Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

At the moment the 23 May version is ready for submission :-). So you can
update this version in SVN.

cheers
adrian

2008/5/27 Robert Osfield [EMAIL PROTECTED]:

 Hi Adrian,

 I have run out of day, in my day long merge spree, so I'll need to
 start up again tomorrow, at which point I'll check out your latest
 changes.   If you have any further updates to the ones sent of the
 23rd May please just send them through,

 Cheers,
 Robert.

 On Fri, May 23, 2008 at 8:11 AM, Adrian Egli OpenSceneGraph (3D)
 [EMAIL PROTECTED] wrote:
  Latest Version to Test, i tested this on:
 
  ATI X1600 M : Windows Vista
 
  osgshadow --pssm --SingleThreaded --screen 0 -3
 
 
  2008/5/21 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
 
  Hi all again,
 
  now i came from ATI X1600M test, same artifact as you described, small
  shadowed line. i will try to figure out where it comes from. i guess we
 have
  to set another polygonoffset. 0.5,0.5 is may not as good as it seams to
 be.
  may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia. please check
 this
  with the option
  for polygonoffset and tell me what is a good offset.
 
  thanks adrian
 
  2008/5/21 Ralph Kern [EMAIL PROTECTED]:
 
  Adrian Egli OpenSceneGraph (3D) schrieb:
 
  Hi all,
 
  i still come around with some changes. :-) now the near - far clip
 plane
  are more optimized, but i hope it's shows still correct shadows for
 all of
  your test cases.
 
  Its updated with latest PSSM version (from this morning,MEZ)
 
 
 http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
  (use the demo.bat)
 
  and in the attachement you will find the latest source.
 
  test
  osgshadow --pssm --SingleThreaded  --no-base-texture
 
 
 
  just checked again. I removed the other two REM's on PATH and
  LIBRARY_PATH to get the program running.
 
  Works on WinXP SP2 GeForce FX5700, but slow frame rate (2.3 fps).
 
  On WinXP SP2 ATI X1600 dual monitor the park scenes run fine using
 screen
  0 with 70 fps. There is a small lit line ( 1 pix wide) around the
 buildings
  like a self shadow offset which is to large. Chess scene is still
 entirely
  black.
 
  regards Ralph
 
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Re: [osg-users] Openthreads problem on 64 bit windows system.

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Hi nelson,

i remeber a problem i got long time ago with openthreads and windows, even
on a 32 bit system. i located that we go an issue on windows system with the

sleep method. (windows native).

so can you try following:

(1) replace the microsleep with the
OpenThreads::Thread::YieldCurrentThread()
 report what happens

(2) replce the microsleep only in the Thread class / method with
YieldCurrentThread
 report what happens

if both test are also negative, then replace microsleep with
void millisleep( unsigned int milliseconds )
{
# ifdef _MSC_VER   // If its Visual C++ call Win32 Sleep function
   ::Sleep( milliseconds);
#else  // Else assume a UNIX/Linux system with nanosleep function
   timespec ts;
   ts.tv_sec = milliseconds / 1000;
   ts.tv_nsec = (milliseconds - ts.tv_sec*1000) * 100;
   ::nanosleep(ts, NULL);
# endif
}
what happens ?


Have also a look into:
and search in google with adrian egli / openthreads / sleep
http://www.openscenegraph.org/projects/osg/changeset/5313



2008/5/28 Cysneros, Nelson SPAWAR [EMAIL PROTECTED]:



 I'm having a problem with an existing application that runs well on a
 32-bit windows XP (VS 2003) system, but does not seem to work when ran
 on a 64-bit windows XP (VS 2003) system.

 I narrowed down the problem to Openthreads, seems that my threaded while
 loop never (or rarely) gets called.  I was able to recreate the problem
 with this simple program below. It runs two threads, both printing a
 message to the screen.  Only one message is displayed on a 64bit
 machine.  I turned on OSG notification to DEBUG, but no extra
 information is displayed.

 Has anyone else experience this problem?  Am I doing something wrong?
 Thanks in advance.


 ///
 //Header file MutexTest.h
 ///
 #ifndef __MUTEXTEST_H_
 #define __MUTEXTEST_H_

 #include OpenThreads/Thread
 #include OpenThreads/Mutex
 #include OpenThreads/Barrier
 #include OpenThreads/Block
 #include OpenThreads/ScopedLock
 #include iostream

 class MutexTest : public OpenThreads::Thread
 {
  public:
  MutexTest();
  ~MutexTest();
  //Functions
  virtual void run();
  void quit();
  void printHello();
  void setMutex(OpenThreads::Mutex* newValue);
  OpenThreads::Mutex* getMutex();

  private:
mutable OpenThreads::Mutex*  _mutex;
  };
 #endif


 ///
 //Source file MutexTest.cpp
 ///

 #include MutexTest.h

 MutexTest::MutexTest(){
_mutex = new OpenThreads::Mutex();
 }

 MutexTest::~MutexTest(){
std::coutMutexTest Test Shuting
 down.std::endl;
 }

 void MutexTest::setMutex(OpenThreads::Mutex* newValue){
_mutex = newValue;
 }

 OpenThreads::Mutex* MutexTest::getMutex(){
return _mutex;
 }

void MutexTest::quit() {

}

void MutexTest::printHello(){
OpenThreads::ScopedLockOpenThreads::Mutex
 lock(*_mutex);
std::cout-- Mutex Class: Hello --std::endl;
}

void MutexTest::run() {
   while(true){


 //
   //This only gets called once when running on 64bit
 system

 /
printHello();
//sleep
OpenThreads::Thread::microSleep(5000);
}//while
}//run

 //
 
 ---
 //
 //   main
 //
 //
 
 ---
 int main(int argC, char* argV[])
 {
//Create a mutex we can share
OpenThreads::Mutex* mutable my_mutex = new OpenThreads::Mutex;
MutexTest* testMutex = new MutexTest();
testMutex-setMutex(my_mutex);

//Start thread
testMutex-start();

while(true)
{
OpenThreads::ScopedLockOpenThreads::Mutex
 lock(*my_mutex);
std::cout Main: Hello std::endl;
//sleep
OpenThreads::Thread::microSleep(2000);

}//while
return 0;
 }//main
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Can T. Oguz
Hi All,

I'm not sure if it's commercially fair to talk about but I need to know your
personal choices. Which graphics hardware is considered to be flawless and
most compatible with OSG? (to be used with Windows XP and Intel
architecture)

Thanks for the patience,

Can
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Re: [osg-users] LiSPSM contibution ?

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_project/

*Question: In which directions, we can further improve PSSMs?
*

*Answer:* PSSM+VSM http://forum.beyond3d.com/showthread.php?p=975976
(variance
shadow maps http://www.punkuser.net/vsm/) and PSSM/CSM+LiSPSM (light space
perspective shadow maps) might be better ways to further improve PSSMs. A
good example for PSSM/CSM+LiSPSM is the professional game Lost
Planethttp://www.lostplanet-thegame.com/flash_index.php,
refer to the discussion
herehttp://forum.beyond3d.com/showpost.php?p=919807postcount=116for
more information (just use Ctrl+F to find Fan Zhang on the page).
For
your convenience, I post the PSSM/CSM related part  in the discussion below,

  *   *
   http://www.watch.impress.co.jp/game/docs/20070131/3dlp91.htm
http://www.watch.impress.co.jp/game/docs/20070131/3dlp92.htm  * Glitch in
LiSPSM http://www.watch.impress.co.jp/game/docs/20070131/3dlp91.htm*
* Cascade-extended
LiSPSM http://www.watch.impress.co.jp/game/docs/20070131/3dlp92.htm*


Furthermore, since the shadow-map alignment depends on the light-view
configuration, the shadow boundaries might flicker as the viewer moves.
See a movie here
(.avi)http://appsrv.cse.cuhk.edu.hk/%7Efzhang/pssm_project/flickering.avito
show this problem. For this problem, when using a shadow map size over
1024 and the number of splits is greater than 3, this phenomena can be
nearly eliminated with PCF/VSM. Another possible solution is used in Terry
Welsh's OpenSceneGraph-based
implementationhttp://appsrv.cse.cuhk.edu.hk/%7Efzhang/pssm_project/PSSMdemo_OSG_Terry.tar.gz,
which moves the light projection in *x* and *y* coordinates in a texel size,
so you are always having the same aliasing pattern. However, when you change
the size of the projection (i.e. the *min* and *max* vectors in the
*crop*matrix in Oskari
Nyman's DirectX9
implementationhttp://appsrv.cse.cuhk.edu.hk/%7Efzhang/pssm_project/PSSMdemo_DX9.zip),
this problem still happens. Anyway, as I mentioned, this issue is not
noticeable at all if we use PSSM+PCF/VSM.

The last issue might the performance. I've to say, as the tremendous
advances in modern GPUs,  even without hardware-acceleration, PSSMs could
achieve a high fps in practical applications. In our Gems 3
paper/implementation, we proposed the acceleration methods on DX9-level and
DX10-level GPUs. Please check this page back later. In summary, personally,
I don't think the performance is a problem for PSSMs on modern GPUs.
*
Alors, OSG take same way?

who could support me ?

regards *


2008/5/27 Wojciech Lewandowski [EMAIL PROTECTED]:

 Hi J-S,

  Yes it is view dependent. Have you seen some issues with pure
 osgShadow::ShadowMap in multi view configurations ?


 Not at all, I was just curious since you said StandardShadowMap is
 equivalent to osgShadow::ShadowMap - but the former is view-dependent where
 the latter is not.


 I thought about it for a while when I was struggling with multi view /
 multi threaded OSG on XP. Threre exists some remote possibility for
 osgShadow::ShadowMap to fail in threaded modes. Just an example: multicore
 default DrawThreadPerContext uses two SceneViews in parallel. While first
 does draw for previous frame, second does cull for next frame. Teoretically
 second SceneView may invoke ShadowMap::cull which could alter shadow TexGen
 matrices before first SceneView managed to use it for generating shadow tex
 coords. This would produce shadow texture misalignment and possible flicker
 between scenes. But in practice I doubt anyone would be able to notice it.

  You may try to add setMinLightMargin( 10 ); in osgshadow paragraph
 where --lispsm technique is created. There is a catch though. You may be
 hit
 by some assertion code I added today. If you want to try this please
 update
 ConvexHull.h header (attached here).


 Yep, that solves it. Interesting, so there's a few more parameters to
 tweak depending on the scene.


 These techniques have some limitations and may not be interesting for
 eveyone. Techniques were created for vis simulation scenarios where
 databases are usually larger than view frustum (considering their bounds)
 and implicitly assume that all objects can cast shadows on themselves. So I
 assume that shadow casting and shadow receiving scenes are basically the
 same. I think that other MinimalXXShadowMap could be created to take
 advantage of the situation where shadow casting and shadow receiving scenes
 differ. LisPSM would not require changes. All what would be needed is to
 derive it from this new base class.

 Cheers,
 Wojtek
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Can T. Oguz
Should be careful, sorry.

2008/5/28 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:

 Depends on your own application, i am working with ATI and NVidia both are
 rubost running with OSG. The question isn't really what kind of card is most
 robust with OSG, better question is,
 which vendor has best OpenGL driver, especially for Windows Based Systems.

 but why are you asking this question under PSSM ?


 2008/5/28 Can T. Oguz [EMAIL PROTECTED]:

 Hi All,

 I'm not sure if it's commercially fair to talk about but I need to know
 your personal choices. Which graphics hardware is considered to be flawless
 and most compatible with OSG? (to be used with Windows XP and Intel
 architecture)

 Thanks for the patience,

 Can


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Re: [osg-users] threading trouble with slave cameras

2008-05-28 Thread Robert Osfield
Hi Terry,

From your email it's not clear the exact camera/graphics window set
up.  It does kinda sound like all the cameras share the same graphics
window, is this right?   If so then you'll only ever be able to have
one DrawThread.  If you have three slave Camera then in theory you
should be able to have six CameraThread.   However, from you diagram
it seems that you have cameras nested within each other, rather than
all the slaves being siblings, and you suggestion that getCameras()
returns just one camera suggest that all the cameras are in the scene
graph (or perhaps there is a bug).

Since there is really too little specific information on your setup I
can't really provide any insight or advice.  You could explain your
motivation for splitting the view up into so may cameras, the number
of contexts you are driving, if all the cameras are collaborating on
the same view.  Also how are you adding the cameras into the setup?
Perhaps some code would help.

Robert.

On Tue, May 27, 2008 at 11:17 PM, Terry Welsh [EMAIL PROTECTED] wrote:
 Hi,
 I just tried to replace SceneView with osgViewer::Viewer to take
 advantage of threading.  My scene has 3 views of the same scene with
 cameras set up like this:

 Viewer camera
/   | \
 far_cam1far_cam2 far_cam3
|   |   |
 near_cam1  near_cam2  near_cam3
 (POST_RENDER)  (POST_RENDER)(POST_RENDER)
 \  |  /
  scene

 The viewer camera is only used for clearing.  The near and far
 cameras are used to render different depth ranges of my scene to
 prevent a lot of z-fighting; each pair of near/far cameras draws into
 the same viewport.

 With no threading, I use 1 core at 100%.  With
 CullThreadPerCameraDrawThreadPerContext I use 1 core at 100% and
 another core at about 25%.  There are still 2 cores that are nearly
 unused.  The other threading modes do not appear to help.

 I tried to trace through the threading code in ViewerBase a little.
 In cameras (the vector of osg::Cameras) there is only 1 camera, but
 I expected to find 7.  Is it impossible to have 7 cull threads in this
 situation, or am I just setting something up wrong?
 - Terry
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Re: [osg-users] Can't post to osg-submissions

2008-05-28 Thread Robert Osfield
Hi Thibault,

Are you subscribed to osg-submissions?  It'd be worth checking you
address that your sending from matches the address subscribed.

Robert.

On Wed, May 28, 2008 at 7:40 AM, Thibault Genessay [EMAIL PROTECTED] wrote:
 Hi all

 Yesterday I've been sending a fix to the osg-submissions list but the
 message did not seem to reach its destination. I've had no failure
 notification but the message is not in the archive - Gmane shows
 messages that were sent after, but not mine. Is anyone here having the
 same problem ? I have checked my account on the list's web page and
 everything looks OK.
 I can recall that some months ago I posted a fix for the PNG plugin
 and thought Robert had just ignored it due to its overload, but it
 might as well have ended in the void...

 Thibault

 PS: the subject of the message was [osg-submissions]
 GraphicsWindowWin32 bug: cursor was not set properly
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Re: [osg-users] Can't post to osg-submissions

2008-05-28 Thread Paul Melis

Hi,

Thibault Genessay wrote:


Yesterday I've been sending a fix to the osg-submissions list but the
message did not seem to reach its destination. I've had no failure
notification but the message is not in the archive - Gmane shows
messages that were sent after, but not mine. Is anyone here having the
same problem ? I have checked my account on the list's web page and
everything looks OK.
I can recall that some months ago I posted a fix for the PNG plugin
and thought Robert had just ignored it due to its overload, but it
might as well have ended in the void...
 

Well, you posted a few responses to osg-submissions regarding my 
osgviewerWX example tweaks about 2 weeks ago, so you could definitely 
post at that time.
Can't seem to find any submission by you regarding the PNG plugin in the 
archive though, so something seems to be fishy there...



PS: the subject of the message was [osg-submissions]
GraphicsWindowWin32 bug: cursor was not set properly

This is the subject of the message you posted today, right? As you seem 
to have sent in a fix relating to cursors a long time ago as well (July 
2007).


Paul
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Re: [osg-users] Debugging example hangs in Cygwin and need some insight into cygwin_osgdb_osg.dll

2008-05-28 Thread Alberto Luaces
El Martes 27 Mayo 2008ES 21:44:03 Brian Keener escribió:
 This almost seems as if iot has something to do with the actually
 writing of the osg file when it writes the data and then something not
 terminating as it should.

I think this could be a non-valid example, because osgDB::DynamicLibrary on 
UNIX (including Cygwin) only loads symbols when needed (it opens them with 
the RTLD_LAZY specifier), so the OSG's plugin register could realize the 
mismatch before trying to load any symbols from the DLL.

Alberto
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Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Robert Osfield
On Wed, May 28, 2008 at 11:46 AM, Paul Melis [EMAIL PROTECTED] wrote:
 At present there is no osgParticle support in .ive, and no
 PrecipitationEffect support in .osg either, but this should be more
 straight forward to add.


 Is osgParticle the only nodekit that lacks support or are there more? Would
 this be something the community can assist in? It seems like a fairly
 straightforward job to look at the existing plugins code and write the
 needed processing.

This is the type of task the OSG community tackles all the time, just
not PrecipitationEffect so far :-)

As a general objective I'd like to have more formalised ascii/binary
serialization built into the OSG so
that we don't have maintain separate .osg and .ive formats.  This is a
big topic all by itself though,
when I've got a bit more breathing space I'll strike up a discussion
about this, but right now I'll keep
me head down.

Robert.
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Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Paul Melis

Robert Osfield wrote:


On Wed, May 28, 2008 at 11:46 AM, Paul Melis [EMAIL PROTECTED] wrote:
 


At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.

 


Is osgParticle the only nodekit that lacks support or are there more? Would
this be something the community can assist in? It seems like a fairly
straightforward job to look at the existing plugins code and write the
needed processing.
   



This is the type of task the OSG community tackles all the time, just
not PrecipitationEffect so far :-)

As a general objective I'd like to have more formalised ascii/binary
serialization built into the OSG so
that we don't have maintain separate .osg and .ive formats.  This is a
big topic all by itself though,
when I've got a bit more breathing space I'll strike up a discussion
about this, but right now I'll keep
me head down.
 

Would it make sense then, for the short term, to make an overview of 
exactly which classes are missing support?
I'm thinking of a wiki page that lists per nodekit what is missing. 
Anyone interested can then pick off an item from the list, start working 
on the code and, when done, send it to osg-submissions. After being 
accepted it can be crossed off the list.


Paul
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Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Robert Osfield
Hi Raymond,

At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.

Robert.

On Wed, May 28, 2008 at 11:31 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
 Hi,

 While I was writing the previous message about the precipitation bug or
 feature, I tried to save the scene graph to an osg or ive file (to report
 the issue in an easier way) but the precipitation was not written. Can
 anyone explain how does this works? In the end the precipitation is 'just'
 build from standard osg so I would expect it to be written to file.

 Thanks for the clarification.

 Best regards
 Raymond

 (win xp, osg 2.4.0, ms visual studio 2005 sp1)
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Re: [osg-users] Can't post to osg-submissions

2008-05-28 Thread Thibault Genessay
Hi Paul, Robert

 Well, you posted a few responses to osg-submissions regarding my osgviewerWX
 example tweaks about 2 weeks ago, so you could definitely post at that time.

Yes, I can remember that. Plus I have done all necessary checking that
I am a registered subscriber of the list.

 Can't seem to find any submission by you regarding the PNG plugin in the
 archive though, so something seems to be fishy there...

Which makes me think I am doing something wrong with the destination
address. I'll try to copy-paste the exact address I had replied to and
send it again.

Thanks for your input

Regards

Thibault
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Re: [osg-users] Creating new Wiki pages

2008-05-28 Thread Forum Dude
hi,

i tried again today and i'm still running into the same problems.
first, let me answer your questions:

 You say can't seem to add larger pages and smaller edits [...] work just 
 fine.
 But did you try to ADD a small page (it's not clear from your message), or 
 does adding not work at all?

I added a new page by writing a WikiWord on an existing page, then
clicking on it. I then clicked on Create and wrote my markup in the
edit box and hit Submit changes. After that, the server never
returns. I managed, however, to create the page itself by just adding
a small amount of text. It seems that whenever I reach a certain
number of characters, it doesn't work anymore. That number is not big,
though. It's like, one paragraph. Maybe about 1,000 characters.

 Can you give an indication of the size of your page (in number of characters)?

The page I want to add is about 10,000 characters, about 1,300 words.

 Just did a quick test creating a new page with a lot of text on it (about
 14000 bytes of text). This works fine...

That's odd. You know what? I'll send you the markup in a private mail.
Maybe you can add it for me and see if it works for you.

Rick
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Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Paul Melis

Hi Robert,

Robert Osfield wrote:


At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.
 

Is osgParticle the only nodekit that lacks support or are there more? 
Would this be something the community can assist in? It seems like a 
fairly straightforward job to look at the existing plugins code and 
write the needed processing.


Paul

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Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Raymond de Vries

Hi Robert and Paul,

Thanks, it's clear now.

Raymond


Robert Osfield wrote:

Hi Raymond,

At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.

Robert.

On Wed, May 28, 2008 at 11:31 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
  

Hi,

While I was writing the previous message about the precipitation bug or
feature, I tried to save the scene graph to an osg or ive file (to report
the issue in an easier way) but the precipitation was not written. Can
anyone explain how does this works? In the end the precipitation is 'just'
build from standard osg so I would expect it to be written to file.

Thanks for the clarification.

Best regards
Raymond

(win xp, osg 2.4.0, ms visual studio 2005 sp1)
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Re: [osg-users] can't remove all PrimitiveSet

2008-05-28 Thread Paul Melis

Hi Alberto,

Alberto Luaces wrote:


El Martes 27 Mayo 2008ES 16:58:21 Paul Melis escribió:
 


  dirtyDisplayList();
  dirtyBound();

When using direct access to the list you will have to call these
yourself...

 



Well, I think osg users are used to call these functions themselves pretty 
often when dealing with dynamic geometries, but it's just a matter of 
style :)
 

No offense, but I consider using the underlying data structure like in 
this particular case bad style, it's asking for trouble.
The problem is that directly adding to/removing from the underlying 
vector doesn't include all the semantics of adding/removing of the 
higher level API. So whenever the higher level add/remove is altered to 
say, include more operations, you might not become aware of this until 
you code that directly accesses the vector starts misbehaving. Removing 
the public access to the primitive set list would help to avoid this, 
but it seems other OSG classes need access to it, e.g. osgUtil::Optimizer.


Regards,
Paul
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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries

Hi Robert,


Both:

  osgprecipitation textured_box.osg
  osgprecipitation non_textured_box.osg

Work just fine for me, with SVN version of the OSG.  Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.
  

Did you change the vbo lines in the PrecipitationEffect.cpp?

As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug.  Could you try out the SVN version of
the OSG to see if this fixes things.
  

Sure, will do it right away.

Talk to you later,
Raymond


Robert.

  

Hi,

I am diving deep into the precipitation and trying out things (osg 2.4.0,
win xp, MS Visual Studio 2005 SP1). One of the things I did is to disable
the usage of vbos, in lines 480, 487 and 494:
  _quadGeometry-setUseVertexBufferObjects(false);
  _lineGeometry-setUseVertexBufferObjects(false);
  _pointGeometry-setUseVertexBufferObjects(false);

When I do so, the precip is not drawn properly at all anymore, and it
depends if a load a textured or non-textured object (see the attached models
+ image):
- non-textured: box rendered ok, no precip at all although it seems to be
rendered judging from the performance
- textured: box rendered ok, precip is rendered not right at all (seems like
large polygons or so)

So the general question is: should I be able to disable vbo at all times? I
expected this would be possible (resulting in a performance penalty of
course). If so, there is an issue somewhere... I don't know where, although
I spent many hours on this.

Thanks a lot
Raymond


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   referenceFrame 

Re: [osg-users] LiSPSM contibution ?

2008-05-28 Thread Wojciech Lewandowski

Hi Adrian,


Alors, OSG take same way?
who could support me ?


Count me in. More difficult question is how much of my time I may devote. 
Unfortunately I am not sure if I can offer some help in June. Maybe its more 
probable in July. But certainly I am interested in helping in this effort.


Cheers,
Wojtek 


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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Robert Osfield
On Wed, May 28, 2008 at 11:17 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi Raymond,

Both:

  osgprecipitation textured_box.osg
  osgprecipitation non_textured_box.osg

Work just fine for me, with SVN version of the OSG.  Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.

As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug.  Could you try out the SVN version of
the OSG to see if this fixes things.

Robert.

 Hi,

 I am diving deep into the precipitation and trying out things (osg 2.4.0,
 win xp, MS Visual Studio 2005 SP1). One of the things I did is to disable
 the usage of vbos, in lines 480, 487 and 494:
   _quadGeometry-setUseVertexBufferObjects(false);
   _lineGeometry-setUseVertexBufferObjects(false);
   _pointGeometry-setUseVertexBufferObjects(false);

 When I do so, the precip is not drawn properly at all anymore, and it
 depends if a load a textured or non-textured object (see the attached models
 + image):
 - non-textured: box rendered ok, no precip at all although it seems to be
 rendered judging from the performance
 - textured: box rendered ok, precip is rendered not right at all (seems like
 large polygons or so)

 So the general question is: should I be able to disable vbo at all times? I
 expected this would be possible (resulting in a performance penalty of
 course). If so, there is an issue somewhere... I don't know where, although
 I spent many hours on this.

 Thanks a lot
 Raymond


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DataVariance DYNAMIC
StateSet {
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GL_LIGHTING ON
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1 0 0 0
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  }
  

[osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Raymond de Vries

Hi,

While I was writing the previous message about the precipitation bug or 
feature, I tried to save the scene graph to an osg or ive file (to 
report the issue in an easier way) but the precipitation was not 
written. Can anyone explain how does this works? In the end the 
precipitation is 'just' build from standard osg so I would expect it to 
be written to file.


Thanks for the clarification.

Best regards
Raymond

(win xp, osg 2.4.0, ms visual studio 2005 sp1)
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Re: [osg-users] Should I be able to save the precipitation node to an osg or ive file?

2008-05-28 Thread Paul Melis

Hi,

Raymond de Vries wrote:

While I was writing the previous message about the precipitation bug 
or feature, I tried to save the scene graph to an osg or ive file (to 
report the issue in an easier way) but the precipitation was not 
written. Can anyone explain how does this works? In the end the 
precipitation is 'just' build from standard osg so I would expect it 
to be written to file.


Thanks for the clarification.


It seems like there currently is no support in the plugins to write a 
osgParticle::PrecipitationEffect. There's no corresponding code in 
src/osgPlugins/osgParticle named something like IO_PrecipitationEffect.cpp.


Paul
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Re: [osg-users] Creating new Wiki pages

2008-05-28 Thread Paul Melis

Forum Dude wrote:


That's odd. You know what? I'll send you the markup in a private mail.

Maybe you can add it for me and see if it works for you.
   



Re: OSG Wiki. (See mailing list.) Here it is. The page I want to put 
it on is:


http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MingwColladaEclipse

Of course, I haven't had a chance to check my markup so it might not
look perfect. Also, it's not finished. There should be screenshots as
well. But for a start, it would be great if you could put it on the
Wiki.

And who knows, maybe after that I'll be able to edit it myself.
 

Well, I had no problems pasting your text in the edit form, so the page 
is now fully complete. Note: I changed the markup of the bulleted lists 
in the requirements. You shouldn't use empty lines between list items as 
that will create a new list for each item. I.e. don't write


* Blah

  * sub 1

  * sub 2

but write

* Blah
  * sub 1
  * sub 2

I have no idea why you were having so much trouble getting the page 
editing to work. Perhaps the server was misbehaving, or it might be your 
browser (do you happen to use an exotic one?).


Looks great b.t.w., thanks for writing this info!

Regards,
Paul


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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries

Hi Robert,

I just tried it with the svn version and the effect is the same as with 
2.4.0, so still wrong. In order to do this I changed the lines 481, 488 
and into:

   _quadGeometry-setUseVertexBufferObjects(false);
   _lineGeometry-setUseVertexBufferObjects(false);
   _pointGeometry-setUseVertexBufferObjects(false);

Can you please test with these changed lines?

Thanks
Raymond

btw fyi: I still used the older 3rd party libs, not the most recent 
ones, but that shouldn't harm I guess
btw I could not find a way to grab the fullscreen viewer, windows won't 
let me, and the --viewer option does not work


Raymond de Vries wrote:

Hi Robert,


Both:

  osgprecipitation textured_box.osg
  osgprecipitation non_textured_box.osg

Work just fine for me, with SVN version of the OSG.  Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.
  

Did you change the vbo lines in the PrecipitationEffect.cpp?

As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug.  Could you try out the SVN version of
the OSG to see if this fixes things.
  

Sure, will do it right away.

Talk to you later,
Raymond


Robert.

 

Hi,

I am diving deep into the precipitation and trying out things (osg 
2.4.0,
win xp, MS Visual Studio 2005 SP1). One of the things I did is to 
disable

the usage of vbos, in lines 480, 487 and 494:
  _quadGeometry-setUseVertexBufferObjects(false);
  _lineGeometry-setUseVertexBufferObjects(false);
  _pointGeometry-setUseVertexBufferObjects(false);

When I do so, the precip is not drawn properly at all anymore, and it
depends if a load a textured or non-textured object (see the 
attached models

+ image):
- non-textured: box rendered ok, no precip at all although it seems 
to be

rendered judging from the performance
- textured: box rendered ok, precip is rendered not right at all 
(seems like

large polygons or so)

So the general question is: should I be able to disable vbo at all 
times? I

expected this would be possible (resulting in a performance penalty of
course). If so, there is an issue somewhere... I don't know where, 
although

I spent many hours on this.

Thanks a lot
Raymond


MatrixTransform {
 DataVariance STATIC
 name Scene Root
 nodeMask 0xff
 cullingActive TRUE
 StateSet {
   UniqueID StateSet_0
   DataVariance STATIC
   rendering_hint DEFAULT_BIN
   renderBinMode INHERIT
   GL_LIGHTING ON
 }
 referenceFrame RELATIVE
 Matrix {
   1 0 0 0
   0 1 0 0
   0 0 1 0
   0 0 0 1
 }
 num_children 1
 MatrixTransform {
   DataVariance STATIC
   name Box01
   nodeMask 0xff
   cullingActive TRUE
   referenceFrame RELATIVE
   Matrix {
 1 0 0 0
 0 1 0 0
 0 0 1 0
 0 0 0 1
   }
   num_children 1
   Geode {
 UniqueID Geode_1
 DataVariance STATIC
 name Box01-GEODE
 nodeMask 0xff
 cullingActive TRUE
 num_drawables 1
 Geometry {
   DataVariance DYNAMIC
   StateSet {
 DataVariance STATIC
 rendering_hint DEFAULT_BIN
 renderBinMode INHERIT
   }
   useDisplayList TRUE
   useVertexBufferObjects FALSE
   PrimitiveSets 1
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 DrawArrays TRIANGLES 0 36
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 -14.7209 13.6026 0
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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Robert Osfield
Hi Raymond,

I've just made your suggestion change, and it does break things on my
machine as well.

But... reviewing the code, we'll the code dynamically adjusts the
number of particles so it not meant ever to use display lists, rather
it only works with VBO's or vertex arrays.   Note the custom
PrecipitationDrawable that manages the actual rendering.

It's not at all a conventional bit of scene graph, and I'm kinda
perplexed why you'd want to go around changing the insides of such an
implementation.  The code is designed to use VBO's for a reason -
performance and flexibility, with was never meant to be used with
display lists as this breaks the whole way the implementation
functions.

Robert.

On Wed, May 28, 2008 at 1:05 PM, Raymond de Vries [EMAIL PROTECTED] wrote:
 Hi Robert,

 I just tried it with the svn version and the effect is the same as with
 2.4.0, so still wrong. In order to do this I changed the lines 481, 488 and
 into:
   _quadGeometry-setUseVertexBufferObjects(false);
   _lineGeometry-setUseVertexBufferObjects(false);
   _pointGeometry-setUseVertexBufferObjects(false);

 Can you please test with these changed lines?

 Thanks
 Raymond

 btw fyi: I still used the older 3rd party libs, not the most recent ones,
 but that shouldn't harm I guess
 btw I could not find a way to grab the fullscreen viewer, windows won't let
 me, and the --viewer option does not work

 Raymond de Vries wrote:

 Hi Robert,

 Both:

  osgprecipitation textured_box.osg
  osgprecipitation non_textured_box.osg

 Work just fine for me, with SVN version of the OSG.  Note, there has
 been a shader related bug fix to GLObjectVistor that may well have a
 baring on this issue.


 Did you change the vbo lines in the PrecipitationEffect.cpp?

 As for VBO/non VBO on objects in the scene, this should have
 absolutely no effect on the precipitation, suggesting either a bug on
 the OSG side or a driver bug.  Could you try out the SVN version of
 the OSG to see if this fixes things.


 Sure, will do it right away.

 Talk to you later,
 Raymond

 Robert.



 Hi,

 I am diving deep into the precipitation and trying out things (osg
 2.4.0,
 win xp, MS Visual Studio 2005 SP1). One of the things I did is to
 disable
 the usage of vbos, in lines 480, 487 and 494:
  _quadGeometry-setUseVertexBufferObjects(false);
  _lineGeometry-setUseVertexBufferObjects(false);
  _pointGeometry-setUseVertexBufferObjects(false);

 When I do so, the precip is not drawn properly at all anymore, and it
 depends if a load a textured or non-textured object (see the attached
 models
 + image):
 - non-textured: box rendered ok, no precip at all although it seems to
 be
 rendered judging from the performance
 - textured: box rendered ok, precip is rendered not right at all (seems
 like
 large polygons or so)

 So the general question is: should I be able to disable vbo at all
 times? I
 expected this would be possible (resulting in a performance penalty of
 course). If so, there is an issue somewhere... I don't know where,
 although
 I spent many hours on this.

 Thanks a lot
 Raymond


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 14.7209 -13.6026 0
 14.7209 13.6026 0
 -14.7209 13.6026 0
 -14.7209 13.6026 15.8052
 -14.7209 

Re: [osg-users] Most compatible OpenGL Driver

2008-05-28 Thread Paul Martz
Try searching the archives for ATI or NVIDIA. Problems with both have
been discussed here in the not too distant past.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Can T. Oguz
Sent: Wednesday, May 28, 2008 2:06 AM
To: OpenSceneGraph Users
Subject: [osg-users] Most compatible OpenGL Driver


Adrien had just rephrased my question, so I agree and I do repeat him. What
do you think?

which vendor has best OpenGL driver, especially for Windows Based Systems ?

Thanks all,

Can



2008/5/28 Can T. Oguz [EMAIL PROTECTED]:



Hi All,

I'm not sure if it's commercially fair to talk about but I need to know your
personal choices. Which graphics hardware is considered to be flawless and
most compatible with OSG? (to be used with Windows XP and Intel
architecture) 

Thanks for the patience,

Can



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[osg-users] Realistic Explosions needed!

2008-05-28 Thread Neusch, Dominik, SDGE1
Hi,
 
I am just programming a special effects module that uses OpenSceneGraph.
What I need is an explosion or explosion effect that looks as good and
realistic as possible. First thing I tried was the
osgParticle::ExplosionEffect. Its ok, but I need something that looks
like the explosion on the image that I have attached to this mail.
Next thing I tried was the Delta3D Particle Editor. The result was much
better, but still not enough. It is very difficult to add fragments to
the explosion that fly away with a smoke trail behind. For example is it
not possible to add an emitter to the fragment.
I also tried the OSG Exporter for 3ds max. But the exporter only exports
spray and snow particle systems, and in my opinion it is not possible to
design good looking explosions with that two particle systems.
Furthermore the two particle systems were not exported correctly, so I
gave it up. 
Is there another possibility to create realistic explosion effects with
OSG? Or did somebody have success in exporting an explosion from 3ds max
to OSG?
 
Any ideas?   
 
Thanks,
 
Dominic Neusch
 

Dominic Neusch
Diplomand
EADS
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Re: [osg-users] bug or feature: should I always be able to disable using vbo? (when I do so in the precipitation, rendering artifacts appear)

2008-05-28 Thread Raymond de Vries

Hi Robert,

I totally understand what you are saying. In fact, I do not want to turn 
this off, I was trying out a lot of things since I've got a bug here in 
a class which is a simplified precip. In this class I did not enable 
vbos and worked fine until I enabled vbo. So that's why I came up with 
my generic question whether or not I can disable the usage of vbo.


I will dig further, thanks for now.

best regards
Raymond




Robert Osfield wrote:

Hi Raymond,

I've just made your suggestion change, and it does break things on my
machine as well.

But... reviewing the code, we'll the code dynamically adjusts the
number of particles so it not meant ever to use display lists, rather
it only works with VBO's or vertex arrays.   Note the custom
PrecipitationDrawable that manages the actual rendering.

It's not at all a conventional bit of scene graph, and I'm kinda
perplexed why you'd want to go around changing the insides of such an
implementation.  The code is designed to use VBO's for a reason -
performance and flexibility, with was never meant to be used with
display lists as this breaks the whole way the implementation
functions.

Robert.

On Wed, May 28, 2008 at 1:05 PM, Raymond de Vries [EMAIL PROTECTED] wrote:
  

Hi Robert,

I just tried it with the svn version and the effect is the same as with
2.4.0, so still wrong. In order to do this I changed the lines 481, 488 and
into:
  _quadGeometry-setUseVertexBufferObjects(false);
  _lineGeometry-setUseVertexBufferObjects(false);
  _pointGeometry-setUseVertexBufferObjects(false);

Can you please test with these changed lines?

Thanks
Raymond

btw fyi: I still used the older 3rd party libs, not the most recent ones,
but that shouldn't harm I guess
btw I could not find a way to grab the fullscreen viewer, windows won't let
me, and the --viewer option does not work

Raymond de Vries wrote:


Hi Robert,

  

Both:

 osgprecipitation textured_box.osg
 osgprecipitation non_textured_box.osg

Work just fine for me, with SVN version of the OSG.  Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.



Did you change the vbo lines in the PrecipitationEffect.cpp?
  

As for VBO/non VBO on objects in the scene, this should have
absolutely no effect on the precipitation, suggesting either a bug on
the OSG side or a driver bug.  Could you try out the SVN version of
the OSG to see if this fixes things.



Sure, will do it right away.

Talk to you later,
Raymond

  

Robert.




Hi,

I am diving deep into the precipitation and trying out things (osg
2.4.0,
win xp, MS Visual Studio 2005 SP1). One of the things I did is to
disable
the usage of vbos, in lines 480, 487 and 494:
 _quadGeometry-setUseVertexBufferObjects(false);
 _lineGeometry-setUseVertexBufferObjects(false);
 _pointGeometry-setUseVertexBufferObjects(false);

When I do so, the precip is not drawn properly at all anymore, and it
depends if a load a textured or non-textured object (see the attached
models
+ image):
- non-textured: box rendered ok, no precip at all although it seems to
be
rendered judging from the performance
- textured: box rendered ok, precip is rendered not right at all (seems
like
large polygons or so)

So the general question is: should I be able to disable vbo at all
times? I
expected this would be possible (resulting in a performance penalty of
course). If so, there is an issue somewhere... I don't know where,
although
I spent many hours on this.

Thanks a lot
Raymond


MatrixTransform {
 DataVariance STATIC
 name Scene Root
 nodeMask 0xff
 cullingActive TRUE
 StateSet {
  UniqueID StateSet_0
  DataVariance STATIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  GL_LIGHTING ON
 }
 referenceFrame RELATIVE
 Matrix {
  1 0 0 0
  0 1 0 0
  0 0 1 0
  0 0 0 1
 }
 num_children 1
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  DataVariance STATIC
  name Box01
  nodeMask 0xff
  cullingActive TRUE
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1 0 0 0
0 1 0 0
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UniqueID Geode_1
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name Box01-GEODE
nodeMask 0xff
cullingActive TRUE
num_drawables 1
Geometry {
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renderBinMode INHERIT
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14.7209 -13.6026 15.8052
   

Re: [osg-users] Workaround for the problems in OSG / XP / multimonitor/ multithreaded / NVidia

2008-05-28 Thread Wojciech Lewandowski

Hi Robert,

I use it and have not observed any issues. I would say its rather safe.

I reported this bug to NVidia. And it looks like they are doing something to 
fix the problem. In the meantime they sent me two bit cryptic emails 
informing they verified and fixed it. Last email was also saying that fix is 
awaiting for final verification and closure. I don't know when they make 
fixed drivers available, though, so I would vote for merging my workaround 
for time being.


I promise I will let you know or even send the submission removing this 
workaround when NVidia informs me that fixed drivers are available.


Cheers,
Wojtek




Hi Wojtek,

I'm just following up on your workaround for the NVidia WindowsXP
multi-thread make current bug.   Others have reported problems since
you posted your fix, and while I know the bug is now Nvidia have
acknowledged the problem, we don't yet know how long it might be to a
fix... so I'm tempted to merge your workaround.

Thoughts?
Robert.

On Mon, May 12, 2008 at 1:28 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:

Hi again,

I have modified GraphicsWindowWin32::makeCurrentImplementation method. 
Code

attached. This modification solves both garbage in
TriangleStrip/TriangleFans and FBO problems. So a complete succes for me 
;-)


I am posting it on osg users forum instead of osg submissions because I
expecty we want some discussion before submitting it.

I don't know how this workaroud should be additionaly wrapped. In this 
form

its alredy rather non aggressive - second wglMakeCurrent will be called
fairly seldom.  What additional conditions we would like to see tested
before applying this worakoround. Any suggestions ? Should I check
GL_VENDOR, GL_RENDERER, GL_VERSION strings ? Does OSG offer some methods 
to

query OS, drivers version ?

Maybe othe places in the code are more appriopriate for this call.

Cheers,
Wojtek


Hi Everyone,

Lets get back to the main topic of this thread ie garbage in Multicore 
CPU

/
NVidia / DualView / Window XP.

I attached my OpenGL repro for those who are interested. I would be
grateful
if somoene could check if my threading code is OK (and maybe simplify 
it).

If it is, I will try to submit the bug to NVidia.

Check out what happens when  repeatMakeCurrent variable gets changed to
non
zero value. This causes repetition of wglMakeCurrent and fixes the 
issue.

I
will try to check this method in OSG next week.

I am heading back home for the weekend. I will stay online but I don't
have
multicore CPU there so I won't be able to check codes till monday.

Cheers,
Wojtek Lewandowski



Hi Robert, Paul and J-S,

I don't think I was clear enough. Its too early to say that
wglMakeCurrent
will be a good workaround for OSG.
I only said that it relaxed the problem in my OpenGL repro.

It looks like first wglMakeCurrent (when renderer thread is started) 
does
not initialize properly some internal OpenGL context data. If I repeat 
it

in second frame everything becomes correct. So if wglMakeCurrent was a
solution it would be needed only once more on frame.

But I learned all this using my open gl repro without Display Lists and
to
be honest I did not checked what will happen if DisplayLists are
generated
on a first frame (like OSG does). I suspect they might stay screwed 
even

if second wglMAkeCurrent gets called.  I am currently trying to check
this
out. I just need some more time to investigate.

I got some questions regarding this issue so I decided to inform guys 
for

whom this is relevant by posting on osg-users. I am certainly far from
proposing fixes at this moment.

Wojtek



Hi Wojciech,

On Fri, May 9, 2008 at 2:16 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:


Problem could be relaxed when wglMakeCurrent gets called before each
frame
rendering. I noticed that artifacts appeared when wglMakeCurrent was
called
only once while worker rendering thread initialization . When
wglMakeCurrent
was called every frame artifacts did not appear.


wglMakeCurrent shouldn't be required if one has a thread per
context, one a thread does a wglMakeCurrent() it shouldn't release the
context till this thread calls release context (done with
wglMakeCurrent(_hdc, NULL)).

As you are finding that the wglMakeCurrent() per frame is required,
this either suggests that the OpenGL driver is playing fast and loose
with the graphics context behind the scenes so the app looses the
context being current, in which case this is very much a driver bug,
or that the OSG itself is doing makeCurrent on the context from
another thread or releasing the context when it shouldn't.

Could you put some debug output into GraphicsWindowWin32.cpp's
makeCurrentImplementation(..) and relaseContextImplementation(..) to
see if there are being called when you wouldn't expect, printing out
the
pointer to the current thread would be useful as well.

Robert.
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Re: [osg-users] Community Documentation Initiative [Was: Too muchsupport!!!!!]

2008-05-28 Thread Gordon Tomlinson
Hi

For 1) please go a head and update the wiki :)

For 3) See Paul an Bobs enhance OSG documentation and books
http://www.skew-matrix.com/books.asp

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Vidar
Larring
Sent: Wednesday, May 28, 2008 10:21 AM
To: OpenSceneGraph Users
Subject: [osg-users] Community Documentation Initiative [Was: Too
muchsupport!]

Hi all,

I have tried to resist to reply to the Too much support thread for over a
week now, but now there's just something I'd like to share on a related
topic.

I'm a total newbe to OSG and as a newbe I hunger for info. Here's a few
things that I am really missing, and I think most of these things can be
done by the community rather than Robert:

1) There are lots of excellent example programs provided with OSG. 
However, I sometimes find it hard to find the example I need to study to
solve my newbe questions. What I'd really like to see on the wiki is a list
of all the example programs with ditto summary of what features they
demonstrate and techniques used.

2) Summary and detailed documentation of the tools that come with VPB.

3) For all OSG classes, I'd love to see more high-level class information
(e.g. purpose, etc.). For certain classes that implements special
programming techniques, it would be wonderful if the documentation included
a link to external resources explaining the technique in general. Simple
example:

Current documentation of osg::observer_ptr:
/** Smart pointer for observed objects, that automatically set pointers to
them to null when they deleted.
*/

...could be changed to:
/** Weak pointer for observed objects, that automatically set pointers to
them to null when they deleted.
  *  @see http://en.wikipedia.org/wiki/Weak_reference
  */

Documentation submissions could be marked with doc-only or similar topic
tags.

These suggestions have arisen from my own personal needs for documentation,
so I am sure that other things can be done as well. I, for one, intend to
add more documentation as I start to figure things out, and I hope other
will do the same, both newbies and experts alike. 
IMHO I believe that an improved documentation can also help reduce the
general support load on Robert, or at least facilitate newbies in asking
more intelligible questions.

After subscribing to osg-users for a few weeks, I know that there are lots
of users out there that know an awful lot about undocumented OSG
tools/examples/features/classes. I hope I have managed to convince at least
some of you to participate in a community documentation initiative.

Best regards,
John

--
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MailScanner, and is believed to be clean.

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Re: [osg-users] Community Documentation Initiative [Was: Too much support!!!!!]

2008-05-28 Thread Jean-Sébastien Guay

Hello John,

I'm a total newbe to OSG and as a newbe I hunger for info. Here's a few 
things that I am really missing, and I think most of these things can be 
done by the community rather than Robert:


All three of your ideas are really good and pretty easy to do. Some 
comments:


1) There are lots of excellent example programs provided with OSG. 
However, I sometimes find it hard to find the example I need to study to 
solve my newbe questions. What I'd really like to see on the wiki is a 
list of all the example programs with ditto summary of what features 
they demonstrate and techniques used.


Excellent idea. There have been requests before to document the examples 
themselves (code comments), but this is a big job and hard to 
coordinate. However, a wiki page which lists all the examples ('ls 
OpenSceneGraph/examples', copy-paste) could then be filled by people 
gradually...


In general, I think the wiki could use a chief editor. Some info is 
well categorized, but other info is a bit scattered. But before this 
happens, I think we need to be able to create accounts on the wiki so 
that people are accountable for their changes.



2) Summary and detailed documentation of the tools that come with VPB.


Check the archives, Robert has stated that once the major work he is 
doing on these was done, he would start documenting them. They are 
currently moving targets, so any formal documentation might be out of 
date really quickly. But if anyone has the time, they can start and at 
least write the parts for the tools that look like they're stable.


3) For all OSG classes, I'd love to see more high-level class 
information (e.g. purpose, etc.). For certain classes that implements 
special programming techniques, it would be wonderful if the 
documentation included a link to external resources explaining the 
technique in general. 


Yes, that would be great. In general, the doxygen comments are very 
low-level implementation details (or what a method does, instead of why 
it does it). So the kinds of info you're suggesting would help a lot.


Documentation submissions could be marked with doc-only or similar 
topic tags.


Another good idea. In general, I think tagging messages would allow 
Robert to ignore some categories of threads where the subject alone 
doesn't say enough about it.


I hope I have managed to convince at 
least some of you to participate in a community documentation initiative.


Personally, I have always agreed that it was needed. The hard part is 
coordinating this work and getting it all done, when most users are busy 
working on their actual jobs. But I think it's a case where if someone 
steps up and agrees to take charge (I can't in this case, sorry) then 
the community could make small individual steps that when taken as a 
whole, would count for a lot.


I hope this becomes a reality soon. I'll certainly participate.

Thanks,

J-S
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http://whitestar02.webhop.org/
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Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread Gordon Tomlinson
Your question is way too vague and contains no information which can let
people try to help you
 
See http://www.catb.org/~esr/faqs/smart-questions.html
 
 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of lucas
Grijander
Sent: Wednesday, May 28, 2008 10:15 AM
To: OpenSceneGraph Users
Subject: [osg-users] Plugin problems with Visual Studio 2008


Dear all,

I just upgrade my Visual Studio 2005 to 2008 and now I get always the same
warning:

could not find plugin to read object...

Do you have any idea of what I should modify? or whether it is compatible or
not?

thanks

Jaime.


  _  

Discover the new Windows Vista Learn more!
http://search.msn.com/results.aspx?q=windows+vistamkt=en-USform=QBRE  
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Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread Paul Melis

lucas Grijander wrote:


all the applications run ok. I only get this warning when I use 
plugins (jpeg in my case). I recompile OSG and my application using VS 
2008, but I installed the 3rdParty package from here:


https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/

I think they provide binaries for Visual Studio 8.0, so maybe that's 
the problem.
You can try setting the environment variable OSG_NOTIFY_LEVEL to INFO. 
That will print out a lot of log information, including which shared 
library was used for loading files.


Paul


Jaime.



 Date: Wed, 28 May 2008 09:24:56 -0500
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Plugin problems with Visual Studio 2008

 what plugin?
 what object?
 what 3rdParty libraries?
 did you rebuild all binaries after installing?
 is it possible old binaries are installed and being found somewhere?
 do any non-plugin apps run ok?
 etc etc
 -- mew


  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of lucas Grijander
  Sent: Wednesday, May 28, 2008 9:15 AM
  To: OpenSceneGraph Users
  Subject: [osg-users] Plugin problems with Visual Studio 2008
 
  Dear all,
 
  I just upgrade my Visual Studio 2005 to 2008 and now I get always the
  same warning:
 
  could not find plugin to read object...
 
  Do you have any idea of what I should modify? or whether it is
  compatible or not?
 
  thanks
 
  Jaime.
 
 
  
 
  Discover the new Windows Vista Learn more!
  http://search.msn.com/results.aspx?q=windows+vistamkt=en-
  USform=QBRE
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

can you might post a screenshot of your terrain running with PSSM?
one trick would be to limit the frustum with the option --maxFarDist 250 for
250meter.
this will help to win performance, because we just render a smaller scene,
and the shadow quality become better. i guess we don't need to shadow a
whole terrain, only a sub-scene close enough to the camera.

/adrian

2008/5/28 Robert Osfield [EMAIL PROTECTED]:

 Thanks Adrian, changes now merged and submitted.  Could you please
 check what I have checked in matches your latest.

 A couple of general comments - the chess.ive looks great with the new
 updates PSSM, but for town models I have things only work OK when
 looking near to straight down and close to the ground, looking along
 the ground the results are extremely shaky and unusable.

 Robert.

 On Fri, May 23, 2008 at 8:11 AM, Adrian Egli OpenSceneGraph (3D)
 [EMAIL PROTECTED] wrote:
  Latest Version to Test, i tested this on:
 
  ATI X1600 M : Windows Vista
 
  osgshadow --pssm --SingleThreaded --screen 0 -3
 
 
  2008/5/21 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
 
  Hi all again,
 
  now i came from ATI X1600M test, same artifact as you described, small
  shadowed line. i will try to figure out where it comes from. i guess we
 have
  to set another polygonoffset. 0.5,0.5 is may not as good as it seams to
 be.
  may -0.5,-0.5 or -1.0,-1.0 will work for ATI and NVidia. please check
 this
  with the option
  for polygonoffset and tell me what is a good offset.
 
  thanks adrian
 
  2008/5/21 Ralph Kern [EMAIL PROTECTED]:
 
  Adrian Egli OpenSceneGraph (3D) schrieb:
 
  Hi all,
 
  i still come around with some changes. :-) now the near - far clip
 plane
  are more optimized, but i hope it's shows still correct shadows for
 all of
  your test cases.
 
  Its updated with latest PSSM version (from this morning,MEZ)
 
 
 http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
  (use the demo.bat)
 
  and in the attachement you will find the latest source.
 
  test
  osgshadow --pssm --SingleThreaded  --no-base-texture
 
 
 
  just checked again. I removed the other two REM's on PATH and
  LIBRARY_PATH to get the program running.
 
  Works on WinXP SP2 GeForce FX5700, but slow frame rate (2.3 fps).
 
  On WinXP SP2 ATI X1600 dual monitor the park scenes run fine using
 screen
  0 with 70 fps. There is a small lit line ( 1 pix wide) around the
 buildings
  like a self shadow offset which is to large. Chess scene is still
 entirely
  black.
 
  regards Ralph
 
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  --
  
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Re: [osg-users] Parallel Split Shadow Map (Update)

2008-05-28 Thread Adrian Egli OpenSceneGraph (3D)
Ok, i will do a review. May there is still a newer version of PSSM on the
other developing system.

cu adrian

2008/5/28 Robert Osfield [EMAIL PROTECTED]:

 Hi Adrian,

 I forgot to mention, on review I spotted that you'd added a:

  osg::Light* _userLight;

 Which raises a red flag, as a possible cause for a dangling pointer to
 be introduced.  A better pointer type would probably be a ref_ptr or
 observer_ptr.   I have followed up on all the different code paths
 that set/use this pointer so it may be perfect safe, but I thought I'd
 raise a flag now and let you review the code in the context of what
 happens when external objects get deleted.

 Robert.
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Re: [osg-users] Rendering the scene multiple timeswith differentshaders.

2008-05-28 Thread Mike Weiblen
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Viggo Løvli
 Sent: Monday, May 26, 2008 6:07 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Rendering the scene multiple timeswith
 differentshaders.
 ...
 (I am a bit fresh in
 the world of OSG and OpenGL (I have a decade worth of Direct-X
 experience (from the game-industry))). 
...

Hi Viggo,

Welcome to OpenGL and OSG!  It's nice to hear of someone coming from the DX 
world (too often there's an impression of migration going the other direction)

And thanks for the detailed explanation.  What you're doing is quite different 
than what I thought you were proposing, so now I will step back.

cheers
-- mew


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Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread Mike Weiblen
Hi,

Yes, one level deeper you'll see the choices are:
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP
arty_win32binaries_vs71/
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP
arty_win32binaries_vs80sp1/

vs2008 I believe is vs9 so there are not prebuilts for that version
there.  Maybe someone else has some?

-- mew




 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of lucas Grijander
 Sent: Wednesday, May 28, 2008 9:44 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Plugin problems with Visual Studio 2008
 
 
 all the applications run ok. I only get this warning when I use
plugins
 (jpeg in my case). I recompile OSG and my application using VS 2008,
 but I installed the 3rdParty package from here:
 
 https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/
 
 I think they provide binaries for Visual Studio 8.0, so maybe that's
 the problem.
 
 Jaime.

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Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread lucas Grijander

I think it contains enough details. It concerns the plugins, it says it was 
working with the version 2005, and now it does not work with 2008. It is 
clearly a compilation issue regarding Visual Studio. 

Jaime.


From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Wed, 28 May 2008 11:03:50 -0400
Subject: Re: [osg-users] Plugin problems with Visual Studio 2008










Your question is way too vague and contains no information which 
can let people try to help you
 
See http://www.catb.org/~esr/faqs/smart-questions.html
 
 



From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of lucas 
Grijander
Sent: Wednesday, May 28, 2008 10:15 AM
To: 
OpenSceneGraph Users
Subject: [osg-users] Plugin problems with Visual 
Studio 2008


Dear all,

I just upgrade my Visual Studio 2005 to 2008 and now 
I get always the same warning:

could not find plugin to read 
object...

Do you have any idea of what I should modify? or whether it is 
compatible or not?

thanks

Jaime.



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Re: [osg-users] Plugin problems with Visual Studio 2008

2008-05-28 Thread lucas Grijander

exactly, I think I need vs9. 

Anyway, if I see it's too complex I will reinstall visual studio 2005.

Jaime.



 Date: Wed, 28 May 2008 10:24:01 -0500
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Plugin problems with Visual Studio 2008
 
 Hi,
 
 Yes, one level deeper you'll see the choices are:
 https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP
 arty_win32binaries_vs71/
 https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP
 arty_win32binaries_vs80sp1/
 
 vs2008 I believe is vs9 so there are not prebuilts for that version
 there.  Maybe someone else has some?
 
 -- mew
 
 
 
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of lucas Grijander
  Sent: Wednesday, May 28, 2008 9:44 AM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] Plugin problems with Visual Studio 2008
  
  
  all the applications run ok. I only get this warning when I use
 plugins
  (jpeg in my case). I recompile OSG and my application using VS 2008,
  but I installed the 3rdParty package from here:
  
  https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/
  
  I think they provide binaries for Visual Studio 8.0, so maybe that's
  the problem.
  
  Jaime.
 
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Re: [osg-users] threading trouble with slave cameras

2008-05-28 Thread Terry Welsh
Thanks for the reply.  It actually sounds like you understand my setup
perfectly.  One graphics window with 7 cameras.  The top camera is the
one held by the osgViewer::Viewer.  It has 3 child cameras.  Each of
those has one more child camera.  The scene is a child of all 6 slave
cameras.  So I expect 7 cull threads and one draw thread.  I also
expect getCameras() to return 7 instead of 1, but maybe I just don't
understand the correct behavior of this ViewerBase code.

The motivation behind all this is that I am displaying 3 views of the
same scene from 3 different aircraft.  I use 2 cameras for each view
because I need better depth precision when rendering.  One camera has
a frustum from 0.1 to 100.0, and the other has a frustum from 100.0 to
10.0.  The cameras are pieced together like this:

for 3 different sensors{
sensor.mNearCamera = new CameraNode;
sensor.mNearCamera-setReferenceFrame(Transform::ABSOLUTE_RF);

sensor.mNearCamera-setComputeNearFarMode(CameraNode::DO_NOT_COMPUTE_NEAR_FAR);
sensor.mNearCamera-setClearMask(GL_DEPTH_BUFFER_BIT);
sensor.mNearCamera-addChild(mScene.get());

sensor.mFarCamera = new CameraNode;
sensor.mFarCamera-setReferenceFrame(Transform::ABSOLUTE_RF);

sensor.mFarCamera-setComputeNearFarMode(CameraNode::DO_NOT_COMPUTE_NEAR_FAR);
sensor.mFarCamera-setClearMask(GL_DEPTH_BUFFER_BIT);
sensor.mFarCamera-addChild(mScene.get());

sensor.mNearCamera-setRenderOrder(Camera::POST_RENDER);
sensor.mFarCamera-addChild(sensor.mNearCamera.get());
mRoot-addChild(sensor.mFarCamera.get());

Thanks,
Terry


 Message: 10
 Date: Wed, 28 May 2008 09:03:41 +0100
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: [osg-users] threading trouble with slave cameras
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
[EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 From your email it's not clear the exact camera/graphics window set
 up.  It does kinda sound like all the cameras share the same graphics
 window, is this right?   If so then you'll only ever be able to have
 one DrawThread.  If you have three slave Camera then in theory you
 should be able to have six CameraThread.   However, from you diagram
 it seems that you have cameras nested within each other, rather than
 all the slaves being siblings, and you suggestion that getCameras()
 returns just one camera suggest that all the cameras are in the scene
 graph (or perhaps there is a bug).

 Since there is really too little specific information on your setup I
 can't really provide any insight or advice.  You could explain your
 motivation for splitting the view up into so may cameras, the number
 of contexts you are driving, if all the cameras are collaborating on
 the same view.  Also how are you adding the cameras into the setup?
 Perhaps some code would help.

 Robert.

 On Tue, May 27, 2008 at 11:17 PM, Terry Welsh [EMAIL PROTECTED] wrote:
 Hi,
 I just tried to replace SceneView with osgViewer::Viewer to take
 advantage of threading.  My scene has 3 views of the same scene with
 cameras set up like this:

 Viewer camera
/   | \
 far_cam1far_cam2 far_cam3
|   |   |
 near_cam1  near_cam2  near_cam3
 (POST_RENDER)  (POST_RENDER)(POST_RENDER)
 \  |  /
  scene

 The viewer camera is only used for clearing.  The near and far
 cameras are used to render different depth ranges of my scene to
 prevent a lot of z-fighting; each pair of near/far cameras draws into
 the same viewport.

 With no threading, I use 1 core at 100%.  With
 CullThreadPerCameraDrawThreadPerContext I use 1 core at 100% and
 another core at about 25%.  There are still 2 cores that are nearly
 unused.  The other threading modes do not appear to help.

 I tried to trace through the threading code in ViewerBase a little.
 In cameras (the vector of osg::Cameras) there is only 1 camera, but
 I expected to find 7.  Is it impossible to have 7 cull threads in this
 situation, or am I just setting something up wrong?
 - Terry
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Re: [osg-users] Workaround for the problems in OSG / XP / multimonitor/ multithreaded / NVidia

2008-05-28 Thread Robert Osfield
Hi Wojtek, thanks for clarification, I've gone ahead and merged the
workaround as it looks perfectly benign.

On Wed, May 28, 2008 at 3:54 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
 Hi Robert,

 I use it and have not observed any issues. I would say its rather safe.

 I reported this bug to NVidia. And it looks like they are doing something to
 fix the problem. In the meantime they sent me two bit cryptic emails
 informing they verified and fixed it. Last email was also saying that fix is
 awaiting for final verification and closure. I don't know when they make
 fixed drivers available, though, so I would vote for merging my workaround
 for time being.

 I promise I will let you know or even send the submission removing this
 workaround when NVidia informs me that fixed drivers are available.

 Cheers,
 Wojtek



 Hi Wojtek,

 I'm just following up on your workaround for the NVidia WindowsXP
 multi-thread make current bug.   Others have reported problems since
 you posted your fix, and while I know the bug is now Nvidia have
 acknowledged the problem, we don't yet know how long it might be to a
 fix... so I'm tempted to merge your workaround.

 Thoughts?
 Robert.

 On Mon, May 12, 2008 at 1:28 PM, Wojciech Lewandowski
 [EMAIL PROTECTED] wrote:

 Hi again,

 I have modified GraphicsWindowWin32::makeCurrentImplementation method.
 Code
 attached. This modification solves both garbage in
 TriangleStrip/TriangleFans and FBO problems. So a complete succes for me
 ;-)

 I am posting it on osg users forum instead of osg submissions because I
 expecty we want some discussion before submitting it.

 I don't know how this workaroud should be additionaly wrapped. In this
 form
 its alredy rather non aggressive - second wglMakeCurrent will be called
 fairly seldom.  What additional conditions we would like to see tested
 before applying this worakoround. Any suggestions ? Should I check
 GL_VENDOR, GL_RENDERER, GL_VERSION strings ? Does OSG offer some methods
 to
 query OS, drivers version ?

 Maybe othe places in the code are more appriopriate for this call.

 Cheers,
 Wojtek

 Hi Everyone,

 Lets get back to the main topic of this thread ie garbage in Multicore
 CPU
 /
 NVidia / DualView / Window XP.

 I attached my OpenGL repro for those who are interested. I would be
 grateful
 if somoene could check if my threading code is OK (and maybe simplify
 it).
 If it is, I will try to submit the bug to NVidia.

 Check out what happens when  repeatMakeCurrent variable gets changed to
 non
 zero value. This causes repetition of wglMakeCurrent and fixes the
 issue.
 I
 will try to check this method in OSG next week.

 I am heading back home for the weekend. I will stay online but I don't
 have
 multicore CPU there so I won't be able to check codes till monday.

 Cheers,
 Wojtek Lewandowski


 Hi Robert, Paul and J-S,

 I don't think I was clear enough. Its too early to say that
 wglMakeCurrent
 will be a good workaround for OSG.
 I only said that it relaxed the problem in my OpenGL repro.

 It looks like first wglMakeCurrent (when renderer thread is started)
 does
 not initialize properly some internal OpenGL context data. If I repeat
 it
 in second frame everything becomes correct. So if wglMakeCurrent was a
 solution it would be needed only once more on frame.

 But I learned all this using my open gl repro without Display Lists and
 to
 be honest I did not checked what will happen if DisplayLists are
 generated
 on a first frame (like OSG does). I suspect they might stay screwed
 even
 if second wglMAkeCurrent gets called.  I am currently trying to check
 this
 out. I just need some more time to investigate.

 I got some questions regarding this issue so I decided to inform guys
 for
 whom this is relevant by posting on osg-users. I am certainly far from
 proposing fixes at this moment.

 Wojtek


 Hi Wojciech,

 On Fri, May 9, 2008 at 2:16 PM, Wojciech Lewandowski
 [EMAIL PROTECTED] wrote:

 Problem could be relaxed when wglMakeCurrent gets called before each
 frame
 rendering. I noticed that artifacts appeared when wglMakeCurrent was
 called
 only once while worker rendering thread initialization . When
 wglMakeCurrent
 was called every frame artifacts did not appear.

 wglMakeCurrent shouldn't be required if one has a thread per
 context, one a thread does a wglMakeCurrent() it shouldn't release the
 context till this thread calls release context (done with
 wglMakeCurrent(_hdc, NULL)).

 As you are finding that the wglMakeCurrent() per frame is required,
 this either suggests that the OpenGL driver is playing fast and loose
 with the graphics context behind the scenes so the app looses the
 context being current, in which case this is very much a driver bug,
 or that the OSG itself is doing makeCurrent on the context from
 another thread or releasing the context when it shouldn't.

 Could you put some debug output into GraphicsWindowWin32.cpp's
 makeCurrentImplementation(..) and relaseContextImplementation(..) 

[osg-users] Operation progress report from OSG Interactive operations [Was: [osg-submissions] Added Vertical Scale in osgTerrain::Terrain]

2008-05-28 Thread John Vidar Larring

Hi Robert et. al.,

I've tested the new vertical scale implementation on osgTerrain::Terrain 
now and it works great, BUT...


The typical osgTerrain databases we would operate on are = 8GB in size 
(i.e. full gtopo30 + bluemarble 500m + selected areas in higher 
resolution). When altering vertical scale on such a database, we are 
talking of more than a few frame drops, the application becomes 
unresponsive for 16 sec++.


Waiting several seconds is not a problem in itself for this interactive 
operation, as long as I can report to the user that the operation is in 
progress and when it is completed/finished. However, this is where I 
need some guidance from experts: How / what's the best way of collecting 
this information from OSG?


If I add an explicit call to _viewer-updateTraversal() after 
_terrain-setVerticalScale(), then I know when the recalculation of the 
geometry if completed:


case(osgGA::GUIEventAdapter::KEYDOWN):
{
   if (ea.getKey()=='v')
   {
_terrain-setVerticalScale(_terrain-getVerticalScale()*1.25);
osg::notify(osg::NOTICE)Vertical scale 
_terrain-getVerticalScale()std::endl;

_viewer-updateTraversal();
osg::notify(osg::NOTICE)Geometry is recalculatedstd::endl;
return true;
   }
...

However, I suspect that much more elegant solutions are available; 
UpdateVistor callbacks maybe? If you point me in the right direction 
I'll try to implement it.


For testing interactions like this on large models I have attached a new 
example program derived from osgmultitexturecontrol which in the future 
can be used to demonstrate how to give user feedback for operations that 
are not real-time (e.g. terrain-setVerticalScale())


My test database based on gtopo30 and bluemarble can be downloaded from:
ftp://ftp.weatherone.tv/private/jvl/osgTerrain_globe.tgz  (3.1 GB)

(This file will be removed before the weekend)

Best regards,
John

Robert Osfield wrote:

Hi John,

On Tue, May 27, 2008 at 1:14 PM, Robert Osfield
[EMAIL PROTECTED] wrote:

I haven't tried changing the scale on a existing model yet, for this
it might be worth adding an event handling into the
osgmultitexturecontrol example that adjusts the sample ratio and
vertical scale.


I have now added an TerrainHandler to the osgmultitexturecontrol
example that increases
decreases the sample ratio and vertical scale of the Terrain in
response to 'r'/'R' and 'v'/'V'
key presses respectively.

I have also reorganized the way the the TerrainTile dirty mechanism is
managed, this enables the dirty
to work on all tiles, with the init on the TerrainTile being called on
the next update traversal after changes to
the Terrain SampleRatio/VerticalScale have been made.  You can a big
frame drop with this update so not
suitable for real-time work, but it's certainly viable for interactive apps.

Robert.
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Re: [osg-users] threading trouble with slave cameras

2008-05-28 Thread Robert Osfield
Hi Terry,

Thanks for the explanation.  Now you just need to re-read you email
and map this to osgViewer speak, you'll find it co-indices quite
nicely.

Taking it apart you say you have:

 3 views of the same scene from 3 different aircraft

Which means... that you should have three osgViewer::View's that
represent the views from the 3 different aircraft.

Now osgViewer has two viewers, osgViewer::Viewer which is a
osgViewer::View so it can only do one view at time and
osgViewer::CompositeViewer which has a list of osgViewer::View(s).
So... which one do you want ;-)

Have a look at the osgcompositeviewer example to see it in action.

Next up you want to doing depth portitioning of your scene, with each
View having a two slave Cameras.  The slave Camera support comes
virtue of the osgViewer:::View base class osg::View.  Each view has
a master osg::Camera, and an optional list of slave osg::Camera.

Note, the slave osg::Camera aren't direct childsren of the View's
master osg::Camera, but they have their view and projection matrices
updated from the master camera.

Note II, osgViewer only threads Camera that are in the viewer, not
ones enclosed in the scene graph, so your Camera in Camera won't
thread.

Note III, the osgdepthpartion node example hasn't yet been ported to
work using slave cameras, it needs to be though, as depth portioning
is conceptually a viewer centric feature, not a scene graph centric
one.  Items like shadows or reflections are  scene graph centric so
are good examples for needing to use a RTT Camera in the scene graph.

Robert.


On Wed, May 28, 2008 at 4:30 PM, Terry Welsh [EMAIL PROTECTED] wrote:
 Thanks for the reply.  It actually sounds like you understand my setup
 perfectly.  One graphics window with 7 cameras.  The top camera is the
 one held by the osgViewer::Viewer.  It has 3 child cameras.  Each of
 those has one more child camera.  The scene is a child of all 6 slave
 cameras.  So I expect 7 cull threads and one draw thread.  I also
 expect getCameras() to return 7 instead of 1, but maybe I just don't
 understand the correct behavior of this ViewerBase code.

 The motivation behind all this is that I am displaying 3 views of the
 same scene from 3 different aircraft.  I use 2 cameras for each view
 because I need better depth precision when rendering.  One camera has
 a frustum from 0.1 to 100.0, and the other has a frustum from 100.0 to
 10.0.  The cameras are pieced together like this:

 for 3 different sensors{
sensor.mNearCamera = new CameraNode;
sensor.mNearCamera-setReferenceFrame(Transform::ABSOLUTE_RF);

 sensor.mNearCamera-setComputeNearFarMode(CameraNode::DO_NOT_COMPUTE_NEAR_FAR);
sensor.mNearCamera-setClearMask(GL_DEPTH_BUFFER_BIT);
sensor.mNearCamera-addChild(mScene.get());

sensor.mFarCamera = new CameraNode;
sensor.mFarCamera-setReferenceFrame(Transform::ABSOLUTE_RF);

 sensor.mFarCamera-setComputeNearFarMode(CameraNode::DO_NOT_COMPUTE_NEAR_FAR);
sensor.mFarCamera-setClearMask(GL_DEPTH_BUFFER_BIT);
sensor.mFarCamera-addChild(mScene.get());

sensor.mNearCamera-setRenderOrder(Camera::POST_RENDER);
sensor.mFarCamera-addChild(sensor.mNearCamera.get());
mRoot-addChild(sensor.mFarCamera.get());

 Thanks,
 Terry


 Message: 10
 Date: Wed, 28 May 2008 09:03:41 +0100
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: [osg-users] threading trouble with slave cameras
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
[EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 Hi Terry,

 From your email it's not clear the exact camera/graphics window set
 up.  It does kinda sound like all the cameras share the same graphics
 window, is this right?   If so then you'll only ever be able to have
 one DrawThread.  If you have three slave Camera then in theory you
 should be able to have six CameraThread.   However, from you diagram
 it seems that you have cameras nested within each other, rather than
 all the slaves being siblings, and you suggestion that getCameras()
 returns just one camera suggest that all the cameras are in the scene
 graph (or perhaps there is a bug).

 Since there is really too little specific information on your setup I
 can't really provide any insight or advice.  You could explain your
 motivation for splitting the view up into so may cameras, the number
 of contexts you are driving, if all the cameras are collaborating on
 the same view.  Also how are you adding the cameras into the setup?
 Perhaps some code would help.

 Robert.

 On Tue, May 27, 2008 at 11:17 PM, Terry Welsh [EMAIL PROTECTED] wrote:
 Hi,
 I just tried to replace SceneView with osgViewer::Viewer to take
 advantage of threading.  My scene has 3 views of the same scene with
 cameras set up like this:

 Viewer camera
/   | \
 far_cam1far_cam2 

Re: [osg-users] Operation progress report from OSG Interactive operations [Was: [osg-submissions] Added Vertical Scale in osgTerrain::Terrain]

2008-05-28 Thread Robert Osfield
Hi John,

Perhaps a Terrain::init() or update() method would be appropriate -
one that goes through all the tiles registered with
the terrain and calls init() on them.

As for 16 seconds, this is looong time.  I am only seeing around a
second of time update on a database
that is getting on 10TB in size, the trick is it's a paged database
and only what is loaded is updated.

FYI, the thing that will be taking all the time in the generation will
be the display lists/texture object update.  Making osgTerrain a bit
more intelligent about it's updates it would be possible to just
update the existing vertices and normals when changing the scale,
something that would be much cheaper.  The dirty/update mechinism
would have to be alot more sophisticated though.  Long term this is
where osgTerrain is heading, right now its very much in its infancy.

Robert.

On Wed, May 28, 2008 at 4:55 PM, John Vidar Larring
[EMAIL PROTECTED] wrote:
 Hi Robert et. al.,

 I've tested the new vertical scale implementation on osgTerrain::Terrain now
 and it works great, BUT...

 The typical osgTerrain databases we would operate on are = 8GB in size
 (i.e. full gtopo30 + bluemarble 500m + selected areas in higher resolution).
 When altering vertical scale on such a database, we are talking of more than
 a few frame drops, the application becomes unresponsive for 16 sec++.

 Waiting several seconds is not a problem in itself for this interactive
 operation, as long as I can report to the user that the operation is in
 progress and when it is completed/finished. However, this is where I need
 some guidance from experts: How / what's the best way of collecting this
 information from OSG?

 If I add an explicit call to _viewer-updateTraversal() after
 _terrain-setVerticalScale(), then I know when the recalculation of the
 geometry if completed:

 case(osgGA::GUIEventAdapter::KEYDOWN):
 {
   if (ea.getKey()=='v')
   {
 _terrain-setVerticalScale(_terrain-getVerticalScale()*1.25);
osg::notify(osg::NOTICE)Vertical scale
 _terrain-getVerticalScale()std::endl;
_viewer-updateTraversal();
osg::notify(osg::NOTICE)Geometry is recalculatedstd::endl;
return true;
   }
 ...

 However, I suspect that much more elegant solutions are available;
 UpdateVistor callbacks maybe? If you point me in the right direction I'll
 try to implement it.

 For testing interactions like this on large models I have attached a new
 example program derived from osgmultitexturecontrol which in the future can
 be used to demonstrate how to give user feedback for operations that are not
 real-time (e.g. terrain-setVerticalScale())

 My test database based on gtopo30 and bluemarble can be downloaded from:
 ftp://ftp.weatherone.tv/private/jvl/osgTerrain_globe.tgz  (3.1 GB)

 (This file will be removed before the weekend)

 Best regards,
 John

 Robert Osfield wrote:

 Hi John,

 On Tue, May 27, 2008 at 1:14 PM, Robert Osfield
 [EMAIL PROTECTED] wrote:

 I haven't tried changing the scale on a existing model yet, for this
 it might be worth adding an event handling into the
 osgmultitexturecontrol example that adjusts the sample ratio and
 vertical scale.

 I have now added an TerrainHandler to the osgmultitexturecontrol
 example that increases
 decreases the sample ratio and vertical scale of the Terrain in
 response to 'r'/'R' and 'v'/'V'
 key presses respectively.

 I have also reorganized the way the the TerrainTile dirty mechanism is
 managed, this enables the dirty
 to work on all tiles, with the init on the TerrainTile being called on
 the next update traversal after changes to
 the Terrain SampleRatio/VerticalScale have been made.  You can a big
 frame drop with this update so not
 suitable for real-time work, but it's certainly viable for interactive
 apps.

 Robert.
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 Best regards,
 John
 WeatherOne


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Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras

2008-05-28 Thread Glenn Waldron
FYI, I have taken the liberty of adding this to the FAQ:

http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembedanOSGviewerina.NETcontrol

Glenn

On Wed, May 28, 2008 at 3:04 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Jason,

 On Wed, May 28, 2008 at 7:02 PM, Jason Beverage [EMAIL PROTECTED]
 wrote:
In the Producer days, one could just call viewer.setWindow with the
 window
  handle to the control, but I can't find an equivalent using the new
  osgViewer classes.  The slave camera approach that Hesicong posted was
 the
  closest I could find.

 You use the Traits.inheritedWindowData member variable to pass in
 details of the window handle, as Glenn
 demonstrates in his code segment.

 The osgviewerMFC, osgviewerQT and osgviewerWX examples also have code
 paths that do just this too.

 Robert.
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Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras

2008-05-28 Thread Robert Osfield
Hi Jason,

On Wed, May 28, 2008 at 5:48 PM, Jason Beverage [EMAIL PROTECTED] wrote:
 Did you ever find a fix for this issue?  I believe I might be running into
 the same problem.

There is still a problem with the set up of events within
CompositeViewer with certainly window/camera combinations, it almost
works, but not quite precisely as it should.   One can see an artefact
in when running:

   osgcompositeviewer cow.osg

Try using the trackball manipulator in the lower right cow view.  The
mouse interactive doesn't quite behave as it should suggesting that
the x,y projected into the local view aren't correct.   I haven't
looked at this issue recently, but the last time I looked I couldn't
spot the cause.  I really need to just spend a day going through the
code with a fine tooth comb to spot what is happening to the mouse
events as they are processed.  Events needs to be processed by the
CompositeViewer as it has to decide event focus to the correct view,
then handle slave cameras etc, to projected the mouse coords into a
consistent coordinate frame for a single view - it's a lot more
complex that one would at first expect, the internal complexity comes
from hiding the actual complexity of the setup.

I can't tackle this bug hunt right away as I've already spent most of
this week on submissions/bug fixing and need to get on with other
work...   I'll try to make time to resolve this next week.  Ping me
next week if I haven't started work on it.

Robert.
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Re: [osg-users] Openthreads problem on 64 bit windows system.

2008-05-28 Thread Robert Osfield
Hi Guys,

This sounds like a problem in the thread scheduler under WindowsXP
64bit, something you'll probably just have work around rather than be
able to fix it via mods to OpenThreads side.

As an experiment try setting the processor affinity on each of the
threads so that they are on different cores, this might give the
scheduler more of hint of what to do and where.

And if you have a choice of OS, perhaps WindowsXP 64 ain't the best in
the world to go for...

Robert.

On Wed, May 28, 2008 at 7:40 PM, Cysneros, Nelson SPAWAR
[EMAIL PROTECTED] wrote:
 Thank you for the suggestions.  Here are the results:

 (1) replace the microsleep with the
 OpenThreads::Thread::YieldCurrentThread()
  report what happens

 Works a little better. seems to stay on one thread for about a minute or so
 and then jump to the next thread  for about a minute and repeats.
  Still not what I was expecting where the thread jumps back and forth
 without delay.

 (2) replce the microsleep only in the Thread class / method with
 YieldCurrentThread
  report what happens
 About the same as #1, but the time in each thread seems to last a lot
 longer.  Probably due to the microsleep time.

 if both test are also negative, then replace microsleep with
 void millisleep( unsigned int milliseconds )
 {
 # ifdef _MSC_VER   // If its Visual C++ call Win32 Sleep function
::Sleep( milliseconds);
 #else  // Else assume a UNIX/Linux system with nanosleep function
timespec ts;
ts.tv_sec = milliseconds / 1000;
ts.tv_nsec = (milliseconds - ts.tv_sec*1000) * 100;
::nanosleep(ts, NULL);
 # endif
 }
 what happens ?

 Seem to behave as the original application did, where only one thread is
 being called.  I did however use System::Threading::Thread::Sleep instead of
 ::Sleep in order to compile.

 I'll take a look at the links you send and report back if I get it solved.

 Thanks again for your help.  :)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Egli
 OpenSceneGraph (3D)
 Sent: Tuesday, May 27, 2008 11:31 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Openthreads problem on 64 bit windows system.

 Hi nelson,

 i remeber a problem i got long time ago with openthreads and windows, even
 on a 32 bit system. i located that we go an issue on windows system with the
 sleep method. (windows native).

 so can you try following:

 (1) replace the microsleep with the
 OpenThreads::Thread::YieldCurrentThread()
  report what happens

 (2) replce the microsleep only in the Thread class / method with
 YieldCurrentThread
  report what happens

 if both test are also negative, then replace microsleep with
 void millisleep( unsigned int milliseconds )
 {
 # ifdef _MSC_VER   // If its Visual C++ call Win32 Sleep function
::Sleep( milliseconds);
 #else  // Else assume a UNIX/Linux system with nanosleep function
timespec ts;
ts.tv_sec = milliseconds / 1000;
ts.tv_nsec = (milliseconds - ts.tv_sec*1000) * 100;
::nanosleep(ts, NULL);
 # endif
 }
 what happens ?


 Have also a look into:
 and search in google with adrian egli / openthreads / sleep
 http://www.openscenegraph.org/projects/osg/changeset/5313



 2008/5/28 Cysneros, Nelson SPAWAR [EMAIL PROTECTED]:


 I'm having a problem with an existing application that runs well on a
 32-bit windows XP (VS 2003) system, but does not seem to work when ran
 on a 64-bit windows XP (VS 2003) system.

 I narrowed down the problem to Openthreads, seems that my threaded while
 loop never (or rarely) gets called.  I was able to recreate the problem
 with this simple program below. It runs two threads, both printing a
 message to the screen.  Only one message is displayed on a 64bit
 machine.  I turned on OSG notification to DEBUG, but no extra
 information is displayed.

 Has anyone else experience this problem?  Am I doing something wrong?
 Thanks in advance.


 ///
 //Header file MutexTest.h
 ///
 #ifndef __MUTEXTEST_H_
 #define __MUTEXTEST_H_

 #include OpenThreads/Thread
 #include OpenThreads/Mutex
 #include OpenThreads/Barrier
 #include OpenThreads/Block
 #include OpenThreads/ScopedLock
 #include iostream

 class MutexTest : public OpenThreads::Thread
 {
  public:
  MutexTest();
  ~MutexTest();
  //Functions
  virtual void run();
  void quit();
  void printHello();
  void setMutex(OpenThreads::Mutex* newValue);
  OpenThreads::Mutex* getMutex();

  private:
mutable OpenThreads::Mutex*  _mutex;
  };
 #endif


 ///
 //Source file MutexTest.cpp
 ///

 #include MutexTest.h

 MutexTest::MutexTest(){
_mutex = new OpenThreads::Mutex();
 }

 MutexTest::~MutexTest(){
std::coutMutexTest Test Shuting
 

Re: [osg-users] Please test SVN of OpenSceneGraph and VirtualPlanetBuilder in prep for dev releases

2008-05-28 Thread Robert Osfield
Hi All,

I've made a number of merges of submissions and fixes from myself
today, but I've run out of day to make a 2.5.1 dev release today, so
I'll tag it tomorrow.

So... I'd appreciate so more build and execution testing of the svn
version of the OSG.

Thanks,
Robert.
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[osg-users] NaN errors appearing in transparency sorting

2008-05-28 Thread Robert Osfield
Hi All,

One of the tasks I've been doing over the last few days was
investigating a crash in RenderBin::sortBackToFront() - this is called
whenever we have a transparent bin in our scenes.  The particular
crash was happening in a std::sort on a std::vectorRenderLeaf* using
a simple functor for the comparison.  The crash being triggered by the
functor referencing a corrupted pointer, despite all the pointers
being passed into the sort being perfectly OK, somehow the std::sort
itself was screwing up, and what was triggering it was
RenderLeaf._depth values of NaN.  It's pretty odd that std::sort would
crash just because of NaN's but that's what happening.

The fix for the crash was to discard all RenderLeaf with NaN depths,
and as part of this detection code I've added a warning that is now
emitted any time the sort of the transparent bin finds a NaN depth.
In theory it should only occur when we have corrupted data, at leasts
that's the theory.   I've been testing out various models I have here,
and a few town models I have found have corrupted data in them
somewhere,  even some NodeKits are generating dodgy data... just
running osgparticle reveals lots of problems.

What this tells me is that we have problems lurking both in the data
and some scene graph classes that are resulting in problems, it could
be that CullVisitor is also generating errors along the way.   Either
way it looks like problems have been lurking under the hood in some
areas, and the NaN detection code I added this afternoon has now shone
a light on it.

So... please test the SVN version of the OSG and let me know if you
get lots of :

   Warning: RenderBin::copyLeavesFromStateGraphListToRenderLeafList()
detected NaN depth values, database may be corrupted.

Spewing out, once per frame to your console.  It'd be useful to get
feedback on what types of models and OSG effects are generating these
errors so when can get an idea of where we should be looking further
upstream to track down the sources of the NaN in the first place.  It
might be that we should write a custom NodeVisitor to catch problems
or perhaps add detection in to some loaders.  It also might help us
fix a few bugs that have been lurking unseen for a while.

Robert.
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[osg-users] 3D Text looks funky under PSSM?

2008-05-28 Thread Alejandro Segovia
Hi all

After much work I've managed to get PSSM working on my application (yay),
but I've noticed for some reason 3D text under it looks really strange, as
if it had a black background around each letter (af is the transparency was
broken). So far the only solution I've found is to add 3D text as a sibling
to the ShadowedScene, so shadows are not computed on it and it looks fine.

I wanted to ask if this is a known issue and if there happens to be a way to
protect a node from receiving shadows other than using the node mask,
since PSSM ignores the ReceiveShadowMask.

Thanks in advance,
Alejandro.-

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Re: [osg-users] osgViewer::View::getCameraContainingPosition() returns weird results when using slave cameras

2008-05-28 Thread Jason Beverage
Hi Glenn and Robert,

Glenn, your code worked great, thanks alot, I really appreciate it.  The
posts from you and Hesicong over the last few months about using OSG via
C++/CLI have made using OSG in a .NET environment much nicer than what we
were previously doing.

Robert, I'm in no major hurry to get that issues fixed since I'm just using
osgViewer::Viewer and things seem to be working as expected correctly now.

Thanks for all your help!

Jason

On Wed, May 28, 2008 at 3:12 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Jason,

 On Wed, May 28, 2008 at 5:48 PM, Jason Beverage [EMAIL PROTECTED]
 wrote:
  Did you ever find a fix for this issue?  I believe I might be running
 into
  the same problem.

 There is still a problem with the set up of events within
 CompositeViewer with certainly window/camera combinations, it almost
 works, but not quite precisely as it should.   One can see an artefact
 in when running:

   osgcompositeviewer cow.osg

 Try using the trackball manipulator in the lower right cow view.  The
 mouse interactive doesn't quite behave as it should suggesting that
 the x,y projected into the local view aren't correct.   I haven't
 looked at this issue recently, but the last time I looked I couldn't
 spot the cause.  I really need to just spend a day going through the
 code with a fine tooth comb to spot what is happening to the mouse
 events as they are processed.  Events needs to be processed by the
 CompositeViewer as it has to decide event focus to the correct view,
 then handle slave cameras etc, to projected the mouse coords into a
 consistent coordinate frame for a single view - it's a lot more
 complex that one would at first expect, the internal complexity comes
 from hiding the actual complexity of the setup.

 I can't tackle this bug hunt right away as I've already spent most of
 this week on submissions/bug fixing and need to get on with other
 work...   I'll try to make time to resolve this next week.  Ping me
 next week if I haven't started work on it.

 Robert.
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Re: [osg-users] 3D Text looks funky under PSSM?

2008-05-28 Thread Jean-Sébastien Guay

Hi Alejandro,

I wanted to ask if this is a known issue and if there happens to be a 
way to protect a node from receiving shadows other than using the node 
mask, since PSSM ignores the ReceiveShadowMask.


I haven't checked, but perhaps you could try to attach an empty 
osg::Program to the text nodes? (just new osg::Program)


Let us know if this works.

J-S
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