Re: [osg-users] I/ITSEC 2016

2016-10-26 Thread Frank Kane
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/

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Re: [osg-users] Google and Authoritative Distributor of Open Source Software (OSG)?

2015-05-16 Thread Frank Kane
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.

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Founder, Sundog Software LLC
http://www.sundog-soft.com/
The SilverLining Sky, 3D Cloud, and Weather SDK
The Triton Ocean SDK

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Re: [osg-users] Google and Authoritative Distributor of Open Source Software (OSG)?

2015-05-11 Thread Frank Kane
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.

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Founder, Sundog Software
http://www.sundog-soft.com
The SilverLining Sky, 3D Cloud, and Weather SDK 
The Triton Ocean SDK

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Re: [osg-users] Hello Robert OSGERS all, OSG DEMOS SITE is not a trojan!

2014-06-26 Thread Frank Kane

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.

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Re: [osg-users] zooming is disabling rain and clouds in silverlining

2014-06-24 Thread Frank Kane
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

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Re: [osg-users] zooming is disabling rain and clouds in silverlining

2014-06-24 Thread Frank Kane

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

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Re: [osg-users] silverlining integration in OSG. Manually drawing clouds - problem

2013-02-26 Thread Frank Kane
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

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[osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Frank Kane
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
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Re: [osg-users] Disabling shaders on LightPointNodes

2013-02-13 Thread Frank Kane
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


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[osg-users] Sharing culling results among multiple cameras

2012-12-06 Thread Frank Kane
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
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Re: [osg-users] Sharing culling results among multiple cameras

2012-12-06 Thread Frank Kane

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.

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Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave

2012-08-24 Thread Frank Kane
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

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Re: [osg-users] OSG application on Microsoft Surface table?

2012-08-17 Thread Frank Kane
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.

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[osg-users] [ANN] Seeking beta testers for SilverLining on Android with OSG

2012-08-06 Thread Frank Kane
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]

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Re: [osg-users] Saving and restoring GL state with OpenSceneGraph

2012-07-06 Thread Frank Kane
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

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Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-17 Thread Frank Kane
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

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[osg-users] [ANN] New versions of the SilverLining Cloud, Sky Weather SDK and the Triton Ocean SDK

2011-11-27 Thread Frank Kane
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

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