Re: [osg-users] bluring model edges

2009-03-26 Thread Julia Guo
oh really so it is meant to just effect the edges? That is great to know that 
this functionality is supported. 
I wonder why it causes the skeleton of the model to show through (see attached 
screenshot for what Im talking about)

I am not very familiar with the OpenGL state settings - do you know of any 
potentially relevant settings that might help?

Julia

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[osg-users] manipulator design advice

2009-03-26 Thread Julia Guo
Hi,

I am using the osgManipulator draggers to move objects around my scene. I 
intend that when the R key is pressed a rotation dragger is used and when the T 
key is pressed a translation dragger is used. And if any other key is pressed 
then no draggers are used.

The manipulator example applies the draggers from the start and so doesnt face 
this problem.


What is a good way to arrange my scene nodes so that I can switch between drag 
modes? Originally I thought of using a switch node, but then only 1 
transformation at a time would be applied to the model (is that right?) and I 
want the transformations to be maintained across modes.

I could stack the manipulators on top of each other, but then their geometry 
(created with setupDefaultGeometry()) would overlap. (The API doesnt support 
disabling a dragger.)


My current design is:
- put the model behind a transform
- when switch mode apply current dragger matrix to the transform and then 
remove dragger
- insert new dragger before the transform

This seems very awkward so Im hoping there is a better way!

Thank you.
Julia

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Re: [osg-users] background color fills all the window (not only the given viewport)

2009-03-26 Thread Guy
Frederic,
 I think you can't limit the OpenGL drawing to a limited region of a window 
HANDLE. You could embed a window in the region you want to use OGL, and just 
draw to it. Or you could first draw the OGL/OSG code, and then get the window 
handle and draw all your other stuff using GDI or whatever.

Guy. 

-


hum, the (black) color was not the problem in itself :)

If I do this (update from my whole code):
gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
gc-setClearMask( 0) ;

camera-setClearColor( osg::Vec4f(0.2f, 0.2f, 1.6f, 1.0f) );
camera-setClearMask( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
(that's to say: don't clear anything on gc, and fill background with
blue on camera),

I have the camera successfully drawn at the right place, with blue
background. This is what I want for that camera.
BUT, the problem persists, i.e. all around the viewport, the whole
window is painted in black. (maybe mick jagger is singing too loud ?).
it is painted in pink if I enable the gc-setClearMask(GL_COLOR_BUFFER_BIT).

I can't manage to make OSG only impact the camera viewport (my blue
rectangle) and leave the window around unchanged...
Did anyone achieve to display an osgViewer::Viewer at some small place
in a window without overwrite window content around?

Fred



2009/3/25 Robert Osfield robert.osfi...@gmail.com:
 On Wed, Mar 25, 2009 at 3:03 PM, Frederic Marmond fmarm...@gmail.com
 wrote:

 hum, it didn't work :(

 both
 //      gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
 //      gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 and
        gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
        gc-setClearMask( 0 );

 do the same: instead of the shiny pink color, the window is filled with
 black

 any other suggestion ?

 Well you disable the clear colour in the camera's ClearMask so perhaps this
 is why it's just black.

 Robert.

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Re: [osg-users] bluring model edges

2009-03-26 Thread Guy

Hi Julia,
 If you use pure OpenGL to render the model, with the polygon smooth
state enabled, does it have the same effect?

Guy.
--


oh really so it is meant to just effect the edges? That is great to know
that this functionality is supported. 
I wonder why it causes the skeleton of the model to show through (see
attached screenshot for what Im talking about)

I am not very familiar with the OpenGL state settings - do you know of
any potentially relevant settings that might help?

Julia

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Re: [osg-users] osgexport problem for Blender

2009-03-26 Thread Can T. Oguz
Hi Ümit,

Most of the time, this problem is due to Blender's 3ds import, not
osgExport. If you check the vertex count right after the import process,
you'll see that the model has already grown. I've experienced two facets of
this problem :



2009/3/25 Ümit Uzun umituzu...@gmail.com

 Hi All,

 I have a 3ds model and I am importing it in Blender 2.48a and try to export
 in osg format by using 2.42b
 http://projects.blender.org/projects/osgexport/ 2.42b. It export my model
 successfully but when I open up newly created exported osg model it's
 vertices size grow up amazingly as you can see from attached images.

 What could be problem while I am trying to export?

 Best Regards.

 --
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Re: [osg-users] osgexport problem for Blender

2009-03-26 Thread Can T. Oguz
The message is broken, sorry.

Hi Ümit,

Most of the time, this problem is due to Blender's 3ds import, not
osgExport. If you check the vertex count right after the import process,
you'll see that the model has already grown. I've experienced two facets of
this problem :

- 3ds importer doubles the vertices at object level.
- Meshes get complicated during the import.

Try other formats, try checking if the objects are duplicate, try running
the osgconv with --simplify option and one last thing is, you need to search
and replace the osgExport script to set data variance flags to STATIC. It
passes everything as dynamic and therefore OSG Optimizer leaves unnecessary
matrix transformations. I've succeeded in simplifying the models back to
their original complexity with these methods.

Good luck,

Can



2009/3/26 Can T. Oguz cto...@gmail.com

 Hi Ümit,

 Most of the time, this problem is due to Blender's 3ds import, not
 osgExport. If you check the vertex count right after the import process,
 you'll see that the model has already grown. I've experienced two facets of
 this problem :



 2009/3/25 Ümit Uzun umituzu...@gmail.com

 Hi All,

 I have a 3ds model and I am importing it in Blender 2.48a and try to
 export in osg format by using 2.42b
 http://projects.blender.org/projects/osgexport/ 2.42b. It export my model
 successfully but when I open up newly created exported osg model it's
 vertices size grow up amazingly as you can see from attached images.

 What could be problem while I am trying to export?

 Best Regards.

 --
 Ümit Uzun

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[osg-users] build osgPPU

2009-03-26 Thread Guy

Hi,
 I think that in cmakelists of osgPPU the line
SET(OSGPPU_CONFIG_HEADER
${PROJECT_BINARY_DIR}/include/osgPPU/Config.h)
Should be replaced with 
SET(OSGPPU_CONFIG_HEADER ${PROJECT_BINARY_DIR}/include/osg/Config.h)

Since the files of osg/Export include osg/config.h

No?

Guy.
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Re: [osg-users] background color fills all the window (not only the given viewport)

2009-03-26 Thread Simon Hammett
This might be want you are looking for:

http://factor-language.blogspot.com/2007_08_01_archive.html

and

http://factor-language.blogspot.com/2007/08/opengl-redraw-bug-on-windows.html

Basically enable the scissor test, then tell OpenGl what part of the
window to update when calling SwapBuffers.

Not tried it myself though.

2009/3/26 Guy g...@dvp.co.il:
 Frederic,
  I think you can't limit the OpenGL drawing to a limited region of a window 
 HANDLE. You could embed a window in the region you want to use OGL, and just 
 draw to it. Or you could first draw the OGL/OSG code, and then get the window 
 handle and draw all your other stuff using GDI or whatever.

 Guy.

 -


 hum, the (black) color was not the problem in itself :)

 If I do this (update from my whole code):
        gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
        gc-setClearMask( 0) ;

        camera-setClearColor( osg::Vec4f(0.2f, 0.2f, 1.6f, 1.0f) );
        camera-setClearMask( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
 (that's to say: don't clear anything on gc, and fill background with
 blue on camera),

 I have the camera successfully drawn at the right place, with blue
 background. This is what I want for that camera.
 BUT, the problem persists, i.e. all around the viewport, the whole
 window is painted in black. (maybe mick jagger is singing too loud ?).
 it is painted in pink if I enable the gc-setClearMask(GL_COLOR_BUFFER_BIT).

 I can't manage to make OSG only impact the camera viewport (my blue
 rectangle) and leave the window around unchanged...
 Did anyone achieve to display an osgViewer::Viewer at some small place
 in a window without overwrite window content around?

 Fred



 2009/3/25 Robert Osfield robert.osfi...@gmail.com:
 On Wed, Mar 25, 2009 at 3:03 PM, Frederic Marmond fmarm...@gmail.com
 wrote:

 hum, it didn't work :(

 both
 //      gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
 //      gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 and
        gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
        gc-setClearMask( 0 );

 do the same: instead of the shiny pink color, the window is filled with
 black

 any other suggestion ?

 Well you disable the clear colour in the camera's ClearMask so perhaps this
 is why it's just black.

 Robert.

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Re: [osg-users] [osgPPU] 64-bit Windows build

2009-03-26 Thread Oleg Dedkow
Hi Art,

it works :-)

Regards,
Oleg

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Re: [osg-users] background color fills all the window (not only the given viewport)

2009-03-26 Thread Robert Osfield
HI Simon,

I'm afraid the OSG already uses the sissor test to make sure that the
viewport clear only affects the region of interest.  It work, but the
problem Fredric has really all about the fact that the OpenGL context
affects the whole window it's assigned to.

Robert.

On Thu, Mar 26, 2009 at 8:59 AM, Simon Hammett
s.d.hamm...@googlemail.comwrote:

 This might be want you are looking for:

 http://factor-language.blogspot.com/2007_08_01_archive.html

 and


 http://factor-language.blogspot.com/2007/08/opengl-redraw-bug-on-windows.html

 Basically enable the scissor test, then tell OpenGl what part of the
 window to update when calling SwapBuffers.

 Not tried it myself though.

 2009/3/26 Guy g...@dvp.co.il:
  Frederic,
   I think you can't limit the OpenGL drawing to a limited region of a
 window HANDLE. You could embed a window in the region you want to use OGL,
 and just draw to it. Or you could first draw the OGL/OSG code, and then get
 the window handle and draw all your other stuff using GDI or whatever.
 
  Guy.
 
  -
 
 
  hum, the (black) color was not the problem in itself :)
 
  If I do this (update from my whole code):
 gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
 gc-setClearMask( 0) ;
 
 camera-setClearColor( osg::Vec4f(0.2f, 0.2f, 1.6f, 1.0f) );
 camera-setClearMask( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
  (that's to say: don't clear anything on gc, and fill background with
  blue on camera),
 
  I have the camera successfully drawn at the right place, with blue
  background. This is what I want for that camera.
  BUT, the problem persists, i.e. all around the viewport, the whole
  window is painted in black. (maybe mick jagger is singing too loud ?).
  it is painted in pink if I enable the
 gc-setClearMask(GL_COLOR_BUFFER_BIT).
 
  I can't manage to make OSG only impact the camera viewport (my blue
  rectangle) and leave the window around unchanged...
  Did anyone achieve to display an osgViewer::Viewer at some small place
  in a window without overwrite window content around?
 
  Fred
 
 
 
  2009/3/25 Robert Osfield robert.osfi...@gmail.com:
  On Wed, Mar 25, 2009 at 3:03 PM, Frederic Marmond fmarm...@gmail.com
  wrote:
 
  hum, it didn't work :(
 
  both
  //  gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
  //  gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
  and
 gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
 gc-setClearMask( 0 );
 
  do the same: instead of the shiny pink color, the window is filled with
  black
 
  any other suggestion ?
 
  Well you disable the clear colour in the camera's ClearMask so perhaps
 this
  is why it's just black.
 
  Robert.
 
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Re: [osg-users] How to remove the blue background color

2009-03-26 Thread Robert Osfield
Hi Corry,

2009/3/25 Cory Riddell c...@codeware.com

  Yun's suggestion allows you to replace the blue color with another solid
 color.

 If you want an image (I want a gradient), do something similar to osgHUD,
 except draw first rather than last to put the image behind everything else.


The osghud or osgdistortion example are good places to start.  You bascially
want one Camera to draw the background image, then another camera to draw
the main 3D scene.  The first Camera will need to have it's RenderOrder to
PRE_RENDER and for it to ClearMask so that is clears the depth and colour
buffer, then the second Camera to have it's ClearMask set to just clear the
depth buffer.

Robert.
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[osg-users] Google's summer of code

2009-03-26 Thread Sergey Kurdakov
Hello Paul,

maybe it is possible to have a special page ( on forum or in wiki ) -
Open tasks you are welcome to participate.

Sometimes there is spare time and when you know there is a fairly simple
task - one could catch it and implement in few days.

Regards
Sergey Kurdakov


On Wed, Mar 25, 2009 at 10:19 PM, Paul Martz pma...@skew-matrix.com wrote:

 This got buried in in inbox.

 A couple projects I can name off the top of my head:
  * Take advantage of OSG's new interface for querying plugins, and
 completely flesh it out for each plugin, so that osgconv --formats
 produces correct and useful output for each plugin. This task primarily
 involves documenting all the supported Options.
  * Create a set of classes equivalent to the existing Shape Drawables but
 derive them from Geometry instead of directly from Drawable.

 OK those are both pretty boring. How about this instead:

  * Add support for OpenGL 3.0, 3.0 forward-compatible, and 3.1 contexts to
 osgViewer for all platforms (WGL, GLX, etc.). (Sven Panne and I recently
 did
 this work for freeglut, so you could use that as a model.) This task
 shouldn't take more than a couple days.

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466


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[osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Jesper D. Thomsen
Hi all, I'm developing an application where I have to create up to 1000 
osg:geometry objects per frame during certain interaction modes.
I'm using osg::DrawElementsUInt push_back() to define the geometry primitive 
sets, and this push_back() seems to be the primary bottleneck for my 
applications graphical performance. Is there a more efficient way to define the 
primitive sets than to fill a osg::DrawElementsUInt by push_back and add it to 
the geometry?

This is currently bringing me down to about 1 second per frame, which is kind 
of a roadblock.

regards,

Jesper D. Thomsen

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Re: [osg-users] background color fills all the window (not only the given viewport)

2009-03-26 Thread Simon Hammett
Yes I know.

The magic is in the use of glAddSwapHintRectWIN which is a wgl function.

I've just tested this and it works, so you can update part of the window using
plain GDI calls and do the rest with opengl.

Mind you I wouldn't trust it work on all machines.
It's probably less of head ache to just use separate windows...

2009/3/26 Robert Osfield robert.osfi...@gmail.com:
 HI Simon,

 I'm afraid the OSG already uses the sissor test to make sure that the
 viewport clear only affects the region of interest.  It work, but the
 problem Fredric has really all about the fact that the OpenGL context
 affects the whole window it's assigned to.

 Robert.

 On Thu, Mar 26, 2009 at 8:59 AM, Simon Hammett s.d.hamm...@googlemail.com
 wrote:

 This might be want you are looking for:

 http://factor-language.blogspot.com/2007_08_01_archive.html

 and


 http://factor-language.blogspot.com/2007/08/opengl-redraw-bug-on-windows.html

 Basically enable the scissor test, then tell OpenGl what part of the
 window to update when calling SwapBuffers.

 Not tried it myself though.

 2009/3/26 Guy g...@dvp.co.il:
  Frederic,
   I think you can't limit the OpenGL drawing to a limited region of a
  window HANDLE. You could embed a window in the region you want to use OGL,
  and just draw to it. Or you could first draw the OGL/OSG code, and then get
  the window handle and draw all your other stuff using GDI or whatever.
 
  Guy.
 
  -
 
 
  hum, the (black) color was not the problem in itself :)
 
  If I do this (update from my whole code):
         gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
         gc-setClearMask( 0) ;
 
         camera-setClearColor( osg::Vec4f(0.2f, 0.2f, 1.6f, 1.0f) );
         camera-setClearMask( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT
  );
  (that's to say: don't clear anything on gc, and fill background with
  blue on camera),
 
  I have the camera successfully drawn at the right place, with blue
  background. This is what I want for that camera.
  BUT, the problem persists, i.e. all around the viewport, the whole
  window is painted in black. (maybe mick jagger is singing too loud ?).
  it is painted in pink if I enable the
  gc-setClearMask(GL_COLOR_BUFFER_BIT).
 
  I can't manage to make OSG only impact the camera viewport (my blue
  rectangle) and leave the window around unchanged...
  Did anyone achieve to display an osgViewer::Viewer at some small place
  in a window without overwrite window content around?
 
  Fred
 
 
 
  2009/3/25 Robert Osfield robert.osfi...@gmail.com:
  On Wed, Mar 25, 2009 at 3:03 PM, Frederic Marmond fmarm...@gmail.com
  wrote:
 
  hum, it didn't work :(
 
  both
  //      gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
  //      gc-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
  and
         gc-setClearColor( osg::Vec4f(1.2f, 0.2f, 0.6f, 1.0f) );
         gc-setClearMask( 0 );
 
  do the same: instead of the shiny pink color, the window is filled
  with
  black
 
  any other suggestion ?
 
  Well you disable the clear colour in the camera's ClearMask so perhaps
  this
  is why it's just black.
 
  Robert.
 
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Re: [osg-users] How to know when a geode is visible by the camera?

2009-03-26 Thread Adrien Mazaud

Thrall, Bryan wrote:
 You could attach a DrawCallback to the Geode's Drawables, which would be
 called each time that Drawable is rendered. Make sure your callback
 makes the call on the Drawable to actually render it, though!
 
 Alternatively, you could add a CullCallback to the Geode, and launch the
 timer when the Geode is not culled (you'd want to use the same culling
 logic that would normally happen; see osgUtil::CullVisitor).


OK I tried both of your solution and finally choose one. I chose the 
CullCallback because you can use it directly on a Node object while the 
DrawCallback is implented into the Drawable objects and in my case I have many 
Drawable into one Geode, moreover I created my own node type for this project 
that contains two distinct Geodes but one cannot be manipulated.

Thank you so much for your help. OSG is a very powerful tool but hard to learn 
with its hundreds of classes and more subclasses ;)

See Ya


Adrien

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Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Peter Hrenka

Hi Jesper,

Jesper D. Thomsen schrieb:
Hi all, I'm developing an application where I have to create up to 1000 
osg:geometry objects per frame during certain interaction modes.
I'm using osg::DrawElementsUInt push_back() to define the geometry 
primitive sets, and this push_back() seems to be the primary bottleneck 
for my applications graphical performance. Is there a more efficient way 
to define the primitive sets than to fill a osg::DrawElementsUInt by 
push_back and add it to the geometry?
 
This is currently bringing me down to about 1 second per frame, which is 
kind of a roadblock.


You can use reserve() to pre-allocate the needed memory.
After that push_back() will not perform any reallocations/copies
until the limit is reached.


regards,
 


Jesper D. Thomsen



Cheers,

Peter
--
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
Dr. Arno Steitz, Dr. Ingrid Zech

Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Michel Lepert
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
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[osg-users] Get the camera axis (X,Y,Z)

2009-03-26 Thread Oren David
Hi,

I'm trying to get my camera axis because I want to rotate an node according to 
these axis. I have a camera controlled by a joystick and a node, sometime I 
move the camera around and sometimes I need the node to rotate relatively to my 
camera also using the joystick,
so I'll be able to rotate the node left/right up/down relatively to my  camera 
current position

I hope I explained my self fair enough.

Thank you.

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Re: [osg-users] Get the camera axis (X,Y,Z)

2009-03-26 Thread Tomlinson, Gordon
Please do a search of the mailng list archives ,

 the topics of retrieving a camera translation XYZ and orienation HPR
has been covered extensively and numerous times


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Oren
David
Sent: Thursday, March 26, 2009 7:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Get the camera axis (X,Y,Z)

Hi,

I'm trying to get my camera axis because I want to rotate an node
according to these axis. I have a camera controlled by a joystick and a
node, sometime I move the camera around and sometimes I need the node to
rotate relatively to my camera also using the joystick, so I'll be able
to rotate the node left/right up/down relatively to my  camera current
position

I hope I explained my self fair enough.

Thank you.

--
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http://forum.openscenegraph.org/viewtopic.php?p=9276#9276





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Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Jesper D. Thomsen
Hi, and thank you.

I naturally tried to use reserve() (but thanks for suggesting it) and this of 
course helped somewhat, but it still seems to be the primary bottleneck. I've 
changed most of the rest of the per-frame geometry generation code to use 
static arrays rather than std::vector and this caused a major speedup (factor 
10 or more) of my own part of the code, but I'm still stuck with the push_backs 
on osg::DrawElementsUInt.
Maybe there's just no faster way to do it, or maybe I'm just using OSG in a 
somewhat un-intended way.

Jesper D. Thomsen


From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Hrenka 
[p.hre...@science-computing.de]
Sent: Thursday, March 26, 2009 12:00 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

Hi Jesper,

Jesper D. Thomsen schrieb:
 Hi all, I'm developing an application where I have to create up to 1000
 osg:geometry objects per frame during certain interaction modes.
 I'm using osg::DrawElementsUInt push_back() to define the geometry
 primitive sets, and this push_back() seems to be the primary bottleneck
 for my applications graphical performance. Is there a more efficient way
 to define the primitive sets than to fill a osg::DrawElementsUInt by
 push_back and add it to the geometry?

 This is currently bringing me down to about 1 second per frame, which is
 kind of a roadblock.

You can use reserve() to pre-allocate the needed memory.
After that push_back() will not perform any reallocations/copies
until the limit is reached.

 regards,


 Jesper D. Thomsen


Cheers,

Peter
--
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier,
Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Michel Lepert
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
Registernummer/Commercial Register No.: HRB 382196


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[osg-users] I need your opinion in 3d lighting techniques

2009-03-26 Thread Oren David
Hi,

We (www.jct.ac.il) are making a 3d viewer for non-continuous functions in 
n-dimentions (well there 3d projection to be precise).
What will be the best techniques to make the model look good.
by good I mean colors,texture,shadows techniques,lighting techniques..

I know it;s a general question it's just we never dealt with such issues, until 
now it was all hi-math.
Thank you.

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Re: [osg-users] Get the camera axis (X,Y,Z)

2009-03-26 Thread Oren David
Ok, I needed the camera translation XYZ and orienation HPR phrase to know 
what to look for
thank you

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Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Art Tevs
Hi Guy,

hmm, maybe you confound the Config.h of osgPPU with the Config.h of OSG. These 
are different things. Currently in osgPPU/Export.h the Config.h is not used at 
all, hence it shouldn't be any problem when building the osgPPU. Including hte 
osg/Config.h is also not required, because all the needed information about the 
current OSG-Setup can be acquired from osgversion (this is also how it is done 
currently).

Cheers,
art

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[osg-users] better use smart-pointers or plain pointers in this case?

2009-03-26 Thread Christian Sam
Hi,

i'm working on a point-in-polygon test. my current implementation has a list 
with plain pointers that hold references to the polygons' properties. (i use 
them to ease the calculating of an inside-result for that polygons)


Code:

class FetchedPolygon {

public:

FetchedPolygon(osg::Geometry* geom = NULL, osg::Vec3Array* verts = 
NULL);

osg::Geometry* geometry;
osg::Vec3Array* vertices;
std::vectorosg::PrimitiveSet* primitiveSets;
};

std::mapconst unsigned int, FetchedPolygon fetchedPolygons;




before, i used smart-pointers to reference the polygons. (of course) it works 
both ways, but i can't decide what typ of referencing to use.

i think if i use smart-pointers, i would be able to check if the actual 
polygons in the scenegraph are still valid (check  the ref counter) without the 
need of a dirty flag. 
but if the polygons get changed/deleted (e.g. when i want to load a new set of 
polygon features) the properties i'm pointing to wouldn't be deleted as long as 
the smart-pointers are referencing them.

i think its hard to give a rule of thumb when to use smart-pointers. in general 
i'm using them when objects (especially for the scenegraph) are created - as 
long as they won't be attached to another scenegraph-object on the next line. 
i don't use them to reference these already allocated objects, e.g. when they 
are passed to another function, i would use a local pointer inside.


so what your suggestions? Thanks in advance,
christian

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Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Peter Hrenka

Hi Jesper,

Jesper D. Thomsen schrieb:

Hi, and thank you.

I naturally tried to use reserve() (but thanks for suggesting it) and this of 
course helped somewhat, but it still seems to be the primary bottleneck. I've 
changed most of the rest of the per-frame geometry generation code to use 
static arrays rather than std::vector and this caused a major speedup (factor 
10 or more) of my own part of the code, but I'm still stuck with the push_backs 
on osg::DrawElementsUInt.
Maybe there's just no faster way to do it, or maybe I'm just using OSG in a 
somewhat un-intended way.

Jesper D. Thomsen


Just some more ideas/comments:

Are you testing a release build? Debug-Verions (especially on Windows) 
are known to have dramatically slower implementations.


What profiling tool are you using? Sometimes the output is misleading
and can point you in the wrong direction. As from my experience
push_back() on an pre-reserved() vector should not be a performace issue.

If you can spare the memory you could also try swap(), implementing
your own double-buffering for your osg::DrawElements.

Cheers,

Peter




From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Hrenka 
[p.hre...@science-computing.de]
Sent: Thursday, March 26, 2009 12:00 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

Hi Jesper,

Jesper D. Thomsen schrieb:

Hi all, I'm developing an application where I have to create up to 1000
osg:geometry objects per frame during certain interaction modes.
I'm using osg::DrawElementsUInt push_back() to define the geometry
primitive sets, and this push_back() seems to be the primary bottleneck
for my applications graphical performance. Is there a more efficient way
to define the primitive sets than to fill a osg::DrawElementsUInt by
push_back and add it to the geometry?

This is currently bringing me down to about 1 second per frame, which is
kind of a roadblock.


You can use reserve() to pre-allocate the needed memory.
After that push_back() will not perform any reallocations/copies
until the limit is reached.


regards,


Jesper D. Thomsen



Cheers,

Peter


--
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
Dr. Arno Steitz, Dr. Ingrid Zech

Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Michel Lepert
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
Registernummer/Commercial Register No.: HRB 382196 



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Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Tomlinson, Gordon
FYI

push_back() on an pre-reserved() vector/container should not be a
performance issue.

Under debug in visual studio, if you are storing anything other than a
pointer, then a push_back etc  will still incure a 'new and a copy' and
this can get expensive if your doing a lot of them, 
under release this handled more efficiently 
 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Hrenka
Sent: Thursday, March 26, 2009 8:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Most efficient way to use
osg::DrawElementsUInt?

Hi Jesper,

Jesper D. Thomsen schrieb:
 Hi, and thank you.
 
 I naturally tried to use reserve() (but thanks for suggesting it) and
this of course helped somewhat, but it still seems to be the primary
bottleneck. I've changed most of the rest of the per-frame geometry
generation code to use static arrays rather than std::vector and this
caused a major speedup (factor 10 or more) of my own part of the code,
but I'm still stuck with the push_backs on osg::DrawElementsUInt.
 Maybe there's just no faster way to do it, or maybe I'm just using OSG
in a somewhat un-intended way.
 
 Jesper D. Thomsen

Just some more ideas/comments:

Are you testing a release build? Debug-Verions (especially on Windows)
are known to have dramatically slower implementations.

What profiling tool are you using? Sometimes the output is misleading
and can point you in the wrong direction. As from my experience
push_back() on an pre-reserved() vector should not be a performace
issue.

If you can spare the memory you could also try swap(), implementing your
own double-buffering for your osg::DrawElements.

Cheers,

Peter


 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Hrenka

 [p.hre...@science-computing.de]
 Sent: Thursday, March 26, 2009 12:00 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Most efficient way to use
osg::DrawElementsUInt?
 
 Hi Jesper,
 
 Jesper D. Thomsen schrieb:
 Hi all, I'm developing an application where I have to create up to 
 1000 osg:geometry objects per frame during certain interaction modes.
 I'm using osg::DrawElementsUInt push_back() to define the geometry 
 primitive sets, and this push_back() seems to be the primary 
 bottleneck for my applications graphical performance. Is there a more

 efficient way to define the primitive sets than to fill a 
 osg::DrawElementsUInt by push_back and add it to the geometry?

 This is currently bringing me down to about 1 second per frame, which

 is kind of a roadblock.
 
 You can use reserve() to pre-allocate the needed memory.
 After that push_back() will not perform any reallocations/copies until

 the limit is reached.
 
 regards,


 Jesper D. Thomsen

 
 Cheers,
 
 Peter

--
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid
Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board:
Michel Lepert
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart Registernummer/Commercial
Register No.: HRB 382196 


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Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
OK Art,
 Maybe I'm making mistakes with the CMake configuration.
I run CMake 2.6.3 on the trunk version of PPU. I get errors about
finding the OSG libraries, but this is no problem to set them correctly.
One of the suspicious warnings CMake generate is:

/Quote

CMake Warning (dev) at CMakeLists.txt:45 (INCLUDE):
  Policy CMP0011 is not set: Included scripts do automatic cmake_policy
PUSH
  and POP.  Run cmake --help-policy CMP0011 for policy details.  Use
the
  cmake_policy command to set the policy and suppress this warning.

  The included script

E:/OSG/osgPPU/osgPPU/CMakeModules/cuda/FindCuda.cmake

  affects policy settings.  CMake is implying the NO_POLICY_SCOPE option
for
  compatibility, so the effects are applied to the including context.
This warning is for project developers.  Use -Wno-dev to suppress it.

/Quote

Which seems harmless.

It doesn't find CUT and CUT_INCLUDE which I've no idea what are these
things...

Under the OSG group, what is OSG_DIR? Where all the osg binaries are?
I didn't 'install' osg. Just compiled it.

And does OSG_GEN_INCLUDE_DIR and OSG_INCLUDE_DIR are the same?

After I fix the libraries paths and reconfigure I'm asked about osg
major minor patch and SO versions. Which as far as I get are 2,8,0 and I
have no clue what is SO_VERSION so I put 2 also there.

Do I do anything wrong?

--


Hi Guy,

hmm, maybe you confound the Config.h of osgPPU with the Config.h of OSG.
These are different things. Currently in osgPPU/Export.h the Config.h is
not used at all, hence it shouldn't be any problem when building the
osgPPU. Including hte osg/Config.h is also not required, because all the
needed information about the current OSG-Setup can be acquired from
osgversion (this is also how it is done currently).

Cheers,
art

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Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
I forgot to mention, when I try to compile the project it complains it
doesn't find osg/Config and OpenThreads/Config. These files are not
under the osg include so I thought the mistake is from there and the
osgPPU tries to generate them. I was told that these files sets how the
BoundingSphere and Box are used among other things. So this might
explain linkage problem of not finding these implementation with double
(my configuration was for float)... hmmm.. where are these files hiding?
Maybe I don't need these files, just add precompile definitions?

Thanks,
 Guy. 

--


OK Art,
 Maybe I'm making mistakes with the CMake configuration.
I run CMake 2.6.3 on the trunk version of PPU. I get errors about
finding the OSG libraries, but this is no problem to set them correctly.
One of the suspicious warnings CMake generate is:

/Quote

CMake Warning (dev) at CMakeLists.txt:45 (INCLUDE):
  Policy CMP0011 is not set: Included scripts do automatic cmake_policy
PUSH
  and POP.  Run cmake --help-policy CMP0011 for policy details.  Use
the
  cmake_policy command to set the policy and suppress this warning.

  The included script

E:/OSG/osgPPU/osgPPU/CMakeModules/cuda/FindCuda.cmake

  affects policy settings.  CMake is implying the NO_POLICY_SCOPE option
for
  compatibility, so the effects are applied to the including context.
This warning is for project developers.  Use -Wno-dev to suppress it.

/Quote

Which seems harmless.

It doesn't find CUT and CUT_INCLUDE which I've no idea what are these
things...

Under the OSG group, what is OSG_DIR? Where all the osg binaries are?
I didn't 'install' osg. Just compiled it.

And does OSG_GEN_INCLUDE_DIR and OSG_INCLUDE_DIR are the same?

After I fix the libraries paths and reconfigure I'm asked about osg
major minor patch and SO versions. Which as far as I get are 2,8,0 and I
have no clue what is SO_VERSION so I put 2 also there.

Do I do anything wrong?

--


Hi Guy,

hmm, maybe you confound the Config.h of osgPPU with the Config.h of OSG.
These are different things. Currently in osgPPU/Export.h the Config.h is
not used at all, hence it shouldn't be any problem when building the
osgPPU. Including hte osg/Config.h is also not required, because all the
needed information about the current OSG-Setup can be acquired from
osgversion (this is also how it is done currently).

Cheers,
art

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Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Brian R Hill
Jesper,

I've encountered similar issues when managing 1000's of particle systems
(bullet splashes in the water). The problem is the constant
allocating/deallocation of memory when you create new primitive sets and
then remove them. I ended up caching the primitive sets when the particle
system ended and then reusing them. This along with using reserve() to
preallocate the required number of elements, resize(0) to reset the element
counter - without releasing the memory, and the primitive set setCount()
method to adjust the number of prims being drawn each time the particle
system was updated.

This only works of the things you're creating all similar.

It's comparable to what you're doing with the static memory - but within
the osg framework.

Brian


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To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Tomlinson, Gordon gtomlin...@overwatch.textron.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 03/26/2009 08:22AM
Subject: Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

FYI

push_back() on an pre-reserved() vector/container should not be a
performance issue.

Under debug in visual studio, if you are storing anything other than a
pointer, then a push_back etc  will still incure a 'new and a copy' and
this can get expensive if your doing a lot of them,
under release this handled more efficiently



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Hrenka
Sent: Thursday, March 26, 2009 8:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Most efficient way to use
osg::DrawElementsUInt?

Hi Jesper,

Jesper D. Thomsen schrieb:
 Hi, and thank you.

 I naturally tried to use reserve() (but thanks for suggesting it) and
this of course helped somewhat, but it still seems to be the primary
bottleneck. I've changed most of the rest of the per-frame geometry
generation code to use static arrays rather than std::vector and this
caused a major speedup (factor 10 or more) of my own part of the code,
but I'm still stuck with the push_backs on osg::DrawElementsUInt.
 Maybe there's just no faster way to do it, or maybe I'm just using OSG
in a somewhat un-intended way.

 Jesper D. Thomsen

Just some more ideas/comments:

Are you testing a release build? Debug-Verions (especially on Windows)
are known to have dramatically slower implementations.

What profiling tool are you using? Sometimes the output is misleading
and can point you in the wrong direction. As from my experience
push_back() on an pre-reserved() vector should not be a performace
issue.

If you can spare the memory you could also try swap(), implementing your
own double-buffering for your osg::DrawElements.

Cheers,

Peter


 
 From: osg-users-boun...@lists.openscenegraph.org
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Hrenka

 [p.hre...@science-computing.de]
 Sent: Thursday, March 26, 2009 12:00 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Most efficient way to use
osg::DrawElementsUInt?

 Hi Jesper,

 Jesper D. Thomsen schrieb:
 Hi all, I'm developing an application where I have to create up to
 1000 osg:geometry objects per frame during certain interaction modes.
 I'm using osg::DrawElementsUInt push_back() to define the geometry
 primitive sets, and this push_back() seems to be the primary
 bottleneck for my applications graphical performance. Is there a more

 efficient way to define the primitive sets than to fill a
 osg::DrawElementsUInt by push_back and add it to the geometry?

 This is currently bringing me down to about 1 second per frame, which

 is kind of a roadblock.

 You can use reserve() to pre-allocate the needed memory.
 After that push_back() will not perform any reallocations/copies until

 the limit is reached.

 regards,


 Jesper D. Thomsen


 Cheers,

 Peter

--
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid
Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board:
Michel Lepert
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart Registernummer/Commercial
Register No.: HRB 382196


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Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
Forget it, sorry, I found the files :)
The OSG_GEN_INCLUDE is where the CMake generated the solution and the
files are there.

Sorry for the noise,
 Guy.

--


I forgot to mention, when I try to compile the project it complains it
doesn't find osg/Config and OpenThreads/Config. These files are not
under the osg include so I thought the mistake is from there and the
osgPPU tries to generate them. I was told that these files sets how the
BoundingSphere and Box are used among other things. So this might
explain linkage problem of not finding these implementation with double
(my configuration was for float)... hmmm.. where are these files hiding?
Maybe I don't need these files, just add precompile definitions?

Thanks,
 Guy. 

--


OK Art,
 Maybe I'm making mistakes with the CMake configuration.
I run CMake 2.6.3 on the trunk version of PPU. I get errors about
finding the OSG libraries, but this is no problem to set them correctly.
One of the suspicious warnings CMake generate is:

/Quote

CMake Warning (dev) at CMakeLists.txt:45 (INCLUDE):
  Policy CMP0011 is not set: Included scripts do automatic cmake_policy
PUSH
  and POP.  Run cmake --help-policy CMP0011 for policy details.  Use
the
  cmake_policy command to set the policy and suppress this warning.

  The included script

E:/OSG/osgPPU/osgPPU/CMakeModules/cuda/FindCuda.cmake

  affects policy settings.  CMake is implying the NO_POLICY_SCOPE option
for
  compatibility, so the effects are applied to the including context.
This warning is for project developers.  Use -Wno-dev to suppress it.

/Quote

Which seems harmless.

It doesn't find CUT and CUT_INCLUDE which I've no idea what are these
things...

Under the OSG group, what is OSG_DIR? Where all the osg binaries are?
I didn't 'install' osg. Just compiled it.

And does OSG_GEN_INCLUDE_DIR and OSG_INCLUDE_DIR are the same?

After I fix the libraries paths and reconfigure I'm asked about osg
major minor patch and SO versions. Which as far as I get are 2,8,0 and I
have no clue what is SO_VERSION so I put 2 also there.

Do I do anything wrong?

--


Hi Guy,

hmm, maybe you confound the Config.h of osgPPU with the Config.h of OSG.
These are different things. Currently in osgPPU/Export.h the Config.h is
not used at all, hence it shouldn't be any problem when building the
osgPPU. Including hte osg/Config.h is also not required, because all the
needed information about the current OSG-Setup can be acquired from
osgversion (this is also how it is done currently).

Cheers,
art

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Re: [osg-users] VRML Normal Issue

2009-03-26 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

Ben Axelrod wrote:
 Thanks for the info.
 
 I took a look at the code.  Adding crease angle support does seem 
 tricky since I think we would have to create new vertex points on the
  fly to accommodate 2 or more different normal vectors at that point.
  Here is some off the cuff pseudo code.
 


I do not see why you would want to do that. Just set the normal binding
to be per primitive/face and not per vertex if you want to have sharp
edges and define face normals.

Otherwise, if the corners/edges are to be smoothed, you use normal
binding per vertex and calculate normal as an average of the face
normals of the faces adjacent to the vertex.

There is no need to duplicate any vertices - in fact, that would only
give you artifacts.

Regards,

Jan

-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFJy34Vn11XseNj94gRAlKlAJ49ebboolwzo75PcdLNog6W5y5vtgCggSZC
2e+pdTpYqi/E3IcYBd6wj1E=
=+rJG
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Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Robert Osfield
Hi Jasper,

Adding lots of objects in any one frame can easily become a bottleneck
unless you are very careful about it.  I wouldn't expect the push_back on a
DrawElementsUInt to be the primary bottleneck.  Make sure you do all your
benchmarking in release mode as this makes a huge difference.

As to what is your best route forward will depend entirely on what you are
actually trying to do in your application, so perhaps you can explain at a
high level what these geometries represent and why that have to be
introduced on mass on particular frames.  Perhaps then others will be able
to recommend what the best course of action is to take.

Robert.


2009/3/26 Jesper D. Thomsen j...@anybodytech.com

  Hi all, I'm developing an application where I have to create up to 1000
 osg:geometry objects per frame during certain interaction modes.
 I'm using osg::DrawElementsUInt push_back() to define the geometry
 primitive sets, and this push_back() seems to be the primary bottleneck for
 my applications graphical performance. Is there a more efficient way to
 define the primitive sets than to fill a osg::DrawElementsUInt by push_back
 and add it to the geometry?

 This is currently bringing me down to about 1 second per frame, which is
 kind of a roadblock.

 regards,


 Jesper D. Thomsen

 * *

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Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Art Tevs
Hi Guy,


Guy wrote:
 
 Forget it, sorry, I found the files :)
 The OSG_GEN_INCLUDE is where the CMake generated the solution and the
 files are there.
 


Yes, the files are there, where CMake generate them, when you build OSG. 
OSG_DIR is a path, where osg can be found. It can be either an installation 
path, or just a path where you have downloaded it (because it will look under 
OSG_DIR/include and OSG_DIR/lib for the osg files).

Actually you point out something, which I have to remove from the CMake files 
of PPU. Since, there is no need in use the OSG_GEN_INCLUDE_DIR at all, I should 
remove them from the CMake to not to confuse users. Even more, maybe I have to 
cleanup everything which is non-related to PPU from the cmake files.

As to the warning you get in FindCUDA: I have to install CMake 2.6.3 first to 
check why this warning happens. On my current machine I have versions below 
that and they don't have any warnings.

CUT and CUT_INCLUDE, are the CUDA utils libraries. If you do not have cuda 
installed don't care about them, since the CUDA example would not be build 
then. 

Cheers,
art

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[osg-users] VirtualPlanetBuilder-0.9.10 dev release tagged

2009-03-26 Thread Robert Osfield
Hi All,

After a long break from working on VirtualPlanetBuilder, I've been back on
the case this week, merged the pending submissions and made a few further
bugs fixes/minor improvements.  To wrap all these changes up, and to give us
a release that maps to OSG-2.8.0 I've made a VirtualPlanetBuilder-0.9.10 dev
release. Details can be found at:

   http://www.openscenegraph.org/projects/VirtualPlanetBuilder

The release can be grabbed from svn via:

   svn checkout
http://www.openscenegraph.org/svn/VirtualPlanetBuilder/tags/VirtualPlanetBuilder-0.9.10/
VirtualPlanetBuilder

I've also updated my blog with news of the release and very quick
description/screenshots of VPB/osgviewer in action.

   http://blog.openscenegraph.org/

Cheers,
Robert.
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[osg-users] osgCameragroup sample

2009-03-26 Thread Rajesh.R
Hi,


To run osgCameraGroup, a camera config file is required. Where can I get this 
config file. 

Thank you.

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Re: [osg-users] osgCameragroup sample

2009-03-26 Thread Robert Osfield
HI Rajesh,

On Thu, Mar 26, 2009 at 1:16 PM, Rajesh.R osgfo...@tevs.eu wrote:

 To run osgCameraGroup, a camera config file is required. Where can I get
 this config file.


The osgcameragroup example is from OSG-1.x, and doesn't exist anymore in the
any OSG version for the past two years.

I you are learning the OSG a new then I strongly recommend that you use
OpenSceneGraph-2.8 as your base.  If you already know the OSG then I'd
recommend you update to OpenSceneGraph-2.8.

If you really can't use a modern version of the OSG then go look into the
Producer distribution for examples of .cfg.

Robert.
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Re: [osg-users] better use smart-pointers or plain pointers in this case?

2009-03-26 Thread Cory Riddell
Christian Sam wrote:
 i think if i use smart-pointers, i would be able to check if the actual 
 polygons in the scenegraph are still valid (check  the ref counter) without 
 the need of a dirty flag. 
 but if the polygons get changed/deleted (e.g. when i want to load a new set 
 of polygon features) the properties i'm pointing to wouldn't be deleted as 
 long as the smart-pointers are referencing them.
   

You say that like it's a bad thing. If you use bare pointers, are you
ever going to encounter a situation where you have a pointer to
something that's been deleted?

Using smart pointers (or any RAII wrapper object) is rarely a bad idea.
I would be worried however, about overloading the meaning of the
reference counter to also indicate dirtiness. I would be tempted to add
an isDirty() method. That way you can use a bool or the reference count
and can easily change from one implementation to another.

Cory
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Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
Now everything works.

I actually needed the OSG_GEN_DIR since it is where the Config files
are.

I had installed CUDA. It is strange that it didn't find the utils
libraries, since all other CUDA related stuff it did found...

I'll try to check it.

Thanks again!
 Guy.

--


Hi Guy,


Guy wrote:
 
 Forget it, sorry, I found the files :)
 The OSG_GEN_INCLUDE is where the CMake generated the solution and the
 files are there.
 


Yes, the files are there, where CMake generate them, when you build OSG.
OSG_DIR is a path, where osg can be found. It can be either an
installation path, or just a path where you have downloaded it (because
it will look under OSG_DIR/include and OSG_DIR/lib for the osg files).

Actually you point out something, which I have to remove from the CMake
files of PPU. Since, there is no need in use the OSG_GEN_INCLUDE_DIR at
all, I should remove them from the CMake to not to confuse users. Even
more, maybe I have to cleanup everything which is non-related to PPU
from the cmake files.

As to the warning you get in FindCUDA: I have to install CMake 2.6.3
first to check why this warning happens. On my current machine I have
versions below that and they don't have any warnings.

CUT and CUT_INCLUDE, are the CUDA utils libraries. If you do not have
cuda installed don't care about them, since the CUDA example would not
be build then. 

Cheers,
art

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Re: [osg-users] osgCameragroup sample

2009-03-26 Thread Tomlinson, Gordon
OpenSceneGraph-Data-2.8.0\Configuration\ 

See
http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Rajesh.R
Sent: Thursday, March 26, 2009 9:17 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgCameragroup sample

Hi,


To run osgCameraGroup, a camera config file is required. Where can I get
this config file. 

Thank you.

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Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Art Tevs
Hi Guy,



Guy wrote:
 
 Now everything works.
 
 I actually needed the OSG_GEN_DIR since it is where the Config files
 are.
 


You can checkout the newest version. I have removed everything which is not 
needed for proper ppu build. There are now much less configuration cmake 
variables, which make sin better understandable.


 
 I had installed CUDA. It is strange that it didn't find the utils
 libraries, since all other CUDA related stuff it did found...
 


This is because the CUDA utils can be found in the CUDA SDK and not in the cuda 
binary installation. Hence, it could be that your CUDA SDK is just installed in 
some other path. I have removed also that stuff from CMake files, because this 
is currently not used by the cuda ppu example at all.

Cheers,
art

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Re: [osg-users] osgCameragroup sample

2009-03-26 Thread Robert Osfield
Hi Gordon,

The OpenSceneGraph-Data only contains OSG-2.x compatible .view configuration
files, these aren't compatible with OSG-1.x/Producer .cfg.  For the later
you have to look at the Producer distribution.

Robert.

On Thu, Mar 26, 2009 at 1:41 PM, Tomlinson, Gordon 
gtomlin...@overwatch.textron.com wrote:

 OpenSceneGraph-Data-2.8.0\Configuration\

 See
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets



 Gordon
 Product Manager 3d
 __
 Gordon Tomlinson
 Email  : gtomlinson @ overwatch.textron.com
 __


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Rajesh.R
 Sent: Thursday, March 26, 2009 9:17 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] osgCameragroup sample

 Hi,


 To run osgCameraGroup, a camera config file is required. Where can I get
 this config file.

 Thank you.

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=9292#9292





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[osg-users] zoom and orthographic projections

2009-03-26 Thread Cory Riddell
I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an
orthographic projection (this is, if I look directly at the face of a
cube in wireframe, all I see is a square). I can rotate and pan, but
zoom isn't working (I'm dragging the right mouse button).

I want to allow the user to toggle between perspective and orthographic
projections. Obviously I need to do more than just set the projection
matrix, but I'm not sure where to start looking for clues. I've been
searching on setProjectionMatrixAsOrtho. What should I be looking for?

Thanks,
Cory Riddell


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Re: [osg-users] osgCameragroup sample

2009-03-26 Thread Tomlinson, Gordon
Doh.. missed that one
 

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, March 26, 2009 10:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgCameragroup sample


Hi Gordon,

The OpenSceneGraph-Data only contains OSG-2.x compatible .view
configuration files, these aren't compatible with OSG-1.x/Producer .cfg.
For the later you have to look at the Producer distribution.

Robert.


On Thu, Mar 26, 2009 at 1:41 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:


OpenSceneGraph-Data-2.8.0\Configuration\

See

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



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Rajesh.R
Sent: Thursday, March 26, 2009 9:17 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgCameragroup sample

Hi,


To run osgCameraGroup, a camera config file is required. Where
can I get
this config file.

Thank you.

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Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Paul MARTZ
TrackballManipulator doesn't support zoom, it only supports moving the  
viewpoint forwards  backwards, which has no visible effect in ortho.  
You'll need to create an event handler and have it modify the camera  
projection matrix.


Paul Martz
Skew Matrix Software


On Mar 26, 2009, at 8:35 AM, Cory Riddell c...@codeware.com wrote:

I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm  
getting an

orthographic projection (this is, if I look directly at the face of a
cube in wireframe, all I see is a square). I can rotate and pan, but
zoom isn't working (I'm dragging the right mouse button).

I want to allow the user to toggle between perspective and  
orthographic

projections. Obviously I need to do more than just set the projection
matrix, but I'm not sure where to start looking for clues. I've been
searching on setProjectionMatrixAsOrtho. What should I be looking for?

Thanks,
Cory Riddell


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Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Paul MARTZ
Zoom in ortho is done by shrinking or expanding the view volume  
defined by the left right top bottom planes.


Paul Martz
Skew Matrix Software


On Mar 26, 2009, at 8:35 AM, Cory Riddell c...@codeware.com wrote:

I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm  
getting an

orthographic projection (this is, if I look directly at the face of a
cube in wireframe, all I see is a square). I can rotate and pan, but
zoom isn't working (I'm dragging the right mouse button).

I want to allow the user to toggle between perspective and  
orthographic

projections. Obviously I need to do more than just set the projection
matrix, but I'm not sure where to start looking for clues. I've been
searching on setProjectionMatrixAsOrtho. What should I be looking for?

Thanks,
Cory Riddell


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Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Robert Osfield
Hi Cory,

Orthographics views don't function like perspective ones, when you move near
to the center, nothing actually changes w.r.t your view.  This is normal and
what you shoudl expect.

If you want to simulate a perspective view by moving the left, right, top
and bottom values of the projection matrix in then it kinda works, but and
this is a HUGE BUT, you then hit issues what to do about the near and far
plane.  Soon you'll be trying your really hard to just and get get a
orthographic view and perspective to kinda work the same but you'll never
get to where you want to get to, perhaps some day after a few weeks of
trying you might just come to realization that it can't be done,
orthographic views just should never be used like perspetive one.

So... rather than waste much of your life, and much of our time trying to
support you give up now.  Learn that orthographic views are best kept for
external views of models where the whole model can be seen, or map views
where no issues with the near/far planes exist.  Once you get to this point
life will be good once more.

Robert.


On Thu, Mar 26, 2009 at 2:35 PM, Cory Riddell c...@codeware.com wrote:

 I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an
 orthographic projection (this is, if I look directly at the face of a
 cube in wireframe, all I see is a square). I can rotate and pan, but
 zoom isn't working (I'm dragging the right mouse button).

 I want to allow the user to toggle between perspective and orthographic
 projections. Obviously I need to do more than just set the projection
 matrix, but I'm not sure where to start looking for clues. I've been
 searching on setProjectionMatrixAsOrtho. What should I be looking for?

 Thanks,
 Cory Riddell


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[osg-users] תשובה: [osgPPU] build osgP PU

2009-03-26 Thread Guy
I tried to run the osgppu_cuda example. It fails in the cudakernel 
ProcessingModule in the function beginAndProcess in the call for 
cudaGLRegisterBufferObject. The PBO unit index is 1 which suppose to be fine I 
think. Any idea why would it fail?

Thanks, 
 Guy.

--


Hi Guy,



Guy wrote:
 
 Now everything works.
 
 I actually needed the OSG_GEN_DIR since it is where the Config files
 are.
 


You can checkout the newest version. I have removed everything which is not 
needed for proper ppu build. There are now much less configuration cmake 
variables, which make sin better understandable.


 
 I had installed CUDA. It is strange that it didn't find the utils
 libraries, since all other CUDA related stuff it did found...
 


This is because the CUDA utils can be found in the CUDA SDK and not in the cuda 
binary installation. Hence, it could be that your CUDA SDK is just installed in 
some other path. I have removed also that stuff from CMake files, because this 
is currently not used by the cuda ppu example at all.

Cheers,
art

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Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
Hmm... never mind, it fails on the first call but not on the second, so
I patched it with calling until success and it seems to work. Maybe when
I'm more familiar with CUDA I'll write smarter code.

Thanks anyway,
 Guy.

--
I tried to run the osgppu_cuda example. It fails in the cudakernel
ProcessingModule in the function beginAndProcess in the call for
cudaGLRegisterBufferObject. The PBO unit index is 1 which suppose to be
fine I think. Any idea why would it fail?

Thanks, 
 Guy.

--


Hi Guy,



Guy wrote:
 
 Now everything works.
 
 I actually needed the OSG_GEN_DIR since it is where the Config files
 are.
 


You can checkout the newest version. I have removed everything which is
not needed for proper ppu build. There are now much less configuration
cmake variables, which make sin better understandable.


 
 I had installed CUDA. It is strange that it didn't find the utils
 libraries, since all other CUDA related stuff it did found...
 


This is because the CUDA utils can be found in the CUDA SDK and not in
the cuda binary installation. Hence, it could be that your CUDA SDK is
just installed in some other path. I have removed also that stuff from
CMake files, because this is currently not used by the cuda ppu example
at all.

Cheers,
art

--
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http://forum.openscenegraph.org/viewtopic.php?p=9301#9301





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Re: [osg-users] I need your opinion in 3d lighting techniques

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
To address your questions or offer suggestions, we will need more
information on what you're trying to visualize with your scientific
visualization project. Besides the projected geometry from n-space, what
other information is there at the discrete data?

-Shayne

P.S. I went to your website and I'm glad you have an English version since
my Hebrew isn't all that good...;^). Looks like you do some cool stuff...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Oren David
Sent: Thursday, March 26, 2009 5:47 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] I need your opinion in 3d lighting techniques

Hi,

We (www.jct.ac.il) are making a 3d viewer for non-continuous functions in
n-dimentions (well there 3d projection to be precise).
What will be the best techniques to make the model look good.
by good I mean colors,texture,shadows techniques,lighting techniques..

I know it;s a general question it's just we never dealt with such issues,
until now it was all hi-math.
Thank you.

--
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Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Cory Riddell




Hi Robert,

Our app is a CAD app and all the views are external views of the model.
I don't have any near/far plane issues. At first I thought I could
simulate an orthographic view by moving the camera very far away then
zooming in, but no.

Anyway, I won't post to the list about this anymore. But your
explanation (and Paul's explanation) of how orthographic views work was
helpful. Thanks.

Cory

Robert Osfield wrote:
Hi Cory,
  
Orthographics views don't function like perspective ones, when you move
near to the center, nothing actually changes w.r.t your view. This is
normal and what you shoudl expect.
  
If you want to "simulate" a perspective view by moving the left, right,
top and bottom values of the projection matrix in then it "kinda"
works, but and this is a HUGE BUT, you then hit issues what to do about
the near and far plane. Soon you'll be trying your really hard to just
and get get a orthographic view and perspective to kinda work the same
but you'll never get to where you want to get to, perhaps some day
after a few weeks of trying you might just come to realization that it
can't be done, orthographic views just should never be used like
perspetive one.
  
So... rather than waste much of your life, and much of our time trying
to support you give up now. Learn that orthographic views are best
kept for external views of models where the whole model can be seen, or
map views where no issues with the near/far planes exist. Once you get
to this point life will be good once more.
  
Robert.
  
  
  On Thu, Mar 26, 2009 at 2:35 PM, Cory
Riddell c...@codeware.com wrote:
  I'm
calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an
orthographic projection (this is, if I look directly at the face of a
cube in wireframe, all I see is a square). I can rotate and pan, but
zoom isn't working (I'm dragging the right mouse button).

I want to allow the user to toggle between perspective and orthographic
projections. Obviously I need to do more than just set the projection
matrix, but I'm not sure where to start looking for clues. I've been
searching on setProjectionMatrixAsOrtho. What should I be looking for?

Thanks,
Cory Riddell


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[osg-users] New way to workaround MSVC False Positives

2009-03-26 Thread Can T. Oguz
Hi OSG Users,

I think I've found an easier work around to overcome the MSVC false
positives. I had been using the prescription at
http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027 to avoid the leak
false positives for my desktop application and it worked perfectly but now
I've packed the source into an MFC ActiveX and I saw that all leaks came
back. So I've removed all the additional dependencies and linked the dlls by
the directives and all the false positives are gone. I've tested the leak
detection and it worked ok.

The new workaround is :

. Goto project settings. In there, make the following changes for theDebug
build.
. General-Use of MFC-Use Standard Windows Libraries.
. Add _AFXDLL to C/C++-Preprocessor-Preprocessor Definitions.
. Add the following pragma directives to stdafx.h right after the MFC
includes:

#ifdef _DEBUG
  #pragma comment(lib, OpenThreadsd.lib)
  #pragma comment(lib, osgd.lib)
  #pragma comment(lib, osgDBd.lib)
  #pragma comment(lib, osgUtild.lib)
  #pragma comment(lib, osgGAd.lib)
  #pragma comment(lib, osgViewerd.lib)
  #pragma comment(lib, osgTextd.lib)
  #pragma comment(lib, osgSimd.lib)
#else
  #pragma comment(lib, OpenThreads.lib)
  #pragma comment(lib, osg.lib)
  #pragma comment(lib, osgDB.lib)
  #pragma comment(lib, osgUtil.lib)
  #pragma comment(lib, osgGA.lib)
  #pragma comment(lib, osgViewer.lib)
  #pragma comment(lib, osgText.lib)
  #pragma comment(lib, osgSim.lib)
#endif

#pragma comment(lib, opengl32.lib)
#pragma comment(lib, glu32.lib)

Regards,

Can
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Re: [osg-users] New way to workaround MSVC False Positives

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
What version of Visual Studio are you using?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can T. Oguz
Sent: Thursday, March 26, 2009 10:25 AM
To: OpenSceneGraph Users
Subject: [osg-users] New way to workaround MSVC False Positives

Hi OSG Users,

I think I've found an easier work around to overcome the MSVC false
positives. I had been using the prescription at
http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027 to avoid the leak
false positives for my desktop application and it worked perfectly but now
I've packed the source into an MFC ActiveX and I saw that all leaks came
back. So I've removed all the additional dependencies and linked the dlls by
the directives and all the false positives are gone. I've tested the leak
detection and it worked ok.

The new workaround is :

. Goto project settings. In there, make the following changes for theDebug
build. 
. General-Use of MFC-Use Standard Windows Libraries. 
. Add _AFXDLL to C/C++-Preprocessor-Preprocessor Definitions. 
. Add the following pragma directives to stdafx.h right after the MFC
includes:

#ifdef _DEBUG
  #pragma comment(lib, OpenThreadsd.lib)
  #pragma comment(lib, osgd.lib)
  #pragma comment(lib, osgDBd.lib)
  #pragma comment(lib, osgUtild.lib)
  #pragma comment(lib, osgGAd.lib)
  #pragma comment(lib, osgViewerd.lib)
  #pragma comment(lib, osgTextd.lib)
  #pragma comment(lib, osgSimd.lib)
#else
  #pragma comment(lib, OpenThreads.lib)
  #pragma comment(lib, osg.lib)
  #pragma comment(lib, osgDB.lib)
  #pragma comment(lib, osgUtil.lib)
  #pragma comment(lib, osgGA.lib)
  #pragma comment(lib, osgViewer.lib)
  #pragma comment(lib, osgText.lib)
  #pragma comment(lib, osgSim.lib)
#endif

#pragma comment(lib, opengl32.lib)
#pragma comment(lib, glu32.lib)

Regards,

Can





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Re: [osg-users] New way to workaround MSVC False Positives

2009-03-26 Thread Can T. Oguz
Sorry, forgot to mention : Vista SP1, MSVC 2008. Have you tried it?

Can

2009/3/26 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
shayne.tuel...@hill.af.mil

 What version of Visual Studio are you using?

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can T.
 Oguz
 Sent: Thursday, March 26, 2009 10:25 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] New way to workaround MSVC False Positives

 Hi OSG Users,

 I think I've found an easier work around to overcome the MSVC false
 positives. I had been using the prescription at
 http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027 to avoid the leak
 false positives for my desktop application and it worked perfectly but now
 I've packed the source into an MFC ActiveX and I saw that all leaks came
 back. So I've removed all the additional dependencies and linked the dlls
 by
 the directives and all the false positives are gone. I've tested the leak
 detection and it worked ok.

 The new workaround is :

 . Goto project settings. In there, make the following changes for theDebug
 build.
 . General-Use of MFC-Use Standard Windows Libraries.
 . Add _AFXDLL to C/C++-Preprocessor-Preprocessor Definitions.
 . Add the following pragma directives to stdafx.h right after the MFC
 includes:

 #ifdef _DEBUG
  #pragma comment(lib, OpenThreadsd.lib)
  #pragma comment(lib, osgd.lib)
  #pragma comment(lib, osgDBd.lib)
  #pragma comment(lib, osgUtild.lib)
  #pragma comment(lib, osgGAd.lib)
  #pragma comment(lib, osgViewerd.lib)
  #pragma comment(lib, osgTextd.lib)
  #pragma comment(lib, osgSimd.lib)
 #else
  #pragma comment(lib, OpenThreads.lib)
  #pragma comment(lib, osg.lib)
  #pragma comment(lib, osgDB.lib)
  #pragma comment(lib, osgUtil.lib)
  #pragma comment(lib, osgGA.lib)
  #pragma comment(lib, osgViewer.lib)
  #pragma comment(lib, osgText.lib)
  #pragma comment(lib, osgSim.lib)
 #endif

 #pragma comment(lib, opengl32.lib)
 #pragma comment(lib, glu32.lib)

 Regards,

 Can




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Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Paul Martz
Sorry for my curt response before -- it was from my cell.
 
Zooming in orthographic projection is not only possible, it's easy, and for
an OpenGL implementation example, I'll direct you to the OpenGL Distilled
example code: http://code.google.com/p/ogld/. See the Viewing example,
setProjection() method.
 
The Viewing example allows you to switch between perspective and
orthographic. You can change the alt/az of the eye and zoom(*) in either
projection mode. There are good code comments there describing how the code
mimics a change in eye distance while in orthographic projection.
 
(*) In perspective, the code allows you to move the eye forwards or
backwards without changing the FOV, so this is not a zoom in the strict
definition of the word, it is just a camera pan along the view vector. In
ortho, on the other hand, it is a true zoom (the FOV is shrunk or expanded),
as panning the eye along the view vector obviously has no effect in ortho.
 
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: Thursday, March 26, 2009 8:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] zoom and orthographic projections


Hi Cory,

Orthographics views don't function like perspective ones, when you move near
to the center, nothing actually changes w.r.t your view.  This is normal and
what you shoudl expect.

If you want to simulate a perspective view by moving the left, right, top
and bottom values of the projection matrix in then it kinda works, but and
this is a HUGE BUT, you then hit issues what to do about the near and far
plane.  Soon you'll be trying your really hard to just and get get a
orthographic view and perspective to kinda work the same but you'll never
get to where you want to get to, perhaps some day after a few weeks of
trying you might just come to realization that it can't be done,
orthographic views just should never be used like perspetive one.

So... rather than waste much of your life, and much of our time trying to
support you give up now.  Learn that orthographic views are best kept for
external views of models where the whole model can be seen, or map views
where no issues with the near/far planes exist.  Once you get to this point
life will be good once more.

Robert.



On Thu, Mar 26, 2009 at 2:35 PM, Cory Riddell c...@codeware.com wrote:


I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an
orthographic projection (this is, if I look directly at the face of a
cube in wireframe, all I see is a square). I can rotate and pan, but
zoom isn't working (I'm dragging the right mouse button).

I want to allow the user to toggle between perspective and orthographic
projections. Obviously I need to do more than just set the projection
matrix, but I'm not sure where to start looking for clues. I've been
searching on setProjectionMatrixAsOrtho. What should I be looking for?

Thanks,
Cory Riddell


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Re: [osg-users] New way to workaround MSVC False Positives

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the info. I'm using XP SP3, MSVC 2008.

Perhaps you could elaborate on what you mean by false positives or what
the symptoms are that you're seeing...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can T. Oguz
Sent: Thursday, March 26, 2009 10:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] New way to workaround MSVC False Positives

Sorry, forgot to mention : Vista SP1, MSVC 2008. Have you tried it?

Can


2009/3/26 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil


What version of Visual Studio are you using?

-Shayne


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can
T. Oguz
Sent: Thursday, March 26, 2009 10:25 AM
To: OpenSceneGraph Users
Subject: [osg-users] New way to workaround MSVC False Positives

Hi OSG Users,

I think I've found an easier work around to overcome the MSVC false
positives. I had been using the prescription at
http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027 to avoid the
leak
false positives for my desktop application and it worked perfectly
but now
I've packed the source into an MFC ActiveX and I saw that all leaks
came
back. So I've removed all the additional dependencies and linked the
dlls by
the directives and all the false positives are gone. I've tested the
leak
detection and it worked ok.

The new workaround is :

. Goto project settings. In there, make the following changes for
theDebug
build.
. General-Use of MFC-Use Standard Windows Libraries.
. Add _AFXDLL to C/C++-Preprocessor-Preprocessor Definitions.
. Add the following pragma directives to stdafx.h right after the
MFC
includes:

#ifdef _DEBUG
 #pragma comment(lib, OpenThreadsd.lib)
 #pragma comment(lib, osgd.lib)
 #pragma comment(lib, osgDBd.lib)
 #pragma comment(lib, osgUtild.lib)
 #pragma comment(lib, osgGAd.lib)
 #pragma comment(lib, osgViewerd.lib)
 #pragma comment(lib, osgTextd.lib)
 #pragma comment(lib, osgSimd.lib)
#else
 #pragma comment(lib, OpenThreads.lib)
 #pragma comment(lib, osg.lib)
 #pragma comment(lib, osgDB.lib)
 #pragma comment(lib, osgUtil.lib)
 #pragma comment(lib, osgGA.lib)
 #pragma comment(lib, osgViewer.lib)
 #pragma comment(lib, osgText.lib)
 #pragma comment(lib, osgSim.lib)
#endif

#pragma comment(lib, opengl32.lib)
#pragma comment(lib, glu32.lib)

Regards,

Can





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[osg-users] OpenGL Overlays

2009-03-26 Thread Pecoraro, Alexander N
Is there any support for the use of OpenGL overlays in OSG?

 

Thanks.

 

Alex

 

 

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[osg-users] osganimate

2009-03-26 Thread ami guru
Hello forum,


I am going through the osg examples and i have an issue with one of the
following

osganimate


What is the expected output of that example? - It should be some kind of
animation


I used the following commands , but getting no animation except the
rendering of the base.


 osganimate --persp ../../../OpenSceneGraph-Data-2.6.0/glider.osg


 osganimate --ortho ../../../OpenSceneGraph-Data-2.6.0/glider.osg



 osganimate --object ../../../OpenSceneGraph-Data-2.6.0/glider.osg


I must be missing something.


Any hint?


Regards
Sajjad
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Re: [osg-users] osganimate

2009-03-26 Thread Cory Riddell




According to this page:

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
you need to have OSG_FILE_PATH set. Then "osganimate --overlay" should
work. It does for me.

Cory


ami guru wrote:
Hello forum,
  
  
I am going through the osg examples and i have an issue with one of the
following
  
osganimate
  
  
What is the expected output of that example? - It should be some kind
of animation
  
  
I used the following commands , but getting no animation except the
rendering of the base.
  
  
osganimate --persp ../../../OpenSceneGraph-Data-2.6.0/glider.osg 
  
  
osganimate --ortho ../../../OpenSceneGraph-Data-2.6.0/glider.osg 
  
  
  
osganimate --object ../../../OpenSceneGraph-Data-2.6.0/glider.osg 
  
  
I must be missing something.
  
  
Any hint?
  
  
Regards
Sajjad
  

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Re: [osg-users] I need your opinion in 3d lighting techniques

2009-03-26 Thread Oren David
Well, basically we have an Mathlab solution that do all the math and generate 
many .STL files per function.
I load the files with our custom .stl file reader into a scene, base on some 
math calculations I switch the onscreen object/node/.stl data with another 
object/node/.stl data.
For now I'm using basic color per vertex to paint my function and the color 
change on the up/down axis. I find the result to be lame and I'd like to see 
the scene much more. I dont know the word in english, to be more live or 
something like that.

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[osg-users] Fwd: osganimate

2009-03-26 Thread ami guru
Thanks Cory,


I already have the path set as follows:



#OpenSceneGraph related flags
OPENSCENEGRAPH_PATH=/usr/local/share/OpenSceneGraph/bin
OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0
OSG_NOTIFY_LEVEL=NOTICE



export
PATH=$PATH:$ACG_PATH:$H3D_PATH:$H3DUTIL_INCLUDE_DIR:$HAPI_INCLUDE_DIR:$WM4_PATH:$OPENSCENEGRAPH_PATH:$OSG_FILE_PATH:$FTGL_PATH:


It just render the checkbox plane , but no animation

But not working.

-- Forwarded message --
From: Cory Riddell c...@codeware.com
Date: 2009/3/26
Subject: Re: [osg-users] osganimate
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


 According to this page:

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
you need to have OSG_FILE_PATH set. Then osganimate --overlay should work.
It does for me.

Cory


ami guru wrote:

Hello forum,


I am going through the osg examples and i have an issue with one of the
following

osganimate


What is the expected output of that example? - It should be some kind of
animation


I used the following commands , but getting no animation except the
rendering of the base.


 osganimate --persp ../../../OpenSceneGraph-Data-2.6.0/glider.osg


 osganimate --ortho ../../../OpenSceneGraph-Data-2.6.0/glider.osg



 osganimate --object ../../../OpenSceneGraph-Data-2.6.0/glider.osg


I must be missing something.


Any hint?


Regards
Sajjad

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Re: [osg-users] VRML Normal Issue

2009-03-26 Thread Ben Axelrod
But normals per primitive or per vertex are 'global' for the entire shape.  
Aren't they?  The crease angle is a 'local' feature so that you can have a 
shape with some smooth and some sharp edges.

Can normals per primitive and normals per vertex both be used in a single shape?

If not, the only way I can imagine having a shape with some smooth and some 
sharp edges is if there is one normal per vertex per face.  Just like the 
diagram in the VRML spec shows, if a vertex has 2 faces connected to it, it 
needs 2 normals for a sharp edge, and either 1 or 2 for a smooth edge.

-Ben

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
Sent: Thursday, March 26, 2009 9:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VRML Normal Issue

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

Ben Axelrod wrote:
 Thanks for the info.

 I took a look at the code.  Adding crease angle support does seem
 tricky since I think we would have to create new vertex points on the
  fly to accommodate 2 or more different normal vectors at that point.
  Here is some off the cuff pseudo code.



I do not see why you would want to do that. Just set the normal binding
to be per primitive/face and not per vertex if you want to have sharp
edges and define face normals.

Otherwise, if the corners/edges are to be smoothed, you use normal
binding per vertex and calculate normal as an average of the face
normals of the faces adjacent to the vertex.

There is no need to duplicate any vertices - in fact, that would only
give you artifacts.

Regards,

Jan

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Re: [osg-users] Fwd: osganimate

2009-03-26 Thread Cory Riddell




If you just type:
 osgviewer cessna.osg
or
 osgviewer glider.osg
do you see the cessna and the glider? 

It sounds like the files aren't being loaded for some reason. That
would suggest either a permissions issue with the OSG_FILE_PATH
directory, or perhaps you don't have all the OSG modules available. Did
you also make the LD_LIBRARY_PATH change mentioned on that page (I'm
assuming you are running Unix).

When I run osganimate, I see the cessna and the glider circling above
the checkerboard.

Cory

ami guru wrote:
Thanks Cory,
  
  
I already have the path set as follows:
  
  
  
#OpenSceneGraph related flags
OPENSCENEGRAPH_PATH=/usr/local/share/OpenSceneGraph/bin
OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0
OSG_NOTIFY_LEVEL=NOTICE
  
  
  
export
PATH=$PATH:$ACG_PATH:$H3D_PATH:$H3DUTIL_INCLUDE_DIR:$HAPI_INCLUDE_DIR:$WM4_PATH:$OPENSCENEGRAPH_PATH:$OSG_FILE_PATH:$FTGL_PATH:
  
  
It just render the checkbox plane , but no animation
  
But not working.
  
  -- Forwarded message --
From: Cory Riddell c...@codeware.com
Date: 2009/3/26
Subject: Re: [osg-users] osganimate
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  
  
  According to this page:

  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
you need to have OSG_FILE_PATH set. Then "osganimate --overlay" should
work. It does for me.
  
Cory
  
  
ami guru wrote:
  

Hello forum,


I am going through the osg examples and i have an issue with one of the
following

osganimate


What is the expected output of that example? - It should be some kind
of animation


I used the following commands , but getting no animation except the
rendering of the base.


osganimate --persp ../../../OpenSceneGraph-Data-2.6.0/glider.osg 


osganimate --ortho ../../../OpenSceneGraph-Data-2.6.0/glider.osg 



osganimate --object ../../../OpenSceneGraph-Data-2.6.0/glider.osg 


I must be missing something.


Any hint?


Regards
Sajjad



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Re: [osg-users] OpenGL Overlays

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
In OSG itself, I don't think so. 

That's not to say that you can't render OpenGL overlays in an OSG window.
You can do it if you manage the state correctly (assuming you're sharing the
same render context). This is what I'm doing for symbology (OGL lines on top
of an OSG window)...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pecoraro,
Alexander N
Sent: Thursday, March 26, 2009 12:47 PM
To: OpenSceneGraph Users
Subject: [osg-users] OpenGL Overlays

Is there any support for the use of OpenGL overlays in OSG?

 

Thanks.

 

Alex

 

 



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[osg-users] Fwd: Fwd: osganimate

2009-03-26 Thread ami guru
Thanks Cory,

It works now. Had to separate the export command in another line.

Yes i am running Ubuntu

*Now

export
OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0


*


***Before***
export
PATH=$PATH:$ACG_PATH:$H3D_

PATH:$H3DUTIL_INCLUDE_DIR:$HAPI_INCLUDE_DIR:$WM4_PATH:$OPENSCENEGRAPH_PATH:$OSG_FILE_PATH:$FTGL_PATH:


All piled up together with the other file paths

***'**

Thanks for discussing that off-topic here

-- Forwarded message --
From: Cory Riddell c...@codeware.com
Date: 2009/3/26
Subject: Re: [osg-users] Fwd: osganimate
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


 If you just type:
  osgviewer cessna.osg
or
  osgviewer glider.osg
do you see the cessna and the glider?

It sounds like the files aren't being loaded for some reason. That would
suggest either a permissions issue with the OSG_FILE_PATH directory, or
perhaps you don't have all the OSG modules available. Did you also make the
LD_LIBRARY_PATH change mentioned on that page (I'm assuming you are running
Unix).

When I run osganimate, I see the cessna and the glider circling above the
checkerboard.

Cory


ami guru wrote:

Thanks Cory,


I already have the path set as follows:



#OpenSceneGraph related flags
OPENSCENEGRAPH_PATH=/usr/local/share/OpenSceneGraph/bin
OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0
OSG_NOTIFY_LEVEL=NOTICE



export
PATH=$PATH:$ACG_PATH:$H3D_PATH:$H3DUTIL_INCLUDE_DIR:$HAPI_INCLUDE_DIR:$WM4_PATH:$OPENSCENEGRAPH_PATH:$OSG_FILE_PATH:$FTGL_PATH:


It just render the checkbox plane , but no animation

But not working.

-- Forwarded message --
From: Cory Riddell c...@codeware.com
Date: 2009/3/26
Subject: Re: [osg-users] osganimate
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


According to this page:

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
you need to have OSG_FILE_PATH set. Then osganimate --overlay should work.
It does for me.

Cory


ami guru wrote:

 Hello forum,


I am going through the osg examples and i have an issue with one of the
following

osganimate


What is the expected output of that example? - It should be some kind of
animation


I used the following commands , but getting no animation except the
rendering of the base.


 osganimate --persp ../../../OpenSceneGraph-Data-2.6.0/glider.osg


 osganimate --ortho ../../../OpenSceneGraph-Data-2.6.0/glider.osg



 osganimate --object ../../../OpenSceneGraph-Data-2.6.0/glider.osg


I must be missing something.


Any hint?


Regards
Sajjad

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[osg-users] Differences between osgconv at 1.2 and 2.2.0

2009-03-26 Thread Tom Poehlman
Hello,

We have a application that when compiled under version 1.2 libraries flys fine 
on both Nvidia and ATI cards.  We recently recompiled application using version 
2.2.0 version of the libraries and it still flys fine on Nvidia cards, but the 
frames per second get hammered on ATI cards.

I believe it has something to do with pbuffers, because the 2.2.0 compilation 
returns following error:

Failed to create pbuffer, failing back to normal graphics window.
Error:  Unable to create graphics context – cannot run compression.

We use exact same files and models and only difference is the OSG version.  

Are there any differences in the compiliation command Osgconv?


Thank you.

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Re: [osg-users] VRML Normal Issue

2009-03-26 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Ben Axelrod wrote:

 Can normals per primitive and normals per vertex both be used in a
 single shape?

Not that I am aware of.

 
 If not, the only way I can imagine having a shape with some smooth
 and some sharp edges is if there is one normal per vertex per face.
 Just like the diagram in the VRML spec shows, if a vertex has 2 faces
 connected to it, it needs 2 normals for a sharp edge, and either 1 or
 2 for a smooth edge.

That's right, however, if you do not specify the vertex normals
explicitly in the model, the vertex normals are calculated from the
*face normals* using the crease angle. If the face normals have an angle
smaller than the crease angle, the vertex normals will be an average of
the two face normals. For sharp edges you will indeed have to duplicate
the vertices to accommodate the different face normals (as explained
here: http://www.songho.ca/opengl/gl_vertexarray.html)

On the other hand, if you want only sharp edges, you can bind normals
per face and save yourself this whole escapade.

Honestly, it is simpler to export the vertex normals from whatever tool
you are using to produce the data than to fidget with the crease angle -
it is only a kludge to let the program guess the model author's intentions.

Regards,

Jan
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Re: [osg-users] discontinuity in texture in VPB...

2009-03-26 Thread christophe loustaunau
I have test with svn/trunk version and everything woks fin.

Thanks.

2009/3/24 Robert Osfield robert.osfi...@gmail.com

 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

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Re: [osg-users] I need your opinion in 3d lighting techniques

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Vibrant might be the English word you're looking for...;^)

The difference between lighting and no lighting is that you have more
coloring to play with. If lighting is enabled, you can play with the
materials and normals to give a certain effect, based on some sort of light
source. Again, not knowing the data you have at each vertex besides
position/dimension info (i.e. temperature, pressure, or whatever) it's hard
to determine what would yield the best results or be the most intuitive for
what you want to visualize. Perhaps using transparency (alpha in the color)
to represent something along with the color for the function may improve
things. Lastly, there are always shaders that you can resort to, to
visualize your functions. With vertex and fragment shaders, your creativity
is your only limitation.

Scientific visualization can be somewhat tenuous and it is really an art
more than it is a science in giving an intuitive interpretation of the data
at hand.

I hope I haven't muddied the waters further for you. My apologies if I
have...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Oren David
Sent: Thursday, March 26, 2009 2:05 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] I need your opinion in 3d lighting techniques

Well, basically we have an Mathlab solution that do all the math and
generate many .STL files per function.
I load the files with our custom .stl file reader into a scene, base on some
math calculations I switch the onscreen object/node/.stl data with another
object/node/.stl data.
For now I'm using basic color per vertex to paint my function and the color
change on the up/down axis. I find the result to be lame and I'd like to see
the scene much more. I dont know the word in english, to be more live or
something like that.

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[osg-users] Fix for Producer camera config files plugin

2009-03-26 Thread Eric Sokolowsky
The osgViewer::CompositeViewer had partial support for Producer Camera
config files, but it was not working completely. Here is the completed
implementation. File: src/osgViewer/CompositeViewer.cpp.

-Eric
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#include osg/GLExtensions
#include osgUtil/GLObjectsVisitor
#include osgGA/TrackballManipulator
#include osgViewer/CompositeViewer
#include osgViewer/Renderer
#include osgDB/Registry
#include osgDB/ReadFile

#include osg/io_utils

using namespace osgViewer;

CompositeViewer::CompositeViewer()
{
constructorInit();
}

CompositeViewer::CompositeViewer(const CompositeViewer cv,const osg::CopyOp copyop):
ViewerBase()
{
constructorInit();
}

CompositeViewer::CompositeViewer(osg::ArgumentParser arguments)
{
constructorInit();

std::string filename;
bool readConfig = false;
while (arguments.read(-c,filename))
{
readConfig = readConfiguration(filename) || readConfig;
}

while (arguments.read(--SingleThreaded)) setThreadingModel(SingleThreaded);
while (arguments.read(--CullDrawThreadPerContext)) setThreadingModel(CullDrawThreadPerContext);
while (arguments.read(--DrawThreadPerContext)) setThreadingModel(DrawThreadPerContext);
while (arguments.read(--CullThreadPerCameraDrawThreadPerContext)) setThreadingModel(CullThreadPerCameraDrawThreadPerContext);

osg::DisplaySettings::instance()-readCommandLine(arguments);
osgDB::readCommandLine(arguments);
}

void CompositeViewer::constructorInit()
{
_endBarrierPosition = AfterSwapBuffers;
_startTick = 0;

// make sure View is safe to reference multi-threaded.
setThreadSafeRefUnref(true);

_frameStamp = new osg::FrameStamp;
_frameStamp-setFrameNumber(0);
_frameStamp-setReferenceTime(0);
_frameStamp-setSimulationTime(0);

_eventVisitor = new osgGA::EventVisitor;
_eventVisitor-setFrameStamp(_frameStamp.get());

_updateVisitor = new osgUtil::UpdateVisitor;
_updateVisitor-setFrameStamp(_frameStamp.get());

setViewerStats(new osg::Stats(CompsiteViewer));
}

CompositeViewer::~CompositeViewer()
{
osg::notify(osg::INFO)CompositeViewer::~CompositeViewer()std::endl;

stopThreading();

Scenes scenes;
getScenes(scenes);

for(Scenes::iterator sitr = scenes.begin();
sitr != scenes.end();
++sitr)
{
Scene* scene = *sitr;
if (scene-getDatabasePager())
{
scene-getDatabasePager()-cancel();
scene-setDatabasePager(0);
}
}

Contexts contexts;
getContexts(contexts);

// clear out all the previously assigned operations
for(Contexts::iterator citr = contexts.begin();
citr != contexts.end();
++citr)
{
(*citr)-close();
}

osg::notify(osg::INFO)finished CompositeViewer::~CompositeViewer()std::endl;
}

bool CompositeViewer::readConfiguration(const std::string filename)
{
osg::notify(osg::NOTICE)CompositeViewer::readConfiguration(filename)std::endl;
osg::ref_ptrosg::Object obj = osgDB::readObjectFile(filename);
osgViewer::View * view = dynamic_castosgViewer::View *(obj.get());
if (view)
{
addView(view);
return true;
}
return false;
}


void CompositeViewer::addView(osgViewer::View* view)
{
if (!view) return;

bool alreadyRealized = isRealized();

bool threadsWereRunning = _threadsRunning;
if (threadsWereRunning) stopThreading();

_views.push_back(view);

view-_viewerBase = this;

if (view-getSceneData())
{
// make sure that existing scene graph objects are allocated with thread safe ref/unref
if (getThreadingModel()!=ViewerBase::SingleThreaded) 
{
view-getSceneData()-setThreadSafeRefUnref(true);
}

// update the scene graph so that it has enough GL object buffer memory for the graphics contexts that will be using it.
view-getSceneData()-resizeGLObjectBuffers(osg::DisplaySettings::instance()-getMaxNumberOfGraphicsContexts());
}

view-setFrameStamp(_frameStamp.get());

if (alreadyRealized)
{
Contexts contexts;
if (view-getCamera()-getGraphicsContext())
{
contexts.push_back(view-getCamera()-getGraphicsContext());
}
for(unsigned int i=0; iview-getNumSlaves(); ++i)
   

Re: [osg-users] How to remove the blue background color

2009-03-26 Thread tien dat
Dear Yun, Corry and Robert,
Thank you very much for your help. I tried Yun's suggestion and found that
it's the easiest way to do. Just set color to be black and alpha to be 0,
and you can have an object floating in the air with augmented display.
Best,
Dat

2009/3/26 Robert Osfield robert.osfi...@gmail.com

 Hi Corry,

 2009/3/25 Cory Riddell c...@codeware.com

  Yun's suggestion allows you to replace the blue color with another solid
 color.

 If you want an image (I want a gradient), do something similar to osgHUD,
 except draw first rather than last to put the image behind everything else.


 The osghud or osgdistortion example are good places to start.  You
 bascially want one Camera to draw the background image, then another camera
 to draw the main 3D scene.  The first Camera will need to have it's
 RenderOrder to PRE_RENDER and for it to ClearMask so that is clears the
 depth and colour buffer, then the second Camera to have it's ClearMask set
 to just clear the depth buffer.

 Robert.

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Re: [osg-users] Differences between osgconv at 1.2 and 2.2.0

2009-03-26 Thread Paul Martz
I'm not sure what this has to do with osgconv? You say you're using the same
models. Please explain further why you mention osgconv.

If you crank up OSG_NOTIFY_LEVEL, do you get any more enlightening output?
Which stage of rendering is the source of the bottleneck on ATI? I assume
it's the draw stage.

Can you post a .osg model that exhibits the poor performance in osgviewer?

Is there a reason you're using OSG v2.2 and not v2.8? Have you tried v2.8 to
see if that resolved the problem?

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 Tom
Poehlman
Sent: Thursday, March 26, 2009 3:07 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Differences between osgconv at 1.2 and 2.2.0

Hello,

We have a application that when compiled under version 1.2 libraries flys
fine on both Nvidia and ATI cards.  We recently recompiled application using
version 2.2.0 version of the libraries and it still flys fine on Nvidia
cards, but the frames per second get hammered on ATI cards.

I believe it has something to do with pbuffers, because the 2.2.0
compilation returns following error:

Failed to create pbuffer, failing back to normal graphics window.
Error:  Unable to create graphics context - cannot run compression.

We use exact same files and models and only difference is the OSG version.  

Are there any differences in the compiliation command Osgconv?


Thank you.

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Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-03-26 Thread Art Tevs
Hi folks,

this is a last reminder about the running poll of the user meeting/conference 
city. Current state is:

Paris, France [ 8 ]
Marseile, France [ 0 ]
Strassbourg, France [ 1 ]
Prague, Czech Republic  [ 2 ]
Genova, Italy   [ 1 ]
Brussel, Belgium [ 2 ]
Zuerich, Switzerland  [ 1 ]
Luxembourg, Luxembourg  [ 1 ]
Munich, Germany [ 0 ]
Frankfurt Am Main, Germany [ 1 ]
Stuttgart, Germany [ 3 ]
I want to join, I do not care about the city [ 3 ]

So it seems Paris is the leader, however there are still around one week till 
the end of the poll (01.04.2009). Make your choice if you interested in this. 
Next week I will post the results of the poll and we can start to look for the 
venue and the date in the chosen city.

Best regards,
art

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Re: [osg-users] manipulator design advice

2009-03-26 Thread Julia Guo
instead of inserting and removing the draggers would a better solution be to 
use the dragger node masks to select which is visible? Then I could have 
dragger 1 at root, dragger N a child of dragger N-1, and then the model a child 
of dragger N.
Would you recommended this solution?

A followon question: if a nodes mask is cleared so it is not rendered, can it 
still be intersected? (I hope not)

Julia

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Re: [osg-users] importing shaders

2009-03-26 Thread Julia Guo
hi,

That is encouraging to know OSG supports shaders natively (now I saw the shader 
examples).
I have got the 3DS exporter working now.



 Out of 133 examples I can only find 6 that use CompositeViewer at all

Just 6/133 - I take that criticism back then! Many of the examples I looked at 
coincidentally supported a composite view.

Julia

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[osg-users] FLTK2 port of osgviewerFLTK

2009-03-26 Thread Michael Bosse'
As part of something I am working on in school, I needed to use an
osgViwer::Viewer inside of an fltk2 GlWindow. I modified / updated the
existing example osgviewerFLTK.cpp to work with the most recent svn
version of fltk2. The code is included with this email, hopefully all
that you should have to do is change the library dependencies in your
build process and it should build without error.

For the record, here is the string I needed to make it build:
 g++ osgviewerFLTK.cpp -losg -losgViewer -losgDB -losgGA -lfltk2 -lfltk2_gl 
 -lX11 -lXi -lXinerama -lXft -lpthread -lm -lXext -I/usr/local/include -o 
 osgviewerFLTK

If you want the changes, feel free to use them, they built okay on my
machine with the latest svn version of fltk2.

Michael  A Bosse'

-
The desire for safety stands against every great and noble
enterprise. - Tacitus

Those who would give up essential liberty to purchase a little
temporary safety deserve neither liberty nor safety. - Benjamin
Franklin


osgviewerFLTK.cpp.gz
Description: GNU Zip compressed data
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