Hi,
advanced problem:
Is there a chance to preprocess scene by OSG to use PagedLOD?
The scene contains 3GB of textures (or any higher number).
My idea was to make PagedLOD scene that would load high-resolution
textures only for the most close scene parts to the camera.
The problem is clear:
The scene contains 3GB of textures (or any higher number).
My idea was to make PagedLOD scene that would load high-resolution
textures only for the most close scene parts to the camera.
3GB is not overly large, and the reason for PageLOD existance is
helping handle this and much large
Paul Martz napsal(a):
[...] The naïve approach -- just let OSG load it -- appears to cause a
guaranteed frame rate hit.
I imagine you could break the texture up into smaller chunks and let OSG
page each in incrementally as it comes into range.
Yes, breaking the texture into the smaller ones
variables.
John
PCJohn napsal(a):
Hi,
this is probably question on Luigi:
Inventor plugin CMakeLists.txt stopped working - it is neither including
necessary includes correctly detected by FindInventor.cmake, nor linking
libraries correctly detected in the same way. Therefore, the plugin
How are others under WIndows getting on?
Except linking problem of osgversion, just few warnings.
On MSVC 2003 .NET:
In osg:
Texture2DArray.cpp
\OSG\src\osg\Texture2DArray.cpp(106) : warning C4018: '=' :
signed/unsigned mismatch
D:\OSG\include\osg\Math(197) : warning C4244: 'return' :
If you are looking for things like 3D mark 2006, I do not know. But for
a very simple benchmark measuring basic OpenGL characteristics like
vertices per second throughput and pixels per second (fillrate), you may
take a look on lsperf.sourceforge.net . (No binaries yet, sources in
svn: |svn co
Hi,
Is it possible to have multiple shadow maps?
I mean, f.ex., two light sources and two osgShadow::ShadowMap casting
two shadows in a single pass?
Studying osgShadow::ShadowMap shows that it is not directly supported.
Anyway, I created two ShadowMaps, made one parent of the other and a
Hi Ricardo,
sorry to not go into the details - so just few hints from my friend that
is going his project on ODE+OSG.
He done the integration like this:
- he loads the scene by OSG
- he converts the scene geometry to ODE geometry and sends it to ODE by
ODE functions
- he setups the ODE world
Is it possible to include plugins? I am particularly interested in
updated Inventor plugin.
John
Paul Martz wrote:
Hi folks -- I am 99% certain that I'll be doing a 2.8.3 release in the
next few weeks. The release will not be API compatible with 2.8.2. I
wanted to let you all know my plans,
.
John
Paul Martz wrote:
PCJohn wrote:
Is it possible to include plugins? I am particularly interested in
updated Inventor plugin.
John
Hi John -- I've merged the latest Inventor plugin onto the 2.8 branch.
Can you test, please? I don't have the dependencies, so don't build
this plugin.
-Paul
j...@dudell:/data$ osgviewerd cube.iv
osgDB::ReaderWriterIV::readNode() Reading file cube.iv
osgDB::ReaderWriterIV::readNode() File cube.iv loaded successfully.
j...@dudell:/data$
I see no problem with the model - it is loads and renders without any
problem on my OSG 2.8.2 and Coin 3
John
Hi,
I reached some difficulties with handling of lights when I was
considering some improvements to osgShadow, like multiple light sources:
1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations.
Hi J-S,
1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations. Although one object and one unique pointer, it
identifies two light sources, thus it is not unique light
identification.
How do you give a
Hi Bryan,
osg::Light is a StateAttribute and osg::LightSource is a Group, so Light
represents the OpenGL state (like the light ID) for a light in the scene, and
LightSource represents the location of that light (note that LightSource has a
Light).
And why there is LightSource? What is
Gurus,
What is the reason for keeping LightSource in OSG?
I successfully removed all osg::LightSources from my scene graph and
used just osg::Light - it is well placed and follows the transformation
of the parent node (f.ex. locomotive) as it moves. Except absolute
reference frame, is there
inherited, so LightSource's role is to place the light.
Robert.
On Mon, Mar 22, 2010 at 11:52 AM, PCJohn pec...@fit.vutbr.cz wrote:
Gurus,
What is the reason for keeping LightSource in OSG?
I successfully removed all osg::LightSources from my scene graph and used
just osg::Light
As for limitation osg::Light/LightSource/OpenGL lighting all work with
the same limitations - that is there is only ever guaranteed to be 8
fixed function pipeline light supported. If you want to use more than
8 then you'll need to use shaders, or localize the lights to
difference subgraphs
Hi Dolin,
the complexity of distributed/collaborative virtual scenes are so high
that you can make a PhD research on it.
You can google for Blue-c, DIS (Distributed Interactive Simulation),
Active Transactions, etc. for more details.
Basically, the problem is coming from the replication - you
Interactive
Simulation, is it feasible?
Donlin
在2010-04-16 03:35:23,PCJohn pec...@fit.vutbr.cz 写道:
Hi Dolin,
the complexity of distributed/collaborative virtual scenes are so
high that you can make a PhD research on it.
You can google for Blue-c, DIS (Distributed Interactive
Hi,
why are methods:
computeIntersections and
getCameraContainingPosition
implemented in osgViewer::View class?
I wish it would be in osg::View. Any chance? If yes, I may contribute
one more feature for osgGA camera manipulators.
I am in the process of osgGA camera manipulators improvements:
Hi J-S,
thanks for the work. I am going to test it soon.
John
Jean-Sébastien Guay wrote:
Hi all,
As I said in a different thread, I've been working in the last few
days to get QWidgetImage to a point where it can fill a need we have:
to be able to use Qt to make HUDs and to display widgets
Hello,
it used to be INFO, so it might not be so visible before. It is caused
by an event that comes with lower timestamp than the previous one, e.g.
event from the past. For me, it looks like a bug in event time routines.
John
Torben Dannhauer wrote:
Hi,
after upgrading my osg to newest
Just reporting a compile problem in OSG trunk in osgQt. See compiler
output bellow.
The problem was noticed on Qt 4.4.0. While it is not present on some
more recent Qt versions.
Probably broken compatibility with older Qt.
John
Scanning dependencies of target osgQt
[ 98%] Building CXX object
, PCJohn pec...@fit.vutbr.cz wrote:
Just reporting a compile problem in OSG trunk in osgQt. See compiler output
bellow.
The problem was noticed on Qt 4.4.0. While it is not present on some more
recent Qt versions.
Probably broken compatibility with older Qt.
John
Scanning dependencies of target
Hi Eric,
if the behavior is the same for all manipulators, it means that it has
nothing to do with new manipulators architecture. For example,
SphericalManipulator is still using the old approach. If you see the
problem even with this manipulator, the bug seems likely to be on some
other
Hi Nick,
there are two major changes to CameraManipulator::computeHomePosition():
- the computation uses bounding box by default (the model center is
located more precisely)
- the computation considers the camera fov to make sure that the model
nicely fits to the screen (small fov may make the
Hi JP,
the zoom update submission was sent to Robert and it waits for commit.
It reverts the zoom to use original behaviour by default.
Concerning 4 manipulator, which one do you mean? I am expecting it is
TerrainManipulator. It avoids you to go over +/- 90 degrees in vertical
direction. It
John,
I just ran an old code. In the older version, the model was centered
on the screen. with the new manipulators it is not. I use the default
behavior
-Nick
On Sat, Jun 12, 2010 at 2:28 PM, PCJohn pec...@fit.vutbr.cz
mailto:pec...@fit.vutbr.cz wrote:
Hi Nick,
there are two
Send me the code if you want. I will take a look.
If the size of data would be larger, use my email address only.
Thx,
John
Trajce (Nick) Nikolov wrote:
it is using some sample with osgviewer., I can post you the code if
you are interested.
-Nick
On Sat, Jun 12, 2010 at 2:53 PM, PCJohn pec
[..] As with in so many areas of OSG, the main documentation is the source code.
My big wish would be to change this and to require submissions to
contain documentation as well. Mandatory doc requirement would be
probably too much, but at least official desire for documentation
should be
Thanks.
I was worrying about such answer, but that is logical design.
I will probably proceed with drawCallbacks and make scene graph updates
in update event.
Thanks,
John
Tim Moore wrote:
On Sat, Jun 19, 2010 at 7:29 AM, PCJohn pec...@fit.vutbr.cz
mailto:pec...@fit.vutbr.cz wrote
Hi Robert,
I would appreciate others having a look at Roland's implementation as well.
I took a look at Rolands code some time ago as I built my own simple
shader composition for myself as well. The problems, I found myself with
shader composition is that I often need to customize the
Hi Julien,
just to avoid misunderstanding: Manipulator, you are speaking about, is
not the one submitted to trunk short time ago, but the one downloaded
from internet, probably.
John
Julien Soula wrote:
Hi,
Is this manipulator still on tests ?
I just tried it and had the same You are
Hi,
I want to set ambientIntensity. There is a class for it - osg::LightModel.
However, I do not want to do anything with TwoSided, LocalViewer or
ControlColor settings. They must be inherited from the state above in
the scene graph. How to achieve that?
Thx,
John
Hi,
I see a threading issue when capturing current attributes in cull phase.
My code placed in my derived ShadowTechnique::cull():
void MyShadowVolume::cull( osgUtil::CullVisitor cv )
{
ref_ptr StateSet currentState = new StateSet;
cv.getState()-captureCurrentState( *currentState );
to be valid in Render stage. SingleThreaded mode is bit
different and manages SceneViews differently which has the side effect
that OpenGL context often remains valid beetwen Render stages .
Wojtek
--
From: PCJohn pec...@fit.vutbr.cz
Sent
Hi Tim,
Tim Moore wrote:
On Wed, Aug 4, 2010 at 9:33 AM, PCJohn pec...@fit.vutbr.cz
mailto:pec...@fit.vutbr.cz wrote:
Hi,
captureCurrentState name is misleading - it is not capturing state
from OpenGL.
It should be, maybe, getCurrentState. It is just taking last
pushed
Yes. There is. Oh. I see. Sorry for confusion, you call it
attribute stack and that is a correct name for it.
Anyway, there is State::_attributeMap that is composed of
AttributeStack structs and they have a member attributeVec that is
serving as a stack of attributes.
gl_FrontFacing variable could do the trick ? Its
available at least in GLSL 1.50 and above. I have not checked when it
was introduced maybe its available in earlier GLSL profiles.
Wojtek
*From:* PCJohn mailto:pec...@fit.vutbr.cz
*Sent:* Thursday, August 05, 2010 12:41 AM
*To:* OpenSceneGraph Users
Hi,
I want to contribute precompiled binaries of Inventor/Coin plugin to
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1
and
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs90sp1
.
Is there a
Hi,
I see events coming with decreasing time (GUIEventAdapter::getTime()).
However, I expected always increasing sequence.
Is this feature or bug?
Further investigation shows that current OSG trunk sends different
timestamps for FRAME events than for other events. Seems like it is
using
I have fallen to the problems of compile context and sharing lists
(wglShareLists, glXCreateContext(x,x,true,x)).
They share display lists, VBO/IBO, shaders, textures, FBO, PBO.
But how is it with rendering capabilities, e.g. is OSG compile context
and shared OpenGL context guaranteed to have
app and the platforms that your are
targeting then great, but otherwise I'd suggest not trying to use
them.
Robert.
On Wed, Oct 6, 2010 at 1:04 PM, PCJohn pec...@fit.vutbr.cz wrote:
I have fallen to the problems of compile context and sharing lists
(wglShareLists, glXCreateContext(x,x,true,x
Thanks. Very answered my question.
John
Robert Osfield wrote:
Hi John,
On Wed, Oct 6, 2010 at 1:45 PM, PCJohn pec...@fit.vutbr.cz wrote:
I see, sharing context is not so portable...
I implemented them under Linux with NVidia drivers and they worked as
expected, but with other
Hi,
me and my coleague have developed number of Shadow Volume shadow algorithms
and we would like to contribute them one day to OSG.
To mention the reason for Shadow Volumes: They are often used in CAD, etc. as
they work in screen space, thus they do not suffer with aliasing/resolution
, PCJohn wrote:
Hi,
me and my coleague have developed number of Shadow Volume shadow
algorithms
and we would like to contribute them one day to OSG.
To mention the reason for Shadow Volumes: They are often used in CAD,
etc.
as
they work in screen space, thus they do not suffer
Hi Robert,
there was recently a commit concerning epsilon in LineSegmentIntersector
that is now carried as class member. I can imagine motivation behind, but I
belive there is a better approach to the problem.
If the motivation is just to allow the setting bigger epsilon for bigger
objects
and the range of
the numerical
errors that are likely. The largest value is likely to be the length of the
line segment so might
be the best distance to use as the scale.
Thoughts?Robert.
On 19 August 2013 06:38, PCJohn pec...@fit.vutbr.cz[1] wrote:
Hi Robert,
there was recently a commit
Hi Robert,
I have lost in your reasoning. Let me go back to be sure we understand each
other.
The bounding box based epsilon will likely fail when the size of the box is
very small compared to the length of the line segment.
I came to conclusion that size of bounding box does not matter.
if()else blocks that are
relatively expensive for the processor to handle.
Robert.
On 20 August 2013 10:33, PCJohn pec...@fit.vutbr.cz wrote:
Hi Robert,
I have lost in your reasoning. Let me go back to be sure we understand
each
other.
The bounding box based epsilon will likely
Hi Robert,
after this new idea, I am starting to ask myself, what are the cases for which
we need epsilon?
- when the line segment accidentally misses bbox while triangle intersection
routines would indicate intersection (can this happen?)
- when clipping puts the start or end point inside the
Hi Robert,
I noticed one missing feature in OSG and I would be glad to discuss the
solution with you before making further steps.
The problem:
- In cull phase, it would be useful to be able to find out which OpenGL
extensions are supported and GLSL version available in the graphics context.
all extensions
even the ones that you application doesn't need.
Robert.
On 19 September 2013 14:43, PCJohn pec...@fit.vutbr.cz wrote:
Hi Robert,
I noticed one missing feature in OSG and I would be glad to discuss the
solution with you before making further steps.
The problem
Hi Robert and Mathias,
back after the weekend.
I do also wonder about formalizing the extension set up. In essence we are
initializing bool relating to feature supported yes/no, and the function
pointers. Currently it's all rather adhoc how this is all done. The whole
area could do with a
Hi Julio,
this is the code I am using (you may need to reformat it, because email splits
many lines into two). Call it once you have active context.
You may still need some includes like
#include osg/GLExtensions
#if defined(__WIN32__) || defined(_WIN32)
# [...]
#else
# include GL/glx.h
#endif
Hi all,
I wanted to hand-edit osgt files. It is nightmare to do it without code-
folding and text highlighting. Thus, I created highlight definition file for
kate editor (attached). Especially, code folding is very very helpful to edit
and analyse any osgt file.
For those interested:
To
Hi,
I very like the capability of osg::Node to register any number of update,
event and cull callbacks. This allows for a nice modular approach with each
module registering callbacks for anything they wish without disturbing others.
I came to a problem that Camera can register just one
, but it'd
keep the public Camera API simple - it's complicated enough as it is
so am reluctant to add further API to it. The alternative would be to
add a list of callbacks, but as you said this would break
compatibility.
Robert.
On 9 April 2014 14:10, PCJohn pec...@fit.vutbr.cz wrote:
Hi
Hi,
I want to load my scene from multiple files. There should be one main.osgt
file that should include or reference other files. I was expecting that
osg::ProxyNode should serve for this purpose. Or is there another friendly
approach?
ProxyNode difficultly: - it does not support immediate
Hi,
it seems that it is not possible to put an uniform to the stateset of the
scene root (for example, light position) and to put Program at the bottom
(say, at a stateset of a drawable).
It seems to me that the Program and all its Uniforms must be put the same
StateSet. This way, it works
not true, and works for me all the time. Can you post minimal
example that dont work?
Cheers,
Sergey.
17.08.2012, 12:20, PCJohn pec...@fit.vutbr.cz:
Hi,
it seems that it is not possible to put an uniform to the stateset of the
scene root (for example, light position) and to put Program
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