Hi,
even though sizeof(osgText::Text) is rather small, the object
allocates quite a lot of memory in its constructors, most of it being
caused by osgText::TextBase.
#include osgText/
void main(int argc, char **argc)
{
osgText::Text tmp; // sizeof(tmp) is small, but about 10 times
that
Sorry for reviving a dead horse (old thread).
I am having the same problem with Intel 4 Series notebook graphics
(latest drivers). As soon as anything renders GLSL prior in the scene
graph, the ARB shader based drawables disappear. This only affects
Intel, nVidia remains unaffected. I am using
So far I thought back face culling is an OpenGL driver feature, and
hence OSG would not know about this.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
What happens is that the driver (or GPU) maps the points to screen
space and then checks if the resulting poly is CW or CCW. That is
slightly different than your version that currently relies on the
normal vector.
___
osg-users mailing list
Regardless which render bin order you're using, the order of
the rendered triangles in a transparent object is still wrong,
but there even isn't a right rendering order for triangles,
because the ordering has to happen on fragment level.
For simple convex objects like cylinders, spheres,
There is a traversal ordered render bin since some time. This one renders just
in the order you traverse your scenegraph with the cull visitor.
Of course you loose plenty of optimizations due to state sorting ...
Ok, for the record here is how I solved it, the traversal order bin
actually
Hi,
I am trying to render a semitransparent cylindrical container with the
following strategy:
Create a drawable for the cylinder's back faces first by relying on
GL_CULL_FACE using a specific winding order
of the quads to only render the rear wall. Add this drawable to the Geode first.
Create
You might want to look at the osgdepthpeeling and/or the osgoit examples.
Thanks for the pointers. I will also look into the
SceneGraphOrderRenderBin, which could
be useful in this context.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Might I suggest that a more general approach to this be implemented in
osgconv?
osgconv is a convenience tool that covers a few of the types of pre
processing that you might want to apply to database. It's not meant
to be an all encompassing tool for all types of pre processing on all
OpenGL is used to do the compression. If the textures are resized and
compressed they won't have the original image size. Perhaps you are
seeing a bug, perhaps you are mis-interpreting things. From your
posts I can't work out exactly what is happening.
The issue seems to be that the
Repro step:
Download and unzip this model (in fact any model with non power of 2
textures will do)
http://sketchup.google.com/3dwarehouse/download?mid=59cc35a574aca8e4a516a23b781f0facrtyp=zsfn=Hofgarten_Dianatempelctyp=otherprevstart=0ts=1220656167000
using OSG 3.0.1 (on Windows, in the model's
Hi everyone,
osgconv seems to be (almost) the holy grail I was looking for: It can
simplify models and apply compression to textures. But it does not
appear to accept a maximum texture size. On Windows, I am trying the
following (where I use a building model made in Google Sketchup)
SET
Sorry, I seem to have a tradition of answering to my own questions I
inserted this piece of code into the osgconv.cpp
CompressTextureVisitor
after the line beginning with osg::ref_ptrosg::Image image = ...
This resizes the images to power of 2, up to OSG_MAX_TEXTURE_SIZE on
each 2D dimension.
Either with a sharp digital knife, or an image processing tool of your
choice (imagemagick if you like the command line, MS Paint if you like
Microsoft).
Don't you have the option to simply rescale it to 4096x4096 pixels?
That would be much less of a hassle.
Hi everyone.
I am currently looking for a couple of OSG samples. Maybe someone can
offer a pointer or link to some existing code demonstrating the
techniques.
1) one minimal code sample demonstrating the use of GLSL for vertex
and fragment processing (e.g. render a triangle).
This is because I
Thanks I will look into osgreflect.
regarding osgShader, I think it is a bit too crowded to be used for starters.
A lot of OpenGL ES books start with minimal samples that just render a
triangle with shaders.
Essentially I am looking for an OSG based equivalent.
Christian
Use of glsl in osg is pretty straitforward.
Thanks for the hints so far.
I condensed osgshaders into this short piece of code. It is self
contained and nearly minimal, apart from
-animating the Uniform variable for show effect
-shaders doing a little more than the necessary minimum
It is problematic to make dynamic reflect\refract rendering with a single
node, because you need rtt cameras with scene surronding your object.
My approach would have been node masks to remove rendering unwanted
objects from the main graph. I'll think about it more.
Christian
Hi all,
thanks to all contributors for the great OpenSceneGraph 3.0.1!
we are currently loading a couple of detailed Collada files into a
city scenery which displays a mobile radio network in operation. These
collada files often have textures that wildly vary in resolution and
size. Some of them
Hi,
with OSG 2.8.2 we were able to create a cube like this and set polygon
mode to LINE. And it would show up as the outline
of a box with no diagonals in the faces.
With OSG 3.0.0 the same code produces a box that now contains diagonal
lines, as if the quads are now actually tesselated
into
Hi all,
I solved this by rolling my own geometry and dropping the use of
osg::Box. This function replaces the createCube function from the
previously posted code snippet.
I simply define my own color, vertex and normal buffer using Quad primitives.
Now the wireframe looks sane again.
static
Right now this link displays the 2.8.0 classes and APIs.
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html
With 3.0.x now being the current release branch, let me ask if anyone
feels responsible for making the online Doxygen reference
documentation up to date? ;)
,
Christian Buchner
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi,
here's a very special case of Qt integration for OpenSceneGraph for
which I am searching for a solution: We're using Qt to draw into a
QPixmap (updating a map of measured radio conditions during a
simulation in realtime). We optionally support a 3D display, which is
typically a line by line
In a first step I would actually be okay if the terrain was infinite and flat.
It can be extended to do heightfield raycasting later. I have plenty
of papers about this topic (e.g. cone step mapping and more advanced
methods).
The main difficulty for me is how to cast rays from the screen
Hi,
I managed to load some 20 buildings from a freely available GIS
database from the city of Winston-Salem and I render them with OSG.
Buildings floating in space look kind of funny though and I need a
ground, a horizon and some sky. I do not want to use a flat ground
geometry or sky dome -
Definitely nice! But to be really useful, the skeletton should
include head position and possibly rotation and the angles of hand and
feet. Then the motion could be realistically mapped onto a 3D avatar.
I heard news that the resolution of Kinect might be increased to
640x480 by firmware update
I have two questions regarding the kinect:
1) what is the shortest distance that you can place yourself (or
objects) in front of the Kinect and get good readings?
2) is the IR beam safe to the eyes when placing your face in front of
the sensor at short distance? I am worried about hurting the
What might would work in this case is to create several smaller sub
volumes (cubes for example), and tell osg to sort these front to back
for rendering. Then you would still see some overdraw within
individual sub volumes, but not so much among different sub volumes.
Here is your x86 3rdparty folder enhanced with the following fixes
-replaced the png headers
-added a debug DLL build of the Collada DOM
-(optionally) added boost 1.4.3 headers
without boost headers
http://www.mediafire.com/file/tmu278o6fej7jpi/3rdParty.7z
with boost 1.43 headers
Thank you for your response.
I noticed your zip archive contains png.h from version 1.2.39 whereas
the supplied .lib file is version 1.4.3. This triggers a runtime error
in my application (which also uses Qt and other libraries).
And them I am still facing issues with the Collada plugin in Debug
::AutoTransform::~AutoTransform' : cannot access protected member
declared in class 'osg::AutoTransform'
1 C:\Users\Christian Buchner\Documents\Visual Studio
2010\Projects\SON\deps\OSG\include\osg/AutoTransform(99) : see
declaration of 'osg::AutoTransform::~AutoTransform'
1 C:\Users\Christian
Ok, I got this to work on my own and I can now create 1 of these
objects by means of aggregation without using any dynamic allocation.
They key is to subclass from any osg objects you need and to declare
your destructor public.
Was there any particular reason most osg object destructors were
You haven't said anything about why you are setting up your scene
graph in this way. Perhaps if you explain what your are trying to
achieve with your text labels we'll be able to recommend a sensible
way forward.
It is set up this way because the implementer only cared about getting
his
If you bind the FBO to a texture you should be able to render to this
texture. You can then render to a quad that covers only the pixels you
need to change. But then of course, you'd have to get the source data
from somehwere (possibly another texture). Maybe you can even compute
the data on the
the osgdrawinstanced sample uses OpenGL draw instancing. Refer to this
one instead of osgforest.
Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi, excuse me if this question may be a bit trivial.
Is there a way to make things render differently in the two rendering
passes for stereo modes? I was thinking about providing two different
textures for billboards (taken from slightly different angles) so
these get a fake 3D appearance. Think
All their demos seem to do is to copypaste the same 3D model(s) all
over the place. I am not convinced. Unlimited (open) landscapes at
large resolutions would also require unlimited memory, which currently
also costs unlimited money.
Their voxel-like object storage technique doesn't appear to
Let me add my findings related to Visual C++ 2010 Release Candidate
and compiling OSG
I used cmake 2.6.4 to generate a Visual C++ 2008 solution which was
converted to a 2010 solution inside the IDE (which took forever!)
The build process was flaky, it would randomly report errors during
the
In my custom camera Manipulator I had to override the
getFusionDistanceValue() function to get the desired effect. You can
do the same by creating a child class of TrackballManipulator and use
this instead.
By default it returns _distance, which is the distance from the camera
to the trackball
Hi all -- The OSG v2.8.3 final release has just been tagged.
Would it make sense to update the online reference documentation to
2.8.3, considering the API changes to osgAnimation?
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/
Christian
Hi,
This presentation has something on presenting stereoscopic imagery
based on a DirectX9 surface, page 36 onwards.
http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf
NVAPI as found here
http://developer.download.nvidia.com/NVAPI/NVAPI_May2009.zip
There's a typo oagAnimation instead of osgAnimation.
Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi,
So quad buffered stereo only works with professional graphics cards,
and I have used that feature with success at my work place. At home I
do not have access to such devices. But I do have a 120 Hz capable
monitor and those nVidia 3D Vision shutter glasses, which
unfortunately only support
http://www.amazon.de/3DStereo-Glasses-3D-Brille-Blau/dp/B001VJYGE0/ref=sr_1_1?ie=UTF8s=ce-deqid=1268254978sr=8-1
very cheap this offer is - but shipping you must pay for. says Yoda.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
I am having a peculiar problem in my application. The OpenGL Intel
graphics drivers for the GPUs mentioned in the subject seem to have a
bug where a wglShareLists() on windows (for OpenGL context sharing)
does not carry over any ARB fragment and vertex shaders.
This leads to OSG trying to
Hi
I am using OpenSceneGraph 2.8.2 with great success to display a
stereoscopic simulation on a polarized 3D display.
I had intended to allow the user to interactively edit parameters such
as eye separation and the eye mapping
(a swap eyes function). However I am having trouble making the viewer
Okay, I got smarter. ;)
The renderer duly ignores the Horizontal eye mapping settings in Quad
Buffer, Anaglyph, Interlaced modes and only evaluates the parameter in
the HORIZONTAL_SPLIT mode. Likewise it only takes the Vertical eye
mapping setting in VERTICAL_SPLIT mode.
So basically I have to
Thanks, so we will likely order the hardware first and move forward from there.
Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hello osg-appreciating fellows,
so my boss had this awesome idea to use 3D shutter goggles with our
OpenSceneGraph application - and unfortunately I am the clueless
implementer ;) So I looked into hardware support and found that the
professional nVidia Quadro range would support this gimmick for
By the way, how many months (years) out is any officially supported
Multi Touch feature in OSG? Have there been any Multi-Touch
contributions into OSG accepted so far?
Well, anything that's in the trunk (and not in some third party
contrib folder) can be considered official. Of course then it
Beside of that, my boss is not very keen to idea of vertex shader
instancing for the reason of hardware limitations we should impose to our
customers.
To convince your boss:
Vertex shaders even run even on Intel accelerated graphics (GMA 950)
which is more than 3 years old since first
Hi Carlos,
you need to put the HUD in a render bin that is drawn before everything else.
Setting the render bin to 0 or 1 should work (because I think other
geometry would default to bin 2)
The HUD also needs to be configured to not write to the z buffer.
Christian
You might want to explore using vertex shaders to achieve some kind of
fake geometry instancing. The SDK sample osgforest does something
similar to project a forest made of thousands of trees using GLSL (and
also ARB fragment program in the 2.9 branch).
More about OpenGL pseudo instancing is
Can't you just store the n frame in a circular buffer of size 4?
That gives you frames n, n-1, n-2 and n-3.
Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi,
My boss was running my 3D engineering app on a 32 inch touch screen
(no multi-touch yet, I suppose) and he liked how he was able to rotate
the camera with a fingertip.
That gave me an idea - are there any affordable Multi-touch LCD
screens (standalone) and how difficult would it be to add
To profile the peformance bottleneck it would be best to press 's' a
couple more times to get the full frame rate stats so you can see
exactly which parts of rendering are the bottleneck - the frame rate
only tells that you frame rate is reducing it doesn't give any clues
to why.
I am pretty
A little youtube video clip showing the progress on my coin pusher
arcade prototype with very simple graphics:
http://www.youtube.com/watch?v=ubpZUTuO1ecfmt=22
The bottleneck here is definitely physics. Frame rates take a dip when
lots of coins are interacting. I am hoping for some public CUDA
I think the QtOsgwidget is currently single threaded, meaning that any
performance gain achieved by multithreading inside OSG is lost.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
For a parallax sample using GLSL there are probably a lot of samples on
ATI or Nvidia developper site, but maybe you'll find some interesting
demo on ozone3d:
n
Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES]
but when you go to the detail page and download the
Thanks, your and Paul Martz kind pointers should get me started.
I did check try the Virtual Rome site also, but the graphics loaded
kind of slow through my HSDPA connection.
Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Forgive my laziness - are there any utility classes within OSG that
let the camera go on a smooth ride to a specific location and eyepoint
vector from the current location? I mean smooth in the sense of the
camera accelerating and braking, instead of making a simple constant
linear movement and
Hi,
I was going to start a hobby (i.e. noncommercial) project to simulate
an electromechanical coin arcade game. This would include rendering
potentially hundres of coins that physically interact (think
500...1000 coins). For the physics simulation I am going for the free
bullet physics package.
Out of interest are you simulating a penny push machine?
Yes. These sucked the life out of my wallet on my last trip to
Shanghai and Hangzhou. Playing with virtual currency would be cheaper.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
You could take a look at the draw instanced support in OSG, good for drawing
lots of things.
I believe this instancing capability might require Geforce 8 class hardware.
I was thinking along the lines of how the osgforest sample replicates
thousands of trees from
the same billboard drawable.
Out of interest are you simulating a penny push machine?
Here is a first youtube video of my progress so far.
http://www.youtube.com/watch?v=74C61A-wzaA
This is based on the osgBullet sample code found on the OpenSceneGraph
Wiki on Support/Tutorials.
A few things to note:
- No shiny coins
Hi Paul,
Is your app explicitly setting this down to fewer samples for performance
reasons?
Assuming dt, is the time between 2 frames, I call
stepSimulation(dt, 20, 0.005); // 200 ticks per second, minimum 10 FPS assumed
I will be taking the physics related discussion to the proper forums,
I just noticed that the OpenSceneGraph Doxygen documentation has not
been recreated after the 2.8.1 release.
I am not sure if there would be any significant changes to 2.8.1,
considering that it is a bugfix release only.
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/
If you're still deploying the VC 2008 runtime as private assemblies
(both manifest and directory Microsoft.VC90.CRT copied to both the OSG
top level folder, as well as the OSG plugins folder) - you might want
to a note I found attached to the following MSDN article
The VC 2008 redist and manifest may have to be put separately into
plugins directory.
A word of warning though: memory allocated by a plugin may not be
freed by the main application because the VC runtime is loaded into
memory twice.
It may be safer to install the VC 2008 redist from the
Hmm. Sorry, I missed that you stated: and I already copied the files
into the plugins directory as well
Would it help to add the osg Plugins directory to the PATH variable?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
I've seen this error before. The issue could be that you put the
Visual C++ 2008 (SP1?) runtime into the program folder.
The only way to do this properly is to run the Visual C++ 2008 (SP1)
redistributable from the application's installer. This will take care
of placing the DLL in the WinSXS
Hi,
I think I have understood the osgviewerQT sample. This creates a
QGLWidget overloads its paintGL() function and calls into
osgviewer::frame() to let OSG do the rendering and all is good - i.e.
we see the OSG scene displayed inside a window managed by QT.
I am now trying to do something more
Success - I found a solution to this.
The solution was to store and restore the matrix stack as well as the
openGL state, and to call getState()-reset() on the
osgViewer::GraphicsWindowEmbedded object.
I now have an OSG Viewer running on QT 4.5 with overlaid
semi-transparent Qt controls and
I would suggest using a different name than osgViewerQTAdvanced, because the
fact that you're using GraphicsWindowEmbedded tells me that it's not really
that advanced, just eye candy... You're missing out on OSG's multithreading
capabilities by using GraphicsWindowEmbedded.
Maybe I can even
This suggests that when pushing and popping state in order for Qt to draw
its widgets, something is not pushed/popped correctly, probably GL_LIGHTING,
GL_LIGHT0-GL_LIGHT7 or something like that? Perhaps glShadeModel? ...
Hi
yes indeed, something was killing off the GL_LIGHTING and GL_LIGHT0
Boy, that code looks surprisingly similar to mine, except for this center part:
// Make sure that OSG's state is prepared based on the last state
// recorded (if available). The first frame is different.
osg::State *state =
Hi everybody.
So far my 3D simulation and visualization uses the trackball
manipulator for controlling the camera.
Is there anything built into OpenSceneGraph that mimicks the way that
one can control the camera
in Google Earth?
Has anyone succeeded building such type of camera control with
Most Impressive. I would like to see this technology to get used in
Flight Simulators Not the military and professional ones - but those
that everyone can buy off the shelf at the local software store.
Have the 3D buildings and trees been planted with an automated
process or was this edited by
Hi everyone,
I've been building OpenScenegraph 2.8.0 in both the debug and release
versions on Windows using VC++ 2008 SP1.
I am doing application development - and therefore I am often using a
debug build of my application. This debug build also links against the
debug build of OpenSceneGraph.
I found that the reader plugin for compressed TIFF fails in debug
mode, but PNG and BMP work. So I've switched to these formats for the
time being.
I will check if the dependency walker tool produces any useful output
in the TIFF case.
___
osg-users
I have to correct myself. I was using cmake 2.6.2 (installed from
cmake-2.6.2-win32-x86.exe).
Shortening the directory names did in fact solve the build problem for me.
Maybe it should be put in some sort of OpenSceneGraph FAQ (or the
platform specific Wiki page) that path names approaching
and selected the a build subdirectory for generating
the binaries (and project files) separately from source.
D:\Documents and Settings\Christian Buchner\My Documents\Visual Studio
2008\Projects\SON\dependencies\openscenegraph-2.8.0\OpenSceneGraph
Some examples with the longest filenames are not getting
301 - 383 of 383 matches
Mail list logo