Re: [osg-users] Telemetry Data (Motion Data) supported Free Game?

2010-05-25 Thread Brede Johansen
Hi Ümit,

Have a look at Racer http://www.racer.nl/  It is free for non commercial use
and the source code is available for an older version.
Telemetry info here http://www.racer.nl/reference/logging.htm

I would also recommend to have a look at rFactor (not free) with the Motec
plugin http://simhq.com/forum/ubbthreads.php/topics/2556306/MOTEC_guide.html

Regards
Brede

On Mon, May 24, 2010 at 9:01 AM, Ümit Uzun  wrote:

> Hi All,
>
> I need a game which is OpenSource or free and it supports users with
> Telemetry Data (Motion Data) like 
> http://www.thunderisland.com/index.phpbefore we write our own game with 
> motion data support interface.
>
> Is there anyone who know like this game. That's not important game's
> immersiveness or quality, I need only simple game which support me by
> accurate telemetry data.
>
> Thanks in advance.
> Regards.
>
> Ümit Uzun
>
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Re: [osg-users] OpenFlight meshing problem

2010-03-19 Thread Brede Johansen
Hi Guy,

> Obviously, the meshed FLT file  could ne invalid, right? So I used a 
> different application (an old 3D Explorer app) to load the meshed version and 
> it works correctly.
>
> I can't exaplin it.

I'm able to see the mesh (osg & flt) in osgviewer with and without
lighting enabled but that's probably because alpha blend is not
enabled.
With lighting disabled I get a pink tint (1 0 1) on the texture.

It would be interesting to know how other OpenFlight viewers renders this model.


Regards
Brede



On Thu, Mar 18, 2010 at 7:12 PM, Guy Volckaert
 wrote:
> I'm hoping that someone can help me with a weird problem I'm having with an 
> openflight terrain I have.
>
> It seems that when I mesh my terrain (with Multigen Creator 2.5.1)  I can't 
> see it anyore. Note that the problem only occurs when I disable lighting (i.e 
> GL_LIGHTING). However, when I un-mesh the terrain (seperate faces) then it 
> works correctly, regarless of the lighting state.
>
> I converted the *.FLT to *.OSG so that I can look at the different between 
> the meshed and un-meshed version. What I discovered was that the color array 
> in the meshed version contained invalid RGBA components - they do not 
> correspond to the color set within Creator. The color should be (1,1,1,1) but 
> I'm getting (1,0,1,0). So it's normal that I don't see the terrain because 
> the alpha is 0. The green component also 0, which I can't understand as well.
>
> For example:
>
>
> Code:
>
>      ColorBinding PER_VERTEX
>      ColorArray Vec4Array 9
>      {
>        1 0 1 0
>        1 0 1 0
>        1 0 1 0
>        1 0 1 0
>        1 0 1 0
>        1 0 1 0
>        1 0 1 0
>        1 0 1 0
>        1 0 1 0
>      }
>
>
>
>
> The reason why I want to use the meshed version of the terrain is to improve 
> rendering performance.
>
> We've isolated the problem in the LocalVertexPool::readRecord() function in 
> the openflight plugin. It seems that the  value extracted from 
> the FLT is incorrect (see snipit below).
>
>
> Code:
>
> virtual void readRecord(RecordInputStream& in, Document& document)
> {
> [...]
>            if (mask & HAS_COLOR_INDEX)
>            {
>                uint32 alphaIndex = in.readUInt32(); [b]// << Bad 
> alphaIndex.[/b]
>
>                int index = alphaIndex & 0x00ff;
>                uint8 alpha = alphaIndex >> 24;
>                osg::Vec4 color = document.getColorPool()->getColor(index);
>                color.a() = (float)alpha/255;
>                vertex.setColor(color);
>
>                if (!color.valid())
>                {
>                    osg::notify(osg::NOTICE)<<"Warning: data error detected in 
> LocalVertexPool::readRecord color="< "<                }
>            }
>
> [...]
> }
>
>
>
>
> Obviously, the meshed FLT file  could ne invalid, right? So I used a 
> different application (an old 3D Explorer app) to load the meshed version and 
> it works correctly.
>
> I can't exaplin it.
>
> I've attached a snipit of the terrain for you to look at. It contains the 
> following files:
>
> .\gr01.rgb
> .\gr01.rgb .attr
> .\small_faces.flt           : unmeshed version
> .\small_faces.osg
> .\small_mesh.flt           : meshed version
> .\small_mesh.osg
>
> Can anyone shed some light of this problem?
>
> Cheers,
> Guy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=25823#25823
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/smallflt_129.zip
>
>
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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback

2010-03-05 Thread Brede Johansen
Alexandre,

Ok, I was put off track because you said
"My goal isn't to load Openflight files as fast as possible ..."

If you decide to fix the OpenFlight files you might be lucky and find
a tool that does the job.
http://www.presagis.com/peer_forum/viewthread/523/


Brede

On Fri, Mar 5, 2010 at 3:50 PM, Alexandre Amalric  wrote:
> Hi Brede,
>
> I do not run out of memory, but the process to convert those files is not
> optimal, it takes much memory than needed and it takes more time to convert
> because of reading all useless textures.
> Here at work, I'm asked to optimize the process of our internal files
> convertion process (speed and memory). That's not really a problem for all
> osg-users but I think it could be usefull for some of them, facing those
> kind of openflight files...
>
> 2010/3/5 Brede Johansen 
>>
>> Alexandre,
>>
>> The file conversion uses a bit more memory than needed but I fail to
>> see the problem.  Do you run out of memory?
>>
>> Brede
>>
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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback

2010-03-05 Thread Brede Johansen
Alexandre,

The file conversion uses a bit more memory than needed but I fail to
see the problem.  Do you run out of memory?

Brede


On Fri, Mar 5, 2010 at 2:02 PM, Alexandre Amalric  wrote:
> Hi Brede,
>
> The problem isn't in the size of the converted ive file but in the memory
> consumption osgconv.exe use when converting this kind of openflight files.
> The resulting ive file isn't bigger than expected but the process to convert
> the file use too much memory than really needed.
> 2010/3/5 Brede Johansen 
>>
>> Alexandre,
>>
>> Even if textures in the OpenFlight texture palette are read into
>> memory doesn't mean they are added to the osg scenegraph.
>>
>> It would be helpful if you can provide two OpenFlight test models, one
>> of them with additional unused textures in the palette.
>> Then we can verify if they differ in size when converted to ive.
>>
>>
>> Regards
>> Brede
>>
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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback

2010-03-05 Thread Brede Johansen
Alexandre,

Even if textures in the OpenFlight texture palette are read into
memory doesn't mean they are added to the osg scenegraph.

It would be helpful if you can provide two OpenFlight test models, one
of them with additional unused textures in the palette.
Then we can verify if they differ in size when converted to ive.


Regards
Brede

On Fri, Mar 5, 2010 at 12:44 PM, Alexandre Amalric
 wrote:
> Hi Brede,
>
> My goal isn't to load Openflight files as fast as possible but to convert
> them in IVE file format using the least memory consumption as possible, ie
> not reading useless texture.
> I think it will be great for the community to bring this change, don't you ?
> I will try (as soon as I have time to work on) to modify the plugin to only
> read the filenames from the texture palette and store them instead of
> storing texture images.
> Later, when finding a face using a texture, load the corresponding image.
> I don't want to create a specific program with Multigen API to modify
> Openflight models because I think the first solution to improve the plugin
> is best for the OSG-users and for me of wourse ;-).
> Kind regards,
> 2010/3/3 Brede Johansen 
>>
>> Hi Alexandre,
>>
>> On Wed, Mar 3, 2010 at 11:50 AM, Alexandre Amalric
>>  wrote:
>> > Maybe that the original author from this plugin can tell me if the
>> > texture
>> > palette record has to be read or not, so we may decide to skip it.
>> >
>>
>> I'm the original author of the OpenFlight reader, the write capability
>> was later added by Paul.
>>
>> You have to read the texture palette record but you can delay the
>> loading of textures until they are actually used by a face or mesh.
>> But it would require some modifications to the loader as others have
>> already explained.
>>
>> Having said that, I want to add that OpenFlight is not a runtime
>> format made for fast loading.  Also, the OpenFlight loader was not
>> made with fast load times in mind but rather to preserve the structure
>> and information in the flt file.
>>
>> Gordon wrote this on this mailing list a long time ago:
>>
>> The problem with the OpenFlight format along with most other Modeling
>> formats is that they contain a lot of information that the Modeling
>> package
>> contains and needs and has to support a wide range of uses, Packages, 3d
>> API
>> packages etc. But the runtime API typically does not need most of the
>> information
>> So really there is not too much you can do to speed up the reading of an
>> OpenFlight file, there are some things you can do such as combine textures
>> into one texture ( there are tools in Creator to do this etc) etc. but the
>> gain will not be that great.
>> All 3d APIs have there own binary format that is more or less a binary
>> dump
>> of the tree ( yes I know they are more than that), thus the native binary
>> format is always nearly faster than using a native modeling format such as
>> OpenFlight, Geo, 3ds, Max etc..
>> That's why OSG has IVE, Vega had FST, Vega Prime has VSB, Performer has
>> PFB
>> etc..
>>
>> So if you want fast loading convert (osgconv) your OpenFlight files to
>> ive or the new binary osg format.
>>
>>
>> Regards,
>> Brede
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>
>
>
> --
> Alexandre AMALRIC                   Ingénieur R&D
> ===
> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> http://www.pixxim.fr
>
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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback

2010-03-03 Thread Brede Johansen
Hi Alexandre,

On Wed, Mar 3, 2010 at 11:50 AM, Alexandre Amalric
 wrote:
> Maybe that the original author from this plugin can tell me if the texture
> palette record has to be read or not, so we may decide to skip it.
>

I'm the original author of the OpenFlight reader, the write capability
was later added by Paul.

You have to read the texture palette record but you can delay the
loading of textures until they are actually used by a face or mesh.
But it would require some modifications to the loader as others have
already explained.

Having said that, I want to add that OpenFlight is not a runtime
format made for fast loading.  Also, the OpenFlight loader was not
made with fast load times in mind but rather to preserve the structure
and information in the flt file.

Gordon wrote this on this mailing list a long time ago:

The problem with the OpenFlight format along with most other Modeling
formats is that they contain a lot of information that the Modeling package
contains and needs and has to support a wide range of uses, Packages, 3d API
packages etc. But the runtime API typically does not need most of the
information
So really there is not too much you can do to speed up the reading of an
OpenFlight file, there are some things you can do such as combine textures
into one texture ( there are tools in Creator to do this etc) etc. but the
gain will not be that great.
All 3d APIs have there own binary format that is more or less a binary dump
of the tree ( yes I know they are more than that), thus the native binary
format is always nearly faster than using a native modeling format such as
OpenFlight, Geo, 3ds, Max etc..
That's why OSG has IVE, Vega had FST, Vega Prime has VSB, Performer has PFB
etc..

So if you want fast loading convert (osgconv) your OpenFlight files to
ive or the new binary osg format.


Regards,
Brede
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Re: [osg-users] [osgPlugins] OpenFlight DOF node does not read correctly

2009-07-27 Thread Brede Johansen
> Spec errors I can understand, but how exactly do you accidentally write code
> that squeezes a double value in between the bytes of another double, and
> manage to pass QA?!

Or use little endian for one record.


// Correct endian error in Creator v2.5 gallery models.
// Last pop level record in little-endian.
const uint16 LITTLE_ENDIAN_POP_LEVEL_OP = 0x0B00;
if (opcode==LITTLE_ENDIAN_POP_LEVEL_OP)
{
osg::notify(osg::INFO) << "Little endian pop-level record" << std::endl;
opcode=POP_LEVEL_OP;
size=4;
}


Brede
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Re: [osg-users] osgOcean release

2009-05-06 Thread Brede Johansen
Hi,

I had the same problem but modified calls to loadShaderSourceFromFile(...)
to use the OSG_FILE_PATH like this

if( !vShader->loadShaderSourceFromFile(
*osgDB::findDataFile*("resources/shaders/water.v"
)) )
osg::notify(osg::WARN) << "ERROR: Could not load vertex shader
source!" << std::endl;

if( !fShader->loadShaderSourceFromFile(
*osgDB::findDataFile*("resources/shaders/water.f"))
)
osg::notify(osg::WARN) << "ERROR: Could not load fragment shader
source!" << std::endl;


Regards,
Brede


On Wed, May 6, 2009 at 2:03 PM, Ümit Uzun  wrote:

> Hi David and Adrian;
>
>
> >>I had something similar - I think this is just coz the shader
> "constructor" can't find the underlying shaders; AFAIK the resource folder
> has to be located in the same directory as the executable. Moving things
> around might work for you.
>
> I had copied in all resource same folder as executable, and I copied shader
> folder and all seperated shader files in same folder with executable one by
> one but anyone doens't work for me. Application is still warning me by the
> same vertex shader error.
>
> And I have updated application.cpp and water.f files in my project but
> result is same Adrian.
>
> Thanks for any helps.
>
> 2009/5/6 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>
>
> Hi
>>
>> (1) Shader FIX
>>
>> (2) Use Trackball or Terrain Mainpulation, more easy to use for NOT
>> gamers, or use the osgViewer like motion model switch
>>
>>
>>
>>
>> 2009/5/6 David Spilling 
>>
>>> Umit,
>>>
>>> >...Error : When I open up the osgOceanExample there is some error in
>>> vertex shader as you can see from the attached screenshot.
>>>
>>> I had something similar - I think this is just coz the shader
>>> "constructor" can't find the underlying shaders; AFAIK the resource folder
>>> has to be located in the same directory as the executable. Moving things
>>> around might work for you.
>>>
>>> David
>>>
>>>
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>>>
>>>
>>
>>
>> --
>> 
>> Adrian Egli
>>
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>
>
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>
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Re: [osg-users] Edge blending

2009-05-01 Thread Brede Johansen
Hi Su Hu,

Have a look at Projection Designer and the osgDistortion example.

http://orihalcon.jp/projdesigner/
http://orihalcon.jp/download/osgdistortviewer_src.zip

Regards
Brede


On Wed, Oct 15, 2008 at 10:18 AM, su hu  wrote:

> Hi all,
>
> I want to implement edge blending by osg, but I don't know which way is
> better. Our requirement of edge blending is simple: overlapped area of two
> screens is rectangular.
>
> If someone has done it, please give me some advice.
>
> Much appreciation to any reply.
>
> Regards,
>
> Su Hu
>
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Re: [osg-users] osgvertexprogram example

2009-04-11 Thread Brede Johansen
Hi Sajjad,

It's late here so I'll be brief.  It's an example using the vertex program
extension.
http://www.opengl.org/registry/specs/ARB/vertex_program.txt

There are other examples using GLSL.


Regards,
Brede


On Sat, Apr 11, 2009 at 6:29 PM, ami guru  wrote:

> Hello forum,
>
> The shader string in the vertex program example in the assembly code i
> guess.
>
> And it is not making much sense to me.
>
> Is that possible to provide the high-level shader (GLSL) snippet and update
> the patch?
>
> Regards
> Sajjad
>
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Re: [osg-users] [osgPlugins] OpenFlight-Plugin - How to store individual object in seperate geode?

2009-04-06 Thread Brede Johansen
Bulkhead,

If you use osgconv to compare your OpenFlight structure with the OSG
structure (.osg) don't forget to set the environment variable
OSG_OPTIMIZER=OFF.  With the preserve??? reader options they should be
almost identical.

The reason OpenFlight faces becomes Geode+Drawable is because a drawable
can't store flight comments and billboard information.  If I remember
correct a long time ago the drawables couldn't even store the face id
because the drawables didn't have the name attribute.


Brede

On Mon, Apr 6, 2009 at 11:59 AM, Bulkhead  wrote:

> Hi Brede,
>
> Just some updates. I have glanced through the codes for the openflight
> plugin, and not sure if this is correct.
>
> Using the "preserveObject" option, the openflight Object record will be
> stored in a osg::Group node. All the faces will be stored as osg::Geode
> under the respective group node. Is this correct?
>
> By iterating through the groups, and collecting the geodes in each group, I
> managed to retrieve the land from my openflight terrain file. However, the
> buildings are still being grouped based on the texture (i.e. building with
> same texture are stored under the same group node). Is this how the
> openflight structure organize the record? Is it feasible to seperate these
> buildings?
>
> Thanks in advanced.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=9778#9778
>
>
>
>
>
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Re: [osg-users] [osgPlugins] OpenFlight-Plugin - How to store individual object in seperate geode?

2009-04-06 Thread Brede Johansen
Hi Bulkhead,

I don't know about a reference manual but you have the source.  The
Optimizer header file is a good reference.
Yes, you typically create a custom visitor and set the permitted
optimization for the objects (node,stateset, drawable etc.) in question.
For the option parameter I would probably start with 0 before fine tuning.


To Paul:
Next time ;-)
I'm trying to keep up with the development of OSG.  You never know when it
may come in handy.


Regards
Brede


On Mon, Apr 6, 2009 at 6:04 AM, Bulkhead  wrote:

> Hi Brede,
>
> Thanks for the reply.
>
> I did a search on the setPermissibleOptimizationsForObject() fucntion and
> read your posting on osg-users mail-archive, and yup, I think very high
> chance that this will solve my problem  [Wink]
>
> But unfortunately, I couldn't find any reference on how to use this
> function. The first parameter is an osg::Object pointer. Should I pass in
> every geode (using a geodeVisitor)? As for the second parameter, it will be
> all the optimization options, except MERGE_GEOMETRY?
>
> Also please advise if there's any reference manual that I can refer to? The
> one on osg wiki page doesn't give much info.
>
> Thanks in advanced.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=9764#9764
>
>
>
>
>
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Re: [osg-users] [osgPlugins] OpenFlight-Plugin - How to store individual object in seperate geode?

2009-04-03 Thread Brede Johansen
Hi,

You can disable optimization of nodes with
Optimizer::setPermissibleOptimizationsForObject(const osg::Object* object,
unsigned int options)


Regards,
Brede


On Fri, Apr 3, 2009 at 11:06 AM, Bulkhead  wrote:

> Hi,
>
> I'm new to the modelling world, and any help/advice is very much
> appreciated.
>
> I'm using osg openflight plugin to load an flt terrain file. The terrain
> consists of a piece of land, and many buildings. What I am trying to achieve
> is loading the entire piece of land as one geode, and every building as
> individual geode.
>
> After I have loaded the terrain into osg format, I noticed that the
> osgUtil::Optimizer will group some of the buildings that share the same
> texture into a single geode.
>
> In order not to mess up with the original plugin codes (for ease of
> upgrading in the future), I disable the optimization by passing
> "preserveFace" option to the osgDB::readNodeFile() API, and invoke the
> optimizer in my loader codes. I have tried with different combinations of
> optimizer options, but couldn't find a combination that can produce the
> desired result  :(
>
> Here is the list of options that I have tried with:
> SHARE_DUPLICATE_STATE
> STATIC_OBJECT_DETECTION
> MERGE_GEOMETRY (disabling this will blow my loader  [Embarassed] )
> MERGE_GEODES
> REMOVE_REDUNDANT_NODES
> FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS
> SPATIALIZE_GROUPS
> COPY_SHARED_NODES
> TESSELLATE_GEOMETRY
>
> Any suggestions? Am I in the correct direction? Or should I develop a
> visitor for this purpose?
>
> Thank you in advanced  :) .
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=9701#9701
>
>
>
>
>
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Re: [osg-users] WPF and OpenGL popup window problem

2009-03-05 Thread Brede Johansen
Hi Brian,

What you describe sounds like the WPF airspace limitation described here
http://msdn.microsoft.com/en-us/library/aa970688.aspx.  The short version is
that each pixel can only belong to one render technology (WPF, DirectX,
Win32 OpenGL).
A workaround is to render your OSG scene off screen and give the bitmap to
WPF.

Brede

On Wed, Mar 4, 2009 at 11:49 PM, Brian Stewart  wrote:

> Hi,
>
> I have developed an application where I have an OSG window embedded in a
> windows application built with WPF. On certain Geforce cards there seems to
> be a bug where WPF popup windows (like menus) that have AllowTransparency
> set to true do not draw correctly over my OSG window. Basically whenever the
> OSG/OpenGL window updates, it overwrites all overlapping pixels, even if the
> popup is higher in the window manager's Z-order. I have isolated it to an
> issue with the OpenGL driver. It only occurs on Geforce cards, not Quadro
> cards (which is not surprising, since I've read the Geforce cards were
> optimized for DirectX). I'm not so much looking for a fix (though one would
> be welcome) - I'm just wondering if anyone else has encountered this. I have
> already filed a bug report with nvidia, and it might help if I could report
> that others are having issues with it too (or maybe I really am the only
> person out there foolish enough to try this). If anyone is interested, I can
> supply a small
>  test project that uses WPF and OpenGL together to demonstrate the problem.
>
> Thanks!
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=7967#7967
>
>
>
>
>
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Re: [osg-users] DDS textures flipped on flt files

2008-10-16 Thread Brede Johansen
Hi Brett,

Use the dds_flip reader option
e.g. osgviewer -O dds_flip test.flt


regards,
Brede

On Wed, Oct 15, 2008 at 4:38 PM, brettwiesner <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I have a sample terrain that shows that DDS textures are incorrect on flt
> files. If you load up the flt file in osgviewer you should see a "framed"
> terrain. However, the textures are flipped (it seems only vertically).
>
> Thanks,
> Brett
>
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Re: [osg-users] Pick color from scene

2008-07-29 Thread Brede Johansen
Hi Viggo,

Some time ago there was a thread called "How to retrieve a U, V
texture coordinate from a picking action ?".

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/26306/focus=26352


Regrads,
Brede

On Tue, Jul 29, 2008 at 9:23 AM, Viggo Løvli <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I want to do a ray-intersection toward a tree model (as an example) and
> ignore the hit-location if it contain zero alpha value. Basically this is a
> line-of-sight-check that take textures into consideration.
>
> I think a good way is to use the existing intersection system and thus
> produce a list of hit-locations. I will then for each hit location need to
> figure out what alpha-value it holds. I can then ignore those hit-locations
> that we can see through.
>
> So, I am looking for a scene-graph color-picker.
>
> Does anybody have something like this that they want to share?
>
> Note: I am not looking for something that use hardware to render part of the
> scene and then a read-back from hardware. This should be CPU only :-)
>
> Regards,
> Viggo
>
>
> 
> Få Hotmail du også. Windows Live Hotmail nå med 5000 MB gratis
> lagringsplass.
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Re: [osg-users] Problem to get textures from a .flt model

2008-06-17 Thread Brede Johansen
Hi Åsa,

The OpenFlight face attributes are initially attached to the face
geode.  If you rely on the original structure of the .flt file you
should disable the post optimizer in the OpenFlight reader with the
reader option preserveFace.

http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFlight

Regards,
Brede


On Tue, Jun 17, 2008 at 8:24 AM, Engvall Åsa <[EMAIL PROTECTED]> wrote:
> Hi everybody!
>
> I am new to OSG and this is my first posting to OSG users.
> I have some problems to retrieve the textures from a .flt model and would
> like to know what I'm doing wrong.
>
> In main, the model is loaded in this way:
>
> osg::Group* Ground = dynamic_cast
>
> (osgDB::readNodeFile("C:/Program/Multigen-Paradigm/creator_3_2/tutorials/DesktopTutor/Models/arena.flt"));
>
> I use a node visitor to find all geodes in the scenegraph "Ground" and the
> apply function looks like this:
>
> for (unsigned int i=0; i {
> osg::StateSet* StateSet =
> (currentGeode.getDrawable(i))->getStateSet();
> osg::Texture* Texture = dynamic_cast
> (StateSet->getTextureAttribute(0, osg::StateAttribute::TEXTURE));
>
> --- modify the texture ---
> }
>
> The node visitor is executed and counts the drawables, but the function
> getStateSet() returns the null pointer. If I use getOrCreateStateSet()
> instead, an empty StateSet is created. What should I do to retrieve the
> textures?
>
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Re: [osg-users] faster builds on multiproc systems - Visual Studio 2005 & 2008

2008-04-10 Thread Brede Johansen
Hi,

It's possible to set the maximum number of parallel builds under
Tools->Options->Projects and Solutions->Build and Run.  This is for
VS2008 but you should find it in a similar place in VS2005. This is a
global setting so you don't have to change your project settings.

Regards,
Brede

On Wed, Apr 9, 2008 at 10:34 PM, sherman wilcox
<[EMAIL PROTECTED]> wrote:
> This is sort of off-topic but I'm sure interesting to the community
>  none the less. I was on the phone with a fellow OSG developer earlier
>  today complaining how slow the builds are on Windows and how I have
>  this quad core sitting here not being fully utilized by my compiler.
>  He touted how his Mac could perform parallel builds and how much
>  faster it was. So off I went to see if there's a way to do this with
>  my compiler, Visual Studio 2005. Lo and behold I found an undocumented
>  way to enable multi-processor builds using VS 2005. I couldn't believe
>  it. It was like someone gave me a gift.
>
>
>  http://blog.280z28.org/archives/2007/10/17/
>
>  http://lahsiv.net/blog/?p=40
>
>  So, could some of you guys try this as well and let me know how you get on?
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Re: [osg-users] Face and Mesh in FLT export

2008-03-30 Thread Brede Johansen
Hi Paul,

When I wrote the OpenFlight reader I didn't worry to much about the
loading times.  The focus was on preserving the structure and
information of the Flight file.  Compared to iterating the list of
primitives a couple of times the disk IO is usually dog slow.

Regards,
Brede


On Sun, Mar 30, 2008 at 2:56 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
>
>
> Gordon, Brede -- Looking for your input on this (but others with FLT
> expertise are welcome to chime in as well...)
>
> Let me explain what the current exporter is doing wrong, and how I believe I
> will fix it, and you guys can help me out by looking for flaws or suggesting
> alternatives.
>
> Imagine drawing a highly approximated plane in OSG. You would have a single
> Geometry with a single VertexArray containing all vertices, and then several
> QUAD_STRIP PrimitiveSets. The result would be a plane approximated by
> several quads.
>
> The exporter currently handles this very inefficiently. For each
> PrimitiveSet in the above example, it outputs a Mesh record, followed by a
> Local Vertex Pool containing _all_ vertices in the VertexArray, followed by
> a Mesh Primitive record for the single QUAD_STRIP. (This was early "turn on"
> code written to get some basic functionality in place, which I forgot about.
> It was never intended for public consumption.)
>
> A better implementation would be: Output a Mesh and Local Vertex Pool for
> the Geometry object, then a Mesh Primitive for each PrimitiveSet.
>
> However, this gets complicated if I want to use Face records if the
> PrimitiveSet mode is TRIANGLES or QUADS. The code would potentially need to
> iterate over the list of PrimitiveSets twice, once processing Mesh record
> data, and then once again processing Face record data.
>
> Alternatively, I could simply not support outputting Face records. A QUAD
> becomes a 4-vertex Mesh Primitive of type QuadStrip, and the same concept
> for a TRIANGLE. Does this sound feasible? Face records would still be used
> for Billboards (not yet implemented) and the Vertex Palette at the top of
> the file would really only be needed to store Light Point vertices.
>
> The downside of this is that if you have multiple Geometry objects that
> share the same VertexArray in OSG, you'd get that VertexArray reproduced
> multiple times as Local Vertex Pool records in the FLT file; not able to
> share that data in the Vertex Palette as you would do when using Face
> records.
>
> Looking forward to your thoughts and input, thanks.
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466
>
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Re: [osg-users] ANN: FLT export

2008-03-29 Thread Brede Johansen
Hi Paul,

I took the Flight exporter out for a quick spin and it worked remarkably well.
Another nice feature available to OSG users.  Grats!

Regards,
Brede


On Fri, Mar 28, 2008 at 12:01 AM, Paul Martz <[EMAIL PROTECTED]> wrote:
>
>
> Hi All -- I recently posted a change to osg-submissions that adds FLT export
> capability to OSG. Assuming it doesn't break the build, I expect Robert will
> have this available on current SVN soon.
>
> Thanks to Dave Wolfe and Bob Kuehne for their assistance. Thanks to my
> client, who wishes to remain anonymous, for funding the development.
>
> See the KnowledgeBase page on the wiki for export Options., or see
> ExportOptions.cpp in my recent submission.
>
> I've focused on this project for the past month and I really like what I
> see. I'm now loading in fairly complex FLT models to OSG, writing them back
> out as FLT, and reloading them. I see little visual difference. I am also
> writing the OSG scene graphs out as .osg files and diffing them. Again, I
> see little significant difference between the .osg from the original versus
> our written FLT files.
>
> There are currently some outstanding issues I'm aware of that I need to
> address, which I've summarized below.
>
> * Should support BIND_PER_PRIMITIVE color binding better, use the Face/Mesh
> record colors instead of (what we currently do) per vertex colors.
>
> * Need to add support for Shader Palettes, Instance Definition, Instance
> reference, and Extension records.
>
> * I'd like to support osg::PagedLOD nodes as an LOD record and an External
> Reference record. This is on my to do list.
>
> * Billboards are not yet supported. This is on my to-do list as well.
>
> I still have funding for these and other mods, and appreciate the community
> diving in and testing. The bulk of my focus has been on exporting scene
> graphs that were created by loading FLT files, so I'm sure there are many
> ways to break this code. Let's see what's broke, and  get s list of needed
> mods together and prioritize them.
>
> We developed a regression test suite that I'm working on making available to
> the community. I'll post here when I have more info. It has a dependency on
> Python so is not suitable for inclusion in core OSG.
>
> Thanks in advance for testing and feedback,
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> 303 859 9466
>
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Re: [osg-users] missing Geometry with OpenFlight

2008-02-15 Thread Brede Johansen
Hi Nikolaus,

If you subscribe to the osg-submissions list I have posted a patch
with the subject "OpenFlight dispose() fix".
Due to Roberts lazy days in the sun (well deserved) it's not in the repository.
Hopefully this will cure your problems with the OpenFlight loader.
See the submission post for further details.

Regards,
Brede

On Fri, Feb 15, 2008 at 4:00 PM, Hanekamp, Nikolaus
<[EMAIL PROTECTED]> wrote:
> Hi Brede, hi all,
>
> we encounter missing elements in our .flt databases when loaded by the
> openFlight plugin.
> One can easily overlook these errors, because they occur infrequent and
> affect only a few percent of the database.
> This problem appears in revision 7756. 7748 is ok.
> Is it already known?
>
>
> Nikolaus
>
>
>
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Re: [osg-users] old wiki (was: Arggh! Frustrating compiler error! OS X XCode3.0.)

2008-02-01 Thread Brede Johansen
Hi,

> Does anyone else know of a page that was on the old wiki but
> isn't on the new one? (or at least equivalent information...)

Sorry for the late reply.  I wasn't able to find this information on
the new wiki.
http://www.openscenegraph.org/osgwiki/pmwiki.php/KnowledgeBase/OpenFlight

Brede


On Jan 28, 2008 7:18 PM, Jean-Sebastien Guay
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> > It was needed during the change over last summer as a back up.  Its
> > not so required now, as long as we genuinely have picked up
> > everything.
>
> As far as I know, the old "past events" page was the only one which hadn't 
> been
> ported over... Does anyone else know of a page that was on the old wiki but
> isn't on the new one? (or at least equivalent information...)
>
> J-S
> --
> __
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Re: [osg-users] release 2.2.0 missing the solution (.sln) for MS VS build

2008-01-28 Thread Brede Johansen
Hi Bill,

Use CMake to generate VisualStudio project and solution files.
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio

Regards,
Brede

On Jan 28, 2008 9:59 PM, Bill Lynn <[EMAIL PROTECTED]> wrote:
> All,
>
>Has someone built the complete 2.2.0 release on windows? Upon
> downloading it, the contained docs point you to a non-existent solution
> file, although there is a VisualStudio subdirectory. I would really hate
> having to create one given that I work mainly in Linux and have little
> experience with Visual Studio.
>Do the OSG folks plan to provide this support in the future?
>
>
> R/ Bill
>
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Re: [osg-users] Object flags in OpenFlight files

2008-01-25 Thread Brede Johansen
Hi Yefei,

If my memory is correct I believe this flag is used by Creator for the
"Calculate shading" operation.  Using this flag to enable flat shading
didn't work very well.
Do you have a model that renders incorrectly?

Regards
Brede

On Jan 25, 2008 11:16 PM, Yefei He <[EMAIL PROTECTED]> wrote:
> Hello, Brede,
>
> I did an update on OSG yesterday, and noticed that in the OpenFlight
> plugin, it used to set the shade model of an object to flat shaded when
> the flag FLAT_SHADED was set, but the latest version does not do it
> any more. Was this left out by intention?
>
> Thanks,
>
> Yefei
>
>
>
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Re: [osg-users] File comment blocks conflict with OSGPL licensing

2007-12-22 Thread Brede Johansen
Hi Robert,

I did suggest to remove my copyright message from the source code so I
don't get your answer about "several hundred people pepper their (C)
right all over the source code".  If the copyright is maintained by
Subversion it's fine by me.

Regards,
Brede


On Dec 22, 2007 3:09 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Brede,
>
> On Dec 22, 2007 1:57 PM, Brede Johansen <[EMAIL PROTECTED]> wrote:
> > Hi Paul,
> >
> > The new OpenFlight loader is OSGPL.
> >
> > I'm looking for the appropriate way to add the license and copyright.
> > Is it possible to to just have the OSGPL license in the source code
> > and the copyright in a separate file?  This would make the plugin look
> > like the rest of the core components.  Maybe others will follow so we
> > can have a more consistent appearance when we browse through the code.
>
> I think it best to keep the license and copyright at the top of each
> file.  The svn repository also record the contributors and what lines
> they have changed.  The contributors to existing code have to abide by
> the original license, but in effect have copyright over their own
> changes, svn is much better place to implicitly record this than
> having several hundred people pepper their (C) right all over the
> source code base as its key the code has got to readable and
> maintainable.
>
> Robert.
>
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Re: [osg-users] File comment blocks conflict with OSGPL licensing

2007-12-22 Thread Brede Johansen
Hi Paul,

The new OpenFlight loader is OSGPL.

I'm looking for the appropriate way to add the license and copyright.
Is it possible to to just have the OSGPL license in the source code
and the copyright in a separate file?  This would make the plugin look
like the rest of the core components.  Maybe others will follow so we
can have a more consistent appearance when we browse through the code.


Regards,
Brede



On Dec 22, 2007 12:25 AM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Hi Robert --
>
> The OSGPL spells out what I can and can't do with the OSG source code.
> However, what happens legally when there is a discrepancy between source
> code comment blocks and the OSGPL?
>
> For example, I'm looking at comment blocks in the FLT import plugin, and
> they read:
>
> //
> // OpenFlightR loader for OpenSceneGraph
> //
> // Copyright (C) 2005-2006 Brede Johansen
> //
>
> The comment makes no mention of OSGPL and says, simply, that the source code
> is copyrighted. The author of the code grants me no license to use the code
> in the comment block. SO I'm not sure I'm legally allowed to copy or modify
> this code.
>
> If I look at other code, I see even more worrisome discrepancies. For
> example, the comment block from some of the TXP files says I have no rights
> to use the code at all, as I don't have written permission from the
> president of TERREX:
>
> /* 
>Copyright Terrain Experts Inc.
>Terrain Experts Inc (TERREX) reserves all rights to this source code
>unless otherwise specified in writing by the President of TERREX.
>This copyright may be updated in the future, in which case that version
>supercedes this one.
>---
>Terrex Experts Inc.
>4400 East Broadway #314
>Tucson, AZ  85711
>[EMAIL PROTECTED]
>Tel: (520) 323-7990
>
>*/
>
> So, my question is: what trumps what, legally: the OSGPL or the source code
> comments? If the OSGPL wins out, then I have the legal right to go in and
> remove those comment blocks... correct? And if the OSGPL _doesn't_ win
> out... Then what have we got?
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com <http://www.skew-matrix.com/>
> 303 859 9466
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Re: [osg-users] OpenFlight Continuation Record support

2007-12-11 Thread Brede Johansen
Hi Robert,

> addition now merged and submitted to SVN.

What better way to get it tested ;-)


Brede


On Dec 11, 2007 5:17 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Thanks Brede, addition now merged and submitted to SVN.
>
>
> On Dec 10, 2007 10:10 PM, Brede Johansen <[EMAIL PROTECTED]> wrote:
> > Hi Paul,
> >
> > I have added support for the continuation record to the OpenFlight
> > reader.  The implementation now reads the record to memory with one
> > read operation and creates a string stream for parsing.  I could
> > replace have-I-reach-the-end-of-record tests with eof() or good()
> > simplifying the code.
> >
> > Update the latest version from SVN with the attached files.
> >
> > Please test if something is broken or the read performance have changed.
> >
> > Regards,
> > Brede
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Re: [osg-users] ANNOUNCE: new OSG win32 3rdParty binary distribution policy

2007-12-07 Thread Brede Johansen
Hi Mike,

Your links works for browsing but Subversion wasn't able to connect.
I believe the urls for Subversion should be:
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/tags/osg2.2.0_vs80_setup_2007-10-08/

Regards
Brede


On Dec 6, 2007 9:32 PM, Mike Weiblen <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I now maintain my collection of OSG win32 3rdParty binaries using the
> osgToy Subversion on SourceForge, see:
> http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/3rdParty/branches/
> There is no "trunk", rather are separate branches depending on the
> version of VisualStudio they're build with.  Those branches represent
> the most current top-of-tree.
>
> When I build an OSG win32 binary installer release, I tag the branch;
> for example the current win32 installer's 3rdParty are tagged at
> http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/3rdParty/tags/osg2.2.0_v
> s80_setup_2007-10-08/
>
> So going forward I'm not inclined to make .zip archives of 3rdParty
> binaries anymore, and the SVN repository will be the definitive source.
> Essentially, SVN is becoming my prefered distribution mechanism.  You
> can integrate the 3rdParty libs into your local OSG source tree very
> easily by setting an svn:externals property; see
> http://svnbook.red-bean.com/en/1.0/ch07s03.html  (If the lack of .zip
> archives causes a major problems, I could probably be coaxed; eg beers
> or promises thereof :-)
>
> If you come across docs that does not reflect this policy, please do
> feel free to update that documentation.  Likewise, I'll add this info to
> http://mew.cx/osg RSN.
>
> cheers
> -- mew
>
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Re: [osg-users] OpenFlight Continuation Record support

2007-12-07 Thread Brede Johansen
Hi Paul,

The continuation record is one of the things in the OpenFlight
specification that adds a bit of grey to your hair color.
I didn't have the need for this record at the time so I left it out
together with a lot of other records.

That said I did some thinking on how to support it.  The current
implementation is stream based so it's possible to add a layer that
hides the continuation record using a memory buffered stream.  The
VertexPool already do this by inheriting from std::istringstream.
I'll have a look at it.


Regards,
Brede


On Dec 6, 2007 10:56 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
>
>
> Hi Brede -- I see the current OpenFlight importer doesn't support
> Continuation Records. I haven't looked at what it would take to add it, but
> wondered what your thoughts were? Was this left out because it wasn't a
> requirement, or because it didn't fit into the design?
>
> I'm finding I need it for large LocalVertexPool records. I wonder if it
> could be supported on a record-by-record basis... Thoughts?
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> 303 859 9466
>
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Re: [osg-users] osgSim::OpenFlightOptimizer

2007-11-06 Thread Brede Johansen
Hi,

I believe Jasons memory is correct.  Now the regular optimizer is up
to the task.

>  IIRC, it was used at one point by the newer OpenFlight plugin to handle
> some of the lower-level optimization (things that the regular Optimizer
> couldn't do).

Regards,
Brede


On 11/6/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> On Nov 4, 2007 10:54 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> > Robert -- If you'd like, I could submit a code change that marks this class
> > as deprecated.
>
> If it's not being used then we could remove it for 2.4.  Perhaps Brede
> might be able to add something to this.
>
> For 2.2.1 we'll need to live it in just for backwards compatibility,
> so for this a comment in the docs that this is deprecated would be
> appropriate.
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Re: [osg-users] OpenFlt file causing crash in optimizer

2007-10-18 Thread Brede Johansen
Hi Mark,

"osgviewer flight1_0.flt" does not crash on my computer.

- Windows XP
- VS 2005
- OSG from subversion after 2.2 release
- Envionment variable OSG_OPTIMIZER not set

Regards
Brede


On 10/18/07, Mark Hurry <[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hi Robert/Paul
>
>
>
> In answer to various questions
>
>
>
> Yes osgviewer flight1_0.flt (see attachment) causes the crash.  The file is
> only 6 polygons. If I reduce the number of polys or change the structure,
> then the results become unpredicatble, sometimes working other times not. It
> seems to be the last polygon in the model – f801 that seems to cause the
> problem.
>
>
>
> I went through the stages suggested by Paul
>
>
>
> 1)   specifying the preserveFace=1 allowed the file to load successfully
>
> 2)   I saved the file as a .osg
>
> 3)   I loaded the file flight1_0.osg and it loaded successfully
>
>
>
> So I assume from Paul's comments that the best place to look for a problem
> would be in the FLT loader?
>
>
>
> Thanks
>
>
>
> Mark
>
>
>
>
>
> >> > Not sure why this would cause a merge geometry optimization to
>
> >> > crash, but maybe you've got some ideas on that?
>
> >>
>
> >> No ideas I'm afraid.
>
> >
>
> >It'd also be interesting to see if the following fails:
>
> >1. Load the FLT file, but specify the "preserveFace" option, which causes
> the FLT loader to not run the Optimizer. App now has an unoptimized scene
> graph.
>
> >2. Write this scene graph out as an .osg file.
>
> >3. Load the .osg file into osgviewer, which will run the Optimizer.
>
> >
>
> >If this fails, it leaves OpenFlight and the FLT loader completely out of
> the picture.
>
> >
>
> >Paul Martz
>
> >Skew Matrix Software LLC
>
> >http://www.skew-matrix.com
>
> >303 859 9466
>
>
>
>
>
>
> No virus found in this outgoing message.
>  Checked by AVG Free Edition.
>  Version: 7.5.488 / Virus Database: 269.14.13/1075 - Release Date: 17-Oct-07
> 9:38 AM
>
>
>
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Re: [osg-users] OSG causing driver freeze?

2007-08-30 Thread Brede Johansen
Hi,

On 8/30/07, Chris Davoren <[EMAIL PROTECTED]> wrote:
> I hate to make blanket requests here, but if anyone has any links to
> information or forum posts about ongoing problems/solutions nvidia
> windows drivers are experiencing in this department I would greatly
> appreciate it.


http://support.microsoft.com/?kbid=936357
http://www.hardforum.com/showthread.php?t=983781

I have found that "Horizontal span" is much more stable than
"Dualview" in a multiple displays setup.
Bad memory is also one thing to check
Disable multi core in BIOS is probably not what you want but works.

Best of luck
Brede
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-20 Thread Brede Johansen
Robert,

Yes the continuous drop in framerate only happens when the bar graph stats
are active.  The help screen doesn't have this problem.  One interesting
thing is that when I remove the stats the framerate is back to normal and
when the stats are enabled again the drop continues from where it was last
time stats where active!

I found out that disabling one of the two cores in the BIOS settings I was
no longer able to reproduce the drop in framerate.

I do have some problems with BSOD when running OSG applications with both
cores enabled so it might be an indication of a driver issue.

Regards,
Brede




On 8/19/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> Hi Brede,
>
> Does the onscreen help cause the same performance slow down, or is it
> just stats.  The difference being that help is static text, and stats
> is being dynamically update.  The cost should be pretty negligible
> though - the stats scene graph is trivial in size.
>
> With the stats I have found that text is relatively slow to update,
> suggesting a need for a rewrite of osgText further down the line,
> but.. the currently implementation should not go leaking like you have
> found, this suggest another problem all togther.
>
> Robert.
>
> On 8/18/07, Brede Johansen <[EMAIL PROTECTED]> wrote:
> > Jan and Robert,
> >
> > This happens with the latest ForceWare release 162.18.
> > osgviewer from SVN.
> > I have two screens attached to a 8800GTX and one screen attached to a
> > 8600GS.  I know the GS isn't the best but I had  a spare slot  and
> a  spare
> > screen so I had to try. The CPU is a Core 2 Duo.
> >
> > Brede
> >
> >
> >
> > On 8/18/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
> > > -BEGIN PGP SIGNED MESSAGE-
> > > Hash: SHA1
> > >
> > > Brede Johansen wrote:
> > > > Hi Jan,
> > > >
> > > > The framerate continues to drop so if it starts at 60Hz it slowly
> drops
> > and
> > > > reaches 30Hz after aproximatly 20 seconds.  It is not a one time
> drop
> > due to
> > > > the HUD.  This happens in SingleThreaded mode with a very simple
> model.
> > > >
> > > > Brede
> > > >
> > >
> > > If this is happening with a standalone viewer, then this indeed looks
> > > like a driver bug. I do not see this behaviour on a GeForce nor ATI
> > > hardware.
> > >
> > > Jan
> > > -BEGIN PGP SIGNATURE-
> > > Version: GnuPG v1.4.7 (GNU/Linux)
> > > Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
> > >
> > >
> > iD8DBQFGxylsn11XseNj94gRAu7vAJ9yASBA0Nfy1YV30Cdou9w2RmcbogCg6wq/
> > > Y4cDyO3QqkydYX/uLkqXQm0=
> > > =p5qa
> > > -END PGP SIGNATURE-
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> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> >
> >
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> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-19 Thread Brede Johansen
Robert,

I'm pretty sure it's only the stats with the bar graphs.
I will check the help screen tomorrow when I'm back at work.

Brede


On 8/19/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> Hi Brede,
>
> Does the onscreen help cause the same performance slow down, or is it
> just stats.  The difference being that help is static text, and stats
> is being dynamically update.  The cost should be pretty negligible
> though - the stats scene graph is trivial in size.
>
> With the stats I have found that text is relatively slow to update,
> suggesting a need for a rewrite of osgText further down the line,
> but.. the currently implementation should not go leaking like you have
> found, this suggest another problem all togther.
>
> Robert.
>
> On 8/18/07, Brede Johansen <[EMAIL PROTECTED]> wrote:
> > Jan and Robert,
> >
> > This happens with the latest ForceWare release 162.18.
> > osgviewer from SVN.
> > I have two screens attached to a 8800GTX and one screen attached to a
> > 8600GS.  I know the GS isn't the best but I had  a spare slot  and
> a  spare
> > screen so I had to try. The CPU is a Core 2 Duo.
> >
> > Brede
> >
> >
> >
> > On 8/18/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
> > > -BEGIN PGP SIGNED MESSAGE-
> > > Hash: SHA1
> > >
> > > Brede Johansen wrote:
> > > > Hi Jan,
> > > >
> > > > The framerate continues to drop so if it starts at 60Hz it slowly
> drops
> > and
> > > > reaches 30Hz after aproximatly 20 seconds.  It is not a one time
> drop
> > due to
> > > > the HUD.  This happens in SingleThreaded mode with a very simple
> model.
> > > >
> > > > Brede
> > > >
> > >
> > > If this is happening with a standalone viewer, then this indeed looks
> > > like a driver bug. I do not see this behaviour on a GeForce nor ATI
> > > hardware.
> > >
> > > Jan
> > > -BEGIN PGP SIGNATURE-
> > > Version: GnuPG v1.4.7 (GNU/Linux)
> > > Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
> > >
> > >
> > iD8DBQFGxylsn11XseNj94gRAu7vAJ9yASBA0Nfy1YV30Cdou9w2RmcbogCg6wq/
> > > Y4cDyO3QqkydYX/uLkqXQm0=
> > > =p5qa
> > > -END PGP SIGNATURE-
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> > >
> >
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> > >
> >
> >
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> >
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-18 Thread Brede Johansen
Jan and Robert,

This happens with the latest ForceWare release 162.18.
osgviewer from SVN.
I have two screens attached to a 8800GTX and one screen attached to a
8600GS.  I know the GS isn't the best but I had  a spare slot  and a  spare
screen so I had to try. The CPU is a Core 2 Duo.

Brede


On 8/18/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Brede Johansen wrote:
> > Hi Jan,
> >
> > The framerate continues to drop so if it starts at 60Hz it slowly drops
> and
> > reaches 30Hz after aproximatly 20 seconds.  It is not a one time drop
> due to
> > the HUD.  This happens in SingleThreaded mode with a very simple model.
> >
> > Brede
> >
>
> If this is happening with a standalone viewer, then this indeed looks
> like a driver bug. I do not see this behaviour on a GeForce nor ATI
> hardware.
>
> Jan
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.7 (GNU/Linux)
> Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
>
> iD8DBQFGxylsn11XseNj94gRAu7vAJ9yASBA0Nfy1YV30Cdou9w2RmcbogCg6wq/
> Y4cDyO3QqkydYX/uLkqXQm0=
> =p5qa
> -END PGP SIGNATURE-
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-18 Thread Brede Johansen
Hi Jan,

The framerate continues to drop so if it starts at 60Hz it slowly drops and
reaches 30Hz after aproximatly 20 seconds.  It is not a one time drop due to
the HUD.  This happens in SingleThreaded mode with a very simple model.

Brede

On 8/17/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
>
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Brede Johansen wrote:
> > Hi,
> >
> > On 8/16/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
> >> Do you have problems displaying the stats in the osgviewer as well?
> >>
> >
> >
> > I also have a problem with the stats in osgviewer and I'm running on
> Windows
> > XP (32-bit) with GeForce hardware.
> > The framerate starts to drop as soon as the bar graphs are enabled.  The
> > framerate is restored when the bar graphs are removed
>
> That's true, but that is likely unrelated. The framerate drop is normal,
> because there are at least two rendering passes being done - one for the
> main camera and one for the stats/help/whatever which are attached to a
> secondary camera.
>
> Regards,
>
> Jan
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.7 (GNU/Linux)
> Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
>
> iD8DBQFGxhPCn11XseNj94gRAv5LAKDYbaBU1YM9JdK1Nbqb8RbjkshH1wCgqIUR
> KuB/fvf1OlMwbxydjI/1rVU=
> =QFdw
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Re: [osg-users] Has anyone tried 64-bit SUSE enterprise

2007-08-17 Thread Brede Johansen
Hi,

On 8/16/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
>
> Do you have problems displaying the stats in the osgviewer as well?
>


I also have a problem with the stats in osgviewer and I'm running on Windows
XP (32-bit) with GeForce hardware.
The framerate starts to drop as soon as the bar graphs are enabled.  The
framerate is restored when the bar graphs are removed.

Regards,
Brede
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