Re: [osg-users] Rendering the scene multiple timeswith differentshaders.

2008-05-23 Thread Eric ZAREMBA
I don't know how you perform your multi-pass rendering. But as far I understand the nodeMask, a node is traversed if the logical AND operator between the visitor mask and the node mask is not null. So, if you use two cameras, the first can have a mask to 0x1 to render the subgraph Node_1 and the

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Serge Lages
On Fri, May 23, 2008 at 8:08 AM, Stephane Lamoliatte < [EMAIL PROTECTED]> wrote: > Hi Serge, > > I test the new DatabasePager with a regular pagedLOD database. Like you : > all seems to work fine in release mode but I have a crash in debug mode. > I work with Visual studio 2005 under Windows 2000.

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Robert Osfield
On Thu, May 22, 2008 at 7:48 PM, Art Tevs <[EMAIL PROTECTED]> wrote: > Hi Stephane, > > Stephane, try to put an empty shader program on the cow, just like this: > > cow->getOrCreateStateSet()->setAttribute(new osg::Program(), > osg::StateAttribute::ON); > > I think this could help you. > And if no

Re: [osg-users] Get the Matrix for the MasterCamera

2008-05-23 Thread Robert Osfield
Hi Matthew, You answer you own question already... osg::Matrixd viewmatrix = viewer.getCamera()->getViewMatrix(); There are also getViewMatrixAsLookAt(..) method that computes the eye, up and center for you, this can be useful for know which way to pitch/yaw. Robert. On Thu, May 22, 2008 at

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Robert Osfield
Hi Alejandro, On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia <[EMAIL PROTECTED]> wrote: > Could this problem have something to do with the fact that I never attach my > cameras to the Scene Graph? Cameras in a scene graph are used for doing effects like shadows, impostors etc, not for managin

[osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Vincent Bourdier
Hi all, I'm making some function to modify graph after some operation, and so I need to call some simple actions in functions. The problem is about ref_ptr : I need to do this : osg::ref_ptr mygroup; [..] mygroup = NULL; [...] To do that in a function, I use someting like : addonstack(mygroup

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Robert Osfield
Hi Shayne, osgTerrain functionality has evolve alot of the last six months, so not much is documented about it yet. VirtualPlanetBuilder has an option for building databases using standard nodes like osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original and still default option) an

[osg-users] PagedLOD with layers [Was: New Improved DatabasePager...]

2008-05-23 Thread John Vidar Larring
Hi Serge and Robert, Serge Lages wrote: I customize the data storage. :) My PagedLOD is really particular because it doesn't store directly nodes, but layers (we have the texture, the terrain and the data on top of the terrain in different layers) and our PagedLOD recover everything and put i

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread J.P. Delport
Hi, I think for a start, do not worry too much about osgterrain classes and the osgterrain example. Create a simple terrain using osgdem (search the list for command lines) and load it using osgviewer. The viewer loads terrain just as it loads normal objects. It constructs a "Database Pager"

Re: [osg-users] Adding a shader cancels shadows!

2008-05-23 Thread Robert Osfield
Hi Mael, As Art and Sebastian have mentioned, since osgShadow implements its own shaders these will replace you own ones. This does make integrating other effects with osgShadow difficult. Shaders are in general difficult to combine, but osgShadow certainly doesn't make it any easier. I think t

Re: [osg-users] ImageStream updating

2008-05-23 Thread Robert Osfield
Hi Valary, ImageStream is updated by a background thread. The xine-lib and QuickTime plugins both subclass from ImageStream and OpenThreads::Thread to provide a class that automatically runs updates on itself - this thread updates the image data on the ImageStream and then calls dirty to tell the

Re: [osg-users] Rendering object with fur shader

2008-05-23 Thread J.P. Delport
Hi, download osgPPU from here http://projects.tevs.eu/osgppu and look at the examples. Also have a look at the osgstereomatch example. It uses multiple shaders and multiple passes per frame. The readme explains the details. jp Martin Großer wrote: Hello, I have the following vertex and f

Re: [osg-users] Rendering the scene multiple times with differentshaders.

2008-05-23 Thread Robert Osfield
Hi Viggo, You should be able to set things up using NodeMasks, as you could set the push/pop traversal mask via a cull callback that decorates each branch of your multipass. Using osg::Switch would require to modify the switch during the cull traversal which is something you should avoid if you e

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi Serge, On Thu, May 22, 2008 at 3:30 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: So there must be somewhere else that isn't playing ball properly and hasn't acquired the lock as it should. I've reviewed all the places that read and write the RequestQueue::_reque

Re: [osg-users] PagedLOD with layers [Was: New Improved DatabasePager...]

2008-05-23 Thread Serge Lages
On Fri, May 23, 2008 at 10:05 AM, John Vidar Larring <[EMAIL PROTECTED]> wrote: > Hi Serge and Robert, > > Serge Lages wrote: > >> I customize the data storage. :) >> My PagedLOD is really particular because it doesn't store directly nodes, >> but layers (we have the texture, the terrain and the d

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Robert Osfield
Hi Lamoliatte and Stephane, > Thanks for the confirmation, I'll try to investigate further today. It seems > that even in release mode it's not stable, I got some weird crashes > yesterday. Thanks for the testing. Sorry to hear about the instabilities. Alas at my end everything is rock solid s

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Robert Osfield
Hi J.P, On Fri, May 23, 2008 at 9:16 AM, J.P. Delport <[EMAIL PROTECTED]> wrote: >> I've reviewed all the places that read and write the >> RequestQueue::_requestList and they >> all look like they acquire the _requestMutex before they use the list. > > are all the acquires from different threads?

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Robert Osfield
Hi Vincent, I don't know if anyone else can make sense of what you are trying to do, based on your email, but I'm just lost. I kinda doubt the problem is really about ref_ptr<>, but something related to the overall code that you have written, but since I can't really spot what you intend or what

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Vincent Bourdier
Hi Robert I've a ref_ptr to put to NULL, but I can't do a simple my_refptr = NULL; I need to set it in a function. In argument of my function, I get a ref_ptr, and in the function, I put this ref_ptr to NULL; I do not return anything. but at the end (going out of the function), my original ref_p

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi, Robert Osfield wrote: Hi J.P, On Fri, May 23, 2008 at 9:16 AM, J.P. Delport <[EMAIL PROTECTED]> wrote: I've reviewed all the places that read and write the RequestQueue::_requestList and they all look like they acquire the _requestMutex before they use the list. are all the acquires from

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Peter Hrenka
Hi Vincent, Vincent Bourdier schrieb: Hi all, I'm making some function to modify graph after some operation, and so I need to call some simple actions in functions. The problem is about ref_ptr : I need to do this : osg::ref_ptr mygroup; [..] mygroup = NULL; [...] To do t

Re: [osg-users] multiple windows rendering bug

2008-05-23 Thread Alberto Luaces
Could be this http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/011011.html your problem? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Paul Melis
Vincent Bourdier wrote: Hi Robert I've a ref_ptr to put to NULL, but I can't do a simple my_refptr = NULL; I need to set it in a function. In argument of my function, I get a ref_ptr, and in the function, I put this ref_ptr to NULL; I do not return anything. Perhaps ref_ptr::release()? Pa

Re: [osg-users] multiple windows rendering bug

2008-05-23 Thread J.P. Delport
Hi, Have you tried forcing single threaded? maybe see this thread. "Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia" Don't know your setup, so I'm guessing. jp Serge Lages wrote: Hi all, I am currently using a osgViewer::viewer with slaves cameras (just like th

Re: [osg-users] Strange TriangleIntersect error

2008-05-23 Thread Robert Osfield
Hi Manu, I don't have an answer. Perhaps it's numerical precision issue. Could you try out the osgUtil::IntersectionVisitor + LineSegmentIntersector to see if it exhibits the same behaviour? Robert. On Fri, May 23, 2008 at 10:04 AM, Emmanuel Roche <[EMAIL PROTECTED]> wrote: > Hi everyone, > >

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread J.P. Delport
Hi Robert, Yes, I also wish there was an easy wrapper around OpenThreads to help one debug the multi-threaded execution. What do you have in mind w.r.t an "easy wrapper around OpenThreads"? I was hoping for something like GLIntercept (that sits between the app and OpenGL and can trace all c

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Vincent Bourdier
Hi I'm not sure to understand what release() do... > T* release() { T* tmp=_ptr; if (_ptr) _ptr->unref_nodelete(); _ptr=0; > return tmp; } what does unref_nodelete() do ? what does it return really ? Thanks Vincent. 2008/5/23 Paul Melis <[EMAIL PROTECTED]>: > Vincent Bourdier wrote: > > Hi

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Robert Osfield
Hi J.P, On Fri, May 23, 2008 at 9:53 AM, J.P. Delport <[EMAIL PROTECTED]> wrote: > Yes, you are right for the case where a lock is only released by the same > thread that acquired it. This is the normal use case that e.g. scopedlock > enforces. Ahhh this is a different issue, as you say ScopedLoc

[osg-users] Strange TriangleIntersect error

2008-05-23 Thread Emmanuel Roche
Hi everyone, I've got a quite strange error here: when I'm doing collision tests (using an osgUtil::IntersectVisitor object) then I get the warning: Warning: Picked up error in TriangleIntersect (-1 0 -1, -1 0 1, 1 0 1 ) (nan, nan, nan) I checked the code in InterectVisitor.cpp, and I r

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Stephane Lamoliatte
Vincent Bourdier a écrit : In argument of my function, I get a ref_ptr, and in the function, I put this ref_ptr to NULL; but at the end (going out of the function), my original ref_ptr hasn't been modified... Do you pass your ref_ptr by value or by reference ? Here is an example : ref_ptr g

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread David Spilling
Stephane, Have you tried running with no optimizer? A while ago I dimly remember encountering something similar with the optimiser doing funny things with empty nodes that had state changes... Dave ___ osg-users mailing list osg-users@lists.openscenegra

Re: [osg-users] multiple windows rendering bug

2008-05-23 Thread Serge Lages
My setup is : WinXP, DualCore CPU, NVidia 8600 GTS, osgViewer SingleThreaded mode, one screen and two windows I'll try the patch suggested into this thread to see if it resolves my problem. On Fri, May 23, 2008 at 10:58 AM, J.P. Delport <[EMAIL PROTECTED]> wrote: > Hi, > > Have you tried forcin

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Paul Melis
Are you sure you understand the basic concept that ref_ptr together with osg::Referenced implements? You might want to read http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html... The return value is the instance being pointed to by the ref_ptr instance. When you call

Re: [osg-users] multiple windows rendering bug

2008-05-23 Thread Robert Osfield
Hi Serge, The behaviour of the problem sounds a bit like contextID's aren't be managed correctly. osgViewer/GraphicsContext should be managing the contextID automatically for you. It would be worth double checking by looking each windows ContextID i.e. gc->getState()->getContextID(); You shou

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Vincent Bourdier
Thanks for all, I'll try with reference and not by copy (I didn't think about that) Thanks Regards, Vincent. 2008/5/23 Paul Melis <[EMAIL PROTECTED]>: > Are you sure you understand the basic concept that ref_ptr together with > osg::Referenced implements? > You might want to read > http://an

Re: [osg-users] Strategy for implementing dynamic vertical exaggeration of VPB models.

2008-05-23 Thread John Vidar Larring
Hi Robert, > GeometryTechnique right now looks for the enclose > osgTerrain::Terrain's SampleRatio, and > very easily could read a VerticalExageration parameter as well. I have now implemented the vertical scale property in osgTerrain::Terrain as you suggested and it works great if only set onc

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Stephane Lamoliatte
Hi David, I turn off the optimizer in osgviewer and the problem stays the same. Thanks for your help. David Spilling a écrit : Stephane, Have you tried running with no optimizer? A while ago I dimly remember encountering something similar with the optimiser doing funny things with empty nod

Re: [osg-users] multiple windows rendering bug

2008-05-23 Thread Serge Lages
It's driving me mad... I tried deactivating things to isolate the problem, then I reactivated everything to be sure to know where the problem comes from, and all is working correctly with exactly the same code that was causing the problem, my SVN repro can prove it. :) On Fri, May 23, 2008 at 11:

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Have you tried, what I have proposed before? cheers, Art --- Stephane Lamoliatte <[EMAIL PROTECTED]> schrieb am Fr, 23.5.2008: > Von: Stephane Lamoliatte <[EMAIL PROTECTED]> > Betreff: Re: [osg-users] empty geode + shader + uniform = bug ? > An: "OpenSceneGraph Users" > Datum: Freitag, 23. Mai

Re: [osg-users] Strategy for implementing dynamic vertical exaggeration of VPB models.

2008-05-23 Thread Robert Osfield
Hi John Probably the easiest way for me to resolve the dirty not effecting all tiles is to try it out at my end. Could you submit your changes for the vertical scale to osg-submissions, then I can review it, merge in appropriate, make changes if required, then I can then easily recreate the verti

[osg-users] Fast copy from FBO to texture

2008-05-23 Thread Роман Григорьев
Hi I'd like to implement slice rendering on OSG but here is some problems OSG don't have fast transfer from FBO texture like discussed here http://www.gamedev.net/community/forums/topic.asp?topic_id=461451 So we need transfer like this - glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, g_SC->gamewind

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Rahul Jain
Hi All, Looking at the enthusiasm all around new improved DatabasePager I would also like to try my hands on it by reading data from http, but have not much idea about how to do that. Will my node look like this for using http database paging. PagedLOD { DataVariance UNSPECIFIED nodeM

Re: [osg-users] Strategy for implementing dynamic vertical exaggeration of VPB models.

2008-05-23 Thread John Vidar Larring
Robert Osfield wrote: Hi John Probably the easiest way for me to resolve the dirty not effecting all tiles is to try it out at my end. Could you submit your changes for the vertical scale to osg-submissions, then I can review it, merge in appropriate, make changes if required, then I can then e

Re: [osg-users] ImageStream updating

2008-05-23 Thread Валерий Быков
Ok, but there are next difficulty: I use function setImage for setting new image in my thread, and this function deletes old image when it sets new image. Therefore if updating thread updates image while main thread updates texture then... segmentation fault. In this case I must not to delete old I

Re: [osg-users] Rendering the scene multiple times with differentshaders.

2008-05-23 Thread Viggo Løvli
Hi Robert, Thanx for the info about that one. We will most certainly need multi-threaded rendering later on. I am currently looking into the NodeMask solution. What about adding an array of states or shaders to a node? This would make it possible to hold multiple shaders in one node and inde

Re: [osg-users] ImageStream updating

2008-05-23 Thread Robert Osfield
Hi Valary, Don't use setImage from within your frame loop until you are switching between some fixed memory like the xine-lib plugin does. It's better to update the data stored in the Image directly and call dirty, or to allocate the image memory separately and disable the deletion of the data on

Re: [osg-users] Rendering the scene multiple times with differentshaders.

2008-05-23 Thread Robert Osfield
Hi Viggo, On Fri, May 23, 2008 at 12:34 PM, Viggo Løvli <[EMAIL PROTECTED]> wrote: > What about adding an array of states or shaders to a node? > This would make it possible to hold multiple shaders in one node and index > them differently depending on what camera you use. > Is that a good idea fo

Re: [osg-users] Adding a shader cancels shadows!

2008-05-23 Thread Alejandro Segovia
On Fri, May 23, 2008 at 5:08 AM, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Mael, > > As Art and Sebastian have mentioned, since osgShadow implements its > own shaders these will replace you own ones. This does make > integrating other effects with osgShadow difficult. Shaders are in > gener

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Stephane Lamoliatte
Hi Art, Sorry. Yes, I simply add an empty shader on the proxy node containing the cow and it works. Like Robert says it is a clue to figure out where the problem come from. I will investigate more deeper in this way and post a submission if I find the origin of the problem. Art Tevs a écrit

[osg-users] How to set Texturerect to BGRA?

2008-05-23 Thread Mike Greene
Hi, I have the following simple program (modified texture rectangle sample). I'm reading a set of large (1920x1080) bitmaps from disk and swapping each callback loop. My problem is that the bmps need to be in BGRA instead of RGBA format. Can I change the TextureRectangle in OSG to compensate

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Hi Stephane, I was pretty sure that this would helps. This is a problem which I have already encountered long time ago during the development of osgPPU. The problem is that there exists an apply() method for StateAttributes (e.g. Program) but there is no disapply() method, as I have already ask

[osg-users] VPB

2008-05-23 Thread GuiYe
  Hello ~   I am a new to OSG.Now I'm using OSGDEM,I want to ask to question: the different between --LOD and --PagedLOD when using osgdem the different between --compressed and --RGBA-compressed when using osgdem When the VPB1.0 realse?Thank you~_

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Alejandro Segovia
On Fri, May 23, 2008 at 4:57 AM, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Alejandro, > > On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia > <[EMAIL PROTECTED]> wrote: > > Could this problem have something to do with the fact that I never attach > my > > cameras to the Scene Graph? > > Came

Re: [osg-users] How to set Texturerect to BGRA?

2008-05-23 Thread Robert Osfield
Hi Mike, You can set the internal texture format via : texture->setInternalFormat(internalformat); In you case setInternalFormat(GL_BGRA) might just do the trick. As for the most efficient way to do what you are doing you'll want to attach an osg::PixelBufferObject to a single osg::Image, and

Re: [osg-users] VPB

2008-05-23 Thread Robert Osfield
HI GuYe, > the different between --LOD and --PagedLOD when using osgdem An LOD bases database stores the whole database in a single scene graph and associate file. PagedLOD databases are broken up into a quad tree hierarchy of tiles, which are paged in at runtime. PagedLOD databases scale e

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Robert Osfield
On Fri, May 23, 2008 at 1:47 PM, Art Tevs <[EMAIL PROTECTED]> wrote: > Hi Stephane, > > I was pretty sure that this would helps. This is a problem which I have > already encountered long time ago during the development of osgPPU. > The problem is that there exists an apply() method for StateAttrib

[osg-users] Small object frustum culling

2008-05-23 Thread Michele Bosi
Hi all, I have a scene with 4000 billboarded quads to display and I just noticed that OSG might not perform frustum culling on them since Fraps tells me that the FPS remains the same even when many of those quads are out of the screen. Is there a way to enable frustum culling? or maybe OSG doesn't

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Robert Osfield
Hi Alejandro, On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia <[EMAIL PROTECTED]> wrote: > Actually, I am using a TrackballManipulator and replacing its ref_ptr with a > new NodeTrackerManupulator when I have to enter "node tracking mode". I'm > not using the KeySwitchMatrixManipulator, but sim

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Robert Osfield
Hi Michele, The OSG does view frustum culling by default, you have to explictly turn it off. The same applies to small feature culling it's on by default. As for your FPS not changing when objects move off screen, is vsync? Hows about enabling OSG stats? This will tell you what the bottleneck.

Re: [osg-users] osgWidget 0.1.8 (pre-merge)

2008-05-23 Thread Валерий Быков
Hi, Jeremy. I've tried to compile your code on my Gentoo just for now, and I have linker errors while building examples: Linking CXX executable osgwidgetlabel /var/tmp/portage/media-libs/osgwidget-/work/osgwidget-/build/libosgWidget.so: undefined reference to `forkpty' /var/tmp/portage/m

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Stephane Lamoliatte
Robert Osfield a écrit : As replied in previous posts, their is a whole mechanism in osg::State for managing state, there is no need for a "disapply" as this automatically comes part of the package. I'm not agree with you. I find the origin of the bug : There is a real problem : see my bu

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Stephane Lamoliatte
Woops, I forget to send the other buggy scene. Cheers, -- Lamoliatte Stephane Ingenieur R&D R.S.A. Cosmos Z.I. de la Vaure - B.P.40 42290 Sorbiers, France Tél : +33 (0)4 77 53 30 48 Fax : +33 (0)4 77 53 38 61 Group { Group { StateSet { Uniform { name "color"

[osg-users] PSSM

2008-05-23 Thread Adrian Egli OpenSceneGraph (3D)
*Hi Robert, * *may you can submit the latest PSSM implementation.* *adrian* ** i tested in on two different systems with two different graphic card vendors: ATI X1600 M / windows xp NVidia Quadro FX 570M / windwos vista and it works well under this systems. for windows users, please test

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Hi Robert, Stephane sorry a lot of text > As replied in previous posts, their is a whole mechanism in > osg::State > for managing state, there is no need for a > "disapply" as this > automatically comes part of the package. > OK, maybe I have to read through the complete osg code again and

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Michele Bosi
Thank you Robert, v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get 3.4 for "cull" and 6.4 for "draw", also in this case the frame rate basically does not change but floats around the same range 90-100. Since the performances are already very good I wont dig more into the "proble

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Mike Weiblen
Hi, coming to this thread late, sorry if redundant. There occasionally creeps up a question about osg::Program state leakage, and I could have sworn it was fixed, but maybe not. Is the problem fixed adding an empty osg::Program at the very root of the scenegraph? Such state leakage seems due to

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Mike Weiblen
right, but not a "disapply" so much as a pop of state to a baseline, and the problem is that baseline is currently undefined. So it seems the answer is to provide that missing baseline state in osg::State "above the root", so that state popping properly restores. I wish I could create and submit

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Robert Osfield
Hi Art, As I previous explain before the apply of the default setting is done by apply a default constructed StateAttribute, this applies to osg::Program just as it does any other StateAttribute. This default constructed StateAttribute is applied when all other entries of that specific type of a

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Robert Osfield
Hi Michele, On Fri, May 23, 2008 at 3:58 PM, Michele Bosi <[EMAIL PROTECTED]> wrote: > Thank you Robert, > v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get > 3.4 for "cull" and 6.4 for "draw", also in this case the frame rate > basically does not change but floats around the sa

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Paul Martz
Can you post a .osg file that reproduces the issue? -Paul > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf > Of Michele Bosi > Sent: Friday, May 23, 2008 8:59 AM > To: OpenSceneGraph Users > Subject: Re: [osg-users] Small object frustum culling >

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, Thanks much for the info. I will forge ahead with VPB using the --terrain option and see where things go from there. On a related note, I'm seeing an error when I run through the osgdem step guide for building a terrain database. After I run the command: osgdem --xx 10 --yy 10 -t ps_tex

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Robert Osfield
Its a a GDAL error. Try gdalinfo of the problem file. On Fri, May 23, 2008 at 4:11 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC <[EMAIL PROTECTED]> wrote: > Robert, > > Thanks much for the info. I will forge ahead with VPB using the --terrain > option and see where things go from there. >

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Serge Lages
On Fri, May 23, 2008 at 10:22 AM, Robert Osfield <[EMAIL PROTECTED]> wrote: > > One problem that I have observed steady growth in memory usage on a > very large database I have. I don't know yet if this is a leak or a > load balancing problem. I wouldn't expect this issue to be related to > the

Re: [osg-users] NodeTrackedManipulator constantly segfaulting

2008-05-23 Thread Alejandro Segovia
On Fri, May 23, 2008 at 11:02 AM, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Alejandro, > > On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia > <[EMAIL PROTECTED]> wrote: > > Actually, I am using a TrackballManipulator and replacing its ref_ptr > with a > > new NodeTrackerManupulator when I h

[osg-users] Osg::Viewer Windows Forms Application

2008-05-23 Thread Aurélien YOL
Hi everybody, I'm a french student in placement at the University of Teesside and I need your help :) . Effectivly I tried to use OSG in Windows Form Application. However, with a lot of difficulty. So can you help me and advice me about how to include one or several osg::Viewer in Windows Fo

Re: [osg-users] osgTerrain and osgDEM...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I ran gdalinfo on ps_height_16k.tif and I get the following: ERROR 1: ps_height_16k.tif: No space to read TIFF directory ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676 Driver: GTiff/GeoTIFF Files: ps_height_16k.tif Size is 16385, 16385 Coordinate System is `' Image Struct

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Michele Bosi
On Fri, May 23, 2008 at 5:06 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Michele, > > On Fri, May 23, 2008 at 3:58 PM, Michele Bosi <[EMAIL PROTECTED]> wrote: >> Thank you Robert, >> v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get >> 3.4 for "cull" and 6.4 for "draw", al

[osg-users] DTED file format...

2008-05-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Does anyone know if VPB supports the reading of the DTED file format (i.e. *.dt1 files) for generating terrain databases? Do they need to be converted over to some sort of raster format before VPB can use them? smime.p7s Description: S/MIME cryptographic signature ___

Re: [osg-users] empty geode + shader + uniform = bug ?

2008-05-23 Thread Art Tevs
Hi folks, OK, I understand what Mike means by the baseline behaviour. And as you also wrote: "the apply of the default setting is done by apply a default constructed StateAttribute" this is exactly what I meant by a "fresh" state attribute. So we are speaking about the same things. If I would

Re: [osg-users] New Improved DatabasePager, now with even more threading! Please take a taste today :-)

2008-05-23 Thread Robert Osfield
Hi Serge, On Fri, May 23, 2008 at 4:17 PM, Serge Lages <[EMAIL PROTECTED]> wrote: > There's no hight memory usage for me. I tried to investigate further on this > problem but can't find anything. If I create only one thread in the pager it > also crash. The memory issue I only see if I run the ap

[osg-users] Too much support!!!!!

2008-05-23 Thread Robert Osfield
I will have to raise my hands I say that I'm just floored by the flood of support this week. What is it with this week? If you don't get a reply from me, please be patient perhaps others can dive and help, I've just burnt out from typing hundreds of emails and dealing with dozens of different top

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Michele Bosi
Hi Paul, I don't have a .osg file but can give you a very simple .cpp file that reproduces the issue which is the modification of the "osgbillboard" example. Is very interesting because as you can see at the end you can choose the threading model which gives very interesting results. For example in

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Somerville, Andrew
Perhaps some of the issues can be diverted to the irc channel? irc.freenode.net #openscenegraph Andy -Original Message- From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Fri 5/23/2008 11:35 AM To: OpenSceneGraph Users Subject: [osg-users] Too much support! I will hav

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Stephan Maximilian Huber
Michele Bosi schrieb: Another thing: I instance a single Geometry (my quad billboard) then add it 4000 times to a Billboard node. I looked in the archives for "quadtree" but coulnd't find any info. How can I use the quadtrees you mentioned with OSG? Did you mean quadtrees to speedup frustum culli

[osg-users] How to get world coordinate and normal of vertex in glsl

2008-05-23 Thread zhangguilian
Hi, I build a indoor scene using osg2.4. Each object added to the scene is added to a MatrixTransform node which containing all the information of translation,rotation and so on, this MatrixTransform node is then added to the root. I have a problem that I use two cameras render the scene in two

Re: [osg-users] osg::ref_ptr difficulties

2008-05-23 Thread Eric Sokolowsky
Vincent, I endorse what Peter said. The most important thing to remember with ref_ptr is that each ref_ptr gets its own pointer to the object. If you want to remove the original reference you must pass the ref_ptr by reference (using the & in the calling sequence) and modify it directly. -Er

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Gordon Tomlinson
Robert is saying you should create your scene graph such that it replicates a quad tree and separate the billboards in to geo-spatially partitioned groups See http://www.vis-sim.com/imgdp/dbpart1.jpg, your tree is like the last one 'Root B' which is a very bad tree for a scene graph The middle

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Paul Martz
> I will have to raise my hands I say that I'm just floored by > the flood of support this week. What is it with this week? > > If you don't get a reply from me, please be patient perhaps > others can dive and help, I've just burnt out from typing > hundreds of emails and dealing with dozens o

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Paul Melis
Gordon Tomlinson wrote: Robert is saying you should create your scene graph such that it replicates a quad tree and separate the billboards in to geo-spatially partitioned groups Wouldn't the SPATIALISE_GROUPS option of the Optimizer class do this automatically for him? Paul See http:/

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Gordon Tomlinson
Never used it, so I'm not sure if it would help or not, personally I prefer to build my scenegraph such that I control how its put together, but that's me ;) but the billboard node may ? Stop this work, maybe not ... He could certainly try and see if he gets back etc.. -Original Message---

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Paul Martz
> To test the frustum culling i simply move the camera in the > block of billboards and look around. I haven't tried your example yet, but... To look for a performance difference caused by frustum culling, wouldn't you want your viewpoint _outside_ the group of billboards, so that you can compare

Re: [osg-users] Osg::Viewer Windows Forms Application

2008-05-23 Thread Gordon Tomlinson
Please search the mail archives this has been discussed several times recently -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aurélien YOL Sent: Friday, May 23, 2008 11:23 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Osg::Viewer Windo

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Paul Melis
Robert Osfield wrote: I will have to raise my hands I say that I'm just floored by the flood of support this week. What is it with this week? If you don't get a reply from me, please be patient perhaps others can dive and help, I've just burnt out from typing hundreds of emails and dealing wit

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Somerville, Andrew
> -Original Message- > From: [EMAIL PROTECTED] on behalf of Paul Martz > Sent: Fri 5/23/2008 12:25 PM > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] Too much support! > > > > Several osg-users posts are not OSG- or even scene graph-specific, they > often relate to 3D graph

Re: [osg-users] VPB

2008-05-23 Thread GuiYe
  Thanks~   I'm waiting a new release VPBVPB1.0.Can you give me some useful documents about VPB? Thank you again. > HI GuYe, > the different between --LOD and --PagedLOD when using osgdem An LOD bases database stores the whole database in a single scene graph and associate

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Paul Melis wrote: ... > You obviously don't mind responding to any kind of question concerning > OSG, be it a bug report, more-or-less OpenGL related questions, feature > requests, changes since the last release, design issues concerning > certain part

Re: [osg-users] Small object frustum culling

2008-05-23 Thread Paul Martz
Thanks for the example code. When I bring it up, I get cull ~5ms, and draw ~15ms. I then use the middle mouse button to drag all the billboards off the screen, and I get cull ~0.1ms, and draw ~0.3ms. So, obviously, frustum culling is working. However, performance is a cliff that only drops off whe

Re: [osg-users] Osg::Viewer Windows Forms Application

2008-05-23 Thread Aurélien YOL
Yes I saw but it's about osgDoNET and it's in C#, contrary to me who use Windows Forms Application in C++. Thanks Gordon Tomlinson a écrit : Please search the mail archives this has been discussed several times recently -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PR

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Gordon Tomlinson
I would also add a link to http://www.catb.org/~esr/faqs/smart-questions.html on new subscribers Perhaps we can put template together that includes 10-20 look here for that answer, wiki's,vis-sim faqs, OSG faqs, OGL forums , how to ask, producer , QT, VPRN, etc Then if we reply consistently wit

Re: [osg-users] Too much support!!!!!

2008-05-23 Thread Paul Martz
You have many good points. I've seen this topic come up many times in my nearly three decades of using countless online discussion forums. One thing I've learned: no matter how many resources and FAQs you make available, people, by their very nature, are social, and therefore value the interaction

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