Re: [osg-users] OSG 2.1.10 windows refresh / performance

2007-09-16 Thread Gert van Maren
Hi Robert,

 updating itself.  Under windows do you have to give the window manager
 a kick (i.e. send it an event) each time you close a window?  This is
 something Windows developers will need to answer  code a solution.

We tried to refresh via SendMessage() but no joy. Will keep investigating.

 Did do the Cmake release compile but the /O2 option didn't get set in  
 the
 vs project by Cmake (running VS2003 7). Had to add it manually. Now have
 comparable fps as OSG12.
 How are you building using CMake?  Using CMakeSetup?

Yep, CMakeSetup and the /O2 option is defined there but on in my resulting  
vcprojs. Maybe because I am using Visual C++ 2003 Standard and the  
optimizing compiler of Visual C++ Toolkit 2003.

Still hesistant to go to VS 2005 because of all the reported bugs which MS  
promises to fix in VS 2008 but who knows.

Gert


-- 
Gert van Maren

Head of Research  Development
K2Vi Virtual Reality Software
Data Interface Technologies Ltd

Phone: +64 21 2855581
Email: [EMAIL PROTECTED]
Web: http://www.k2vi.com

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Re: [osg-users] Need a non-const NodeVisitor -- again

2007-09-16 Thread Robert Osfield
Hi Paul,

All I can say is welcome to C++ :-)

Occasionally one has to cast away constness for the sake of
convinience and to avoid duplicating many code blocks that otherwise
would have to have both const and non const versions.  When you cast
away constness you are effectively taking the law in your hands and
agreeing not to be naughty and break any rules - only bend them a
little.

Robert.

On 9/15/07, Paul Martz [EMAIL PROTECTED] wrote:


 Hi Robert -- Here's an interesting aspect of OSG's design I've just recently
 stumbled across.

 osgDB::ReaderWriter::writeNode's first param is a const
 osg::Node. I can understand that writing a file is inherently a const
 operation as far as the scene graph is concerned. However, the obvious thing
 to do within writeNode is to traverse the node with a NodeVisitor, which
 requires calling Node::accept(), which requires the node to be non-const.

 So it seems like the nature of the design is to require writeNode to cast
 away const, but I wanted to check: Did you intend implementations of
 writeNode to do something other than use a NodeVisitor?

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 303 859 9466

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[osg-users] FBO question

2007-09-16 Thread Igor Naigovzin
Hello to all!
I have a simple question.
I want to render a two cameras (two different render surfaces) by exactly
the same scene.
But the two cameras are with different sizes.
I.e. the two cameras has to show me the same picture, but not the same size.
1. I'm using CameraNode and frame buffer object in order to render the scene
to the texture.
2***. I use the same texture for two cameras.
3. If I use RenderImplementationTarget as image then everything is OK.
But if I use RenderImplementationTarget as texture then only one camera
shows me the texture.

Is there any way to use the same texture rendered to frame buffer object for
the two cameras without copying it?
Or maybe there is another way to do this purpose?

Thank you a lot!

*** This is how I am doing it:

  root
   / \
  /   \
   CameraNodepolygon
   |
   |
   scene

CameraNode has a mask (only main camera traverses the CameraNode)
Both cameras render the polygon with the prerenderred (by frame buffer
object) texture.


===
  Igor Naigovzin
  Technion - CS and Biology Student
  Rafael - Software Developer
  email: [EMAIL PROTECTED]
===
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[osg-users] Addition and Subtraction

2007-09-16 Thread Renan Mendes
Hello, there.

I have searched tutorials and the reference guide, but I couldn't find
anything on addition and subtraction of shapes, if there is such a thing. My
problem is to render a shape missing its intersection with another one. In
another words: a box with a hole. How do I do this?

Thanks,

Renan M Z Mendes
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Re: [osg-users] Addition and Subtraction

2007-09-16 Thread Renan Mendes
Oh, that's a shame. Thanks anyway...

But how would you do that? Is there any OpenGL primitive appropriate for
this kind of rendering? Anywhere I can read about it?
Thanks again, Robert.
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Re: [osg-users] Addition and Subtraction

2007-09-16 Thread Robert Osfield
On 9/16/07, Renan Mendes [EMAIL PROTECTED] wrote:
 Oh, that's a shame. Thanks anyway...

 But how would you do that? Is there any OpenGL primitive appropriate for
 this kind of rendering? Anywhere I can read about it?

There is no OpenGL primitive to support what you are after.

The closest you could get would be to use the stencil buffer and
multi-pass.  Look up constructive solid modeling on the web.

Robert.
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Re: [osg-users] Addition and Subtraction

2007-09-16 Thread Renan Mendes
I'll check into that. Thanks, both of you.

Renan M Z Mendes
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Re: [osg-users] Sharing statesets across files

2007-09-16 Thread Paul Martz
OSG's OpenFlight loader supports this. A parent flt file contains texture
and material palettes, which, when loaded into OSG, become arrays of
StateSets with texture and material values. If the parent model then uses
external reference records, and specifies that the parent palettes override
child palettes, then all child models referenced by the parent model will
share the same StateSets.
 
Not sure about this, but I don't think the existing OpenFlight loader has
support to page in external reference models. If not, then this might not
be a solution for you.
 
Hope that helps,
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466
 

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Franklin
Sent: Sunday, September 16, 2007 2:25 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Sharing statesets across files


Is there a way of including a proxy stateset node or referencing a stateset
stored in another file? I am trying to split up a single model into smaller
pagable chunks. However, my original model makes significant use of shared
statesets to maximise reuse of textures. When I break up my model each leaf
node includes its own copy of the shared stateset. The total disk space used
by the resulting fragments is a factor of ten larger than the original file.
This in itself is not a problem but the resulting texture memory usage is
also a factor of ten larger as a result of the lack of reuse.

Thanks in advance,

Matt 

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Re: [osg-users] Sharing statesets across files

2007-09-16 Thread Zach Deedler
Hi Matt,

 

SharedStateManager is what you want.  I didn't have luck improving
performance with it, but you can check it out.  I believe the DatabasePager
shares the states when data is paged in if the SharedStateManager exists.
(I don't think it is initialized by default).  You have to call:

osgDB::Registry::instance()-getOrCreateSharedStateManager();

to create it, and then it should run from then on.

Look inside the osgDB::DatabasePager code for sharedState.

Also, osgDB::SharedStateManager.cpp

 

I think it is pretty time consuming, though, so it may not work for you.  I
think you'll get a decrease in memory usage, but also a decrease in
performance.  Its easy enough to try though.  (Just add the one line above
before you load any models).

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Franklin
Sent: Sunday, September 16, 2007 4:25 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Sharing statesets across files

 

Is there a way of including a proxy stateset node or referencing a stateset
stored in another file? I am trying to split up a single model into smaller
pagable chunks. However, my original model makes significant use of shared
statesets to maximise reuse of textures. When I break up my model each leaf
node includes its own copy of the shared stateset. The total disk space used
by the resulting fragments is a factor of ten larger than the original file.
This in itself is not a problem but the resulting texture memory usage is
also a factor of ten larger as a result of the lack of reuse.

Thanks in advance,

Matt 

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Re: [osg-users] Sharing statesets across files

2007-09-16 Thread Zach Deedler
Looks like you may also want to call this:

osgDB::Registry::instance()-getOrCreateSharedStateManager()-setShareMode(S
HARE_TEXTURES | SHARE_STATESETS);

since SHARE_TEXTURES is the default.

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Franklin
Sent: Sunday, September 16, 2007 4:25 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Sharing statesets across files

 

Is there a way of including a proxy stateset node or referencing a stateset
stored in another file? I am trying to split up a single model into smaller
pagable chunks. However, my original model makes significant use of shared
statesets to maximise reuse of textures. When I break up my model each leaf
node includes its own copy of the shared stateset. The total disk space used
by the resulting fragments is a factor of ten larger than the original file.
This in itself is not a problem but the resulting texture memory usage is
also a factor of ten larger as a result of the lack of reuse.

Thanks in advance,

Matt 

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[osg-users] depth buffer - real pixel z - depth

2007-09-16 Thread zarrandreas
Hi,

I render depth buffer to the image, but values I have there are between
[0.0, 1.0].

How can I get real z-depth?

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Re: [osg-users] probs running OSG on non-dev system?

2007-09-16 Thread Hartmut Seichter

The redistributable package should reside:

%ProgramFiles%\Microsoft Visual Studio 
8\SDK\v2.0\BootStrapper\Packages\vcredist_x86

for x86 ... more details here:

http://blogs.msdn.com/astebner/archive/2007/01/24/updated-vc-8-0-runtime-redistributable-packages-are-included-in-visual-studio-2005-sp1.aspx


Cheers,
Hartmut




Mike Weiblen wrote:
 Pardon the sparse details, had a problem in wee hours this morn...
 
 Built a 2.1.10-ish OSG on one system w/ winxppro/vs8, tried to run the
 resulting osgviewer on a different system w/ winxphome but no VS8
 installed.  I got entirely unhelpful errormsgs/dialogs along the lines
 of that application cant be run or trying reinstalling the app.  The
 VS8 runtime libs were present on the non-VS8 system
 
 Does this ring any bells?  Could the VS8 or Cmake ocnfigs be triggering
 some OS or binary dependency?
 
 Thanks
 -- mew
 
 Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
 http://www.zebraimaging.com/
 
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[osg-users] Object Array

2007-09-16 Thread Carlos Nava
Hi,

  I need to declare arrays of various types of objects, like transformations 
and groups, can you help me?


Carlos

   
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[osg-users] Convertion to osg::Image from IplImage (OpenCV) for use as texture

2007-09-16 Thread John Steinbis
Hi,
I'm trying to convert an IplImage (OpenCV) type to osg::Image type for
use as a texture within OSG. My conversion routine attempts to utilize
setImage(...) of image class. It crashes and I havent been able to
track down the problem.

Does anyone have experience with a conversion like this or advise
about building osg images from other types? Thank you!

-- John
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Re: [osg-users] probs running OSG on non-dev system?

2007-09-16 Thread Mike Weiblen
Hi,

ok that was a good idea.  I double-checked, and yes my runtime libs were
from the VS8 SP1.  The weird thing is, now I can not get it to fail again?!
It was late, maybe I dreamed it? :-S

thanks for the suggestion
-- mew




On 9/14/07, Serge Lages [EMAIL PROTECTED] wrote:

 On 9/14/07, Mike Weiblen [EMAIL PROTECTED] wrote:
 
  Pardon the sparse details, had a problem in wee hours this morn...
 
  Built a 2.1.10-ish OSG on one system w/ winxppro/vs8, tried to run the
  resulting osgviewer on a different system w/ winxphome but no VS8
  installed.  I got entirely unhelpful errormsgs/dialogs along the lines
  of that application cant be run or trying reinstalling the app.  The
  VS8 runtime libs were present on the non-VS8 system
 
  Does this ring any bells?  Could the VS8 or Cmake ocnfigs be triggering
  some OS or binary dependency?
 
 
 Hi,

 Are you sure that the redistributable package you have installed in the
 non-VS8 system correspond to the VS you use to build the application ? If
 you use VS8 SP1 make sure you use the updated run time libs for it.

 --
 Serge Lages
 http://www.magrathea-engine.org
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-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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