Re: [osg-users] Fading LOD transistions
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 ___ 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] Adding nodes to the scene while the viewer is running
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. ___ 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] osg::Switch and update callbacks for children
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 --- Brad Colbert Renaissance Sciences Corporation W: 480 374-1202 x:202 M: 480 290-3997 F: 425 675-8044 ___ 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] Multi-Node?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO and Antialiasing
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 :-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fading LOD transistions
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate conversion -VPB
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Overriding the SwapBuffers call
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/ ___ 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] Fading LOD transistions
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ 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 begin:vcard fn:Per Rosengren n:Rosengren;Per org:KTH;CVAP adr:;;KTH;Stockholm;;SE-100 44;Sweden email;internet:[EMAIL PROTECTED] title:Ph.D. student tel;work:+46 8 790 6203 tel;fax:+46 8 723 0302 note:PGP keyID: 0xD40DD8E0 x-mozilla-html:FALSE url:http://www.csc.kth.se/~perrose/ version:2.1 end:vcard ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Adding nodes to the scene while the viewer is running
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Framerate vs stats?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Framerate vs stats?
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 -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org