Re: [osg-users] NVIDIA Driver Problem?

2011-11-15 Thread Paul Palumbo
Repeatedly calling osgviewer cow.osg is not the problem. This works just fine. If there is a problem in OSG, it is probably in that a resource associated with osgViewer::Viewer isn't being freed unless the application exits. I've had this same problem before and Robert fixed a GL resource

[osg-users] NVIDIA Driver Problem?

2011-11-14 Thread Paul Palumbo
Can somebody do a test for me? I'm using OSG 3.0.0 and this works with NVIDIA Driver (Linux) 260.19.21 but doesn't seem to work with newer versions of the driver (e.g. 275.31 beta) with no other changes being made. I've been in contact with NVIDIA with this problem and they seem to think that

Re: [osg-users] NVIDIA Driver Problem?

2011-11-14 Thread Paul Palumbo
dglenn wrote: Greetings! Since your so lucky to try out one of NVidea Beta Drivers, have you ran this across the NVidia test team first? Also, I didn't get what Graphics Card you are using! That is where I would go with this! OSG works on top of OpenGL other than that it is doing

[osg-users] Override of an Override

2011-10-31 Thread Paul Palumbo
If I have a node with a SetSet attribute set to OVERRIDE and then have a child node also set to OVERRIDE on the same attribute, what would the attribute value be on the child? Is it the parent node's attribute value or the child node's attribute value? Thanks for the clarification, Paul P.

[osg-users] Floating Point Texture2DArray

2011-10-21 Thread Paul Palumbo
I'm trying to define a Texture2DArray. However, whenever I set the internal texture format to a 32-bit floating point texture (eg. GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc), I keep getting OpenGL compile errors: Warning: detected OpenGL error 'invalid enumerant' at

Re: [osg-users] Floating Point Texture2DArray

2011-10-21 Thread Paul Palumbo
[quote=hybr]Hi, Paul try setting internalFormat(GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc), sourceFormat(GL_LUMINANCE_ALPHA or GL_RGBA), and sourceType(GL_FLOAT) for Texture2DArray object Cheers Thanks.. I think that worked. Paul P. -- Read this topic online here:

[osg-users] TextureArray

2011-09-26 Thread Paul Palumbo
Where can I find an example on how to use a TextureArray with OSG? I'm trying to setup a uniform to send this TextureArray to my fragment shader and I'm confused on how to do this. Usually, you'd send a texture to the shader by setting the texture uniform to the texture number so I thought I

Re: [osg-users] TextureArray

2011-09-26 Thread Paul Palumbo
Thanks for the response. Then, how do you associate the TextureArray with a texture unit number (which is then used in the setTextureAttribute() call)? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43017#43017

Re: [osg-users] TextureArray

2011-09-26 Thread Paul Palumbo
Let me phrase my question better... How do I associate a Texture2DArray defined in my stateset with a particular Uniform so that it can be accessible in the shader? For regular textures, this would be done using the Texture Unit number. Also, is it valid to have a Texture2DArray defined as

[osg-users] GLSL: Attribute vs Uniform

2011-09-14 Thread Paul Palumbo
How much faster is using an attribute property versus a uniform when passing data to a fragment shader? Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42744#42744 ___ osg-users mailing list

[osg-users] ScreenCaptureHandler

2011-09-14 Thread Paul Palumbo
Can the osgViewer::ScreenCaptureHandler be configured to (render to and) capture an Intensity-Alpha 32-bit floating point image? Also, what output file formats in OSG support support 32-bit floating point output values? Paul P. -- Read this topic online here:

[osg-users] OpenGL invalid operation error

2011-06-01 Thread Paul Palumbo
I'm getting the following warning: Warning: detected OpenGL error 'invalid operation' at end of Geometry::drawImplementation(). How do I narrow down what the problem is? I have OSG_GL_ERROR_CHECKING set to ONCE_PER_ATTRIBUTE. I only started seeing this warning when I switch from 260.19.21 of

Re: [osg-users] OpenGL invalid operation error

2011-06-01 Thread Paul Palumbo
Correct... When I use the osgExample code with --vbo (and even without --vbo), I get no errors. However, when I put this code into our code, I start getting these warnings. I only care about the surface effects and we are shading the surface differently. I don't understand why it works with

[osg-users] osg::Timer::tick Calls in OSG

2011-05-19 Thread Paul Palumbo
I know this is probably in the noise but I was profiling my code and noticed many calls per frame to clock_gettime(). I traced this back to OSG (I'm using OSG 2.9.12 but it is probably true for other version). I counted about 245 calls to clock_gettime() per frame with each clock_gettime()

[osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-19 Thread Paul Palumbo
? Paul Palumbo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38598#38598 /* OpenSceneGraph example, osgprerender. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files

Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-19 Thread Paul Palumbo
Maybe I should have added that I'm running on Linux with a Quadro FX 5800 video card. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38601#38601 ___ osg-users mailing list

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-23 Thread Paul Palumbo
What is the status of OSG 2.9.10? I don't see it on the download page and I don't have access to SVN (not allowed through my company firewall)? Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35126#35126

[osg-users] Thread Affinity Question

2010-11-19 Thread Paul Palumbo
I'm attempting to call Thread::setProcessorAffinity() by doing the following: Code: mThread-setProcessorAffinity(cpuNum); In looking at this code, I'm seeing the affinity is only set by this call if the following condition is true: Code: if (pd-isRunning Thread::CurrentThread()==this)

[osg-users] PreRender Rendering

2010-07-26 Thread Paul Palumbo
Why is this in RenderStage::draw(): Code: // note, SceneView does call to drawPreRenderStages explicitly // so there is no need to call it here. drawPreRenderStages(renderInfo,previous); Seems to be a strange cpairing of comment and code. This seems to mean that the Pre Render scene

Re: [osg-users] PreRender Rendering

2010-07-26 Thread Paul Palumbo
Okay... a better question... I'm attempting to put a callback between the CULL and DRAW phases (using DrawThreadPerContext threading model). I'm currently using the PreDrawCallback to do this but this callback seems to be called AFTER the drawPreRenderStages() in RenderStage::draw call. I'm

Re: [osg-users] Intersections

2010-07-01 Thread Paul Palumbo
I understand discrete math but I'm still confused. Shouldn't intersections just retrieve the hit polygons so why should this be a mathematical calculation? Also, I'd expect a double to be able to represent a 0.0 value without loss of precision. Paul P. -- Read this topic

Re: [osg-users] Intersections

2010-07-01 Thread Paul Palumbo
robertosfield wrote: On Thu, Jul 1, 2010 at 11:27 AM, Paul Palumbo wrote: I understand discrete math but I'm still confused. Shouldn't intersections just retrieve the hit polygons so why should this be a mathematical calculation?  Also, I'd expect a double to be able to represent

[osg-users] Intersections

2010-06-30 Thread Paul Palumbo
I have a two (triangle) polygon scene with a z value of 0 for all vertices. When I use osgpick on this scene, it reports the z coordinate as being a relatively small number 7.5e-5 but NOT zero. Why doesn't this report a value of 0.0? Thanks, Paul P. -- Read this topic online

[osg-users] osgDB::Registry Destruction

2010-06-15 Thread Paul Palumbo
Simple question... How does the osgDB::Registry instance get deleted? I'm using OSG 2.8.3 and I'm not following how the osgDB::Registry destructor is being called. I create and destroy my viewer several times without exiting my executable. Thanks, Paul P. -- Read this topic

Re: [osg-users] Threading Models

2010-04-08 Thread Paul Palumbo
paul1492 wrote: Where do I find information on the various threading models of OSG? I'm using OSG 2.6 and have a custom CullVisitor which handles processing of a custom node. What can I do within a CullVisitor? Does it need to be thread safe? Can I update a texture or MatrixTransform

Re: [osg-users] 2.8.3 press release

2010-04-05 Thread Paul Palumbo
Can somebody provide me with a .zip version of 2.8.3. I don't have access to SVN (through my firewall) and I believe it will fix one of my problems. Thanks, Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26444#26444

[osg-users] Threading Models

2010-03-22 Thread Paul Palumbo
Where do I find information on the various threading models of OSG? Also, is there an easy way to determine what threading model OSG has selected for me? I'm using OSG 2.6 and have a custom CullVisitor which handles processing of a custom node. I seem to be getting random segmentation faults

[osg-users] [osgOcean] Wind Effects

2010-03-02 Thread Paul Palumbo
When I play with wind in osgOcean, so I can understand it better. I seem to have problems with wind direction and speed. When I use a wind direction of (2.0, 2.0), I'm seeing holes in the polygons using the standard osgOcean example. Can somebody tell me how wind direction is defined in

Re: [osg-users] [osgOcean] osgOcean Geometry

2010-02-16 Thread Paul Palumbo
A little while ago I wrote some test cases which removed this huge vertex array and replaced it with a single high resolution ocean tile which is then instanced for each tile in the ocean surface. The different resolution tiles are then supported simply by modifying the primitives

[osg-users] [osgOcean] osgOcean Geometry

2010-02-04 Thread Paul Palumbo
I'm running osgOcean and I'm only interested into ocean surface effects (the geometry in particular). I also have a hard time limit on each frame time. However, with osgOcean, I'm seeing some large spikes in processing time that are causing me problems. In particular, I'm seeing the

Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-15 Thread Paul Palumbo
Okay... Now that I'm understanding more of the code lately, maybe that wasn't the best of images to reference. However, I'm seeing exactly the same black dots in the image when I use the standard oceanExample case with its sky dome and viewing above the ocean surface. When I turn on back face

Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-14 Thread Paul Palumbo
This flickering black pixels seems to be related to back facing polygons and the water shader. Seems to related to the lookup into the environment map cube texture. Why does the osgOcean_EnvironmentMap cube texture get used for back facing polygons but not for the front facing? A comment in

Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-13 Thread Paul Palumbo
Thanks for the response... I'm also seeing some flickering black pixels near the horizon in the water when the view camera is above water. I'm thinking this is z-fighting of the polygons. Has anybody else seen this problem? Cheers, Paul -- Read this topic online here:

Re: [osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-13 Thread Paul Palumbo
I was looking at the first image in this thread: http://forum.openscenegraph.org/viewtopic.php?t=4530 and I see the black dots in that image as well (near the horizon to the right).. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22552#22552

[osg-users] [osgOcean] osgOcean bugs(?) and questions

2010-01-08 Thread Paul Palumbo
Around line 64 of FFTOceanSurface, this line: Code: _numLevels ( (unsigned int) ( log( (float)_tileSize) / log(2.f) )+1), should really be: Code: _numLevels ( (unsigned int) ),rint( log( (float)_tileSize) / log(2.f) )+1, I was seeing _numLevels not being calculate correctly unless this