Re: [osg-users] 64bit question

2008-01-24 Thread Wojciech Lewandowski
Hi, We have one 64bit setup in our company. It was not used for few months, but in the summer we we built couple osg releases using it. In that time, it was just a matter of selecting target 64 bit VS environment, when Cmake was run for the very first time in OSG directory. This selection is also

[osg-users] Scene prerender for selecting parameters needed for cull and final screen render

2008-01-26 Thread Wojciech Lewandowski
Hi Robert, I am struggling with building decent ShadowMapping approach for flight sim application. Due to performance requirements I am hesistant to use multipass PSSM and I am trying to implement (one extra pass only) some kind of perspective shadow mapping derived algorithm. I went through

Re: [osg-users] Scene prerender for selecting parameters needed for cull and final screen render

2008-01-26 Thread Wojciech Lewandowski
. As I'm so short on time I can't really dive any deeper than this, good luck, Robert. On Jan 26, 2008 12:37 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi Robert, I am struggling with building decent ShadowMapping approach for flight sim application. Due to performance requirements I am

[osg-users] Vector/Model data inserts in VPB/OSGDEM terrain. Possible ?

2008-02-08 Thread Wojciech Lewandowski
Hi everyone, Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high fidelity vector models ? If not, maybe you can offer some suggestions how to do it ? Thanks in advance, Wojtek Lewandowski ___ osg-users mailing list

Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain. Possible ?

2008-02-08 Thread Wojciech Lewandowski
like this was already done. Cheers, Wojtek Lewandowski Wojciech Lewandowski a écrit : Hi everyone, Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high fidelity vector models ? If not, maybe you can offer some suggestions how to do it ? Thanks in advance, Wojtek

Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain.Possible ?

2008-02-08 Thread Wojciech Lewandowski
/OSGDEM terrain.Possible ? Have you looked at osgTDS http://www.andesengineering.com/Projects/TDS/ Brian On Feb 8, 2008 6:16 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi everyone, Does VPB (or OSGDEM) allow to make holes in the terrain mesh for high fidelity vector models

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent on algorithms finding minimal shadowed scene bounds under OSG. It was a key to good shadow mapping results. I will try to contribute LispSM when I am done with all the issues. Cheers, Wojtek -Original Message-

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
Hi, ShadowMap::cull invokes culls traversal for both main camera (ShadowReceiving) graph shadow camera (ShadowCasting) graphs. So if you block whole cull on ShadowMap level - it won't draw the scene as well. The trick is to block only the portion that culls ShadowCasting graph. See the

Re: [osg-users] osgShadow one shot shadow map

2008-02-11 Thread Wojciech Lewandowski
I have spent couple months banging my head against the wall, implementing perspective shadow mapping algortihms and that is the only rason I know how osgShadow::ShadowMap works ;-). Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jean-Sebastien Guay

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Wojciech Lewandowski
be avaible for the osg community, new shadow implementation ? 2008/2/11, Wojciech Lewandowski [EMAIL PROTECTED]: I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent on algorithms finding minimal shadowed scene bounds under OSG. It was a key to good shadow

Re: [osg-users] osgShadow one shot shadow map

2008-02-12 Thread Wojciech Lewandowski
Hi, I developed two methods to compute convex hull of visible scene portion: A: one based on cull stage I scan render leaves generated by main camera cull traversal and compute minimal convex hull around them B: second based on draw stage I prerender the scene to small resolution depth

Re: [osg-users] osgShadow one shot shadow map

2008-02-13 Thread Wojciech Lewandowski
Hi J-S, This is the part I'm having trouble with. I actually don't mind using the scene bound I get with the ComputeBoundingBoxVisitor, but getting a usable camera frustum (both for main and light cameras) and then intersecting those is the hard part for me. Any tips there? How do you create the

Re: [osg-users] osgShadow one shot shadow map

2008-02-14 Thread Wojciech Lewandowski
Hi J-S, Thank you Wojtek, I'll check that out! I'm really very grateful to you for contributing this. I've been banging my head on this and we're still on OSG 2.2 here so I didn't think of going to see in the new additions if there was something that would help me out. You're welcome. I

Re: [osg-users] Framerate vs stats?

2008-02-15 Thread Wojciech Lewandowski
- Original Message - From: Wojciech Lewandowski To: OpenSceneGraph Users Sent: Friday, February 15, 2008 2:42 PM Subject: Re: [osg-users] Framerate vs stats? Thanks Serge, I have to withdraw my claim. Your mail gave me something to think and I checked whether problem exists

Re: [osg-users] Vector/Model data inserts in VPB/OSGDEM terrain.Possible ?

2008-02-20 Thread Wojciech Lewandowski
, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Thanks, I am looking for some tool that will cut portions of OSGDEM/VPB terrain tile meshes for airport models as a terrain postprocessing step. I thought TDS is aimed at run time terrain modifications - like making explosion craters or digging

[osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hello everyone, I have following problem: Shadow Mapping - so called duelling frusta case ie light direction opposite to view direction. Objects drawn into Shadow Map also contain LOD nodes. When rendering shadow map LODs are drawn based on distance computed from shadow camera. But this is

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hi J-S, I am not sure what is the difference between EyePoint and ViewPoint but really hope that EyePoint/ViewPoint duo was introduced for problems like mine. If I only knew how to use them to my advantage ;-) Cheers, Wojtek - Original Message - From: Jean-Sébastien Guay [EMAIL

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hi Paul, Ideally, you would want the shadow caster's LOD to be selected based on the distance between the eyepoint and the shadow receiver, wouldn't you? Actually I would like it to be based on the distance from eyepoint to Shadow Caster (measured in main camera view space). If its based on

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
Hi Brian, It looks like you'll need to create a custom cull visitor that stores the desired eye point and overrides the CullVisitor::getViewPoint method to return the stored eye point instead of the CullStack view point. Thats sounds like it something I might be able to do ;-). Do you know if

Re: [osg-users] Problem to consider: Shadow maps and LOD

2008-02-26 Thread Wojciech Lewandowski
- mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com Message: 5 Date: Tue, 26 Feb 2008 15:18:13 +0100 From: Wojciech Lewandowski [EMAIL PROTECTED] Subject: [osg-users] Problem to consider: Shadow maps and LOD computation To: osg-users@lists.openscenegraph.org Message-ID

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-26 Thread Wojciech Lewandowski
[EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Wojciech Lewandowski [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] Date: 02/26/2008 12:15PM Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD computation Hi Brian

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-28 Thread Wojciech Lewandowski
will send proper submission. Cheers, Wojtek - Original Message - From: Wojciech Lewandowski [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, February 26, 2008 9:28 PM Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Wojciech Lewandowski
Hi Justin, Look at void osgUtil::RenderStage::draw(osg::RenderInfo renderInfo,RenderLeaf* previous) method.(Line 825 in currnt SVN src/osgUtil/RenderStage.cpp). Its all there. 1: Prerender cameras add Prerender stages. Prerender stages are drawn first. Line 833:

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Wojciech Lewandowski
Of Wojciech Lewandowski Sent: Thursday, February 28, 2008 9:07 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins? Hi Justin, Look at void osgUtil::RenderStage::draw(osg::RenderInfo renderInfo,RenderLeaf* previous) method.(Line 825 in currnt

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-29 Thread Wojciech Lewandowski
Hi Robert, I'll be doing some merges this morning and once this done will spend a bit of time reflecting on this issue. Thank You, I don't opt for any specific solution. Anything what gives a method to grab current State object will help. I gues Justin will say the same if he would able to

Re: [osg-users] Complete darkness

2008-02-29 Thread Wojciech Lewandowski
Sounds like default Light Model ambient Look at OpenGL docs for glLightModel GL_LIGHT_MODEL_AMBIENT. Cheers, Wojtek - Original Message - From: Necdet Can Atesman [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Friday, February 29, 2008 1:10 AM Subject: [osg-users]

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-29 Thread Wojciech Lewandowski
Thanks, Robert. I think I will be also happy with this solution ;-). I will be leaving for two weeks soon so will not have the chance to test now it but I will do this when I am back. I noticed a typo in const getter function for InitialCallback. Method is named getUnitialDrawCallback. Cheers,

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Wojciech Lewandowski
, 2008 1:01 PM To: [EMAIL PROTECTED]; OpenSceneGraph Users Subject: Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins? On Fri, Feb 29, 2008 at 9:18 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I noticed a typo in const getter function for InitialCallback. Method is named

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-03-01 Thread Wojciech Lewandowski
... whowins? On Sat, Mar 1, 2008 at 12:31 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I just have sent a fix for heavier issue. New Camera:DrawCalback::operator()( RenderInfo ) needs to be exported in Windows. Otherwise windows app using Camera::DrawCallbacks would not link. Yes

Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
Hi Robert and All, I am back from vacations. Ready to take the responsibility for my changes in osgShadow::ShadowMap ;-). Does the problem Adrian refers happen only with PSSM or standard ShadowMap as well ? Its not obvious from forum emails and I am unable to replicate it with standard

Re: [osg-users] osgShadow example and gerneral question

2008-03-17 Thread Wojciech Lewandowski
Robert, I replicated the problem with osgShadow::ShadowMap. I will try to find the cause... Cheers, Wojtek - Original Message - From: Wojciech Lewandowski [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, March 17, 2008 11:57 AM Subject: Re

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
of the inherited state comes down into the local Camera, or we override the defaults locally. I'd suggest we change the defaults locally and review the defaults in light of how many changes we make. Robert. On Tue, Mar 18, 2008 at 9:18 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi Robert, I

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
Hi Robert, In other words from now when we want a fixed projection matrix we need to make two calls: camera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR ); camera-setInheritanceMask( camera-getInheritanceMask() ~osg::Camera::COMPUTE_NEAR_FAR_MODE ); If we don't

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
@lists.openscenegraph.org Sent: Tuesday, March 18, 2008 3:37 PM Subject: Re: [osg-users] osgShadow example and gerneral question On Tue, Mar 18, 2008 at 2:18 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Items like back ground colour is certainly something that can be useful to inherit

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Wojciech Lewandowski
Thanks for the changes, W.r.t. question you asked earlier I would vote for option #3. Ie: CullSettings::setComputeNearFarMode( mode, bool disableInheritance=true); CullSettings::setCullMask( mode, bool disableInheritance=true); et cetera. I remember I had once a problem with not working

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Wojciech Lewandowski
Hi, Robert Fourth method looks good to me. I have difficulties in imagining the situation when one calls setAttribute( SOME_NON_DEFAULT_VALUE ) and does not change inheritance mask. It does not make much sense to me, because not setting mask does effectively ignore the attribute. On the

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Wojciech Lewandowski
- Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, March 19, 2008 2:20 PM Subject: Re: [osg-users] osgShadow example and gerneral question Hi Wojteck, On Wed, Mar 19, 2008 at 11:20 AM, Wojciech Lewandowski

Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Wojciech Lewandowski
Wojciech Lewandowski wrote: Robert, I understand. As I earlier said, I did not mean to push it. In fact I have sent my post in just the same time I received your post that you already implented option #4. I would not do this if the timing was different ;-) I am OK with your current

Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Wojciech Lewandowski
Hi Robert, In the early days of osgShadow it certainly wasn't thread safe. This is why the SingleThreaded option is there. Now I haven't recently reviewed all the osgShadow implemententations too see if they are thread safe so can't confirm if we can safely do it yet. If you admit it was

Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Wojciech Lewandowski
Hi J-S, I bet that historically osgshadow had SingleThreading initialized for the reason Robert mentioned. But notice that it was also possible to change it by command arguments. Then osgViewer got the argument parser and started to initilize threading model. But this functionality was being

Re: [osg-users] Shadow Map and threading mode

2008-03-21 Thread Wojciech Lewandowski
J-S, I have found few minutes to do the test again at work. Only thing I changed was the drivers. I went back to antique 94.24 version. Test WORKS with these drivers. Only case when it fails is when I run on two monitors. But two monitor issues are even worse than multithreading issues and

[osg-users] TexGenNode vs Group with TexGen attribute

2008-03-27 Thread Wojciech Lewandowski
Hi, Whats the difference in coord generation (in practice) between TexGenNode and Group with TexGen attribute. Suppose I have the same subgraph attached to either such TexGenNode or such Group with TexGen. In both cases TexGens are eye linear and use the same texture stage. I expected them to

Re: [osg-users] TexGenNode vs Group with TexGen attribute

2008-03-27 Thread Wojciech Lewandowski
have to anchor in space using a special node, osg::LightSource, osg::ClipLane and osg::TexGenNode all exist for this purpose. Robert. On Thu, Mar 27, 2008 at 9:16 AM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi, Whats the difference in coord generation (in practice) between TexGenNode

Re: [osg-users] Performance drop higher RAM usageafterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Wojciech Lewandowski
Hi Marco, Since I am currently struggling with Windows/ OSG FBO / multi monitor / mutlti threaded problems here are my 2 cents: Have you tested with --SingleThreaded option ? In my configuration multithreaded configs usually eat more RAM. However its not twice as in SingleThreaded. I have

Re: [osg-users] Performance drop higherRAMusageafterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Wojciech Lewandowski
Ooops, I did not notice you have your own Viewer. Sorry for the noise. Cheers, Wojtek - Original Message - From: Marco Jez [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, March 31, 2008 5:45 PM Subject: Re: [osg-users] Performance drop

Re: [osg-users] Multiple Render Targets - Request forComments/Testing

2008-04-01 Thread Wojciech Lewandowski
I tried to compile it and link on Windows with latest SVN. Compiled and linked fine.I ran osg prerender and shadow exmples with fbo. Again no problems. But frankly haven't tested MRT functionality at all. Cheers, Wojtek - Original Message - From: J.P. Delport [EMAIL PROTECTED] To:

Re: [osg-users] Threading Problem after transfering application fromosg 2.0 to osg 2.2

2008-04-02 Thread Wojciech Lewandowski
Hi Tobias, What graphics board and what driver revision ? Do you know what threading model you have selected ? If its standard osg viewer try running with --SingleThreaded option and see if it helps. I was investigating some Windows / NVidia / multi-monitor / multi-threading problems recently

[osg-users] Windows / NVidia / multi monitor / muti threading (/FBO) problems

2008-04-02 Thread Wojciech Lewandowski
Hi All, Few threads touched the same subject recently so I decided to share my observations and maybe provoke some discussion on the problem. Maybe together we can get it fixed. I said got it fixed because I am afraid that it might be difficult without driver changes. Problems are related to

Re: [osg-users] Windows / NVidia / multi monitor / muti threading (/FBO) problems

2008-04-02 Thread Wojciech Lewandowski
not have this problem. -Paul Wojciech Lewandowski wrote: Hi All, Few threads touched the same subject recently so I decided to share my observations and maybe provoke some discussion on the problem. Maybe together we can get it fixed. I said got it fixed because I am afraid that it might

Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-03 Thread Wojciech Lewandowski
Hi, Thats the problem I described yesterday as complete garbage in my NVIDIA / Windows / multi monitor / mulit threaded post. Will not appear in single screen mode or single threaded. Run examples with --SingleThreaded option to test it. All recent 169.xx and 174.47 show the same issue.

Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-03 Thread Wojciech Lewandowski
Björn, You said in your post that you had switched to OSG 2.3.7. Does it mean that your ealier OSG version was OK on this drivers (169.21) ? What version it was ? Wojtek - Original Message - From: Wojciech Lewandowski [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users

Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-03 Thread Wojciech Lewandowski
Hi Robert, If there is someone to blame its probably the drivers first, second the OSG and its users for doing graphics in very nonstandard way. What game works on multi monitors, multithreaded and in OpenGL ? One must be crazy to do things like this ;-) But seriously I see some hope. Looks

Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-03 Thread Wojciech Lewandowski
J-S and Collin, Thanks. Thats IS something ! I have not realized till now that the OS is the difference. You earlier mentioned that you had both XP and Vista. But thats really cool that Vista work for you. I did the tests on Vista 64 but it looks like I got it wrong or only Vista 32 is so

Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-04 Thread Wojciech Lewandowski
Message - From: Wojciech Lewandowski [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, April 03, 2008 9:13 PM Subject: Re: [osg-users] Problem with multi monitor with NVIDIA card J-S and Collin, Thanks. Thats IS something ! I have not realized

Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-04 Thread Wojciech Lewandowski
Hi J-S, Thanks for emphasizing the suggesttion about Vista greatness ;-P. Sometimes the truth is obvious for the author but dumb readers still don't get it ;-) For me FBOs not working with multi monitor / multi threading was real show stopper. I wanted to proceed with view dependent shadow

Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-04 Thread Wojciech Lewandowski
Hi J-S, Actually I did not intend to show such level of fundamentalism ;-) I only spoke about Vista greatness in comparison to XP ;-). Btw:. we also use both Linuxes and Windows. But visualization is mostly done on Windows. Cheers, Wojtek - Original Message - From: Jean-Sébastien

Re: [osg-users] 64bit CMake on Vista64 question

2008-04-05 Thread Wojciech Lewandowski
Studio 2005 Pro SP1 On Fri, Apr 4, 2008 at 3:36 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi, We did it several months ago. We keep the project untouched from then. As far as I remember one needs to clear cmake cache and select VC 200x 64-bit from target build dialog. You may need

Re: [osg-users] Two separated subgraphs, 2nd trial

2008-04-08 Thread Wojciech Lewandowski
Hi Oliver, I have read your email. And, I too, have no idea what might be wrong. I bet its something beyond the code excerpt you had given. My only guess is that scene is somehow added to second camera. Do you clone this second hud camera from main camera maybe ? Could this be possible that

Re: [osg-users] Getting the model matrix in the vertex shader.

2008-04-17 Thread Wojciech Lewandowski
Hi J-S, I am not sure whether its related or not. We once observed the case when osg uniforms (like osg_ViewMatrixInverse) were not applied by graph nested cameras. I don't recall what exactly was going there. We forced this apply by adding osg_ViewMatrixInverse to nested camera stateset.

Re: [osg-users] Cyclic graphs?!

2008-04-17 Thread Wojciech Lewandowski
Fractals ? Wojtek ;-) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Jean-Sebastien Guay Sent: Thursday, April 17, 2008 8:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Cyclic graphs?! Hi Art, However let us think on something like extended

Re: [osg-users] When must you use SingleThreaded threading model

2008-04-17 Thread Wojciech Lewandowski
Hi Guys, One multithreaded issue I am aware of is osgShadow::ShadowMap::cull method. Its definitely not thread safe. It has no critical section locks. I can imagine a scenario when two views cull threads execute concurrently and mess up _texgen matrix. Other similar scenarios are also possible I

Re: [osg-users] Removing an object from the SceneGraph

2008-04-21 Thread Wojciech Lewandowski
Hi Steve, On the other hand, you don't have to write a visitor, if you know the node was only once added to the graph. Simply use getParent( 0 ) method to obtain node parent. Eg: node-getParent(0)-removeChild( node ); One may be tempted to call removeParent( 0 ) and expect that parent

Re: [osg-users] GLSL Setting up gl_EyePlane

2008-04-24 Thread Wojciech Lewandowski
Hi Paul, Hi,Just a small one - Are the gl_EyePlanes automatically setup when calling texgen-setPlanesFromMatrix(...)? I'm trying to replicate simple Projective texturing using glsl. I am not sure what you mean by automatically... It will be applied to OpenGL in draw phase. When used with

Re: [osg-users] Race condition UpdateCallback vsGLCompileObjectVisitor ?

2008-04-24 Thread Wojciech Lewandowski
Hi Robert, What issues were you seeing at your end? Also how did you monitor the race condition? Did problems still occur after you added the DataVariance setting? I have some time now, and I decided to investigate what is the context of these Windows/multimonitor/multithread/FBO crashes.

Re: [osg-users] Race conditionUpdateCallbackvsGLCompileObjectVisitor ?

2008-04-24 Thread Wojciech Lewandowski
tomorrow. Cheers, Wojtek Lewandowski Hi Wojtek, On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I will try to create a simpler example that clearly shows the issue. I hope this issue its not Windows only and you will be able to repeat it. Thanks for pursuing

Re: [osg-users] Identify traversed camera inside cull callback

2008-04-25 Thread Wojciech Lewandowski
Hi Guys, I am succesfully using following method for getting View cameras: cullVisitor.getRenderStage()-getCamera() To get most recent graph nested camera that cull visitor passed I use: cullVisitor.getCurrentRenderBin()-getStage()-getCamera() There is a catch when adding

Re: [osg-users] OpenSceneGraph 2.4 released

2008-04-25 Thread Wojciech Lewandowski
Congratulations, Robert Wojtek P.S I am amazed how you manage to move OSG forward at such a rapid pace and be constantly present on this forum providing help and guidance. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Identify traversed camera inside cull callback

2008-04-26 Thread Wojciech Lewandowski
much! That was exactly what I was looking for. Cheers Karl On Fri, Apr 25, 2008 at 9:10 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi Guys, I am succesfully using following method for getting View cameras: cullVisitor.getRenderStage()-getCamera() To get

Re: [osg-users] RaceconditionUpdateCallbackvsGLCompileObjectVisitor ?

2008-05-09 Thread Wojciech Lewandowski
not happen always). I hope this test is reproducible at your site ;-) I am going home now, will be back tomorrow. Cheers, Wojtek Lewandowski Hi Wojtek, On Thu, Apr 24, 2008 at 3:10 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: I will try to create a simpler example that clearly shows

Re: [osg-users] Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia

2008-05-09 Thread Wojciech Lewandowski
Hi J-S, Wow, nice sleuthing Mr. Holmes :-) Any chance you could devise a patch we could test, and see if it has a large adverse impact on performance? Thanks. I will see what I can do. It might be a bit difficult because OSG precompiles display lists on a first frame. I suspect that OpenGL

Re: [osg-users] Complete garbage in OSG / XP / multi monitor /multi threaded / NVidia

2008-05-09 Thread Wojciech Lewandowski
for whom this is relevant by posting on osg-users. I am certainly far from proposing fixes at this moment. Wojtek Hi Wojciech, On Fri, May 9, 2008 at 2:16 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Problem could be relaxed when wglMakeCurrent gets called before each frame rendering

Re: [osg-users] Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia

2008-05-09 Thread Wojciech Lewandowski
Thanks, a lot Red frame should never happen. I change flag color to red at the begining of update callback and change it to green at the end of this callback. You have seen red then you just confirmed that there is a bug in OSG or OpenThreads. And update callback might get called at the same

Re: [osg-users] Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia

2008-05-09 Thread Wojciech Lewandowski
Thanks for testing Everyone. This shows that problem is wider and not limited to windows. It looks like GL objects visitor in Renderer thread started by Viewer:: Realize may ovelap with first updateTraversal. I guess its turn for Robert move ;-) Cheers, Wojtek Lewandowski

Re: [osg-users] Complete garbage in OSG / XP / multi monitor/multithreaded / NVidia

2008-05-10 Thread Wojciech Lewandowski
Hi Robert, The solution is either to add a block that prevents the first frame from commencing till all the CompileOperations have been complete, or to move the compile into the osgViewer::Renderer::draw() implementation, so the compile is done after cull, but before the first draw(). The

Re: [osg-users] Complete garbage in OSG / XP / multi monitor/multithreaded / NVidia

2008-05-10 Thread Wojciech Lewandowski
, On Sat, May 10, 2008 at 4:23 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Realize in Producer::Viewer was usually explicitly called before entering update/event/cull/render loop. osgViewer::Viewer::Realize can still be called by user before main loop. I believe this makes first solution

Re: [osg-users] Workaround for the problems in OSG / XP / multimonitor/ multithreaded / NVidia

2008-05-12 Thread Wojciech Lewandowski
, 2008 at 2:16 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Problem could be relaxed when wglMakeCurrent gets called before each frame rendering. I noticed that artifacts appeared when wglMakeCurrent was called only once while worker rendering thread

Re: [osg-users] memory leak about osgMFC example

2008-05-12 Thread Wojciech Lewandowski
Hi Gordon, Maybe we should add a MessageBox with Your suggestions at the startup of MFCexample ;-) Maybe it would end up those posts ? Cheers, Wojtek See http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027 Also check out http://www.catb.org/~esr/faqs/smart-questions.html and the

Re: [osg-users] Workaround for the problems in OSG / XP /multimonitor/ multithreaded / NVidia

2008-05-12 Thread Wojciech Lewandowski
I simply mean a test against the driver version, one could come up with a who sets of tests that try to isolate when this double make current is applied. Automatic in as much as its a test that is done within GraphicsWindowWin32 methods rather than something manually invoked by the user. I may

Re: [osg-users] Workaround for the problems in OSG / XP/multimonitor/ multithreaded / NVidia

2008-05-12 Thread Wojciech Lewandowski
Robert, GraphicsWindowWin32 only exists under Windows, and given that make current is so rarely called and calling it twice with the same value won't break anything I'd suggest we just integrate your hack without any extra checks. As I mentioned before the extra checks could well introduce

Re: [osg-users] Workaround for the problems in OSG / XP /multimonitor/ multithreaded / NVidia

2008-05-12 Thread Wojciech Lewandowski
Thanks J-S, So I'd suggest merge your change as is. I was hoping for a bit more feedback from other Windows users before merging though... You just needed to ask... ;) I tried the change to GraphicsWindowWin32 with the modified osgprerender example, here at work (Vista 32bit, VS2005,

Re: [osg-users] How to document osgShadow?

2008-05-14 Thread Wojciech Lewandowski
urgent work to do first ;-) Cheers, Wojtek - From: Wojciech Lewandowski Sent: Tuesday, May 13, 2008 12:35 PM Hi Ben, J-S, and All, I have recently fixed SSM debuging HUD. Its now functional. I think this is quite useful option that is worth some presentation to wider audience. What

Re: [osg-users] How to document osgShadow?

2008-05-14 Thread Wojciech Lewandowski
Hi J-S, I am bit surprised to see my name called out. Of course its a pleasure and I am ready to help but I am not an author of any technique. I took part in many discussions and sent few fixes for SSM. You also mentioned you were working on a LiSPSM implementation! Any news on that? :-)

Re: [osg-users] How to document osgShadow?

2008-05-14 Thread Wojciech Lewandowski
Ben, I promised to answer some of your questions today. Some time ago I was studying SoftShadowMap code and I had the feeling that I understood it. But today when I tried to look at this again to find the answers for your questions about jitter scale and softness width I realized I am not so sure

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-15 Thread Wojciech Lewandowski
Hi Ben, I fear that also means, in the second question below, that the CastsShadow bit _does_ need to be set for every parent along the nodepath. Otherwise, a visitor recursive descent of the scene graph will quit as soon as it encounters any node, like a Group or LOD, that does not have the

Re: [osg-users] How to document osgShadow?

2008-05-15 Thread Wojciech Lewandowski
technic ? adrian 2008/5/15 Wojciech Lewandowski [EMAIL PROTECTED]: Ben, I promised to answer some of your questions today. Some time ago I was studying SoftShadowMap code and I had the feeling that I understood it. But today when I tried to look at this again to find the answers

Re: [osg-users] Suggestions regarding OSG pssm

2008-05-16 Thread Wojciech Lewandowski
Hi Adrian, I did a test of recent code. Biggest issue, in my opinion, flickering in scene -3 still remains. Shadows with chess.ive indeed look correct, exactly like in the movie you linked. But scene -3 show serious flickering problem. Quite often bottom square gets autoshadowed. Various

Re: [osg-users] Suggestions regarding OSG pssm

2008-05-16 Thread Wojciech Lewandowski
Hi J-S and Adrian, You may say I have some sort of sick fixation but please try lastest code Adrian sent using this command: osgshadow -3 --no-base-texture --pssm --screen 0 --SingleThreaded and osgshadow -3 --no-base-texture --pssm --screen 0 --DrawThreadPerContext Do you see the

Re: [osg-users] osgShadow, node traversal, and node mask

2008-05-20 Thread Wojciech Lewandowski
Hi Ben, For most typical scenario where all parts of the graph cast shadow and can receive shadow, Cast and /Receive masks should be left at default 0x setting. I fear this is not typical. Due to the scale limitations of osgShadow, i suspect that 'most' scenarios involve enabling

Re: [osg-users] Mutli-Thread OSG produce problems with RTT cameras

2008-05-21 Thread Wojciech Lewandowski
Adrian, Do you remember my suggestion that changing DataVariance might help ? In certain threading modes osgUtil::Renderer uses 2 SceneViews to cull and render 2 consecutive frames concurently. Robert used to call it doublebuffering, first of these SceneViews culls and renders odd frames and

Re: [osg-users] Issue with Dualview, nVidia gfx card and Windows XP

2008-05-22 Thread Wojciech Lewandowski
Hi Endre, Yep, sounds like the case I traced. You may try my workaround http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/27702/focus= 27807. Yesterday I got a confirmation from NVidia they verified the bug and opened it for fixing. Cheers, Wojtek -Original Message- From:

Re: [osg-users] ShadowMap is wiping out ambient light; how to fix?

2008-05-22 Thread Wojciech Lewandowski
Ben and Robert, I tried to avoid this discussion beacuse I am just leaving and will be back on monday, but this topic is also on my agenda, so I decided to join. I will be responding on monday. Ben, the change you did in practice equals to simply removing the line setting mbient to 0.

Re: [osg-users] ShadowMap is wiping out ambient light; how to fix?

2008-05-22 Thread Wojciech Lewandowski
guess my posts are so lenghty you may have not read it till the end ;-). I certainly understand that you are terribly busy ;-). Cheers, Wojtek On Thu, May 22, 2008 at 12:05 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Ben and Robert, I tried to avoid this discussion beacuse I am just

Re: [osg-users] LiSPSM contibution ?

2008-05-28 Thread Wojciech Lewandowski
Hi Adrian, Alors, OSG take same way? who could support me ? Count me in. More difficult question is how much of my time I may devote. Unfortunately I am not sure if I can offer some help in June. Maybe its more probable in July. But certainly I am interested in helping in this effort.

Re: [osg-users] Workaround for the problems in OSG / XP / multimonitor/ multithreaded / NVidia

2008-05-28 Thread Wojciech Lewandowski
how long it might be to a fix... so I'm tempted to merge your workaround. Thoughts? Robert. On Mon, May 12, 2008 at 1:28 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote: Hi again, I have modified GraphicsWindowWin32::makeCurrentImplementation method. Code attached. This modification solves

Re: [osg-users] Proper method for getting the screen/viewportresolution.

2008-05-30 Thread Wojciech Lewandowski
Hi Eric, I have a camera drawback and have some legacy OpenGL code that needs to know the size of the viewport. I've tried various combinations of Viewer-GetCamera() in the main. And the callback class does not seem to have anything that can get to the viewport. I suppose it did not work

Re: [osg-users] Problem with osgProducerViewer on new GeForce videocards

2008-05-30 Thread Wojciech Lewandowski
Hi Yefei, I just noticed your post. Robert told you everything. You may try duplicating of wglMakeCurrent. But I doubt this is the same issue if Producer really runs in SingleThreaded mode. You may check this with VS Debugger. See menu Debug / Windows / Threads panel. SingleThreaded app

Re: [osg-users] Crash on first example - push_back call

2008-06-01 Thread Wojciech Lewandowski
Hi, I also saw similar issues when OSG libs built with VS 7.x were linked with example code built with VS 2005. Some STL containers changed its structure and member memory layout between these two versions of IDE. Chhers, Wojtek -Original Message- From: Posch, Stephan [mailto:[EMAIL

Re: [osg-users] [Depth Buffer rendering]

2008-06-12 Thread Wojciech Lewandowski
Hi Mathieu, Sorry I don't have the time to compile and test your code, but I saw the screenshot and it looks like your depth texture gets rendered and applied to the object. What you may need to do is to make sure you set up RTT camera transform exactly as main camera transforms, and texture

Re: [osg-users] [Depth Buffer rendering]

2008-06-13 Thread Wojciech Lewandowski
Hi Mathieu, Good ;-). Regarding your question, I am no sure what can be an issue now. Maybe if I saw your shader it could be simpler ;-) I will try to guess then. If you use vertex shader then you need to replicate texgen computations. Once again I recommend Emulating OpenGL functionality

Re: [osg-users] multi threaded with slave camera and fbo

2008-06-25 Thread Wojciech Lewandowski
Hi Cedric, If someone has some clue or advise to dig it Sorry I had no time to look at the repro you created. I looked at your earlier modified prerender example though. I got curious and started to debug it I think I found some additional important circumstances and workaround that my help

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