Re: [osg-users] What callback for setting the viewMatrix of the camera every frame?

2012-01-04 Thread Bob Youmans
Hi,

I used a class derived from osgGA:StandardManipulator and in the handle() i 
caught the FRAME event type.

Thank you!

Cheers,
Bob

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Re: [osg-users] Discussion: metadata readerwriters output

2011-02-02 Thread Bob Youmans
What will the users do, who current utilize the userData in the node for their 
own specialized purposes?  Is this going to break our models?

-Original Message-
From: Sukender [mailto:suky0...@free.fr] 
Sent: Tuesday, February 01, 2011 4:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Discussion: metadata  readerwriters output

Hi Robert,

  Hi Peter, Robert, and all
 
 Thanks... but this is my first post... I've been happily watching the
 discussion so I can't take any credit, apart for great patience ;-)

Ahah! This was an insidious way to get your attention! You fell in the trap! :-D

  Thank you for your ideas. I think the metadata container put in
 userData is the simplest way. And I fully agree there should be some
 minimal base classes to support it in core OSG.
 
 This has been my preferred option for a while.  This topic been
 discussed before over the years, and I think a member of the
 community
 proposed a solution and may have even come up with a partial solution
 so it would be worth looking through the archives.

Thanks. I'll do.

 Having the ability to read/write the data using the new serializers
 is
 the obvious thing to do.  Meta data could even just be used to store
 a
 unique ID for those who want to use such approaches.
 
 
  So... Who's for that solution? If so, any idea about implementation
 details, or requirements?
 
 Ooo I think I'll duck for cover w.r.t implementations, I have plenty
 of other issues to tackle with getting the OSG ready for 3.0 to not
 worry about other stuff.

Hmmm... Would you agree if I gradually propose submissions in that way? I mean 
I'll stick to the idea of metadata container, but I won't do everything in a 
row, so will you accept to integrate such sumbissions?
Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


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Re: [osg-users] osg-users Digest, Vol 26, Issue 64

2009-08-28 Thread Bob Youmans
What I did was make my own manipulator derived from MatrixManipulator, then
add it to the switch manipulator in the view.  Then set it to be the one I
want.  Then in the handle for the events (my event of interest is each
FRAME) I set the matrix by grabbing computePosition from the original
MatrixManipulator and modify it to do what I want (e.g., step close each
FRAME or rotate each FRAME by .1 deg), to make a series of images for
further analysis.

I switch out the manipulators when the user clicks the go button, etc.
switch it back when he cancels or it finishes.

Hope this helps,

Bob

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[osg-users] problem with empty osg::Program

2009-08-18 Thread Bob Youmans
Hi,

i'm using an osg::Program containing some very simple shaders and i need to 
turn these shaders on  off (back to fixed function pipeline). 

I read in the archives where the suggested approach to do this is to use an 
empty osg::Program.  So, i have a callback that switches the program when the 
use case changes and it's all ok.

the problem is that when i shut down the app or the scenegraph / view, i get an 
exception way down in the PerContextShader code, many levels of vectors and 
iterators.  The iterator is ffeeffee in visual studio debug meaning it's 
already been deleted and is being deleted a second time.  I'm out of my element 
down in osg's internals.

If i only switch shaders once, no problem, but if i switch shaders back and 
forth, the empty shader causes exceptions.

any ideas?  is there a call i'm missing? i tried releaseGLComponents and it 
didn't make any difference.

i can put up code extracts if you'd like.
... 

Thank you!

Cheers,
Bob

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[osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Bob Youmans
Hi,

I'm trying to come up with a design using OSG to build what i'm calling an 
X-ray viewer.  Basically i have relatively simple geometry, a shell or 
skin of a vehicle and then the interior.  I want to view the interior as 
penetrated by the X-rays, which is based on a thickness calculation and a 
distance and aspect angle, all hopefully done in shaders.  I envision the 
shaders setting the fragment alpha and/or color when rendering the shell, 
then after to render the interior and combine with the shell texture to 
create the final view, showing through the interior in desired parts.  Finally, 
i desire to get a histogram of the colors of the interior to see how the 
shell performed on the x-rays with the interior.

Do you see this as an appropriate application / use of osgppu?  i'm running osg 
2.8.1.  will ppu work with that.  i've got osgppu 0.4 i think.

also, i'm thinking i need to create the ppu nodes programmatically instead of 
reading ppu files, so i need examples of that type.  i'm just starting to look 
through them.


Thank you!

Cheers,
Bob

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Re: [osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Bob Youmans
Hi,

for the thickness it's actually a fixed data for the geometry (not really 
thickness).  It's only thickness in the analogue of the x-ray model.  It's 
geometry dependent data, and for starting out adding this data item and/or 
having only the one value will do.  I'm just looking for the best design using 
osg.  So with that, maybe osgVolume is not necessary.  I have userdata and/or 
node callbacks to get this data for each geometry (e.g., Uniform callback for 
the vertex shader all using the same var name).  

I found your slicing idea in osgppu interesting.  So, given this thickness as 
data and not requiring geometry calculation, how would you see going at it?


Thank you!

Cheers,
Bob

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Re: [osg-users] [osgPPU] X-ray Design use of OsgPPU

2009-08-11 Thread Bob Youmans
Hi,

yes view dependent ok.  imagine a vehicle, each geode is a panel and the 
panel has a thickness.  i plan to  set a distance for the x-ray and a 
viewing angle (about z, assume constant elevation (about x or y), render 
a frame and see what interior geometry fraction shows through by counting the 
pixels as the ratio of num of colored pixels.  for the next frame, the viewing 
angle and/or distance will change.  Note that the distance only serves to 
effect the power (vs thickness) of the x-ray so that as the viewing pos is 
closer more penetration can occur.

i would be interested in how to set this up as a multi-render ppu arrangement.  
My geometry is in a file, but there are several other nodes i create 
programmatically to make all this work.

My problem is i'm very new with textures and shading and it's difficult to 
debug, compared to the usual development approach.

right now i don't know the best way to set up the shader / texture / pixel 
objects.  I'm ok with the osg nodes and have the transforms and callbacks ok.  
even the uniforms per geode are ok.

i'm looking at depthpeeling and several other examples from osg to find the way 
to go with the shader pixel analysis parts.

... 


Thank you!

Cheers,
Bob

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[osg-users] complete copy of my scenegraph

2009-07-28 Thread Bob Youmans
Hi All, as I'm trying to set up my scenegraph for rendering in two ways, I'm
thinking I want 2 complete copies:  one to set callbacks and statesets on
for the shader-version and another to have that user can throw without any
of this stuff.  Then I can user the viewer::setSceneData to swap them.  Can
I do this simply by using CopyOp::DEEP_COPY_ALL?

 

Thanks,

Bob

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[osg-users] order of update callbacks

2009-07-27 Thread Bob Youmans
Hi All, is there a defined order for update callbacks?  I see examples of
interest to me about Uniform updatecallbacks for shaders (osgparametric),
and I have Group node updatecallbacks, and I'm trying to understand the
ordering of them in case I have to worry about dependencies between them.  

 

Thanks,

Bob

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[osg-users] multiple camera design question

2009-07-27 Thread Bob Youmans
Hi All, I have a design question about using multiple cameras (one with
shader, pre-render to texture, etc. and one for the user vis., for
example).  Is it better to build separate node graphs for each camera, or to
use mask/flags and switch settings to control the rendering, with a single
node graph?  My node graphs are very simple.

 

Thanks,

Bob 

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[osg-users] setSceneData vs camera-addChild

2009-07-27 Thread Bob Youmans
Hi All, I have a single viewer/view based architecture with multiple
cameras/slaves, and I don't understand the relation between
viewer-setSceneData and camera-addChild.  Can I not use addChild to render
different graphs to the view?  Should I be removing the graph from the
scene, in which case what do the slave cameras render?

 

Thanks,

Bob

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Re: [osg-users] setSceneData vs camera-addChild

2009-07-27 Thread Bob Youmans
Hi, thanks a lot. you guys rock! osg would be nothing without your support.

... 

Thank you!

Cheers,
Bob

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[osg-users] shader newbie question

2009-07-24 Thread Bob Youmans
Hi All,

I'm starting to develop shader, texture, uniform, etc. code for our app and
I have what's probably a very simple question.  I understand these
shader-related objects live in the Stateset, and in most examples I see the
stateset being set on osg::Geometry within osg:Geodes.  If I have an
externally loaded model with lots of Geometry and Geode objects, and they
all will use the same shader and data, can I put the stateset containing the
stuff in the root Group node, or should I replicate it myself to all the
individual nodes (e.g., using update callbacks).  I would think that if I
have a stateset on the Group that acts as the root node, then all the
child objects will get their shader stuff ok, right?  Even if there's only
one stateset object created, do I still have to set it for the geometry
nodes, or will they inherit from the parent path?

 

Thanks,

bob

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[osg-users] osg dll versions

2009-07-21 Thread Bob Youmans
Hi, what's the preferred way to tell which version an osg55-osg.dll is build
from, say 2.8.0 vs 2.8.1.  Is there no versioning resource in the dll (e.g.,
Windows resource)?  Is there an easy way to tell which version osg55-osg.dll
is?

 

Thanks,

Bob

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Re: [osg-users] osg dll versions

2009-07-21 Thread Bob Youmans
Hi,

but what if i have a team of developers and they're not working on osg 
components, and i ask them to get these new binaries (i build them, they 
don't).  Then later, there's no better way to tell what versions they have than 
looking at the date/time and/or file sizes (they're not sure if they did it or 
not)?  can't we have better version control than that? 

i realize i'm on a particular platform (win32).  is there no in-file versioning 
possible? 

can there be an osg version function to return a string or a version object 
stating the version (2.8.0 vs 2.8.1) so we can unequivocally know what version 
someone is running and display it in Help, About, or some other startup info?

Thank you!

Cheers,
Bob

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Re: [osg-users] osg dll versions

2009-07-21 Thread Bob Youmans
Hi,

very helpful group is osg.
Thank you!

Cheers,
Bob

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Re: [osg-users] frame rate faster than monitor vsync?

2009-07-13 Thread Bob Youmans
We're doing computations with the 3D engine, getting images, color
histograms, etc. at different model parameter settings, 1 change for each
frame, so the faster we can render the better.

Can one change vsync dynamically, at any time, just by changing vsync
setting in the traits?

bob

-Original Message-
From: Paul Speed [mailto:psp...@progeeks.com] 
Sent: Saturday, July 11, 2009 9:01 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] frame rate faster than monitor vsync?

I have to be pedantic here... the eye can most _certainly_ detect 
movement beyond 60 hz.  But there is no point in displaying faster than 
that if your display can't render faster than 60 hz.

There are good reasons to do so, though.  For example, to test rendering 
speed to get good benchmarking for seeing how much CPU your rendering 
code is wasting.  Alternately, there are certain situations where one 
may be driving sensing equipment that wants higher refresh.  Of course, 
then the display is expecting that refresh or whatever is receiving the 
output... so we still come back to driving your display at what your 
display expects.  Or benchmarking.

-Paul


Philip Taylor wrote:
 Wyatt,
 
 Out of very idle curiosity, why would you render at 2KHz when the eye
can't
 really detect movement beyond 60Hz?
 Would it just be for rendering individual frames for a movie?
 
 PhilT
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Wyatt
 Earp
 Sent: 11 July 2009 19:08
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] frame rate faster than monitor vsync?
 
 
 I have renderered in excess of 2 KHz on ocassion.
 
 Wyatt
 
 On 7/11/09, Ulrich Hertlein u.hertl...@sandbox.de wrote:
 Hi Bob,

 On 10/7/09 9:05 PM, Bob Youmans wrote:
 Hi, does anyone know if it's possible to run faster than the 60Hz vsync
 or 100Hz osg limit, if computational performance is the ultimate goal
 even at the expense of tearing. Can I get 600 fps by turning off vsync
 (or something else, it didn't work on my box)? Is the graphics card
 driver/model involved? How can you tell which ones will work without
 actually buying it?
 If you turn off vsync then OSG will render as fast as possible, without
 any
 artificial
 limitation.  There's no 100 Hz OSG limit that I'm aware of except maybe
in
 the DB pager.

 Sure you can get 600 fps if you're willing to accept tearing (or render
 offscreen), even
 my GeForce 8600M GT laptop gives me over 1000 fps for moderately complex
 models.  And yes,
 the graphics card is obviously involved (the faster the better) and so is
 the driver.

 If you're not seeing more than vsync fps then the reason is most likely
 due
 to setup, e.g.
 a driver settings forcing vsync on or __GL_SYNC_TO_VBLANK being set on
 Linux.

 Cheers,
 /ulrich
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Re: [osg-users] frame rate faster than monitor vsync?

2009-07-13 Thread Bob Youmans
Hi all, here's how I'm turning off vsync and it's not having any effect.  Any 
ideas.  This setup is based on one of the examples, C++ / Windows / Vista.

I have dual monitors.  Would that make any difference?

Thanks,
Bob



// Local Variable to hold window size data
RECT rect;

// Create the viewer for this window
m_pViewer = new CTOSOM_OSGViewer(this);

// Add a Stats Handler to the viewer
m_pViewer-addEventHandler(new osgViewer::StatsHandler);

m_pViewer-addEventHandler(new TOSOM_OSGkeyboardEventHandler);

// Get the current window size
::GetWindowRect(m_hWnd, rect);

// Init the GraphicsContext Traits
osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;

// Init the Windata Variable that holds the handle for the Window to 
display OSG in.
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);

// Setup the traits parameters
traits-x = 0;
traits-y = 0;
traits-width = rect.right - rect.left;
traits-height = rect.bottom - rect.top;
traits-windowDecoration = false;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-setInheritedWindowPixelFormat = true;
traits-inheritedWindowData = windata;
traits-vsync = false;

// Create the Graphics Context
osg::GraphicsContext* gc = 
osg::GraphicsContext::createGraphicsContext(traits.get());

// Init a new Camera (Master for this View)
osg::ref_ptrosg::Camera camera = new osg::Camera;

// RLY set CullingMode
camera-setCullingMode(osg::CullSettings::NO_CULLING);

// Assign Graphics Context to the Camera
camera-setGraphicsContext(gc);

// Set the viewport for the Camera
camera-setViewport(new osg::Viewport(traits-x, traits-y, traits-width, 
traits-height));

// RLY - set ortho projection
camera-setProjectionMatrixAsOrtho(-5000, 5000, -5000, 5000, -5000, 
5000);

// Add the Camera to the Viewer
m_pViewer-addSlave(camera.get());

// Add the Camera Manipulator to the Viewer
m_pViewer-setCameraManipulator(m_pswitchManipulator.get());

// Set the Scene Data
m_pViewer-setSceneData(m_pRoot.get());

// Realize the Viewer
m_pViewer-realize();
}

-Original Message-
From: Ulrich Hertlein [mailto:u.hertl...@sandbox.de] 
Sent: Saturday, July 11, 2009 8:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] frame rate faster than monitor vsync?

Hi Bob,

On 10/7/09 9:05 PM, Bob Youmans wrote:
 Hi, does anyone know if it’s possible to run faster than the 60Hz vsync
 or 100Hz osg limit, if computational performance is the ultimate goal
 even at the expense of “tearing.” Can I get 600 fps by turning off vsync
 (or something else, it didn’t work on my box)? Is the graphics card
 driver/model involved? How can you tell which ones will work without
 actually buying it?

If you turn off vsync then OSG will render as fast as possible, without any 
artificial 
limitation.  There's no 100 Hz OSG limit that I'm aware of except maybe in the 
DB pager.

Sure you can get 600 fps if you're willing to accept tearing (or render 
offscreen), even 
my GeForce 8600M GT laptop gives me over 1000 fps for moderately complex 
models.  And yes, 
the graphics card is obviously involved (the faster the better) and so is the 
driver.

If you're not seeing more than vsync fps then the reason is most likely due to 
setup, e.g. 
a driver settings forcing vsync on or __GL_SYNC_TO_VBLANK being set on Linux.

Cheers,
/ulrich



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[osg-users] vsync false doesn't change frame rate

2009-07-13 Thread Bob Youmans
Hi all, I'm trying to get frame rates above 60Hz, and when I set the
traits-vsync = false it has no effect.  I'm getting the default camera
created by the View in the Viewer and re-setting its traits.  Is that not
the right approach?

 

Thanks,

Bob

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[osg-users] frame rate faster than monitor vsync?

2009-07-10 Thread Bob Youmans
Hi, does anyone know if it's possible to run faster than the 60Hz vsync or
100Hz osg limit, if computational performance is the ultimate goal even at
the expense of tearing.  Can I get 600 fps by turning off vsync (or
something else, it didn't work on my box)?  Is the graphics card
driver/model involved? How can you tell which ones will work without
actually buying it?

 

Thanks,

Bob

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Re: [osg-users] how to set per vertext attributes using osg

2009-07-09 Thread Bob Youmans
Thanks for the help,

What I'm going to need is per geometry (e.g., osgGeometry::BIND_OVERALL),
the shader attribute values will be the same for each Geode (e.g., model
part).  I just can't find any examples of the best way to do the binding and
update the values each frame.  I can probably figure something out, but I'm
looking for the trail already blazed.

Thanks,
Bob

-Original Message-
From: Thrall, Bryan [mailto:bryan.thr...@flightsafety.com] 
Sent: Wednesday, July 08, 2009 4:05 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to set per vertext attributes using osg

Bob Youmans wrote on Wednesday, July 08, 2009 3:51 PM:
 Hi all, I'm trying to figure out the best method to pass per vertex
 attributes to shaders using osg and I can't seem to find many
examples of
 attribute use.  My guess is there's a reason for that and I should
probably
 code up a uniform array of some kind instead.  I need to pass
thickness as
 an attribute and that varies with the geometry / osg::Geode.  I've
studied
 the osg::Drawable and its attribute types, and the osg::Program and
its
 addBindAttribLocation, but I can't find any examples of the callback
or other
 mechanism to actually get the data set into the attributes from the
 scenegraph.  I must be missing something, and I'm really new at this
shader
 stuff.  Can anybody point me in the right direction?  Should I not try
to use
 shader attributes, but instead use a uniform array and look up my data
in
 there?  If I do use shader attributes, where's an example?   

Using a normal array is unlikely to allow a big enough array for all
your vertices :)

See osg::Geometry::setVertexAttribArray(), setVertexAttribBinding(),
etc.

It doesn't look like there are any examples for using vertex attributes,
though.
-- 
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com



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Re: [osg-users] how to set per vertext attributes using osg

2009-07-09 Thread Bob Youmans
Hi J-S, thanks for your helpful insights.  I'm brand new to this shader
stuff (osg::Programs, etc.), but I'm doing ok on the scenegraphs, nodes and
callbacks.  I've also got a lot more to learn about multiple cameras,
render-to-texture, etc.

I think my data items are going to be per Geode (e.g., thickness of a
part), but I thought I still needed shader attributes instead of uniforms,
because uniforms are per frame.  Unless you're thinking I'd make an array of
them where the indexing is the Geodes?

Bob

-Original Message-
From: Jean-Sébastien Guay [mailto:jean-sebastien.g...@cm-labs.com] 
Sent: Wednesday, July 08, 2009 9:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to set per vertext attributes using osg

Hi Bob,

 Hi all, I’m trying to figure out the best method to pass per vertex 
 “attributes” to shaders using osg and I can’t seem to find many examples 
 of attribute use.  My guess is there’s a reason for that and I should 
 probably code up a uniform array of some kind instead.

There's no reason other than no example has been made yet.

Mike Weiblen's osgtoy-data repository has a compactdisc.osg file that 
shows that attributes work. It's a single .osg file that contains the 
model and the shaders to show a compact disc with the color diffraction 
effect (different colors visible depending on the viewing angle).

There's also a compactdisc-texcoord.osg file that does the same thing 
using one of the texcoord arrays. That's always an option, btw, you can 
just co-opt one of the unused arrays from the fixed pipeline (like 
texcoord for texture unit 1 if your model uses a single texture on unit 0).

Of course having a data file that has attributes won't show you how to 
use them in your program, and how to update them when you need to, but 
at least it proves that they're usable.

 I need to pass 
 “thickness” as an “attribute” and that varies with the geometry / 
 osg::Geode.

Does it vary based on the geode, or on the geometry's vertices? The 
sentence above is very ambiguous. If you need just one value per geode, 
you can perfectly well use a single uniform. Attributes are for when 
things vary per vertex.

 I’ve studied the osg::Drawable and its attribute types, and 
 the osg::Program and its addBindAttribLocation, but I can’t find any 
 examples of the callback or other mechanism to actually get the data set 
 into the attributes from the scenegraph.

Well, that's because it's kind of up to you. Once you've set your 
attribute array in the geometry object, and called addBindAttribLocation 
to tell the program that a given attribute location potentially has data 
in it, you can fill in the data however you like. If your attributes 
don't change you can set them once at startup. If they vary per frame 
then you'll want to either put an update callback somewhere or break up 
your frame loop and then do your calculations there. (I personally 
prefer update callbacks, that way a given node can do all the work it 
has to do without needing to modify any other parts of the program, but 
that's just a preference)

Hope this helps,

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/



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Re: [osg-users] how to set per vertext attributes using osg

2009-07-09 Thread Bob Youmans
Thanks.  I’ll definitely check it out.

 

From: Ümit Uzun [mailto:umituzu...@gmail.com] 
Sent: Thursday, July 09, 2009 5:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to set per vertext attributes using osg

 

Hi Bob;

I had created sample Bump Mapping Effect with OSG and used
TangentSpaceGenerator and Attributes and Uniforms as you need.
Hope this helps.

Download : http://www.fileden.com/files/2007/9/10/1423182/BumpMapping.rar

Regards.

2009/7/9 Wang Rui wangra...@gmail.com

Hi,

 

I remember there is some code using TangentSpaceGenerator and
setVertexAttribArray(), but I can't find them in current OpenSceneGraph
version:

 

...

osg::ref_ptrosgUtil::TangentSpaceGenerator tsg = new
osgUtil::TangentSpaceGenerator;
tsg-generate(geo, 0);
geo-setVertexAttribArray(6, tsg-getTangentArray());
geo-setVertexAttribBinding(6, osg::Geometry::BIND_PER_VERTEX);
...

 

Wang Rui


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[osg-users] how to set per vertext attributes using osg

2009-07-08 Thread Bob Youmans
Hi all, I'm trying to figure out the best method to pass per vertex
attributes to shaders using osg and I can't seem to find many examples of
attribute use.  My guess is there's a reason for that and I should probably
code up a uniform array of some kind instead.  I need to pass thickness as
an attribute and that varies with the geometry / osg::Geode.  I've studied
the osg::Drawable and its attribute types, and the osg::Program and its
addBindAttribLocation, but I can't find any examples of the callback or
other mechanism to actually get the data set into the attributes from the
scenegraph.  I must be missing something, and I'm really new at this shader
stuff.  Can anybody point me in the right direction?  Should I not try to
use shader attributes, but instead use a uniform array and look up my data
in there?  If I do use shader attributes, where's an example?

 

Thanks for the help,

Bob

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[osg-users] screen capture or render to texture

2009-06-23 Thread Bob Youmans
Hi,

i'm going to be rendering to an image that will then be further analyzed by 
other routines (e.g., color histogram, etc.) automatically, for each frame, 
where each frame has it position set by a callback or matrixmanipulator.  I see 
the screencapture example, and my question is that the best way to get the 
image, or should i have a camera or other objects render to a texture and get 
the result that way?  osgscreencapture looks pretty complex. which approach is 
best or are they equivalent?

thanks for the expert advice, gurus.

Cheers,
Bob

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Re: [osg-users] multiple render targets / cameras

2009-06-16 Thread Bob Youmans
Hi,

thanks for the great advice.  if i'm going to have 2 render targets, one a 
memory image (ultimately custom shader) and one the GUI view window, should i 
still use Viewer, or CompositeViewer?  It would be nice to be able to turn off 
the visible one for more performance.  They will have exactly the same 
transform matrix, but be different resolutions.  So, i need to switch between 
user / program control of the transformation matrix, and also switch between 
rendering the memory / visible images (or both).  Is this doable? Does it make 
sense?  
Thank you!

Cheers,
Bob

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[osg-users] multiple render targets / cameras

2009-06-08 Thread Bob Youmans
Hi, thanks to the gurus for all the excellent guidance you provide to us
lesser mortals..

 

I can likely mush my way through this but I wanted to ask the opinions of
the osg gurus on my design approach before getting mired down in a less
desirable approach.

 

We have a geometry graph that we want to render to two separate places:  (1)
a bitmap image for additional automated analysis or use downstream in a
shader (that will also render to a similarly sized memory image), and (2)
the window context that can show the progress on the display, but not
necessarily replicate exactly the underlying hi-resolution image in memory,
for performance reasons.  They'll probably have different resolutions, say
1024 x 1024 for the bitmap and whatever window size the user sets for the
display.  I'm thinking two separate cameras, and I've seen in the examples
(osg distortion?) where the bitmap is setup, and I've also seen in other
posts several discussions about multiple camera for multiple views.  Then,
I need to have these cameras under program control, say, iterating a
rotation angle in 1 deg increments, and iterating the distance over some
range and increment (or the corresponding camera position), drawing a frame
of each (and ultimately processing the resulting image with downstream
algorithms and code).  Real time frame rates are probably not a reasonable
expectation for this analyzer.

 

I want the view version to give low-res feedback about the progress and
correctness of the underlying hi-res memory image processing.

 

My questions are currently:

1.What's the best way to connect the two cameras so they're the same
position  orientation, only rendering to different targets (e.g., update
the matrix of one with the other using an update traversal, put both under a
transform node in a tree, etc.)?

2.   What's the best way to programmatically (vs TrackBallManipulator
default) control the camera, and/or switch between these methods?

 

Is my design sound, or should I pursue some other approach?  If the separate
window context with different resolution is a problematic design, I can let
go of that, but I think we're really pursuing the memory image processing
approach, ultimately needing a shader program and then finally combining two
memory bitmaps, respecting the transparency of one, analogous to some kind
of specially programmed x-ray view, then extract the transparent parts and
average the color of it.

 

Thanks,

Bob

 

 

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Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Bob Youmans
Hi,

about the view and slave cameras, i got it, thanks.  one is the lo-res view for 
the GUI and the other is the hi-res (prerender) view for the memory bitmap.  
does it matter for the master/slave status for prerender vs the displayed 
camera.  Also, how does one turn these on/off? is that easy to control?
... 

Thank you!

Cheers,
Bob

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Re: [osg-users] multiple render targets / cameras

2009-06-08 Thread Bob Youmans
Hi,

regarding matrixmanipulators, almost all the example have TrackBallManipulator 
as the view's manipulator, separater from the cameras.  So, if i have an update 
callback on a camera to set its (and its slave) position and orientation, how 
does that interact with a trackballmanipulator.  can i remove it from the view 
and add it back? can i easily toggle on/off the trackballmanipulator, so i can 
control programmatic vs user control of these master/slave cameras?  that would 
be really nice.

Thank you!

Cheers,
Bob

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Re: [osg-users] OsgReadFile informations

2009-04-08 Thread Bob Youmans
Maybe it got optimized away?  I'm no guru, just a thought.

Thanks,
bob

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Hasler
Sent: Wednesday, April 08, 2009 9:10 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OsgReadFile informations

Hi,

Im working on an osg application which need to show some information about 
osgObject from the Node like name in an TreeView.

I start browsing the loaded model  with the Debuger to find the Information i 
need.

First i load via ReaderWriterDXF and dxf-file into ReadResult Object.
If i watch that result-object in the debuger i can easy find under - 
_ptr-MatrixTransform-Transform-Geode-_childrean
the first object and its name.

I write that result into an osgNode File, in which i can find my names as well.
(view in editor, osg file attached)
If i load that model with readNodeFile().
an browse the ref_ptr(osg::Node) node  object i cannot find nothing just one 
osg::Object no MatrixTransformation but the rendered result is the same !!

im working on that all day *cry* pleazz help me somebody how can i acces those 
information, where is the MatrixTransformation Object gone.


Thank you.

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[osg-users] start/stop viewer

2009-04-06 Thread Bob Youmans
Hello osg-list,

 

I'd like to find the best way to adapt osg::viewer to control its rendering:
in one case I want the usual case where viewer-run is doing its thing at 60
fps.  But, then, I have other GUI windows (MFC-based) and I want to stop the
viewer, and then render a single frame, all using the same geometry.  What's
the best approach for such a design?  Can I (using the examples for MFC)
call viewer-stopThreads and then manually render a single frame, and then
call  run, startThreads, etc. subsequently, and repeat this as often as I
like?

 

Thanks,

Bob

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Re: [osg-users] start/stop viewer

2009-04-06 Thread Bob Youmans
Thanks for the very helpful guidance you provide.

 

In the MFC example, I think the .run() method is already replaced by this:

 

//viewer-run();

while(!viewer-done())

{

osg-PreFrameUpdate();

viewer-frame();

osg-PostFrameUpdate();

}

I understand your suggestion about the details in the frame() call.  Here's
more detail about my intended use:

 

For example, I want the user to be able to spin the model and look at it,
but then click a start button and then (ignoring the user inputs)
systematically traverse an axis between some values, and/or viewing angles,
and then when finished, let the user look at it again (with the rendering
details changed (color transparency, other textures, etc.).

 

I was thinking I could stop the normal viewer threading that responds to
user input and then drive it myself from another function.When finished I
would restart the viewer to respond to user input.  There's probably a
better way.

 

Would I be better off using update traversals, animation stuff, or some
other osg design I haven't learned yet?  

 

How about osgPPU? What do you think of it?

 

Thanks,

bob

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, April 06, 2009 2:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] start/stop viewer

 

Hi Bob,

The viewer only renders a frame when you call viewer.frame().  If you are
calling the convenience function viewer.run() then just replace this run
call with the constuent parts of Viewer::run() i.e.

while(!viewer.done())
{
   viewer.advance();
   viewer.eventTraversal();
   viewer.updateTraversal();
   viewer.renderingTraversals();
}

Robert.

On Mon, Apr 6, 2009 at 6:56 PM, Bob Youmans byoum...@knology.net wrote:

Hello osg-list,

 

I'd like to find the best way to adapt osg::viewer to control its rendering:
in one case I want the usual case where viewer-run is doing its thing at 60
fps.  But, then, I have other GUI windows (MFC-based) and I want to stop the
viewer, and then render a single frame, all using the same geometry.  What's
the best approach for such a design?  Can I (using the examples for MFC)
call viewer-stopThreads and then manually render a single frame, and then
call  run, startThreads, etc. subsequently, and repeat this as often as I
like?

 

Thanks,

Bob


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[osg-users] design osg xray style viewer

2009-03-31 Thread Bob Youmans
Hello,

 

We are investigating the design of an app to produce images of geometry
objects where some objects are inside others, and we want a custom /
flexible algorithm to control the render color of the hidden objects,
using an X-ray analogy, where shielding / other data properties of some
geometry  nodes (i.e., the shell) would be used to control the display of
other nodes (e.g., the core).

 

We'd like to hear your opinions on the best methods to approach this using
osg.  Custom CullVisitor, Custom DrawCallback, GLSL / shader programming,
etc.?  Would separate geodes be preferable to light sources for the rays?
Are there existing similar applications?

 

Thanks in advance,

 

Bob Youmans

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Re: [osg-users] design osg xray style viewer

2009-03-31 Thread Bob Youmans
Thanks.  I guess I don't know yet.  just getting started with it.

 

bob

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Tuesday, March 31, 2009 1:05 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] design osg xray style viewer

 

Have you taken a look at osgVolume, or perhaps the depth peeling example? I
don't know whether you want true volume visualization, or just simple
transparency would suffice, so I'm directing you to both.

 

Paul Martz

Skew Matrix Software LLC

http://www.skew-matrix.com http://www.skew-matrix.com/ 

+1 303 859 9466

 

 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bob Youmans
Sent: Tuesday, March 31, 2009 11:17 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] design osg xray style viewer

Hello,

 

We are investigating the design of an app to produce images of geometry
objects where some objects are inside others, and we want a custom /
flexible algorithm to control the render color of the hidden objects,
using an X-ray analogy, where shielding / other data properties of some
geometry  nodes (i.e., the shell) would be used to control the display of
other nodes (e.g., the core).

 

We'd like to hear your opinions on the best methods to approach this using
osg.  Custom CullVisitor, Custom DrawCallback, GLSL / shader programming,
etc.?  Would separate geodes be preferable to light sources for the rays?
Are there existing similar applications?

 

Thanks in advance,

 

Bob Youmans

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