Re: [osg-users] Fading LOD transistions

2008-02-16 Thread Robert Osfield
Hi Judd,

The core OSG does have a FadeLOD feature.  One can implement it a
higher level but its a bit awkward.

Robert.

On Feb 15, 2008 6:38 PM, Judd Tracy [EMAIL PROTECTED] wrote:
 Does osg support or has anybody implemented fading between LOD
 transistions?  I found an old thread where someone talks about it but no
 word if anything ever happened with it
 http://osgcvs.no-ip.com/osgarchiver/archives/June2003/0162.html

 --
 Judd Tracy
 Institute for Simulation and Training
 University of Central Florida
 407-882-1405

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Re: [osg-users] Adding nodes to the scene while the viewer is running

2008-02-16 Thread Robert Osfield
Hi Per,

Is it simply that the new objects aren't in the current camera's view?
 Try moving the camera around the scene.  Try pressing space bar to
force the camera manipulator back to its home position.

Robert.

2008/2/15 Per Rosengren [EMAIL PROTECTED]:
 I try to add Geoms to the scene of my running osgViewer::Viewer. If I
 print all children of Viewer::getCamera(), the new nodes are there, but
 they are not visible in the viewer.
 They are added to a Switch in the scene, and they are set to be visible.

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Re: [osg-users] osg::Switch and update callbacks for children

2008-02-16 Thread Robert Osfield
Hi Brad,

The UpdateVisitor by default visits all children, you can change its
TraversalMode to TRAVERSE_ACTIVE_CHILDREN and it will no longer visit
the children of your switch.

Robert.

On Feb 15, 2008 11:59 PM, Brad Colbert [EMAIL PROTECTED] wrote:
 Hi,

 I may be misunderstanding what a switch node does but I have two
 children of an osg::Switch, one has an update callback.  I've called
 setAllChildrenOff() on the osg::Switch, but the update callback is still
 being called on the child.  I thought it was supposed to not traverse
 the children?  Is this not correct?

 -B

 ---
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 W: 480 374-1202 x:202
 M: 480 290-3997
 F: 425 675-8044

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Re: [osg-users] Multi-Node?

2008-02-16 Thread Robert Osfield
Hi Paul,

On Feb 16, 2008 11:26 PM, Tanja  Paul [EMAIL PROTECTED] wrote:
 Thanks Robert - Yes I meant  multiple displays, thanks for your response. I
 saw a thread a while back in regards to openProducer, cant recall it but I
 believe Don was saying openProducer supported multiple channels or a cluster
 of machines. Does anyone know if OpenProducer has this support.

Producer only supports multiple displays on a single machine, it has
no cluster support.

osgViewer that exist in 2.x replaces osgProducer/Producer and has the
multi threaded muiltiple display capability that Producer has plus
extra OSG centric high level viewer classes, threading models and
support for distortion correction.  osgVierwer like Producer doesn't
have out of the box support cluster though.

There are various ways to do clustering.  The osgcluster example is a
very very basic example that uses UDP packets to sync the view
matrices and frames update.   3rd party solutions like Equalizer and
VR Juggler has cluster support and integrate with the OSG.   Lots of
companies roll their own clustering solution too.

Robert.

Robert.
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Re: [osg-users] FBO and Antialiasing

2008-02-16 Thread Robert Osfield
On Feb 15, 2008 6:53 PM,  [EMAIL PROTECTED] wrote:
 What is the status of FBO Anti-Aliasing?  It doesn't look like it is in 2.3.4.

Still waiting for someone to have the time to read the specs and
implement the feature.

 Any idea what I need to do to get FBO Anti-Aliasing. I'm currently using OSG 
 1.2.

See above :-)
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Re: [osg-users] Overriding the SwapBuffers call

2008-02-16 Thread Jean-Sébastien Guay
Hello André,

 This looks fine. Try setting a breakpoint in
 GraphicsWindowWin32::swapBuffersImplementation() to see in what state the
 object is. Either _realized is false or the handle to the device context is
 invalid (and this is not trapped by the ::SwapBuffers call as an error).

I'll try that on Monday. I already traced through the 
GraphicsWindowWin32::createWindow() method and all looked fine (after 
getting the window classes registered as I mentioned before).

 I assume you do not see anything reported on the console after the call (other
 than you own traces).

That's correct. I'll investigate more on Monday. Thanks for the help.

BTW, I don't know if you've seen the thread, but could you bring your 
insight (as Win32 implementer) in the Viewer on single screen - other 
screen black? thread? I think we've hit an inconsistency between how 
Windows and Linux handle full screen on a single screen, but before we 
go implementing workarounds, I'd like to be sure we're not just 
overlooking something. Thanks.

J-S
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Re: [osg-users] Fading LOD transistions

2008-02-16 Thread Glenn Waldron
One approach is to use shaders for fading. Here's a simple example:

https://wush.net/websvn/osggis/filedetails.php?repname=osggispath=%2Ftrunk%2Fsrc%2FosgGIS%2FFadeHelper.cpp

Of course you'd need to augment the shaders to support lighting, texturing
etc., but you get the idea.
-gw

On Feb 15, 2008 1:38 PM, Judd Tracy [EMAIL PROTECTED] wrote:

 Does osg support or has anybody implemented fading between LOD
 transistions?  I found an old thread where someone talks about it but no
 word if anything ever happened with it
 http://osgcvs.no-ip.com/osgarchiver/archives/June2003/0162.html

 --
 Judd Tracy
 Institute for Simulation and Training
 University of Central Florida
 407-882-1405

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-- 
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Re: [osg-users] Coordinate conversion -VPB

2008-02-16 Thread Antoine Hue
Omkaranathan wrote:
 Hi,

 I am trying to convert terrain data from Lat/Long to UTM coordinates.
 When converting the data using gdal_warp (from gdal) and using 
 VPB(osgdem) to produce the terrain, I am getting the coordinate system 
 correct but there are problems with edges.(Snapshot 
 attached-converted_gdal.jpg)
 I tried to use osgdem with
 osgdem -t input.tif -d input.dem  --wkt +proj=utm +zone=45 
 +datum=WGS84  -a output.osga
 but the coordinates remains the same.
 Is there any other way by which I can achieve this.?
 or am I doing something wrong?


Hi,

You problem comes from the fact that reprojected input data is not 
horizontally and vertically aligned on the UTM grid. However, GDAL and 
osgdem always work on datasets specified by the lowest and highest 
coordinate pair of corners - HV aligned to coordinate system grid.
If you do not want edge effects, you should specify an output extent 
including only the inner corners of the datasets.

Antoine
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Re: [osg-users] Overriding the SwapBuffers call

2008-02-16 Thread André Garneau
Hi Jean-Sébastien,

 I'll try that on Monday. I already traced through the 
 GraphicsWindowWin32::createWindow() method and all looked fine (after 
 getting the window classes registered as I mentioned before).

 BTW, I don't know if you've seen the thread, but could you bring your 
 insight (as Win32 implementer) in the Viewer on single screen - other 
 screen black? thread? I think we've hit an inconsistency between how 
 Windows and Linux handle full screen on a single screen, but before we 
 go implementing workarounds, I'd like to be sure we're not just 
 overlooking something. Thanks.

Yep, saw it and it's still in my inbox waiting for some available time to
get to the bottom of it (same for your other comment about the window
classes registration). Meanwhile if you can provide more information about
your setup for the black-screen issue (i.e. your screens configuration, what
values you use in the traits structure, etc.) that would likely be helpful.

André

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: February-16-08 8:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Overriding the SwapBuffers call

Hello André,

 This looks fine. Try setting a breakpoint in
 GraphicsWindowWin32::swapBuffersImplementation() to see in what state the
 object is. Either _realized is false or the handle to the device context
is
 invalid (and this is not trapped by the ::SwapBuffers call as an error).

I'll try that on Monday. I already traced through the 
GraphicsWindowWin32::createWindow() method and all looked fine (after 
getting the window classes registered as I mentioned before).

 I assume you do not see anything reported on the console after the call
(other
 than you own traces).

That's correct. I'll investigate more on Monday. Thanks for the help.

BTW, I don't know if you've seen the thread, but could you bring your 
insight (as Win32 implementer) in the Viewer on single screen - other 
screen black? thread? I think we've hit an inconsistency between how 
Windows and Linux handle full screen on a single screen, but before we 
go implementing workarounds, I'd like to be sure we're not just 
overlooking something. Thanks.

J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Fading LOD transistions

2008-02-16 Thread Mike Weiblen
Thoughts...

Fade-LOD is an interesting feature:  the concept is to smooth
transitions between LOD switches by rendering two adjacent LODs with
varying transparency to minimize visual popping.  However, the whole point
of LOD is to control rendering load, and Fade-LOD *increases* rendering
load (essentially doubling during the fade) at the exact moment you want
it to decrease.

IMHO, if we're talking about adding a feature, suggest instead Morph-LOD:
interpolating verts from one LOD's geometry to the other's, then adjusting
the actual number of verts after the transition is complete.  Of course
that requires more on the database/code side, and for terrain the effect
is more like rolling ocean than ghostly fading.

My $0.02 on the wonderful continuum of compromises.
cheers
-- mew



On Fri, February 15, 2008 12:38, Judd Tracy wrote:
 Does osg support or has anybody implemented fading between LOD
 transistions?  I found an old thread where someone talks about it but no
 word if anything ever happened with it
 http://osgcvs.no-ip.com/osgarchiver/archives/June2003/0162.html

 --
 Judd Tracy
 Institute for Simulation and Training
 University of Central Florida
 407-882-1405


Mike Weiblen -- Austin Texas USA -- http://mew.cx/

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Re: [osg-users] Adding nodes to the scene while the viewer is running

2008-02-16 Thread Per Rosengren
Thank you! A small typo in my code resulted in that my geodes didn't get 
any children. No wonder they weren't visible...


Robert Osfield wrote:

Hi Per,

Is it simply that the new objects aren't in the current camera's view?
 Try moving the camera around the scene.  Try pressing space bar to
force the camera manipulator back to its home position.

Robert.

2008/2/15 Per Rosengren [EMAIL PROTECTED]:

I try to add Geoms to the scene of my running osgViewer::Viewer. If I
print all children of Viewer::getCamera(), the new nodes are there, but
they are not visible in the viewer.
They are added to a Switch in the scene, and they are set to be visible.

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Re: [osg-users] Adding nodes to the scene while the viewer is running

2008-02-16 Thread Guy
Robert,
If it is possible to add objects while running, what is the purpose of
the realize function? I thought it initialize not only the camera. Is it
possible to add ANY object while running or there are some limitations
to this?

Thanks,
 Guy.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Per
Rosengren
Sent: Saturday, February 16, 2008 11:32 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Adding nodes to the scene while the viewer is
running

Thank you! A small typo in my code resulted in that my geodes didn't get

any children. No wonder they weren't visible...

Robert Osfield wrote:
 Hi Per,
 
 Is it simply that the new objects aren't in the current camera's view?
  Try moving the camera around the scene.  Try pressing space bar to
 force the camera manipulator back to its home position.
 
 Robert.
 
 2008/2/15 Per Rosengren [EMAIL PROTECTED]:
 I try to add Geoms to the scene of my running osgViewer::Viewer. If I
 print all children of Viewer::getCamera(), the new nodes are there,
but
 they are not visible in the viewer.
 They are added to a Switch in the scene, and they are set to be
visible.

 ___
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g


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g
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Re: [osg-users] Framerate vs stats?

2008-02-16 Thread Guy
I've different problem with XP/nVIDIA 8800 GT. In debug code, when the
stats are on while exiting the app sometimes there is a crash. I happens
in most of the osg examples. The release code works. It also happens
with old OSG1.2 code, and it didn't happen on nVIDIA 7950. I first
thought it's the driver setting, after playing with I thought I got rid
of the crashes, but I didn't. Then I suspected osgText, I thought it
might use driver capabilities for text, but it doesn't, then I suspected
the font, when I used the default font it seems to crash much less
frequently. Finally I gave up. Any knowledge about this issue will be
helpful.

 

Thanks,

 Guy. 

 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Friday, February 15, 2008 3:53 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Framerate vs stats?

 

Hi again,

 

Just out curiosity can anyone with two monitors check if this happens
with his setup ? I made this test on XP/GeForce 7800 GTX and
Vista/GeForce 8800. If I have two monitors active draw time degrades if
only one monitor draw time is stable. 

 

Thanks in advance,

Wojtek 

 

- Original Message - 

From: Wojciech Lewandowski mailto:[EMAIL PROTECTED]  

To: OpenSceneGraph Users
mailto:osg-users@lists.openscenegraph.org  

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 in single monitor mode. 

 

I turned off my second monitor in Display properties... and
Tada! - problem vanished. Framerate is stable. 

 

This is not the first time I observe unusual OSG/OpenGL
behaviour in multimonitor mode. I guess its the drivers again. Sometimes
changing NVidia multimonitor/mutihreading settings help but most often
it does not...;-( 

 

Thanks for helping to isolate this issue,

 

Wojtek 

 

- Original Message - 

From: Serge Lages mailto:[EMAIL PROTECTED]  

To: OpenSceneGraph Users
mailto:osg-users@lists.openscenegraph.org  

Sent: Friday, February 15, 2008 1:10 PM

Subject: Re: [osg-users] Framerate vs stats?

 

On Fri, Feb 15, 2008 at 12:57 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:

Hi Robert,

We noticed another issue. When statistics bars
are on - framerate slowly
degrades. This happens with osgviewer
dumptruck.osg for example. When stats
are on draw time slowly grows and framerate
starts to decrease.

Tested with latest svn (2.3.4), windows xp 
vista, OSG built with VS 2008.

Regards,
Wojtek

 


Hi Wojtek,

I've just tested it (latest SVN, WinXP but VS2005,
NVidia 8600GTS), and there is no decrease here, my framerate stay at the
same value (tested with vsync on and off). Have you noticed this problem
with VS 2005 too ?

-- 
Serge Lages
http://www.tharsis-software.com 





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Re: [osg-users] Framerate vs stats?

2008-02-16 Thread Guy
How could it be a driver bug if it's debug/release issue?!?
Don't both versions use the same driver?

Thanks,
 Guy.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-S?bastien Guay
Sent: Friday, February 15, 2008 5:16 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Framerate vs stats?

Hello Wojtek,

 We noticed another issue. When statistics bars are on - framerate
slowly 
 degrades. This happens with osgviewer dumptruck.osg for example. When
stats 
 are on draw time slowly grows and framerate starts to decrease.

I've seen that, but only when compiled in debug mode... Check to see if 
you're in debug. Never do performance timing in debug mode :-)

If you're in release, then I haven't seen this, might be a driver bug...

J-S
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