Re: [osg-users] [osgPlugins] ffmpeg plugin halting during playback of some videos

2015-04-08 Thread Trystan Larey-Williams
Hi all,

We ended up with a complete rewrite of the ffmpeg plugin that we've found to 
provide much more stable and reliable playback compared to the bundled one on 
the 3.2.x line. The developer hired believed a complete rework was the most 
expedient path to fix the various issues we encountered.

I haven't been following the most recent posts on work on the existing plugin 
(looks like there has been some), but ours may be worth some review. All the 
code is licensed under the standard OSG license. 

https://bitbucket.org/digitalis/osg-ffmpeg-plugin/overview


-Trystan

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Re: [osg-users] [osgPlugins] ffmpeg plugin halting during playback of some videos

2014-11-26 Thread Trystan Larey-Williams
As this issue effects a large number of videos and is important functionality 
for us, we're willing to pay someone for a fix. If interested, please contact 
j...@digitaliseducation.com. 

Thanks,
Trystan

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[osg-users] [osgPlugins] ffmpeg plugin halting during playback of some videos

2014-11-20 Thread Trystan Larey-Williams
Hi all,

We've been finding some problems with playback of a set of videos. The issue is 
reproducible using osgMovie but only when --audio is enabled. A particular 
video will freeze at the same moment on every playback instance (although 
different videos will freeze in different places). We haven't been able to find 
a pattern to the bitrates or encoding of videos that fail. All our testing has 
been using videos on a local drive. In all cases, the videos play fine via 
'avplay', which also uses SDL as the audio sink. 

I'm not familiar with the ffmpeg libs or video/audio decoding in general, but I 
spent some time debugging the issue. The behavior I'm seeing when the problem 
reproduces is the video packet buffer becomes full. It appears that as the 
frame processing loop is spending time trying to insert video frames into a 
full queue, the audio queue quickly empties and audio begins to stutter. For a 
reason I wasn't able to determine, this situation degrades further and video 
packet processing halts with the video queue still full. My intuition was that 
a race condition is developing so I played around with the timing of threads 
and locks to no avail. Eventually, I had to move onto other tasks. 

The only workaround I was able to find was simply increasing both the video and 
audio packet queue sizes by a couple orders of magnitude. This is certainly not 
a robust fix though since it likely just hides the problem and pushes it to a 
later time in a video.  

I was able to get permission to distribute one of the videos that causes the 
problem. The audio stuttering reliably begins around 1:05 and video halts a few 
seconds later (same timing on several machines). It's too large to attach but 
can be downloaded at http://digitaliseducation.com/random/badblast.mp4.

Relevant versions used ... 

OSG 3.2.1
Ubuntu 14.04
libavcodec.so.54.35.0
libSDL-1.2.so.0.11.4

Cheers,
Trystan

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Re: [osg-users] Enabling instancing should automatically disable display lists

2014-03-04 Thread Trystan Larey-Williams
If it's messy to automate the behavior, I think even a warning visible at a 
'warn' log level would suffice. I.e. pop the message on add/insert PrimitiveSet 
if the drawarray is instanced and display lists are enabled on the Geometry. 

If I can squirrel away some time soon, I'll go ahead and submit a fix.

-Trystan

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[osg-users] Enabling instancing should automatically disable display lists

2014-03-03 Thread Trystan Larey-Williams
Hi all,

I found that OSG has display lists enabled by default on Geometry objects and 
it remains enabled even if instancing is enabled. This made for a fairly long 
and non-intuitive debug session as I was trying to figure out why my geometry 
failed to be drawn. Ultimately, I just had to setUseDisplayList( false ). 

According to the OpenGL spec. The error INVALID_OPERATION is generated if 
DrawArraysInstanced or DrawElementsInstanced is called during display list 
compilation, which is what finally clued me in. 

Wouldn't it makes sense to automatically disable display lists in the case 
instancing is enabled? Otherwise what is happening is very much hidden under 
the framework and not in a good way.  

Cheers,
Trystan

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Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-05-28 Thread Trystan Larey-Williams
I just got my Rift dev kit today and plan to look at this a bit as well. I'm a 
little slammed on time for the next week, so I don't have any estimates but 
I'll post when I have something to show. If anyone else has already made 
progress, please share ;)

Cheers,
Trystan

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[osg-users] [3rdparty] osgPango text in world space?

2012-08-10 Thread Trystan Larey-Williams
Hi all,

I have a wireframe grid defined in 3-space that I want to put some labels on. I 
was able to get the result I wanted using osgText by using the code below where 
'vert' is a world space vertex from the grid.
 

Code:

osgText::Text* text = new osgText::Text;
text-setFont(font.get());
text-setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
text-setCharacterSize( 48.0 );
text-setDrawMode(osgText::Text::TEXT);
text-setAxisAlignment(osgText::Text::SCREEN);
text-setLayout(osgText::Text::RIGHT_TO_LEFT);
text-setText(osgText::String(العربية, osgText::String::ENCODING_UTF8));
text-setPosition( vert );




The only reason I can't stick with osgText is the arabic characters do not 
render properly (the characters should be connected and they are not). This is 
a hard requirement for us so I presumably need osgPango. However, osgPango 
doesn't really seem to have parity with text placement and I wonder if it 
supports text in world space at all. I've tried the following code and just get 
extruded garbage on the screen (vert is the same world space coordinate as in 
the previous snippet).


Code:

osgPango::TextTransform* t = new osgPango::TextTransform();
t-setMatrix( osg::Matrixd::translate(vert) );
t-addText( span font='DejaVu Sans Mono 14' 
foreground='#7FFF7F'Testspan,0,0 );
t-finalize();




I have used osgPango in screen space successfully for other purposes. Anyone 
know if osgPango can work in world coords and if so how?

Cheers,
Trystan[/code]

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Re: [osg-users] [3rdparty] Shader Dev Tools

2012-08-10 Thread Trystan Larey-Williams
For what platform? A google search will turn up a bunch. Even for the iPad 
there's GLSL Studio. However, I have yet to find a good open source one that is 
consistently updated for Linux.

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Re: [osg-users] [3rdparty] osgPango text in world space?

2012-08-10 Thread Trystan Larey-Williams
Figured it out. It was simply a matter of scale. In my world coordinates the 
default scale of 1.0 for the text was enormous. The fix was just to; 
t-setScale(0.001, true).

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Re: [osg-users] Capture off-screen / Aux buffer in PostDrawCallback?

2012-05-22 Thread Trystan Larey-Williams
Thanks for the reply. What I ended up doing was to have a separate FBO 
(obtained trough native OGL calls) in the PostDrawCallback. Then I bind the 
texture (same one used in the FBO that performs the render) to this FBO in the 
callback and was then able to do a glReadBuffer/glReadPixels on the 
GL_COLOR_ATTACHMENTi buffers successfully via a PBO (although I'm not sure the 
PBO is really helping in this case).  

So, this seems to confirm that the FBO I had the texture attached to for the 
render is indeed released before the callback. It would save a lot of hassle if 
the one of the DrawCallbacks could be invoked while the render targets for the 
camera were still intact. But I assume there's some reason for the current 
behaviour. Anyone venture a guess?

Thanks,
Trystan

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Re: [osg-users] slave camera result in a distort result

2012-05-22 Thread Trystan Larey-Williams
I don't see a projection matrix being explicitly set. I think OSG does a 
perspective projection be default. Especially depending on the default FOV, 
this can produce a pronounced distortion. See the camera methods 
setProjectionMatrixAsPerspective and setProjectionMatrixAsOrtho. If you want no 
distortion then you probably want the latter. 

-Trystan

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[osg-users] Capture off-screen / Aux buffer in PostDrawCallback?

2012-05-21 Thread Trystan Larey-Williams
Hi all,

I have a multiple render target setup where a texture is attached to an FBO on 
GL_COLOR_ATTACHMENT2. The other target is simply the frame buffer on 
GL_COLOR_ATTACHMENT0. Both targets are the same size and format. 

A fragment shader uses glFragData[0] and glFragData[2] to write to the targets 
and I'm getting the expected onscreen data from glFragData[0]. The problem 
comes in when I try to use a PostDrawCallback to read from GL_COLOR_ATTACHMENT2 
so I can move it to an image and manipulate the data on the CPU. 

In the code below, if I have glReadBuffer(GL_COLOR_ATTACHMENT2) then I get an 
Warning: detected OpenGL error 'invalid enumerant' at end of 
SceneView::draw().  glReadBuffer(GL_BACK) works fine but that's not the data I 
want. 

Is this because the FBO is already detached when the callback is invoked? Is 
there another place I can 'hook in' to do this? I've tried simply attaching an 
osg::image as the secondary render target but I don't need to do this on every 
frame and it's too big of a performance hit.

Callback code:

Code:

virtual void operator()(osg::RenderInfo renderInfo) const {
osg::GraphicsContext* gc = renderInfo.getCurrentCamera()-getGraphicsContext();
osg::GLBufferObject::Extensions* ext = osg::GLBufferObject::getExtensions(
 gc-getState()-getContextID(),true);
int width = gc-getTraits()-width;
int height = gc-getTraits()-height;

if( m_starMapImage-s() != width || m_starMapImage-t() != height ) {
 m_starMapImage-allocateImage(width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
 if( m_pbo ) {
  ext-glDeleteBuffers (1, m_pbo);
  m_pbo = 0;
 }
}

if( !m_pbo ) {
 ext-glGenBuffers(1, m_pbo);
 ext-glBindBuffer(GL_PIXEL_PACK_BUFFER, m_pbo);
 ext-glBufferData(GL_PIXEL_PACK_BUFFER, m_starMapImage-   
getTotalSizeInBytes(), 0, GL_STREAM_READ);
}
else
 ext-glBindBuffer( GL_PIXEL_PACK_BUFFER, m_pbo );

glReadBuffer(GL_COLOR_ATTACHMENT2);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, 0);

GLubyte* src = (GLubyte*)ext-glMapBuffer( GL_PIXEL_PACK_BUFFER, GL_READ_ONLY );

if(src) {
 memcpy( m_starMapImage-data(), src, m_starMapImage-getTotalSizeInBytes() 
);   
 ext-glUnmapBuffer( GL_PIXEL_PACK_BUFFER );
}

osgDB::writeImageFile(*m_starMapImage, std::string(test.png));
ext-glBindBuffer( GL_PIXEL_PACK_BUFFER, 0 );
}




Camera Setup:

Code:

osg::TextureRectangle* starMap = new osg::TextureRectangle;
starMap-setTextureSize( width, height );
starMap-setInternalFormat( GL_RGBA );
starMap-setSourceFormat( GL_RGBA );
osg::ref_ptrosg::Camera stars3d = new osg::Camera;
stars3d-setClearMask( GL_DEPTH_BUFFER_BIT );
stars3d-setGraphicsContext(gc);
stars3d-setAllowEventFocus( false );
stars3d-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
stars3d-attach(osg::Camera::COLOR_BUFFER0, renderTarget);
stars3d-attach(osg::Camera::COLOR_BUFFER2, starMap);




Cheers,
Trystan

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Re: [osg-users] Setting camera position

2012-05-21 Thread Trystan Larey-Williams
How and when do you want it to change position? 

You can change position explicitly via the camera manipulator interface; there 
are a number of different convenience methods for that.

If you want the position to change gradually over time (animation) then take a 
look at the osgGA::AnimationPathManipulator.

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Re: [osg-users] How to create ive and 3ds files

2012-02-10 Thread Trystan Larey-Williams
There's a plugin for blender you can use to export content to osg format; 
https://github.com/cedricpinson/osgexport. Last time I tried it, the support 
for 2.5 was a little sketchy but it appears to be coming along.

Cheers,
Trystan

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Re: [osg-users] Saving a Texture3D to an Image

2011-11-13 Thread Trystan Larey-Williams
Figured out how to solve the problem in the last post. I just set the texture I 
want to write on the camera itself so that its active once the post draw is 
executed. For instance, the code above simply changes to the following. 


Code:

...
camera-getOrCreateStateSet()-setTextureAttributeAndModes(1, outputTexture, 
osg::StateAttribute::ON); 
camera-setFinalDrawCallback( new Capture(output.tiff) );
geode-getOrCreateStateSet()-setTextureAttributeAndModes(1, sampler, 
osg::StateAttribute::ON);
geode-getOrCreateStateSet()-addUniform( new osg::Uniform(sampler, 1) );
camera-attach(osg::Camera::COLOR_BUFFER0, outputTexture);
geode-getOrCreateStateSet()-setAttributeAndModes( prog, 
osg::StateAttribute::ON );
viewer.frame();
geode-getOrCreateStateSet()-removeAttribute( prog ); 




Thanks for pointing me in the right direction. I can get my 3d textures written 
out now!

Thanks,
Trystan

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Re: [osg-users] Saving a Texture3D to an Image

2011-11-12 Thread Trystan Larey-Williams
Hi Robert,

Thanks for the reply! That seems to work only if I don't need to set other 
texture states. For instance, the following fails (2D texture in this case but 
I need to do similar with 3D).  If I comment out the sampler texture attribute, 
the image is written successfully. With it commented in, image-valid() is 
false .


Code:

...
camera-setFinalDrawCallback( new Capture(output.tiff) );
geode-getOrCreateStateSet()-setTextureAttributeAndModes(1, sampler, 
osg::StateAttribute::ON);
geode-getOrCreateStateSet()-addUniform( new osg::Uniform(sampler, 1) );
camera-attach(osg::Camera::COLOR_BUFFER0, outputTexture);
geode-getOrCreateStateSet()-setAttributeAndModes( prog, 
osg::StateAttribute::ON );
viewer.frame();
geode-getOrCreateStateSet()-removeAttribute( prog );




Capture is implemented as follows


Code:

class Capture : public osg::Camera::DrawCallback {
public:
Capture( const std::string imagename ) : m_imageName(imagename) {}

virtual void operator () (osg::RenderInfo renderInfo) const {
osg::ref_ptrosg::Image image = new osg::Image;
image-readImageFromCurrentTexture(renderInfo.getContextID(), 
true);
osgDB::writeImageFile(*image, m_imageName);
}

private:
std::string m_imageName;
};




So, I'm guessing this approach doesn't work with multiple texture units? Maybe 
there's a way to force a particular unit active in the callback?

Cheers,
Trystan

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[osg-users] Saving a Texture3D to an Image

2011-11-11 Thread Trystan Larey-Williams
Hi,

I've been banging my head against how to save a 3D texture out to a dds file 
for some time now. I've read posts that suggest simply attaching the texture's 
image to the buffer rather than the texture itself. I've done that for 2D 
textures with no problem. However, I don't see how that will work in this case; 
given the setup below.


Code:

...
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera-setImplicitBufferAttachmentMask(osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT,
 osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );
camera-attach(osg::Camera::COLOR_BUFFER0, tex1, 0, 
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
camera-attach(osg::Camera::COLOR_BUFFER1, tex2, 0, 
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER);
viewer.frame();
...




So, after I render the frame I want to be able to say

Code:

osgDB::writeImageFile( *tex1-getImage(), foo.dds )




But, of course, this doesn't work since the image isn't updated when the 
texture changes. Is there a strait forward way to get the texture data back to 
an image that I'm missing?
  
Thank you!

Cheers,
Trystan[/code][/list]

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Re: [osg-users] osgPango text always black (even the examples)

2011-09-19 Thread Trystan Larey-Williams
Figured it must be something like that. Ok, thanks for the reply!

Cheers,
Trystan

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Re: [osg-users] osgPango text always black (even the examples)

2011-09-19 Thread Trystan Larey-Williams
Just confirming, building against the osg trunk indeed solved the problem for 
me.

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[osg-users] osgPango text always black (even the examples)

2011-09-16 Thread Trystan Larey-Williams
Hi all,

I've used osgPango successfully in the past on a different system, but am 
facing a strange problem now. All text renders black including in all the 
out-of-box examples (osgpangoanimation, etc), regardless of what the color is 
set to in the markup. Anyone else run into this? My system/version info is 
below.

Fedora 15 / Gnome3 with proprietary nvidia drivers (280.13)
osg version: 3.0.0
osgPango and osgCairo 1.0.0 tag versions
pango 1.28.4
cairo 1.10.2

I've tried updating to the latest versions of osgPango/Cairo as well, no 
difference.

Thank you!

Cheers,
Trystan

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Re: [osg-users] Building a Texture2D from a PBO?

2011-04-22 Thread Trystan Larey-Williams
Well, the crash was indeed caused by not having a valid context. I moved the 
code into a DrawCallback and it worked but not how I expected. I was hoping 
that binding a PBO to the state would cause copyTexImage2D to read contents 
from the PBO. Instead, its just grabbing data from the regular frame buffer / 
color buffer. 

It seems like what I'm trying to do shouldn't be so hard. I just need to blit a 
piece of an image onto a piece of a texture. Doing to by rendering to a texture 
seems really out of the way. Anyone know of another approach? 

Thanks,
Trystan

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[osg-users] Building a Texture2D from a PBO?

2011-04-21 Thread Trystan Larey-Williams
Hi all,

I'm looking for a way to quickly read parts of images into parts of 2D 
textures. For instance, given a source rect for an image and a destination rect 
for the texture I want to get just the source rect into the dest rect with no 
scaling/resizing etc.

I thought I may be able to do something like the snippet below. However, this 
code crashes on copyTexSubImage. Am I on the right track at all here?

img = osgDB::readImageFile(image.png);
pbo = new osg::PixelBufferObject(img.get());
texture = new osg::Texture2D;
texture-setTextureSize(img-s(), img-t());
state = new osg::State;
state-setContextID(viewer.getCamera()-getGraphicsContext()- 
getState()-getContextID());
state-bindPixelBufferObject(pbo.get());
texture-copyTexSubImage2D(*state, 0, 0, 0, 0, img-s(), img-t());

Thanks in advance,
Trystan

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Re: [osg-users] Intersection tests on paged PagedLODs

2011-03-31 Thread Trystan Larey-Williams
I finally got some time to try this and it's exactly what I needed. Another 
point I was missing was setting the range on the PagedLODs. I had a bounding 
vol defined but not the range. 

Thanks for the tip!

-Trystan

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[osg-users] Intersection tests on paged PagedLODs

2011-03-13 Thread Trystan Larey-Williams
Hi all,

I'm looking for a way to selectively load PagedLODs saved to files on an 
intersection test. I've built up an Octree represented by a PagedLOD node for 
each subdivision (similar to the quad-tree example in the 3.0 beginner's 
guide). Given an arbitrary point or line, I want to be able to test the 
PagedLODs it intersects with without having unnecessary ones loaded into 
memory. 

I gather that intersection visitors will only traverse loaded PagedLODs but 
won't automatically trigger the database pager to load additional levels (is 
that correct?). Would I need to create a custom visitor to do this or is there 
an easier way that I'm missing? 

Thanks in advance,
Trystan

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