[osg-users] Advice on how to best inject behavoir regarding FBOs

2015-08-08 Thread Björn Blissing
Hi, I am (as some of you already know) working with the integration of the Oculus Rift and OpenSceneGraph. Usually I have been able to get the new SDK working within days of a new release. But since v0.6 of the Oculus SDK I have been struggling. This has mainly been due to the fact that this

Re: [osg-users] Oculus+OSG

2015-08-04 Thread Björn Blissing
Hi Christian, I have not seen this error before, but I have had similar errors. These can vary with Platform (Windows/Linux/MacOS), OS version (Win7/Win8 etc.), Oculus SDK version, Oculus Runtime version, Graphic card (Nvidia/AMD), Graphic Card Driver version and monitor setup. It is

Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Björn Blissing
some env variables. I haven't tried it yet, but is this how it is intended to work? Thanks again, Nick On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.commailto:trajce.nikolov.n...@gmail.com wrote: Thanks Bjorn ! On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing

Re: [osg-users] MSVS2015 3rdparty build

2015-07-26 Thread Björn Blissing
Hi Nick, If building it from source is an option for you. I have made a CMake script to simplify the building some of the most important 3rd party dependencies. https://github.com/bjornblissing/osg-3rdparty-cmake Best regards Björn Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK

Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-10 Thread Björn Blissing
Hi Florian, I work a the Swedish National Road and Transport Research Institute (VTI) where we have 3 large motion based simulators as well as a couple of small fixed based simulators, all running OpenSceneGraph. I agree with all of the above that it is certainly possible to build a driving

Re: [osg-users] Oculus+OSG

2015-05-21 Thread Björn Blissing
Jan Ciger wrote: Could you branch/tag the new Windows-only code into a separate branch, please? It would make life easier for the folks like me who have the older DK1/DK2 HMDs and need it to work on Linux/Mac for example. The head of the master branch is currently supporting the v0.5.0.1

Re: [osg-users] Oculus+OSG

2015-05-20 Thread Björn Blissing
Hi again, I have finally been able to solve the last piece of the puzzle. This means that for Oculus SDK v0.5.0.1 the examples can do both client- and SDK based distortion rendering. The v0.5.0.1 version of the Oculus SDK is also the last version with support for Linux and Mac, due to the

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-05-13 Thread Björn Blissing
Jan Ciger wrote: Did you try to call glFlush() at the end of the each frame in your OpenGL application? That should force the driver to not buffer but to actually hold your program until the vsync event. Right now you are rendering much faster than the GPU can scan out, so your program

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-05-12 Thread Björn Blissing
Hi again, I repeated my measurements with a pure OpenGL application and compared them to the previously recorded data from OSG: OpenGL + Nvidia Defaults + Vsync On Min: 56.7 Max: 65.0 Avg: 60.8 OpenGL + Nvidia Defaults + Vsync Off Min: 2.9 Max: 25.0 Avg: 14.6 OSG 3.2.1 + Nvidia Defaults + VSync

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-27 Thread Björn Blissing
d_a_heitbrink wrote: What we did for our test was trigger a A/D deviceto I think a go from 0 to 5v, and a we added a line in our fragment shader to over ride the color and set it to white, or black depending on a value of a uniform. We change the Uniform to 1 (to set it to white) and

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-27 Thread Björn Blissing
Some minor notes about the latest numbers. First of all, the Oculus units were used as pure screens, i.e. no lens distortion shaders. For DK2 this means running the unit in extended mode. (To be able to run via Direct Mode I would have to modify my test program to use the Oculus SDK.)

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-19 Thread Björn Blissing
Jan Ciger wrote: Depends on what you define as production environment. Consumer GPUs have drivers optimized for games and there it is a common (and default) setting to have vsync off for the sake of the highest frame rate and lowest latencies. It is also a frequent recommendation to turn

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-18 Thread Björn Blissing
Jan Ciger wrote: I find these techniques to be really fragile kludges and not really worth the effort most of the time - the saved 16ms of latency is imperceptible for the most people and most LCDs have response times (the time it physically takes to change the colour of a pixel) around

Re: [osg-users] makeLookAt and Oculus rift quaternion question

2015-04-18 Thread Björn Blissing
Hi João, I don't exactly get what you are trying to do. Are you aware that there already is a library for using the Oculus Rift with OSG? http://github.com/bjornblissing/osgoculusviewer If you just want to see how the Oculus Rift orientation quaternions are convertet into osg quaternions look

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-17 Thread Björn Blissing
Hi again, I also tried Roberts suggestion about using the trunk and OSG_SYNC_SWAP_BUFFERS=ON. To get better averages I took the measurements over 100 cycles: Recorded data: = OSG 3.2.1 + Nvidia Defaults + VSync On: min_latency = 59ms max_latency = 65ms mean_latency = 62ms OSG Trunk

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-17 Thread Björn Blissing
robertosfield wrote: Hi Björn, What happens when using use Custom NVidia settings and SYNC_SWAP_BUFFERS=ON ? Robert. Hi Robert, The latency values for SYNC_SWAP_BUFFERS=ON and OFF where exactly the same for the custom settings. Regards Björn -- Read this topic

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-17 Thread Björn Blissing
Jan Ciger wrote: That actually sounds odd, because the monitor will not refresh the image faster than its fixed refresh rate. 4ms would require 250Hz refresh, I am not aware of any commonly sold LCD that could go that fast. Even 120Hz ones are quite rare. Are you sure it is not an

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-17 Thread Björn Blissing
Jan Ciger wrote: Yes, but not consistently for every frame. Assuming that each frame you are drawing takes the same time, you need to get lucky for that to happen and then the next frame is going to have a much higher latency. Of course! I am certainly not claiming that hitting optimal

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-17 Thread Björn Blissing
Jan Ciger wrote: What happens is that sometimes your program gets lucky and tells the GPU to swap buffers just in time before the start of the next frame - then you have very little latency, because the change gets visible almost immediately (modulo the input latency of the monitor

[osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-16 Thread Björn Blissing
Hi, I have made some experiments in regards to rendering latency in OpenSceneGraph. I have written a small test program which just shows one quad. During program execution the quad changes color from black to white 20 times. To my computer I have connected a light-to-voltage sensor which is

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-16 Thread Björn Blissing
robertosfield wrote: Hi Björn, The driver will be queuing up multiple frames in the FIFO, something it does to help improve the framerate, but increases frame latency. We aren't powerless in this though, modern drivers and hardware support putting fences into the pipeline and waiting

Re: [osg-users] Uning Virtual Planet Builder in MS Windows!

2015-04-06 Thread Björn Blissing
dglenn wrote: Also, in the version of C++ that I used there is a problem in the linker when you compile the VPB.DLL that I experienced in VS2010 and VS2012 and it was a Microsoft bug (or so I was told) and if it was, I am curious if they fixed it in later VS versions. Hi David, I

Re: [osg-users] Oculus+OSG

2015-03-09 Thread Björn Blissing
PhoenixBF wrote: Just a question: are there significant differences in performance on the long run / scaling up to complex models  when using the composite viewer approach (compositeviewerexample) rather than view config (viewconfigexample) or basic viewerexample? Bruno Fanini 3D

Re: [osg-users] GL error line 2255: invalid operation

2015-03-07 Thread Björn Blissing
Hi, I haven't tried it myself, but gDebugger is available for Linux as well: http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/ Cheers Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62983#62983

Re: [osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Björn Blissing
Hi Nick, I got a couple of this while doing the Oculus integration (mostly due to Oculus driver injection). But the procedure I usually use is this: 1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment variable: OSG_GL_ERROR_CHECKING=ON This will give you more information

Re: [osg-users] Oculus+OSG

2015-02-17 Thread Björn Blissing
Hi, Anders and I had a off-list discussion where we managed to solve these Windows issues. And the examples now performs on par with Oculus own examples. Some bullet points which may help others: * I have implemented a function to automatically disable desktop composition when running in

Re: [osg-users] Oculus+OSG

2015-02-17 Thread Björn Blissing
Hi Robert, I think I have been able to fix the error you saw and the warnings inside the code I can control. Regarding the warnings from the Oculus SDK. I really don't know the best way of handling the reporting of errors in the SDK. Oculus have a support forum, but it is sadly a huge mess.

Re: [osg-users] Oculus+OSG

2015-02-09 Thread Björn Blissing
Hi Anders et al, Since I am the main author of the OsgOculusViewer I will try to answer some of your questions. First of all, you are not the first user which seem to experience these types of problems. The judder you are seeing have been reported by many Oculus users for all kinds of

Re: [osg-users] Oculus+OSG

2015-02-09 Thread Björn Blissing
Hi again, Just a follow up on my last post. I tried running OsgOculusViewer with the following variations of settings: * Extended Mode + Desktop Composition On = Serious Judder * Extended Mode + Desktop Composition On + Single Threaded = Serious Judder * Extended Mode + Desktop Composition

Re: [osg-users] GIF plugin and animated GIFs

2015-01-09 Thread Björn Blissing
Hi Christian, I don't know how many who still is using the gif-plugin. But another thing I discovered is that the latest versions of GIFLIB breaks API-compatibility. (The fix needed is trivial). So the gif-plugin needs two different code paths depending on which GIFLIB version it is built

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-11-20 Thread Björn Blissing
July 2014 18:43, Björn Blissing bjorn.bliss...@vti.semailto:bjorn.bliss...@vti.se wrote: Hi Robert, I tried both options and they both seem to work. Although I guess some deeper benchmarking would be in order. Are there any of the examples and/or datasets that would be good candidates

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-11-20 Thread Björn Blissing
Ämne: Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC Hi Bjorn, On 20 November 2014 12:02, Björn Blissing bjorn.bliss...@vti.semailto:bjorn.bliss...@vti.se wrote: Hi Robert, Well, not really. My limited benchmarks did not show any performance differences

[osg-users] Strange flickering in Linux when using FRAME_BUFFER_OBJECT

2014-10-29 Thread Björn Blissing
Hi, Some of the linux users of my OsgOculus implementation are reporting flickering images. The piece of code which seems to be the offender is the renderToTexture camera setup: Code: ... camera-setDrawBuffer(GL_FRONT); camera-setReadBuffer(GL_FRONT);

Re: [osg-users] frequently modified osg::Image uploads

2014-10-29 Thread Björn Blissing
Hi Nick, Make sure that it actually is the image transfer which is the culprit. In my case it was the image retrieval which was slowing down my osg webcam example program. So moving the image retrieval function to an own thread made my example go from 4 fps to ~3000 fps. Cheers, Björn

[osg-users] Windows 8 adds one frame of latency

2014-10-14 Thread Björn Blissing
Hi, When running our OSG-based application in Windows 8, we have noticed that we get an extra frame of latency. This is (probably) due to the fact that Windows 8 uses Desktop Window Manager (DWM) composition by default. In Windows 7 you could disable DWM composition by using a basic theme

[osg-users] Windows 8.1 DPI-aware scaling: Problem and solution

2014-10-10 Thread Björn Blissing
Hi, The Problem: Today I tried to run our software on a computer running Windows 8.1. And for some reason my application window became too large for the screen, even though I explicitly set the window resolution to be the same size as the display resolution. Why the problem happens: This

Re: [osg-users] code repository for OSG dependencies?

2014-09-29 Thread Björn Blissing
Hi Christian, I have tried to compile all the dependencies in a combined CMake build script, for automated builds of dependencies. The idea is to be able to just download the source for the individual libraries and then do automated builds for your desired toolset. As for now I support

Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash

2014-09-11 Thread Björn Blissing
Hi, Working together (me and Felipe) have been able to track down the error which caused this behaviour on the Mac's using Intel graphics. The problem was that I forgot to force VertexBufferObjects for the geometry performing the optical distortion correction. So the geometry used DisplayLists

Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash

2014-09-06 Thread Björn Blissing
felipeberquo wrote: Hi, I've tried in Windows 7 (64-bit) and I think (didn't have much time to make some tests yet) it worked! The only issue I've noticed was that the model wasn't at the center of the screen, but it didin't crash. Regards, Felipe Hi Felipe, The model is

Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash

2014-09-06 Thread Björn Blissing
felipeberquo wrote: Hi Björn, nice to read that! :D I tried to make those changes in the code (those you sent me via e-mail) and had no success. I'm gonna have to look for some apple or intel support... If I get any answer to solve this I'll let you know Well, it seems to me like it is

Re: [osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )

2014-09-02 Thread Björn Blissing
gwaldron wrote: Robert, No, unfortunately RTD is not an alternative to doxygen. It only renders your RST files into HTML, PDF etc. Such an integration is a good idea though, and I've heard people ask for it. I'll have to see if anyone's working on that. There is a plugin to Sphinx (the

Re: [osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )

2014-08-31 Thread Björn Blissing
Hi, As someone who as worked (on and off) with OSG for last 12 years I would like to share my opinion. My principal belief is that splitting code and documentation (wiki) would inevitable lead to problems with keeping them in sync. Just look at the current tutorials which do not longer

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-26 Thread Björn Blissing
Jan Ciger wrote: Yeah, I hope so too. At the moment I am not really motivated to doanything with it, because they could just pull the rug from under meagain by license changes or simply not supporting (properly) my platform. The lack of official support from the Oculus team on the their

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Björn Blissing
Patrik Andersson wrote: Hi, Mike,I think you have to set the clearcolor of HUD camera to change the clearcolor of the none-distorted area, and for the distorted area you have to set the clearcolor of the RTT camera. This is correct. But it probably wise to let the clear color for the

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-24 Thread Björn Blissing
pajuelo wrote: it seems that openHMD had implemented dk2 initial dk2 support 4 days ago :) Well that is great news. But their interface are a bit different, so it won't work as a drop in replacement for the 0.4.1 version of the Oculus SDK if you want to use my integration. The OpenHMD

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-24 Thread Björn Blissing
pajuelo wrote: Yes but thinking a little about the future, they will implement those features at some time but the oculus sdk will become closed source sooner than later... and dont forget that now the oculus sdk has no linux support :( I don't think that that Oculus SDK will become a

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-17 Thread Björn Blissing
cbuchner1 wrote: could this be worked around by wrapping the OsgOculus library as some kind of RPC service, and making RPC calls to it instead of dynamically linking? I am not very good at the fine details licensing. If you look at the discussions at the Oculus Forum most people seem to

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-17 Thread Björn Blissing
Hi Robert, Well that was pretty much how my previous implementation worked. This implementation is still available in the master branch on GitHub (Tag: viewer-0.2.2). You can get all functionality except movement tracking to work without compiling with the Oculus SDK. Warping is made within a

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-16 Thread Björn Blissing
Hi Jan, Well, their SDK is still open source. I was actually forced to rebuild the entire library from source to get it to work with Visual Studio 2013 Express, since they only shipped compiled libraries for the pro versions. What complicates things is that they have added a runtime layer

Re: [osg-users] Dll's in OSG_BIN_PATH not being found.

2014-08-15 Thread Björn Blissing
Hi Chris, I don't think that the windows platform will look in any OSG_BIN_PATH environment variable. Instead it looks in the folder specified by the environment variable PATH. You can either add your DLL-folder directly to the PATH variable or add the OSG_BIN_PATH variable to the PATH:

Re: [osg-users] Dll's in OSG_BIN_PATH not being found.

2014-08-15 Thread Björn Blissing
Hi Chris, I can't really say what your problem is. But I usually solve it like this: 1. During development I set the environment variable PATH to point to the folders containing the necessary DLL-files. I do this by setting the environment variable PATH explicit inside visual studio. Example

Re: [osg-users] Dll's in OSG_BIN_PATH not being found.

2014-08-15 Thread Björn Blissing
Hi Chris, Good that you got it working. I often automate the process using CMake to generate my solution files. In my CMake script I collect the location of the needed DLL-files and stores this in a CMake variable. And then I use a template Visual studio project file and automatically add

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-15 Thread Björn Blissing
Hi Mike, This is due to the extra semicolon at the end of the shaders. My NVIDIA card has no problem to compile with these, but I know that other shader compilers (i.e. graphic card vendors) can have problems with these. I have remove the trailing semicolons and updated shaders on the github

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-14 Thread Björn Blissing
I have just pushed the latest changes to the Oculus library to GitHub. This includes support for: * Version 0.4.1 of the Oculus SDK. * Positional Tracking (only with DK2 camera) * Time warp * Three separate examples of how to use the library: - Standard Viewer - Standard Viewer with ViewConfig

Re: [osg-users] CppCheck

2014-08-10 Thread Björn Blissing
Hi SunBlack (or whatever your real name might be), Static Code Analysis, such as CppCheck, PVS Studio, Lint etc, should not be considered 100% accurate. The many of the errors they report are often false positives, even if CppCheck is one of the more conservative static code analysis tools I

Re: [osg-users] How to start osgViewer with light On?

2014-07-20 Thread Björn Blissing
Hi Shyguy, The light is ON when starting the osgviewer. Pressing the L-key will actually disable the light. Instead you will only see pure vertex colors and texture colors. The reason that your model looks dark when light is enabled is the material settings on your model. Try to raise the

[osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-07-20 Thread Björn Blissing
Hi Robert et al, I tried to compile OSG with QT Creator using MinGW and GCC 4.8.2. It worked pretty well. But I found a case of ambiguous defines in Atomic.cpp in OpenThreads. The problem is that both: _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS and _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED is

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-07-20 Thread Björn Blissing
Hi Robert, I tried both options and they both seem to work. Although I guess some deeper benchmarking would be in order. Are there any of the examples and/or datasets that would be good candidates for benchmarking the different versions? Regards, Björn -- Read this topic

Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Björn Blissing
Hi Robert, The content of this tag looks really odd. The main folder contains a yet another folder containing a complete copy of OpenSceneGraph. The folder is named OpenSceneGraph-3.2 I guess this has something to do with commit 14356. This is probably a mistake and this folder should be

Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Björn Blissing
Hi Robert, RC7 looks correct. I don't know what happened during the tagging of RC6, but if you look in the SVN log there is actually two commits for the tag. Commit 14355 and 14356, the last one being the one that made the duplicated folder. Best regards Björn -- Read this

Re: [osg-users] Developer Release

2014-06-26 Thread Björn Blissing
robertosfield wrote: Would it be possible to have a developer release before summer holidays? Yes indeed. I will make one this week. Cheers Robert. Will we see a new release candidate from the 3.2 branch as well? We are really looking forward to a new stable release

[osg-users] Changing vertex color array causes crash due to null pointer in TemplateAttributeDispatch

2014-06-02 Thread Björn Blissing
Hi, We recently got a strange crash behavior in our software. We were fixing a piece of code that caused GL_ERRORS on some platforms. When we had fixed this, a new bug surfaced in a completely different part of the code base. It was code that had worked for years, but suddenly it started to

Re: [osg-users] Changing vertex color array causes crash due to null pointer in TemplateAttributeDispatch

2014-06-02 Thread Björn Blissing
Hi Robert, Thank you! That should have been obvious. Sometime you just need a second set of eyes to look at your code. Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59621#59621 ___

Re: [osg-users] [vpb] Windows and weird error messages

2014-05-16 Thread Björn Blissing
Hi, I fixed this by replacing all std::ifstream with osgDB::ifstream. And all std::ofstream with osgDB::ofstream. And then you will have to replace the following line in include/vpb/BuildLog: Code: #include fstream with: Code: #include osgDB/fstream Maybe this should be submitted as a

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-02-25 Thread Björn Blissing
Hi David, Since I am one of the authors of OsgOculusViewer I will try to answer you question. First of all I have developed the code on windows and I suspect you are running on Linux. Correct? Have you pulled the lasted source code from my GitHub repo? Regards, Björn -- Read

Re: [osg-users] Frame sync issue in Stereo

2014-01-27 Thread Björn Blissing
Hi Arun, What type of HMD are you using? In my Oculus Rift library I use a master camera with two slave cameras that render to texture. And I have not noticed any frame delay between left and right. Check the following thread: http://forum.openscenegraph.org/viewtopic.php?t=12490 Cheers,

Re: [osg-users] Please test svn/trunk and OSG-3.2 branch in prep for 3.3.1 dev release and OSG-3.2rc2

2014-01-27 Thread Björn Blissing
Hi Robert, I have tested the 3.2 branch. Compiles fine on Windows 7 with Visual Studio 2010. Also no problems when linking with our application. Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58037#58037

[osg-users] [vpb] VirtualPlanetBuilder source and homepage gone?

2013-10-14 Thread Björn Blissing
Hi, It seems like both the source and homepage for VirtualPlanetBuilder are missing right now: Old source location: http://www.openscenegraph.org/svn/VirtualPlanetBuilder Old homepage location: http://www.openscenegraph.org/projects/VirtualPlanetBuilder Are these gone forever? Or have

Re: [osg-users] [vpb] VirtualPlanetBuilder source and homepage gone?

2013-10-14 Thread Björn Blissing
Jordi Torres wrote: Hi Björn, Take a look to the OSG main website: http://openscenegraph.org (http://openscenegraph.org) You should see a community post warning of the svn url change: http://www.openscenegraph.org/index.php/community/news/130-new-svn-repository-url

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-10-04 Thread Björn Blissing
Hi Robert et al, I have implemented the orientation handling as a NodeCallback connected to the main camera. This makes it possible to use the current MatrixManipulators and then get the head orientation changes stacked on top. I have made enabling of the NodeCallback optional for those users

Re: [osg-users] Reference pointer pattern question?

2013-10-02 Thread Björn Blissing
Hi Robert, I agree that pattern 1 is wins when it comes to clarity. But if you have the macro OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION enabled (which it is as default) then there is nothing protecting the user from stuffing your returned ref_ptr in a raw C pointer. So with this macro

[osg-users] Reference pointer pattern question?

2013-10-01 Thread Björn Blissing
Hi, I was looking at Don Burns text from 2003 about reference pointers in osg (sadly no longer available online, although it can be found via Internet Archive sites.) But this got me thinking about the suggested pattern for returning pointers from methods. Looking through different parts of

Re: [osg-users] Question about multipass rendering of Cookbook simple water example

2013-09-30 Thread Björn Blissing
Hi Michael, The simple answer is that if you do not add the RTTCamera to the viewer that part of the tree will never be traversed and then no texture will be rendered. Regards, Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56540#56540

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-09-26 Thread Björn Blissing
robertosfield wrote: Hi Jan, I just had a quick look over the osgoculusviewer code and first thought is that it should be possible to convert the code across to the new a osgViewer::ViewConfig subclass which could sit alongside the new include/osgViewer/config configurations.  The

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-09-26 Thread Björn Blissing
robertosfield wrote: Hi Bjorn, The orientation of the view would normally come under the View::getCamera()'s ViewMatrix, usually it's the job of the CameraManipulators to do this, so you could implement the local offsets using a custom CameraManipulator written specifically for the

Re: [osg-users] Deep coping models with skeltons fail with osg 3.2.0

2013-09-02 Thread Björn Blissing
Hi Robert, I have checked out your change to StackedTransform and I can confirm that the change solves the problem for both my simple example and our main codebase. Also the osganimationhardware example seems to be working as before 3.2.0. Thanks for your help! Best regards, Björn

Re: [osg-users] Deep coping models with skeltons fail with osg 3.2.0

2013-08-30 Thread Björn Blissing
Hi, The osganimationhardware example is also affected by this problem of corruption of model bone information. The model gets corrupted when running the example regardless if running with the software or hardware flag. Although the corruption looks slightly different in the different modes.

Re: [osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-29 Thread Björn Blissing
This is not only connected to FBX models but affects all models with skeletons. See: http://forum.openscenegraph.org/viewtopic.php?t=12736 /Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56017#56017

Re: [osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-15 Thread Björn Blissing
To clarify the problem further. Loading and playing single FBX files seems to work fine. My problems begins when I try to copy animations from several FBX files into one model. I am merging animations from several diffrent files (mainly because Autodesk 3D Studio cannot export FBX files with

[osg-users] Best way to transition to new fast path osg::geometry in osg 3.2.0?

2013-08-14 Thread Björn Blissing
Hi, When I upgraded to osg 3.2.0 my code no longer compiled because of some old sections that used vertex indices. These where rather trivial to fix. But while I was updating my old code I got to thinking about the rest of my code base. How do I make sure that the rest of my code is using the

Re: [osg-users] Best way to transition to new fast path osg::geometry in osg 3.2.0?

2013-08-14 Thread Björn Blissing
Hi Robert, So if backwards compatibility is desired it is ok to use the old style without it affecting performance? Best regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55845#55845

[osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-14 Thread Björn Blissing
Hi, I have some FBX models with animations that were saved with the 2012.0 version of the FBX plugin. These models worked properly with osg 3.0.1 when compiled together with 2012.1 version. But now when OSG 3.2.0 requires at least the 2013.3 version of the FBX SDK the animations suffers

Re: [osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-14 Thread Björn Blissing
Just an addition. The corruption occurs when I try to blend between animations connected to the same model. If I run just one animation it works properly. Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55850#55850

[osg-users] [osgPlugins] Problems building fbx plugin with osg-3.2.0

2013-08-12 Thread Björn Blissing
Hi, I have tried to build OpenSceneGraph 3.2.0 with FBX support. But I am getting linker errors when linking with FBX SDK libraries. I have tried both 2013.3 version and 2014.1 version of the FBX SDK to no avail. I am building a 32-bit version on Windows 7 with Visual Studio 2010. I get the

Re: [osg-users] [osgPlugins] Problems building fbx plugin with osg-3.2.0

2013-08-12 Thread Björn Blissing
Hi Sebastian, I tried to add the define FBXSDK_NEW_API when compiling with the 2013.3 version, but that didn't solve anything. But then I tried linking with the MT and MD versions. And when I linked against the MD version the compilation succeed both with 2013.3 version and the 2014.1 version

Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Björn Blissing
Preet wrote: Regarding user registration - I never really understood the point of having your full name being a mandatory thing for the forum sign up. Is it a courtesy thing? Is it to prevent spam? I guess it is a courtesy thing, but I think it has been allowed to use an alias (such

Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Björn Blissing
be a moderator that would be rather inactive during some periods. But if there are more moderators our inactive periods hopefully shouldn't overlap too much. TLDR; I hereby volunteer as a forum moderator. Best regards, Björn Blissing -- Read this topic online here: http

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-05 Thread Björn Blissing
Jan Ciger wrote: Just a quick report - I have managed to compile your code and it does indeed work with the Oculus SDK on Linux. I have send you a pull request with a modification already. Great! I have merged your changes. On windows the CMake module path started searching from the

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing
Jan Ciger wrote: Sure thing. BTW, it would be best to start e.g. a Github repo for this. I am sure there will be contributors. Jan My code is available at the following GitHub repo: https://github.com/bjornblissing/osgoculusviewer The latest edition is tested against the SDK 0.2.3

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing
I have successfully compiled the source on Linux. Although I only have terminal access to the linux machine for the moment, so I have not been able to verify that the program actually works. Regarding the question about why I used CompositeViewer. Well the simple answer was because I started

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Hi, I have made a example called OsgOculusViewer that I succesfully tested with my Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a class responsible for talking to the Oculus device. This class also works if no Oculus Device is connected, then it just return the

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Jan Ciger wrote: Ah, cool! Thanks for that, I will have a look at it. Regards, Jan NP! I have also made progress with the sensor integration and have successfully added correction for chromatic aberration in my shader. I can upload it tomorrow if anyone is interested. Best

[osg-users] Error when visualizing normals with the pseudo normal loader

2012-10-25 Thread Björn Blissing
Hi, While trying to debug some odd normals in my generated surface I was using the normal pseudo loader with osgviewer to visualize the result. But I was starting to get a lot of error messages: CullVisitor::apply(Geode) detected NaN, depth=-1.#IND, center=(0 0 0), matrix={

Re: [osg-users] Threading issues with osgText

2010-10-15 Thread Björn Blissing
Hi Robert et al, I have already set DYNAMIC data variance to both the osgText::Text and the osg::Geode which holds the text. Crashes anyway. I have tried to replicate the error in a more simple environment than our production software. But no luck with getting crashes with the simple one. :/

[osg-users] Threading issues with osgText

2010-10-12 Thread Björn Blissing
run WinXP 32-bit and have NVIDIA GTX470 cards. When running with DrawThreadPerContext it crashes, but if we set the viewer to run in SingleThreaded mode everything works fine. Best regards Björn Blissing -- Read this topic online here: http://forum.openscenegraph.org

[osg-users] Render graphics for 3DReady-TV?

2010-06-22 Thread Björn Blissing
Hi, Have anyone tried to render graphics to any of the new consumer LED/Plasma-Tvs displays that supports 3D, sometimes called 3DReady (such as LG, Sony, Samsung or Panasonic Viera)? Do it require special graphics cards or is it possible to do with a any high performance consumer card? Best

Re: [osg-users] PagedLod - How to

2009-09-07 Thread Björn Blissing
Hi Robert, I remember I wondered the same thing my self. The method I (and I guess Vincent) wonders about is the: addChild (Node *child, float min, float max, const std::string filename, float priorityOffset=0.0f, float priorityScale=1.0f) Here you have to supply both a Node* and a filename.

Re: [osg-users] Paging strategies for road tiles

2009-08-27 Thread Björn Blissing
osg-users@lists.openscenegraph.org From: Björn Blissing bjorn.bliss...@vti.se Sent by: osg-users-boun...@lists.openscenegraph.org Date: 08/26/2009 11:56AM Subject: [osg-users] Paging strategies for road tiles Hi all, My application involves road vehicles driving down long roads. Approx 1000 km

[osg-users] Paging strategies for road tiles

2009-08-26 Thread Björn Blissing
Hi all, My application involves road vehicles driving down long roads. Approx 1000 km of continuous road. The problem is that I can only hold about 100 km of road before system memory runs out. Plan B then naturally falls on some sort of paging strategy. I rewrote the software so it generates

[osg-users] Strange compile error when building osgAL with osg 2.8.0

2009-06-02 Thread Björn Blissing
to be the same problem. For Alexandre, updating to the latest SVN version seems to solve the problem. But not for me. I'm guessing some missing parameter in the Cmake file for osgAL, but I can't see where... Maybe someone on this list can give me some advice. Best regards Björn Blissing

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