrote: Hi, Seems a second post is not sufficient. Trying #3. Can't see a problem with my profile according to the rules of the forum. Can someone help?? ... Thank you! Cheers, Kevin Hi Kevin. There is no problem with your account. You just have to be patient. As

Re: [osg-users] [osgPPU] FIX: osgPPU rendering not working in the first frame

2011-11-18 Thread Art Tevs
Hi Alex, ok, this is of course pretty bad. Actually, I think the correct way would be to apply the texture to the osg::State within the FBO::apply(). This would ensure that the state is tracked correctly. Of course, unfortunately this requires a patch to the main osg core. In general, I

Re: [osg-users] [osgPPU] Fixed crash in UnitTexture, when external texture has no image.

2011-11-17 Thread Art Tevs
Hi Alex, thanks, I've patched the file. art airion wrote: Please find attached fix. It fixes a null pointer dereferencing in UnitTexture::setTexture(), when tex has no image, yet. Regards, --Alex -- Read this topic online here:

Re: [osg-users] [osgPPU] FIX: osgPPU rendering not working in the first frame

2011-11-17 Thread Art Tevs
Hi Alex, hmm, ok, it seems to be a solution, however I am not sure if this is a general one. I mean, what if for example the input texture is not 2D and the output texture is also not 2D. Then fbo will still overwrite current binding. I would propose to try following solution:

Re: [osg-users] [osgPPU] Drawing a mesh over an osgPPU output

2011-11-08 Thread Art Tevs
Hi Jean, one way to do so, is to pass the output of osgPPU graph to a texture and then use that texture in order to draw the background for your scene. So, at the end of your Unit Graph you don't use UnitOut but UnitInOut and use it's output texture for your purpose. If you want to have some

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-10-04 Thread Art Tevs
Hi Alexander, thank you for the patch. I will check it out in the next days and wil patch osgPPU sources accordingly. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43169#43169 ___

Re: [osg-users] [osgPPU] osgPPU with GLES 2.0 ?

2011-09-20 Thread Art Tevs
airion wrote: Hello, did anyone try to use osgPPU with GLES 2.0 ? Would it be difficult to do the adaption for ES? Which parts of the library might be affected? Regards, --Alex Hi Alex. Unfortunately I am not familar with GLES, hence cannot really help you out here. However, the

Re: [osg-users] [osgPPU] Multiple effects

2011-08-19 Thread Art Tevs
Hi Christoph, I think you misunderstood what UnitOut is good for. UnitOut outputs the result to the framebuffer. If you want to combine several osgPPU effects, you would need UnitInOut, since this one does output to a texture, which can be reused. greetings, art meh11 wrote: Hi, I would

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-07 Thread Art Tevs
Hi, I suppose they are not out of sync, but one is just one frame later than the other. In order to checkout the pipeline, you can run osgPPU in debug mode, I don't remember exactly (take a look into readme) you need to setup an environment variable. Then when unit pipeline is processed it

Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-06 Thread Art Tevs
Hi Peter, you can manually set a viewport for the unit to render it to specific size and position on the output buffer. cheers, art ParticlePeter wrote: Hi, I would like to render my scene in a lower resolution than the viewport resolution, but want it stretched afterwards. When I

[osg-users] [forum] please ignore

2011-05-02 Thread Art Tevs
This is a test mail (due to forum's server move), please ignore. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38931#38931 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [forum] Forum server move

2011-05-02 Thread Art Tevs
Hi folks, I had to switch the forum to another server. The new server is already configured and running well. I've made some tests and it seems that everything works fine as before. There should be no messages lost until the server migration is complete. However I would like to ask you for

Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-15 Thread Art Tevs
Hi J-S, You are right, from the osgPPU point of view the scene graph responsible for it, shouldn't be culled at all, so this couldn't be a problem. It sounds strange. I would assume that maybe the camera does not provide frame updates anymore, when you move your view to this certain direction.

Re: [osg-users] osgPPU CUDA Example - slower than expected?

2011-01-07 Thread Art Tevs
Hi Thorsten, the problem which you experience is because of lacking direct memory mapping between OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports GPU-GPU memory mapping, whenever you access to OpenGL textures there is a full memory copy performed. I am not

Re: [osg-users] [osgPPU] Usage of osg::Uniform::Callback with osgPPU::ShaderAttribute ?

2010-12-03 Thread Art Tevs
Hi Peter, hmm, thats strange. Actually an update callback is always running over full osgPPU graph too. So it should reach node's stateset and hence also update a callback. What happens if you specifiy just an update callback for an osgPPU unit. Unit's are derived from osg::Node so you could

Re: [osg-users] [osgPPU] Ping pong with osgPPU

2010-10-05 Thread Art Tevs
Hi Vincent, your idea about using ping pong wiht osgPPU is nice. I have already tried to do something similar and had no time to finish the example. I am not sure if I get your osgPPu graph structure right, no I think I didn't get it. Can you give some drawing or similar thing showing you

Re: [osg-users] [osgPPU] pipeline stall

2010-10-05 Thread Art Tevs
Hi Ricardo, hmm, since I do not know your unit graph setup I could not give the right answer on this. Actually any stalling is not a correct behaviour and shouldn't be a consequence of wrong unit graph. Unit graphs are actually static, so if they start well, they should also work well without

Re: [osg-users] [osgPPU] CubeMap reflection

2010-10-05 Thread Art Tevs
Hi Vincent, take a look into the osgreflection example shipped with OSG. One of this examples shows the cubemap reflection implementation. You cannot achieve reflection with osgPPU, since it does not know anything about your cameras or other stuff. The cubemap exampel showed with osgPPU is

Re: [osg-users] [osgPPU] Problems with resizing

2010-09-03 Thread Art Tevs
, Apr 20, 2010 at 15:56, Art Tevs () wrote: Hi folks, so, I just realized that the solution I posted yesterday is the same as was proposed by Mick. I just implemented another solution for proper resizing. You can find it in the svn. With the current implementation resizing works

Re: [osg-users] [forum] forum error?

2010-08-03 Thread Art Tevs
Hi Marc, yeah, I know that problem it happens sometimes when your message contains for example code structures. The parser parsing that code sometimes get irritated and think that you want to post links. Unfortunately I cannot provide a solution for this now. Cheers, Art --

Re: [osg-users] [osgPPU] osgPPU Terrain Bug

2010-05-25 Thread Art Tevs
Hi Allen, sorry, I had no chance to look on that issue in the last days. I am not sure if I will be able to look on this till the end of week, but I will try. I will let you know as soon as I know what is going wrong there. Cheers, Art -- Read this topic online here:

Re: [osg-users] [osgPPU] Render backfaces of a cube into unit output texture

2010-05-21 Thread Art Tevs
Hi Martin, ok, first of all, it seems the way how you use osgPPU is not correct. Second, this problem is actually osg related, since osgPPU has nothing to do with back/front face culling. Ok, now lets try to solve your issue: - In your code I see you attach the UnitInOut directly to the

Re: [osg-users] [osgPPU] A Dynamic Pipeline

2010-05-06 Thread Art Tevs
allensaucier wrote: Hi All, does anyone know if it is possible to build a dynamic pipeline? I need to be able to build a pipeline after my scene is already up and running and the first frame loop has already occured. Thanks! Cheers, Allen Hi Allen, it shouldn't make any

Re: [osg-users] [osgPPU] A Dynamic Pipeline

2010-05-06 Thread Art Tevs
Hi Allen, So, I assume you are using the same mechanism to turn blur effect on/off as in the example you posted previously. You remember, the example which I have included into the osgppu repository. In that example everything worked fine, camera's texture is updated. Could it be that you

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-30 Thread Art Tevs
Hi Lucca, ok, if you think that this is not correct, what do you understand under correct scene luminance value then? I've corrected the luminance computation back to the previous one, without claming the log values. You are right, the final exponentiation should bring them to the right

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-29 Thread Art Tevs
Hi all, Oh, just that you note this, I have moved 0.4.1 to 0.4.2-rc1, to better reflect current version state. Lucca: the syntax is exactly the same as on usual texture2D call. So texture2DLod(sampler, coordinate [,lod]). So in both shaders luminance_adapted and luminance_mipmap, just

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-28 Thread Art Tevs
Hi Luca, Allen, Josselin, ok, I found the bug. as I said the bug is not really a bug it is more or less slightly unclear definition of glsl. The problem was to use texture2D method instead of texture2DLod to get value from mipmaps. Actually in the definition of glsl texture2DLod is mean to be

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-25 Thread Art Tevs
Hi Luca, ok, I will then try to investigate what is going wrong there. One have first to check if there is at least some data in the mipmap structure. For this purpose glslDevil is a good debugger, which I have used several times to test opengl applications. If there is a data there, then one

Re: [osg-users] [osgPPU] HDR example: wrong average luminance?

2010-04-24 Thread Art Tevs
Hi Locca, Josselin, as Lucca said, from the algorithm point of view the computation is correct. However, it might be that there is a problem accessing last mipmap level of the texture. Lucca, could you please try to change the texture2D () operations in the shaders which access last mipmap

[osg-users] [osgPPU] Please test osgPPU v0.4.1

2010-04-23 Thread Art Tevs
Hi folks, during the last days I tried to merge the current osgPPU svn trunk with the 0.4 version, and I think I did it. So, I would like you to ask to test the 0.4.1 version. So to get it, type in: svn co http://svn.tevs.eu/osgPPU/tags/osgPPU-0.4.1 osgPPU-0.4.1 New features are not

Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Art Tevs
Hi Allen, usual naming convention is to call trunk to the current content of the working base in svn repsitory. This means, trunk is something were all changes/patches are applied to. After some time, trunk is get tagged, branched, and new release is published. In several cases the so tagged

Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-22 Thread Art Tevs
Hi Paul, no, I do not have to change anything to build for 2.8.3 It is just that I added some small and big features to osgPPU. For example current svn trunk version has new Units (UnitInOutRepeat - for iterative/loop subgraphs), new examples and some bugfixes. I cannot use that new unit in

Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Art Tevs
Hi Allen, hmm, very strange, current osgPPU version compiles against osg 2.9.8 which is the developer version number of 2.8.3 branch, as I think. The compilation error is about include files, did you checked that osg 2.8.3 also has reinstalled your include files. I will check this today or

Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Art Tevs
Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU tracks the svn trunk of OSG. Hmm, I wonder how to handle different osg branches in future. I mean if again something like this happens, then I had either to create additional branch in osgPPU repository to track with the

Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Art Tevs
Hi Paul, you are right, current svn trunk of osgPPU is not compatible with osg 2.8.3, thats true. But what I mean is what should external project developers do, if there is a branch with different API in the osg svn repository? For example, current osg developer version is 2.9.8 which is not

Re: [osg-users] [osgPPU] Problems with resizing

2010-04-20 Thread Art Tevs
Hi folks, so, I just realized that the solution I posted yesterday is the same as was proposed by Mick. I just implemented another solution for proper resizing. You can find it in the svn. With the current implementation resizing works like a charm with almost any example (motionblur still

Re: [osg-users] [osgPPU] get output texture from unitInOut

2010-04-20 Thread Art Tevs
Hi Huiliang, so as far as I understand you want to have the output of the osgPPU's pipeline for further processing, right? If so, then take a look into video example. There the output of the osgPPU pipeline is used as texture over the quad. In this example last unit is UnitInOut in order to

Re: [osg-users] [osgPPU] Problems with resizing

2010-04-19 Thread Art Tevs
Hi folks, ok, I made some progress. As I was already thinking, the issue with resizing is osg related. The main problem is that the FBO's textures are not really resized when their size changed. So scalling osg::Texture2D::setTextureSize seems not to have any effect, therefor resizing not

Re: [osg-users] [osgPPU] Problems with resizing

2010-04-15 Thread Art Tevs
Hi Allen, sorry to disappoint you, but I still haven't found a solution yet. I admit that I haven't spent much time on this, but currently I am thinking that there is a problem in the osg main core code. I tried already several things. I was able to achieve that on resizing all the texture

Re: [osg-users] [osgPPU] Potential error condition when installing osgPPU under ubuntu linux 9.0.4

2010-04-15 Thread Art Tevs
Hi Allen, it seems you are using osgPPU 0.4. In the current svn version of osgPPU I have some changes in the cmake files, which might prevent this error. At least I haven't encountered this bug on my machines. Could you please try the new version from svn. If this still not work, then let me

Re: [osg-users] [osgPPU] Potential Error In Functionality of method findUnit() ?

2010-04-15 Thread Art Tevs
Hi Allen, the problem in the first case, is that the unit graph is still not correctly initialised before you call findUnit. When keyboard event handle runs, there is already an update/init call on the unit graph which initialize the whole pipeline. I could take a look in that, you are right.

Re: [osg-users] [osgPPU] Would you please consider adding this example to your osgPPU examples?

2010-04-15 Thread Art Tevs
Hi Allen, of course I would like to take the example into the library. I am always open for new example implementations. I will take a look into that and let you know. cheers, art allensaucier wrote: Hi Art, I have written an example on how to blur a scene and how to turn that blurring

Re: [osg-users] [osgPPU] Would you please consider adding this example to your osgPPU examples?

2010-04-15 Thread Art Tevs
Hi Allen, ok, I just included your example into the project. I just changed the default settings for bluring radius, so that it also runs more or less msoothly on slow machines, like my laptop for example :) Take a look if everything is OK. Thank you! Cheers, Art -- Read this

Re: [osg-users] [osgPPU] Potential Error In Functionality of method findUnit() ?

2010-04-15 Thread Art Tevs
Hi, I just corrected the findUnit method to also find units on unitialized pipelines, however I haven't submited it yet, since I want to correct another bug first. You should always use the processor's findUnit method, because in the osgPPU pipeline graph there might be potentially loops (see

Re: [osg-users] [osgPPU] Potential Error In Functionality of method findUnit() ?

2010-04-15 Thread Art Tevs
Hi Allen, The bug you encounter is not a bug. There was an API change in osg main core from 2.8.1 to 2.8.2 I think. Current svn version of osgPPU is working only with osg version greater than 2.8.2, I think. At least it works with the current osg svn version. I have already update the svn

Re: [osg-users] [osgPPU] Help with glow example

2010-03-31 Thread Art Tevs
Hi Allen, just for the next, if you have questions regarding to osgPPU, then take first a look into the documentation. osgPPU project can be found at http://projects.tevs.eu/osgppu the doxygen documentation is at http://www.tevs.eu/doc/osgPPU/ osgPPU is pretty well documented or at least

Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Art Tevs
Hi Paul, just a question, maybe I missed it: why we actully started now with the numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for major release in order to tag also new version of osgPPU. However due to the used patch numbers, I thought that these are just small

Re: [osg-users] [osgPPU] Err Compiling cudakernel

2010-03-26 Thread Art Tevs
Hi Allen, ok you started new forum thread for the issue, as I see. The nvcc cuda build rules should be setted up automatically by the cmake file. I just tried it again and it works. Has cmake found CUDA_DIR and CUDA_INCLUDE? The one thing which do not work now, is that compiling with cuda I

Re: [osg-users] [osgPPU] Err Compiling cudakernel

2010-03-26 Thread Art Tevs
Hi Allen, oh, I see you are using osgPPU-0.4 with osg-2.8.2 together. This constelation wasn't tested before. I haven't submitted any new osgPPU version, because I am waiting for new osg major release. Just take osgPPU from svn maybe this will solve your problems then. As to the

Re: [osg-users] [osgPPU] osgPPU Windows XP Install Guide

2010-03-19 Thread Art Tevs
Hi Allen, Actually osgPPU is a NodeKit for osg, hence it can, but do not must, to be installed somehow specially. So, the way I do is just to install it somewhere under c:\programs\osgPPU. This is the standard installation directory which cmake proposes. For osgPPU examples to work, you of

[osg-users] [forum] 1000 Users mark broken !!!

2010-03-03 Thread Art Tevs
Hello dear OSG-Community, today we have something to celebrate: our forum community has reached now 1000 users mark after being online for around 1 year and 3 months!!! Congratulations to all of you !!! Statistics: September, 2009: 1865 mailing list users, 601 forum users Overlap of 159

Re: [osg-users] [forum] Forum Width

2010-02-26 Thread Art Tevs
Hi Chris, thank you for pointing this out. I shrinked the logo to 80% of original size. You are right, it takes just too much space. However to my deffense I should say, that there are very less people browsing this site with resolutions below 1280 in x-direction. I have just looked onto the

Re: [osg-users] [osgPPU] FFT users?

2010-02-23 Thread Art Tevs
Hi Josselin, I've used Cuda's FFT library with osgPPU in some of my projects last year. Actually exactly for that purpose I've developed the osgPPU::UnitModule which can run any module as a unit on the input data. There is a CUDA example with osgPPU, showing how to use it. Just grab it and

Re: [osg-users] osgPPU needs to be updated for OpenSceneGraphSVN : getDeprecatedDotOsgObjectWrapperManager()

2010-02-23 Thread Art Tevs
Hi Adrian, Robert, thank you for pointing this out. I've corrected the code and submitted changes to svn. regards, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24696#24696 ___ osg-users

Re: [osg-users] [osgPPU] osgPPU cube map sample

2010-02-13 Thread Art Tevs
Hi Sebastian, no, I can not confirm that. On my machines the yellow cube-map part is also showed. Which osg version do you have? Which osgPPU version do you have? I see on you screenshot, that some of the faces not rendered at all. This shouldn't be either the case. Maybe you somehow enabled

Re: [osg-users] [osgPPU] Problems with resizing

2010-02-13 Thread Art Tevs
Hi Mick, Christian, Christian: Yes the texture can be resized with just a simple setTextureSize. When you call this method a texture will be marked as dirty and will be resized on the next Texture::apply method in the osg core. So the reallocation is done automatically. Mick: Hmm, it seems

Re: [osg-users] [osgPPU] Problems with resizing

2010-02-06 Thread Art Tevs
Hi Christian, Yes, I know currently osgPPU isn't usable for dynamic resizing of the viewport. I have tried it also with just a simple viewer and I wasn't able to solve the issue. I had exactly the same problem as you and due to lack of time I canceled the try to solve it. I tried almost

Re: [osg-users] [osgPPU] osgPPU cube map sample

2010-02-04 Thread Art Tevs
Hi Sebastian, the purpose of the cube map demo was not to show the reflection, but to show that with osgPPU one can also use CubeMaps to render the results to. So using this example one can build its own reflection effect by processing relfected data through osgPPU for example. Cheers, Art

Re: [osg-users] [osgPPU] (Minor) Fixes for increased ATI compatibility

2010-02-03 Thread Art Tevs
hmm, look sreally weird. It looks like some depth precision problem. Unfortunately I can not help here, because I have neither an ATI card nor a MacOS to test the issue. If you could find out what causes this behaviour, so it would be very cool. regards, Art -- Read this topic

Re: [osg-users] [osgPPU] (Minor) Fixes for increased ATI compatibility

2010-01-26 Thread Art Tevs
Hi Christian, thanks for the changes. I merged them into current svn version. Please check if everything is ok. regards, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23207#23207 ___

Re: [osg-users] [forum] All Forum Users, PLEASE READ IT!

2010-01-13 Thread Art Tevs
Hi Agos, We can change your name from Agostinho Silva to Agos Silva, if you like so. However we can not just remove the last part of your name, because we should stay fair in respect to other people. The main reason, why everybody is asked to have both names, is that this forum is connected to

Re: [osg-users] [forum] All Forum Users, PLEASE READ IT!

2010-01-13 Thread Art Tevs
Hi Robert, I don't agree with that. Maybe you remember the discussion half year ago about using of the nicknames or first name parts only in the forum. The finally decision was to force every user to have both parts of the name in his profile. If user wished to have some kind of anonymity, he

Re: [osg-users] [osgPPU] CMake error in FindOSG.cmake

2010-01-04 Thread Art Tevs
Hi Bryan, Thank you for the patch. Changes are submitted to svn. Hmm, I wonder why on my machine with cmake-2.6-patch4 installed I didn't get any issues with the backslash. Maybe I forgot to try to create just fresh build directory, so that cached paths were in use. Art --

Re: [osg-users] Fix for osgPPU FindOSG.cmake; lack of svn properties

2009-12-17 Thread Art Tevs
Hi Paul, thank you, I have patched the CMake file accordingly and submitted to svn. I am not sure I do understand why we need svn properties for the files in the osgPPU repository. Can you explain me why you think this are neccessary. regards art -- Read this topic online

Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-10 Thread Art Tevs
Hi Sebastian, seb wrote: I did what you suggest, and I have a black screen, like there was no root. I have one question about your graph, did you mean that the main camera node has 2 children : the osgPPU processor and the custom FBO camera with your graph ? Have you tried just to

Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-10 Thread Art Tevs
Hello, seb wrote: With the graph you propose, I have the back screen, I have checked and the scene graph is correct, I didn't forget to attach any nodes, so I do not understand. Try this first in your own application before going to the unknown thing. By modifying directly the

Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-09 Thread Art Tevs
Hi Sebastian, try to change the line: m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT); into: m_camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); I have never tried osgPPU together with pbuffers. Usualy it shouldn't be any problem, because osgPPU just

Re: [osg-users] [osgPPU] no results with osgPPU

2009-12-09 Thread Art Tevs
Hi Sebastian, of course I can not know what the host application is doing. You can run the application with OSG_NOTIFY_LEVEL=debug. The osgPPU units will then print information about their execution on the console. So if you do not see there anything, then it might be that they are disable for

Re: [osg-users] osgscreencapture transfer speeds (PBOs slower)

2009-12-07 Thread Art Tevs
Hi J.P. , Robert, as far as I remember PBO is indeed slower for formats not natively supported by the VRAM. On nVidia GPU's it seems that the PBO transfer of GL_BGRA is imho the fastest one. Yes, it is even faster than GL_RGBA. I think that has something todo with alignment of the data in the

Re: [osg-users] osgscreencapture transfer speeds (PBOs slower)

2009-12-07 Thread Art Tevs
and transfer as BGRA? I'm getting +-1GB/s for readpixels and luminance, so maybe I should stop trying to get it faster. I'm curious what speeds other people are getting. NVidia claims that with certain HW (NVidia M/B) one can get up to 3GB/s with pinned memory. jp Art Tevs wrote: Hi

Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-04 Thread Art Tevs
. However try this, maybe I am wrong. cheers, art J.P. Delport wrote: Hi Art, attached find my latest attempt. I'll continue with rect support in other units/plugin/etc after you give go-ahead. rgds jp J.P. Delport wrote: Hi Art, Art Tevs wrote: Yes, it is the only one

Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-04 Thread Art Tevs
Hi J.P., I've looked over your changes and they seems correct to me. I've also tested the examples and everything works fine. So I think at least for non-rect textures there is everything ok. If you tested it for rect textures and it works, then perfect. I've submitted your changes, so you can

Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-03 Thread Art Tevs
Hi J.P. J.P. Delport wrote: Do you want TextureRectangle support in osgPPU? Yes, of course. However I thought that rectangular textures might not be used in future anymore, because the support of non-power-of-two (npt) textures can actually replace the rectangular textures. The main

Re: [osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit

2009-12-03 Thread Art Tevs
Hi Harash, J.P. J.P. Delport wrote: I'm not sure your shader is doing a proper mean. For the GPU to do mean/sum you need to do what is called a reduction. Search for reduction on www.gpgpu.org. This is different from doing per pixel operations like changing luminance e.g. The posted

[osg-users] [forum] OpenID support for logging to the forum

2009-12-03 Thread Art Tevs
Hello forum users, I've added OpenID support in order to login to the forum. For those who don't know what OpenID means, you can find more information on the Wikipedia page (http://en.wikipedia.org/wiki/OpenID) You can setup the OpenID URL in your profile settings on the forum's webpage. Have

Re: [osg-users] [osgPPU] Initial support for TextureRectangle

2009-12-03 Thread Art Tevs
Hi J.P. J.P. Delport wrote: I like the multiple coord idea. It seems that the only place where the textured quad is created is in createTexturedQuadDrawable and that is only called from init() in the various units. Do you propose I add the extra tex coordinates in this function? Is it

Re: [osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit

2009-12-03 Thread Art Tevs
Hi Harash, Are you really using floatToRGB or it is not in use anywhere? This will never give you exact results because this will have quantization errors if you use normalized textures (so just GL_RGB). Try to use float textures directly. In your case GL_RGB32F_ARB (for three channels: min,

Re: [osg-users] [osgPPU] compile error with OSG svn head

2009-12-01 Thread Art Tevs
Hi J.P. thank you for pointing this out. I made the changes and updated svn repository. cheers, art J.P. Delport wrote: Hi Art, with OSG svn and osgPPU svn I get: In file included from /home/jpd/dev/OSG/osgPPU/src/osgPPU/Unit.cpp:17: /home/jpd/dev/OSG/osgPPU/include/osgPPU/Unit.h: In

Re: [osg-users] [forum] OSG Forum image attachments

2009-11-23 Thread Art Tevs
Hi, ok, I tried to post some images and was stopped by the mailing list, because to big :) There is a limitation of 300KB on the mailing list side. On the forum side, I see the problem. The thumbnail of the attachment is the downsized version with strange colors. I'll check this. However, if

Re: [osg-users] [forum] OSG Forum image attachments

2009-11-23 Thread Art Tevs
Hi folks, OK, it seems, I've corrected the issue. Since mailing list has a quota of 300KB, I changed the forum settings in the way, so that any attachment sent with a message from the forum will not be attached to the mail, but a link will be used instead. So that this attachments can then be

Re: [osg-users] [forum] OSG Forum image attachments

2009-11-23 Thread Art Tevs
perfectly. Cheers! Kim. 2009/11/23 Art Tevs : Hi folks, OK, it seems, I've corrected the issue. Since mailing list has a quota of 300KB, I changed the forum settings in the way, so that any attachment sent with a message from the forum will not be attached to the mail, but a link

[osg-users] [forum] Test message, please ignore!

2009-11-20 Thread Art Tevs
Sorry for spamming, but I've changed some settings on the forum and the corresponding mail server. So here is just a test message, to see if everything is all right. Please ignore that message and following in this thread :) regards Art -- Read this topic online here:

Re: [osg-users] [forum] Test message, please ignore!

2009-11-20 Thread Art Tevs
Hmm, either my mail server is broken or mailling list didn't recieved messages from the forum :( I've changed settings back, so this message has to go through! art wrote: Sorry for spamming, but I've changed some settings on the forum and the corresponding mail server. So here is just a

Re: [osg-users] [forum] Test message, please ignore!

2009-11-20 Thread Art Tevs
Ok, I spoke with Robert, it seems mailing list is currently down. So nothing strange with the forum. I hope the list goes online back soon :) regards art art wrote: Hmm, either my mail server is broken or mailling list didn't recieved messages from the forum :( I've changed settings back,

Re: [osg-users] [osgPPU] Problem Passing Lookup Table to Processing Unit

2009-11-17 Thread Art Tevs
Hi Harash, First take a look into documentation of osgPPU. osgPPU is very well documented, look here (http://projects.tevs.eu/osgppu and http://www.tevs.eu/doc/osgPPU/namespaceosgPPU.html) If this does not help you, then take a look into examples. Every example has tons of comments to help new

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Art Tevs
Hi Wyat, WyattEarp wrote: What is the cudakernel project that Cmake generated? Note of the files will open in VS. This is the cuda example project. I have not checked if cmake does also generate valid VS files for cuda module in the example. Also, when I try to run the video

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Art Tevs
that the QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND. I assume this is the reason the qt plugin isn't being built. Is that the case? W On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs wrote: Hi Wyat, WyattEarp wrote: What is the cudakernel project that Cmake generated?  Note

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
Hi Wyatt, The main idea of osgPPU is to use input textures to process them. This can be used for rendering as also for GPGPU. Take a look into HDR and Video examples. In the first one the input color buffer of the camera is used to apply HDR tone mapping and glow effect and then render it

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
include file: 'osg/Config': No such file or directory Maybe I didn't set the parameters in the CMake config process correctly. Wyatt On Fri, Oct 30, 2009 at 4:59 AM, Art Tevs wrote: Hi Wyatt, The main idea of osgPPU is to use input textures to process them. This can be used

Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
Hi, WyattEarp wrote: I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem? yes, it will be a problem. osgPPU from SVN needs some functionality of the very current osg. So, for you (osg v2.8.0) you better download osgPPU from the download section on the project webpage

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