Re: [osg-users] I/ITSEC 2016
I live in Orlando so I'll be skulking around all week. Let me know where & when and I'll be glad to participate. Cheers, Frank Kane Sundog Software http://www.sundog-soft.com/ -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69171#69171 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Google and Authoritative Distributor of Open Source Software (OSG)?
If it's any consolation, Google shut down my ad campaigns as well last week, or at least some of them. This was just for providing free evaluation SDK's of my own products, on my own website! In addition to filling out the same form you did, I was also told to post licensing terms and uninstall instructions on every page of my website. I'm still waiting for the appeal to go through. You might want to do the same, proactively. Their new terms also require installers to be digitally signed, so I'm expecting that to come next. --- Frank Kane Founder, Sundog Software LLC http://www.sundog-soft.com/ The SilverLining Sky, 3D Cloud, and Weather SDK The Triton Ocean SDK -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63747#63747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Google and Authoritative Distributor of Open Source Software (OSG)?
Wow, sounds like they are lumping you in with all the bad apples who try and trick people into paying for free software. They've never gotten on my case for my own OSG-related ads, but that might be because I don't offer OSG for download, just SDK's that depend on OSG. The same would hopefully also be true for osgVisual, should they want to run AdWords campaigns. Completing that form would require certifying that Osfield blessed Alpha Pixel as the sole authorized distributor of OSG. My opinion is that the only way out of this would be to host your OSG binary downloads from openscenegraph.org somehow accompanied by a link back to Alpha Pixel, or perhaps from some other domain that you're not linking ads to. But now that they've flagged you, that might not be enough. That really sucks. FWIW I find the quality of AdWords traffic to be pretty suspect anyhow. Maybe you could could use this as an opportunity to see if losing AdWords traffic actually impacts your business. -- Frank Kane Founder, Sundog Software http://www.sundog-soft.com The SilverLining Sky, 3D Cloud, and Weather SDK The Triton Ocean SDK -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63717#63717 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hello Robert OSGERS all, OSG DEMOS SITE is not a trojan!
Jan Ciger wrote: Most of the bizarre and seemingly malicious behaviour we encountered was simply due to the language barrier (people picking up a word here and there) and both sides extrapolating too much from the written text. Well said Jan, and that mirrors my experience as well. I'm willing to assume this guy has good intentions until proven otherwise. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59967#59967 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zooming is disabling rain and clouds in silverlining
Hi, Keep in mind zoom and field of view (FOV) aren't quite the same thing... that first parameter should probably be more like fov / zoom, where typical fov's are around 45 degrees. I'm pretty sure Sebastian's advice will get you going; lots of people are using SilverLining with OSG and lots of different FOV's without trouble. But feel free to contact us here at Sundog Software ( http://sundog-soft.com/sds/about/ ) if you need further assistance. Ideally if you could modify the OSG sample application that comes with SilverLining to reproduce your problem, we can look into it more easily. Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59869#59869 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zooming is disabling rain and clouds in silverlining
drout wrote: now that i'm altering FOV, it reaches a point when zooming in, where the screen flashes due to each raindrop passing in front of the scene. As far as i could figure out by observing it, the rain is implemented as thin semi-transparent rectangles (raindrop) in a plane so this behavior is kind of expected. Well yes, if you zoom in that far the raindrops near the camera will also get bigger. If you open up the resources/silverlining.config file, you might try increasing the value of rain-near-clip a bit in order to reduce that effect. Or you could substitute your own image-based effect like you're doing. This is sort of getting more into SilverLining support and less about OSG at this point though. Again feel free to just contact us directly if you need further assistance. Thanks, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59879#59879 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] silverlining integration in OSG. Manually drawing clouds - problem
Hi, Christian did just send me a note, but just to get my paraphrased answer out there... Basically when you call SilverLining::Atmosphere::DrawObjects(...) we push all of the OpenGL state, set a default known quantity state, draw our clouds, and then pop the state we started with (including any shaders that may have been set.) That way state doesn't leak into or out of SilverLining. But when you draw individual clouds using Atmosphere::DrawObject(...), that protection doesn't exist, since you probably don't want to incur its overhead repeatedly. I sent Christian a copy of the function we use internally to clear the state out to default values which hopefully will help. ... Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52888#52888 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Disabling shaders on LightPointNodes
Hi gang, I've got a setup where I have an osg::Program attached near the top of my scene graph to do lighting effects. It works great, except that LightPointNodes don't show up when it's active. I tried intercepting the LightPointNodes in the graph inside a cull visitor, and disabling the shader on it - roughly like this: osg::ref_ptrosg::StateSet ss = lightPointNode.getStateSet(); if (ss ss.valid()) { ss-setAttributeAndModes(myProgram.get(), osg::StateAttribute::OFF); } But, this seems to have no effect (I checked - the call to setAttributeAndModes is being reached). Looking at the osgSim::LightPointNode source, it looks like it's doing tricks with a singleton state set shared amongst them all, its own render bin, and manipulating its own state set graph. I don't know if that's wiping out my state somehow, or if I'm just Doing It Wrong. Has anyone else ever encountered trouble using shaders in conjuction with LightPointNodes? Any advice if so? Thanks! Frank Frank Kane Founder Sundog Software, LLC http://www.sundog-soft.com/ http://www.linkedin.com/pub/frank-kane/17/434/764 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disabling shaders on LightPointNodes
That was it - thanks so much! I wasn't using OVERRIDE and PROTECTED properly. Thank you, Frank Kane Founder Sundog Software, LLC http://www.sundog-soft.com/ http://www.linkedin.com/pub/frank-kane/17/434/764 On Wed, Feb 13, 2013 at 9:38 AM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Frank, Did you set up your top-level program with ss-setAttributeAndModes(topLevelProgram, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); ? Also, I don't really understand if you are trying to render them with fixed function pipeline or your own custom shader. For fixed function you could simply use set up an empty program ( ss-setAttributeAndModes(new osg::Program, osg::StateAttribute::ON osg::StateAttribute::PROTECTED); Same procedure for the custom shader. I use LightPoints without problems in my forward passes with a custom shader that uses vertex-color and a texture. cheers Sebastian Hi gang, I've got a setup where I have an osg::Program attached near the top of my scene graph to do lighting effects. It works great, except that LightPointNodes don't show up when it's active. I tried intercepting the LightPointNodes in the graph inside a cull visitor, and disabling the shader on it - roughly like this: osg::ref_ptrosg::StateSet ss = lightPointNode.getStateSet(); if (ss ss.valid()) { ss-setAttributeAndModes(myProgram.get(), osg::StateAttribute::OFF); } But, this seems to have no effect (I checked - the call to setAttributeAndModes is being reached). Looking at the osgSim::LightPointNode source, it looks like it's doing tricks with a singleton state set shared amongst them all, its own render bin, and manipulating its own state set graph. I don't know if that's wiping out my state somehow, or if I'm just Doing It Wrong. Has anyone else ever encountered trouble using shaders in conjuction with LightPointNodes? Any advice if so? Thanks! Frank Frank Kane Founder Sundog Software, LLC http://www.sundog-soft.com/ http://www.linkedin.com/pub/frank-kane/17/434/764 ___ osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Sharing culling results among multiple cameras
Let's say I have two cameras with identical view frusta, say a main camera and a camera for reflections that contain the same objects, only flipped. Is there any way I can avoid incurring the overhead of culling once for each camera, when the results will be the same for both? Basically I'd like to have two cameras share the results from one culling pass if possible. Thank you, Frank Kane Founder Sundog Software, LLC http://www.sundog-soft.com/ http://www.linkedin.com/pub/frank-kane/17/434/764 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sharing culling results among multiple cameras
robertosfield wrote: I wouldn't recommend trying to be clever by reusing culling results as the rendering backend is rather more sophisticated than just a list of results Thanks Robert. I thought it might be more trouble than it would be worth. In a release build, the culling isn't too much of a hit really - there are better ways to speed up the reflection pass. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51446#51446 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave
Happy to see our stuff on the list! When you get to it, please be sure to grab the new 1.5 release of the Triton Ocean SDK and 2.5 of the SilverLining Sky, Cloud, and Weather SDK that came out this week. I overhauled the OSG integration samples on both to take advantage of separate update / cull / draw threads and to get rid of their reliance on an icky projection matrix callback. It's a lot cleaner now. Thanks, Frank Kane Founder, Sundog Software,LLC http://www.sundog-soft.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49512#49512 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG application on Microsoft Surface table?
That's odd advice for them to recommend XNA and WPF - XNA is a dead end; Microsoft has stopped supporting it. They no longer support any managed interface to DirectX; their new thing is XAML which pretty much limits you to 2D. As you can imagine, the Windows game development community - or at least the part of it that doesn't know C++ - isn't all that pleased. However, I'd be surprised if you really can't deploy native code to this device - it looks like it's running a stripped-down version of Windows 7, which has touch events in the WIN32 API you can tap into. The real question is whether this device has OpenGL drivers, or if you're limited to Direct3D. There's a Radeon HD6750 under the hood in that thing so I bet you could get OSG running on it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49304#49304 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] Seeking beta testers for SilverLining on Android with OSG
Hi folks, I've soft-launched a public beta of our SilverLining sky, 3D cloud, and weather SDK for the Android platform. OpenSceneGraph has always been the most popular framework with our PC-based customers, so I'm reaching out to the community here for an extra set of eyes on the new Android version. You can grab it at our download page at http://sundog-soft.com/sds/download/. It includes a sample for OpenSceneGraph / Android, which at least works on my Kindle Fire and Samsung Galaxy SII. I'd really appreciate feedback on any compatibility issues, or features that might be missing for integration with real OSG-based apps and not just our sample app. I'm particularly interested in whether our OpenGL ES 2.0 requirement will be overly restrictive; I've seen some discussions here suggesting OSG's support of ES 2.0 has some limitations. Screen grab of the OSG cow with our procedural skies: http://sundog-soft.com/sds/wp-content/gallerySDS/osgandroid.jpg I'll offer a 20% discount on new SilverLining or Triton licenses for you or your company if you provide feedback on this beta release (just contact me for the discount code before placing an order.) Thank you! Frank Kane Founder, Sundog Software LLC www.sundog-soft.com[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49176#49176 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Saving and restoring GL state with OpenSceneGraph
From what I've read, captureCurrentState just returns the current state attributes in OSG - it's not actually capturing the current GL state. But, you could flip the problem on its head and capture the actual OpenGL state just prior to calling your library, and then restoring it when your library is done with its drawing. Here is some code to start from that catches most of the stuff that's likely to change; for completeness, you'd want to capture all of the state documented at http://www.khronos.org/opengles/sdk/1.1/docs/man/glGet.xml as well. Code: typedef struct glState_S { GLboolean depthTest, blend, cullFace; GLboolean dither, colorLogicOp, polygonOffsetLine, polygonOffsetFill; GLboolean polygonOffsetPoint, polygonSmooth, scissorTest, stencilTest; } glState; static std::stackglState stateStack; SILVERLININGDLL_API bool PushAllState(void) { glState state; state.blend = glIsEnabled(GL_BLEND); state.depthTest = glIsEnabled(GL_DEPTH_TEST); state.cullFace = glIsEnabled(GL_CULL_FACE); state.dither = glIsEnabled(GL_DITHER); state.polygonOffsetFill = glIsEnabled(GL_POLYGON_OFFSET_FILL); state.scissorTest = glIsEnabled(GL_SCISSOR_TEST); state.stencilTest = glIsEnabled(GL_STENCIL_TEST); stateStack.push(state); CheckError(__LINE__); return true; } SILVERLININGDLL_API bool PopAllState(void) { if (!stateStack.empty()) { glState state = stateStack.top(); if (state.blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (state.depthTest) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (state.cullFace) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (state.dither) glEnable(GL_DITHER); else glDisable(GL_DITHER); if (state.polygonOffsetFill) glEnable(GL_POLYGON_OFFSET_FILL); else glDisable(GL_POLYGON_OFFSET_FILL); if (state.scissorTest) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); if (state.stencilTest) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); stateStack.pop(); } CheckError(__LINE__); return true; } Best regards, Frank Kane Founder, Sundog Software LLC -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48737#48737 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame Rate Decay w/ SilverLining Integration
Hi folks, sorry I didn't chime in earlier - was on the road. Like Wojtek said, this doesn't seem to be reproducible when using newer NVidia drivers, and it's not an issue that we hear about often. Good driver support of vertex buffer objects used to be pretty spotty, which is why we introduced the SILVERLINING_NO_VBO environment variable to bypass them. SILVERLINING_NO_BINDLESS exists for the same reason (for bindless graphics on NVidia.) However, you're right in that using SILVERLINING_NO_VBO does lead to a crash in the current SDK. I've fixed that for the upcoming SilverLining 2.36 release (all it is is changing the SL_FREE(buf) in line 238 of SilverLiningOpenGL.cpp to free(buf) ). I'll add a blurb in the troubleshooting section of our docs about what to do if you experience mysterious framerate degradation as well. Thanks for using our products, Frank Kane Founder Sundog Software LLC -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46386#46386 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] New versions of the SilverLining Cloud, Sky Weather SDK and the Triton Ocean SDK
Hi folks, We've got new revisions available of our popular SilverLining library for 3D volumetric clouds, skyboxes, and weather effects, and our newer Triton Ocean SDK for GPGPU-accelerated ocean and water simulation. Both are available now from Sundog Software's website at sundog-soft (dot) com. They each include OpenSceneGraph integration samples as part of the SDK's, and both support geocentric, ECEF coordinate systems out of the box. SilverLining 2.30 introduces a major speedup (up to 2X) on our cumulus congestus clouds, together with visual and performance improvements to our GPU ray-casted stratocumulus clouds. Triton 1.2 introduces spray effects at the crests of breaking waves, as well as improved foam effects in choppy seas or ship wakes. Triton 1.2 also introduces shoreline and shallow water effects, with transparency and more pronounced waves as the water approaches a coastline. It also includes some bug fixes in its correlation / intersection test features. Demo applications, videos, screenshots, and free evaluation SDK's are all available at Sundog Software's website (sundog-soft (dot) com). As always, feedback is welcome. Thank you, Frank Kane Sundog Software LLC -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44058#44058 Attachments: http://forum.openscenegraph.org//files/stratocumulus_afternoon_478.jpg http://forum.openscenegraph.org//files/ship_spray_139.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org