Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Art Tevs
Hi Wyat,


WyattEarp wrote:
 
 What is the
 cudakernel project that Cmake generated?  Note of the files will open
 in VS.
 

This is the cuda example project. I have not checked if cmake does also 
generate valid VS files for cuda module in the example. 


 
 Also, when I try to run the video example I get an error message saying that 
 a plugin could not be found to read objects from Data/Images/video.avi and 
 one that says the video.avi file could not be found.  I copied the Data 
 directory underneath my bin directory and the other examples, except the cuda 
 example and the osgppu_viewer example... the last one could be because I am 
 not passing the correct args in.
 

Please read README first. It says that you have to specify OSG_FILE_PATH before 
running the examples. Yes one way would be just to copy the Data directory 
under the bin path. Check that your osg plugins responsilbe for avi handling 
could also be found. Just to be on the safe side, you can copy all osgdb_*.dll 
into the bin directory where your examples are built.
osgppu_viewer has to be started with a file path to any .ppu file. In those 
files the complete pipeline is stored, similar to .osg files.

cheers,
art

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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Wyatt Earp
I followed the instructions in the README prior to posting this, but
was still having problems.  I moved the osgdb*.dll files to the
directory where my examples live.  osgppu_viewer runs now, but the
osgppu_video is still complaining about not finding the plugin it
needs.  Which particular plugin does it need?

W

On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Wyat,


 WyattEarp wrote:

 What is the
 cudakernel project that Cmake generated?  Note of the files will open
 in VS.


 This is the cuda example project. I have not checked if cmake does also 
 generate valid VS files for cuda module in the example.



 Also, when I try to run the video example I get an error message saying that 
 a plugin could not be found to read objects from Data/Images/video.avi and 
 one that says the video.avi file could not be found.  I copied the Data 
 directory underneath my bin directory and the other examples, except the 
 cuda example and the osgppu_viewer example... the last one could be because 
 I am not passing the correct args in.


 Please read README first. It says that you have to specify OSG_FILE_PATH 
 before running the examples. Yes one way would be just to copy the Data 
 directory under the bin path. Check that your osg plugins responsilbe for avi 
 handling could also be found. Just to be on the safe side, you can copy all 
 osgdb_*.dll into the bin directory where your examples are built.
 osgppu_viewer has to be started with a file path to any .ppu file. In those 
 files the complete pipeline is stored, similar to .osg files.

 cheers,
 art

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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Wyatt Earp
I think I found the problem why the plugin isn't found... Is the
plugin for playing avi the QuickTime plugin?  If it is, it isn't
building built when I build OSG.  I ran CMake and see that the
QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND.  I assume
this is the reason the qt plugin isn't being built. Is that the case?
W

On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Wyat,


 WyattEarp wrote:

 What is the
 cudakernel project that Cmake generated?  Note of the files will open
 in VS.


 This is the cuda example project. I have not checked if cmake does also 
 generate valid VS files for cuda module in the example.



 Also, when I try to run the video example I get an error message saying that 
 a plugin could not be found to read objects from Data/Images/video.avi and 
 one that says the video.avi file could not be found.  I copied the Data 
 directory underneath my bin directory and the other examples, except the 
 cuda example and the osgppu_viewer example... the last one could be because 
 I am not passing the correct args in.


 Please read README first. It says that you have to specify OSG_FILE_PATH 
 before running the examples. Yes one way would be just to copy the Data 
 directory under the bin path. Check that your osg plugins responsilbe for avi 
 handling could also be found. Just to be on the safe side, you can copy all 
 osgdb_*.dll into the bin directory where your examples are built.
 osgppu_viewer has to be started with a file path to any .ppu file. In those 
 files the complete pipeline is stored, similar to .osg files.

 cheers,
 art

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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Art Tevs
Which plugin is exactly used, is actually not dependent on osgppu. It just uses 
osgDB to load an .avi file. In earlier versions of osg a quicktime plugin was 
used to play .avi files, right. I don't know exactly the version number, but in 
between there was a change to ffmpeg plugin. I am also not sure if ffmpeg is 
built on windows at all.

So, if video example don't work, then just ignore it, if it is sufficient for 
you. It could be that you would require couple of additional libraries to built 
osg's video plugin on windows. Maybe search in forum or on the mailing list 
archives to find mor einfo, how to use video playback in osg on windows.

cheers,
art



WyattEarp wrote:
 I think I found the problem why the plugin isn't found... Is the
 plugin for playing avi the QuickTime plugin?  If it is, it isn't
 building built when I build OSG.  I ran CMake and see that the
 QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND.  I assume
 this is the reason the qt plugin isn't being built. Is that the case?
 W
 
 On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs  wrote:
 
  Hi Wyat,
  
  
  WyattEarp wrote:
  
   
   What is the
   cudakernel project that Cmake generated?  Note of the files will open
   in VS.
   
   
  
  This is the cuda example project. I have not checked if cmake does also 
  generate valid VS files for cuda module in the example.
  
  
  
   
   Also, when I try to run the video example I get an error message saying 
   that a plugin could not be found to read objects from 
   Data/Images/video.avi and one that says the video.avi file could not be 
   found.  I copied the Data directory underneath my bin directory and the 
   other examples, except the cuda example and the osgppu_viewer example... 
   the last one could be because I am not passing the correct args in.
   
   
  
  Please read README first. It says that you have to specify OSG_FILE_PATH 
  before running the examples. Yes one way would be just to copy the Data 
  directory under the bin path. Check that your osg plugins responsilbe for 
  avi handling could also be found. Just to be on the safe side, you can copy 
  all osgdb_*.dll into the bin directory where your examples are built.
  osgppu_viewer has to be started with a file path to any .ppu file. In those 
  files the complete pipeline is stored, similar to .osg files.
  
  cheers,
  art
  
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  http://forum.openscenegraph.org/viewtopic.php?p=19032#19032
  
  
  
  
  
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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
Hi Wyatt,

The main idea of osgPPU is to use input textures to process them. This can be 
used for rendering  as also for GPGPU. 

Take a look into HDR and Video examples. In the first one the input color 
buffer of the camera is used to apply HDR tone mapping and glow effect and then 
render it on the screen. In the second example input texture is used to be 
processed and then used as a texture on some quad. So as you can see, one can 
use osgPPU not only for outputing results to the screen but also to process a 
texture in between and then use it in usual rendering.

regards,
art



WyattEarp wrote:
 Hi,
 
 
 I have an OSG app to which I would like to add a second render pass.  I 
 render to a fbo hdr texture and I want to use a 2nd pass to process this 
 texture, then write out to another hdr texture, then display.  Is this the 
 sort of thing that osgPPU is meant for?  My app isn't a GPGPU app it is a 
 visual render app.
 
 Thank you!
 
 Cheers,
 Wyatt


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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
I download the latest code from SVN, ran CMake to generate the proj
files, and tried to build it.

I am getting the following error (repeatedly):

OSG-2.8\include\osg/Export(17) : fatal error C1083: Cannot open
include file: 'osg/Config': No such file or directory

Maybe I didn't set the parameters in the CMake config process correctly.

Wyatt

On Fri, Oct 30, 2009 at 4:59 AM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Wyatt,

 The main idea of osgPPU is to use input textures to process them. This can be 
 used for rendering  as also for GPGPU.

 Take a look into HDR and Video examples. In the first one the input color 
 buffer of the camera is used to apply HDR tone mapping and glow effect and 
 then render it on the screen. In the second example input texture is used to 
 be processed and then used as a texture on some quad. So as you can see, one 
 can use osgPPU not only for outputing results to the screen but also to 
 process a texture in between and then use it in usual rendering.

 regards,
 art



 WyattEarp wrote:
 Hi,


 I have an OSG app to which I would like to add a second render pass.  I 
 render to a fbo hdr texture and I want to use a 2nd pass to process this 
 texture, then write out to another hdr texture, then display.  Is this the 
 sort of thing that osgPPU is meant for?  My app isn't a GPGPU app it is a 
 visual render app.

 Thank you!

 Cheers,
 Wyatt


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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
The error is that osg installation could not be found. Check that you have osg 
also installed. The svn version of osgppu does only work with the current svn 
version of osg. If you have older osg version installed, then get the according 
osgppu version either from the svn tags repository or directly from osgppu 
webpage (projects.tevs.eu/osgppu).

Check also that CMake was able to find your osg installation. If you can see 
cmake variables like OSGxxx_LIBRARY_RELEASE set to NOT FOUND, then CMake was 
not able to find the installation. Then you have to set OSG_DIR variable to the 
path, where osg is installed in order to let cmake find it.

cheers,
art



WyattEarp wrote:
 I download the latest code from SVN, ran CMake to generate the proj
 files, and tried to build it.
 
 I am getting the following error (repeatedly):
 
 OSG-2.8\include\osg/Export(17) : fatal error C1083: Cannot open
 include file: 'osg/Config': No such file or directory
 
 Maybe I didn't set the parameters in the CMake config process correctly.
 
 Wyatt
 
 On Fri, Oct 30, 2009 at 4:59 AM, Art Tevs  wrote:
 
  Hi Wyatt,
  
  The main idea of osgPPU is to use input textures to process them. This can 
  be used for rendering  as also for GPGPU.
  
  Take a look into HDR and Video examples. In the first one the input color 
  buffer of the camera is used to apply HDR tone mapping and glow effect and 
  then render it on the screen. In the second example input texture is used 
  to be processed and then used as a texture on some quad. So as you can see, 
  one can use osgPPU not only for outputing results to the screen but also to 
  process a texture in between and then use it in usual rendering.
  
  regards,
  art
  
  
  
  WyattEarp wrote:
  
   Hi,
   
   
   I have an OSG app to which I would like to add a second render pass.  I 
   render to a fbo hdr texture and I want to use a 2nd pass to process this 
   texture, then write out to another hdr texture, then display.  Is this 
   the sort of thing that osgPPU is meant for?  My app isn't a GPGPU app it 
   is a visual render app.
   
   Thank you!
   
   Cheers,
   Wyatt
   
  
  
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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
Thanks,

I am using OSG 2.8.0 and the osgPPU from SVN.  Is that a problem?

Also... I clicked configure on the CMake panel, then proceeded to
point all of the OSGxxx_LIBRARY_RELEASE type vars to the correct
location/files.  I thought I set OSG_DIR to the root of my osg tree,
but I'll check.  I downloaded the zipped up OSG 2.8.0 and built it,
rather than using an installer.

W


On Fri, Oct 30, 2009 at 11:16 AM, Art Tevs arti_t...@yahoo.de wrote:
 The error is that osg installation could not be found. Check that you have 
 osg also installed. The svn version of osgppu does only work with the current 
 svn version of osg. If you have older osg version installed, then get the 
 according osgppu version either from the svn tags repository or directly from 
 osgppu webpage (projects.tevs.eu/osgppu).

 Check also that CMake was able to find your osg installation. If you can see 
 cmake variables like OSGxxx_LIBRARY_RELEASE set to NOT FOUND, then CMake was 
 not able to find the installation. Then you have to set OSG_DIR variable to 
 the path, where osg is installed in order to let cmake find it.

 cheers,
 art



 WyattEarp wrote:
 I download the latest code from SVN, ran CMake to generate the proj
 files, and tried to build it.

 I am getting the following error (repeatedly):

 OSG-2.8\include\osg/Export(17) : fatal error C1083: Cannot open
 include file: 'osg/Config': No such file or directory

 Maybe I didn't set the parameters in the CMake config process correctly.

 Wyatt

 On Fri, Oct 30, 2009 at 4:59 AM, Art Tevs  wrote:

  Hi Wyatt,
 
  The main idea of osgPPU is to use input textures to process them. This can 
  be used for rendering  as also for GPGPU.
 
  Take a look into HDR and Video examples. In the first one the input color 
  buffer of the camera is used to apply HDR tone mapping and glow effect and 
  then render it on the screen. In the second example input texture is used 
  to be processed and then used as a texture on some quad. So as you can 
  see, one can use osgPPU not only for outputing results to the screen but 
  also to process a texture in between and then use it in usual rendering.
 
  regards,
  art
 
 
 
  WyattEarp wrote:
 
   Hi,
  
  
   I have an OSG app to which I would like to add a second render pass.  I 
   render to a fbo hdr texture and I want to use a 2nd pass to process this 
   texture, then write out to another hdr texture, then display.  Is this 
   the sort of thing that osgPPU is meant for?  My app isn't a GPGPU app it 
   is a visual render app.
  
   Thank you!
  
   Cheers,
   Wyatt
  
 
 
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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Art Tevs
Hi,


WyattEarp wrote:
 
 I am using OSG 2.8.0 and the osgPPU from SVN.  Is that a problem?
 

yes, it will be a problem. osgPPU from SVN needs some functionality of the very 
current osg. So, for you (osg v2.8.0) you better download osgPPU from the 
download section on the project webpage 
(http://projects.tevs.eu/osgppu/downloads/15)


 
 Also... I clicked configure on the CMake panel, then proceeded to
 point all of the OSGxxx_LIBRARY_RELEASE type vars to the correct
 location/files.  I thought I set OSG_DIR to the root of my osg tree,
 but I'll check.  I downloaded the zipped up OSG 2.8.0 and built it,
 rather than using an installer.
 

Yes OSG_DIR can be the root of your source tree as also installation path. The 
thing is that when you built osg it will place a Config file in your build 
directory. This will be copied to install directory when you install osg. If 
you do not install osg, then copy this Config file directly to other include 
files in your osg source tree.

art

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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
what is the difference between OSG_INCLUDE_DIR and OSG_GEN_INCLUDE_DIR?

W

On Fri, Oct 30, 2009 at 12:08 PM, Art Tevs arti_t...@yahoo.de wrote:
 Hi,


 WyattEarp wrote:

 I am using OSG 2.8.0 and the osgPPU from SVN.  Is that a problem?


 yes, it will be a problem. osgPPU from SVN needs some functionality of the 
 very current osg. So, for you (osg v2.8.0) you better download osgPPU from 
 the download section on the project webpage 
 (http://projects.tevs.eu/osgppu/downloads/15)



 Also... I clicked configure on the CMake panel, then proceeded to
 point all of the OSGxxx_LIBRARY_RELEASE type vars to the correct
 location/files.  I thought I set OSG_DIR to the root of my osg tree,
 but I'll check.  I downloaded the zipped up OSG 2.8.0 and built it,
 rather than using an installer.


 Yes OSG_DIR can be the root of your source tree as also installation path. 
 The thing is that when you built osg it will place a Config file in your 
 build directory. This will be copied to install directory when you install 
 osg. If you do not install osg, then copy this Config file directly to other 
 include files in your osg source tree.

 art

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Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-30 Thread Wyatt Earp
Everything, osgPPU, plugin and examples builds.  What is the
cudakernel project that Cmake generated?  Note of the files will open
in VS.

W


On Fri, Oct 30, 2009 at 12:08 PM, Art Tevs arti_t...@yahoo.de wrote:
 Hi,


 WyattEarp wrote:

 I am using OSG 2.8.0 and the osgPPU from SVN.  Is that a problem?


 yes, it will be a problem. osgPPU from SVN needs some functionality of the 
 very current osg. So, for you (osg v2.8.0) you better download osgPPU from 
 the download section on the project webpage 
 (http://projects.tevs.eu/osgppu/downloads/15)



 Also... I clicked configure on the CMake panel, then proceeded to
 point all of the OSGxxx_LIBRARY_RELEASE type vars to the correct
 location/files.  I thought I set OSG_DIR to the root of my osg tree,
 but I'll check.  I downloaded the zipped up OSG 2.8.0 and built it,
 rather than using an installer.


 Yes OSG_DIR can be the root of your source tree as also installation path. 
 The thing is that when you built osg it will place a Config file in your 
 build directory. This will be copied to install directory when you install 
 osg. If you do not install osg, then copy this Config file directly to other 
 include files in your osg source tree.

 art

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