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 use for the forum. 

Art

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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

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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

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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 list with the forum 
interface. Hence people prefering to use forum interface are using the forum 
and people prefering mailing list can still use the lists. 

This is the reason why there are so strict anti-spam rules: we don't want to 
get the mailing list polluted with spam coming from the forum interface.

If Stackoverflow provides a seamless connection between mailing list and its 
interface, this would be great and you are asked to try to combine both worlds 
together ;)

Please read this:
http://forum.openscenegraph.org/viewtopic.php?t=18

and this
http://forum.openscenegraph.org/viewtopic.php?t=2525

in order to get the feeling of the community.


cheers,
art


Nav wrote:
 Hi Art and sholmes:
 
 Thanks for approving me into the community. Sorry, but it's because I'm so 
 accustomed to a much-less-strict registration process on other forums, that I 
 thought that even here, the rules would be the same.
 
 I don't mean any offence...just trying to suggest alternatives, that if 
 moderation is slowly becoming a problem, would it be possible to gradually 
 start asking and answering OSG questions on StackOverflow.com? Or to start a 
 new forum on http://area51.stackexchange.com/
 
 I understand there may be ownership issues and the very sentiment of having 
 ones own forum to be discussed, but if there's the slightest chance that the 
 users of osg can benefit from the questions being asked on StackOverflow 
 (which is an excellent forum), and the moderators can be spared of the 
 arduous moderation task, so that they can focus on what they like 
 (programming), then it's a win-win for everyone.
 
 Meanwhile, I'm happy to be here, and glad to contribute to the community 
 (which I already have started doing :-) ).
 Thanks :)


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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 :(
 
 Thank you!
 
 Cheers,
 Abhishek


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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

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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. 
Unfortunately there are still nobody interested in this job :(

Hence, I am sorry for longer waiting times before new messages get approved, 
but this is the only way we currently have to have nice cooperation between the 
established osg community acting on the mailing list side with the new one from 
the forum side.

cheers,
art


Nav wrote:
 Hi,
 
 I'm glad to see an OSG forum which is very necessary, given that OSG is a bit 
 tough to understand in the beginning.
 
 I would like to urge the owner of the forum to not have a rule where the 
 posts of newbies have to wait for approval. It has been more than a week 
 since I've posted a question and answered somebody else's question, but my 
 posts are still waiting for approval.
 Internet forums manage this situation by giving administrator privileges to 
 trusted forum users and by taking backups of the forum posts. 
 
 Couldn't this forum do the same? This way, collaboration between osg users 
 would improve and people would be happy to introduce themselves to osg, 
 knowing there's a good forum that can help them.
 
 Hoping that you'd consider improving the forum this way.
 
 Thank you!
 
 Cheers,
 Nav


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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 osgPPU version I found today, using cmake 2.8.4 
 and Visual Studio 10, but when i started to configure the folder I got the 
 following cmake-error:
 
 
  Check for working C compiler using: Visual Studio 10
  Check for working C compiler using: Visual Studio 10 -- works
  Detecting C compiler ABI info
  Detecting C compiler ABI info - done
  Check for working CXX compiler using: Visual Studio 10
  Check for working CXX compiler using: Visual Studio 10 -- works
  Detecting CXX compiler ABI info
  Detecting CXX compiler ABI info - done
  Found OpenGL: opengl32 
  CUDA installation wasn't found
  Could not find nvcc, CUDA examples wouldn't be built
  Could not find cudart library (cudart)
  Could not find cuda libraries.
  CMake Warning (dev) at CMakeLists.txt:45 (INCLUDE):
Policy CMP0011 is not set: Included scripts do automatic cmake_policy PUSH
and POP.  Run cmake --help-policy CMP0011 for policy details.  Use the
cmake_policy command to set the policy and suppress this warning.
  
The included script
  
  C:/osgPPU-0.4.0/CMakeModules/cuda/FindCuda.cmake
  
affects policy settings.  CMake is implying the NO_POLICY_SCOPE option for
compatibility, so the effects are applied to the including context.
  This warning is for project developers.  Use -Wno-dev to suppress it.
  
  CMake Error: The following variables are used in this project, but they are 
  set to NOTFOUND.
  Please set them or make sure they are set and tested correctly in the CMake 
  files:
  OPENTHREADS_LIBRARY_RELEASE
  linked by target osgppu_hdr in directory 
  C:/osgPPU-0.4.0/src/example/hdr
  linked by target osgppu_viewer in directory 
  C:/osgPPU-0.4.0/src/example/viewer
  linked by target osgppu_dof in directory 
  C:/osgPPU-0.4.0/src/example/dof
  linked by target osgppu_cubemap in directory 
  C:/osgPPU-0.4.0/src/example/cubemap
  linked by target osgppu_texture3D in directory 
  C:/osgPPU-0.4.0/src/example/texture3D
  linked by target osgppu_video in directory 
  C:/osgPPU-0.4.0/src/example/video
  linked by target osgppu_ssao in directory 
  C:/osgPPU-0.4.0/src/example/ssao
  linked by target osgppu_glow in directory 
  C:/osgPPU-0.4.0/src/example/glow
  linked by target osgPPU in directory C:/osgPPU-0.4.0/src/osgPPU
  OSGDB_LIBRARY_RELEASE
  linked by target osgppu_hdr in directory 
  C:/osgPPU-0.4.0/src/example/hdr
  linked by target osgppu_viewer in directory 
  C:/osgPPU-0.4.0/src/example/viewer
  linked by target osgppu_dof in directory 
  C:/osgPPU-0.4.0/src/example/dof
  linked by target osgppu_cubemap in directory 
  C:/osgPPU-0.4.0/src/example/cubemap
  linked by target osgppu_texture3D in directory 
  C:/osgPPU-0.4.0/src/example/texture3D
  linked by target osgppu_video in directory 
  C:/osgPPU-0.4.0/src/example/video
  linked by target osgppu_ssao in directory 
  C:/osgPPU-0.4.0/src/example/ssao
  linked by target osgppu_glow in directory 
  C:/osgPPU-0.4.0/src/example/glow
  linked by target osgPPU in directory C:/osgPPU-0.4.0/src/osgPPU
  OSGGA_LIBRARY_RELEASE
  linked by target osgppu_hdr in directory 
  C:/osgPPU-0.4.0/src/example/hdr
  linked by target osgppu_viewer in directory 
  C:/osgPPU-0.4.0/src/example/viewer
  linked by target osgppu_dof in directory 
  C:/osgPPU-0.4.0/src/example/dof
  linked by target osgppu_cubemap in directory 
  C:/osgPPU-0.4.0/src/example/cubemap
  linked by target osgppu_texture3D in directory 
  C:/osgPPU-0.4.0/src/example/texture3D
  linked by target osgppu_video in directory 
  C:/osgPPU-0.4.0/src/example/video
  linked by target osgppu_ssao in directory 
  C:/osgPPU-0.4.0/src/example/ssao
  linked by target osgppu_glow in directory 
  C:/osgPPU-0.4.0/src/example/glow
  OSGTEXT_LIBRARY_RELEASE
  linked by target osgppu_hdr in directory 
  C:/osgPPU-0.4.0/src/example/hdr
  linked by target osgppu_viewer in directory 
  C:/osgPPU-0.4.0/src/example/viewer
  linked by target osgppu_dof in directory 
  C:/osgPPU-0.4.0/src/example/dof
  linked by target osgppu_cubemap in directory 
  C:/osgPPU-0.4.0/src/example/cubemap
  linked by target osgppu_texture3D in directory 
  C:/osgPPU-0.4.0/src/example/texture3D
  linked by target osgppu_video in directory 
  C:/osgPPU-0.4.0/src/example/video
  linked by target osgppu_ssao in directory 
  C:/osgPPU-0.4.0/src/example/ssao
  linked by target osgppu_glow in directory 
  C:/osgPPU-0.4.0/src/example/glow
  linked by target osgPPU in directory C:/osgPPU-0.4.0/src/osgPPU
  OSGUTIL_LIBRARY_RELEASE
  linked by target osgppu_hdr in directory 
  C:/osgPPU-0.4.0/src/example/hdr
  linked 

[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)
- check and approve posts of new users (check for spam, ban usernames, kindly 
ask users to change names, etc.)
- check for double posts and merge them together (it happens sometimes that 
threads are get separated and need to be merged again)
- Usually it takes up-to max 30 minutes a day to moderate a forum. In best 
case, when there are more moderators, this time decreases of course


Administrator (1-2 position):
- important You must have already be seen in our community, so that we really 
know what expect from you. Or somebody of long term member can bail for you.
- You must have experience with PHP and Unix environment.
- You will get full access to forum's source code (on my servers) in order to 
hunt for bugs. Yeah, there are still bugs which need to be solved



I hope to find somebody who can take over this tasks. Moderators are currently 
more important than an administrator. However due to the move of OSG webpage to 
the new system and a wish to combine all the subsystems (svn, joomla, forum, 
mailing list) into one, it would be great to have somebody who can make this 
happen :) 

Payment: No payment at all ladies and gentlemens, you do this for the sake of 
our community :)

Contact: Please post your applications directly here to this thread. In this 
case we can learn you already before assigning you such a responsible position. 
If you want to stay anonym, then write me a PM (or better email) and I will try 
to discuss with senior community members  about your application.

 
Best regards
Art

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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

In general, consider if you need to have the resulting texture on the CPU at 
all ;) Maybe you can comeup with shaders which do exactly this, what you would 
do on the CPU. 


Actually with PBOs you can have asynchronous texture transfer. Not sure about 
download from GPU, but surely for uploading to the GPU. However, I can imagine 
that whenever you download the texture in every frame, which is automatically 
doen by osgPPU, the execution might stall, while the download isn't complete 
yet. Hence, what you might try is to write a callback which will just switch on 
the PBO use every nth frame, if you don't need the output of osgPPU in every 
frame. It might be that this could solve the problem, since the texture can be 
downloaded asynchronously during the rendering of the n frames.

I am not sure if this will work out, but you might try this.

Cheers,
art



kshahar wrote:
 Hi,
 I'm new to osgPPU and OSG in general, so please bear with me :)
 
 I'm trying to use the built-in mechanism in osgPPU::Unit for copying the 
 rendered textures to the CPU. 
 I'm using a simple tester based on one of the osgPPU examples, and my 
 initialization code is structured like this:
 
 Code:
 
 // Somewhere in the middle of the Processor graph:
 osgPPU::Unit* pUnit = new osgPPU::UnitInOut();
 pUnit-setUsePBOForInputTexture(0, true);
 parentUnit-addChild(pUnit);
 
 
 
 
 With this code the frame rate drops significantlly, from 60 to 10-30 
 (dependning on the viewport size). If I comment out the glGetTexImage call 
 inside Unit.cpp, everything works as before (but nothing gets copied, of 
 course).
 
 Considering I don't mind getting the texture with a delay of a few frames, is 
 there any way to improve the performance of the current implementation?
 I must say I've read about PBO (http://www.songho.ca/opengl/gl_pbo.html), but 
 I'm not sure whether this is the correct approach here, or how to integrate 
 it with the existing code base.
 
 Thanks,
 Shahar


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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 soon as 
one of the admins has time to unmoderate you, this will happen. 

art

p.s. I've just unmoderated your account ;)

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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 think this might be a general osg problem, since in order to 
generate texture within FBO::apply() one need to make sure that current texture 
binding is not overwritten. I think, I will try to rewrite your patch here 
slightly to ensure correct work of osgPPU, but we should keep in mind, that we 
might need a patch for OSG as well.

Cheers,
art



airion wrote:
 Hello Art,
 
 glPushAttrib / glPopAttrib works as well, but it's not available in GLES and 
 I also use osgPPU with GLES. However in GLES there are no 3D textures, only 
 2D and cube maps.
 
 Regards,
 --Alex


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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


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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:

glPushAttrib(GL_TEXTURE_BIT);
mFBO-apply(*info.getState());
glPopAttrib();

Alex, could you please try if this works for you? Based on the specifications 
of glPushAttrib this should store current texture bindings

cheers,
art



airion wrote:
 Hi,
 
 the last days I was fighting the problem, that osgPPU rendering was not 
 working in the first frame. Normally, this is rarely noticeable, but I use it 
 for generating a texture, that does not change anymore - so I use osgPPU with 
 a single shot rendering and if the rendering is faulty, the error remains 
 visible for all the time.
 
 I tracked the problem down to reside in UnitInOut::noticeBeginRendering(). 
 There mFBO-apply(*info.getState()); causes the units output texture to be 
 generated in the first frame. This causes a glBindTexture() which brakes the 
 binding of the already bound input texture, so that rendering can not work in 
 this frame.
 
 Please find attached fix, that restores the texture binding after applying 
 the FBO.
 
 Regards,
 --Alex


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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 kind of HUD, then you might need to experiment with 
Processor's bin number. Since this was set in the way, that output of the units 
is always rendered on top of anything. You might also add to the stateset of 
your geometry some higher number then this of the processor (100).

cheers,
art




Skylark wrote:
 Hi all,
 
 I hope there are some people using osgPPU who can answer my question. 
 I'm having trouble doing something that I think should be simple, so if 
 someone has any ideas I'd appreciate it.
 
 What I need is to draw a mesh (which is a blending mesh, and whose 
 vertices are in eye space) over the result of an osgPPU pipeline before 
 outputting it to the framebuffer. My osgPPU unit is almost 100% like the 
 HDR example's pipeline, without the text and background PPUs which I 
 don't need.
 
 What I tried is to add a transform (ABSOLUTE_RF) containing the mesh 
 under the final unit in the pipeline. The result is that the mesh is not 
 rendered.
 
 I also tried adding the mesh (drawable only) under the final unit's 
 geode. For this I had to create an overridden class so that the unit's 
 init() method would not remove the drawable from the geode, and still it 
 wasn't rendered in the result.
 
 Is there already a tool in osgPPU that would allow me to do this easily? 
 Or should I use a UnitCamera with my mesh under it?
 
 Thanks in advance,
 
 J-S
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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

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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 main feature which must be supported in order for proper 
work of osgPPU are shaders and framebuffer objects. If you have support of this 
features using core osg library, then osgPPU shouldn't be hard to port either.

cheers,
art

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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 like to stack multiple image effects on top of each other. But the 
 thing which is confusing me is the UnitOut Node. Wouldn't it be easier to 
 just output the last PPU's image when there's nothing attached to it?
 Or should I add multiple processors to the camera? Will they pick up the 
 results from the other processors UnitOut Nodes?
 Or do I have to write a manager class which keeps track of cameras, 
 processors and UnitOuts?
 
 Thank you!
 
 Cheers,
 Christoph


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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 will output to 
the console the units in the order they are rendered. This might help to debug 
the issue.

Cheers,
Art

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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 scale the texture(s) 
 that are attached to to the camera, e.g. half res, the render output is only 
 half the size ( in x and y ) and placed in the lower left corner, and not 
 stretched over the viewport.
 Think that with this method:
 unitOut - setInputTextureIndexForViewportReference( inputindex )
 
 one can tell ppu which unit/texture is the reference scale for the output, 
 but in my pipleine there is no viewport sized texture.
 
 Is there another way to tell unitOut to scale its resulting texture to 
 viewport size ?
 
 
 Thank you!
 
 Cheers,
 ParticlePeter


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[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

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[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 excuse if you encounter some problems 
during the next week.

Please let me know if you encounter any troubles with the forum.

Cheers,
Art

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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.


Cheers,
Art

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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 aware if this was solved in CUDA3, maybe you should check it out. 
CUDA2 definitively doesn't perform direct mapping between GL textures and CUDA 
textures/arrays.

regards,
art



Thorsten Roth wrote:
 Hi,
 
 as I explained in some other mail to this list, I am currently working 
 on a graph based image processing framework using CUDA. Basically, this 
 is independent from OSG, but I am using OSG for my example application :-)
 
 For my first implemented postprocessing algorithm I need color and depth 
 data. As I want the depth to be linearized between 0 and 1, I used a 
 shader for that and also I render it in a separate pass to the color. 
 This stuff is then fetched from the GPU to the CPU by directly attaching 
 osg::Images to the cameras. This works perfectly, but is quite a bit 
 slow, as you might already have suspected, because the data is also 
 processed in CUDA kernels later, which is quite a back and forth ;-)
 
 In fact, my application with three filter kernels based on CUDA (one 
 gauss blur with radius 21, one image subtract and one image pseudo-add 
 (about as elaborate as a simple add ;-)) yields about 15 fps with a 
 resolution of 1024 x 1024 (images for normal and absolute position 
 information are also rendered transferred from GPU to CPU here).
 
 So with these 15 frames, I thought it should perform FAR better when 
 avoiding that GPU - CPU copying stuff. That's when I came across the 
 osgPPU-cuda example. As far as I am aware, this uses direct mapping of 
 PixelBuferObjects to cuda memory space. This should be fast! At least 
 that's what I thought, but running it at a resolution of 1024 x 1024 
 with a StatsHandler attached shows that it runs at just ~21 fps, not 
 getting too much better when the cuda kernel execution is completely 
 disabled.
 
 Now my question is: Is that a general (known) problem which cannot be 
 avoided? Does it have anything to do with the memory mapping functions? 
 How can it be optimized? I know that, while osgPPU uses older CUDA 
 memory mapping functions, there are new ones as of CUDA 3. Is there a 
 difference in performance?
 
 Any information on this is appreciated, because it will really help me 
 to decide wether I should integrate buffer mapping or just keep the 
 copying stuff going :-)
 
 Best Regards
 -Thorsten
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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 set an update callback on them. Please 
check then if the callback get called. 

Cheers,
Art

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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 graph strucutre.

However, you write, that you are setting a texture to unitTexture as output of 
your other unit? Can you say me what is the purpose of that? Usually 
UnitTexture was meant to be able to put some texture as input to the osgPPU 
graph. Other children unit below the unittexture could use that then to process 
it. Settings manually an output texture of an unit as an input texture to the 
UnitTexture doesn't make sense. UnitTexture has no own shader, so to be 
processed you need to have another UnitInOut as a child of this UnitTexture.

Therefore I didn't really get what you would like to achieve. At least I am 
sure, that setting input texture to UnitTexture as output texture from 
UnitInOut is a wrong way to do it.

cheers,
art

Thank you!

Cheers,
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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 stalling. Only if there is 
dynamically any change happens, then it might create a problem.

What is your last unit, is it the DOF_Result or the BlurVertical. I assume this 
is the DOF_Result. Due to the order of the output, you will get one frame delay 
in your results. 

Are you sure that your camera, which you use for the input to the Unit graph is 
updated every frame. Maybe just one of your cameras stalls. Is it possible, 
that you create a small example application showing the issue? 


Thank you!

Cheers,
Art

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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 just to show that you can also use 
CubeMap textures as input/output with osgPPU.

Cheers,
Art

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

2010-09-03 Thread Art Tevs
Hi Ricardo,

I have to shame that I still haven't officially tagged new osgppu version which 
supports resizing. All the changes are only in the svn.
As to your suggestions, I think it should be set to user to change the aspect 
ratio. The reason is that the osgPPU does actually not know anything about 
projection matrix. osgPPU works purelly in 2D domain. Hence moving the work of 
updating projection matrix to osgPPU might be a wrong way to do it.

I think it might make more sense to put that projection matrix update somewhere 
in to update routines of the camera or the viewer.

cheers
art


Riccardo Corsi wrote:
 Hi there,
 
 I rise again this pretty old thread to add a detail: the aspect ratio of the 
 camera is not automatically corrected when resizing the viewport. 
 Is this operation left to users on purpose to be more generic?
 
 If you think it might be useful to integrate it in the resizeViewport method 
 - maybe with an optional flag? - it is as simple as adding a call like:
 camera-setProjectionMatrixAsPerspective(fovy, ar, zNear, zFar);
 
 with the new AR, within the resizeViewport() method. I tested on my side and 
 works as expected.
 
 Cheers,
 ricky
 
 
 On Tue, 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 like a charm with 
  almost any example (motionblur still make some small issues). Take a look 
  into the viewer or HDR or DoF example, all of them works.
  
  There were several issues, I had to correct. One of them was to force to 
  call osg::Texture::dirtyTextureObject() after resizing. In osg code if you 
  call setTextureSize, then nothing else happens :( With this change it works 
  better. Additionaly I put the solution as proposed by Mick and changed the 
  size of every texture of the camera. Just take a look into examples. I will 
  go for a release of osgPPU v0.6 (for osg 2.8.3) in the next days, I think.
  
  I hope now, the problem can be seen as solved to 95% :)
  
  
  Cheers,
  Art
  
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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

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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

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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 processor. This 
wouldn't work in your case, since you need a unit which will first bypass your 
camera's texture into the pipeline. Do this by placing first a 
UnitCameraAttachmentBypass under the processor and then your UnitInOut under 
this unit. 

- why you setup front face culling on your unit??? This is non-sense. You 
probably might want to setup front-face culling on your rendered box and not on 
the Unit. If you do so with the unit, you might end up in having no results at 
all, since the internal screen sized quad used to by the unit whill not be 
rendered at all.

...

I would propose you to take a look on some examples provided with osgPPU in 
order to understand how the internal works. Also to understand that osgPPU is a 
tool which works on textures and not on geometry. That means in osgppu pipeline 
you put a texture (in 90% of the cases this is some texture from a camera) and 
as output a texture comes out. It is not, that you put a geometry or a scene 
into the pipeline, and it will come out to the texture.


Art

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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 difference if you put your pipleine (or any kind of 
subgraph) into the scene graph during the running time. Processor, which 
initializes the pipeline, will be initialized as soon as it visited first time 
by an osg visitor. The only one problem might appear, is that you would not get 
the results directly on the first frame, but on the second one, after you 
enable the pipeline.

cheers,
art

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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 are using slave camera, or just not the main camera for 
the pipeline. So that just wrong camera is updated. If you not sure, if 
everything is right, then just put a simple pipeline, without any shaders in 
it, i.e. UnitCameraBypass-UnitOut. This will just put the output of the camera 
on the screen. Check then if your camera is updated correctly. 

The glow example in the osgppu repository shows an effect using two cameras. So 
maybe this might help you to debug your camera's setup.


Cheers,
Art

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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 value, I just overlooked this fact.

Cheers,
Art

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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 change the texture2D calls to texture2DLod where 
mipmap level is accessed. 

Also add following two lines in the beginning of both shaders:
#extension GL_EXT_gpu_shader4  : enable
#extension GL_ATI_shader_texture_lod : enable
This should force to enable the correct behaviour even on ATI cards, I hope.

It is better if you just get the shaders  and the hdr example (osgppu.cpp and 
hdrppu.h) from 0.4.2-rc1, it should then work.


Josselin:
yeah, I am not usre if it makes everything faster, but at least it makes it 
more or less correct. However, as I said, I can not guarantee that this also 
work on other GPU vendors as nVidia.


Cheers,
Art

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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 used only in vertex shaders. For whatever 
reasons texture2D do not really accept the last parameter, so one do always 
read the first mipmap level, instead of the last one. Another problem was not 
to clamp the resulting luminance to 0 on negative values. Negative values 
happens when everything is black, so the log(0+epsilon) became negative.

On nVidia hardware texture2DLod can be also used in fragment shaders. 
Unfortunately I have no clue about ATI hardware. I placed some extra glsl 
extensions into the shader code, to activate this behaviour also an ATI cards. 
I found this info on a forum about game development. So, maybe this helps.

I debugged now the HDR example and it seems to work perfect. However I am not 
sure how it will work on ATI cards, I hope it would also work perfect :)

New changes are submited into osgPPU-0.4.1 repository, the svn trunk is not 
patched with this changes for now. I will do this in the next days.


Cheers,
Art

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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 need to check why wrong values 
are readed from mipmaps. If there is no data, then it might be that osgPPU's 
mipmap units don't render to mipmap level correctly.

If you like, you could try yourself to find the issue and post a patch for this.

regards,
Art

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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 level (i.e. level 100) to an texture2DLod 
function. This might help. In deed in earlier versions I had have the 
texture2DLod functions instead of texture2D. However due to glsl specifications 
texture2DLod is only valid in a vertex shader although it also worked well in 
fragment shaders on nVidia hardware. After that I then changed to texture2D to 
match the correct specification, but never checked if this introduced the 
errors you was talking about.


Cheers,
Art

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[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 includes, however there are a lot of bugfixes. So for 
example CUDA project should not crash on exit (however maybe after osg 2.8.2, 
since one patch is required for that). A lot of bugfixes with cmake files were 
solved. Dynamic resizing is also support and is shown in HDR, DoF, Glow and 
Viewer examples.

The version was tested on WinXP 64bit with VS 2008 (CUDA Toolit 3.0) and 
OpenSceneGraph 2.8.3. Every of the examples works fine. 

If there will be no complains about it, I will tag this version as 0.4.2 and 
will publish this as official NoeKit for 2.8.3.

Thank you in advance.

Cheers,
Art

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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 version 
is get developed further, which in that case happened to osg. Somewhere the 
version 2.7.x was tagged/branched as 2.8 and released as stable version. The 
work continued on 2.9.x but also patches were applied to 2.8.x. So in general 
this means, that it could happen that if current 2.9.x version will be tagged 
as 2.10 there could exists both versions living besides, 2.8 and 2.10 having 
different APIs.

As for osgPPU it is not only the getOrCreateGLBufferObject() which don't work, 
but also much more things. I tried yesterday to bring combine current trunk 
version of osgPPU with osg 2.8 and that didn't really worked out without 
introducing additional bugs. So, I decided to submit several patches to the 0.4 
release but do not include new features, only patches. This will be a 0.4.1 
version, which will be compatible with up-to osg 2.8.3.

As for very new features, like new Units or new examples, I will have to wait 
until next stable release from the 2.9.x version ,which might be the 2.10. 
Maybe I will come with some developer release inbetween so that there is 
something compatible with osg 2.9.x versions out there.


Cheers,
Art

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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 2.8.3 because it relay on some 
changes in 2.9.x versions (i.e. RenderingBin sorting mode TRAVERSE_ORDER). 

However, some bugfixes can be included very well into 0.4 branch. I just cannot 
tag the svn trunk of osgppu in order to be compatible with latest stable 
release 2.8.3. Hence I have to repatch the 0.4 version in order to solve the 
bugs and hence maintain also the 0.4 branch. So the 0.4.1 version will include 
only bugfixes, no new features.  


Cheers,
Art

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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 tomorrow. It could be that there is an API 
difference between 2.9.8 and 2.8.3 branch. I'll check it.


Cheers,
Art

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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 according osg branch (which I didn't really 
like) or to detect the version and write preprocessor or cmake workarounds for 
that (which is also not a good solution).

Paul do you have any ideas on that?

For this release I will go for a preprocessor solution, I think. Since I am not 
sure if I am ready to tag already new version of osgPPU, since I want to check 
it before tagging.

cheers,
art

P.S. Allen, I think, I should have the changes tomorrow.



Paul Martz wrote:
 Allen Saucier wrote:
 Names of the member functions in the FBOExtensions class changed on trunk 
 after 
 the 2.8.2 release. OSG 2.8.3 was released off the 2.8 branch and is 99.9% API 
 compatible with OSG 2.8.2. The FBOExtensions name changes are not in 2.8.3. 
 It 
 looks to me like trunk of osgPPU is tracking trunk of OSG (which I would 
 expect).
 
 Art and I discussed osgPPU and the 2.8.3 release previously. If you check the 
 archives, I believe you'll find a post from me stating that the same version 
 of 
 osgPPU that worked with 2.8.2 should also work with 2.8.3.
 
 -- 
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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 compatible to 
2.8.3. The version 2.8.3 came right a weak ago or so. The 2.9.8 and 2.9.7 osg 
versions exists longer than the 2.8.3 version. So as for my project I try to be 
compatible to the most youngest osg version. In this case this is the developer 
version in the trunk. 

However if some time ago there was a split into another branch it might became 
painful to have an external NodeKit compatible with all official osg branches 
that exists. I mean 2.8.3 is based on 2.8, so between 2.8 and 2.9 there was an 
API change, this is ok. However both versions 2.8.3 and 2.9.x were maintained 
in parallel. So for NodeKit developers this would mean we have to take care 
also on osg branches in our trunks, which might became painful. Therefor I just 
asked, which kind of solutions there might exists. 

But, ok, never mind, I will try to come up now with a solution to have the best 
of both worlds, new features and compatible API to the official stable release. 

art

P.S. On the osgPPU webpage there is a compatiblity list given. So, currently no 
stable realase exists for the newest osg stable release, but this will change 
in the next days ;)


Thank you!

Cheers,
Art

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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 make some small issues). Take a look into the 
viewer or HDR or DoF example, all of them works.

There were several issues, I had to correct. One of them was to force to call 
osg::Texture::dirtyTextureObject() after resizing. In osg code if you call 
setTextureSize, then nothing else happens :( With this change it works better. 
Additionaly I put the solution as proposed by Mick and changed the size of 
every texture of the camera. Just take a look into examples. I will go for a 
release of osgPPU v0.6 (for osg 2.8.3) in the next days, I think.

I hope now, the problem can be seen as solved to 95% :)


Cheers,
Art

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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 use the output of very last 
procesing stage. I assume this is what you are looking for.

If you just want osgPPU to render only in certain parts of the screen, then use 
Unit::setViewport() on the very last UnitOut to specify the viewport where 
pipeline should render its output.  Here the lsat unit should be UnitOut in 
order to render directly to the screen.

regards,
Art

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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 work.

The big issue here is, that the main texture where the main camera put its 
results into is not updated and hence we get this strange behaviour. One really 
bad workaround is to force RenderStage to rebuild main camera's FBO on the next 
frame. Please take a look into osgPPU's viewer example view.cpp (line 82-98). 
In the current svn version I've added this hack. Start viewer example with 
./osgppu_viewer Data/bypass.ppu in order to run just a bypass unit.
Viewer example do support now resizing however only for this simple pipeline. 

For complex pipelines one need to somehow force a texture update of every FBO, 
I am not sure now, how to do this.
If somebody could write a patch to force this update all osgPPU users would be 
very appreciated, I think :) I will take a look next how to solve it in an 
elegant way.


Cheers,
Art

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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 sizes of the units get changed, but 
still I get same output errors as previously posted.

My suspicion is raised on the osg viewer's code base where the frame buffer 
objects of a camera get rebuild. I think that something goes wrong there, but I 
am still not sure. 

I have this issue on my agenda for the next release of osgPPU, so sooner or 
later I will try to solve it. If you find a solution for this problem (please 
use svn version of osgPPU) then we all would be very appreciated :)


Cheers,
Art

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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 know which version of 
CMake you are using, so that I will be able to reproduce the bug.

regards,
art



allensaucier wrote:
 Hi Art,
 
 I have encountered a potential error when installing osgPPU under ubuntu 
 linux 9.0.4.  I wanted you to be aware of it.
 
 Here is the output from my install today.  The anomaly that I found was a 
 warning that stated an if statement was not properly closed.  I just wanted 
 to make you aware of this.
 
 
 Code:
 
 [al...@nlosdev3:]$ cmake ../ -DCMAKE_BUILD_TYPE=Release
 -- Detectd OpenSceneGraph v2.8.1.
 -- Plugins will be installed under osgPlugins-2.8.1 directory.
 -- Configuring done
 -- Generating done
 -- Build files have been written to: /home/allen/Desktop/osgPPU-0.4.0/build
 [al...@nlosdev3:]$ make
 Scanning dependencies of target osgPPU
 [  2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o
 [  5%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitBypass.o
 [  8%] Building CXX object 
 src/osgPPU/CMakeFiles/osgPPU.dir/UnitDepthbufferBypass.o
 [ 11%] Building CXX object 
 src/osgPPU/CMakeFiles/osgPPU.dir/UnitCameraAttachmentBypass.o
 [ 13%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitTexture.o
 [ 16%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitOut.o
 [ 19%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitOutCapture.o
 [ 22%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitInOut.o
 [ 25%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitText.o
 [ 27%] Building CXX object 
 src/osgPPU/CMakeFiles/osgPPU.dir/UnitInResampleOut.o
 [ 30%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitInMipmapOut.o
 [ 33%] Building CXX object 
 src/osgPPU/CMakeFiles/osgPPU.dir/UnitMipmapInMipmapOut.o
 [ 36%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Processor.o
 [ 38%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Visitor.o
 [ 41%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Utility.o
 [ 44%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/ColorAttribute.o
 [ 47%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/ShaderAttribute.o
 [ 50%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitCamera.o
 [ 52%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/UnitInOutModule.o
 Linking CXX shared library ../../lib/libosgPPU.so
 [ 52%] Built target osgPPU
 Scanning dependencies of target osgppu_hdr
 [ 55%] Building CXX object src/example/hdr/CMakeFiles/osgppu_hdr.dir/osgppu.o
 Linking CXX executable ../../../bin/osgppu_hdr
 [ 55%] Built target osgppu_hdr
 Scanning dependencies of target osgppu_viewer
 [ 58%] Building CXX object 
 src/example/viewer/CMakeFiles/osgppu_viewer.dir/view.o
 Linking CXX executable ../../../bin/osgppu_viewer
 [ 58%] Built target osgppu_viewer
 Scanning dependencies of target osgppu_dof
 [ 61%] Building CXX object src/example/dof/CMakeFiles/osgppu_dof.dir/dofppu.o
 Linking CXX executable ../../../bin/osgppu_dof
 [ 61%] Built target osgppu_dof
 Scanning dependencies of target osgppu_cubemap
 [ 63%] Building CXX object 
 src/example/cubemap/CMakeFiles/osgppu_cubemap.dir/cubemap.o
 Linking CXX executable ../../../bin/osgppu_cubemap
 [ 63%] Built target osgppu_cubemap
 Scanning dependencies of target osgppu_texture3D
 [ 66%] Building CXX object 
 src/example/texture3D/CMakeFiles/osgppu_texture3D.dir/texture3D.o
 Linking CXX executable ../../../bin/osgppu_texture3D
 [ 66%] Built target osgppu_texture3D
 Scanning dependencies of target osgppu_video
 [ 69%] Building CXX object 
 src/example/video/CMakeFiles/osgppu_video.dir/video.o
 Linking CXX executable ../../../bin/osgppu_video
 [ 69%] Built target osgppu_video
 Scanning dependencies of target osgppu_ssao
 [ 72%] Building CXX object src/example/ssao/CMakeFiles/osgppu_ssao.dir/ssao.o
 Linking CXX executable ../../../bin/osgppu_ssao
 [ 72%] Built target osgppu_ssao
 Scanning dependencies of target osgppu_glow
 [ 75%] Building CXX object src/example/glow/CMakeFiles/osgppu_glow.dir/glow.o
 Linking CXX executable ../../../bin/osgppu_glow
 [ 75%] Built target osgppu_glow
 [ 77%] Building (Device) NVCC Dependency File: 
 /home/allen/Desktop/osgPPU-0.4.0/build/src/cuda/kernel.cu_cudakernel_generated.cpp.NVCC-depend
 [ 80%] Converting NVCC dependency to CMake 
 (/home/allen/Desktop/osgPPU-0.4.0/build/src/cuda/kernel.cu_cudakernel_generated.cpp.depend)
 [ 83%] Building (Device) NVCC -cubin File: 
 /home/allen/Desktop/osgPPU-0.4.0/build/src/cuda/kernel.cu_cudakernel_generated.cpp.NVCC-cubin.txt
 ptxas /tmp/tmpxft_562d_-2_kernel.ptx, line 384; warning : Double 
 is not supported. Demoting to float
 The end of a CMakeLists file was reached with an IF statement that was not 
 closed properly.
 Within the 

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. So that next time nobody get 
confused about the method. One just have to write a visitor which is able to 
find a unit also in an unitialized graph. 

As simple workaround would be to use osg's internal find node methods (I am 
pretty sure there must be such) and to look for a node with the given name. 
Units are derived from nodes, hence it should work in that way too.

Cheers,
Art

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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 effect on and off.  I have attached the code.  Would you please 
 consider adding this to your list of examples that one may download with 
 osgPPU?
 
 
 Thank you for all of your help.
 
 Cheers,
 Allen


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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

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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 motion blur or 
hdr example). So using osg's find node method it might not terminate. After the 
unit pipeline is initialized the loops are resolved and hence afterwards a 
simple node visitor should be also able to find any unit.

Art

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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 repository and solved the findUnit issue.



allensaucier wrote:
 
 I understand the term, initialize, means when the application is running and 
 not after the line of code:  osgPPU::Processor *processor = new 
 osgPPU::Processor();
 Am I correct?
 


Yes, when there was a first call of Processor::traverse method with an 
UpdateVisitor. This usually happens when first frame is drawn, so after main 
application rendering loop is started (osgViewer::run() )

cheers,
art

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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 comment in the code. I tried to 
write a lot of comments for beginners, so take a look on them.

Now to your questions:
 

allensaucier wrote:
 
 1. what line of code actually performs the glow effect?
 a. I am a novice with shaders and osgPPU
 b. I found how to increase the intensity of the glow within the shader 
 source code; it is the * 2 effect on glowColor
 c. I can not find the line of code that actually performs the glow
 

There is no direct one line or function. It is just matter of the algorithm 
used behind. For glow effect the object which has to glow is rendered separatly 
in a buffer. This buffer is then blurred (shaders) and added to the main view 
also in a shader. So you have to understand first how the algorithm works and 
then you will find the lines of code you actually need.


 
 2.  Within the shader source code, the variables view and glow confuse me.  
 Nothing within glow.cpp refers directly to either of these variables and so I 
 do not know 
 1) how the glow effect actually happens.
 2) how the different input to shaderSrc is actually differentiated 
 between view and glow.
   Would someone please tell me? :-*
 
  I have noticed that the resultShader receives input from unitCam1 and 
 from blury which gives the view and glow outputs, though I do not fully 
 understand how.
 

See previously. View is the main view, glow is the glowed view.


 
 3. I have continued to notice the use of processor as the beginning of the 
 pipeline.  When adding a child to a pipeline element, does that automatically 
 send output to the child?
 

If your child is a osgPPU::Unit, then yes, it should more or less send 
automatically the output of the parent to the child. Think on the osgPPU 
pipeline as on some graph with nodes as your processing units, which do 
something with the input and producing the output to the next nodes. Processor 
is the root node of the pipeline and has to be always used. It is needed to 
allow running of osgPPU's own node visitors to be able to flawlessly cooperate 
with OpenSceneGraph.


 
 4. I have noticed that there are 2 camera inputs into the pipeline. One is 
 the main camera directly attached to processor.  The other is a new camera, 
 slaveCamera, which is attached to unitSlaveCamera.  What stops the main 
 camera's output from going into the unitSlaveCamera?
 

Main camera renders the whole scene. Slave camera renders only the objects 
which needs to glow. 


 
 5. what does osgPPU::UnitCameraAttachmentBypass mean?
 6. what does osgPPU::UnitCamera mean?
 

UniCameraAttachmentBypass do bypass camera's attachments (i.e. render textures) 
into the osgPPU pipeline. As I said before, every unit is a node computing 
outputs by using inputs. Inputs are always textures. So in order to bring it to 
the pipeline from OpenSceneGraph's cameras, we place this unit either directly 
under Processor or under UnitCamera. UnitCamera do bypass the osg's camera to 
the pipeline. It has no direct output and hence UnitCameraAttachmentBypass is 
required to get camera attachments and put it into the pipeline. Units placed 
under AttachmentBypass will use camera's texture as input.


So, I hope I was able to clarify this. Please take a look into documentation. 
Based on the examples and the reference api documentation (doxygen) you should 
be able to understand what is every unit good for.

regards,
art

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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 updates.

So will we continue with 2.8.x numbering or is there a plan to go further with 
the old numbering, 2.10, 2.12, ...

Thank you for your attention and sorry if this was discussed before, I could 
miss that.

Cheers,
Art

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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 have 
problems like sinf/cosf/tanf/... identifier not found?!?! It seems Visual 
studio doesn't like cuda files anymore. I will check that. But to your problem, 
I wasn't able to reproduce the error, it works.


Cheers,
Art

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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 sinf/cosf/tanf/..., yes this are cuda versions of this functions, 
however for some reasones cuda compiler do not work anymore on my machine. I 
have to test what causing that and to update svn version then.

Cheers,
Art

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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 course need the osg dll in 
the same directory. 

If you use osgPPU for your project, then you have to copy the osgppu dlls into 
the same directory as your osg dlls.



Cheers,
Art

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[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 users
Total amount of users: 2307 users

March, 2010:
1916 mailing list users,
1001 forum users,
Overlap of 203 users
Total amount of users: 2714 users


Amount raised in the last half year:
total amount raised by 17.5%
number of ML users grew by 0.2%
number of forum users grew by 66.6% 

Our top 5 visitor countries are:
USA, Germany, France, China, Great Britain
We are reachable now from around 20 search engines. The number of visitors on 
our forum webpage has grown continuously from 104 in the first week till 4200 
in the last week.


The forum team wishes all the best to the growing OSG-Community and hopes that 
the trend will continue for the next years! We wish you all a bug-free season 
:) !


Your OSGForum-Team

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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 statistics for the last month 
and there was almost nobody with such small resolution :)

cheers,
art



Nonsanity wrote:
 If the OpenSceneGraph logo image at the top of every forum page had a scaling 
 transform placed above it making it at least 25% smaller, then users of the 
 forum with smaller browser windows wouldn't have to side-scroll back and 
 forth to read the posts... :)
 
 Or in other words, could someone shrink the forum's OSG logo image a bit? It 
 makes the forum require a browser window width of 1200 to avoid side 
 scrolling. (I can't be the only one affected by this?)
 
 Thanks,
  ~ Chris Innanen
  ~ Nonsanity


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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 put instead of the kernel used in that example your FFT code 
and it should work. There is just one drawback, when using Cuda within OpenGL, 
the performance. The memory space of Cuda and OpenGL is not shared, hence it 
costs you some time to copy a texture into cuda space and copy it then back. 
However I am not sure if there were new extensions to speed up the copy process.

cheers,
art




josselin wrote:
 Hi,
 
 I just would like to know if someone already used a fft algorithm with  
 osgPPU (for image processing), with pixel shaders or CUDA?
 
 Or maybe could you tell me if it's difficult to use CUDA in osgPPU?  
 I'm quite experimented with PPU but not with CUDA, and I would like to  
 know how it could be difficult to use the FFT librairy of CUDA  
 (http://developer.download.nvidia.com/compute/cuda/2_0/docs/CUFFT_Library_2.0.pdf).
 
 Thanks in avance,
 Josselin.
 
 
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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

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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 face culling there?!

Unit texture?? Can you point me on the source line you are talking about. All 
I can see is the parameter unit, which defines the texture unit (so an integer) 
of the texture. The source code was originaly a code from osg cubemap 
reflection example and was just modified to show output of the osgPPU. Hence it 
might be little bit confusing with parameters there.


Cheers,
Art

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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 that you force your camera to resetup completly on the next apply 
call. This actually  make sense. I would try this as soon as I have enough 
time. 

Thank you!

Cheers,
Art

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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 anything and wasn't able to solve it :( 
Thank you for your effort on this!
I think we have to investigate the main osg code, since it seems that dynamic 
resizing of FBOs and its attached textures isn't well supported, but I am not 
sure. I hope I will get the time to solving that issue before next release of 
osgPPU (next release at least when there is next stable osg release). So eithe 
rbe patient or I would be very appreciated if you could find what goes wrong 
there exactly.

Best regards,
Art

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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

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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

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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

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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 the mailing list. Forum 
came almost 10 years after the mailing list, so the most community members 
were/are concentrated around the mailing list. The main contributors and 
authors of OSG are also prefer to use mailing list except of the forum.

Usually the communication in the mailing list is done through mail clients, 
which are set up to put realname in the from header. So the community is used 
to know both names of a person who is acting on the list. Forum introduced some 
kind of anonymity (nicknames except of real names) which was not that well 
accepted in the community. Hence we decided to force every forum user to follow 
the same netiquette rules as established over the last years during the mailing 
list age. 

I hope you and other people will understand that.

best regards
Art

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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 could use any pseudonym which 
sounds plausible except of his real name. 

So it is ok to change the first name from a longer version to some shorter one. 
However it is still not ok to just to use the first part of the name. Or if we 
allow it for one user, then we have to allow it for everybody, otherwise it is 
unfair in respect to others.

cheers,
art


 
 Yes that's fine.  The aim on the naming policy is to instill a
 friendly discourse amongst the community by encouraging use of human
 names rather than user id's that resemble random number generators or
 are deliberately abrasive.
 


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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

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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

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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 remove osgPPU completly and set the main camera's 
implementation to FBO. This should give you also black screen. Or did you tried 
to make the graph, I proposed to you?

Yes, I mean that the main root node has two children. One is the slave camera 
and another one is the ppu's processor.  The slave camera has to be used by the 
processor through setCamera(). Try it first in your application before going to 
the host application.


 
 I have set the FBO camera with RELATIVE_RF transform and I didnt set the view 
 and projection matrices. I guess the view matrix will be update by its parent 
 and osgPPU will set the projection matrix with a 2 projection. Am I right ?
 

osgPPU didn't change anything within your camera, it just uses camera's texture 
as input nothing else. So you have to setup your projection matrices by your 
self. With RELATIVE_RF only the view matrix should be updated. 

art

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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 main camera,I did it too, and I have the scene with 
 no osgPPU (no resambled scene) like I explained on my 1st post.
 

So that means that the host application do resetup the main camera settings. 
This is because you should actually don't see anything except of not-changed 
scene. this is becaus you set your camera to render into a texture and not on 
the screen. 
This means that whenever you want to try with the main camera, it will probably 
not work. Therefor try to setup a slave camera which render into the texture 
and use its texture for processing. Just like I said in previous posts.


 
 I have checked too in the debug mode, and the camera has still the 
 FRAME_BUFFER_OBJECT mode on each frame. So I do not understand either. I see 
 in debug mode that the main camera holds pre and post render callback, do you 
 think these functions may interfer with osgPPU ?
 

Hmm, that is somehow strange. If you camera renders into a texture by FBO, how 
you can see any output then on the screen without osgPPU or without anything 
which renders this texture on the screen.
It could be that in the post render callback exactly this happens. If this is 
the case, then it might be that osgPPU will never work, or at least you will 
not see it's results on the screen. However I am not sure without knowing what 
is happening in those callbacks.


So the only way I see how to include osgPPU into an OSG application where you 
do not know what this application is doing, is to use the scene graph I 
proposed earlier. Also to disable all extra render callbacks on the main camera 
or render stage.

I hope, this help you somehow.
art

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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 do require the texture. However, when UnitOut is 
rendered it will render to FBO 0, so the default frame buffer. If your main 
camera is then set to use pbuffers, I assume then, that the result of the 
osgPPU will be overwritten by your camera. Not sure, just try it.

cheers,
art


seb wrote:
 Hi,
 
 In my application, I just add this code on the init part :
 
 
 Code:
 osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
 texture-setTextureSize(width, height);
 texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
 texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
 texture-setInternalFormat(GL_RGBA);
 
 m_camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
 m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);
 m_camera-attach(osg::Camera::COLOR_BUFFER, texture);
 
 osg::ref_ptrosgPPU::Processor postProcessor = new osgPPU::Processor();
 postProcessor-setCamera(m_camera);
 postProcessor-setName(Processor);
 postProcessor-dirtyUnitSubgraph();
 m_root-addChild(postProcessor.get());
 
 osgPPU::UnitBypass* bypass = new osgPPU::UnitBypass();
 bypass-setName(Bypass);
 postProcessor-addChild(bypass);
 
 osgPPU::UnitInResampleOut* resample = new osgPPU::UnitInResampleOut();
 resample-setName(Resample);
 resample-setInputTextureIndexForViewportReference(-1);
 resample-setFactorX(0.1);
 resample-setFactorY(0.1);
 bypass-addChild(resample);
 
 osgPPU::UnitOut* ppuout = new osgPPU::UnitOut();
 ppuout-setName(PipelineResult);
 ppuout-setInputTextureIndexForViewportReference(-1);
 resample-addChild(ppuout);
 
 
 
 the camera is the only one camera that I have, it is the view's camera.
 the root is the scene data
 
 I just want to do a post render to texture into resampled texture, but I just 
 see the scene as there was no ppu (my image is not resampled)
 Do I miss something ?
 
 Cheers,
 Sebastien


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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 some reasons. However they 
should be enabled, because from the host application point of view this are 
just another nodes in the scene graph.

What happens if you just set the main camera to use frame buffer object and 
don't use osgPPU at all. You then should not see anything, because main camera 
will then render into the texture and not on the screen. If you then see your 
previous results, then it means that the settings of your main camera are 
restored to something default. The way to solve that will then be to define 
your own scene graph with another camera, which will render the scene into the 
texture. So something like this:

Code:

  mainCamera
  | |
yourCam(FBO) - osgPPU
  |
scene



Maybe you can try this.

Cheers,
art

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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 memory.  If I 
am wrong, then please correct me.

cheers,
art


J.P. Delport wrote:
 Hi Robert,
 
 Robert Osfield wrote:
 
  Hi J.P,
  
  I found that the GL driver support for properly accelerating the
  reading from the GPU memory using PBO to be very sensitive for pixel
  format, and if you fell off the past path it would indeed be slower.
  It's a while since I implemented osgscreencapture so can't remember
  all the details off hand, but have a look into forcing the use of the
  RGBA frame buffer.
  
 
 OK, I'll have a look at the format. I was actually triggered by one of 
 our own apps that reads GL_LUMINANCE textures back (at half the speed 
 with pbo than without) and then saw osgscreencapture exhibit the same 
 trend. For some reason I thought I remembered osgscreencapture being 
 faster with pbo (dual pbo is the default e.g.), but maybe my memory is 
 wrong.
 
 rgds
 jp
 
 
  
  Robert.
  
  On Mon, Dec 7, 2009 at 9:39 AM, J.P. Delport  wrote:
  
   Hi all,
   
   running with latest svn OSG, the osgscreencapture example produces the 
   best
   speed for me (tested on a few machines) when run with the --no-pbo command
   line parameter. All the pbo options (--single-pbo to --triple-pbo) are
   slower. Is this expected? I've thought that the pbo versions would be
   faster?
   
   regards
   jp
   
  
 
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Re: [osg-users] osgscreencapture transfer speeds (PBOs slower)

2009-12-07 Thread Art Tevs
Hi J.P.

I think one can get more thatn 1GB/s. Of course it strongly depends on used 
system memory, motherboard and CPU. There was  discussion on GPGPU forum 
(http://www.gpgpu.org/forums/viewtopic.php?t=4798). And it seems that it is 
also a matter of how to write the correct benchmark. So, maybe you have to 
check if your benchmark code is fair enough to be measured. 

cheers,
art



J.P. Delport wrote:
 Hi Art,
 
 do you know what the fastest for a single channel transfer is? Or should 
 I make a shader that dumps single channel data into BGRA? Or can I cheat 
 and render to a luminance 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 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 memory.  
  If I am wrong, then please correct me.
  
  cheers,
  art
  
  
  J.P. Delport wrote:
  
   Hi Robert,
   
   Robert Osfield wrote:
   
   
Hi J.P,

I found that the GL driver support for properly accelerating the
reading from the GPU memory using PBO to be very sensitive for pixel
format, and if you fell off the past path it would indeed be slower.
It's a while since I implemented osgscreencapture so can't remember
all the details off hand, but have a look into forcing the use of the
RGBA frame buffer.


   OK, I'll have a look at the format. I was actually triggered by one of 
   our own apps that reads GL_LUMINANCE textures back (at half the speed 
   with pbo than without) and then saw osgscreencapture exhibit the same 
   trend. For some reason I thought I remembered osgscreencapture being 
   faster with pbo (dual pbo is the default e.g.), but maybe my memory is 
   wrong.
   
   rgds
   jp
   
   
   
Robert.

On Mon, Dec 7, 2009 at 9:39 AM, J.P. Delport  wrote:


 Hi all,
 
 running with latest svn OSG, the osgscreencapture example produces 
 the best
 speed for me (tested on a few machines) when run with the --no-pbo 
 command
 line parameter. All the pbo options (--single-pbo to --triple-pbo) are
 slower. Is this expected? I've thought that the pbo versions would be
 faster?
 
 regards
 jp
 
 

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

2009-12-04 Thread Art Tevs
Hi J.P.

I think this is the way how to do it. One can even go further and remove the 
height and width vectors in the method since we setup them directly in this 
method. 
Hmm, I wonder if this will work correctly: the screen sized quad is created in 
the very first call of the unit's init method. In most cases the input texture 
is not realized till this moment, hence texture width/height might be 0 in this 
case. This behavior always annoyed me, that texture width/height is 0 before it 
get applied to some state. So the correct width and height will only be setted 
up in the second frame. 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 place, where the quad is created. The right
   place would be to add the multiple texture coordinates there. Yes,
   accesing mInputTex (or directly through getInputTextureMap() method)
   should be fine there. However make sure that you do this after
   Unit::init() call or actually after Unit::setupInputsFromParents()
   call. This is because the mInputTex is first correctly setted up just
   right after those calls.
   
  
  OK, I will start with this.
  
  
   
Is it necessary to create coords per input texture, or would it be
OK to always just generate two sets: one for normalised range and
one for rects? This assumes that all input rectangles to a unit has
the same size?


   
   No, I would create coords for every input texture, even if they are
   just the same in all cases. This would allow us to introduce later
   maybe some kind of TextureCoordinatesMatrix, which can be used to
   change the uv-coordinates of the screen sized quad for different
   input units. Not sure how one can use it, but why not (maybe for some
   special effects) ;)
   
  
  OK, will make coords per input. I will start with 0 params to 
  createTexturedQuadDrawable as this is how it is called in all current 
  cases.
  
  We should still then think of how the user can specify coordinates 
  manually (maybe extra map to accompany mInputTextures?) or some 
  transform like you said.
  
  rgds
  jp
  
  
   
   cheers, art
   
  
 
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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 test the version from the svn.

Thank you!

Cheers,
Art

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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 difference, imho, is in 
specifying coordinates, so that one can use also npt textures while recomputing 
the coordintes in the shaders. So, to be honest, I do not know of any case 
where rectangular textures are really helpful. This was the reason, why I have 
never tried to add support for them into the pipeline. 


 
 The main difference is the setup of the quad to be rendered: if the 
 input texture is a rect, then the quad coords must be set up correctly. 
 I've done this at the top of init() in UnitInOut, but want to know if 
 you think this approach is correct? Maybe a change in the utility function?
 

Yes, this seems to be the trick part. I would not prefer to have a special case 
in UnitInOut::init which changes the coordinates in case of rectangular texture.
I would propose to use multiple texture coordinates. As soon as a unit becames 
dirty, so that it has to setup its inputs, one do creates screen sized quads 
with multiple texture coordinates. The coordinates should of course correspond 
to the input index. So that if rect-texture is on 2nd input then only 2nd 
coordinates should be changed. This would guarantee that always correct 
coordinates are used in the shaders as long as user do understand what he is 
doing ;)


 
 Some language and spelling things were changed. You can merge them if 
 you like.
 

Oh thank you very much. I will merge the changes soon.


Regards,
art

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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 code seems to be similar to the luminance computation in the HDR 
example (quick overview over the code). Using mipmaps one can compute an 
average or arithmetic mean value, I am not aware if reduction is really needed 
here. Maybe reduction means exactly the same. To compute it I would do the way, 
you described here: using UnitInMipmapOut to crete a mipmap with the average 
value in the highest level.

What do you mean, that the values are not the same? In order to get the 
computed value out of the mipmap you have to access the last mipmap level in 
your shader. Take a look into brightpass/tonemap shader, where the last level 
with scene luminance is accessed. Also make sure that in the last level you 
access not on (0,0) position, but on (0.5,0.5), because otherwise you will get 
interpolated values. It is actually better to disable GL_LINEAR filtering for 
the textures used by the unit.

art

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[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 fun !

regards
art

P.S. Registration with OpenID acount only, is currently not possible, however 
might be added in the far future :)

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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 OK if I access mInputTex 
 in createTexturedQuadDrawable to get the input rect size?
 

Yes, it is the only one place, where the quad is created. The right place would 
be to add the multiple texture coordinates there. Yes, accesing mInputTex (or 
directly through getInputTextureMap() method) should be fine there. However 
make sure that you do this after Unit::init() call or actually after 
Unit::setupInputsFromParents() call. This is because the mInputTex is first 
correctly setted up just right after those calls.


 
 Is it necessary to create coords per input texture, or would it be OK to 
 always just generate two sets: one for normalised range and one for 
 rects? This assumes that all input rectangles to a unit has the same size?
 

No, I would create coords for every input texture, even if they are just the 
same in all cases. This would allow us to introduce later maybe some kind of 
TextureCoordinatesMatrix, which can be used to change the uv-coordinates of the 
screen sized quad for different input units. Not sure how one can use it, but 
why not (maybe for some special effects) ;)

cheers,
art

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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, max, and mean).

Another point which one has to check: when doing mipmapping if texture 
coordinates to grab from the previous level are correct. This might introduce 
errors either because wrong pixels are grabbed or interpolation is in between 
(so pixels are not grabbed at their center). I must admit it was a long time 
ago, that I have tested the shaders if they use correct pixel coordinates. It 
might happen that there is still a mistake. You can see it in the code, where 
there is a comment (TODO check why -1 seems to be correct). Because to the 
time I wrote the shader, I was pretty sure it should be +halfTexel and not 
-halfTexel there. However the results seems to be correct. The shader was 
original taken from my other application. 
I have to sit down and just to recheck all that mipmap stuff, but unfortunately 
I have not so much time for that :(



Cheers,
Art

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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 member function 'void 
 osgPPU::Unit::popFrameBufferObject(osg::State)':
 /home/jpd/dev/OSG/osgPPU/include/osgPPU/Unit.h:311: error: 'class 
 osg::FBOExtensions' has no member named 'glBindFramebufferEXT'
 
 I think the EXT prob got removed in some of the new work, but I'm not 
 sure.
 
 rgds
 jp
 
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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 one do click on the 
thumbnail the full image is shown, without any filters. So, either the forum 
software do resize the attachment before submitting to the list or the mailing 
list software do resize the image attachments before posting to the world.
So, I will try to check first. Could you try to post some big image (greater 
than 300KB) to the mailing list in this thread, to make sure that not the 
second case is responsible for the issue?

regards
Art

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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 downloaded from the 
forum's webpage. A file limiation on the forum side is 10MB. Let see, if this 
will make any troubles.

I've attached a test image to check this behaviour.


Cheers,
Art

P.S. Sorry this is a second try to send this message. It seems some of the 
settings were still incorrect

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

2009-11-23 Thread Art Tevs
Good to hear,

due to the current implementation of the forum-mailing list connection, users 
are allowed to specify the settings of how their attachments are treated. So a 
user can force real attachments to be used (instead of links in emails). He can 
also force thumbnails to be attached instead of full size images. The default 
behavior for all users is currently as in my previous post, just to submit a 
link.
The issue with the strange colors is solved, that was a problem of using wrong 
lib for creating thumbnails.

cheers,
art



Kim Bale wrote:
 Hi Art,
 
 That appears to work 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 
  will be used instead. So that this attachments can then be downloaded from 
  the forum's webpage. A file limiation on the forum side is 10MB. Let see, 
  if this will make any troubles.
  
  I've attached a test image to check this behaviour.
  
  
  Cheers,
  Art
  
  P.S. Sorry this is a second try to send this message. It seems some of the 
  settings were still incorrect
  
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[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

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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 test message, to see if 
 everything is all right.
 
 Please ignore that message and following in this thread :)
 
 regards
 Art


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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, 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 test message, to see if 
  everything is all right.
  
  Please ignore that message and following in this thread :)
  
  regards
  Art
 


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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 users to understand how certain things works.



Harash Sharma wrote:
 
 ...However when I attach the shader to the processing unit, the results are 
 unexpected and I see the openGL warning. 
 
 Do I have to use UnitTexture to pass the lookup table? I am totally stuck in 
 dark. Please help.
 


Attaching a shader to a unit does works fine. In every example you can see this 
behaviour. So it might be that you are doing something wrong with the setup of 
your shader. 

If you want to have a texture as input to any unit, then you have to use 
UnitTexture instead. You just put a UnitTexture under the processor and call 
unitTexture::setTexture(_myTexture) with your texture. Then any unit which is a 
child of that unit texture will have this texture as input. 

Regards,
art

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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 example I get an error message saying that 
 a plugin could not be found to read objects from Data/Images/video.avi and 
 one that says the video.avi file could not be found.  I copied the Data 
 directory underneath my bin directory and the other examples, except the cuda 
 example and the osgppu_viewer example... the last one could be because I am 
 not passing the correct args in.
 

Please read README first. It says that you have to specify OSG_FILE_PATH before 
running the examples. Yes one way would be just to copy the Data directory 
under the bin path. Check that your osg plugins responsilbe for avi handling 
could also be found. Just to be on the safe side, you can copy all osgdb_*.dll 
into the bin directory where your examples are built.
osgppu_viewer has to be started with a file path to any .ppu file. In those 
files the complete pipeline is stored, similar to .osg files.

cheers,
art

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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
Which plugin is exactly used, is actually not dependent on osgppu. It just uses 
osgDB to load an .avi file. In earlier versions of osg a quicktime plugin was 
used to play .avi files, right. I don't know exactly the version number, but in 
between there was a change to ffmpeg plugin. I am also not sure if ffmpeg is 
built on windows at all.

So, if video example don't work, then just ignore it, if it is sufficient for 
you. It could be that you would require couple of additional libraries to built 
osg's video plugin on windows. Maybe search in forum or on the mailing list 
archives to find mor einfo, how to use video playback in osg on windows.

cheers,
art



WyattEarp wrote:
 I think I found the problem why the plugin isn't found... Is the
 plugin for playing avi the QuickTime plugin?  If it is, it isn't
 building built when I build OSG.  I ran CMake and see 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 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 example I get an error message saying 
   that a plugin could not be found to read objects from 
   Data/Images/video.avi and one that says the video.avi file could not be 
   found.  I copied the Data directory underneath my bin directory and the 
   other examples, except the cuda example and the osgppu_viewer example... 
   the last one could be because I am not passing the correct args in.
   
   
  
  Please read README first. It says that you have to specify OSG_FILE_PATH 
  before running the examples. Yes one way would be just to copy the Data 
  directory under the bin path. Check that your osg plugins responsilbe for 
  avi handling could also be found. Just to be on the safe side, you can copy 
  all osgdb_*.dll into the bin directory where your examples are built.
  osgppu_viewer has to be started with a file path to any .ppu file. In those 
  files the complete pipeline is stored, similar to .osg files.
  
  cheers,
  art
  
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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 on the screen. In the second example input texture is used to be 
processed and then used as a texture on some quad. So as you can see, one can 
use osgPPU not only for outputing results to the screen but also to process a 
texture in between and then use it in usual rendering.

regards,
art



WyattEarp wrote:
 Hi,
 
 
 I have an OSG app to which I would like to add a second render pass.  I 
 render to a fbo hdr texture and I want to use a 2nd pass to process this 
 texture, then write out to another hdr texture, then display.  Is this the 
 sort of thing that osgPPU is meant for?  My app isn't a GPGPU app it is a 
 visual render app.
 
 Thank you!
 
 Cheers,
 Wyatt


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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
The error is that osg installation could not be found. Check that you have osg 
also installed. The svn version of osgppu does only work with the current svn 
version of osg. If you have older osg version installed, then get the according 
osgppu version either from the svn tags repository or directly from osgppu 
webpage (projects.tevs.eu/osgppu).

Check also that CMake was able to find your osg installation. If you can see 
cmake variables like OSGxxx_LIBRARY_RELEASE set to NOT FOUND, then CMake was 
not able to find the installation. Then you have to set OSG_DIR variable to the 
path, where osg is installed in order to let cmake find it.

cheers,
art



WyattEarp wrote:
 I download the latest code from SVN, ran CMake to generate the proj
 files, and tried to build it.
 
 I am getting the following error (repeatedly):
 
 OSG-2.8\include\osg/Export(17) : fatal error C1083: Cannot open
 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 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 on the screen. In the second example input texture is used 
  to be processed and then used as a texture on some quad. So as you can see, 
  one can use osgPPU not only for outputing results to the screen but also to 
  process a texture in between and then use it in usual rendering.
  
  regards,
  art
  
  
  
  WyattEarp wrote:
  
   Hi,
   
   
   I have an OSG app to which I would like to add a second render pass.  I 
   render to a fbo hdr texture and I want to use a 2nd pass to process this 
   texture, then write out to another hdr texture, then display.  Is this 
   the sort of thing that osgPPU is meant for?  My app isn't a GPGPU app it 
   is a visual render app.
   
   Thank you!
   
   Cheers,
   Wyatt
   
  
  
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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 
(http://projects.tevs.eu/osgppu/downloads/15)


 
 Also... I clicked configure on the CMake panel, then proceeded to
 point all of the OSGxxx_LIBRARY_RELEASE type vars to the correct
 location/files.  I thought I set OSG_DIR to the root of my osg tree,
 but I'll check.  I downloaded the zipped up OSG 2.8.0 and built it,
 rather than using an installer.
 

Yes OSG_DIR can be the root of your source tree as also installation path. The 
thing is that when you built osg it will place a Config file in your build 
directory. This will be copied to install directory when you install osg. If 
you do not install osg, then copy this Config file directly to other include 
files in your osg source tree.

art

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