Re: [osg-users] bluring model edges
hi Guy, I tried this code and didn't notice any blurring, although for some reason the skeleton in my models became exposed (the same effect as the osgscribe example). If I understand right this example is meant to blur the entire model - is that right? Because I just want to blur the model edges while keeping the rest of the model clear. Is there a way to do that? thanks for the example, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9048#9048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
Hello, The only suggestion I can give in this matter is to compare performance with tools that already support both OGL and DX. I hope I'm not a sinner mentioning OGRE. I'm not familiar with OGRE but if someone knows that library as well as OSG, it is possible to build a set of programs comparing different features between these libraries when OGRE using OGL. Then it is possible to run all these OGRE programs, now using DX on windows platform and this could give an assumption of the performance improvement for OSG on windows platforms if using OGL-DX mapping. Guy. - Hi Jan, Honestly, I think this will be counterproductive. It will only give companies an excuse to neglect OpenGL support further or to drop it completely (You can use the emulation!). The latter would be disastrous for all non-Microsoft platforms. Since the OpenGL over Direct3D layer will only work on Microsoft platforms for obvious reasons, I don't see how this will affect other platforms at all. If some developer wants to do 3D on Linux, they have to use OpenGL. Basically, this is a follow-up to an earlier discussion (a rather long and heated one as I recall) saying that there were two ways to improve the OSG experience on Windows platforms or for ATI/AMD hardware, where OpenGL drivers are pretty bad compared to nVidia: 1. Demand better OpenGL support in drivers (which may be hard and does not depend on us, i.e. we can ask but we have no control over the result) 2. Create a technological solution, of which an OpenGL over Direct3D layer is one example. Of course, it would be much preferable if vendors would, out of their own volition, improve OpenGL driver quality on Windows. However, since most games run on Direct3D, there is little incentive for them to do this. In most markets where OpenGL support is important, the software is already cross-platform, and thus moving to Linux is less of an issue. This means that the situation with OpenGL driver quality on Windows is likely to get worse as developers who depend on OpenGL move to other platforms and stop demanding good OpenGL driver quality. I fail to see the benefits of such move - why to run OpenGL on top of Direct3D? Is there *any* usable hardware that has only D3D drivers and does not support OpenGL? Perhaps not, but for most hardware which has Direct3D support, the Direct3D driver quality is higher than the OpenGL driver quality on Windows (either in speed, number of serious/show-stopper bugs, etc.). There's a big difference between supporting OpenGL and supporting it *well*, and since there are no enforced conformance tests, vendors can support it only partly if they want... Basically, I'm trying to find a way so that OpenGL apps can run well on Windows, independent of what vendor made the graphics card. Since there is a large pool of Direct3D applications on Windows, making OpenGL calls go through Direct3D before getting to the video card driver might be one way of doing that. Of course, this is all theoretical, we can't know what the trade-offs are until we get a prototype running. And in any case, I'm just relaying info I got, seeing as this discussion was raised before. If the majority of people don't see the benefit, nothing will come of it and it'll just die, and we'll just go on as we have in the past. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Well, It should have given fractional alpha values only on the object edges... It would be interesting if you could check your object using a pure OpenGL code. Maybe it's a card issue, maybe there are other modes that interfere... Sorry it didn't help, Guy. -- hi Guy, I tried this code and didn't notice any blurring, although for some reason the skeleton in my models became exposed (the same effect as the osgscribe example). If I understand right this example is meant to blur the entire model - is that right? Because I just want to blur the model edges while keeping the rest of the model clear. Is there a way to do that? thanks for the example, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9048#9048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
Hi, Jean-Sébastien Guay wrote: Hi Jan, Honestly, I think this will be counterproductive. It will only give companies an excuse to neglect OpenGL support further or to drop it completely (You can use the emulation!). The latter would be disastrous for all non-Microsoft platforms. Since the OpenGL over Direct3D layer will only work on Microsoft platforms for obvious reasons, I don't see how this will affect other platforms at all. If some developer wants to do 3D on Linux, they have to use OpenGL. Basically, this is a follow-up to an earlier discussion (a rather long and heated one as I recall) saying that there were two ways to improve the OSG experience on Windows platforms or for ATI/AMD hardware, where OpenGL drivers are pretty bad compared to nVidia: 1. Demand better OpenGL support in drivers (which may be hard and does not depend on us, i.e. we can ask but we have no control over the result) 2. Create a technological solution, of which an OpenGL over Direct3D layer is one example. Of course, it would be much preferable if vendors would, out of their own volition, improve OpenGL driver quality on Windows. However, since most games run on Direct3D, there is little incentive for them to do this. In most markets where OpenGL support is important, the software is already cross-platform, and thus moving to Linux is less of an issue. This means that the situation with OpenGL driver quality on Windows is likely to get worse as developers who depend on OpenGL move to other platforms and stop demanding good OpenGL driver quality. I fail to see the benefits of such move - why to run OpenGL on top of Direct3D? Is there *any* usable hardware that has only D3D drivers and does not support OpenGL? Perhaps not, but for most hardware which has Direct3D support, the Direct3D driver quality is higher than the OpenGL driver quality on Windows (either in speed, number of serious/show-stopper bugs, etc.). There's a big difference between supporting OpenGL and supporting it *well*, and since there are no enforced conformance tests, vendors can support it only partly if they want... Basically, I'm trying to find a way so that OpenGL apps can run well on Windows, independent of what vendor made the graphics card. Since there is a large pool of Direct3D applications on Windows, making OpenGL calls go through Direct3D before getting to the video card driver might be one way of doing that. Of course, this is all theoretical, we can't know what the trade-offs are until we get a prototype running. And in any case, I'm just relaying info I got, seeing as this discussion was raised before. If the majority of people don't see the benefit, nothing will come of it and it'll just die, and we'll just go on as we have in the past. What always bothers me is the whole multiple window, multiple context thing. Correct me if I'm wrong, but I've always thought DirectX caters more for the single fullscreen 3D window case (games?). Is this not why CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely the wrapper won't be able to fix this. For specific cases the wrapper might be OK. jp J-S -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] תשובה: bluring model edges
You could also try it with simple geometry (a big triangle in the middle of the screen) and see if the edges are blurred. Guy. -- hi Guy, I tried this code and didn't notice any blurring, although for some reason the skeleton in my models became exposed (the same effect as the osgscribe example). If I understand right this example is meant to blur the entire model - is that right? Because I just want to blur the model edges while keeping the rest of the model clear. Is there a way to do that? thanks for the example, Julia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9048#9048 ___ 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] [vpb] osgdem issue
It's ok, I'm finished to install apps, and all is ok, osgdem run correctly. thank you everyone. Fabien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9053#9053 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Performing zooming and other navigations on geocentric virtual earch?
Hi, I have created geocentric(spherical) virtual earth and wanted to do navigate around the earth using keyboard including zooming-in and out. As I m new to OSG I want to understand dat could it be done by setting viewmatrixAsLookAt of views' cameramanipulator? Plz get me some ideas how it can be done??? ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9054#9054 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
Hi Mark, Removing this entry will force more applications to explicitly put the path to the osgPluigins directory. It doesn't override anything, so if you wanted to the move the library afterwards then you could but you'd have to specify the new path - that would only take you make to position of not having this inbuilt function at all. As for it being dangerous, well the OSG versions it's dll's + so's and it versions the plugins directory, so the danger is not a real one. Robert. On Mon, Mar 23, 2009 at 9:47 PM, Mark Sciabica msciab...@itracs.com wrote: Hi Robert, Sorry, I thought it would have been clear from my first e-mail. I'll try again. FileUtils.cpp in osgDB has this code. static void appendInstallationLibraryFilePaths(osgDB::FilePathList filepath) { #ifdef OSG_DEFAULT_LIBRARY_PATH // Append the install prefix path to the library search path if configured filepath.push_back(ADDQUOTES(OSG_DEFAULT_LIBRARY_PATH)); #endif } osgDB's CMakeLists.txt has this line: ADD_DEFINITIONS(-DOSG_DEFAULT_LIBRARY_PATH=${CMAKE_INSTALL_PREFIX}/lib${LIB_POSTFIX}/${OSG_PLUGINS}) This means that the install path configured at build time will be searched for plugins. This does not make sense for prebuilt binaries because the install location will likely be different on different machines. I propose removing the function appendInstallationLibraryFilePaths, and also the line in CMakeLists since it is only this function that makes use of it. Mark Robert Osfield wrote: On Mon, Mar 23, 2009 at 7:37 PM, Mark Sciabica msciab...@itracs.commailto: msciab...@itracs.com wrote: Thanks for the reply. I'll be upgrade CMake for my next build of OSG. But do you have any comment on the final paragraph of my e-mail? Embedding the install path configured when OSG is built only makes sense if OSG is not distributed in binary form. You'll need to be far more specific about what you are talking about for me to comment. 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
Hi Philip, You do recall the fact the OSG versions it's dll/.so and plugins directory, and as you're hypothetical usage model totally ignores this fact it's pretty hard for me to take it too seriously. Robert. 2009/3/24 Philip Lowman phi...@yhbt.com is is kinda dangerous too. What happens if: 1. User installs OSG 2.6 to /usr/local/OSG 2. User is happy 3. One day user decides to download OSG 2.8 4. User decides to move /usr/local/OSG = /usr/local/OSG-2.6 5. User compiles OSG 2.8 and installs to /usr/local/OSG again 6. User is happy but if they go to run their old OSG 2.6 build what happens? My guess is that OSG 2.8 libraries are found. What is ${LIB_POSTFIX} above. Is this supposed to be to facilitate debug builds? Is it possible to somehow find the location of osgDB.dll or libosgDB.so within code as a way to solve the plugin loading problem. Then you could simply append path_to_libosgDB.so + ../lib${LIB_POSTFIX}/${OSG_PLUGINS} to the search path. I know you can do this with the binary that's being run (if osgviewer is used for example). This wouldn't work for people running an OSG app in a different path that uses libosgDB however. -- Philip Lowman ___ 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] OpenSceneGraph-2.9.2 dev release tagged.
Hi All, Yesterday evening I tagged the OpenSceneGraph-2.9.2 dev release, but didn't have time to update my blog or post an email to the list... so just catching up now. As usual you can grab the release from: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases Main changes are: - New include/osgUtil/ShaderGen utility for convert fixed function pipeline scene graphs into equivalent shader based scene graphs. - New osgshadergen filename example that demonstrates new osgUtil::ShaderGen class. - Improvements to build support and runtime of the new FFmpeg based video plugin - Support added to .ive format for osg::PolygonStipple class. - Code clean up of quicktime plugin. - Bug and build fixes. And I've updated the http://www.blog.openscenegraph.org as well, although does just pick up on the same points. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ANN: Equalizer BOF at Eurographics'09
Hi, We will be holding an Equalizer Birds-Of-a-Feather meeting next week during Eurographics'09. Since the main focus turned out to be the integration between Equalizer and OpenSceneGraph, this might be interesting to some of you: Place: Eurographics 2009, TU Munich Date: Tuesday, March 31, 15:00-16:30 Room: MI 02.13.010 Full Schedule: http://www.equalizergraphics.com/news/EgBof.html See you there, Stefan. -- http://www.eyescale.ch http://www.equalizergraphics.com http://www.linkedin.com/in/eilemann ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera
Hi, i have a system of a master-camera and some slave-cameras. These cameras are attached to an individual object of the scene. I need to compare the depht-buffer of the master-camera with the depht-buffer of each slave camera for occlusion. any suggestion would be nice. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9059#9059 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera
Hi Daniel, Have you took a look into this thread: http://forum.openscenegraph.org/viewtopic.php?t=1778highlight=zbuffer ? (I do not know if that was you or not, because the user names of the authors are different) So you have given two depth buffers in a texture, right? And you want to compare them to render the results on the screen? Take a look into osgPPU, you could use this to compare (in a shader) your both depth buffers and to write the output to another texture, which can then be used further. Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9061#9061 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera
Hi Daniel, In what way are your testing for occlusion? A CPU based test? Using the OpenGL occlusion query? Using a per pixel shader tests? Robert. On Tue, Mar 24, 2009 at 10:20 AM, Daniel d.wut...@gmx.de wrote: Hi, i have a system of a master-camera and some slave-cameras. These cameras are attached to an individual object of the scene. I need to compare the depht-buffer of the master-camera with the depht-buffer of each slave camera for occlusion. any suggestion would be nice. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9059#9059 ___ 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] Problems with jpeg, tiff, ...plugin
Hi! I am using osg v2.8 with osgEarth and I want to work with jpeg and tiff format. The problem is that osg v2.8 does not include plugin for those formats of images. Could anybody tell me what is the right way to add the plugins of jpeg and tiff in the osg project??? -- Adaya Lorenzo Leon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DoomLike manipulator
In fact I didn't have enough time to finish this week-end. So It will be postponed to next week. On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic simon1l...@gmail.com wrote: All right, I'll certainly finish during the week-end and post it on osg-users for testing. 2009/3/20 Robert Osfield robert.osfi...@gmail.com Hi Loic, Great little discussion :-) 2009/3/19 Simon Loic simon1l...@gmail.com Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode you can give it a try and decide which name best fits. In my concern I clearly incline towars grounded as the implementation I was about to propose allows step over small obstacles like stairs. If you have remarks on the implementation so far, go ahead... to sukender : I didn't exacly get your remarks while I'm sure they are founded. Anyway I think that when I wil have finished to code both mode, things will become clearer for me and for you. Get you informed as soon as the manipulator is ready. When you ready just post the changes to either osg-submissions if it's ready to merge, or to osg-users if you feel it still needs more discussion. Cheers, Robert, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animating vertices in a Geode
Hi Cedric, For some reason Outlook webmail wrapped the cpp file into a binary format. I have included a new version of the demo file with the timings fixed. It uses: const osg::FrameStamp* fs = nv-getFrameStamp(); and fs-getSimulationTime(); to calculate the current time. (Just like osgAmimation) Kind Regards, - Laurence Cedric Pinson wrote: div class=moz-text-flowed style=font-family: -moz-fixedHi Laurence, I dont know what the winmail.dat in attachement is, i am not on windows. I will try tomorrow your main.cpp in previous mail and with the svn to be sure osgAnimation works fine with the svn. About time in callback you can read the code of some updatecallback in osgAmimation. It will give you an example how to manage time. Cheers, Cedric Muller, L.Y.L. wrote: Hi Cedric, hmm for some reason the post of Guy wasn't added to the right thread in the maillist ( http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-March/025337.html ) I tried out his suggestion and got something like a self-deleting callback working (Demo file is attached). I just need to figure out how to measure the time between the callback calls. For now it just increments the 'time' value with a fixed number. It would ofcourse be nicer if I could use an exciting class that handles the scheduling/timeline. About your request, I do not know how to create a stacktrace here with Visual Studio 2005, but that would require the debug libraries of OSG right? I could try stepping through the code with the debugger later this week and see where it locks up/crashes. I also noticed that there are some other issues with the (animation?) demos. After building the OSG 2.9.1 package (svn), I tried out a few of the animation demos. Running the demos is not a problem, but if you try to close them, it usually result in a crash. I'm not sure if its the osgAnimation part thats causing it or the viewer. Kind regards, - Laurence P.S.: Sorry about the previous reply, I made a mistake while attaching the file... ;\ -Original Message- From: Cedric Pinson [mailto:morni...@plopbyte.net] Sent: Mon 3/23/2009 4:27 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Animating vertices in a Geode Hi Laurence, Before i dig into can you give the stacktrace to have an idea where it crashes ? Cheers, Cedric Laurence Muller wrote: Hi Cedric, I tried to create a simple project based on the 'osganimationmorph' demo as Robert Osfield suggested. Instead of loading the geometries from a *.osg file, I define two new geometries (both quads but on a different position). These geometries are added as a drawable to the MorphGeometry. However, for some reason OSG doesn't allows me to swap the old geom0 and geom1 geometry objects with the ones I create. The application crashes when you try to run it. Any suggestions? Kind regards, - Laurence Cedric Pinson wrote: div class=moz-text-flowed style=font-family: -moz-fixedHi Laurence, You can easily do it with morphgeometry: - define two geometry with morphgeometry - use an custom update callback that use an ease motion to control the ratio of geometry to use Would be great to make an example with it, it will help others users. Cheers, Cedric Laurence Muller wrote: Hi, In the application I am working on, I am trying to create a smooth (transition) animation on the vertices inside an object. Example: I have included an illustration to make my problem a bit more clear. The current scene contains one geode with a geometry attached. The geometry is filled with 7 quads (4 vertices per quad) and is illustrated as red dots in the picture. (The 'edges' are stored in a separate geode) The application allows users to select a specific layout (radial, force based, etc) for the quads. In the current implementation this change happens immediately. (It updates the vertex array with new values and uses the dirty() call on the vertex array). On the OSG wiki page I found some information about animating objects in the scene graph. http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation http://www.robertpenner.com/easing/easing_demo.html However, it seems like this will only work on geode level (by modifying the Matrix or PositionAttitudeTransformation). Another problem with this method is that it seems that you need to create a predefined animation. In my case the new position of a vertex will depend on the current position (and the animation only needs to be used once). Question: - Is there a way to use the osgAnimation functions on the vertex array and is it possible to use it with the transition methods from the EaseMotion demo? Kind regards, - Laurence -- Laurence Muller Website/Blog/Portfolio: http://www.multigesture.net/
Re: [osg-users] Problems with jpeg, tiff, ...plugin
Hi Adaya, OSG 2.8 does have plugins for JPEG and Tiff, you'll need to make sure you have libjpeg and libtiff available for the plugins to be built though. See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies. Making sure you have those dependencies and rerunning CMake should produce jpeg and tiff plugins. Good luck, Jason 2009/3/24 Adaya Lorenzo adayalorenzol...@gmail.com Hi! I am using osg v2.8 with osgEarth and I want to work with jpeg and tiff format. The problem is that osg v2.8 does not include plugin for those formats of images. Could anybody tell me what is the right way to add the plugins of jpeg and tiff in the osg project??? -- Adaya Lorenzo Leon ___ 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] Build Error on Windows
2009/3/24 Robert Osfield robert.osfi...@gmail.com Hi Philip, You do recall the fact the OSG versions it's dll/.so and plugins directory, and as you're hypothetical usage model totally ignores this fact it's pretty hard for me to take it too seriously. I had forgotten about that, yes good point. So what good does the compiled default search path do if libosgDB.so* is not in ld.so.conf or LD_LIBRARY_PATH? If libosgDB.so* is in one of these places everything automatically works. If not, nothing works at all. -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
J.P. Delport wrote: What always bothers me is the whole multiple window, multiple context thing. Correct me if I'm wrong, but I've always thought DirectX caters more for the single fullscreen 3D window case (games?). Is this not why CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely the wrapper won't be able to fix this. For specific cases the wrapper might be OK. I don't believe multiple windows/contexts is a problem anymore (was it ever?). I think CAD apps traditionally favored OpenGL simply because of their history. Way back (when SGI was relevant), the only place to get decent graphics performance was on very expensive Unix workstations. These days, the best performing graphics cards are for Windows and they are relatively inexpensive. I think that's why some CAD packages are dropping OpenGL support (Autodesk- I'm looking at you). Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera
The best way would be a per pixel shader test. thanks for your suggestions -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9073#9073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] License/Legal spelling/grammar
Hi, I've had to read through the OSG license today and would like to contribute some spelling and grammar fixes. It is in no way intented to change the terms of the license, so please check. First up is the page at: http://www.openscenegraph.org/projects/osg/wiki/Legal I selected the text alternative format from the page and saved as Legal_old.txt. The edited version is named Legal_new.txt, wdiff output also attached. Secondly, the LICENSE.* files contain the changes for the LICENSE.txt found in the OSG top dir (it is also attached to the legal wiki page mentioned above). I only changed text in the very top part. regards jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. = !OpenSceneGraph Public License = [[TracNav(TracNav/AboutTOC)]] The !OpenSceneGraph is protected by Copyright, and is licensed as [wiki:Support/KnowledgeBase/OpenSource OpenSource], so the source code is freely available, [-modifyable-] {+modifiable+} and redistributed under {+the+} terms of the !OpenSceneGraph Public License (OSGPL). The !OpenSceneGraph {+Public License+} is based on the Lesser [-Gnu-] {+GNU+} Public License (LGPL) and [-include-] {+includes+} the [-!WxWidgets-] {+!wxWidgets+} additions to LGPL which provide a clear statement that distribution with [-propriatary-] {+proprietary+} applications is accepted. [attachment:LICENSE.txt OpenSceneGraph Public License] The principles behind the !OpenSceneGraph license [-entities-] {+entitles+} you to freely modify and copy the source code and libraries built from the source code under the terms of the license. You may not [-distributed-] {+distribute+} the source code or libraries under any other license, unless authorised to do so by the Copyright holders. If you do not accept all the terms of the license then you do not have the right to copy the source or libraries, such copying is illegal under the terms of international Copyright law. Like most software, be it [-close source-] {+closed+} or open source, the !OpenSceneGraph is provided as is, without any warranty [-or-] {+of+} any kind, or fitness for use, no [-indentification-] {+indemnification+} is provided. By accepting the license, you accept these disclaimers. The !OpenSceneGraph [-license-] {+Public License+} is designed to be compatible with use of [-propritary-] {+proprietary+} applications, such applications can statically and dynamically link to the !OpenSceneGraph and [-redistribute those applications-] {+can be redistributed+} with the libraries free of charge. Your applications can be distributed under any license, be it open source or [-propritary.-] {+proprietary.+} Modifications to the source code of the !OpenSceneGraph must remain under the OSGPL and under the Copyright of the original code, this covers bug fixes or feature enhancements to the source code. User written extensions to the [-!OpenSceneGraph-] {+!OpenSceneGraph,+} such as [-Subclassing-] {+subclassing+} from !OpenSceneGraph [-classes-] {+classes,+} are not covered by the OSGPL, and you are free to license these extensions as you wish, under [-propriatary-] {+a proprietary+} or open source license. = !OpenSceneGraph Public License = [[TracNav(TracNav/AboutTOC)]] The !OpenSceneGraph is protected by Copyright, and is licensed as [wiki:Support/KnowledgeBase/OpenSource OpenSource], so the source code is freely available, modifiable and redistributed under the terms of the !OpenSceneGraph Public License (OSGPL). The !OpenSceneGraph Public License is based on the Lesser GNU Public License (LGPL) and includes the !wxWidgets additions to LGPL which provide a clear statement that distribution with proprietary applications is accepted. [attachment:LICENSE.txt OpenSceneGraph Public License] The principles behind the !OpenSceneGraph license entitles you to freely modify and copy the source code and libraries built from the source code under the terms of the license. You may not distribute the source code or libraries under any other license, unless authorised to do so by the Copyright holders. If you do not accept all the terms of the license then you do not have the right to copy the source or libraries, such copying is illegal under the terms of international Copyright law. Like most software, be it closed or open source, the !OpenSceneGraph is provided as is, without any warranty of any kind, or fitness for use, no indemnification is provided. By accepting the license, you accept these disclaimers. The !OpenSceneGraph Public License is designed to be compatible with use of proprietary applications, such applications can
[osg-users] NightVision (Green and Blurry?)
Hi,I want to render all the scene in night vision mode. i read the previous posts but i could not find the way of rendering scene in a bit green and blurry. actually i also need to render light sources to much bright but i am not sure if it can be done? do you know any idea how can i do this? if there any of you did such a thing, please help me? -- Ufuk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NightVision (Green and Blurry?)
Hi Ufuk, Actually I have never tried night vision effect but you should look at RenderMonkey's ScreenSpaceEffects.rfx examples which all have been created by MultiPassRendering with GLSL. Looking kind of these effect you can create Blur and Night Vision effects easily. Best Regards. 2009/3/24 Ufuk ufuk@gmail.com Hi,I want to render all the scene in night vision mode. i read the previous posts but i could not find the way of rendering scene in a bit green and blurry. actually i also need to render light sources to much bright but i am not sure if it can be done? do you know any idea how can i do this? if there any of you did such a thing, please help me? -- Ufuk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Fwd: Mesa and gldirect]
Hi, Cory Riddell wrote: J.P. Delport wrote: What always bothers me is the whole multiple window, multiple context thing. Correct me if I'm wrong, but I've always thought DirectX caters more for the single fullscreen 3D window case (games?). Is this not why CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely the wrapper won't be able to fix this. For specific cases the wrapper might be OK. I don't believe multiple windows/contexts is a problem anymore (was it ever?). Must be my built-in OpenGL bias then :). I think CAD apps traditionally favored OpenGL simply because of their history. Way back (when SGI was relevant), the only place to get decent graphics performance was on very expensive Unix workstations. These days, the best performing graphics cards are for Windows and they are relatively inexpensive. I do remember a time (when PC workstations appeared) when cards touted OpenGL support on their boxes specifically for CAD apps. I think that's why some CAD packages are dropping OpenGL support (Autodesk- I'm looking at you). :( Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NightVision (Green and Blurry?)
To do this even minimally, will require using shaders and multi-pass rendering. If you're not experienced with these you should go through the osg examples and get comfortable with these techniques. Also, osgppu is a good way to quickly get started (it hides a lot of the details). Then you can try different ways to add noise, convolutions, haloing, and experiment to get the results you want. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. • -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Ümit Uzun umituzu...@gmail.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/24/2009 09:57AM Subject: Re: [osg-users] NightVision (Green and Blurry?) Hi Ufuk, Actually I have never tried night vision effect but you should look at RenderMonkey's ScreenSpaceEffects.rfx examples which all have been created by MultiPassRendering with GLSL. Looking kind of these effect you can create Blur and Night Vision effects easily. Best Regards. 2009/3/24 Ufuk ufuk@gmail.com Hi, I want to render all the scene in night vision mode. i read the previous posts but i could not find the way of rendering scene in a bit green and blurry. actually i also need to render light sources to much bright but i am not sure if it can be done? do you know any idea how can i do this? if there any of you did such a thing, please help me? -- Ufuk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ 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] [Fwd: Mesa and gldirect]
Cory Riddell wrote: J.P. Delport wrote: What always bothers me is the whole multiple window, multiple context thing. Correct me if I'm wrong, but I've always thought DirectX caters more for the single fullscreen 3D window case (games?). Is this not why CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely the wrapper won't be able to fix this. For specific cases the wrapper might be OK. I don't believe multiple windows/contexts is a problem anymore (was it ever?). I think CAD apps traditionally favored OpenGL simply because of their history. Way back (when SGI was relevant), the only place to get decent graphics performance was on very expensive Unix workstations. These days, the best performing graphics cards are for Windows and they are relatively inexpensive. I think that's why some CAD packages are dropping OpenGL support (Autodesk- I'm looking at you). Are they dropping OpenGL support for their 3D modeling packages as well (especially Maya)? Or just the autocad stuff? Regards, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?
(Posting this for about the 1000th time...) Zooming merely changes the field of view without changing the view position. Think of a photographer changing lenses on a camera without changing his physical location. You change the projection matrix to change the field of view, not the modelview matrix. If you want to move the view position closer to a location, or further away from a location, then you would change the modelview matrix (Camera view) for that. See the OpenGL red book. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- Subject: [osg-users] Performing zooming and other navigations on geocentricvirtual earch? Hi, I have created geocentric(spherical) virtual earth and wanted to do navigate around the earth using keyboard including zooming-in and out. As I m new to OSG I want to understand dat could it be done by setting viewmatrixAsLookAt of views' cameramanipulator? Plz get me some ideas how it can be done??? ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9054#9054 ___ 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] OpenGL 3.1 at GDC
I've already written and posted an OpenGL 3.1 blog, and you can read it here... http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4 Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- Subject: Re: [osg-users] OpenGL 3.1 at GDC Hi Paul, Ooh, please keep us updated. I can't be at GDC (maybe next year) but I'd like to know what's going to be revealed... Are most/all deprecated features in OpenGL 3.0 being removed/changed to extension status for OpenGL 3.1? Any other features being promoted to the core? Thanks, J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using the Zbuffer of the MasterCamera to render the SlaveCamera
Hi Daniel, On Tue, Mar 24, 2009 at 1:32 PM, Daniel d.wut...@gmx.de wrote: The best way would be a per pixel shader test. If this is the case then you just need to set up your rendering pipeline so that the first camera renders to an FBO with a texture attached to it's depth texture. Personally I'd avoid terming the cameras master and slave in your case, as the first camera really doesn't sound like a master camera in the sense that the OSG uses master/slaves in osgViewer. You usage model sounds simply like a render to texture setup, with a series of RTT cameras. You have provided enough info to comment much more, but for sure usage of mixed terminonogy will be confusing for everyone. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?
Paul Martz wrote: (Posting this for about the 1000th time...) Zooming merely changes the field of view without changing the view position. Think of a photographer changing lenses on a camera without changing his physical location. You change the projection matrix to change the field of view, not the modelview matrix. But that's *your* definition of zooming... If you want to move the view position closer to a location, or further away from a location, then you would change the modelview matrix (Camera view) for that. Which is what the OP asks about (he does not ask about the projection matrix) Regards, Paul (#2) See the OpenGL red book. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- Subject: [osg-users] Performing zooming and other navigations on geocentricvirtual earch? Hi, I have created geocentric(spherical) virtual earth and wanted to do navigate around the earth using keyboard including zooming-in and out. As I m new to OSG I want to understand dat could it be done by setting viewmatrixAsLookAt of views' cameramanipulator? Plz get me some ideas how it can be done??? ... Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9054#9054 ___ 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] How to know when a geode is visible by the camera?
Thanks for the tip and sorry to answer you so late. I'll try your solution this afternoon and tell you my feedback. OSG is very powerful but, in my opinion, so huge that it's difficult to know every functionality. It also too less documented, but that's only my opinion. Anyway, thanks for your help ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9086#9086 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] 200 users mark reached :)
Hi folks, I do just want to inform you, that our forum has reached a mark of 200 users (just one month after 100 users mark :) ). My last knowledge about the number of subscription to the mailing list tells me that couple of months ago there were 2000 mailing list subscriptions. Of course we do not have a map who is who on the mailing list and on the forum. However, this is still a big number of users (~10%) of the community using the forum. Best regards and have fun further, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9087#9087 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] License/Legal spelling/grammar
Hi, Melchior FRANZ wrote: * J.P. Delport -- Tuesday 24 March 2009: I've had to read through the OSG license today and would like to contribute some spelling and grammar fixes. You missed tow licence. From LICENSE_new.txt: | of this licence document, but changing it is not allowed. ^^^ | OPENSCENEGRAPH PUBLIC LICENCE ^^^ m. :-) Mmm, the emacs spell checker did not flag these (wonder why?), but yes, I'd suggest to make them license to match the rest of the docs and the filename :) thanks jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
Hi Paul, On Tue, Mar 24, 2009 at 2:16 PM, Paul Martz pma...@skew-matrix.com wrote: I've already written and posted an OpenGL 3.1 blog, and you can read it here... http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4 Thanks for putting up the entry, like your previous entry it's an excellent read ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?
Zooming merely changes the field of view without changing the view position. Think of a photographer changing lenses on a camera without changing his physical location. You change the projection matrix to change the field of view, not the modelview matrix. But that's *your* definition of zooming... No, it's the computer graphics industry definition of zoom, as defined by Foley and Van Dam, the Real-Time Rendering book, and the OpenGL red book. It's a word that has its root in photography, which shares the same definition. Zooming magnifies an image; it does not affect the view position. Words mean things. Programming is a very precise activity and we should select our words carefully when describing what we are trying to do. I would be doing the OP a disservice if I did not correct his usage and inform him. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 200 users mark reached :)
Hi Art, On Tue, Mar 24, 2009 at 2:30 PM, Art Tevs arti_t...@yahoo.de wrote: I do just want to inform you, that our forum has reached a mark of 200 users (just one month after 100 users mark :) ). You efforts are now appreciated by ever more people ;-) My last knowledge about the number of subscription to the mailing list tells me that couple of months ago there were 2000 mailing list subscriptions. Subscriptions to the osg-users mailing list took at hit when mailman/dreamhost cleaned out email addresses that were bouncing, over 200 addresses were unsubscribed. I did a review of small sample of those the addresses had been automatically unsubscribed and they bounced when I tried emailing them directly so rather than be cautious I've gone with the assumption that mailman new what it was doing, and if any of the unsubscription were in error then those unlucky souls would just have to resubscribe. Subscriptions have continued to grow since this mass unsubscription and now is at 1844. Of course we do not have a map who is who on the mailing list and on the forum. However, this is still a big number of users (~10%) of the community using the forum. It'd be interesting to find out the overlap - to do so we'd need to match up osg-users subscribers to the forum. I can provide the subscriber list to osg-users if you want to do a comparison. In the past few years the osg-users mailing list has grown at just under rate of 1 person per day, so your figure of 100 joining the past month would suggest that quite a few of that number are moving across from the mailing list to forum rather than it being just new members coming to the forum. As time goes on it'll be interesting to see if new members predominantly go to the forum or to the mailing list, and also what happens to original mailing list members. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] License/Legal spelling/grammar
Hi Guys, Licence is the British spelling as *is* correct. Robert. On Tue, Mar 24, 2009 at 2:29 PM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, Melchior FRANZ wrote: * J.P. Delport -- Tuesday 24 March 2009: I've had to read through the OSG license today and would like to contribute some spelling and grammar fixes. You missed tow licence. From LICENSE_new.txt: | of this licence document, but changing it is not allowed. ^^^ | OPENSCENEGRAPH PUBLIC LICENCE ^^^ m. :-) Mmm, the emacs spell checker did not flag these (wonder why?), but yes, I'd suggest to make them license to match the rest of the docs and the filename :) thanks jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ 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] License/Legal spelling/grammar
No problem, I didn't say it's wrong, neither did emacs :), but can we at least make all uses (those that come from OSG, top part of the file and the wiki page) consistent? Do you want to change the filename?. I realise we would not change the use in the LGPL e.g. The spelling of licen{c,s}e was not the main point of the thread though, the other errors concern me more. rgds jp Robert Osfield wrote: Hi Guys, Licence is the British spelling as *is* correct. Robert. On Tue, Mar 24, 2009 at 2:29 PM, J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za wrote: Hi, Melchior FRANZ wrote: * J.P. Delport -- Tuesday 24 March 2009: I've had to read through the OSG license today and would like to contribute some spelling and grammar fixes. You missed tow licence. From LICENSE_new.txt: | of this licence document, but changing it is not allowed. ^^^ | OPENSCENEGRAPH PUBLIC LICENCE ^^^ m. :-) Mmm, the emacs spell checker did not flag these (wonder why?), but yes, I'd suggest to make them license to match the rest of the docs and the filename :) thanks jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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 -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
Thanks, Robert. FYI, the specs are now posted: This is the OpenGL 3.1 spec, with all 3.0-deprecated features removed. http://www.opengl.org/registry/doc/glspec31.20090324.pdf http://www.opengl.org/registry/doc/glspec31.20090324.pdf This is a version of the 3.1 spec that includes the finctionality of the GL_ARB_compatibility extension, as if the features had never been removed. http://www.opengl.org/registry/doc/glspec31undep.20090324.pdf http://www.opengl.org/registry/doc/glspec31undep.20090324.pdf This is the GLSL 1.40 spec. http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.40.05.pdf http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.40.05.pdf Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, March 24, 2009 8:31 AM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenGL 3.1 at GDC Hi Paul, On Tue, Mar 24, 2009 at 2:16 PM, Paul Martz pma...@skew-matrix.com wrote: I've already written and posted an OpenGL 3.1 blog, and you can read it here... http://www.skew-matrix.com/bb/viewtopic.php?f=3 http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4 t=4 Thanks for putting up the entry, like your previous entry it's an excellent read ;-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trackball Manipulator in OpenGL + OSG
Hi, everybody, I used viewer-setUpViewerAsEmbeddedInWindow way as Robert suggested to embed an OSG window in OpenGL context. Then I tried to setup Manipulator like Trackball, I did some code like this: osg::observer_ptrosgViewer::GraphicsWindow gw = viewer-setUpViewerAsEmbeddedInWindow(...) if(event-button() == Qt::LeftButton) button = 0; else if(event-button() == Qt::RightButton) button = 2; In mousePressEvent: if(gw-valid() isInRange(event-x(), height - event-y())) (gw-getEventQueue())-mouseButtonPress(event-x(), event-y(), button + 1); In mouseReleaseEvent: if(gw-valid() isInRange(event-x(), height - event-y())) (gw-getEventQueue())-mouseButtonPress(event-x(), event-y(), button + 1); isInRange Function judge if event happen in the OSG window. Problem is when I only use left key, or only use right key, no problem at all. But if I switch once, then it just pan the whole scene, both keys lost their own ability. anybody has any idea about it? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9097#9097 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with VPB and DTED data.
Hi Guys, Today I've got back on the VirtualPlanetBuilder horse and will steadily working through merging submissions and doing my own bug fixes, once I'm back on top of this I'll tag another dev release. The first item on my todo list was to fix the vpb::System::isFileTypeSupported code so that it now uses a fallback of checking for a file support by directly opening it with GDAL then on success marking the extension type as supported or on failure marking the extension as unsupported in locally maintained extension black list. I've been trying it out on data I have here and it's correctly picking up on dt1 files that I have, and correctly rejectting .txt files. I've checked these fixes into VPB svn/trunk. Could you guys do an update and let me know how you get on, Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenCL: democracy for GPU computing?
Interoperability (in terms of being able to copy data directly between analogous OpenGL and OpenCL buffers) is a feature of the new OpenGL 3.1. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of hanne...@gmx.at Sent: Thursday, March 19, 2009 7:21 PM To: OpenSceneGraph Users Subject: [osg-users] OpenCL: democracy for GPU computing? http://www.behardware.com/articles/744-1/opencl-democracy-for-gpu-computing. html thoughts? ___ 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] Trackball Manipulator in OpenGL + OSG
please ignore my question. I just made something stupid. [Laughing] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9100#9100 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpb - strange tile corner artifacts
HI All, Just to add some closure to this thread. I've just recreated the problem using the imagery that Christophe's provided, review and applied J.P's suggested fix and it fixes the problem ;-) The fix is now checked into VPB svn/trunk. Thanks for you patience, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?
Paul Martz wrote: Zooming merely changes the field of view without changing the view position. Think of a photographer changing lenses on a camera without changing his physical location. You change the projection matrix to change the field of view, not the modelview matrix. But that's *your* definition of zooming... No, it's the computer graphics industry definition of zoom, as defined by Foley and Van Dam, the Real-Time Rendering book, and the OpenGL red book. It's a word that has its root in photography, which shares the same definition. Zooming magnifies an image; it does not affect the view position. Words mean things. Programming is a very precise activity and we should select our words carefully when describing what we are trying to do. I would be doing the OP a disservice if I did not correct his usage and inform him. Sorry for yapping about this, I'm having a bad day (and can't really figure out what is the real issue in my head...) Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performing zooming and other navigations on geocentricvirtual earch?
Sorry for yapping about this, I'm having a bad day (and can't really figure out what is the real issue in my head...) It takes two to argue, so I apologize for yapping back. Hope your day goes better from here on out. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML Normal Issue
Thanks for the info. Is this standard procedure with mesh files? Because I have noticed similar affects with a variety of file formats. I agree that when no normals are specified, the proper behavior for the parser is to use one normal per face, and calculate the face normals from the vertex points, but the shading I see in badbox.wrl does not look like one normal per face, it looks like one normal per vertex. The shading of goodbox.wrl looks like one normal per face to me. Am I mistaken on how these should look? Thanks, -Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger Sent: Saturday, March 21, 2009 12:23 PM To: OpenSceneGraph Users Subject: Re: [osg-users] VRML Normal Issue -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello Ben, Ben Axelrod wrote: I have noticed a very strange issue regarding VRML file rendering. This issue happens in OSG viewer version 2.6, with openVRML version 0.14.3. ... Are there some VRML flags to prevent this behavior? Is this a bug in the VRML parser? If so, is this part of OSG or openVRML? I happen to be one of the authors of the VRML plugin. I had a look at your files and badbox.wrl is incorrect. You need to explicitly specify the vertex normals, otherwise it will assume normal per face and if even those are not provided, calculate them from the vertices - leading to the behavior you are describing. The behavior is correct, IMO - the parser has no means to know what you want if you do not specify the normals. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJxRRkn11XseNj94gRAsiVAKCNve8MXKvwkJ75hLM6kZcn1gZzfwCdH+Pr A8CF98dTVjegSqXWeKQdNm4= =NbCl -END PGP SIGNATURE- ___ 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] Need help using glTexSubImage2D
Hi, I'm working on an application that copies video from a web cam to a texture. I've done this in the past using glTexSubImage2D when coding straight to OpenGL. What is the correct way to do this with OpenSceneGraph? I need the route with the least overhead. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9107#9107 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need help using glTexSubImage2D
Hi Luis, The osg::Texture/osg::Image classes support both texture subloading and using of PixelBufferObjects so it well equipped for doing live video work. All you need to do at your end is use an osg::Image or osg::ImageStream that is assigned to textures you want and each time you update the image data the texture will automatically update using subloading. The ImageStream is a subclass from osg::Image that adds extra movie related methods, and by default the use of PBO to help speed the texture downloads. You can subclass from osg::ImageStream yourself like the xine-lib, quicktime and the new ffmpeg plugin do, or just use osg::Image and update the data using Image::setData or just updated the local pixel image data assigned to the Image and then call dirty() so that the texture knows about the change. The other alternative is just to use either the ffmpeg or the quicktime plugins as they already support reading from live video sources. For instance, under Linux, with the latest OSG dev releases you can use the ffmpeg plugin to read from a web cam: osgmovie -e ffmpeg /dev/video0 Robert. On Tue, Mar 24, 2009 at 4:13 PM, Luis Rodriguez luis.rodrig...@teligy.comwrote: Hi, I'm working on an application that copies video from a web cam to a texture. I've done this in the past using glTexSubImage2D when coding straight to OpenGL. What is the correct way to do this with OpenSceneGraph? I need the route with the least overhead. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9107#9107 ___ 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] [Fwd: Mesa and gldirect]
Hi J.P., What always bothers me is the whole multiple window, multiple context thing. Correct me if I'm wrong, but I've always thought DirectX caters more for the single fullscreen 3D window case (games?). Is this not why CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely the wrapper won't be able to fix this. For specific cases the wrapper might be OK. I'm not sure that's accurate. For example, I think some 3D modeling apps use D3D for their 3D windows, without any problems. There are flags when creating a DC (device context) that specify whether it should be fullscreen or use an existing HWND as container. (although it's been a while since I've done D3D programming, this is only by memory) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
Hi Paul, FYI, the specs are now posted: Nice, thanks for keeping us up to date, looks like I have some reading to do :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] bug in osgText?
Hello, I think this is a bug: osgText/Font.cpp and Font3D.cpp hard code the search path for font files to: /usr/share/fonts/ttf:/usr/share/fonts/ttf/western:/usr/share/fonts/ttf/decoratives But on Mac OS X Leopard, the path is actually /Library/Fonts Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9112#9112 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.9.2 dev release tagged.
Hi Robert, And I've updated the http://www.blog.openscenegraph.org as well, although does just pick up on the same points. I like what you're doing with the blog, with screenshots to show new functionality in action. This is a great way to show users what they're missing by not staying up to date, and to entice new users to check out OSG. Keep up the great work, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NightVision (Green and Blurry?)
With ref to osgPPU, I have use it to create a Infra-Red / BlackWhite / Color basic camera operator training prototype (which I name openEOIR, I should release the code next month or so on source forge) and it worked really well and was easy to get going with the RenderToTexture (It has great examples)... Cheers Patrick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML Normal Issue
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ben Axelrod wrote: Thanks for the info. Is this standard procedure with mesh files? Because I have noticed similar affects with a variety of file formats. I agree that when no normals are specified, the proper behavior for the parser is to use one normal per face, and calculate the face normals from the vertex points, but the shading I see in badbox.wrl does not look like one normal per face, it looks like one normal per vertex. The shading of goodbox.wrl looks like one normal per face to me. Am I mistaken on how these should look? I can't test it right now, because I do not have the VRML plugin compiled at the moment. I have loaded the models in WhiteDune editor, and both look OK to me, with the badbox one showing some artifacts. I had a look at the code and if you do not specify any normals, the OSG loader will not really handle it right. It seems that in that case an average normal out of the adjacent faces is computed and used per-vertex (i.e. the edges and corners are smoothed ...) This isn't completely correct, the VRML spec specifies use of crease angle parameter that will make all angles smaller than this one averaged and ones larger sharp. However, this is not intended to be a 100% compliant VRML viewer. Originally, the case without normals was not handled at all. You have basically two options: - - generate your VRML including normals - - fix the VRML plugin code to include handling of the crease angle (in IndexedFaceSet.cpp, around lines 240 and on in the VRML plugin) Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJyRn8n11XseNj94gRAhPtAKDd+ov0409iUlfCEoPs0Jgz8z2V/QCfTV6C trLfTvJTRgm+KjV2GCYphTA= =dT7/ -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Osgconv --formats broke on Mac OSX
Is anyone else encountering this? osgconv --formats immediately returns to the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it finds the plugin directory, then pretty much just exits, as if there are no plugins there. Oddly, osgconv --format flt (and other extensions) works OK, and with the notify output I see it finding the plugin immediately, followed by the expected output relating to that plugin. OSG 2.6.1 works OK. but svn head is broke as of at least late February (that's when I took the snapshot for our OSG training in DC, and one of the students there with a macbook encountered the issue). I haven't tried this with 2.8. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgconv --formats broke on Mac OSX
It works for me (latest svn). Did you install the OSG library? If you did not, there is no way to get to the plugins, because Xcode inserts a Debug or Release intermediate directory. This assumes you use the Xcode generator for OSX. If you are using the Makefiles generator, or the old pre-generated Xcode project, then I have no idea. -Eric 2009/3/24 Paul Martz pma...@skew-matrix.com Is anyone else encountering this? osgconv --formats immediately returns to the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it finds the plugin directory, then pretty much just exits, as if there are no plugins there. Oddly, osgconv --format flt (and other extensions) works OK, and with the notify output I see it finding the plugin immediately, followed by the expected output relating to that plugin. OSG 2.6.1 works OK. but svn head is broke as of at least late February (that's when I took the snapshot for our OSG training in DC, and one of the students there with a macbook encountered the issue). I haven't tried this with 2.8. Paul Martz *Skew Matrix Software LLC* http://www.skew-matrix.com +1 303 859 9466 ___ 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] Build Error on Windows
Hi Robert, The versioning of the dll's doesn't completely solve the problem. I have customized OSG for my application, changing the public interface in a way such that the objects are not binary compatible with vanilla OSG. Linking dll's without my customizations can cause crashes. I install my customized build into a private directory in an attempt to avoid this problem. However, this feature thwarts my efforts. And this problem affects more than just those who customize OSG. On Windows, we also need to contend with compatibility between builds from different compiler versions, and compiler options (e.g. linking debug vs. release or static vs dynamic runtime libraries). If two applications are installed, both using OSG 2.8.0, they need to be built with the same compiler version and same options or problems will ensue as they use the same path to load plugins. Mark Robert Osfield wrote: Hi Mark, Removing this entry will force more applications to explicitly put the path to the osgPluigins directory. It doesn't override anything, so if you wanted to the move the library afterwards then you could but you'd have to specify the new path - that would only take you make to position of not having this inbuilt function at all. As for it being dangerous, well the OSG versions it's dll's + so's and it versions the plugins directory, so the danger is not a real one. Robert. On Mon, Mar 23, 2009 at 9:47 PM, Mark Sciabica msciab...@itracs.com mailto:msciab...@itracs.com wrote: Hi Robert, Sorry, I thought it would have been clear from my first e-mail. I'll try again. FileUtils.cpp in osgDB has this code. static void appendInstallationLibraryFilePaths(osgDB::FilePathList filepath) { #ifdef OSG_DEFAULT_LIBRARY_PATH // Append the install prefix path to the library search path if configured filepath.push_back(ADDQUOTES(OSG_DEFAULT_LIBRARY_PATH)); #endif } osgDB's CMakeLists.txt has this line: ADD_DEFINITIONS(-DOSG_DEFAULT_LIBRARY_PATH=${CMAKE_INSTALL_PREFIX}/lib${LIB_POSTFIX}/${OSG_PLUGINS}) This means that the install path configured at build time will be searched for plugins. This does not make sense for prebuilt binaries because the install location will likely be different on different machines. I propose removing the function appendInstallationLibraryFilePaths, and also the line in CMakeLists since it is only this function that makes use of it. Mark Robert Osfield wrote: On Mon, Mar 23, 2009 at 7:37 PM, Mark Sciabica msciab...@itracs.com mailto:msciab...@itracs.com mailto:msciab...@itracs.com mailto:msciab...@itracs.com wrote: Thanks for the reply. I'll be upgrade CMake for my next build of OSG. But do you have any comment on the final paragraph of my e-mail? Embedding the install path configured when OSG is built only makes sense if OSG is not distributed in binary form. You'll need to be far more specific about what you are talking about for me to comment. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] discontinuity in texture in VPB...
Hi All, I've been looking into the problems reported by Shayne right at the start of this thread, and with a little help from Christophe's patch have pinpointed the problem and resolved it by re-ordering the reprojection and destination graph building to avoid the reproject from invalidating the internal quad map that vpb::DataSet maintains internally. This re-ordering solves the bug without having to do an costly (in time) patching of the quadMap and is more straight forward code was so will be easier to maintain thatn Christophe's patch too. In testing I also found that the svn/trunk version of GDAL's multi-threading warp operation was generating black output images, so I've made use of the single threaded version the default which fixes the black texture problem. Could users who've seen this problem with VPB database check out the svn/trunk version of VPB and see how you get on. Cheers, Robert ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need help using glTexSubImage2D
Thanks Robert. A couple more questions. How do I guarantee that only the changed pixels are uploaded? The source image I'm using is 640x480. To maximize compatibility, I need to make texture sizes a power of 2 and square right? That sets the next available size at 1024x1024. That's alot of extra data to copy. If I accessing the Image via the data() method then there's no way to specify the dimensions of the dirty rectangle. I see that copySubImage takes a rectangle but the source for copy is an Image object so I'd have to copy the image data twice (camera - tempImage -texture). Is there something I'm missing? Perhapse I should call glTexSubImage2D directly? [/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9121#9121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] discontinuity in texture in VPB...
Robert, Thanks for the update. You do great work...:) I'll test here in the near future... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Tuesday, March 24, 2009 11:47 AM To: OpenSceneGraph Users Subject: Re: [osg-users] discontinuity in texture in VPB... Hi All, I've been looking into the problems reported by Shayne right at the start of this thread, and with a little help from Christophe's patch have pinpointed the problem and resolved it by re-ordering the reprojection and destination graph building to avoid the reproject from invalidating the internal quad map that vpb::DataSet maintains internally. This re-ordering solves the bug without having to do an costly (in time) patching of the quadMap and is more straight forward code was so will be easier to maintain thatn Christophe's patch too. In testing I also found that the svn/trunk version of GDAL's multi-threading warp operation was generating black output images, so I've made use of the single threaded version the default which fixes the black texture problem. Could users who've seen this problem with VPB database check out the svn/trunk version of VPB and see how you get on. Cheers, Robert smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
Hi Mark, On Tue, Mar 24, 2009 at 5:42 PM, Mark Sciabica msciab...@itracs.com wrote: The versioning of the dll's doesn't completely solve the problem. I have customized OSG for my application, changing the public interface in a way such that the objects are not binary compatible with vanilla OSG. Linking dll's without my customizations can cause crashes. I install my customized build into a private directory in an attempt to avoid this problem. However, this feature thwarts my efforts. I do hope you are publishing these changes to the core OSG, this is a requirement of the OSGPL/LGPL. And this problem affects more than just those who customize OSG. On Windows, we also need to contend with compatibility between builds from different compiler versions, and compiler options (e.g. linking debug vs. release or static vs dynamic runtime libraries). If two applications are installed, both using OSG 2.8.0, they need to be built with the same compiler version and same options or problems will ensue as they use the same path to load plugins. If you have incompatible versions then you should bump the SO version number to avoid contention. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need help using glTexSubImage2D
Hi Luis, Just call dirty on the Image and it'll get automatically uploaded. For non power of two images simple use osg::TextureRectangle or a osg::Texture2D's non power of two texture support. Please see the osgmovie example. Robert. On Tue, Mar 24, 2009 at 5:52 PM, Luis Rodriguez luis.rodrig...@teligy.comwrote: Thanks Robert. A couple more questions. How do I guarantee that only the changed pixels are uploaded? The source image I'm using is 640x480. To maximize compatibility, I need to make texture sizes a power of 2 and square right? That sets the next available size at 1024x1024. That's alot of extra data to copy. If I accessing the Image via the data() method then there's no way to specify the dimensions of the dirty rectangle. I see that copySubImage takes a rectangle but the source for copy is an Image object so I'd have to copy the image data twice (camera - tempImage -texture). Is there something I'm missing? Perhapse I should call glTexSubImage2D directly? [/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9121#9121 ___ 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] [forum] 200 users mark reached :)
Hi Robert, It'd be interesting to find out the overlap - to do so we'd need to match up osg-users subscribers to the forum. I can provide the subscriber list to osg-users if you want to do a comparison. I am also interesting to know how much overlap there is. However it is better not to post the list of the subscribers either to the mailing list nor to the forum. Because spammers would be just happy about that ;) You could give the list to me and I could write a script which checks how much overlap between mailing list and forum users is there. In the past few years the osg-users mailing list has grown at just under rate of 1 person per day, so your figure of 100 joining the past month would suggest that quite a few of that number are moving across from the mailing list to forum rather than it being just new members coming to the forum. Interesting thing is that couple of users has registered on the forum, however still continue to use the mailing list, so they post there messages over the list. The current growing rates are 2.15 users per day. Most of the new users, are users which hasn't use the mailing list at all. This also matches with my expectation, that all new users will probably start to use the forum. As time goes on it'll be interesting to see if new members predominantly go to the forum or to the mailing list, and also what happens to original mailing list members. I think most of the old users (e.g. users which are using osg for already a long time) wouldn't move to the forum, because they just do not want to change the running system. However this of course still be interesting to know. If you like, I could write some script which will frequently check, how big the overlap is between mailing list and forum users. However, I would need some kind of easy access to the database of mailling list subscribers then. This statistics could be shown on the forum page in order to know how the community evolves. Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9127#9127 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Need help using glTexSubImage2D
Thanks Robert. A couple more questions. How do I guarantee that only the changed pixels are uploaded? The source image I'm using is 640x480. To maximize compatibility, I need to make texture sizes a power of 2 and square right? That sets the next available size at 1024x1024. That's alot of extra data to copy. If I accessing the Image via the data() method then there's no way to specify the dimensions of the dirty rectangle. I see that copySubImage takes a rectangle but the source for copy is an Image object so I'd have to copy the image data twice (camera - tempImage -texture). Is there something I'm missing? Perhapse I should call glTexSubImage2D directly? [/quote] Hi Luis (I know I'm not robert) I've done this before, what you need to do is use a SubloadCallback and attach it to your texture. In the contructor for this you need to find the power of two up and set the actual texture size to that. Then is the subsequent subload call you just copy the actual res image that is attached to the Texture something like below. class CVideoTex2DCallBack :public osg::Texture2D::SubloadCallback { public: CVideoTex2DCallBack(osg::Texture2D* texture) { const osg::Image* _image = texture-getImage(); //set the texture to beleive it is of power of two size texture-setTextureSize(powerOf2Width, powerOf2Width,); //set to linear to disable mipmap generation texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); void load(const osg::Texture2D texture, osg::State) const; void subload(const osg::Texture2D texture, osg::State) const; }; ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Need help using glTexSubImage2D
Thanks Robert. A couple more questions. How do I guarantee that only the changed pixels are uploaded? The source image I'm using is 640x480. To maximize compatibility, I need to make texture sizes a power of 2 and square right? That sets the next available size at 1024x1024. That's alot of extra data to copy. If I accessing the Image via the data() method then there's no way to specify the dimensions of the dirty rectangle. I see that copySubImage takes a rectangle but the source for copy is an Image object so I'd have to copy the image data twice (camera - tempImage -texture). Is there something I'm missing? Perhapse I should call glTexSubImage2D directly? [/quote] Hi Luis (I know I'm not robert) I've done this before, what you need to do is use a SubloadCallback and attach it to your texture. In the contructor for this you need to find the power of two up and set the actual texture size to that. Then is the subsequent subload call you just copy the actual res image that is attached to the Texture something like below. class CVideoTex2DCallBack :public osg::Texture2D::SubloadCallback { public: CVideoTex2DCallBack(osg::Texture2D* texture) { const osg::Image* _image = texture-getImage(); //work out next power of two m_powerOf2Width = xyz; m_powerOf2Height= xyz; //set the texture to beleive it is of power of two size texture-setTextureSize(m_powerOf2Width, m_powerOf2Width,); //set to linear to disable mipmap generation texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); } // //load the full res // void load(const osg::Texture2D texture, osg::State) const { const osg::Image* _image = texture.getImage(); //create texture space to include the power of two size up //this way writes to the video memory will be quicker glTexImage2D(GL_TEXTURE_2D, 0, osg::Image::computeNumComponents(_image-getInternalTextureFormat()), (int)m_powerOf2Width, (int)m_powerOf2Width , 0, _image-getPixelFormat(), _image-getDataType(), 0); } // Subload the actual res image // void subload(const osg::Texture2D texture, osg::State) const { const osg::Image* _image = texture.getImage(); //copy the actual res image into the sized up buffer glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _image-s(), _image-t(), _image-getPixelFormat(), _image-getDataType(), _image-data()); } protected: int m_powerOf2Width; int m_powerOf2Height; }; That should do the trick Tom PS sorry for the double post (damn web mail and the tab key :) ) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgconv --formats broke on Mac OSX
I am generating Makefiles using CMake, and I have installed OSG. The problem seems to be that osgDB expects plugins to have a .dylib extension, when in fact they have a .so extension on my system (and no they are not sym links). Eric, I'd be interested to know what you have on your system. Did the extension for OS X plugins change very recently? My build is a couple weeks old now. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eric Sokolowsky Sent: Tuesday, March 24, 2009 11:42 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Osgconv --formats broke on Mac OSX It works for me (latest svn). Did you install the OSG library? If you did not, there is no way to get to the plugins, because Xcode inserts a Debug or Release intermediate directory. This assumes you use the Xcode generator for OSX. If you are using the Makefiles generator, or the old pre-generated Xcode project, then I have no idea. -Eric 2009/3/24 Paul Martz pma...@skew-matrix.com Is anyone else encountering this? osgconv --formats immediately returns to the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it finds the plugin directory, then pretty much just exits, as if there are no plugins there. Oddly, osgconv --format flt (and other extensions) works OK, and with the notify output I see it finding the plugin immediately, followed by the expected output relating to that plugin. OSG 2.6.1 works OK. but svn head is broke as of at least late February (that's when I took the snapshot for our OSG training in DC, and one of the students there with a macbook encountered the issue). I haven't tried this with 2.8. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ 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] OpenGL 3.1 at GDC
A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352 pages. :-) Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Tuesday, March 24, 2009 11:16 AM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenGL 3.1 at GDC Hi Paul, FYI, the specs are now posted: Nice, thanks for keeping us up to date, looks like I have some reading to do :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgconv --formats broke on Mac OSX
My plugins all have the .so extension. The main libraries all have .dylib. Someday we'll get Frameworks working properly but that day is not today. The only thing I know of that changed very recently was that under OSX, the debug library suffix (by default d) was not being added properly when using the Debug configuration, because _DEBUG was not being passed correctly. This is still potentially a problem for Makefile builds. Are you doing a Debug build or a Release build? Plugins were broken for Debug builds. One of my submissions has not yet been integrated; see osg-submissions for details. You might also try using the Xcode generator; you can use the command-line compiler to actually compile things if you don't like the IDE (I use an install directory in my home directory for testing): xcodebuild -configuration Release -target install -Eric 2009/3/24 Paul Martz pma...@skew-matrix.com I am generating Makefiles using CMake, and I have installed OSG. The problem seems to be that osgDB expects plugins to have a .dylib extension, when in fact they have a .so extension on my system (and no they are not sym links). Eric, I'd be interested to know what you have on your system. Did the extension for OS X plugins change very recently? My build is a couple weeks old now. Paul Martz *Skew Matrix Software LLC* http://www.skew-matrix.com +1 303 859 9466 -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Eric Sokolowsky *Sent:* Tuesday, March 24, 2009 11:42 AM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] Osgconv --formats broke on Mac OSX It works for me (latest svn). Did you install the OSG library? If you did not, there is no way to get to the plugins, because Xcode inserts a Debug or Release intermediate directory. This assumes you use the Xcode generator for OSX. If you are using the Makefiles generator, or the old pre-generated Xcode project, then I have no idea. -Eric 2009/3/24 Paul Martz pma...@skew-matrix.com Is anyone else encountering this? osgconv --formats immediately returns to the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it finds the plugin directory, then pretty much just exits, as if there are no plugins there. Oddly, osgconv --format flt (and other extensions) works OK, and with the notify output I see it finding the plugin immediately, followed by the expected output relating to that plugin. OSG 2.6.1 works OK. but svn head is broke as of at least late February (that's when I took the snapshot for our OSG training in DC, and one of the students there with a macbook encountered the issue). I haven't tried this with 2.8. Paul Martz *Skew Matrix Software LLC* http://www.skew-matrix.com +1 303 859 9466 ___ 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] Proxy auto-config (PAC) support
I have a customer who is trying to use OSG to access data through a PAC proxy (http://en.wikipedia.org/wiki/Proxy_auto-config). CURL does not support this directly, and the sense I get from the CURL community is that they don't plan to. Does it make sense to add PAC proxy support to the OSG CURL plugin? Yes, you could deal with PAC at the application level and set the CURL proxy based on the results ... this is what the CURL folks advocate ... the trade-off though is that sample apps like osgviewer will not be able to work in a PAC proxy environment. Just looking to get some opinions on the matter. Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgconv --formats broke on Mac OSX
Well, this is nothing that an update won't fix. :-) Using current svn head resolves the issue. The plugins are still named .so, but the osgDB actually looks for .so now. Still not sure if this was broke in 2.8 or not, but it's fixed in 2.9.2. Thanks, Eric. And, sorry we didn't get to hook up in DC earlier this month. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eric Sokolowsky Sent: Tuesday, March 24, 2009 1:05 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Osgconv --formats broke on Mac OSX My plugins all have the .so extension. The main libraries all have .dylib. Someday we'll get Frameworks working properly but that day is not today. The only thing I know of that changed very recently was that under OSX, the debug library suffix (by default d) was not being added properly when using the Debug configuration, because _DEBUG was not being passed correctly. This is still potentially a problem for Makefile builds. Are you doing a Debug build or a Release build? Plugins were broken for Debug builds. One of my submissions has not yet been integrated; see osg-submissions for details. You might also try using the Xcode generator; you can use the command-line compiler to actually compile things if you don't like the IDE (I use an install directory in my home directory for testing): xcodebuild -configuration Release -target install -Eric 2009/3/24 Paul Martz pma...@skew-matrix.com I am generating Makefiles using CMake, and I have installed OSG. The problem seems to be that osgDB expects plugins to have a .dylib extension, when in fact they have a .so extension on my system (and no they are not sym links). Eric, I'd be interested to know what you have on your system. Did the extension for OS X plugins change very recently? My build is a couple weeks old now. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 _ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eric Sokolowsky Sent: Tuesday, March 24, 2009 11:42 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Osgconv --formats broke on Mac OSX It works for me (latest svn). Did you install the OSG library? If you did not, there is no way to get to the plugins, because Xcode inserts a Debug or Release intermediate directory. This assumes you use the Xcode generator for OSX. If you are using the Makefiles generator, or the old pre-generated Xcode project, then I have no idea. -Eric 2009/3/24 Paul Martz pma...@skew-matrix.com Is anyone else encountering this? osgconv --formats immediately returns to the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it finds the plugin directory, then pretty much just exits, as if there are no plugins there. Oddly, osgconv --format flt (and other extensions) works OK, and with the notify output I see it finding the plugin immediately, followed by the expected output relating to that plugin. OSG 2.6.1 works OK. but svn head is broke as of at least late February (that's when I took the snapshot for our OSG training in DC, and one of the students there with a macbook encountered the issue). I haven't tried this with 2.8. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ 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] --tile-terrain-size in VPB
Robert, It seems that this issue is caused by the use of DrawElementsUShort and unsigned short indexes in osg::Node* DestinationTile::createPolygonal(). Such that each level can only have a maximum of 65536 vertexes. And I do see that a terrain-tile size of 256x256 works, yet 512x12 doesn't, which makes sense. Is this something you'd accept a change for to be included in VPB? Not sure what the performance implications would be, or how extensive the changes would need to be. Martins Martins Innus wrote: Robert, What fun would it be if people didn't abuse your code :) I agree that in general VPB does a great job with default settings, I've used it several times to generate 100 GB databases over large areas. In this case though I'm trying to generate terrain at the resolution of the source data for a very small area in as few tiles as possible. I realize this is not the intended purpose, but I was trying to see if anyone had done this successfully. It doesn't seem to be a display issue, becase I can generate the model with default options and load all the highest resolution tiles directly into osgviewer and it runs fine, about 4 million vertices. Going down to 512x512 causes the same problem. I'll keep digging if no one has run into this before. Martins Robert Osfield wrote: Hi Martins, Jikes, some days I regret making osgdem quite so flexible... A 1024x1204 grid weights in at million vertices, and near two million triangles. Normally graphics cards should be able to handle this, but... it would seem that your's doesn't, perhaps it just doesn't have the memory to handle such a big geometry. The other chance might be that numerical precision is becoming an issue, although I'd be surprised by this one. I really would very strongly recommend that you stick to defaults unless you really know what you are doing, the defaults are chosen for a good performance and scalability. Robert. 2009/3/23 Martins Innus min...@ccr.buffalo.edu mailto:min...@ccr.buffalo.edu Hello, I'm using the --tile-image-size and --tile-terrain-size options to tweak the generation of the dataset. The image option works great, but when I try to use the terrain option I get the results attached. If I zoom in, it seems like a lot of overlapping geometry like the y-coordinate is not being updated properly, but I dug through the code and could see any obvious causes. I'm using the following command-line: osgdem --tile-image-size 4096 --tile-terrain-size 1024 -t ../input_ims/ -d ../input_terrain/ -e 1065536 1043840 8192 8192 -o output/vpb_out.ive I even added --no-terrain-simplification to see if that was the problem, but no help there. I'm not using the --TERRAIN option, since I need to post-process the geometry using an existing tool. Thanks Martins ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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
[osg-users] build status
Hi Robert -- I know you've been adding a lot of changes recently, so I thought you'd want to know all builds well on OS X using Makefiles. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
Paul Martz wrote: A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352 pages. :-) but i gave some people something to read. ;) german speaking forum http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462 if the full quote is not ok for you i will change it. best regards! :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
Robert Osfield wrote: Hi Mark, On Tue, Mar 24, 2009 at 5:42 PM, Mark Sciabica msciab...@itracs.com mailto:msciab...@itracs.com wrote: The versioning of the dll's doesn't completely solve the problem. I have customized OSG for my application, changing the public interface in a way such that the objects are not binary compatible with vanilla OSG. Linking dll's without my customizations can cause crashes. I install my customized build into a private directory in an attempt to avoid this problem. However, this feature thwarts my efforts. I do hope you are publishing these changes to the core OSG, this is a requirement of the OSGPL/LGPL. We have not yet reached our first release so it's not yet an issue. However there's nothing secret about our changes as I've already posted them to the mailing list (and had them ignored or rejected). Exception #2 of the license allows binary distribution of works based on the Library under the user's own terms. I will encourage my employer to make our changes available to users if they request them, but it does not appear to be a requirement of the license of the core OSG. And this problem affects more than just those who customize OSG. On Windows, we also need to contend with compatibility between builds from different compiler versions, and compiler options (e.g. linking debug vs. release or static vs dynamic runtime libraries). If two applications are installed, both using OSG 2.8.0, they need to be built with the same compiler version and same options or problems will ensue as they use the same path to load plugins. If you have incompatible versions then you should bump the SO version number to avoid contention. Where do I configure the SO version number, and how does it restrict which plugins are loaded? I don't think this addresses the general problem handling the coexistence of builds using different compiler versions or build options (e.g. different settings for OSG_USE_FLOAT_MATRIX). Should everyone use a different SO version number? Should we just accept that multiple installs of OSG may not work on a single machine? I can easily fix this problem for my build. I brought up this issue to try to help improve OSG for others. If you're convinced this is an acceptable design for handling plugin loading despite this issue, I will just leave it at that. Regards, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] graph visualization tools?
I am about to write a little Python tool for myself to take an osg file, extract basic node information, and create a .dot file for graphviz. I want very simple tree diagrams like Paul Martz made in the quick start guide (he had green, yellow, and pink ovals for nodes). I'm guessing this is something that might already be floating around out there but I haven't been able to find it. If you know of such a tool, I would appreciate a link to it. Thanks, Cory Riddell ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] graph visualization tools?
*sigh* I found the dot plugin. Sorry for the noise. Cory Cory Riddell wrote: I am about to write a little Python tool for myself to take an osg file, extract basic node information, and create a .dot file for graphviz. I want very simple tree diagrams like Paul Martz made in the quick start guide (he had green, yellow, and pink ovals for nodes). I'm guessing this is something that might already be floating around out there but I haven't been able to find it. If you know of such a tool, I would appreciate a link to it. Thanks, Cory Riddell ___ 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] graph visualization tools?
Hi Cory, I am about to write a little Python tool for myself to take an osg file, extract basic node information, and create a .dot file for graphviz. I want very simple tree diagrams like Paul Martz made in the quick start guide (he had green, yellow, and pink ovals for nodes). I'm guessing this is something that might already be floating around out there but I haven't been able to find it. If you know of such a tool, I would appreciate a link to it. Take a look at the dot plugin, I'm guessing it does most of what you want and all you'll have to do is change the style... osgconv file.osg file.dot J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 200 users mark reached :)
Art Tevs wrote: This also matches with my expectation, that all new users will probably start to use the forum. To be pedantic, that's a somewhat bold claim. :) I, for one, will always join a mailing list if available for something I'm actually using. The only times I've ever registered to a forum are when a) a mailing list doesn't exist, and/or b) I was only fooling around with the technology for a few days but needed to post a question. And universally, the forums of which I'm a member I have _never_ kept up with all of the posts... maybe not even a significant percentage. I keep up with all of the posts of _every_ mailing list to which I'm a member. Not trying to beat a dead horse... just pointing out that the usage profile is entirely different. The mailing list is more likely to get dedicated users. The forum is more likely to get the cursory users. There will be some amount overlap, perhaps favoring the forums for those accustomed to hitting reload a lot. :) -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] --tile-terrain-size in VPB
Hi Martins, Good catch. Use of DrawElementUint will provide better scalability in terms of tile size, but DrawElementUShort will still be preferred by default as it'll provide better performance. Also small tiles sizes are to be preferred for other performance aspects. Robert. On Tue, Mar 24, 2009 at 7:14 PM, Martins Innus min...@ccr.buffalo.eduwrote: Robert, It seems that this issue is caused by the use of DrawElementsUShort and unsigned short indexes in osg::Node* DestinationTile::createPolygonal(). Such that each level can only have a maximum of 65536 vertexes. And I do see that a terrain-tile size of 256x256 works, yet 512x12 doesn't, which makes sense. Is this something you'd accept a change for to be included in VPB? Not sure what the performance implications would be, or how extensive the changes would need to be. Martins Martins Innus wrote: Robert, What fun would it be if people didn't abuse your code :) I agree that in general VPB does a great job with default settings, I've used it several times to generate 100 GB databases over large areas. In this case though I'm trying to generate terrain at the resolution of the source data for a very small area in as few tiles as possible. I realize this is not the intended purpose, but I was trying to see if anyone had done this successfully. It doesn't seem to be a display issue, becase I can generate the model with default options and load all the highest resolution tiles directly into osgviewer and it runs fine, about 4 million vertices. Going down to 512x512 causes the same problem. I'll keep digging if no one has run into this before. Martins Robert Osfield wrote: Hi Martins, Jikes, some days I regret making osgdem quite so flexible... A 1024x1204 grid weights in at million vertices, and near two million triangles. Normally graphics cards should be able to handle this, but... it would seem that your's doesn't, perhaps it just doesn't have the memory to handle such a big geometry. The other chance might be that numerical precision is becoming an issue, although I'd be surprised by this one. I really would very strongly recommend that you stick to defaults unless you really know what you are doing, the defaults are chosen for a good performance and scalability. Robert. 2009/3/23 Martins Innus min...@ccr.buffalo.edu mailto: min...@ccr.buffalo.edu Hello, I'm using the --tile-image-size and --tile-terrain-size options to tweak the generation of the dataset. The image option works great, but when I try to use the terrain option I get the results attached. If I zoom in, it seems like a lot of overlapping geometry like the y-coordinate is not being updated properly, but I dug through the code and could see any obvious causes. I'm using the following command-line: osgdem --tile-image-size 4096 --tile-terrain-size 1024 -t ../input_ims/ -d ../input_terrain/ -e 1065536 1043840 8192 8192 -o output/vpb_out.ive I even added --no-terrain-simplification to see if that was the problem, but no help there. I'm not using the --TERRAIN option, since I need to post-process the geometry using an existing tool. Thanks Martins ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build status
2009/3/24 Paul Martz pma...@skew-matrix.com Hi Robert -- I know you've been adding a lot of changes recently, so I thought you'd want to know all builds well on OS X using Makefiles. Thanks the feedback. I do occasionally remote log into a OSX machine that I have access to, but it does just limit me to build tests, and it's not something that I do a build on every day so feedback is useful. Even better would be a nightlight build for the CDash dashboard though... :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
On Tue, Mar 24, 2009 at 7:33 PM, Mark Sciabica msciab...@itracs.com wrote: We have not yet reached our first release so it's not yet an issue. However there's nothing secret about our changes as I've already posted them to the mailing list (and had them ignored or rejected). If I don't merge them they you'll post the changes online. The rules are their to help your end customers as well as the community in general. Exception #2 of the license allows binary distribution of works based on the Library under the user's own terms. I will encourage my employer to make our changes available to users if they request them, but it does not appear to be a requirement of the license of the core OSG. This exception covers the distribution of your final application, not source code modifications. If you modify the source then those modifications must be open sourced under the same licence as the orignal work - the LGPL parts of the license cover this. Where do I configure the SO version number, and how does it restrict which plugins are loaded? The plugins directory is number be the version. If you bump the SO version then there will always be bump of the version number. I don't think this addresses the general problem handling the coexistence of builds using different compiler versions or build options (e.g. different settings for OSG_USE_FLOAT_MATRIX). Should everyone use a different SO version number? Should we just accept that multiple installs of OSG may not work on a single machine? If you have multiple installs then you shouldn't have a problem. But if you say you are installing it one place and then move it elsewhere and don't set the paths explicitly and have version number and SO versions overlapping then you may come across a problem. To sum up if you make it really hard for yourself you can potentially come a cropper. I can easily fix this problem for my build. I brought up this issue to try to help improve OSG for others. If you're convinced this is an acceptable design for handling plugin loading despite this issue, I will just leave it at that. CMake is wonderful, why not just an CMake option into the osgDB/CMakeLists.txt to toggle it on/off at your pleasure? Robert/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build status
On Tue, Mar 24, 2009 at 8:49 PM, Robert Osfield robert.osfi...@gmail.comwrote: Even better would be a nightlight build for the CDash dashboard though... :-) nightlight should be nightly ;-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 200 users mark reached :)
HI Art, On Tue, Mar 24, 2009 at 6:28 PM, Art Tevs arti_t...@yahoo.de wrote: This also matches with my expectation, that all new users will probably start to use the forum. The osg-users mailing list is still growing... despite some existing users moving from mailing list to forum, so your analysis is somewhat out of kilter with reality. There are people that prefer mailing lists and people that prefer forums - it's just the way it is. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] query without a head
Hi, I want to query elevation values and line-of-sight from VPB ive files as fast as possible throughout the terrain. I don't have any visual requirement. The graphics board that I am using might vary. Is there any sample code that I can use as a starter? Do I need to create a viewing port? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9152#9152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] graph visualization tools?
The tool I had for that was kind of cool because it actually used 3D sphereoids and osgText labels, so you could spin the resulting graphs around in 3-space with the cool cube mapping and it looked quite impressive. Unfortunately, the tool was somewhat limiting; the graphs you see in the book are quite simple and that's a reflection of the tool's limitations. Making it as general-purpose as GraphViz would've really taken a lot of work. What I'd really like to see is a plugin interface to GraphViz that would let me draw my own graph nodes, labels, and arrows. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Tuesday, March 24, 2009 2:25 PM To: OpenSceneGraph Users Subject: [osg-users] graph visualization tools? I am about to write a little Python tool for myself to take an osg file, extract basic node information, and create a .dot file for graphviz. I want very simple tree diagrams like Paul Martz made in the quick start guide (he had green, yellow, and pink ovals for nodes). I'm guessing this is something that might already be floating around out there but I haven't been able to find it. If you know of such a tool, I would appreciate a link to it. Thanks, Cory Riddell ___ 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] OpenGL 3.1 at GDC
Too bad I don't speak enough German to grok the replies... :-/ Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of hanne...@gmx.at Sent: Tuesday, March 24, 2009 1:33 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenGL 3.1 at GDC Paul Martz wrote: A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352 pages. :-) but i gave some people something to read. ;) german speaking forum http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462 if the full quote is not ok for you i will change it. best regards! :) ___ 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] [osgPlugins] Collada Commands
I set osg_notify_level to debug, and I recieved this when I ran osgconv. I honestly have no idea what this means, but at least it finds something. GraphicsContext::setWindowingSystemInterface() 03571930 003D9198 Also, the collada plugin was built as far as I can tell. I attached the release log. Everything was located in:C:\OpenSceneGraph-2.8.0\build\src\osgPlugins\dae\osgdb_dae.dir\Release. Does that mean I made a mistake in setting things up? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9154#9154 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 200 users mark reached :)
Hi Robert, Paul This also matches with my expectation, that all new users will probably start to use the forum. OK, maybe I was little bit too hasty writing this (I am breaking hte rules stated out for the forum use ;) ). What I mean is that most of the new users (please Note, I say users and not developers! ) will probably start to use the forum. I would even try to be brave and would claim that: A lot of new, 'young' users would prefer forum over the mailing list. With all the respect for all users in the community, but forum has a lot of advantages for young users (more anonymous, less serious, less managing work: deleting old mails, reading everything, searching for the old messages, etc ...) For the developers a mailing list is a better choice, because so they still can track what happens in the community well. I found an interesting phrase when I was looking for 'Forum vs. Mailing List' on the google: Mailing lists attract less non-serious users, so you get less traffic. The slightly higher effort required to join keeps away a lot of people using e.g. webmail - this usually does not affect developers. The end result is potentially a better signal-to-noise ratio. However, guys, I do not open again a hot discussion about advantages of any of this systems. With this forum we have matched the needs of both worlds, so the one who like to use ML subscribe there, the one who prefers Forums instead, will use it. Good evening to all of you guys and best regards :) Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9157#9157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 200 users mark reached :)
Art Tevs wrote: However, guys, I do not open again a hot discussion about advantages of any of this systems. With this forum we have matched the needs of both worlds, so the one who like to use ML subscribe there, the one who prefers Forums instead, will use it. Good evening to all of you guys and best regards :) Art ...now, if only messages from the forum would thread properly... ;) ;) ;) -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 200 users mark reached :)
Hi Paul, ...now, if only messages from the forum would thread properly... ;) ;) ;) Do you have the same issue with In-Reply-To Header in the mails sent from the forum? Hmm, I took a look into the message sent for this thread and it seems that the header is there, so threading should be possible. Even more with Google-Mail all the forum email are always threaded properly for me. I would like to solve this issue, however I have then first to find a mail client, which do not thread well. Which one do you use? Version? I will install this also on my machine and maybe I would be able to find out what happening there. Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9160#9160 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] query without a head
Hi Nicholas, See the osgintersection example. Robert. On Tue, Mar 24, 2009 at 9:19 PM, Nicholas Strauss nicholas.c.stra...@boeing.com wrote: Hi, I want to query elevation values and line-of-sight from VPB ive files as fast as possible throughout the terrain. I don't have any visual requirement. The graphics board that I am using might vary. Is there any sample code that I can use as a starter? Do I need to create a viewing port? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9152#9152 ___ 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] Build Error on Windows
Robert Osfield wrote: This exception covers the distribution of your final application, not source code modifications. If you modify the source then those modifications must be open sourced under the same licence as the orignal work - the LGPL parts of the license cover this. The exception refers to works based on the Library. The phrase based on is defined in the GPL and covers any source code changes. If this is not what you intended I would recommend changing the license. Again, I don't expect that my company will be behaving contrary to your current understanding of the license, but it seems that some behavior is allowed by the license that you want restricted. You might want to check this with a lawyer. Where do I configure the SO version number, and how does it restrict which plugins are loaded? The plugins directory is number be the version. If you bump the SO version then there will always be bump of the version number. So I would use version 2.8.1 then? Seems this would easily conflict with someone else's updates. Or an official patch to OSG. The SO version doesn't seem to affect plugins. I don't think this addresses the general problem handling the coexistence of builds using different compiler versions or build options (e.g. different settings for OSG_USE_FLOAT_MATRIX). Should everyone use a different SO version number? Should we just accept that multiple installs of OSG may not work on a single machine? If you have multiple installs then you shouldn't have a problem. But if you say you are installing it one place and then move it elsewhere and don't set the paths explicitly and have version number and SO versions overlapping then you may come across a problem. I install it in a path configured by the user when he installs the application. This is pretty much standard behavior for programs nowadays. The problem is that OSG compiles in an install path at build time, which is much too early in the install process (with a possible exception for developers). Let me spell out specifically a sequence of events that will lead to a problem. 1. Two applications, AppA and AppB, distributed by different companies, install the same version of OSG on a system. 2. These two builds of OSG use different options for OSG_USE_FLOAT_MATRIX (or some other setting). 3. These two builds use the same (default) compiled in OSG_DEFAULT_LIBRARY_PATH. 4. AppA installs a plugin not installed by AppB. 5. AppB will find this plugin in its plugin search path and try to use it if the user tries to load a file of the appropriate type. 6. Any MatrixTransforms created by this plugin will be binary incompatible with the running version of OSG. A crash will likely ensue. The only steps that look reasonable to change to fix this problem is #3 or #5: where plugins are loaded. Either make sure everyone who distributes an OSG binary uses a unique install path or not have the install path searched. Your preference seems to be to tell developers to move their plugins if their customers have problems. I personally think this problem should be avoided before customers get their hands on the product. Force developers to specify a unique install path in the CMake configuration (if CMake has this ability, perhaps suggesting they use their company or application's name in the path), or drop the default install path. Regards, Mark ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
Mark, On Tue, Mar 24, 2009 at 10:50 PM, Mark Sciabica msciab...@itracs.comwrote: Let me spell out specifically a sequence of events that will lead to a problem. http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Let me spell out... please read my previous email... If you feel that you want to disable this default behaviour then please add an option into the CMakeLists.txt file, and then submit this to me to merge. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 3.1 at GDC
opengl is 2 years behind direct3d and direct3d is better. and now there is d3d10 and d3d11 will even be better and d3d9 already had instancing and opengl is now only a copy of d3d10 and more robust drivers is only a lie and they dont belive you because you are an opengl guy and dont know d3d... but what did you write at http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2sid=f8c13badb04333f7e064fbab1a17c7c2 The debate between D3D and OpenGL has gone on longer than any API war I’ve witnessed. I’m not going to delude myself into believing that this blog makes any significant difference in that debate. ;) Paul Martz wrote: Too bad I don't speak enough German to grok the replies... :-/ Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of hanne...@gmx.at Sent: Tuesday, March 24, 2009 1:33 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenGL 3.1 at GDC Paul Martz wrote: A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352 pages. :-) but i gave some people something to read. ;) german speaking forum http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462 if the full quote is not ok for you i will change it. best regards! :) ___ 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] graph visualization tools?
I had something like this - it was crude but had functionality not unlike Performers graph viz tool ,however I stored relevant info in osg::Node, Not getting too far into implementation details - I had to run two nodeVisitors - One to gather info on the scenegraph and the other to build and display it nicely on the screen. Pic is from an earlier OSG 2.1.9 version, haven't altered 2.8.0 to cater for graph visualization. Paul Martz wrote: The tool I had for that was kind of cool because it actually used 3D sphereoids and osgText labels, so you could spin the resulting graphs around in 3-space with the cool cube mapping and it looked quite impressive. Unfortunately, the tool was somewhat limiting; the graphs you see in the book are quite simple and that's a reflection of the tool's limitations. Making it as general-purpose as GraphViz would've really taken a lot of work. What I'd really like to see is a plugin interface to GraphViz that would let me draw my own graph nodes, labels, and arrows. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Tuesday, March 24, 2009 2:25 PM To: OpenSceneGraph Users Subject: [osg-users] graph visualization tools? I am about to write a little Python tool for myself to take an osg file, extract basic node information, and create a .dot file for graphviz. I want very simple tree diagrams like Paul Martz made in the quick start guide (he had green, yellow, and pink ovals for nodes). I'm guessing this is something that might already be floating around out there but I haven't been able to find it. If you know of such a tool, I would appreciate a link to it. Thanks, Cory Riddell ___ 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 IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. inline: graph.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] 200 users mark reached :)
From the header for the message to which I'm responding: (from you) Message-ID: 1237932668.m2f.9...@forum.openscenegraph.org References: 1237905007.m2f.9...@forum.openscenegraph.org In-Reply-To: 1237905007.m2f.9...@forum.openscenegraph.org The message to which yours is a response: (from me) Message-ID: 49c95673.8020...@progeeks.com References: 1237905007.m2f.9...@forum.openscenegraph.org 1237931059.m2f.9...@forum.openscenegraph.org In-Reply-To: 1237931059.m2f.9...@forum.openscenegraph.org The root message for the thread: (from you) Message-ID: 1237905007.m2f.9...@forum.openscenegraph.org So, they all go in the right thread, but beyond that the threading for messages is totally lost. Your response to my message looks like it is a response to your own message. The thread so far (to me) looks like: Art -Robert -Art -Paul -Robert -Art -Paul -Art ...and no matter how deep the sub-threads go, a forum post will always drop back out to the root of the thread. -Paul Art Tevs wrote: Hi Paul, ...now, if only messages from the forum would thread properly... ;) ;) ;) Do you have the same issue with In-Reply-To Header in the mails sent from the forum? Hmm, I took a look into the message sent for this thread and it seems that the header is there, so threading should be possible. Even more with Google-Mail all the forum email are always threaded properly for me. I would like to solve this issue, however I have then first to find a mail client, which do not thread well. Which one do you use? Version? I will install this also on my machine and maybe I would be able to find out what happening there. Cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9160#9160 ___ 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] [Fwd: Mesa and gldirect]
On 25/3/09 1:07 AM, Paul Melis wrote: graphics performance was on very expensive Unix workstations. These days, the best performing graphics cards are for Windows and they are relatively inexpensive. I think that's why some CAD packages are dropping OpenGL support (Autodesk- I'm looking at you). Are they dropping OpenGL support for their 3D modeling packages as well (especially Maya)? Or just the autocad stuff? On the other end of the spectrum they (autodesk) have ported Lustre (one of their color grading products) to Linux and somehow I doubt they're using a D3D wrapper... /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error on Windows
2009/3/24 Robert Osfield robert.osfi...@gmail.com Mark,On Tue, Mar 24, 2009 at 10:50 PM, Mark Sciabica msciab...@itracs.com wrote: Let me spell out specifically a sequence of events that will lead to a problem. http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Let me spell out... please read my previous email... If you feel that you want to disable this default behaviour then please add an option into the CMakeLists.txt file, and then submit this to me to merge. Can someone explain to me what the compilation behavior actually does? Assuming libosg.so or osg.dll is found, that means that the folder containing these is already in ld.so.conf or PATH or LD_LIBRARY_PATH, correct? The plugin search policy searches for plugins with files with a path appended, like osgPlugins-x.y.z/the_osg_plugin.dll. Wouldn't it automatically find the plugins folder due to the behavior of dlopen() and LoadLibrary() and not need a compiled hint? Clearly I'm missing a case here or something. -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org