Re: [osg-users] How can I do translation on a group node?

2007-03-28 Thread Alberto Luaces
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
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Re: [osg-users] fisheye or wide-angle example code?

2007-03-28 Thread Robert Osfield

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.
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[osg-users] virtual texture ? mega texture ? something else ?

2007-03-28 Thread Emmanuel Roche

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
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RE: [osg-users] help ... white texture bug

2007-03-28 Thread S.Wasi Mohsin Raza
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!

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[osg-users] LatestDevelopment and Porting guide pages added to wiki

2007-03-28 Thread Robert Osfield

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.
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Re: [osg-users] virtual texture ? mega texture ? something else ?

2007-03-28 Thread Serge Lages

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.

--
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http://www.magrathea-engine.org
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Re: [osg-users] help ... white texture bug

2007-03-28 Thread S.Wasi Mohsin Raza
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.


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Re: [osg-users] virtual texture ? mega texture ? something else ?

2007-03-28 Thread Emmanuel Roche

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
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Re: [osg-users] help ... white texture bug

2007-03-28 Thread Robert Osfield

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.


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[osg-users] How to preload and precompile shader.

2007-03-28 Thread Ivan Bolčina

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
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Re: [osg-users] fisheye or wide-angle example code?

2007-03-28 Thread Mihai Radu




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
  
  

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Re: [osg-users] Performance issue with PagedLODs

2007-03-28 Thread Glenn Waldron

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

 --
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RE: [osg-users] Performance issue with PagedLODs

2007-03-28 Thread Bradford, Chase

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
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Re: [osg-users] Performance issue with PagedLODs

2007-03-28 Thread Glenn Waldron

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
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Re: [osg-users] Performance issue with PagedLODs

2007-03-28 Thread Robert Osfield

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.
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[osg-users] moving to VS8

2007-03-28 Thread Mike Weiblen
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

 

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RE: [osg-users] Performance issue with PagedLODs

2007-03-28 Thread Zach Deedler
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
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-- 
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RE: [osg-users] moving to VS8

2007-03-28 Thread Zach Deedler
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

 

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RE: [osg-users] moving to VS8

2007-03-28 Thread Gordon Tomlinson
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


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RE: [osg-users] moving to VS8

2007-03-28 Thread Mike Weiblen
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
 
 

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[osg-users] How to get the world coordinates from a DOFTransform

2007-03-28 Thread Man Kwok
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


-- 
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RE: [osg-users] moving to VS8

2007-03-28 Thread Mike Weiblen
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
 
 

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[osg-users] Newbie Terrain/Node Question

2007-03-28 Thread John Shidemantle

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();
  }
}
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RE: [osg-users] moving to VS8

2007-03-28 Thread Paul Martz
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

 

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Re: [osg-users] How to preload and precompile shader.

2007-03-28 Thread Ivan Bolčina

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

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RE: [osg-users] moving to VS8

2007-03-28 Thread Mike Weiblen
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
 
 

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RE: [osg-users] How to preload and precompile shader.

2007-03-28 Thread Mike Weiblen
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
 
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Re: [osg-users] moving to VS8

2007-03-28 Thread E. Wing

  * 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
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Re: [osg-users] moving to VS8

2007-03-28 Thread Mihai Radu

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

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http://www.openscenegraph.org/
  


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RE: [osg-users] moving to VS8

2007-03-28 Thread Paul Martz
 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

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Re: [osg-users] moving to VS8

2007-03-28 Thread Thibault Genessay

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
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RE: [osg-users] moving to VS8

2007-03-28 Thread Murray G. Gamble
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

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[osg-users] osgText font resolution

2007-03-28 Thread Paul Martz
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
 
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[osg-users] Simple light question

2007-03-28 Thread Jae Whang
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!

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