Re: [osg-users] Proposal to change the way theColladapluginhandlesthe DAE object

2007-11-26 Thread Mattias Linde
Hi,

The changes you proposed for dae-handling sounds ok to me.

On Mon, Nov 26, 2007 at 12:59:00AM -, Roger James wrote:
 Here is the first pass at my proposed changes. I have not put the Google
 compatibility and transparency handling on output in yet but most of the
 other stuff is in there.
 
  
 
 I have cleaned up the file/URI handling and added support for UNC names.
   
 
 The reader now returns some extra information about scaling and orientation.
 
  
 
 Mattias, I am not convinced about the use of std::auto_ptr to return
 information from the plugin I have followed your convention but I still
 think passing things through a void pointer will cause memory leaks.
 

I'm not completely happy with that auto_ptr neither, been thinking about
making a submission for fixing this and adding more generalised data
handling (Robert mentioned some about thison osg-submissions before), but 
I haven't gotten around to do it yet, been busy days lately.

The reason for passing back that filename was that it could be stored under a
different path (since the plugin had it's way with the filename).
Now with your changes regarding file/uri handling the need for passing back 
the path to the document might no longer be needed (need to look more at the 
code
before I can say for sure).

Nice work.


/ Mattias

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Re: [osg-users] small VirtualPlanetBuilder bug

2007-11-26 Thread Christoph Ehrler
Hi Robert and Jason,

yes, there are different coordinate systems:

texture - lat/long
height - UTM 32N  (WGS 84, meter)

At the time I care about the optical aspect only thus I didn't test
which coordinate system the output had.
Unfortunately I can't send images since the data is not ours. I will
do some testing with the Puget Sound data.

Cheers, have a nice week
Christoph



On Nov 23, 2007 5:17 PM, Jason Beverage [EMAIL PROTECTED] wrote:
 Hi Christoph,

 Are your elevation and imagery in the same coordinate system?  It's
 been awhile since I've looked at VPB, but if I recall correctly, the
 last input file on the command line is used to determine the
 coordinate system of the output database.  So, if someGeoTiff_Height
 is in a geodetic projection and someGeoTiff_Texture is in a UTM
 projection, the first command will produce a database in geodetic and
 the second command line will produce a database in UTM.

 VPB should scale height values appropriately (at least it was at one
 point) if you are producing a geodetic database, but this is one
 explanation as to why your output would be different depending on the
 order of your command line arguments.

 Good luck!

 Jason


 On 11/23/07, Christoph Ehrler [EMAIL PROTECTED] wrote:
  Hi @ all VTP users and developers,
 
  Apparently it's not arbitrary how to arrange the data input for
  VirtualPlanetBuilder.
 
  The first commandline input produces a weired result with texture and
  heightfield matching but meshing of the heightfield corrupted. Every
  tile of the heightfield has only one central point to which all
  triangles converge.
  The second commandline produces perfect results though -d and -t
  statements are yust exchanged !?!
 
 
  osgdem -t someGeoTiff_Texture -d someGeoTiff_Height -l 99 -o output
 
 
  osgdem -d someGeoTiff_Height -t someGeoTiff_Texture -l 99 -o output
 
 
  Just to inform you because we spent hours believing it was the
  compression or the bit depth of the GeoTIFF !!
 
  Cheers
  Christoph
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Re: [osg-users] wrong vertex attribute values when using setPrimitiveSet(...)

2007-11-26 Thread Robert Osfield
Hi Daniel,

Could you please break up your text into more digestible chunks, as
its really hard to follow single large paragraphs. The harder you make
it for others reading your posts the less likely you'll find someone
who understand your problem enough to respond.

Robert.

On Nov 25, 2007 6:14 PM, Daniel Holz [EMAIL PROTECTED] wrote:
 hi everybody,

 i implemented an algorithm which generates tracks, left behind by a car
 which drives on a terrain. the tracks are graphically represented by
 arbitrary primitiveSets (triangles, quads, polygons). to prevent the
 system from crashing when out of memory (driving for several hours,
 continously generating track polygons) i used the primitiveSetList in
 the osg::Geometry object like a queue, inserting newly created
 primitiveSets at position 0 (osg::Geometry::setPrimitiveSet(0, polygon))
 when maxNumPolygons is reached. a simple queue.
 everything worked fine, but when i decided to associate an array of
 vertex attributes with the vertices (storing the current frame number
 for each vertex which is created and using this information to create a
 fade out effect for the tracks in a vertex shader) i got wrong vertex
 attribute values when the polygon queue was filled. all the other values
 like texture coordinates, and vertex positions are fine.
 in contrary when using no polygon queue (just pushing the new polygons
 into the vector) the vertex attribute values are correct.
 could there be a problem with some kind of caching of the vertex
 attributes? i also use an array of texture coordinates with new values
 inserted every frame and the values are always correct. i don't get it.
 perhaps somebody experienced a similar problem and can help me.

 cheers,
 daniel
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Re: [osg-users] small VirtualPlanetBuilder bug

2007-11-26 Thread Robert Osfield
Hi Chistopher,

The different coordinate systems is what is leading to the difference.
 When you don't specify a destination coordinate system VPB/osgdem has
to choose one for you, and it takes the first entry in the source list
as the destination coordinate system to use.  If you do specify the
coordinate system yourself then you'll avoid this ambiguity.

Robert.

On Nov 26, 2007 8:24 AM, Christoph Ehrler [EMAIL PROTECTED] wrote:
 Hi Robert and Jason,

 yes, there are different coordinate systems:

 texture - lat/long
 height - UTM 32N  (WGS 84, meter)

 At the time I care about the optical aspect only thus I didn't test
 which coordinate system the output had.
 Unfortunately I can't send images since the data is not ours. I will
 do some testing with the Puget Sound data.

 Cheers, have a nice week
 Christoph




 On Nov 23, 2007 5:17 PM, Jason Beverage [EMAIL PROTECTED] wrote:
  Hi Christoph,
 
  Are your elevation and imagery in the same coordinate system?  It's
  been awhile since I've looked at VPB, but if I recall correctly, the
  last input file on the command line is used to determine the
  coordinate system of the output database.  So, if someGeoTiff_Height
  is in a geodetic projection and someGeoTiff_Texture is in a UTM
  projection, the first command will produce a database in geodetic and
  the second command line will produce a database in UTM.
 
  VPB should scale height values appropriately (at least it was at one
  point) if you are producing a geodetic database, but this is one
  explanation as to why your output would be different depending on the
  order of your command line arguments.
 
  Good luck!
 
  Jason
 
 
  On 11/23/07, Christoph Ehrler [EMAIL PROTECTED] wrote:
   Hi @ all VTP users and developers,
  
   Apparently it's not arbitrary how to arrange the data input for
   VirtualPlanetBuilder.
  
   The first commandline input produces a weired result with texture and
   heightfield matching but meshing of the heightfield corrupted. Every
   tile of the heightfield has only one central point to which all
   triangles converge.
   The second commandline produces perfect results though -d and -t
   statements are yust exchanged !?!
  
  
   osgdem -t someGeoTiff_Texture -d someGeoTiff_Height -l 99 -o output
  
  
   osgdem -d someGeoTiff_Height -t someGeoTiff_Texture -l 99 -o output
  
  
   Just to inform you because we spent hours believing it was the
   compression or the bit depth of the GeoTIFF !!
  
   Cheers
   Christoph
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Re: [osg-users] I can't use VirtualPlanetBuilder..!

2007-11-26 Thread Robert Osfield
On Nov 25, 2007 7:50 PM, ümit uzun [EMAIL PROTECTED] wrote:

 Hi Robert;

 I wrote all thing what I have done! And I insert all my result in OSGDEM 
 folder which you can download from 
 http://rapidshare.com/files/72243472/OSGDEM.tar.gz.html . It is almost 15 MB! 
 İf you download this folder you can look at images, step by step command and 
 created pegout.osga database! Could you open pegout.osga with osgviewer and 
 tell me what you see on your monitor?
 I only do what you say! But I can't find the problem!

 Thanks to all your help..!

Argg...  ignore advice and you will go wrong.

The osgdem source data you are passing to to osgdem has no geospatial
coordinate itself, and you are not specifying any yourself as layed
out in the osgdem tutorial that started you off on this road.  So...
the result like your source data is undefined.

Please use data that has geospatial coords or add them via gdal
command line tools, or via the --xx etc command line options.  And
please re-read my earlier reply.

Robert.
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Re: [osg-users] I can't use VirtualPlanetBuilder..!

2007-11-26 Thread om

Hi Umit,

The time consumption is because you have not specified the number of 
levels to be generated and the default is 10 levels.
You can reduce the time taken by specifying the number of levels and 
reducing it to 2 or 3.
And  the  improper data  generation  may be due to the  scaling 
factor.Since the data is of very low resolution try giving a scale 
factor in the range of around 10^(-3).


Om



ümit uzun wrote:


Hi Robert;

I wrote all thing what I have done! And I insert all my result in OSGDEM folder 
which you can download from 
http://rapidshare.com/files/72243472/OSGDEM.tar.gz.html . It is almost 15 MB! 
İf you download this folder you can look at images, step by step command and 
created pegout.osga database! Could you open pegout.osga with osgviewer and 
tell me what you see on your monitor?
I only do what you say! But I can't find the problem!

Thanks to all your help..!

Umit UZUN


 


Date: Sun, 25 Nov 2007 12:36:39 +
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] I can't use VirtualPlanetBuilder..!

Hi Umit,

Big builds can take quite a long time, 2 days for the puget sound data
is odd though, and the strips aren't normal either especially for such
a small dataset as 1kby1k, this I'd expect to complete is
seconds/minutes.

As to what is up at your end, I have no clue.

Robert.

On Nov 24, 2007 2:05 PM, ümit uzun  wrote:
   


Hi All,

I want to ask you simple question? I working to make my terrain database
during a week but I cound'n do it! I only have stripted screen! I try to use
osgdem -t  -d  -o  command
to 1kb images which stayes in
http://www.cc.gatech.edu/projects/large_models/ps.html web site. When I use
this command to make database it takes almost 2 days :) Is it normal period
to make database? And when it finished I only see the strips on the screen!
What is the problem I can't find?

Thanks to Everbody...

Ümit UZUN


Yeni nesil Windows Live Servisleri'ne şimdi ulaşın! Buraya tıkla!
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Re: [osg-users] I can't use VirtualPlanetBuilder..!

2007-11-26 Thread Robert Osfield
On Nov 26, 2007 9:55 AM, om [EMAIL PROTECTED] wrote:

  Hi Umit,

  The time consumption is because you have not specified the number of levels
 to be generated and the default is 10 levels.
  You can reduce the time taken by specifying the number of levels and
 reducing it to 2 or 3.
  And  the  improper data  generation  may be due to the  scaling
 factor.Since the data is of very low resolution try giving a scale factor in
 the range of around 10^(-3).

For point of reference when I run with Umit data and specified command
line option it builds in:

  completed DataSet::writeDestination(pegout.osga)
  archive file = pegout.osga
  archive master file = output.ive
  Elapsed time = 429.688382

This is with a 2.4GHz intel quad core machine, but osgdem in this
instance is only using one core.  This is with the SVN version of VPB,
but this shouldn't make too much difference with osgdem itself.

Robert.
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Re: [osg-users] Proposal to change theway theColladapluginhandlesthe DAE object

2007-11-26 Thread Roger James


 
 I'm not completely happy with that auto_ptr neither, been thinking about
 making a submission for fixing this and adding more generalised data
 handling (Robert mentioned some about thison osg-submissions before), but
 I haven't gotten around to do it yet, been busy days lately.
 
 The reason for passing back that filename was that it could be stored
 under a
 different path (since the plugin had it's way with the filename).
 Now with your changes regarding file/uri handling the need for passing
 back
 the path to the document might no longer be needed (need to look more at
 the code
 before I can say for sure).
 
[Roger James] 

Mattias,

I now pass back a URI to the document that has just been read or written
rather than a file name. But only if the DAE object has been passed in and
not internally created. This allows you to locate the correct document if
the DAE object contains more than one.

I will leave the auto_ptr stuff for you to look at. As far as I am aware
because the pointer in the map in the options object is a void* then no
destructor will be called on delete, so the auto_ptr will not work.

On an unrelated topic has anyone noticed the strange goings on with the
subject of this thread? It seems to be gaining and loosing spaces in a most
peculiar fashion.

Roger

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Re: [osg-users] OsgAnimationPath

2007-11-26 Thread maruti borker
And should i write a small file like ADDITION.txt to explain what i have
added or corrected  . Sorry for late reply was hibernating :(

On Nov 14, 2007 2:40 PM, Robert Osfield [EMAIL PROTECTED] wrote:

 On Nov 13, 2007 8:33 PM, Jeremy L. Moles [EMAIL PROTECTED] wrote:
  If this is a bug (I'm imaging it is) then you should probably submit it
  to osg-submissions. I remember working on this a few months back, but
  Robert is real busy right now and I'm not sure he'll be able to check it
  out any time soon...

 Yep, this is the thing to do, any bug fixes do it directly on the
 source and then submit the whole modified file(s) to osg-submissions.

 I'm taking a bit of breather from doing merges right now while I make
 progress with other work (you'll all hear about it soon:-), once I've
 got a major milestone on this work done I'll get back and review all
 the submissions.

 Cheers,
 Robert.
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[osg-users] Offscreen rendering without visible window

2007-11-26 Thread Himar Carmona
Hi,

i have some questions regarding Pbuffers, FBO, and offscreen rendering. I'm
not showing the final render on a window but retrieving it with glReadPixels
for CPU processing.

   1) is there any method to create a Graphics Context without any visible
window other than using pbuffer = true in traits (on Windows XP)?

I have read that Frame Buffer Object (FBO) replaces much of the
functionality of PBuffers (Simon Green slides about FBO) and that they have
better performance.

   2) Can FBO's be used without using PBuffer to establish the
GraphicsContext? Since they need one, how?

Since FBO's are established at camera objects, is there any method to read
back the rendered pixels (other than doing it myself with glReadPixels)? Is
perhaps Image the correct path?

   3) If the desired size of the rendered result changes, i have to recreate
the pbuffer manually creating a new graphics context with the new size. If i
use FBO, will i
have to manually resize it, or it is done by the camera?

I have already achieved doing it with pbuffers, but i will do the
rendering with FBO also and compare both methods (until replies, using
pbuffer to create de GC).


Thanks a lot.

PD: StatsHandler fails to create the HUD camera if the main camera's
graphics context is PixelBufferWin32 instead of GraphicsWindowWin32. It
doesn't found a correct GraphicsContext.
Is this perhaps a bug?

PPD: Any ideas when will the programming guide book be available ?
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Re: [osg-users] OsgAnimationPath

2007-11-26 Thread Robert Osfield
On Nov 26, 2007 11:25 AM, maruti borker [EMAIL PROTECTED] wrote:

 And should i write a small file like ADDITION.txt to explain what i have
 added or corrected  . Sorry for late reply was hibernating :(

No need for a separate .txt file, the changed source files zipped up,
and an explanation of the motivation and the implementation of the
changes in the body of the email would be fine.

Robert.
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Re: [osg-users] Offscreen rendering without visible window

2007-11-26 Thread Robert Osfield
Hi Himar,

Pbuffer is the normal way to render off screen without a window.  FBO
requirs an already createdd graphics context to work, they aren't a
replacement of Pbuffer, just the render to texture support that FBO
supplies.  FBO's are just part of an OpenGL graphics context state,
they don't have any window creation support themselves.

Robert.

On Nov 26, 2007 11:41 AM, Himar Carmona [EMAIL PROTECTED] wrote:



 Hi,

 i have some questions regarding Pbuffers, FBO, and offscreen rendering. I'm
 not showing the final render on a window but retrieving it with glReadPixels
 for CPU processing.

1) is there any method to create a Graphics Context without any visible
 window other than using pbuffer = true in traits (on Windows XP)?

 I have read that Frame Buffer Object (FBO) replaces much of the
 functionality of PBuffers (Simon Green slides about FBO) and that they have
 better performance.

2) Can FBO's be used without using PBuffer to establish the
 GraphicsContext? Since they need one, how?

 Since FBO's are established at camera objects, is there any method to read
 back the rendered pixels (other than doing it myself with glReadPixels)? Is
 perhaps Image the correct path?

3) If the desired size of the rendered result changes, i have to recreate
 the pbuffer manually creating a new graphics context with the new size. If i
 use FBO, will i
 have to manually resize it, or it is done by the camera?

 I have already achieved doing it with pbuffers, but i will do the rendering
 with FBO also and compare both methods (until replies, using pbuffer to
 create de GC).


 Thanks a lot.

 PD: StatsHandler fails to create the HUD camera if the main camera's
 graphics context is PixelBufferWin32 instead of GraphicsWindowWin32. It
 doesn't found a correct GraphicsContext.
 Is this perhaps a bug?

 PPD: Any ideas when will the programming guide book be available ?
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[osg-users] OSG_MAXIMUM_OBJECTS_TO_COMPILE_PER_FRAME and compiles in draw thread deprecated?

2007-11-26 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Robert,
In revision 7017, which introduced the ability to compile OpenGL buffers using 
pbuffers,
it looks like you make GL object compilation happen in the pager thread if the 
pbuffers
aren't available, and you override the checks for available time and maximum 
objects with
compileAllGLObjects(). It would seem that these two things would guarantee 
dropped frames
when paging in scenes that have large individual requests. Am I missing 
something, or is
it vastly preferred to do the object compilation in pbuffers? I've only played 
with that
a little, but wouldn't seem to be very useful unless you have more than two 
processors.

Thanks,
Tim
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Re: [osg-users] OSG_MAXIMUM_OBJECTS_TO_COMPILE_PER_FRAME and compiles in draw thread deprecated?

2007-11-26 Thread Robert Osfield
Hi Tim,

On Nov 26, 2007 1:10 PM, Tim Moore [EMAIL PROTECTED] wrote:
 In revision 7017, which introduced the ability to compile OpenGL buffers 
 using pbuffers,
 it looks like you make GL object compilation happen in the pager thread if 
 the pbuffers
 aren't available, and you override the checks for available time and maximum 
 objects with
 compileAllGLObjects(). It would seem that these two things would guarantee 
 dropped frames
 when paging in scenes that have large individual requests. Am I missing 
 something, or is
 it vastly preferred to do the object compilation in pbuffers? I've only 
 played with that
 a little, but wouldn't seem to be very useful unless you have more than two 
 processors.

You must be misreading the code, compilation of OpenGL objects can
never happen from within the paging thread - it doesn't have a
graphics context to do such a thing, the compilation is either done by
any the threads running pbuffers that are available or the graphics
threads drawing the actual graphics windows themselves.  If one
attempted to compile from within the paging thread then the app would
crash.

As for preference of pbuffers, we'll its not selected by default so
there isn't a preference for it in terms of the OSG.  In your own app
you may find pbuffer and associated graphics threads are effective,
this will depend upon the hardware you have, the quality of the OpenGL
drives (and their ability to handle multi-threaded usage) and the
nature of your models.

In general paged databases with lots of geometry and textures to load
per tile load will work better with a back ground compile context (
pbuffer and associated thread) if you have the CPU resouces to support
it.

Robert.

Robert.
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Re: [osg-users] OSG_MAXIMUM_OBJECTS_TO_COMPILE_PER_FRAME and compiles in draw thread deprecated?

2007-11-26 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 Hi Tim,
 
 On Nov 26, 2007 1:10 PM, Tim Moore [EMAIL PROTECTED] wrote:
 In revision 7017, which introduced the ability to compile OpenGL buffers 
 using pbuffers,
 it looks like you make GL object compilation happen in the pager thread if 
 the pbuffers
 aren't available, and you override the checks for available time and maximum 
 objects with
 compileAllGLObjects(). It would seem that these two things would guarantee 
 dropped frames
 when paging in scenes that have large individual requests. Am I missing 
 something, or is
 it vastly preferred to do the object compilation in pbuffers? I've only 
 played with that
 a little, but wouldn't seem to be very useful unless you have more than two 
 processors.
 
 You must be misreading the code, compilation of OpenGL objects can
 never happen from within the paging thread - it doesn't have a
 graphics context to do such a thing, the compilation is either done by
 any the threads running pbuffers that are available or the graphics
 threads drawing the actual graphics windows themselves.  If one
 attempted to compile from within the paging thread then the app would
 crash.
That's what I thought, but starting on line 673 in DatabasePager.cpp, in the
run function:
if (gc)
{
osg::GraphicsThread* gt = gc-getGraphicsThread();
if (gt)
{
gt-add(new 
DatabasePager::CompileOperation(this));
}
else
{
gc-makeCurrent();

compileAllGLObjects(*(gc-getState()));

gc-releaseContext();
}
}

 
 As for preference of pbuffers, we'll its not selected by default so
 there isn't a preference for it in terms of the OSG.  In your own app
 you may find pbuffer and associated graphics threads are effective,
 this will depend upon the hardware you have, the quality of the OpenGL
 drives (and their ability to handle multi-threaded usage) and the
 nature of your models.
 
 In general paged databases with lots of geometry and textures to load
 per tile load will work better with a back ground compile context (
 pbuffer and associated thread) if you have the CPU resouces to support
 it.
 
 Robert.
 
 Robert.
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[osg-users] Curved line

2007-11-26 Thread Lambert Verhagen
Hello osg users,

I would like to draw a nice curved line between a number of x,y,z
points. How do I do this? I can not find any spline or curve primitives.
I know that gluNurbsCurve supports this. But I can not find a way how
OSG does this.

Hope you can help me
Lambert Verhagen.


Visit us at the Marintec China 2007, the All China Maritime Exhibition in 
Shanghai, from 27-30 November 2007


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[osg-users] wrong vertex attributes in vertex shader

2007-11-26 Thread Daniel Holz
hi everybody,

i have a problem when reading the values of user-defined vertex 
attributes in the vertex shader.

THE SITUATION

i implemented an algorithm which generates tracks, left behind by a car 
which drives on a terrain.
the track of one wheel is logically represented in the following way:

1. an osg geometry:
- osg::ref_ptrosg::Geometry trackGeom, carries the primitiveSetList 
consisting of arbitrary primitiveSets (triangles, quads, polygons), 
which are built from vertices in the associated vertex array (see below).

2. several binded arrays:
- osg::ref_ptrosg::Vec3Array vertices :
...
trackGeom-setVertexArray(vertices.get());
...
- osg::ref_ptrosg::Vec4Array colors :
...
trackGeom-setColorArray(colors.get());
trackGeom-setColorBinding(osg::Geometry::BIND_PER_VERTEX);
...
- osg::ref_ptrosg::Vec2Array texCoords :
...
trackGeom-setTexCoordArray(0, texCoords.get());
...

to prevent the system from crashing when out of memory (driving for 
several hours, continously generating track polygons) i used the object 
'trackGeom' like a queue:
inserting newly created primitiveSets at position 0 ( 
trackGeom-setPrimitiveSet(0,polygon) ) when maxNumPolygons is reached. 
a simple queue.

everything worked fine.

but then i decided to implement a fade out effect of the tracks, using 
my own vertex shader:

( the idea, for better understanding:
the idea was to associate a vertex attribute array with the vertex 
array, for each vertex storing the number of the frame in which it was 
created and obtain the 'relative frame age' of the vertex by comparing 
the number of the current frame with the number of the 'frame of 
creation'. the obtained 'relative frame age' is then used to calculate 
the alpha value of the vertex in the vertex shader. )

3. the associated vertex attribute array:
- osg::ref_ptrosg::Vec2Array frameTime :
...
trackGeom-setVertexAttributeArray(9, frameTime.get());
trackGeom-setVertexAttribuBinding(9, osg::Geometry::BIND_PER_VERTEX);
...

THE PROBLEM

as soon as the polygon queue is filled i get wrong vertex attribute 
values, apparently. the other values like texture coordinates and color 
are fine.
in contrary when using NO polygon queue (just pushing the new polygons 
into 'trackGeom' with ...-addPrimitiveSet(polygon)) the vertex 
attribute values are correct.

could there be a problem with some kind of caching of the vertex attributes?
perhaps somebody experienced a similar problem and can help me.

thanks in advance,
daniel

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Re: [osg-users] OSG_MAXIMUM_OBJECTS_TO_COMPILE_PER_FRAME and compiles in draw thread deprecated?

2007-11-26 Thread Robert Osfield
On Nov 26, 2007 1:34 PM, Tim Moore [EMAIL PROTECTED] wrote:
 That's what I thought, but starting on line 673 in DatabasePager.cpp, in the
 run function:
 if (gc)
 {
 osg::GraphicsThread* gt = gc-getGraphicsThread();
 if (gt)
 {
 gt-add(new 
 DatabasePager::CompileOperation(this));
 }
 else
 {
 gc-makeCurrent();

 compileAllGLObjects(*(gc-getState()));

 gc-releaseContext();
 }
 }

Ahh OK, this is the exception, more of an experiment than a code path
usually used.  Normally the gc will be NULL, it only not be NULL if
you attach a pbuffer graphics context to do the compilation and it
doesn't its own graphics thread and this isn't the usual usage - if
you use a compile context then its typically used with its own thread.
 If you don't use a compile context the old compile paths are used and
everything should behave as normal.

Robert.
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Re: [osg-users] OSG_MAXIMUM_OBJECTS_TO_COMPILE_PER_FRAME and compiles in draw thread deprecated?

2007-11-26 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 On Nov 26, 2007 1:34 PM, Tim Moore [EMAIL PROTECTED] wrote:

 if (gc)
 {
 osg::GraphicsThread* gt = 
 gc-getGraphicsThread();
 if (gt)
 {
 gt-add(new 
 DatabasePager::CompileOperation(this));
 }
 else
 {
 gc-makeCurrent();

 compileAllGLObjects(*(gc-getState()));

 gc-releaseContext();
 }
 }
 
 Ahh OK, this is the exception, more of an experiment than a code path
 usually used.  Normally the gc will be NULL, it only not be NULL if
 you attach a pbuffer graphics context to do the compilation and it
 doesn't its own graphics thread and this isn't the usual usage - if
 you use a compile context then its typically used with its own thread.
  If you don't use a compile context the old compile paths are used and
 everything should behave as normal.
Got it. I didn't follow the GraphicsContext code far enough to see that 
setCompileContext
isn't normally called for an active context.

Thanks for clearing up my confusion!
Tim

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[osg-users] Autotransform Frustum Update

2007-11-26 Thread Will Dicharry
Hi,

My scene graph has an Autotransform with a geode containing geometry for a
textured quad to display an icon.  The transform is set to auto rotate and
scale to the screen.  I am noticing two problems with this set up:

- When the frustum changes (e.g. fov change), the icons no longer scale to
the screen correctly.  They get larger or smaller depending on whether the
fov gets smaller or larger.
- For a more dramatic changed in the frustum (e.g. going from windowed mode
to full screen mode), the icons disappear entirely.

I think these two problems may be related.  I'm not sure if I'm mistaken on
how the auto scale is supposed to work.  I set the size of the icon in
pixels, and it is my understanding that the auto scale mode should maintain
the size of the icon in screen coordinates (as long as I've set up the
viewport correctly, which I think I have).  For the disappearing issue, I
tried disabling culling for the autotransform node, but that did not help.
Is there something I need to do to force the autotransform to update after
I've changed the frustum?  I've seen a couple of other posts that may have
alluded to this issue, however they were related to  culling and the advice
given was to disable culling.  Any information that anyone could offer on
this would be very helpful.

Thanks,
Will
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[osg-users] Textures turning white

2007-11-26 Thread Robert Balfour
In a large cityscape of loaded .osg/ive high-rise textured building
models (LOD, not PagedLOD), initially everything looks great flying in
and out around all the buildings, then sometimes after a while some of
the building texture faces turn white.  I know that invalid/incomplete
GL textures will be rendered white, but initially all the textures
looked perfect.

If the textures got paged out by the graphics pipe, I would expect to
see a slight rendering delay when they get paged back in, but not turn
white.  But even more confusing is that on a single CPU WinXP laptop
(2yrs old) with Nvidia(256MB videomem) it runs fine - no white textures;
but on a brand new WinXP quad-cpu (not threaded - so we're only using 1
of them) with the latest Nvidia(768MB videomem) the white textures
problem seems to be getting worse (more frequent) over time!

Could the inconsistancy across various platforms be pointing to a GL
driver issue (i.e. different versions), or is there something is OSG
that I can be looking at to fix this, or at least isolate what the
problem could be?

Thank you.

Bob.
-- 
Robert E. Balfour, Ph.D.
Exec. V.P.  CTO,  BALFOUR Technologies LLC
960 South Broadway, Suite 108, Hicksville NY 11801
Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
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Re: [osg-users] Offscreen rendering without visible window

2007-11-26 Thread [EMAIL PROTECTED]
I'm not sure if it helps, but for my offscreen FBO rendering I created 1
pixel size window using the windows API and set it's handle as the output of
the viewer. the RTT was fine rendering texture size images.

I also tried making the window invisible and 0 pixels size but I don't
remember what were the results :) (I guess it didn't work)

Guy.

- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, November 26, 2007 2:51 PM
Subject: Re: [osg-users] Offscreen rendering without visible window


 Hi Himar,

 Pbuffer is the normal way to render off screen without a window.  FBO
 requirs an already createdd graphics context to work, they aren't a
 replacement of Pbuffer, just the render to texture support that FBO
 supplies.  FBO's are just part of an OpenGL graphics context state,
 they don't have any window creation support themselves.

 Robert.

 On Nov 26, 2007 11:41 AM, Himar Carmona [EMAIL PROTECTED] wrote:
 
 
 
  Hi,
 
  i have some questions regarding Pbuffers, FBO, and offscreen rendering.
I'm
  not showing the final render on a window but retrieving it with
glReadPixels
  for CPU processing.
 
 1) is there any method to create a Graphics Context without any
visible
  window other than using pbuffer = true in traits (on Windows XP)?
 
  I have read that Frame Buffer Object (FBO) replaces much of the
  functionality of PBuffers (Simon Green slides about FBO) and that they
have
  better performance.
 
 2) Can FBO's be used without using PBuffer to establish the
  GraphicsContext? Since they need one, how?
 
  Since FBO's are established at camera objects, is there any method to
read
  back the rendered pixels (other than doing it myself with glReadPixels)?
Is
  perhaps Image the correct path?
 
 3) If the desired size of the rendered result changes, i have to
recreate
  the pbuffer manually creating a new graphics context with the new size.
If i
  use FBO, will i
  have to manually resize it, or it is done by the camera?
 
  I have already achieved doing it with pbuffers, but i will do the
rendering
  with FBO also and compare both methods (until replies, using pbuffer to
  create de GC).
 
 
  Thanks a lot.
 
  PD: StatsHandler fails to create the HUD camera if the main camera's
  graphics context is PixelBufferWin32 instead of GraphicsWindowWin32. It
  doesn't found a correct GraphicsContext.
  Is this perhaps a bug?
 
  PPD: Any ideas when will the programming guide book be available ?
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[osg-users] Diagnostics tools

2007-11-26 Thread [EMAIL PROTECTED]
Hi,
 any recommendations for diagnostic tools that don't consider the osg smart 
pointers allocations as memory leaks?

thanks,
Guy.
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[osg-users] LOD morphing in OSG

2007-11-26 Thread Loong Hin
I understand that Creator has this feature LOD morphing but it does not seem to 
work in OSG. I am wondering whether OSG support LOD morphing or is it because I 
did not create the LOD morphing correctly. Thanks
 
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