Re: [osg-users] Texture Questions

2012-08-27 Thread Sergey Polischuk
Hi You can use compressed textures in dds format, as they support dxtc texture compression. You can create those with ati compressonator tool, nvidia texture tools, or in photoshop using nvidia plugin. For rgb images you'll get 6x compression ratio. Also, you can save textures in dds format

Re: [osg-users] Resetting OSG state when managing own context

2012-08-27 Thread Sergey Polischuk
Hi, Neil I feel like (b) option is a clear winner here.If it is possible to make osg context shared with CAOpenGLLayer, you'll be in good shape and running without gpu-ram-gpu transfers. Otherwise it all depends on texture roundabout impact on framerate. Cheers, Sergey. 24.08.2012, 18:36,

[osg-users] How to know that two OSG models are touch each other

2012-08-27 Thread Koduri Lakshmi
Hi, I have two OSG models. The first is constant about rotation and translation about Z. This model is just translating about X and Y axis. The second model is variable about translation and rotation. Now I want to call a function when first model come across second model. That is when first

Re: [osg-users] How to know that two OSG models are touch each other

2012-08-27 Thread Sergey Polischuk
Hi, Koduri If you need to do this precisely, you can use (or write your own) some collision detection algo working with flat 2d polygones (get those by transforming model vertices to screenspace). Also you can get somewhat good results using some stencil buffer magic (the point is to write

[osg-users] (Android) Translucent background and visibility of model on OSG 3 (GLES1).

2012-08-27 Thread Bernd Kampl
Hi and good day! Preface (scroll down for my problem): I'm developing an App based on OSG 3.0 for Android and i'm having a problem with translucent backgrounds and models. please bear with me if it's a stupid question. i'll try to explain my problem in detail and not too confusing. the source

Re: [osg-users] download osg smart pointer package

2012-08-27 Thread Robert Osfield
Hi Tang, On 27 August 2012 04:19, tang tangjiqiang1...@qq.com wrote: I see, osg smart pointer in osg site individually extracted a package, But now can not find it, please help! I don't know of what you refer, osg::ref_ptr and osg::observer_ptr are and have always been a component of the core

Re: [osg-users] Transparent objects distorsion

2012-08-27 Thread Robert Osfield
Hi Andrey, On 27 August 2012 06:02, Andrey Zubarev azb...@gmail.com wrote: Here is a picture that explains the problem: [Image: http://s12.postimage.org/t6lnevl19/Distor.png ] Thanks for the image, this confirms it's the very common and expected result of depth sorting of transparent objects

Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-27 Thread Robert Osfield
HI Carsten, Does the new view have the two views sharing the same graphics context, or are you creating a new context? If you are creating a new context how are your creating the new context? Robert. On 27 August 2012 10:13, Carsten Scharfe cscha...@dspace.de wrote: Hi. I’ve come across a

[osg-users] which version od Autodesk FBX SDK is used

2012-08-27 Thread Trajce Nikolov NICK
Hi Community, Anyone has clue which version of the FBX SDK is used in the osg fbx plugin? The one that is actual seams is not FBX SDK 2013.2. Also any hint from where it can be downloaded? Thanks a bunch Cheers, Nick ___ osg-users mailing list

Re: [osg-users] Texture Questions

2012-08-27 Thread Cary, Karl A.
Will I need to do anything in osg to make sure it uses the pre-generated mipmaps stored in the DDS file and not recreate new ones? Working on saving the textures out as dds now. -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] Transparent objects distorsion

2012-08-27 Thread Andrey Zubarev
Thank you, Robert! The second advice helps a lot :D Cheers, Andrey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49558#49558 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-27 Thread Carsten Scharfe
Hi Robert, Both views share the same context. This context is created first, with no inherited window data. When I create a new view, I create a new context for this view and set the sharedContext member to the shared context. I set the inherited window data too for embedding the view in the

Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-27 Thread Ola Nilsson
Hi Robert et al., I finally got the time to investigate the code (osgTerrain/Terrain.cpp). As I see it, it is not necessary to introduce a new data structure to hold the list of update tiles. The issue was that a TerrainTile could be partly destructed but not unregisterTile:ed, when an

Re: [osg-users] (Android) Translucent background and visibility of model on OSG 3 (GLES1).

2012-08-27 Thread Sergey Polischuk
Hi, Bernd. Either you are drawing your model with some kind of additive blending enabled (if background and model drawn into same framebuffer or whatever it is), or it is overlay working this way. How you set up blending function? Do you need blending for your model at all? If you dont need to

Re: [osg-users] Texture Questions

2012-08-27 Thread Sergey Polischuk
I believe osg dds plugin uses stored ones, if there any. At least there are some code that takes care of mipmaps in dds plugin. 27.08.2012, 14:32, Cary, Karl A. karl.a.c...@saic.com: Will I need to do anything in osg to make sure it uses the pre-generated mipmaps stored in the DDS file and

Re: [osg-users] which version od Autodesk FBX SDK is used

2012-08-27 Thread Sergey Polischuk
Hi, Nick. You can check it in ReaderWriterFBX.h header in osgPlugins/fbx dir.I use 2012.2 with some half recent osg svn version (osgversion says its 3.1.3). Cheers,Sergey.27.08.2012, 13:48, "Trajce Nikolov NICK" trajce.nikolov.nick@gmail.com:Hi Community,Anyone has clue which version of the

Re: [osg-users] which version od Autodesk FBX SDK is used

2012-08-27 Thread Trajce Nikolov NICK
Hi Sergey, any idea from where can I get 2012.2 ? I tried to build it against the recent FBX SDK which is 2013.2 and it failed - the sdk is different (as expected). I am using OSG-3.0.1 Thanks Nick On Mon, Aug 27, 2012 at 1:59 PM, Sergey Polischuk pol...@yandex.ru wrote: Hi, Nick. You can

Re: [osg-users] (Android) Translucent background and visibility of model on OSG 3 (GLES1).

2012-08-27 Thread Bernd Kampl
Hi, Bernd. Hi, and thank you for your quick answer. Either you are drawing your model with some kind of additive blending enabled (if background and model drawn into same framebuffer or whatever it is), or it is overlay working this way. I don't think i changed anything on the blending

Re: [osg-users] Texture Questions

2012-08-27 Thread Cary, Karl A.
I have my code loading dds now, but the mapping is all screwed up as a result. All I did was change the extension on the filename from jpg to dds and left everything else alone. -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] (Android) Translucent background and visibility of model on OSG 3 (GLES1).

2012-08-27 Thread Bernd Kampl
Also your model have per-vertex colors assigned with transparent alpha values, do you need those? the thing is that the model i have here was autogenerated and i have no way of creating it myself. i only have half an idea what the data in the model tells me and i couldn't find a

Re: [osg-users] Texture Questions

2012-08-27 Thread Cary, Karl A.
Ok, think I found the problem. DDS, being designed for DirectX, defines (0,0) as top left whereas OpenGL defines it as bottom left. So all I should need to do is flip it. On to do that -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-27 Thread Carsten Scharfe
Oh. I forgot to mention that I'm using the composite viewer in single threaded mode. Carsten _ Carsten Scharfe Software Developer Experiment Software ESIM dSPACE GmbH Rathenaustraße 26 33102 Paderborn Germany Tel.: +49 5251 1638-1920 http://www.dspace.com

Re: [osg-users] Texture Questions

2012-08-27 Thread Cary, Karl A.
Alright, so I am calling flipVertical() and setOrigin(osg::Image::TOP_LEFT) on the image before setting it in the Texture2D. In my current example I am loading 4 textures. As jpgs they always work fine. As dds, sometimes all 4 show up, and sometimes a different one will not show up. And it is a

Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-27 Thread Robert Osfield
Hi Ola, I don't think your suggested change will help as you are taking a reference to a potentially deleted object, the Terrain::_mutex that is locked doesn't effected the children just the management of the Terrain::_terrainTileMap and _updateTerrainTileSet. My current thought is that we'll

Re: [osg-users] Weird polygons on nVidia NVS cards

2012-08-27 Thread Robert Osfield
Hi Carsten, On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote: Both views share the same context. This context is created first, with no inherited window data. When I create a new view, I create a new context for this view and set the sharedContext member to the shared

Re: [osg-users] which version od Autodesk FBX SDK is used

2012-08-27 Thread Per Nordqvist
There is a SDK archive here http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112id=10775892 but the 2012.2 link seems to point to 2013.2. Maybe ping them about it, this used to work before. /Per On 27 August 2012 14:07, Trajce Nikolov NICK trajce.nikolov.nick@gmail.com wrote: Hi

Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-27 Thread Ola Nilsson
Hi Robert, Hm, there is probably something I don't see. I am new to the code... I assumed that a TerrainTile cannot be _completely_ deleted in the Terrain::update call, because if it were it _must_ have passed through Terrain::unregisterTile and then it wouldn't be in the update set to

Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-27 Thread Robert Osfield
Hi Ola, On 27 August 2012 15:23, Ola Nilsson o...@weatherone.tv wrote: Hm, there is probably something I don't see. I am new to the code... I assumed that a TerrainTile cannot be _completely_ deleted in the Terrain::update call, because if it were it _must_ have passed through

Re: [osg-users] KdTree issue...

2012-08-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, Thanks for the feedback. After I had posted my problem, I did find a previous thread of discussion that addressed a somewhat similar problem to what I've been seeing. It too was related to memory or a lack thereof. I can certainly look into it further to see if that is the problem. On

[osg-users] Chicken Egg Problem: BoundingBoxes

2012-08-27 Thread Jeremy Moles
Hello all! I'm working on a NodeKit (that is coming along nicely, btw) for using the NVidia NV_path_rendering extension with OSG. This new extension has an interesting--and, AFAIK, hitherto unseen--rendering model. When using NV_path_rendering (which I will call NVPR), one must feed path

Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-27 Thread Ola Nilsson
On Mon, 27 Aug 2012 16:40:39 +0200, Robert Osfield robert.osfi...@gmail.com wrote: Hi Ola, On 27 August 2012 15:23, Ola Nilsson o...@weatherone.tv wrote: Hm, there is probably something I don't see. I am new to the code... I assumed that a TerrainTile cannot be _completely_ deleted in the

Re: [osg-users] Chicken Egg Problem: BoundingBoxes

2012-08-27 Thread Robert Osfield
Hi Jeremy, The OSG uses a compile traversal that is called on the first frame of rendering (Renderer.cpp's Renderer::compile() method) and this will call your Drawable::compileGLObjects(), this can then set the dirty bound so that on the next cull traversal it'll update bounding box automatically

Re: [osg-users] Texture Questions

2012-08-27 Thread Cary, Karl A.
Alright to add what I have found thus far. We went back and reconverted the images using an option when we saved to flip the images vertically. By doing this I don't have to do anything in the code. The only difference between loading jpgs and ddss now is the extension at the end of the

Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-27 Thread Robert Osfield
Hi Ola, On 27 August 2012 16:31, Ola Nilsson o...@weatherone.tv wrote: Yes, the ref count is zero but the destructor chain has not yet completed, by induction it hasn't passed ~TerrainTile. (If it had unregisterTile would have been called and completed.) Right? Thinking about your

Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-27 Thread Dario Minieri
Hi, I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final result is pretty the same. Code: GfxTerr-setNodeMask(m_GfxTerr-getNodeMask() ~CASTS_SHADOW_TRAVERSAL_MASK); hummmartifacts don't go away... Thank you! Cheers, Dario -- Read this topic

Re: [osg-users] Chicken Egg Problem: BoundingBoxes

2012-08-27 Thread Jeremy Moles
On Mon, 2012-08-27 at 16:50 +0100, Robert Osfield wrote: Hi Jeremy, The OSG uses a compile traversal that is called on the first frame of rendering (Renderer.cpp's Renderer::compile() method) and this will call your Drawable::compileGLObjects(), this can then set the dirty bound so that on

Re: [osg-users] Texture Questions

2012-08-27 Thread Robert Osfield
Hi Karl, I haven't heard of dds specific problems like this, it might just be co-incidence that it's happening to the dds route, or perhaps something is happening on the OSG or OpenGL driver side. Unfortunately there isn't much we can do directly, you'll need to try and isolate the issue

Re: [osg-users] Texture Questions

2012-08-27 Thread Robert Osfield
Opps.. I wrote: On 27 August 2012 17:22, Robert Osfield robert.osfi...@gmail.com wrote: Also try cutting down the number of textures used. I meant to say try cutting down the number THREADS used. :-) ___ osg-users mailing list

Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-27 Thread Ola Nilsson
Hi Robert, On Mon, 27 Aug 2012 17:58:58 +0200, Robert Osfield robert.osfi...@gmail.com wrote: Hi Ola, On 27 August 2012 16:31, Ola Nilsson o...@weatherone.tv wrote: Yes, the ref count is zero but the destructor chain has not yet completed, by induction it hasn't passed ~TerrainTile. (If

Re: [osg-users] Trouble with LightSpacePerspectiveShadowMap artifacts.

2012-08-27 Thread Robert Osfield
Hi Dario, On 27 August 2012 17:13, Dario Minieri para...@cheapnet.it wrote: I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final result is pretty the same. Code: GfxTerr-setNodeMask(m_GfxTerr-getNodeMask() ~CASTS_SHADOW_TRAVERSAL_MASK); Run the debug shadow view

Re: [osg-users] Chicken Egg Problem: BoundingBoxes

2012-08-27 Thread Robert Osfield
Hi Jeremy, On 27 August 2012 17:21, Jeremy Moles cubic...@gmail.com wrote: This isn't currently possible because of the dirtyBound() prototypes on Drawable and Node (they are not const). However, if this is an API change you'd be agreeable to, I'd be happy to submit it. :) As you have a

Re: [osg-users] Chicken Egg Problem: BoundingBoxes

2012-08-27 Thread Jeremy Moles
On Mon, 2012-08-27 at 17:30 +0100, Robert Osfield wrote: Hi Jeremy, On 27 August 2012 17:21, Jeremy Moles cubic...@gmail.com wrote: This isn't currently possible because of the dirtyBound() prototypes on Drawable and Node (they are not const). However, if this is an API change you'd be

[osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-08-27 Thread Judson Weissert
Hello, I was hoping someone could help me with a camera manipulator/scaling problem that I have been having. I have a scene graph that contains geometry representing a hydraulic fracture. The fracture length is of the order 1000ft, the height is of the order 100ft, and the width is of the order

Re: [osg-users] How to know that two OSG models are touch each other

2012-08-27 Thread Chris Hanson
There's always Bullet/osgBullet, but that might be overkill. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES

Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-08-27 Thread Jeremy Moles
On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote: Hello, I was hoping someone could help me with a camera manipulator/scaling problem that I have been having. I have a scene graph that contains geometry representing a hydraulic fracture. The fracture length is of the order 1000ft,

[osg-users] Switch inactive children callback

2012-08-27 Thread Sebastian Messerschmidt
Hello, My current challenge seems to be a hard one ;-) In my pipeline I effectively removed all lightsources from the original scenegraph and copied to a separate graph. Instead of the original lightsources I install an update callback to transform the lightsources like in the original graph,

Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-08-27 Thread Jeremy Moles
On Mon, 2012-08-27 at 15:12 -0400, Judson Weissert wrote: On 8/27/2012 2:22 PM, Jeremy Moles wrote: On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote: Hello, I was hoping someone could help me with a camera manipulator/scaling problem that I have been having. I have a scene

Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-08-27 Thread Judson Weissert
On 8/27/2012 2:22 PM, Jeremy Moles wrote: On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote: Hello, I was hoping someone could help me with a camera manipulator/scaling problem that I have been having. I have a scene graph that contains geometry representing a hydraulic fracture.

Re: [osg-users] Chicken Egg Problem: BoundingBoxes

2012-08-27 Thread Robert Osfield
Hi Jeremy, On 27 August 2012 17:34, Jeremy Moles cubic...@gmail.com wrote: You can (and in fact you have to!), but it won't set the dirty flags of the parent Geode, so you're forced to call dirtyBound() on it as well. This can be tough to do because you need to be sure it has already compiled

Re: [osg-users] Chicken Egg Problem: BoundingBoxes

2012-08-27 Thread Jeremy Moles
On Mon, 2012-08-27 at 21:04 +0100, Robert Osfield wrote: Hi Jeremy, On 27 August 2012 17:34, Jeremy Moles cubic...@gmail.com wrote: You can (and in fact you have to!), but it won't set the dirty flags of the parent Geode, so you're forced to call dirtyBound() on it as well. This can be

Re: [osg-users] Problem with GUIEventAdapter mouse wheel event in Qt

2012-08-27 Thread Michael Schanne
Hi Robert, After debugging a bit more it appears that the issue begins when the event is taken off the event queue inside CompositeViewer. There is the following case statement inside CompositeViewer::eventTraversal() (line 755 in version 3.0.0): Code: case(osgGA::GUIEventAdapter::PUSH):