Re: [osg-users] How can I do translation on a group node?
El Miércoles, 28 de Marzo de 2007 07:16, hesicong2006 escribió: How can I convert the osg::Group to a osg::Transform node? And are there any better ideas? It might be of help to you knowing that both osg::Transform and osg::PositionAttitudeTransform inherit from osg::Group. Maybe writing a NodeVisitior that replaces every osg::Group with one of those... Regards, Alberto ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] fisheye or wide-angle example code?
Hi Lucas, On 3/27/07, wsacul [EMAIL PROTECTED] wrote: Does anyone have any 1.2 compatible code that will do a fisheye or wide angle lense effect? I'm playing around with osgdistortion right now but I'm not able to get it to do what I want. The code isn't compatible with 1.2, as it relies upon the osgViewer which is only in the SVN version of the OSG, but it does illustrate the what you need... The new osgdistortion example has a code path for creating distortion correction for a full sphere use 6 separate cameras rendering the 6 sides of a texture cubemap, then a final camera to composite the cubemap into a single distortion corrected image for a projector mounted in the base of the sphere. osgdistrtion --dome mymodel.osg Alternatively if you want to see the 6 camera use: osgdistrtion --faces mymodel.osg Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] virtual texture ? mega texture ? something else ?
Hello everyone, Currently, I'm developing a program where I have to display an Earth model... to perform this I use : - a big sphere shape... - a dds texture of 4096x2048 for day time - another similar texture of 4096x2048 for night time - a cloud texture of ... 4096x2048 :-( - another normal map .png texture of 4096x2048 again... - a shader to mix all this... ... as you might guess, I need something like a geforce 7900 to run this... but now I would like to port this simulation on low computer, my question is simple: how can I do this without loosing texture quality ??? In fact, my question is more general: taking into account that using big textures is bad (I read somewhere that 512x512 is the better choice to keep things real time...), is there any solution right now to cut objects and textures to tile them in OSG ?? i'm aware about the LODing system for terrain shapes, but I'm speak about more general shapes, and i'm not wanting to store too huge databases. I tried the OSSIM library lately, with their ossimPlanetViewer, that a good example of dynamic tile generation, another good example of what i'm looking for is the Celestia Virtual texture concept... the key is : getting the big textures, and use them directly (the software taking care of cutting them and cutting the models of example... [that's the only pratical solution I see to display more information])... is there any library or add on trying to provide this in OSG ? regards, Emmanuel ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] help ... white texture bug
Hello, Thanks for the reply. I've tried different texture sizes, so I think texture dimensions do not matter. It's definitely something else. Gilbert, Daniel R. [EMAIL PROTECTED] wrote: Hi, What is the size (dimensions) of the texture in question? I encountered a similar sounding problem in the past which was caused by using a 4096x4096 texture. This texture rendered just fine on machines with Nvidia cards as they support textures up to this size. Machines with ATI cards could not, as they only supported up to 2048x2048. This might not be the same issue for you, but you could at least rule this out as the culprit. -- Dan - From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of S.Wasi Mohsin Raza Sent: Monday, March 26, 2007 7:58 AM To: osg-users@openscenegraph.net Subject: [osg-users] help ... white texture bug Hello, I'm having a serious issue using textures in my 3d application that is using osglib. the code is using TextureRectangle class of osg. Instead of displaying the texture mapped rectangle, it shows a white rectangle without any texture. This does not happen on all computers. The application works fine and displays the texture correctly on my development machine. Platform: Windows XP, Visual C++ 2003, osglib 1.2 Other libraries used: MFC, Qt Please help! - Bored stiff? Loosen up... Download and play hundreds of games for free on Yahoo! Games.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - We won't tell. Get more on shows you hate to love (and love to hate): Yahoo! TV's Guilty Pleasures list.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] LatestDevelopment and Porting guide pages added to wiki
Hi All, To help in the move to the next release I have added a few new pages to the the documentation pages on the wiki, these are linked off the main documentation page: http://www.openscenegraph.com/osgwiki/pmwiki.php/Documentation/Documentation The LatestDevelopments page can be found at: http://www.openscenegraph.com/osgwiki/pmwiki.php/Documentation/LatestDevelopments And the Porting guide page can be found at: http://www.openscenegraph.com/osgwiki/pmwiki.php/Porting/Porting This work is only a start, and I'd like members of the community to step up and help document some of these changes, for instance CMake would be a good place to start. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] virtual texture ? mega texture ? something else ?
On 3/28/07, Emmanuel Roche [EMAIL PROTECTED] wrote: Hello everyone, Currently, I'm developing a program where I have to display an Earth model... to perform this I use : - a big sphere shape... - a dds texture of 4096x2048 for day time - another similar texture of 4096x2048 for night time - a cloud texture of ... 4096x2048 :-( - another normal map .png texture of 4096x2048 again... - a shader to mix all this... ... as you might guess, I need something like a geforce 7900 to run this... but now I would like to port this simulation on low computer, my question is simple: how can I do this without loosing texture quality ??? In fact, my question is more general: taking into account that using big textures is bad (I read somewhere that 512x512 is the better choice to keep things real time...), is there any solution right now to cut objects and textures to tile them in OSG ?? i'm aware about the LODing system for terrain shapes, but I'm speak about more general shapes, and i'm not wanting to store too huge databases. I tried the OSSIM library lately, with their ossimPlanetViewer, that a good example of dynamic tile generation, another good example of what i'm looking for is the Celestia Virtual texture concept... the key is : getting the big textures, and use them directly (the software taking care of cutting them and cutting the models of example... [that's the only pratical solution I see to display more information])... is there any library or add on trying to provide this in OSG ? regards, Hi ! Have a look at osgdem (or VirtualPlanetBuilder in the svn), it provides what you need to tile your terrain. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] help ... white texture bug
Hello Robert, Thanks for the reply. We have tried the program on different cards, it has worked on NvidiaFX5600, NvidiaGo7800, Mobility Radeon9200 , but has failed on relatively newer Quadro 1300 and Millenium, amongst other professional cards. Moreover, if we replace the same image with the image used in the example texture2D, the example program works on an intel built-in graphic card on Windows XP, but almost the same code does not work on that machine, when used with Qt or WxWidgets, which leads me to believe that there may be something wrong with the OpenGL (QGLWidget) window initialization (though since the same executable is working on other machines so it can't be the code alone that has the problem). The solution may be relatively simple, but nothing we have tried so far has worked, so I am looking for possible causes of this problem. Regards +Wasi Robert Osfield [EMAIL PROTECTED] wrote: Hi, On the machines that the texturing don't work it would be worth checking to see if the TextureRectangle extension is supported. What hardware is that doesn't work? Do you get any errors? Robert. On 3/26/07, S.Wasi Mohsin Raza wrote: Hello, I'm having a serious issue using textures in my 3d application that is using osglib. the code is using TextureRectangle class of osg. Instead of displaying the texture mapped rectangle, it shows a white rectangle without any texture. This does not happen on all computers. The application works fine and displays the texture correctly on my development machine. Platform: Windows XP, Visual C++ 2003, osglib 1.2 Other libraries used: MFC, Qt Please help! Bored stiff? Loosen up... Download and play hundreds of games for free on Yahoo! Games. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ - TV dinner still cooling? Check out Tonight's Picks on Yahoo! TV.___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] virtual texture ? mega texture ? something else ?
No osgdem would not be enough : some of the textures I use can change dynamically, how could I use them on osgdem tiles, the uv coords would hardly correspond, no ? regards, Emmanuel. 2007/3/28, Serge Lages [EMAIL PROTECTED]: On 3/28/07, Emmanuel Roche [EMAIL PROTECTED] wrote: Hello everyone, Currently, I'm developing a program where I have to display an Earth model... to perform this I use : - a big sphere shape... - a dds texture of 4096x2048 for day time - another similar texture of 4096x2048 for night time - a cloud texture of ... 4096x2048 :-( - another normal map .png texture of 4096x2048 again... - a shader to mix all this... ... as you might guess, I need something like a geforce 7900 to run this... but now I would like to port this simulation on low computer, my question is simple: how can I do this without loosing texture quality ??? In fact, my question is more general: taking into account that using big textures is bad (I read somewhere that 512x512 is the better choice to keep things real time...), is there any solution right now to cut objects and textures to tile them in OSG ?? i'm aware about the LODing system for terrain shapes, but I'm speak about more general shapes, and i'm not wanting to store too huge databases. I tried the OSSIM library lately, with their ossimPlanetViewer, that a good example of dynamic tile generation, another good example of what i'm looking for is the Celestia Virtual texture concept... the key is : getting the big textures, and use them directly (the software taking care of cutting them and cutting the models of example... [that's the only pratical solution I see to display more information])... is there any library or add on trying to provide this in OSG ? regards, Hi ! Have a look at osgdem (or VirtualPlanetBuilder in the svn), it provides what you need to tile your terrain. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] help ... white texture bug
Hi Wasi, Everything your report points to driver bugs and such will be hard to pinpoint and workaround. Try to find updated drivers. Robert. On 3/28/07, S.Wasi Mohsin Raza [EMAIL PROTECTED] wrote: Hello Robert, Thanks for the reply. We have tried the program on different cards, it has worked on NvidiaFX5600, NvidiaGo7800, Mobility Radeon9200 , but has failed on relatively newer Quadro 1300 and Millenium, amongst other professional cards. Moreover, if we replace the same image with the image used in the example texture2D, the example program works on an intel built-in graphic card on Windows XP, but almost the same code does not work on that machine, when used with Qt or WxWidgets, which leads me to believe that there may be something wrong with the OpenGL (QGLWidget) window initialization (though since the same executable is working on other machines so it can't be the code alone that has the problem). The solution may be relatively simple, but nothing we have tried so far has worked, so I am looking for possible causes of this problem. Regards +Wasi Robert Osfield [EMAIL PROTECTED] wrote: Hi, On the machines that the texturing don't work it would be worth checking to see if the TextureRectangle extension is supported. What hardware is that doesn't work? Do you get any errors? Robert. On 3/26/07, S.Wasi Mohsin Raza wrote: Hello, I'm having a serious issue using textures in my 3d application that is using osglib. the code is using TextureRectangle class of osg. Instead of displaying the texture mapped rectangle, it shows a white rectangle without any texture. This does not happen on all computers. The application works fine and displays the texture correctly on my development machine. Platform: Windows XP, Visual C++ 2003, osglib 1.2 Other libraries used: MFC, Qt Please help! Bored stiff? Loosen up... Download and play hundreds of games for free on Yahoo! Games. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ TV dinner still cooling? Check out Tonight's Picks on Yahoo! TV. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] How to preload and precompile shader.
Hi. I am using very simple fragment shader and it works great. But there is a problem, when I first use ti on scene, it takes about half a sec to initialize, so my whole app freezes for half a second. I would like to preload fragment shader and precompile it. Any ideas? Bye, ivan ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] fisheye or wide-angle example code?
Hi Lucas, The basic idea is to have a wide FOV (field-of-view). The implementations are quite different right now, with osg 1.2 using osgProducer ( where you will have to refer to Producer::Camera functions, the ultimate arbiter underneath it all is Producer::Camera::Lens ); in the SVN path osgViewer is the place to look. Of note is that Producer::Camera has a default mode to auto-compute FOV, this can sometimes bite; I don't know if on the osgViwer side there is something similar to handle. I hope this helps Mihai wsacul wrote: Does anyone have any 1.2 compatible code that will do a fisheye or wide angle lense effect? I'm playing around with osgdistortion right now but I'm not able to get it to do what I want. Thanks, Lucas ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Performance issue with PagedLODs
Just to follow up on this, here is an interesting result: I modified osgDB::DatabasePager so that it discards new file requests when the _fileRequestList.size() 25. Now the problem I was seeing is gone and paging flies, even with 2500 files at the same level. I'm sure this might result in other side effects but I though it was interesting enough to post... experimentation continues... -gw On 3/10/07, Robert Osfield [EMAIL PROTECTED] wrote: HI Glenn, When doing paging you should also aim to create a hierarchy of PagedLOD's not a flat structure. This also applies to LOD scene graphs, but do to the paging required its more important with PagedLODs as the paging itself will have t run for each group. One really needs to decide upon the granularity of your scene graph too, too fine and your trying to paging into too many separate tiles, too large and each tile will take too long to load into memory and to download to the GPU. Robert. On 3/9/07, Glenn Waldron [EMAIL PROTECTED] wrote: Hi, I was experimenting with the osgpagedlod example and ran into some strange behavior: I have a database that contains about 2500 buildings, each under its own LOD as the sole child with a range of 0-2 or so. No terrain, just buildings divided into groups of ~50 buildings each. There are no hierarchical LODs. This runs at a nice 60Hz. I then ran osgpagedlod --makeAllChildrenPaged on the database, ending up with a master file and 2500 subfiles as expected. When I fired it up, it would page in about one building every second. While data paged in, the stats showed an average cull time of about 750ms and a frame rate of 1.x fps. At first I though it was a texture sharing problem (all buildings have the same one texture) but I removed the texture file and the behavior is the same. Is there an issue with processing this many (non-hierarchical) PagedLOD's at a time? What accounts for the massive cull time? Thanks for an insight anyone can provide. -gw -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Performance issue with PagedLODs
Robert, By hierarchy of PagedLOD's, do you mean PagedLODs that have descendants that are also paged lods? Something like: scene_root-nodes-PagedLOD-nodes-PagedLOD I had thought about possibly setting up a scenegraph like that (mostly from a what-if perspective), but I couldn't think of a way to register the paged lods with the activePagedLod list in the database pager. I assume I would need to call registerPagedLods whenever a file is read from disk, but I don't know how to detect that. Is it possible? Thanks, Chase On 3/10/07, Robert Osfield [EMAIL PROTECTED] wrote: HI Glenn, When doing paging you should also aim to create a hierarchy of PagedLOD's not a flat structure. This also applies to LOD scene graphs, but do to the paging required its more important with PagedLODs as the paging itself will have t run for each group. One really needs to decide upon the granularity of your scene graph too, too fine and your trying to paging into too many separate tiles, too large and each tile will take too long to load into memory and to download to the GPU. Robert. On 3/9/07, Glenn Waldron [EMAIL PROTECTED] wrote: Hi, I was experimenting with the osgpagedlod example and ran into some strange behavior: I have a database that contains about 2500 buildings, each under its own LOD as the sole child with a range of 0-2 or so. No terrain, just buildings divided into groups of ~50 buildings each. There are no hierarchical LODs. This runs at a nice 60Hz. I then ran osgpagedlod --makeAllChildrenPaged on the database, ending up with a master file and 2500 subfiles as expected. When I fired it up, it would page in about one building every second. While data paged in, the stats showed an average cull time of about 750ms and a frame rate of 1.x fps. At first I though it was a texture sharing problem (all buildings have the same one texture) but I removed the texture file and the behavior is the same. Is there an issue with processing this many (non-hierarchical) PagedLOD's at a time? What accounts for the massive cull time? Thanks for an insight anyone can provide. -gw -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com winmail.dat___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Performance issue with PagedLODs
Chase, The pager will automatically register PagedLODs that occur in subgraphs it pages in. So you really only need to do it manually at the top level. -gw On 3/28/07, Bradford, Chase [EMAIL PROTECTED] wrote: Robert, By hierarchy of PagedLOD's, do you mean PagedLODs that have descendants that are also paged lods? Something like: scene_root-nodes-PagedLOD-nodes-PagedLOD I had thought about possibly setting up a scenegraph like that (mostly from a what-if perspective), but I couldn't think of a way to register the paged lods with the activePagedLod list in the database pager. I assume I would need to call registerPagedLods whenever a file is read from disk, but I don't know how to detect that. Is it possible? Thanks, Chase On 3/10/07, Robert Osfield [EMAIL PROTECTED] wrote: HI Glenn, When doing paging you should also aim to create a hierarchy of PagedLOD's not a flat structure. This also applies to LOD scene graphs, but do to the paging required its more important with PagedLODs as the paging itself will have t run for each group. One really needs to decide upon the granularity of your scene graph too, too fine and your trying to paging into too many separate tiles, too large and each tile will take too long to load into memory and to download to the GPU. Robert. On 3/9/07, Glenn Waldron [EMAIL PROTECTED] wrote: Hi, I was experimenting with the osgpagedlod example and ran into some strange behavior: I have a database that contains about 2500 buildings, each under its own LOD as the sole child with a range of 0-2 or so. No terrain, just buildings divided into groups of ~50 buildings each. There are no hierarchical LODs. This runs at a nice 60Hz. I then ran osgpagedlod --makeAllChildrenPaged on the database, ending up with a master file and 2500 subfiles as expected. When I fired it up, it would page in about one building every second. While data paged in, the stats showed an average cull time of about 750ms and a frame rate of 1.x fps. At first I though it was a texture sharing problem (all buildings have the same one texture) but I removed the texture file and the behavior is the same. Is there an issue with processing this many (non-hierarchical) PagedLOD's at a time? What accounts for the massive cull time? Thanks for an insight anyone can provide. -gw -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Performance issue with PagedLODs
Hi Brad, On 3/28/07, Bradford, Chase [EMAIL PROTECTED] wrote: Robert, By hierarchy of PagedLOD's, do you mean PagedLODs that have descendants that are also paged lods? Something like: scene_root-nodes-PagedLOD-nodes-PagedLOD Yes, this is how I'd recommend manage a PagedLOD database, this is how osgdem generates databases too. I had thought about possibly setting up a scenegraph like that (mostly from a what-if perspective), but I couldn't think of a way to register the paged lods with the activePagedLod list in the database pager. I assume I would need to call registerPagedLods whenever a file is read from disk, but I don't know how to detect that. Is it possible? DatabasePager automatically registers PagedLOD's that its loaded. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] moving to VS8
Hi all, So I'm finally getting to the point where I'm doing OSG stuff under VisualStudio 8. I know, late to the party (fashionably so, yeah that's it!) I'm planning for my next installer build to use VS8, but a couple questions... * Would anyone continue to need the VS7.1 build as well? Dont expect it be painful to do both, but subtly different installers could be confusing to downloaders, and why do unnecessary work? insert rant on MS gratuitous incompatibilities here * Has anyone assembled a 3rdParty dependencies package for VS8 along the lines of 3rdParty_Win32binaries_2005_05_10.zip (which is for VS7.1)? I don't see it on http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Dependencies * I've been out of the loop on the cmake build system development. Is there some quickstart info, or is it obvious? (didn't see mention on the wiki.) cheers -- mew ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Performance issue with PagedLODs
The pager does not automatically register the PagedLODs in certain cases. Registering of paged lods happens before the viewer starts updating. Thus, if you load a model after the viewer is already updating, you must register the paged lods for it, also. Zach _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Glenn Waldron Sent: Wednesday, March 28, 2007 11:44 To: osg users Subject: Re: [osg-users] Performance issue with PagedLODs Chase, The pager will automatically register PagedLODs that occur in subgraphs it pages in. So you really only need to do it manually at the top level. -gw On 3/28/07, Bradford, Chase [EMAIL PROTECTED] wrote: Robert, By hierarchy of PagedLOD's, do you mean PagedLODs that have descendants that are also paged lods? Something like: scene_root-nodes-PagedLOD-nodes-PagedLOD I had thought about possibly setting up a scenegraph like that (mostly from a what-if perspective), but I couldn't think of a way to register the paged lods with the activePagedLod list in the database pager. I assume I would need to call registerPagedLods whenever a file is read from disk, but I don't know how to detect that. Is it possible? Thanks, Chase On 3/10/07, Robert Osfield [EMAIL PROTECTED] wrote: HI Glenn, When doing paging you should also aim to create a hierarchy of PagedLOD's not a flat structure. This also applies to LOD scene graphs, but do to the paging required its more important with PagedLODs as the paging itself will have t run for each group. One really needs to decide upon the granularity of your scene graph too, too fine and your trying to paging into too many separate tiles, too large and each tile will take too long to load into memory and to download to the GPU. Robert. On 3/9/07, Glenn Waldron [EMAIL PROTECTED] wrote: Hi, I was experimenting with the osgpagedlod example and ran into some strange behavior: I have a database that contains about 2500 buildings, each under its own LOD as the sole child with a range of 0-2 or so. No terrain, just buildings divided into groups of ~50 buildings each. There are no hierarchical LODs. This runs at a nice 60Hz. I then ran osgpagedlod --makeAllChildrenPaged on the database, ending up with a master file and 2500 subfiles as expected. When I fired it up, it would page in about one building every second. While data paged in, the stats showed an average cull time of about 750ms and a frame rate of 1.x fps. At first I though it was a texture sharing problem (all buildings have the same one texture) but I removed the texture file and the behavior is the same. Is there an issue with processing this many (non-hierarchical) PagedLOD's at a time? What accounts for the massive cull time? Thanks for an insight anyone can provide. -gw -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ http://www.openscenegraph.org/ -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] moving to VS8
I need VS7. I don't have VS8. I suspect a lot of people don't. Zach _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen Sent: Wednesday, March 28, 2007 13:58 To: osg-users@openscenegraph.net Subject: [osg-users] moving to VS8 Hi all, So I'm finally getting to the point where I'm doing OSG stuff under VisualStudio 8. I know, late to the party (fashionably so, yeah that's it!) I'm planning for my next installer build to use VS8, but a couple questions. * Would anyone continue to need the VS7.1 build as well? Dont expect it be painful to do both, but subtly different installers could be confusing to downloaders, and why do unnecessary work? insert rant on MS gratuitous incompatibilities here * Has anyone assembled a 3rdParty dependencies package for VS8 along the lines of 3rdParty_Win32binaries_2005_05_10.zip (which is for VS7.1)? I don't see it on http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Dependencies * I've been out of the loop on the cmake build system development. Is there some quickstart info, or is it obvious? (didn't see mention on the wiki.) cheers -- mew ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] moving to VS8
Home I would not recommend having VS 7 and VS8 on the same machine from our experience its not something you should try, others may have had bettet luck than us Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 214-477-8914 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Mike Weiblen Sent: Wednesday, March 28, 2007 1:58 PM To: osg-users@openscenegraph.net Subject: [osg-users] moving to VS8 Hi all, So I'm finally getting to the point where I'm doing OSG stuff under VisualStudio 8. I know, late to the party (fashionably so, yeah that's it!) I'm planning for my next installer build to use VS8, but a couple questions. * Would anyone continue to need the VS7.1 build as well? Dont expect it be painful to do both, but subtly different installers could be confusing to downloaders, and why do unnecessary work? insert rant on MS gratuitous incompatibilities here * Has anyone assembled a 3rdParty dependencies package for VS8 along the lines of 3rdParty_Win32binaries_2005_05_10.zip (which is for VS7.1)? I don' t see it on http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Dependencies * I've been out of the loop on the cmake build system development. Is there some quickstart info, or is it obvious? (didn't see mention on the wiki.) cheers -- mew ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] moving to VS8
Hi Gordon I would not recommend having VS 7 and VS8 on the same machine... Do you mean app binaries built w/ VS7 VS8, or the actual VS7/8 development systems installed? I agree on the former; my experience w/ VC6/7/7.1 would suggest the latter would be ok, but I'll take your caveat. Cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: Wednesday, March 28, 2007 1:10 PM To: osg users Subject: RE: [osg-users] moving to VS8 Home I would not recommend having VS 7 and VS8 on the same machine from our experience its not something you should try, others may have had bettet luck than us Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 214-477-8914 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] Behalf Of Mike Weiblen Sent: Wednesday, March 28, 2007 1:58 PM To: osg-users@openscenegraph.net Subject: [osg-users] moving to VS8 Hi all, So I'm finally getting to the point where I'm doing OSG stuff under VisualStudio 8. I know, late to the party (fashionably so, yeah that's it!) I'm planning for my next installer build to use VS8, but a couple questions... * Would anyone continue to need the VS7.1 build as well? Dont expect it be painful to do both, but subtly different installers could be confusing to downloaders, and why do unnecessary work? insert rant on MS gratuitous incompatibilities here * Has anyone assembled a 3rdParty dependencies package for VS8 along the lines of 3rdParty_Win32binaries_2005_05_10.zip (which is for VS7.1)? I don't see it on http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Dependencies * I've been out of the loop on the cmake build system development. Is there some quickstart info, or is it obvious? (didn't see mention on the wiki.) cheers -- mew ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] How to get the world coordinates from a DOFTransform
Hi, I am currently porting a simulation app from Vega to OSG to test the OSG capability and so far I am impressed but with a few issues. All of the models are given in Openflight format and I mainly use the osgSim::DOFTransform and osg::Sim::MultiSwitch to articulate the models in the main while loop via node update callbacks. For any given model, there is a hierarchy of DOFs which are given in a simple relationship i.e. a DOF can have a number of child DOFs but a DOF can only have a single parent DOF. Hence there always be a unique NodePath from any DOF to get to the model root etc. My question is that how could I get the world coordinates from a DOFTransform as I need to retrieve its position for display purpose? I tried to use NodeVisitor to traverse all its parents and pass the NodePath to osg::computeLocalToWorldMatrix() to obtain the world matrix but the matrix does not seems correct. I hope you would give me some idea to solve it. Regards, Man -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.20/736 - Release Date: 27/03/2007 16:38 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] moving to VS8
Right, but do you need an OSG installer built w/ VS7.1? If you have VS, you can build OSG any way you want. Where I see a prebuilt VS7.1 installer being useful is if you're distributing prebuilt applications and depending on the installer to provide the OSG base libraries, to avoid packaging OSG yourself. Is that your situation. If so, that's sufficient justification for me. Cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Zach Deedler Sent: Wednesday, March 28, 2007 1:08 PM To: 'osg users' Subject: RE: [osg-users] moving to VS8 I need VS7. I don't have VS8. I suspect a lot of people don't. Zach From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Mike Weiblen Sent: Wednesday, March 28, 2007 13:58 To: osg-users@openscenegraph.net Subject: [osg-users] moving to VS8 Hi all, So I'm finally getting to the point where I'm doing OSG stuff under VisualStudio 8. I know, late to the party (fashionably so, yeah that's it!) I'm planning for my next installer build to use VS8, but a couple questions... * Would anyone continue to need the VS7.1 build as well? Dont expect it be painful to do both, but subtly different installers could be confusing to downloaders, and why do unnecessary work? insert rant on MS gratuitous incompatibilities here * Has anyone assembled a 3rdParty dependencies package for VS8 along the lines of 3rdParty_Win32binaries_2005_05_10.zip (which is for VS7.1)? I don't see it on http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Dependencies * I've been out of the loop on the cmake build system development. Is there some quickstart info, or is it obvious? (didn't see mention on the wiki.) cheers -- mew ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Newbie Terrain/Node Question
I'm using one of Joseph Sullivan's examples to load a terrain *.osga file and correctly place a tank at the center. I can see either just the terrain, or nothing, never both the terrain and tank object. I'm obviously new to the transform methods, which may be where the problem is. If someone can provide some help. I would greatly appreciate it. Thanks! Here's the code: #include osg/PositionAttitudeTransform #include osg/Group #include osg/Node #include osgDB/ReadFile #include osgDB/FileUtils #include osgProducer/Viewer #include osg/CoordinateSystemNode #include osgText/Font #include osgText/Text #include osg/MatrixTransform #include osg/Geode #include osg/Projection #include osg/ShapeDrawable #include osg/Geometry int main() { // Group to serve as root of scene graph: osg::Group* root = NULL; // Node to contain geometry for a tank model: //osg::Node* tankNode = NULL; osg::Node* terrainNode = NULL; // Node to contain geometry for terrain model: // Matrix transform node for positioning tank model: osg::PositionAttitudeTransform* tankXform; // Position of tank: osg::Vec3 tankPosit; // Viewer instance to handle scene rendering: osgProducer::Viewer viewer; // Initialize root of scene: root = new osg::Group(); osgDB::FilePathList pathList = osgDB::getDataFilePathList(); pathList.push_back (D:\\OpenSceneGraph\\OpenSceneGraph-Data\\Models\\T72-Tank\\); osgDB::setDataFilePathList(pathList); // Load models from files and assign to nodes: //tankNode = osgDB::readNodeFile(t72-tank_des.flt); terrainNode = osgDB::readNodeFile(myterrain.osga); osg::Node* tankNode = osgDB::readNodeFile(t72-tank_des.flt); const osg::BoundingSphere tbs = terrainNode-getBound(); // Note: the terrain bounding sphere center coordinates are UTM values (Confirmed in debug) // Build the scene - add the terrain node directly to the root root-addChild(terrainNode); const osg::BoundingSphere bs = tankNode-getBound(); float size = 1.0f/bs.radius()*0.3f; // I was trying to make the tank big in case I was missing it. osg::MatrixTransform* positioned = new osg::MatrixTransform; positioned-setDataVariance(osg::Object::STATIC); positioned-setMatrix(osg::Matrix::translate(-tbs.center())* osg::Matrix::scale(size,size,size)* osg::Matrix::rotate(osg::inDegrees(- 90.0f),0.0f,0.0f,1.0f )); positioned-addChild(tankNode); //adding the following statement causes nothing to be seen in the viewer. // (Or the terrain is just too far away to see in the viewer) // If it is commented out, the terrain is visible, but not the tank. root-addChild(positioned); viewer.setSceneData(root); viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); viewer.realize(); while( !viewer.done() ) { viewer.sync(); viewer.update (); viewer.frame(); } } ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] moving to VS8
Hi Mike -- I recall discussing with you the concept of building the dependencies with VS8. You even sent me your cookbook for it. However, this has been constantly back-burnered. I don't know of anyone who has tackled it yet. I don't see any need to distribute binaries built with 7.1. However, I would suggest that we keep the current OSG 1.2 / VS 7.1 installer package around on the Wiki, even after you create one built with VS8. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen Sent: Wednesday, March 28, 2007 11:58 AM To: osg-users@openscenegraph.net Subject: [osg-users] moving to VS8 Hi all, So I'm finally getting to the point where I'm doing OSG stuff under VisualStudio 8. I know, late to the party (fashionably so, yeah that's it!) I'm planning for my next installer build to use VS8, but a couple questions. * Would anyone continue to need the VS7.1 build as well? Dont expect it be painful to do both, but subtly different installers could be confusing to downloaders, and why do unnecessary work? insert rant on MS gratuitous incompatibilities here * Has anyone assembled a 3rdParty dependencies package for VS8 along the lines of 3rdParty_Win32binaries_2005_05_10.zip (which is for VS7.1)? I don't see it on http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Dependencies * I've been out of the loop on the cmake build system development. Is there some quickstart info, or is it obvious? (didn't see mention on the wiki.) cheers -- mew ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How to preload and precompile shader.
It is GLSL. It is not first frame problem. I dont know what you mean my displaylists? That is shader init. mProg = new osg::Program; RefPtrosg::Shader fragmentShader = new osg::Shader( osg::Shader::FRAGMENT ); mProg-addShader( fragmentShader.get() ); fragmentShader-loadShaderSourceFromFile( data/blackify.frag); This is my shader. uniform float strength; void main(void) { gl_FragColor = vec4(1.0,1.0,1.0,strength); } 2007/3/28, Mike Weiblen [EMAIL PROTECTED]: Hi, What's your GPU/driver? Is your shader GLSL or ARB FP? 0.5 second build times are way over anything I've seen. I've run apps that rebuild the shaders every frame (not a good idea, but not painful either). Why do you think it's the shader; could it be some other 1st-frame setup (eg displaylists) going on? Cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Ivan Bolcina Sent: Wednesday, March 28, 2007 8:43 AM To: osg users Subject: [osg-users] How to preload and precompile shader. Hi. I am using very simple fragment shader and it works great. But there is a problem, when I first use ti on scene, it takes about half a sec to initialize, so my whole app freezes for half a second. I would like to preload fragment shader and precompile it. Any ideas? Bye, ivan ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] moving to VS8
Hi Paul, Ok, no prob. (folks _are_ using VS8, right? What are yall using for 3rd party libs??) Old versions of my installers are still available; if not on the OSG site, then at http://mew.cx/attic/ Cheers -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Wednesday, March 28, 2007 2:04 PM To: 'osg users' Subject: RE: [osg-users] moving to VS8 Hi Mike -- I recall discussing with you the concept of building the dependencies with VS8. You even sent me your cookbook for it. However, this has been constantly back-burnered. I don't know of anyone who has tackled it yet. I don't see any need to distribute binaries built with 7.1. However, I would suggest that we keep the current OSG 1.2 / VS 7.1 installer package around on the Wiki, even after you create one built with VS8. -Paul From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Mike Weiblen Sent: Wednesday, March 28, 2007 11:58 AM To: osg-users@openscenegraph.net Subject: [osg-users] moving to VS8 Hi all, So I'm finally getting to the point where I'm doing OSG stuff under VisualStudio 8. I know, late to the party (fashionably so, yeah that's it!) I'm planning for my next installer build to use VS8, but a couple questions... * Would anyone continue to need the VS7.1 build as well? Dont expect it be painful to do both, but subtly different installers could be confusing to downloaders, and why do unnecessary work? insert rant on MS gratuitous incompatibilities here * Has anyone assembled a 3rdParty dependencies package for VS8 along the lines of 3rdParty_Win32binaries_2005_05_10.zip (which is for VS7.1)? I don't see it on http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Dependencies * I've been out of the loop on the cmake build system development. Is there some quickstart info, or is it obvious? (didn't see mention on the wiki.) cheers -- mew ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] How to preload and precompile shader.
What GPU and driver? -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Ivan Bolcina Sent: Wednesday, March 28, 2007 2:21 PM To: osg users Subject: Re: [osg-users] How to preload and precompile shader. It is GLSL. It is not first frame problem. I dont know what you mean my displaylists? That is shader init. mProg = new osg::Program; RefPtrosg::Shader fragmentShader = new osg::Shader( osg::Shader::FRAGMENT ); mProg-addShader( fragmentShader.get() ); fragmentShader-loadShaderSourceFromFile( data/blackify.frag); This is my shader. uniform float strength; void main(void) { gl_FragColor = vec4(1.0,1.0,1.0,strength); } 2007/3/28, Mike Weiblen [EMAIL PROTECTED]: Hi, What's your GPU/driver? Is your shader GLSL or ARB FP? 0.5 second build times are way over anything I've seen. I've run apps that rebuild the shaders every frame (not a good idea, but not painful either). Why do you think it's the shader; could it be some other 1st-frame setup (eg displaylists) going on? Cheers -- mew -Original Message- From: [EMAIL PROTECTED] mailto:osg-users- [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Ivan Bolcina Sent: Wednesday, March 28, 2007 8:43 AM To: osg users Subject: [osg-users] How to preload and precompile shader. Hi. I am using very simple fragment shader and it works great. But there is a problem, when I first use ti on scene, it takes about half a sec to initialize, so my whole app freezes for half a second. I would like to preload fragment shader and precompile it. Any ideas? Bye, ivan ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] moving to VS8
* Would anyone continue to need the VS7.1 build as well? Dont expect it be painful to do both, but subtly different installers could be confusing to downloaders, and why do unnecessary work? insert rant on MS gratuitous incompatibilities here I'm still on VS7.1 and would appreciate binaries. I don't use the installer though, just the zip file. * I've been out of the loop on the cmake build system development. Is there some quickstart info, or is it obvious? (didn't see mention on the wiki.) Didn't I send you directions awhile back? It's pretty much the same except that there is no unifying script so you need to build OpenThreads and OSG separately. I haven't looked at the OSG/CMake instructions recently but last time I checked, I think we need to enhance them. Particularly, I think we should be promoting the use of CMakeSetup/ccmake and out-of-source builds. Also some screenshots would be nice. I've been kicking around the idea of doing a screencast (similar to the Mac/OSG getting started tutorials I did). Thanks, Eric ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] moving to VS8
Hi Mike, I have been usign vc8 osg for some time now, and I do have an updated set for 3rdParty, since we checked the libs needed to our CVS, on hand I have a set without sources that can be used to build osg. I put a 7zip archive here: http://tiganu.googlepages.com/home Let me know if it works for you. Mihai Mike Weiblen wrote: Hi Paul, Ok, no prob. (folks _are_ using VS8, right? What are yall using for 3rd party libs??) Old versions of my installers are still available; if not on the OSG site, then at http://mew.cx/attic/ Cheers -- mew osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] moving to VS8
folks _are_ using VS8, right? What are yall using for 3rd party libs?? I'm using VS8 primarily, VS7.1 occasionally. I've never had any compatibility problems between my VS8-built OSG libs and your 7.1-built 3rdParty dependencies. Apparently, all those 3rdParty libs use a vanilla C interface and are therefore more-or-less immune from VS revision changes. -Paul ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] moving to VS8
Hi there On 3/28/07, Mike Weiblen [EMAIL PROTECTED] wrote: Hi Paul, Ok, no prob. (folks _are_ using VS8, right? What are yall using for 3rd party libs??) AFAIK VC binary compatibility issues only arise when using C++ shared libraries, not good old C libs. The 3rd party dependencies are C, so we can use the binary package available on the website without problem with VS6/7/8. -- Thibault ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] moving to VS8
Hi Paul, We've been using VS8 and OSG since last summer without any difficulties. Despite our better judgment and warnings to contrary, we've been linking against 7.1-built libs and have not encountered any issues (to date). Cheers, Murray -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: March 28, 2007 5:06 PM To: 'osg users' Subject: RE: [osg-users] moving to VS8 folks _are_ using VS8, right? What are yall using for 3rd party libs?? I'm using VS8 primarily, VS7.1 occasionally. I've never had any compatibility problems between my VS8-built OSG libs and your 7.1-built 3rdParty dependencies. Apparently, all those 3rdParty libs use a vanilla C interface and are therefore more-or-less immune from VS revision changes. -Paul ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osgText font resolution
Hi folks -- Suppose I've created a Font object and set it as the font for two Text objects. I assume that the two Text objects now share the same font texture map. Next, suppose I setFontResolution( 128, 128 ) on just one of the Text objects, leaving the other Text object set to its default font resolution: ( 32, 32 ). When I render this, sure enough, I get one Text object with nice crisp text and the other with slightly blurry text. Now here's my question: What's happening under the hood? Are the two Text objects no longer sharing the same font texture map? Or is the texture map being regenerated twice per frame at different resolutions? Or is something else different happening? Thanks, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Simple light question
Hi everyone. This maybe very simple for most of users here. But I am fairly new to OSG or openGL, so some help would be great. I have been playing with light recently and i know diffuse, ambient etc. attributes are between 0 and 1. However the light was not bright enough and I did not wanted to add extra lights as the Virtual World is very vast, so adding more lights means lots of light. So out of curiosity i made the attributes to 255 and when i rendered the scene the light got a lot brighter than before. and I was wondering what is going on? if i make values to 255 would that be light with value 1(which is maximum from what i know) * 255 or the maximum values is not 1? but another large number? again apology for simple question thanks in advance JaeFREE pop-up blocking with the new MSN Toolbar MSN Toolbar Get it now! ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/