Re: [osg-users] multi translucent geometry

2008-07-12 Thread Peter Wraae Marino
Hi ?? (can't see your name),

Are you sure zbuffer isn't falling for your 2nd geometry object? Also
having equal depths is probably not a good idea? You need to render your
objects from back to front order.

When you have transparent objects you should set the stateset

stateset->setRenderBinDetails(10,"DepthSortedBin");
this will render the objects from back to front order...
but note they will not sort the polygons for the individual
geometry.




2008/7/13 小 杨 <[EMAIL PROTECTED]>:

> multi  translucent geometry   with equal depth but  alpha value is not
> equal.
>
> when i render these geometry ,i can not see all geometry! Why ?
>
> Can everyone give me some advice!
>
> Thanks!
>
> --
> 雅虎邮箱,您的终生邮箱! 
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Drawing to Texture2D

2008-07-12 Thread Peter Wraae Marino
Hi James,

I believe you have to:

texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);

texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site


On Sat, Jul 12, 2008 at 11:29 PM, James Dickson <[EMAIL PROTECTED]>
wrote:

> I decided to go down the route of writting my own line, circle etc
> algorithms as I only need a few, but I have hit a slight snag. :-( I have
> attached an image to show the effect I am getting, ideally I would like the
> Texture2D which is projected onto the billboard to be sharper? I.e the lines
> drawn on the white billboard not to have blurred edges. The texture
> resolution is 256x256, and increasing it only partially helps, are there any
> filters I can turn on\off for the texture to help fix it?
>
> Many thanks,
> James
>
> 2008/7/11 Jean-Sébastien Guay <[EMAIL PROTECTED]>:
>
>> Hi James,
>>
>> I was wondering if it is possible to draw on a Texture2D instance. I know
>>> this isn't possible, but I am wondering if you can do the equivalent of:
>>> Texture2Dinstance->DrawCircle(x,y,r);
>>>
>>
>> OSG does not do 2D drawing to images. You can do your own by getting the
>> data pointer from an osg::Image and drawing pixels into that (if you feel
>> the need to write your own line, circle, flood-filling etc. algorithms :-)
>> ), or you can use an imaging library (ImageMagick, etc.) to make the image
>> and then get the data from that library and copy it into an osg::Image (or
>> perhaps even use the same pointer if it's a raw format). No need to save the
>> image to disk and re-read it with OSG.
>>
>> Hope this helps,
>>
>> J-S
>> --
>> __
>> Jean-Sebastien Guay[EMAIL PROTECTED]
>>   http://www.cm-labs.com/
>>http://whitestar02.webhop.org/
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> James Dickson
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] multi translucent geometry

2008-07-12 Thread 小 杨
multi  translucent geometry   with equal depth but  alpha value is not equal.
   
  when i render these geometry ,i can not see all geometry! Why ?
   
  Can everyone give me some advice! 
   
  Thanks! 

   
-
 雅虎邮箱,您的终生邮箱!___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Drawing to Texture2D

2008-07-12 Thread James Dickson
I decided to go down the route of writting my own line, circle etc
algorithms as I only need a few, but I have hit a slight snag. :-( I have
attached an image to show the effect I am getting, ideally I would like the
Texture2D which is projected onto the billboard to be sharper? I.e the lines
drawn on the white billboard not to have blurred edges. The texture
resolution is 256x256, and increasing it only partially helps, are there any
filters I can turn on\off for the texture to help fix it?

Many thanks,
James

2008/7/11 Jean-Sébastien Guay <[EMAIL PROTECTED]>:

> Hi James,
>
> I was wondering if it is possible to draw on a Texture2D instance. I know
>> this isn't possible, but I am wondering if you can do the equivalent of:
>> Texture2Dinstance->DrawCircle(x,y,r);
>>
>
> OSG does not do 2D drawing to images. You can do your own by getting the
> data pointer from an osg::Image and drawing pixels into that (if you feel
> the need to write your own line, circle, flood-filling etc. algorithms :-)
> ), or you can use an imaging library (ImageMagick, etc.) to make the image
> and then get the data from that library and copy it into an osg::Image (or
> perhaps even use the same pointer if it's a raw format). No need to save the
> image to disk and re-read it with OSG.
>
> Hope this helps,
>
> J-S
> --
> __
> Jean-Sebastien Guay[EMAIL PROTECTED]
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
James Dickson
<>___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] KdTree support now checked in

2008-07-12 Thread rpingry
Hi J-S, et. al.

When you mention caching the intersect visitors, when should you use reset()
and when are setStart()/setEnd() used?

In my game, I keep simplified, bounding box representations of the ships in
the scene and then do line segment intersections.  When I do the
calculations, I start at the smaller ships, which have several "intersection
points".  For each point, I create a line segment for the global position of
where the point was last frame and where it is this frame.  I then bounce
that against each ship in the scene that is larger.  I also translate the
"last position" for the intersection point based on how the bigger ship has
moved.  I do all of this to make sure I catch ships flying right through
each other, because they are going fast.  This has all worked out really
well, but I am of course looking for any speed improvements I can get.

So my first question is about how I should try to cache the intersect
visitors?  Should I keep one around for each large ship (node passed in to
the getIntersections() function), or should I just make a single one that is
used over and over?

Next, how often should I call reset()?  Once for each big ship, or once for
each intersection check?  I do not see any setStart()/setEnd() functions.
Please forgive my ognorance, but where are they and what do they do?

Finally, I am doing a few checks before I try the line segments to see if
they are even close to the node I am checking.  Is this worth the check or
does the intersectVisitor do that all for me anyway?

Thanks,
-- Rick

On Fri, Jul 11, 2008 at 8:09 PM, Jean-Sébastien Guay <
[EMAIL PROTECTED]> wrote:

> Hi Robert,
>
> To wrap, all these changes on now in SVN trunk and will be part of
>> 2.5.4 and hence the up coming 2.6.  If you enable the build of
>> automatic KdTrees of load and use
>> IntersectionVisitor/LineSegmentIntersector then you'll be able to go
>> straight ahead of use KdTree intersections without lifting a further
>> finger ;-)
>>
>
> This is all very cool! I'll definitely be testing this out in the next few
> days to try it out with my Masters project (which was very
> intersection-heavy). I'll be setting up a little competition between your
> KdTree and Adrian Egli's... Just kidding!
>
> I think I may be able to help a bit regarding the higher-level setup and
> bookkeeping changes needed to speed things up on that regard. One thing I
> noticed before is that creating a new Intersector and IntersectionVisitor
> each time is costly, and instead keeping static or cached instances and
> using the reset() and setStart()/setEnd() methods is faster. There may be
> some other similar things that can be done too, we'll see what I can dig up.
>
> Thanks a lot for this work, it's a great addition, and I expect that it
> will be useful in lots of different applications.
>
> J-S
> --
> __
> Jean-Sebastien Guay[EMAIL PROTECTED]
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
>> Rick
Check us out at http://fringe-online.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OpenSceneGraph-2.5.4 developer release tagged

2008-07-12 Thread Robert Osfield
Hi All,

I've now tagged the OpenSceneGraph-2.5.4 developer release, you can
grab it from:

  http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases

Details:

* OpenSceneGraph-2.5.4, released on 12th July 2008.
OpenSceneGraph-2.5.4 introduces osg::KdTree, with automatic KdTree
building on file loads, and automatic use of KdTree during
osgUtil::IntersectionVisitor/LineSegmentIntersector traversals for
significantly speeding up intersection tests. Also various bug and
build fixes.

source package : OpenSceneGraph-2.5.4.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.5.4
OpenSceneGraph


Full ChangeLog since 2.5.3 below.   Thanks to all the contributors and testers.

On Monday I'll look at integrating osgWidgets, then once the build
looks stable do another quick dev releases, say around Wednesday, then
another dev release on Friday.  The following Monday (21st July) I
plan to make the OpenSceneGraph-2.6 branch, followed up by some quickl
release candidates which we test through the week then tag the final
2.6 stable release on the Thursday or Friday (24th/25th July).

If we miss making 2.6 within this next two week window then I'll have
to tackle it in the week of the 4th to 8th August, as I'm away on
holiday for a week with my family from the 27th July to 3rd August.
This second window is not ideal though as lots of our able bodies will
be preparing for and heading to Siggraph, so if we can we should try
for this next two week window.

Cheers,
Robert.



ChangeLog since 2.5.3:

2008-07-12 12:00 + [r8570]  robert:

* From Doug McCorkle, "Attached is patch that corrects/improves the
  following issues with the OBJ loader: 1. Added options to control
  wether the osgUtil::Tessellator or osgUtil::TriStripVisitor are
  run. By default they still run just as before. 2. Added support
  for the Emissive material. The data was being read from the mtl
  file but was never being applied to the model. 3. This is the
  main bug addressed, when a model is read in with an alpha value
  specified like: newmtl Material__8 Ns 24 d 0.33 illum 2 Kd 0.204
  0.204 0.204 Ks 0 0 0 Ka 0.153 0.153 0.153 where the alpha value
  is d. The loader would then overwrite the alpha value when
  reading the diffuse, specular, and ambient colors. I have changed
  all the material color readers to only set the values they read
  and to use the default colors specified in the constructor of the
  obj class. With these changes, the obj reader now handles opacity
  correctly if the alpha value is specified before the material
  colo"

2008-07-12 11:19 + [r8569]  robert:

* Cleaned up osgkdtree example

2008-07-11 20:01 + [r8568]  robert:

* Updated version numbers for dev release

2008-07-11 19:52 + [r8567]  robert:

* From Adrain Egli, "i added a default scene with 7 different
  draggers attached. it's more easy to test the draggers."

2008-07-11 19:43 + [r8566]  robert:

* From Christophe Loustaunau, "For our application, we need to
  write tiff file in floats. I have change a little bit the
  readerWritterTiff : It check the data type of the image (
  img.getDataType() ) and if it's GL_FLOAT :It save the tiff with
  float values. Otherwise it does the same thing as before."

2008-07-11 19:23 + [r8565]  robert:

* From Liang Aibin, " In lastest svn version of OSG, the .ive
  plugin missing osg::Light, it does not process I/O for
  osg::Light. Now I have fixed it as follows: 2. In
  DataInputStream.cpp, I add support code in
  DataInputStream::readStateAttribute for osg::Light. 3. In
  DataOutputStream.cpp, I add support code in
  DataOutputStream::writeStateAttribute for osg::Light. "

2008-07-11 17:46 + [r8564]  robert:

* From Joakim Simmonson, "Opcodes.h: * Added INVALID_OP as -1 in
  the Opcodes enum. Note that INVALID_OP is not an actual opcode
  defined in the OpenFlight format. The purpose of INVALID_OP is to
  mark an opcode variable as invalid or uninitialized.
  ReaderWriterFLT.cpp: * The header node is returned if it exists,
  even if the file does not contain a node hierarchy. The old
  behaviour returned a ERROR_IN_READING_FILE error. * Changed
  opcodes initialized to -1 to the new enum value INVALID_OP."

2008-07-11 17:41 + [r8563]  robert:

* From Joakim Simmonsson, fixed various spelling typos in comments

2008-07-11 17:35 + [r8562]  robert:

* From Mathias Froehlich, "Due to the recent data variance
  changes/discussion: Change the ac3d loader that can as such only
  deliver static models to set the data vari

Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Mike Weiblen
Hi Robert,

updated to SVN trunk r8575, that seems to have fixed the unresolved
error I was seeing in osg wrapper

thanks
-- mew

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



On Sat, Jul 12, 2008 at 12:18 PM, Mike Weiblen <[EMAIL PROTECTED]> wrote:
> I'll verify and send details later this afternoon
> -- mew
>
>
> On Sat, Jul 12, 2008 at 11:59 AM, Robert Osfield
> <[EMAIL PROTECTED]> wrote:
>> Hi Mike,
>>
>> On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen <[EMAIL PROTECTED]> wrote:
>>> core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in
>>> wrappers (not at that machine to provide details)
>>
>> I've have just re-run genwrappers and nothing got updated, and snv
>> diff suggests that everything is checked in.  I've also done a build
>> of the wrappers under Linux and this went fine.
>>
>> So... there must be something like a missing export of something
>> similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so
>> perhaps it was this, I've gone ahead and add this export and checked
>> it in.   Fingers crossed this was the only one... as I want to go get
>> on with tagging the release :-)
>>
>> Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread rpingry
Sorry, I only have the core, plugins, and apps compiling.  I am not building
the wrappers or examples.
-- Rick

On Sat, Jul 12, 2008 at 3:27 PM, <[EMAIL PROTECTED]> wrote:

> I have build 8572 running using Visual Studio 7.1 and linking with my
> project just fine.  Win XP, CMake 2.4
> -- Rick
>
>   On Sat, Jul 12, 2008 at 1:18 PM, Mike Weiblen <[EMAIL PROTECTED]>
> wrote:
>
>> I'll verify and send details later this afternoon
>> -- mew
>>
>>
>> On Sat, Jul 12, 2008 at 11:59 AM, Robert Osfield
>> <[EMAIL PROTECTED]> wrote:
>>  > Hi Mike,
>> >
>> > On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen <[EMAIL PROTECTED]>
>> wrote:
>> >> core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in
>> >> wrappers (not at that machine to provide details)
>> >
>> > I've have just re-run genwrappers and nothing got updated, and snv
>> > diff suggests that everything is checked in.  I've also done a build
>> > of the wrappers under Linux and this went fine.
>> >
>> > So... there must be something like a missing export of something
>> > similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so
>> > perhaps it was this, I've gone ahead and add this export and checked
>> > it in.   Fingers crossed this was the only one... as I want to go get
>> > on with tagging the release :-)
>> >
>> > Robert.
>> > ___
>> > osg-users mailing list
>> > osg-users@lists.openscenegraph.org
>> >
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>>
>>
>>
>> --
>> Mike Weiblen -- Austin Texas USA -- http://mew.cx/
>> ___
>>  osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
>  --
> >> Rick
> Check us out at http://fringe-online.com/
>



-- 
>> Rick
Check us out at http://fringe-online.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread rpingry
I have build 8572 running using Visual Studio 7.1 and linking with my
project just fine.  Win XP, CMake 2.4
-- Rick

On Sat, Jul 12, 2008 at 1:18 PM, Mike Weiblen <[EMAIL PROTECTED]>
wrote:

> I'll verify and send details later this afternoon
> -- mew
>
>
> On Sat, Jul 12, 2008 at 11:59 AM, Robert Osfield
> <[EMAIL PROTECTED]> wrote:
>  > Hi Mike,
> >
> > On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen <[EMAIL PROTECTED]>
> wrote:
> >> core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in
> >> wrappers (not at that machine to provide details)
> >
> > I've have just re-run genwrappers and nothing got updated, and snv
> > diff suggests that everything is checked in.  I've also done a build
> > of the wrappers under Linux and this went fine.
> >
> > So... there must be something like a missing export of something
> > similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so
> > perhaps it was this, I've gone ahead and add this export and checked
> > it in.   Fingers crossed this was the only one... as I want to go get
> > on with tagging the release :-)
> >
> > Robert.
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
>
>
> --
> Mike Weiblen -- Austin Texas USA -- http://mew.cx/
> ___
>  osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
>> Rick
Check us out at http://fringe-online.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Using image maps with materials

2008-07-12 Thread rpingry
Hello All,

Is there a way to use image maps with some of the other material properties,
like emission or specular or diffuse?  I am working on adding some
functionality to the LWO reader.  We have been able to get the transparancy
working along with how LightWave does it, by taking the transparency mapped
defined in lightwave and copying that into the alpha channel of the color
map.  I can see there are lots of examples about how to use a reflection
map, so I think I am ok there.  Any way to use a map to define the emission,
specularity, and diffuse amounts across a surface?

-- Thanks
>> Rick
Check us out at http://fringe-online.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Rick Pingry
I have build 8572 running using Visual Studio 7.1 and linking with my
project just fine.  Win XP, CMake 2.4
-- Rick

On Sat, Jul 12, 2008 at 1:18 PM, Mike Weiblen <[EMAIL PROTECTED]>
wrote:

> I'll verify and send details later this afternoon
> -- mew
>
>
> On Sat, Jul 12, 2008 at 11:59 AM, Robert Osfield
> <[EMAIL PROTECTED]> wrote:
>  > Hi Mike,
> >
> > On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen <[EMAIL PROTECTED]>
> wrote:
> >> core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in
> >> wrappers (not at that machine to provide details)
> >
> > I've have just re-run genwrappers and nothing got updated, and snv
> > diff suggests that everything is checked in.  I've also done a build
> > of the wrappers under Linux and this went fine.
> >
> > So... there must be something like a missing export of something
> > similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so
> > perhaps it was this, I've gone ahead and add this export and checked
> > it in.   Fingers crossed this was the only one... as I want to go get
> > on with tagging the release :-)
> >
> > Robert.
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
>
>
> --
> Mike Weiblen -- Austin Texas USA -- http://mew.cx/
> ___
>  osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
>> Rick
Check us out at http://fringe-online.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Mike Weiblen
I'll verify and send details later this afternoon
-- mew


On Sat, Jul 12, 2008 at 11:59 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi Mike,
>
> On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen <[EMAIL PROTECTED]> wrote:
>> core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in
>> wrappers (not at that machine to provide details)
>
> I've have just re-run genwrappers and nothing got updated, and snv
> diff suggests that everything is checked in.  I've also done a build
> of the wrappers under Linux and this went fine.
>
> So... there must be something like a missing export of something
> similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so
> perhaps it was this, I've gone ahead and add this export and checked
> it in.   Fingers crossed this was the only one... as I want to go get
> on with tagging the release :-)
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Robert Osfield
Hi Mike,

On Sat, Jul 12, 2008 at 5:18 PM, Mike Weiblen <[EMAIL PROTECTED]> wrote:
> core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in
> wrappers (not at that machine to provide details)

I've have just re-run genwrappers and nothing got updated, and snv
diff suggests that everything is checked in.  I've also done a build
of the wrappers under Linux and this went fine.

So... there must be something like a missing export of something
similar.The KdTree::BuildOptions didn't have an OSG_EXPORT so
perhaps it was this, I've gone ahead and add this export and checked
it in.   Fingers crossed this was the only one... as I want to go get
on with tagging the release :-)

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Mike Weiblen
core built ok w/ winxp, vs8sp1, cmake2.4.8, but there was an error in
wrappers (not at that machine to provide details)
-- mew


On Fri, Jul 11, 2008 at 2:38 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi All,
>
> I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
> the major changes are now checked in, so it's time to make sure that
> things are compiling and running sensible across platforms.  If things
> look good then I'll tag 2.5.4 tomorrow.
>
> Once 2.5.4 is out the way my plan is to seriously look at osgWidget
> inclusion in to SVN trunk, so testing osgWidget and feedback on it
> would be very useful.
>
> Thanks,
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Jeremy Moles
On Fri, 2008-07-11 at 19:58 -0400, Jean-Sébastien Guay wrote:
> Hi Robert,
> 
> > I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
> > the major changes are now checked in, so it's time to make sure that
> > things are compiling and running sensible across platforms.  If things
> > look good then I'll tag 2.5.4 tomorrow.
> 
> Building now, will let you know.
> 
> > Once 2.5.4 is out the way my plan is to seriously look at osgWidget
> > inclusion in to SVN trunk, so testing osgWidget and feedback on it
> > would be very useful.
> 
> Regarding osgWidget, Jeremy hasn't yet merged the CMake change I 
> submitted last week to make it build with CMake 2.6 as well as 2.4, not 
> sure why... Maybe it just passed under his radar. Hopefully he'll see 
> this post, if not I'll poke him directly :-)

It's merged, just not svn committed yet. :) VERY SOON NOW...

> Other than that, osgWidget runs great for me on Windows Vista/VS8 and 
> Ubuntu Linux/gcc.
> 
> J-S

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread James Killian

VS9 compiled fine  (using cmake 2.6)

James Killian
- Original Message - 
From: "Robert Osfield" <[EMAIL PROTECTED]>

To: "OpenSceneGraph Users" 
Sent: Friday, July 11, 2008 2:38 PM
Subject: [osg-users] Please test SVN of OpenSceneGraph



Hi All,

I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
the major changes are now checked in, so it's time to make sure that
things are compiling and running sensible across platforms.  If things
look good then I'll tag 2.5.4 tomorrow.

Once 2.5.4 is out the way my plan is to seriously look at osgWidget
inclusion in to SVN trunk, so testing osgWidget and feedback on it
would be very useful.

Thanks,
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] KdTree support now checked in

2008-07-12 Thread Robert Osfield
Hi Adrian,

It's great to hear you getting better performance.  How much is down
to more efficient intersections vs other changes to the OSG I cannot
say - you'd need to profile the relative costs of intersections/cull
and draw traversals etc.

KdTree are only used in intersections, so it doesn't change the cull
and draw traversals at all.  It's not something that is likely to help
much anyway, as the OpenGL pipeline is geared up to handling a
moderate number of relatively large sets of geometry, and rarely is
the actual geometry a bottleneck so it doesn't pay to just a do fine
grained view frustum culling.  Intersections a completely different
matter - ray intersection strongly favour fine grained
representations, hence why KdTree work so well.

Robert.

On Sat, Jul 12, 2008 at 4:41 PM, Adrian Egli OpenSceneGraph (3D)
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> i tested the whole afternoon with a really big terrain database (city of
> cannes). i rebuild our internet based visualisation plugin with latest
> openscenegraph (SVN of this morning) and the performance with
> the kdTree datastructure enabled is much better than with elder OSG version.
> i don't yet understand why the performance is much faster, of course the new
> database pager concept could be responsable for the behaviour but i don't
> think so. now the frame rate is really constant, no longer view dependent
> for our motion model, also for the terrain manipulator. each of this motion
> model are using intersection visitor, may this was the reason why the frame
> rate was never constant, was view angle dependant. one pixel changed and the
> frame could dorp down or vise versa. but know the frame rate is nearly
> constant, for this huge database. of course still view dependant, but little
> change doesn't no longer change the frame rate (60/20) between small
> changes, this isn't question of culling,... i guess this was the
> intersection test, if we passed through a huge object, the fps drops down.
> this is greate.
>
> next question. do you use the KDTree to cull objects against the frustum.
> big objects (Triangles could better culled) if we can intersect easely a
> plane against the kdtree.
>
> /adrian
>
> 2008/7/12 Robert Osfield <[EMAIL PROTECTED]>:
>>
>> Hi J-S,
>>
>> On Sat, Jul 12, 2008 at 1:09 AM, Jean-Sébastien Guay
>> <[EMAIL PROTECTED]> wrote:
>> > I think I may be able to help a bit regarding the higher-level setup and
>> > bookkeeping changes needed to speed things up on that regard. One thing
>> > I
>> > noticed before is that creating a new Intersector and
>> > IntersectionVisitor
>> > each time is costly, and instead keeping static or cached instances and
>> > using the reset() and setStart()/setEnd() methods is faster. There may
>> > be
>> > some other similar things that can be done too, we'll see what I can dig
>> > up.
>>
>> It's interesting how different bottlenecks pop up, in this case
>> creating objects on the heap is clearly showing itself as a bottleneck
>> whereas the old brute force intersection code was so slow that this
>> wasn't a significant factor.
>>
>> Caching visitors and intersectors can certainly help, although one
>> does need to be careful about threading issues with doing this, as the
>> IntersectionVisitor and Intersectors aren't thread safe, so you'd need
>> a cached instance per thread.
>>
>> Optimization could possibly be done with the data structure used to
>> store the intersection results, this would unfortunately break the API
>> compatibility.  Changing that Intersector's are cloned might also help
>> performance when dealing with scene graphs have transform - the clone
>> is required to move the intersector into the local coordinate system
>> of transforms subgraph.
>>
>> There other things one can do like grouping intersectors, or using
>> intersection coherency.
>>
>> Robert.
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> --
> 
> Adrian Egli
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] KdTree support now checked in

2008-07-12 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert,

i tested the whole afternoon with a really big terrain database (city of
cannes). i rebuild our internet based visualisation plugin with latest
openscenegraph (SVN of this morning) and the performance with
the kdTree datastructure enabled is much better than with elder OSG version.
i don't yet understand why the performance is much faster, of course the new
database pager concept could be responsable for the behaviour but i don't
think so. now the frame rate is really constant, no longer view dependent
for our motion model, also for the terrain manipulator. each of this motion
model are using intersection visitor, may this was the reason why the frame
rate was never constant, was view angle dependant. one pixel changed and the
frame could dorp down or vise versa. but know the frame rate is nearly
constant, for this huge database. of course still view dependant, but little
change doesn't no longer change the frame rate (60/20) between small
changes, this isn't question of culling,... i guess this was the
intersection test, if we passed through a huge object, the fps drops down.
this is greate.

next question. do you use the KDTree to cull objects against the frustum.
big objects (Triangles could better culled) if we can intersect easely a
plane against the kdtree.

/adrian

2008/7/12 Robert Osfield <[EMAIL PROTECTED]>:

> Hi J-S,
>
> On Sat, Jul 12, 2008 at 1:09 AM, Jean-Sébastien Guay
> <[EMAIL PROTECTED]> wrote:
> > I think I may be able to help a bit regarding the higher-level setup and
> > bookkeeping changes needed to speed things up on that regard. One thing I
> > noticed before is that creating a new Intersector and IntersectionVisitor
> > each time is costly, and instead keeping static or cached instances and
> > using the reset() and setStart()/setEnd() methods is faster. There may be
> > some other similar things that can be done too, we'll see what I can dig
> up.
>
> It's interesting how different bottlenecks pop up, in this case
> creating objects on the heap is clearly showing itself as a bottleneck
> whereas the old brute force intersection code was so slow that this
> wasn't a significant factor.
>
> Caching visitors and intersectors can certainly help, although one
> does need to be careful about threading issues with doing this, as the
> IntersectionVisitor and Intersectors aren't thread safe, so you'd need
> a cached instance per thread.
>
> Optimization could possibly be done with the data structure used to
> store the intersection results, this would unfortunately break the API
> compatibility.  Changing that Intersector's are cloned might also help
> performance when dealing with scene graphs have transform - the clone
> is required to move the intersector into the local coordinate system
> of transforms subgraph.
>
> There other things one can do like grouping intersectors, or using
> intersection coherency.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 

Adrian Egli
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Please test SVN of OpenSceneGraph

2008-07-12 Thread Adrian Egli OpenSceneGraph (3D)
Done, Visual Studio 2003 , XP
no error detected

adrian

2008/7/12 Jean-Sébastien Guay <[EMAIL PROTECTED]>:

> Hi Robert,
>
>  I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
>>> the major changes are now checked in, so it's time to make sure that
>>> things are compiling and running sensible across platforms.  If things
>>> look good then I'll tag 2.5.4 tomorrow.
>>>
>>
>> Building now, will let you know.
>>
>
> Done, all is fine. Windows Vista, VS8, CMake 2.6.
>
>
> J-S
> --
> __
> Jean-Sebastien Guay[EMAIL PROTECTED]
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 

Adrian Egli
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] KdTree support now checked in

2008-07-12 Thread Robert Osfield
Hi J-S,

On Sat, Jul 12, 2008 at 1:09 AM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> I think I may be able to help a bit regarding the higher-level setup and
> bookkeeping changes needed to speed things up on that regard. One thing I
> noticed before is that creating a new Intersector and IntersectionVisitor
> each time is costly, and instead keeping static or cached instances and
> using the reset() and setStart()/setEnd() methods is faster. There may be
> some other similar things that can be done too, we'll see what I can dig up.

It's interesting how different bottlenecks pop up, in this case
creating objects on the heap is clearly showing itself as a bottleneck
whereas the old brute force intersection code was so slow that this
wasn't a significant factor.

Caching visitors and intersectors can certainly help, although one
does need to be careful about threading issues with doing this, as the
IntersectionVisitor and Intersectors aren't thread safe, so you'd need
a cached instance per thread.

Optimization could possibly be done with the data structure used to
store the intersection results, this would unfortunately break the API
compatibility.  Changing that Intersector's are cloned might also help
performance when dealing with scene graphs have transform - the clone
is required to move the intersector into the local coordinate system
of transforms subgraph.

There other things one can do like grouping intersectors, or using
intersection coherency.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] KdTree support now checked in

2008-07-12 Thread Robert Osfield
Hi Adrian,

Thanks for the note,  the code that is generating the warning is just
experimental code, it's served it's purpose and now can be removed.
An svn update will get this clean up.

Robert.

On Sat, Jul 12, 2008 at 8:37 AM, Adrian Egli OpenSceneGraph (3D)
<[EMAIL PROTECTED]> wrote:
> Hi Robert
> Compiling...ends in some warnings, may you can fix them
>
> KdTree.cpp(108) : warning C4018: '<=' : signed/unsigned mismatch
>
> osgkdtree.cpp
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(115)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(128)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(145)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(159)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(177)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(261)
> : warning C4018: '<' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(130)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(143)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(161)
> : warning C4018: '>' : signed/unsigned mismatch
> variabledivision.cpp
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(130)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(143)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(161)
> : warning C4018: '>' : signed/unsigned mismatch
> variabledivision.cpp(194) : warning C4018: '<=' : signed/unsigned mismatch
> fixeddivision.cpp
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(115)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(128)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(145)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(159)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(177)
> : warning C4018: '>' : signed/unsigned mismatch
> c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(261)
> : warning C4018: '<' : signed/unsigned mismatch
> fixeddivision.cpp(256) : warning C4018: '<' : signed/unsigned mismatch
> fixeddivision.cpp(378) : warning C4018: '<=' : signed/unsigned mismatch
> Generating Code...
> Linking...
>
>
> 2008/7/12 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:
>>
>> Hi Robert
>>
>> Perfect, i will help you in analyzing the performance bottle neck. of
>> course the kd-tree will be an imporant new feature, and also new rendering
>> technics could become reasonable once we have a really fast framework for
>> intersection tests.
>>
>> /adrian
>>
>>
>> 2008/7/12 Jean-Sébastien Guay <[EMAIL PROTECTED]>:
>>>
>>> Hi Robert,
>>>
 To wrap, all these changes on now in SVN trunk and will be part of
 2.5.4 and hence the up coming 2.6.  If you enable the build of
 automatic KdTrees of load and use
 IntersectionVisitor/LineSegmentIntersector then you'll be able to go
 straight ahead of use KdTree intersections without lifting a further
 finger ;-)
>>>
>>> This is all very cool! I'll definitely be testing this out in the next
>>> few days to try it out with my Masters project (which was very
>>> intersection-heavy). I'll be setting up a little competition between your
>>> KdTree and Adrian Egli's... Just kidding!
>>>
>>> I think I may be able to help a bit regarding the higher-level setup and
>>> bookkeeping changes needed to speed things up on that regard. One thing I
>>> noticed before is that creating a new Intersector and IntersectionVisitor
>>> each time is costly, and instead keeping static or cached instances and
>>> using the reset() and setStart()/setEnd() methods is faster. There may be
>>> some other similar things that can be done too, we'll see what I can dig up.
>>>
>>> Thanks a lot for this work, it's a great addition, and I expect that it
>>> will be useful in lots of different applications.
>>>
>>> J-S
>>> --
>>> __
>>> Jean-Sebastien Guay[EMAIL PROTECTED]
>>>   http://www.cm-labs.com/
>>>  

Re: [osg-users] --subtile option for osgdem working?

2008-07-12 Thread Robert Osfield
Hi Nolan,

You have a couple of options for reducing the elevation resolution,
either use the command line option

  --tile-terrain-size 

It defaults to ta size of 64, so reduce this to something like 16.

The other route is to use the --terrain option and at runtime vary the
sampling by setting the osgTerra::Terrain sample ratio.  The
osgmultitexturecontrol example shows how you you can decorate a
terrain database to do this.

Robert.

On Sat, Jul 12, 2008 at 1:11 AM, Nolan Wester <[EMAIL PROTECTED]> wrote:
> Robert,
>
> Is there a way to tell osgdem to generate less triangles while keeping high
> resolution texture? For example, say I only want to generate the amount of
> triangles equivalent to what would be generated by osgdem in level 3. But I
> want the texture in that resulting terrain to reach full resolution.
>
> If I use:
>
> osgdem <...> -l 3
>
> then I will get the limited number of triangles as desired, but the texture
> will be very low resolution.
>
> Thanks
> -N
>
> On Thu, Jul 10, 2008 at 12:07 PM, Robert Osfield <[EMAIL PROTECTED]>
> wrote:
>>
>> Hi Nolan,
>>
>> The sutile parameters is used during distributed/incremental builds
>> run by vpbmaster, it's not something you will use in normal osgdem
>> usage.
>>
>> Robert.
>>
>> On Thu, Jul 10, 2008 at 6:41 PM, Nolan Wester <[EMAIL PROTECTED]> wrote:
>> > Greetings,
>> >
>> > Is the --subtile option for osgdem working properly? It seems to be
>> > counting incorrectly when I use it. For example, --subtile 2 0 0
>> > generates only one tile when in fact there should be subtiles 2 0 1, 2
>> > 0 2, 2 1 0, ... Using --subtile 1 0 0 ends up generating more tiles
>> > for level 2 but even that misses some.
>> >
>> > This is with osgdem 0.9.8
>> >
>> > Thank you,
>> > Nolan
>> > ___
>> > osg-users mailing list
>> > osg-users@lists.openscenegraph.org
>> >
>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] KdTree support now checked in

2008-07-12 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert
Compiling...ends in some warnings, may you can fix them

KdTree.cpp(108) : warning C4018: '<=' : signed/unsigned mismatch

osgkdtree.cpp
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(115)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(128)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(145)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(159)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(177)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(261)
: warning C4018: '<' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(130)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(143)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(161)
: warning C4018: '>' : signed/unsigned mismatch
variabledivision.cpp
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(130)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(143)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\variabledivision.h(161)
: warning C4018: '>' : signed/unsigned mismatch
variabledivision.cpp(194) : warning C4018: '<=' : signed/unsigned mismatch
fixeddivision.cpp
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(115)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(128)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(145)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(159)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(177)
: warning C4018: '>' : signed/unsigned mismatch
c:\dev\OpenSceneGraphSVN\Openscenegraph\examples\osgkdtree\fixeddivision.h(261)
: warning C4018: '<' : signed/unsigned mismatch
fixeddivision.cpp(256) : warning C4018: '<' : signed/unsigned mismatch
fixeddivision.cpp(378) : warning C4018: '<=' : signed/unsigned mismatch
Generating Code...
Linking...


2008/7/12 Adrian Egli OpenSceneGraph (3D) <[EMAIL PROTECTED]>:

> Hi Robert
>
> Perfect, i will help you in analyzing the performance bottle neck. of
> course the kd-tree will be an imporant new feature, and also new rendering
> technics could become reasonable once we have a really fast framework for
> intersection tests.
>
> /adrian
>
>
> 2008/7/12 Jean-Sébastien Guay <[EMAIL PROTECTED]>:
>
> Hi Robert,
>>
>>  To wrap, all these changes on now in SVN trunk and will be part of
>>> 2.5.4 and hence the up coming 2.6.  If you enable the build of
>>> automatic KdTrees of load and use
>>> IntersectionVisitor/LineSegmentIntersector then you'll be able to go
>>> straight ahead of use KdTree intersections without lifting a further
>>> finger ;-)
>>>
>>
>> This is all very cool! I'll definitely be testing this out in the next few
>> days to try it out with my Masters project (which was very
>> intersection-heavy). I'll be setting up a little competition between your
>> KdTree and Adrian Egli's... Just kidding!
>>
>> I think I may be able to help a bit regarding the higher-level setup and
>> bookkeeping changes needed to speed things up on that regard. One thing I
>> noticed before is that creating a new Intersector and IntersectionVisitor
>> each time is costly, and instead keeping static or cached instances and
>> using the reset() and setStart()/setEnd() methods is faster. There may be
>> some other similar things that can be done too, we'll see what I can dig up.
>>
>> Thanks a lot for this work, it's a great addition, and I expect that it
>> will be useful in lots of different applications.
>>
>> J-S
>> --
>> __
>> Jean-Sebastien Guay[EMAIL PROTECTED]
>>   http://www.cm-labs.com/
>>http://whitestar02.webhop.org/
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> 
> Adrian Egli




-- 

Adrian Egli
___
osg-users ma