Re: [osg-users] bluring model edges
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9259#9259 attachment: dumptruck.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] manipulator design advice
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9260#9260 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] background color fills all the window (not only the given viewport)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9259#9259 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport problem for Blender
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport problem for Blender
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] build osgPPU
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] background color fills all the window (not only the given viewport)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] 64-bit Windows build
Hi Art, it works :-) Regards, Oleg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9268#9268 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] background color fills all the window (not only the given viewport)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to remove the blue background color
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Google's summer of code
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Most efficient way to use osg::DrawElementsUInt?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] background color fills all the window (not only the given viewport)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to know when a geode is visible by the camera?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9274#9274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9276#9276 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get the camera axis (X,Y,Z)
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9276#9276 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9277#9277 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get the camera axis (X,Y,Z)
Ok, I needed the camera translation XYZ and orienation HPR phrase to know what to look for thank you -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9280#9280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] build osgPPU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9281#9281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] better use smart-pointers or plain pointers in this case?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9282#9282 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] build osgPPU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9281#9281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] build osgPPU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9281#9281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?
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 This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. • -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: 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 ___ osg-users mailing list
Re: [osg-users] [osgPPU] build osgPPU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9281#9281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML Normal Issue
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?
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 * * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] build osgPPU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9291#9291 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VirtualPlanetBuilder-0.9.10 dev release tagged
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgCameragroup sample
Hi, To run osgCameraGroup, a camera config file is required. Where can I get this config file. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9292#9292 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCameragroup sample
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] better use smart-pointers or plain pointers in this case?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] build osgPPU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9291#9291 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCameragroup sample
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9292#9292 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] build osgPPU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9301#9301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9292#9292 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or%0Ag ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] zoom and orthographic projections
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCameragroup sample
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9292#9292 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o r%0Ag ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zoom and orthographic projections
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zoom and orthographic projections
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] תשובה: [osgPPU] build osgP PU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9301#9301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] build osgPPU
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9301#9301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I need your opinion in 3d lighting techniques
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9277#9277 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zoom and orthographic projections
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New way to workaround MSVC False Positives
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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] zoom and orthographic projections
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New way to workaround MSVC False Positives
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL Overlays
Is there any support for the use of OpenGL overlays in OSG? Thanks. Alex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osganimate
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osganimate
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9324#9324 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: osganimate
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 -- ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML Normal Issue
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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJy34Vn11XseNj94gRAlKlAJ49ebboolwzo75PcdLNog6W5y5vtgCggSZC 2e+pdTpYqi/E3IcYBd6wj1E= =+rJG -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: osganimate
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL Overlays
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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: Fwd: osganimate
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 -- ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9330#9330 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRML Normal Issue
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ben Axelrod wrote: 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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJy+5tn11XseNj94gRAvHGAKCZxOcaPU9FnL73O06533yTtpSalwCg6GFc Kz6Y4w31hZgcHRjbDyna/jY= =dKWV -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] discontinuity in texture in VPB...
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Christophe Loustaunau. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I need your opinion in 3d lighting techniques
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9324#9324 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fix for Producer camera config files plugin
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
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Differences between osgconv at 1.2 and 2.2.0
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9330#9330 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9338#9338 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] manipulator design advice
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9339#9339 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] importing shaders
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9340#9340 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FLTK2 port of osgviewerFLTK
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org