Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19032#19032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19032#19032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19032#19032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19032#19032 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19061#19061 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18917#18917 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18917#18917 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18917#18917 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18938#18938 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18917#18917 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18938#18938 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18947#18947 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18947#18947 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18947#18947 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org