[osg-users] ubuntu11.10 same: was Re: Fedora 16 + nouveau + OSG 3.0.1 = assertion failure

2011-12-05 Thread Bob Kuehne
as a data point, on ubuntu 11.10, i see this assertion with osg 3.x but *not* 
with osg 2.8.5.

bob

On Nov 9, 2011, at 4:38 AM, Robert Osfield wrote:

 Hi Stuart,
 
 On 8 November 2011 22:13, Stuart Mentzer stuart_ment...@objexx.com wrote:
 Just updated to Fedora 16 running the nouveau video driver and now my app 
 using OSG and osgviewer give this on exit:
 
 Inconsistency detected by ld.so: dl-close.c: 759: _dl_close: Assertion 
 `map-l_init_called' failed!
 
 Anyone else seeing/seen this?
 
 I see this occasionally with some of OSG apps since I upgraded to
 Kubuntu 11.11.  3.x prior to the upgrade in the OSG was fine and never
 produced these errors so it looks to be related to one of the core C
 libraries.
 
 Searches on the web revealed that the OSG isn't alone in seeing this
 warnings appear on exit when upgrading the OS, but for all my
 searching for an answer when the warnings first appear I've found no
 answer.  Perhaps a search now would uncover more information about
 what might be going on.
 
 Robert.
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[osg-users] osg/vpb course: oct 5-7, south lake union, seattle, wa

2010-09-01 Thread Bob Kuehne
hi gang,

just a quick reminder about the upcoming openscenegraph course. we've
extended the course discount extended through end-of-week, to
accomodate more students. if you're working this through your own
system, but your purchasing people are slow, contact me and we can
arrange an early-bird registration on a handshake.

as a quick reminder:

This three-day course teaches the fundamentals of OpenSceneGraph.
Developers attending the course learn the mechanisms behind effective
development from scenegraph creation and manipulation through
debugging  optimizing. Through instruction and labs, students build
scenes and interact with real code from day one. The course is
fast-paced, requires creativity and problem solving, and leaves users
with a thorough immersion in OpenSceneGraph. Instruction is hands-on
with numerous labs where students directly turn concepts into
practical knowledge.

http://techsoupcorp.com/news/osg-080210-pr.html

hope to see you in seattle!
bob

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Re: [osg-users] Open Scene Graph Training

2010-08-18 Thread Bob Kuehne
hi david,

thanks for the re-post - i *did* know about this. ;) i thought i posted a few
weeks back. if it didn't make it through everyone's filters, then here it
is again! two weeks remain for discounted pricing, and it'll be a good course.
we've given this course for a number of years, and it's fast-paced, in-depth,
and eye-opening (that means we're providing coffee). full pricing begins on
09/02/10.

--
Tech Soup announces open registration for its next OpenSceneGraph (OSG) course, 
October 5-7, 2010, in South Lake Union, Seattle, Washington. This class will 
teach students everything to be proficient in OSG in a 3-day intensive course. 
This course covers everything developers need to know to take maximum advantage 
of OpenSceneGraph from intermediate through advanced. We'll also take a tour 
through VirtualPlanetBuilder so you can build geospecific, tiled, paged 
datasets.

This three-day course teaches the fundamentals of OpenSceneGraph. Developers 
attending the course learn the mechanisms behind effective development from 
scenegraph creation and manipulation through debugging  optimizing. Through 
instruction and labs, students build scenes and interact with real code from 
day one. The course is fast-paced, requires creativity and problem solving, and 
leaves users with a thorough immersion in OpenSceneGraph. Instruction is 
hands-on with numerous labs where students directly turn concepts into 
practical knowledge.

full details, hotel, and travel info: 
http://techsoupcorp.com/news/osg-080210-pr.html
--

there are still seats available, hope you can join us!

bob

On Aug 18, 2010, at 12:08 PM, David Glenn wrote:

 Greetings!
 
 I found out through the Khronos web site that there is going to be an Open 
 Scene Graph Corse offered in Seattle on Oct 5th-7th by Bob Kuehne.
 
 Did anyone else knew about this?
 ... 
 
 D Glenn
 
 
 D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
 Desk!
 
 --
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 http://forum.openscenegraph.org/viewtopic.php?p=30883#30883
 
 
 
 
 
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[osg-users] osg course: oct 5-7, seattle, wa

2010-08-04 Thread Bob Kuehne
hi all,

it's time again for our osg course! registration is open now, with a 15% 
discount off the full course price until 09/02. the class is a small one, so 
register early (and often, if you like). here are the details:

--
Tech Soup announces open registration for its next OpenSceneGraph (OSG) course, 
October 5-7, 2010, in South Lake Union, Seattle, Washington. This class will 
teach students everything to be proficient in OSG in a 3-day intensive course. 
This course covers everything developers need to know to take maximum advantage 
of OpenSceneGraph from intermediate through advanced. We'll also take a tour 
through VirtualPlanetBuilder so you can build geospecific, tiled, paged 
datasets.

Topics:

* Building  Debugging
* Memory Management
* Nodes
* State  Lighting
* Visitors
* Viewing  Manipulating
* Plugins
* Optimization
* Terrain
* Data Tiling  Paging

This three-day course teaches the fundamentals of OpenSceneGraph. Developers 
attending the course learn the mechanisms behind effective development from 
scenegraph creation and manipulation through debugging  optimizing. Through 
instruction and labs, students build scenes and interact with real code from 
day one. The course is fast-paced, requires creativity and problem solving, and 
leaves users with a thorough immersion in OpenSceneGraph. Instruction is 
hands-on with numerous labs where students directly turn concepts into 
practical knowledge.
--

full course announcement:   http://www.techsoupcorp.com/news/osg-080210-pr.html
registration details here:  
http://www.techsoupcorp.com/courses/openscenegraph.html

hope to see you in seattle!

bob

bob kuehne
ceo - blue newt software
www.blue-newt.com734/834-2696





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Re: [osg-users] Mac OS X plugins confusion

2008-12-16 Thread Bob Kuehne

hi don,

i fixed this by change some cmake to take a different code path so  
that it creates xxxd and osgdb_xxxd.so style names for os x as well as  
other platforms. i forgot to submit this for a while, but will right  
now. watch your osg-submissions channel...


bob

On Dec 16, 2008, at 8:52 PM, Don Leich wrote:

On Mac OS X *debug* version executables look for  *release* version  
named plug-in shared libraries.


$ osgviewerd cow.osg
Warning: Could not find plugin to read objects from file cow.osg.
osgviewerd: No data loaded

With OSG_NOTIFY_LEVEL=DEBUG...

DynamicLibrary::failed loading osgPlugins-2.7.7/osgdb_osg.so

I worked around the problem by creating links like this

$ ln -s osgdb_osgd.so osgdb_osg.so

for all plugin libraries.  This was seen with a fresh debug only  
build of Friday's 2.7.7 release for Mac OS X.  A similar build on 64- 
bit Linux did not

exhibit this problem.  Also, nothing to do with out-of-source builds.


-Don Leich

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Re: [osg-users] osgPPU

2008-10-03 Thread Bob Kuehne
yeah, i had this warning (add parenthesis to disambiguate intention of
the ) as well. so, i think you're saying the expected code is:

 if ( ( it-second.second  osg::StateAttribute::ON ) ==
osg::StateAttribute::ON )

b

On Fri, Oct 3, 2008 at 4:07 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
 No problem, but append some parentheses to be sure that the compiler
 understand well what you are doing or what you like to do

 adrian

 2008/10/3 Art Tevs [EMAIL PROTECTED]

 Hi Adrian,


 I think it should. This is just a quick test if a program attribute is
 enabled. I haven't found a best solution for that, hence implemented it in
 this way.

 However I think the  operator is applied before == operator, which yields
 in the same operation as your first solution. It do just check if the ON
 attribute is present in the state attribute. However I agree, it is better
 to change that. I'll do this next.

 Cheers,
 art


  Is the code doing what we want?
 
  // now apply all uniforms which are in the database
  for (osg::StateSet::UniformList::const_iterator it =
  mUniforms.begin();
  it != mUniforms.end(); it++)
  {
  if (it-second.second 
  osg::StateAttribute::ON ==
  osg::StateAttribute::ON)
 
  lastAppliedProgram-apply(*(it-second.first));
  }
 
  we should use
  if (* ( it-second.second  osg::StateAttribute::ON
  )* ==
  osg::StateAttribute::ON)
 
  or
 
  if (it-second.second * (osg::StateAttribute::ON ==
  osg::StateAttribute::ON)* )
 
  or
  if (it-second.second *
  *osg::StateAttribute::ON ==
  osg::StateAttribute::ON )
 
 
  see @
  f:\dev\OpenSceneGraph\osgPPU\src\osgPPU\ShaderAttribute.cpp
  at line 363
 
 
  --
  
  Adrian Egli
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[osg-users] obj loader: map_* only reads last component

2008-07-23 Thread Bob Kuehne

hi all,
i recently was working with some .obj files (and associated .mtl  
files) and ran into the problem where the loader would truncate only  
the last component of a filename containing spaces. so, for example,  
in the .mtl file would be an entry like:


 map_Kd my texture name.jpg

which is valid under many filesystems, however, the loader would  
truncate it to just 'name.jpg' and of course, not resolve that (or  
resolve a wrong texture).


so i did a little research, and the specifications for mtl seem to  
simply say that:


 map_Kd filename

is valid.

my question is to whomever wrote the mtl file parser - why are the  
filenames truncated? i'd say the should be stripped (ie, ' my file  
name.jpg  ' should resolve to 'my file name.jpg') but never only the  
last component used.


if that's the case, then i've got a patch ready to go.

anyone?
bob

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Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-25 Thread Bob Kuehne
-mail
for such purpose.


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Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-25 Thread Bob Kuehne

hi gang,

sorry about the widespread expression of frustration with this  
particular change -
it's come at an inconvenient time for a few projects i'm working on. i  
continue to
be osg's #1 fan, and user, though i might be considered a wee bit  
critical at

times. it's because i'm very intersested in seeing osg evolve well. :)

apologies!
bob

On Jun 25, 2008, at 9:40 AM, Bob Kuehne wrote:


quite the interesting change, eh? gets back to a point of problem i
have with this project - that it isn't designed, but mostly just
implemented. and even that is done without a lot of thought as to the
larger consequences...

sigh.

anyway, how's your new thing going? well?

b

-- Forwarded message --
From: Brian R Hill [EMAIL PROTECTED]
Date: Wed, Jun 25, 2008 at 9:10 AM
Subject: Re: [osg-users] [osg-submissions] API configurations
in  aseparateConfig include file
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


I second Paul's statement - it breaks every other project that uses  
osg.


Brian

[EMAIL PROTECTED] wrote: -

To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
From: Paul Martz [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 06/25/2008 08:47AM
Subject: Re: [osg-users] [osg-submissions] API configurations in
aseparateConfig include file

This is most definitely not a transparent change. It is not backwards
compatible with application projects designed to build against an OSG
source/build tree.
 -Paul



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of James Killian
Sent: Tuesday, June 24, 2008 10:18 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osg-submissions] API configurations
in aseparateConfig include file

What was suppose to happen is that all of the changes were to
be transparent in such a way where he need not write
additional info.  The problem of course is that when the code
was checked in it was not tested for the windows platform,
and now that I finally understand how it is suppose to work
there are two known issues:

1.  On my setup using 2.4.8  and VS 7.1 platform the cmake
fails to identify that I can use interlocked and threaded
environment, and so the config files written are for single
threaded, and some of my bounding variables were defined as float.

2.  I suspect that cmake scripts included the *build* include
for only OpenThreads and OSG (and these could build fine)...
problem is that all projects dependent on either of these
will also need to add the build path to search, and this
triggered the why can't my application find the Config
header? issues.

It should be easy to fix #2 if in fact that is the intended
direction (and to the best of my knowledge) it was.

If these things are working properly, it should be a
transparent workflow.
I will certainly test this and provide feedback once the
windows.h issues are resolved.


James Killian
- Original Message -
From: Paul Martz [EMAIL PROTECTED]
To: 'OpenSceneGraph Submissions'
[EMAIL PROTECTED]
Cc: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
Sent: Tuesday, June 24, 2008 4:56 PM
Subject: Re: [osg-users] [osg-submissions] API configurations
in a separateConfig include file



I was surprised to see a change with such widespread ramifications
discussed
only on osg-submissions, so I'm cross-posting.

I think I've now waded through enough of the posts in this thread to
understand why this was done, and how to cope with the fact that OSG
header
files are now in the build directory.

Mathias, could you take the time to enter a FAQ on the wiki

regarding

this?
I foresee many posts when people upgrade to the latest OSG

of the form:

why
can't my application find the Config header?. Users will

need to know the

following:

* OSG now generates headers in the build tree. If your app

links with OSG

from a source/build tree, your app will now need to look

for headers in

multiple locations.

* You can get around this by installing OSG. You can

customize the install

location with an OSG cmake variable.

* Any other info you think is relevant.

A FAQ on the wiki would be better than having people search the
osg-submissions archives.

Thanks,
 -Paul

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Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-25 Thread Bob Kuehne

osg-users,

what fun would this list be if someone (lucky me) didn't get to stick  
their

foot in their mouth from time to time. :)

don't get me wrong:

i think osg is by _far_ the best designed and implemented scenegraph out
there. and robert does the best job at balancing an admittedly difficult
task - incorporating changes from users, his own ideas and designs, and
criticism from all fronts (mine included). i use osg for 100% of the
projects i do work on and would have it no other way.

having been involved with osg since it's inception, i'm both very  
satisfied

and very critical of it, out of concern that it continues to evolve in
a way that takes care of it's users yet adapts to the ever-changing
graphics landscape. and i do try to contribute to make it better in  
little

ways here and there.

and so, as an act of contrition (yes, i was raised a catholic child),
i submit my updated 'FindOSG.cmake' which i use to create builds of apps
with osg on windows, linux, and the mac. this cmake FIND_PACKAGE tool  
will

setup the variable OSG_INCLUDE_DIRS to point to both the generated and
installed source of osg, as well as the OSG_LIBRARY_DIR for the  
discovered

osg libraries.

i'll post an entire standalone example to submissions later, because i
think having a way for users to build a standalone app would be a useful
addition, especially with the changing build landscape.

sheepishly, (not a scotland joke)
bob

Findosg.cmake
Description: Binary data



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Re: [osg-users] Changing texture coordinates of built-in shape drawables

2008-05-07 Thread Bob Kuehne

in general, don't use shape drawables if performance is important. shape
drawables render in immediate mode: the slowest form of rendering on  
modern gfx

hardware. this is a topic paul and i discuss in our course in detail.

bob

ps - shameless plug: next osg course: june 11-13, boulder colorado
On May 7, 2008, at 7:02 AM, Robert Osfield wrote:


Hi Franclin,

You can't modify the texture coordinates of ShapeDrawable, as explain
yesterday, ShapeDrawable is just a simple class for enabling rendering
shape primitives, its not meant as a general purpose rendering tool.
Please build geometries using osg::Geometry as per the osggeometry
example for general purpose rendering.

Robert.



On Wed, May 7, 2008 at 11:00 AM, Franclin Foping [EMAIL PROTECTED]  
wrote:

Hi,
I would like to achieve a multitexture effect on built-in shape  
drawable

objects (Box, Capsules and so forth).
My question is how to get and/or change the texture coordinates of  
these

objects?
Waiting for your reply.
Franclin.


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Re: [osg-users] .ive plugin: incorrect ReadResult?

2008-05-06 Thread Bob Kuehne
hi gang,

so the problem with these, and what we're trying to fix is one of
policy : what's the right error to return. jeremy noted:

  Also, you don't HAVE to return a ReadResult::ReadStatus enum directly;
  it can also be a string (I submitted a patch for this a long time ago)
  giving some useful error message; in this case, the status is set to
  ERROR_IN_READING_FILE.

and i wrote a few days back the 'policy' for the enums:

   FILE_NOT_HANDLED, //! file is not appropriate for this file
 reader, due to some incompatibility, but *not* a read error
   FILE_NOT_FOUND, //! file could not be found or could not be read
   FILE_LOADED, //! file successfully found, loaded, and converted
 into osg
   FILE_LOADED_FROM_CACHE, //! file found in cache and returned
   ERROR_IN_READING_FILE //! file found, loaded, but an error was
 encountered during processing

which brings me to my proposal:

 1) the policy for errors is to fit them into the appropriate enum
buckets first. however...
 2) if an actual file error is encountered, the user may then (and
only then) return a string
as jeremy's patch enables.

this gives us consistent error reporting, with optional details when
an actual error is encountered.

thoughts?
bob


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Re: [osg-users] VPB on a cluster of headless Linux systems

2008-05-06 Thread Bob Kuehne
hi robert, we tried this with mesa at our latest training code. it
didn't exactly work - problems cropped up mostly wrt extension
features even though we had disabled most features which would require
them. i didn't take the time to track down all the odd corners, given
that vpb is a work in progress. and, if anyone wants exactly this
feature, it's a great community effort. :) but it's good to know
authoritatively that osgdem still requires a gfx context for some
cases.

thanks,
bob

On Tue, May 6, 2008 at 11:12 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
 Hi Paul,


  On Wed, Apr 30, 2008 at 2:06 PM, Paul Martz [EMAIL PROTECTED] wrote:
   Hi Robert -- I'd like to run VPB on a cluster of display-less Linux 
 systems.
   Is this possible, and if so, can you post a list of osgdem command line
   options that would make this possible?

  There is no support for this right now, but it should be possible with
  further evolution of the code.  Right now the problem area would be
  the creation of graphics context for doing OpenGL texture compression
  and mipmapping.


   (I know some osgdem command line options control use - or non-use - of the
   graphics hardware. A list of all the options necessary to completely 
 disable
   use of the graphics hardware should allow VPB to run without error in a
   display-less cluster environment, right?)

  It'd be the mipmapping/texture compression that would need to be disabled.

  Use of Mesa might well be a way of getting round this without even
  modifying VPB.

  Robert.
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Re: [osg-users] how to use OpenGL code in osg

2008-05-02 Thread Bob Kuehne
hi su - we cover this (and more!) in the intermediate training course  
we teach. however, it's a pretty simple answer - the  
drawImplementation is only executed once, because it's converted to a  
display list the first time drawn. so, disable display lists on that  
drawable, and you'll be set!

bob

On May 2, 2008, at 5:13 AM, su hu wrote:

 Hi all,

 I have some opengl codes and want to use these codes in osg program.

 I do it as follow:

 1. Add a geode to root scene and define a drawable (derived from  
 osg::Drawable).
 2. The drawable is added as child of the geode. OpenGL code is added  
 in DrawCallback of the drawable(in drawImplementation).

 But it seems that the DrawCallback function is called by osg only  
 once. When I add other node to root scene, the drawable will  
 disappear.

 Could you please tell me how to add opengl code to osg program?A  
 simple sample will be appreciated. Thanks a lot.

 Regards,

 t s
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Re: [osg-users] .ive plugin: incorrect ReadResult?

2008-04-29 Thread Bob Kuehne
hi robert, osg community,

to amplify on what paul said:

* we do a lab in our course in which we explore what plugins are  
capable of reading/writing.

* but! our results always show that plugins support an inconsistent  
mix of return values,
   sometimes returning ERROR_IN_READING_FILE when they really mean  
that they don't handle
   files of that extension, sometimes returning FILE_NOT_HANDLED  
when there's an error in
   reading the file data.

* as part of our course in paris this week, we've then wondered aloud  
if there's an official
   osg policy for these return values, and if robert had an original  
design idea behind each
   return value. our impression is that these mean, as follows:

   FILE_NOT_HANDLED, //! file is not appropriate for this file  
reader, due to some incompatibility, but *not* a read error
   FILE_NOT_FOUND, //! file could not be found or could not be read
   FILE_LOADED, //! file successfully found, loaded, and converted  
into osg
   FILE_LOADED_FROM_CACHE, //! file found in cache and returned
   ERROR_IN_READING_FILE //! file found, loaded, but an error was  
encountered during processing

if this interpretation of the errors are correct, i'd like to add  
doxygen documentation
to that effect, and the above comments can be in-line replaced in the  
code to do so. and
i've sent a fixed osgDB/ReadResult to osg-submissions for this purpose.

the second thing i'd like to do, though i don't have the time, is to  
clean up the loaders
so that the above return scheme is used consistently. the big problem  
with the current
loaders is that there seems to not be a lot of consistency in error  
reporting among all
loaders.

thoughts?
bob


On Apr 29, 2008, at 12:11 PM, Paul Martz wrote:

 Hi Robert --

 If the .ive file can't read a node file for any reason, it returns
 FILE_NOT_HANDLED. This is correct if the file type isn't .ive, but  
 if it
 _is_ a .ive file and it is simply corrupt or something else went wrong
 (permissions, whatever), the plugin should return  
 ERROR_IN_READING_FILE,
 shouldn't it?

 Many plugins appear to use return values inconsistently, so this  
 might be a
 widespread issue.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com http://www.skew-matrix.com/
 +1 303 859 9466

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[osg-users] osg reference manuals

2008-04-29 Thread Bob Kuehne
hi osg-users,

it came to my attention at the recent paris user's group meeting that  
some were not aware that there is a series of osg reference manuals  
available for those who like printed documentation. we also produce  
pretty nice hyperlinked pdfs which really add a lot to understanding  
how all the pieces of osg fit together. that itself is pretty useful,  
but paul and i have done more to make these books better than just a  
reference.

paul martz and i, co-editors on the reference manual series, have done  
extensive editing of the reference pages generated by doxygen and also  
created some useful introductory and specialized topics on  
transitioning from osg 1.x to 2.x, in the front of each of the  
reference manuals. the most recent version, for example, includes a  
nice chapter on all the current 2.X environment variables that can be  
used to customize osg apps when they launch.

so, if you're interested in some printed documentation on osg, and  
more to come (we're working on the 2.4 manual now!), please check out  
our books:

  http://www.osgbooks.com

thanks!
bob

bob kuehne
founder and ceo - blue newt software
www.blue-newt.com734/834-2696



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Re: [osg-users] New Device Input

2008-04-03 Thread Bob Kuehne
hi renan,

i did this with eric wing for a client of ours. we only did it for mac  
os x, because the packaging was easiest. we decided against the  
windows stuff for the reasons paul mentioned.

bob

On Apr 3, 2008, at 3:01 PM, Paul Martz wrote:
 Hi Renan -

 I looked at adding support for this device to OSG, but was put off  
 by the fact that they have per-platform SDKs. I think Mike Weiblen  
 was looking at adding this into VRPN.

 Anyhow, why not just derive a new class from MatrixManipulator and  
 add that to the viewer? Then hide all your device-specific code  
 inside that class. You'd need to attach your manipulator before  
 calling run() of course.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466

 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
 ] On Behalf Of Renan Mendes
 Sent: Thursday, April 03, 2008 12:23 PM
 To: OSG Mailing List
 Subject: [osg-users] New Device Input

 Hi,

  I'm working on a project that requires the use of a new input  
 device, called space navigator. I have the method that gets the 6  
 coordinates from it. I'd like to know how to get it at every frame.  
 I thought of using a callback, but it doesn't seem right, for the  
 object from that class is not conceptually a osg::Node. Can I  
 include it in my viewer.run() ?

  Thanks for your tip,

Renan M Z Mendes
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Re: [osg-users] RE FLT export submission imminent (Paul Martz)

2008-03-28 Thread Bob Kuehne
hi all,

robert is clearly best focused on moving osg forward at the trunk, and  
does great work there. but paul and i realize others may need support  
for older versions, and provide that through our support plans.

so if you really really want this feature in 1.2, please consider one  
of the support plans paul and i offer.  it's precisely through these  
support plans, training, and custom development work, that paul and i  
are able to do things that contribute back to osg. at any rate, we  
offer support plans which provide maintained branches of osg for 1.2,  
2.2, or whatever you require. please see my site for details:

http://blue-newt.com/products/

bob

bob kuehne
founder and ceo - blue newt software
www.blue-newt.com734/834-2696

On Mar 28, 2008, at 7:05 AM, Robert Osfield wrote:
 Hi Neil and Michael,

 It may be possible to back port the new changes to the OpenFlight
 plugin to 1.2 as most of the core scene graph is similar, but it
 requires work to do the initial port then there is the issue about
 ongoing maintenance.  I am not about to go volunteer to administer
 such a awkward maintenance job as have more than enough work on my
 plate, but as it's all be open source does make it possible for you to
 maintain a branch.

 However, perhaps the best workaround would be to export your models to
 1.2 .ive and then use a 2.x version of osgconv to do the conversion
 from 1.2 .ive to .flt.   All the 2.x libs and plugins are versioned so
 it should be possible to mix.   It's certainly not an idea solution
 but it might give you something to trial without the need for branch
 the 2.x code base.

 Robert.
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Re: [osg-users] dc users group picture

2008-01-27 Thread Bob Kuehne
On Jan 27, 2008, at 12:50 PM, Jean-Sebastien Guay wrote:

 Nice photo, got a higher res version for the site?

no - that's what was left after photoshop. but i'm not sure anyone  
else would want to see more pixels of my head anyway. ;) bob

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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-22 Thread Bob Kuehne
given the enthusiasm for this from a number of fronts, expect more  
formal thoughts from the two of us in the next few weeks. and while  
you're dreaming of sugarplums, dream of your own chapter in the osg  
gems book. :) happy holidays!

bob

On Dec 19, 2007, at 3:34 PM, sherman wilcox wrote:


 However, I like the idea of a community-written OSG Gems book,  
 and I don't
 want to underestimate the community's willingness to contribute.  
 So, I'll
 give this some thought, look into other Gems-style books' business  
 models,
 and see if I can find a way to make this work (time-wise, as an  
 editor).
 Initial thought: rather than here's how to use some feature in  
 OSG type of
 articles, it might be better to have here's how I did this really  
 cool
 thing using OSG or here's how my company is using OSG, if you  
 know what I
 mean. I think this is more in line with other Gems books I've read.


 A gems book is a great idea. I second the here's how I did this
 really cool thing using OSG route.
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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-17 Thread Bob Kuehne
 I haven't been tempted by the reference manual book because I know  
 how to navigate
 the source code and can't see how the relatively sparse comments  
 therein would be
 more helpful compiled together. I think the situation is even worse  
 once you get

i thought this would be my experience too, after writing it, but i've  
been surprised. simply seeing all the methods laid out in a logical  
fashion (rather than how they might be typed into the header), seeing  
the documentation for a class side-by-side with it's _full_  
inheritance hierarchy, and seeing some context (early chapters for osg  
overview, env var documentation, etc) have actually been interesting.

i've even learned a few things in the process of writing / editing  
these things. yes, you can teach an old dog new tricks.

 outside the core OSG classes, so a credible documentation job would  
 mean a lot of
 work for someone.

i'll second that comment. at best, these things pay for beer and  
aspirin, both necessary after beating one's head against doxygen and  
latex. :)

bob



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Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-13 Thread Bob Kuehne
let me pile on and say i'm thrilled we're done with this too. :)

i'd also ask of all those users out there who are interested in better  
documentation to send us an email: [EMAIL PROTECTED] - tell us what  
would is most important to you in our next book. what you'd like to  
see, what you think needs more elaboration, etc.

we're very interested in ensuring that these books are relevant,  
focused, and good, and that we increase overall goodness of the  
documentation and tools available to osg users.

thanks!
bob

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[osg-users] intermediate osg training: washington dc, jan 22/23 (osg terrain on 01/24)

2007-12-12 Thread Bob Kuehne
hi gang,

just a reminder about paul and my forthcoming osg training this  
january in washington dc. what better way to celebrate the holidays  
than by getting a loved one an osg training? give a man a polygon,  
he'll render for a day, teach him to tessellate, and he'll render for  
the rest of his life. or something like that.

anyway, we've got a nice group of students already, but space is still  
available. so, join us in the heart of washington dc, with easy access  
to the metro and parking, and we'll provide all the coffee you'll  
need. here's what we'll be teaching:

january 22  23: OSG intermediate course

we'll teach you everything you need to know to move from basic OSG  
usage, to advanced things like building custom drawables, plugins,  
etc. here's what you'll learn:

  * Memory management
  * Nodes, various node types, custom nodes and NodeKits
  * Traversals, NodeVisitors, Callbacks
  * Data manipulation tools
  * Drawables, Geometry, and state
  * Using plugins
  * Threads
  * Viewing and camera manipulation
  * Window system integration
  * Optimization techniques

january 24: terrain databases in OSG

and of course, our bonus round this year is a terrain day. we'll teach  
you how to build the world, and deal with thorny issues of scale.  
specifically:

  * Large data set construction, display, and optimization
  * Paged data sets
  * Network served data
  * VirtualPlanetBuilder data generation
  * Shading
  * Tools  Workflow

we hope you can join us!

bob

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Re: [osg-users] Development-system for Mac-OS

2007-12-12 Thread Bob Kuehne
hi andreas,

you can get whatever mac you want, as the sdk and os are independent,  
to some extent. that is, you can be running 10.5, but build  
applications that target 10.4 or earlier. so, for osg, this means  
building your app against the 10.4 sdk (included as part of the  
development tools). i've been building and using osg and osg apps on  
10.5 for months now, without problems...

bob

On Dec 12, 2007, at 2:57 PM, Andreas Goebel wrote:

 Berg, Michael schrieb:
 I don't think the problems weren't just 64-bit.  About a month ago  
 (), I
 posted a message with the subject Undefined Symbols in OSG on Mac  
 OS X

 The OSG binary installer for Mac OS X 10.4 (the 10.4u SDK) *mostly*
 worked, but my applications would not compile if I made calls to
 osg::Image::readPixels() or osg::StateSet::setMode().

 E. Wing replied that:
 =
 Yeah, Apple screwed up and broke binary compatibility between 10.4  
 and
 10.5 when using OpenGL and C++. I have notes and binaries coming on
 this, but the short story is you can't use 10.4 built frameworks
 against the 10.5 SDK or you get the linking problems you see. Either
 switch to the 10.4u SDK on Leopard, or use a set of OSG frameworks
 built against the 10.5 SDK.
 =

 Anyway, once the Mac OS X 10.5 SDK (32-bit only) was released and I
 upgraded to it (http://www.openscenegraph.org/projects/osg/wiki/Downloads 
 )
 it solved the linking problems I was having.

 If you look through the release notes for the 10.5 SDK, it mentions  
 that
 Apple changes some of the types in the OpenGL headers, so OSG had  
 to be
 rebuilt for that.

 Hi,

 thanks for the info. But does that mean that I would avoid those
 problems by simply using Mac OS 10.4 ?

 Regards,

 Andreas

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Re: [osg-users] OSG version

2007-12-12 Thread Bob Kuehne
i like this idea, paul. perhaps the version could be tagged something  
indicating 'development' between release tags, for example: '2.3.0- 
beta', and then once robert gets to his release point, changing to  
'2.3.0', tagging, and then immediately changing to '2.3.0-beta'. or  
maybe this immediately post-release version number is something like  
'2.3.1'.

ruminate...

bob


On Dec 12, 2007, at 5:00 PM, Paul Martz wrote:

 I'll bump the version number up once I tag the 2.3.0 release,
 I've been hanging back while more testing is carried out.

 Can I suggest a change in policy? The version number should get  
 bumped as
 soon as the first post-release change is committed. At that point,  
 the code
 no longer matches the previous release; the version number should  
 increment
 to reflect that.

 If the SVN head version number contains post-release changes but the  
 version
 number is unchanged, then code written for specific releases might  
 not run
 on the current SVN head, thus delaying testing.
   -Paul

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Re: [osg-users] osgOQ occlusion query release candidate available

2007-11-29 Thread Bob Kuehne

hi paul,

excellent work! this works great on mac os x 10.5. just tried it, and  
got a lovely 60hz on the 'ptViewer --stock' included demo.


one note: the viewer 'ptViewer.cpp' force loads a loader which i don't  
have, and probably others as well - osgdb_PolyTrans.dll (not to  
mention, of course, that the plugin  load mechanism would be  
different on several platforms). so i'd excise lines 251-263. diff  
attached.


but it works great - very nice piece of engineering. congrats!
bob


ptViewer.diff
Description: Binary data


On Nov 29, 2007, at 12:46 AM, Paul Martz wrote:

As announced at the SIGGRAPH OSG BOF. I've added OpenGL occlusion  
query support to OSG. Although some open issues remain, I'm making  
it available now to the OSG community to solicit your feedback.


http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgOQ

This has been tested on Windows using VS7 and OSG v2.2. If you  
encounter problems on other platforms, please let me know.


After outstanding issues are identified and resolved, I'll submit  
this to Robert for possible inclusion in core OSG.


Thanks to Doug McCorkle, ISU, and Ames Laboratory for funding this  
development effort.


Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466

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www.blue-newt.com734/834-2696


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Re: [osg-users] VTP height field issue

2007-11-29 Thread Bob Kuehne
hi jim - this is a transform generated by osgdem (consumed via vpb) -  
i think it's a different transform than the kind you suggest, or at  
the least, it's not normalized. the transform _is_ correct for one of  
the images, and it's how robert has been generating these vpb config  
files for a while. so i think the elements are right, but just a bit  
off. full vpb config attached.


bob


globe.vpb
Description: Binary data



but, On Nov 28, 2007, at 8:52 PM, Jim Brooks wrote:


how would i flip it? i suspect i need to change the
transform somehow:

  Transform {
360 0 0 0
0 180 0 0
0 0 1 0


You're on the right track, but the matrix elements
are unit float {0.0,..,1.0} values, not degrees.
These 3 rows are 3D unit vectors that
define the 3 orthogonal axises.

-1 0 0   # -1 = 180' rotation
0 1 0
0 0 1


-180 -90 0 1


No, the last row is the origin of the matrix
(coordinate space).
Changing them results in translation, not rotation.



  


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Re: [osg-users] osgOQ occlusion query release candidate available

2007-11-29 Thread Bob Kuehne
On Nov 29, 2007, at 9:48 AM, Paul Martz wrote:

 Do me a favor, cycle through the threading models using the 'm' key  
 to make
 sure they all work on your system (tested OK on mine: Pentium HT,  
 single
 NVIDIA card with dual monitors).

worked fine with one monitor in all modes, will try with two later.

bob

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Re: [osg-users] VTP height field issue

2007-11-29 Thread Bob Kuehne
oh, fyi - my simple solution was simply to flip the image  
appropriately, and let osgdem do what it wanted with it. i know,  
hacky, but i'm past the problem. getting things done! woo! :)

On Nov 29, 2007, at 8:09 AM, Bob Kuehne wrote:

 hi jim - this is a transform generated by osgdem (consumed via vpb)  
 - i think it's a different transform than the kind you suggest, or  
 at the least, it's not normalized. the transform _is_ correct for  
 one of the images, and it's how robert has been generating these vpb  
 config files for a while. so i think the elements are right, but  
 just a bit off. full vpb config attached.

 bob
 globe.vpb

 but, On Nov 28, 2007, at 8:52 PM, Jim Brooks wrote:

 how would i flip it? i suspect i need to change the
 transform somehow:

  Transform {
360 0 0 0
0 180 0 0
0 0 1 0

 You're on the right track, but the matrix elements
 are unit float {0.0,..,1.0} values, not degrees.
 These 3 rows are 3D unit vectors that
 define the 3 orthogonal axises.

 -1 0 0   # -1 = 180' rotation
 0 1 0
 0 0 1

-180 -90 0 1

 No, the last row is the origin of the matrix
 (coordinate space).
 Changing them results in translation, not rotation.



  
 
 Never miss a thing.  Make Yahoo your home page.
 http://www.yahoo.com/r/hs
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Re: [osg-users] vsync (was: OSG CPU usage)

2007-11-19 Thread Bob Kuehne
On Nov 19, 2007, at 6:02 AM, Robert Osfield wrote:

 On Nov 19, 2007 9:25 AM, Ákos Maróy [EMAIL PROTECTED] wrote:
 Paul Martz wrote:
 Vsync is usually on by default, can be toggled on or off by some  
 driver
 options, and can also sometimes be toggled by OpenGL extensions.

 but does this mean that if I call rendering blocks unti the next  
 vsync
 clock tick?

in short: yes.

 OpenGL drivers have a FIFO, your app fills the fifo with tokens and
 data, at the end of the frame you send in a swap buffers token and
 this goes into the FIFO with everything else.  Normally the swap
 buffers call itself doesn't block (although some implementations do
 this), but the FIFO itself can only be cleared at the rate for one
 swap buffers call per frame so it'll fill and once filled up it will
 effectively block until previous frame was begun dispatching.  The
 driver may allow several frames worth data in the fifo before block,
 this is driver dependent, and also dependent on just how data you have
 to pass to OpenGL- if you have massive models the CPU will be block on
 the FIFO right on the same frame rather than more than one frame begin
 backed in the FIFO.

 The end result of this is simpler though - put vsync on, and your
 frame loop will block and should iddle while its waiting for the FIFO
 to begin accepting new data.  Some OpenGL drivers  have been known to
 CPU resources when waiting rather than idling - ATI drivers were doing
 this for a while, but I believe this has now been fixed.

 Robert.
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Re: [osg-users] OSG CPU usage

2007-11-15 Thread Bob Kuehne
in fact, what paul says is very similar to what i often do in test apps:

while ( !viewer.done() )
{
usleep( timeToSleepToGetMeToMyDesiredFrameRate );
viewer.frame();
}

in a more commercial-style app, i'd recommend only redrawing when data  
actually
changes. so in a cad app, when the user moves the mouse, or edits the  
data, in a
flight sim, when the eyepoint, or any on-screen data changes, etc.

bob

On Nov 15, 2007, at 10:11 AM, Paul Martz wrote:

 how can I display my scene graph so that it is idle when
 there's nothing to do?

 The osgviewer app calls viewer.run(), which is effectively the same  
 as:
  while (!viewer.done())
viewer.frame() // draw a single frame

 So, if you only want to draw when your app is not idle, then you  
 should not
 use viewer.run(). Instead, you should call viewer.frame() only when  
 the
 image needs to be updated.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466

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Re: [osg-users] Retrieving occlusion query results prior to swap(was: RE: Need a post-swap traversal)

2007-10-22 Thread Bob Kuehne


bob kuehne -
[EMAIL PROTECTED] - 734-834-2696

On Oct 22, 2007, at 6:47 PM, Paul Martz [EMAIL PROTECTED]  
wrote:

 Thanks for the note, Robert --

 The high level approach does suffer from a round trip to the
 graphics card - you still have to wait till all the queries
 are returned before you can dispatch the last bit of data
 into the OpenGL fifo.  Claiming this eliminates the latency
 is rather stretching things, it hides it a bit, bit only a
 bit, you are still stalling the CPU till the GPU is done so
 parallelism between the CPU and the GPU is heavily compromised.

 The total time for the hardware to generate the results is the same in
 either case, you're right. The latency I was referring to is a  
 visual
 latency, not a time latency per se: seeing (or not seeing) the actual
 geometry in frame N is based on query results from frame N-1.

 My current implementation suffers from this latency. I'm not pleased  
 with
 the results, and recent discussions (such as the thread concerning  
 only
 rendering when needed rather than with a continuous rendering loop)  
 indicate
 that there are OSG use cases under which such an implementation  
 would be a
 poor choice.

 Personally I'd rather taking the hit and doing everything in
 one frame rather than having a frame overlap and then having
 to come up with clever frame coherency tricks to ensure that
 you don't get false negatives in the next frame.  There are
 certain models types that are already breaking frame by a
 long way - i.e. hitting 10fps, so for these a round trip to
 the GPU is relatively low compared to the potential gain of
 culling geometry and state from the draw dispatch, for these
 occlusion culling in frame will be a godsend.

 Yep, I'm leaning this way as well. So, then, the question becomes:  
 How to
 implement this in OSG?

 As for mods the rendering backend, I'd suggest some sort
 RenderLeaf extension that allows leaves to be switched off,
 and during draw traversal the switched off leaves are
 ignored.  The toggling code be done be the pre RenderStage
 you set up to do the occlusion query.

 Hm. I really want all the occlusion queries to be done after all other
 normal rendering has finished (to maximize the chance for  
 occlusion to
 occur). So it seems I really want a POST RenderStage that issues the
 queries, then iterates looking for available results; as each result  
 becomes
 available, it checks for visibility and renders or skips the actual
 Drawables accordingly.

 Also, I don't want to limit this to Drawable-level queries. It is very
 useful to be able to perform a single occlusion query to test for the
 visibility of an entire subtree. Thoughts on that?

 I'll look into this, but look forward to any additional thoughts or
 directions  from you.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466

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[osg-users] OpenSceneGraph 2.2 Training: November, January

2007-10-07 Thread Bob Kuehne
hi osg-ers,

hot on the heels of two successful training courses (one public, one  
on-site
private), we're heading into our fall training schedule. on the radar at
this moment is the forthcoming Open Source Retreat early in november.
we've got a lot of stuff we're putting in on the docket for this five  
day
intensive, with a heavy focus on what's new and great about osg 2.2.  
we're
looking forward to this course!

--
Bob Kuehne and Paul Martz will co-instruct two week-long  
comprehensive OSG
courses hosted by the Open Source Retreat. The first will be in
Charlottesville, VA, November 12-16, 2007, and the second will be in  
Rome,
Italy, January 6-10, 2008. These courses include time set aside for
one-on-one consultation and instruction.
To register for either of these courses, visit the following URL:
http://www.opensourceretreat.com
--

spots are available, so sign up early, and sign up often. we hope to  
see you
in virginia in november. if you can't make november, there's also a  
course
in rome, january 6-11, 2008. what could be nicer than pasta,  
espresso, and
geekery in rome? :)

bob

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Re: [osg-users] Documentation

2007-08-21 Thread Bob Kuehne

And don't forget: http://osgbooks.com

bob kuehne -
[EMAIL PROTECTED] - 734-834-2696

On Aug 21, 2007, at 9:25 AM, Gordon Tomlinson [EMAIL PROTECTED] 
 wrote:


The man pages would be more or  less the same as the doxygen  
pages .


but see http://www.skew-matrix.com/books.asp


Best Regards
Gordon
__
Gordon Tomlinson
Email  : gordon.tomlinson @ overwatch.com
YIM/AIM: Gordon3dBrit
MSN IM : Gordon3dBrit @ 3dSceneGraph.com
__
Telephone (Cell): (+1) 571-265-2612 -- Note New Number
Telephone (Work): (+1) 703-437-7651
Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival
- Master Tambo Tetsura
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
]On Behalf Of maruti borker

Sent: Tuesday, August 21, 2007 9:23 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Documentation

I am a newbie in OSG , i  find the D-oxygen generated documentation  
very limited as they dont explain what each function do or what the  
parameters mean . Is there a better documentation like a man page or  
something to help us newbies out ??? .

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