Re: [osg-users] thousands spheres renedering with OSG

2009-07-03 Thread Himar Carmona
Hi Robert,

  thanks for the explanation. I always confuse culling (not visible because
it is out of the view frustum?) with occluding (not visible due to object
being in front of it?).

Best regards,
Himar.



2009/7/2 Robert Osfield robert.osfi...@gmail.com

 Hi Himar,

 On Thu, Jul 2, 2009 at 6:08 PM, Himar Carmonahimarcarm...@gmail.com
 wrote:
  Disabling culling may help? If your bottleneck is culling, perhaps the
 GPU
  would eat them all without problems. Of course you will render a lot of
  geometry you will not see, but you will avoid a lot of CPU computation.
 Fast
  and dirty test. If you are not happy, then you can take the other
 approachs.

 Disabling culling will do nothing as the OSG already only does cull
 tests when subgraphs are partially culled - if the subgraph is
 entirely within the view frustum the view frustum test if switched
 off.

 The majority of the cull traversal time in Mikhail's case will simple
 by traversing a big scene graph and they creating a big rendering
 graph to rendering it.

 Robert.
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Re: [osg-users] Read number of Pixels an object takes up

2009-07-03 Thread Ulrich Hertlein

Hi guys,

On 3/7/09 12:48 AM, Jeremy Warren wrote:

--
From: Robert Osfield robert.osfi...@gmail.com
Sent: Wednesday, July 01, 2009 3:18 AM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Read number of Pixels an object takes up


Hi Jeremy,

The OSG now has support of OpenGL occlusion query that can provide the
number of pixels covered when rendering. See osgocclusionquery
example.

Robert.

On Wed, Jul 1, 2009 at 12:35 AM, Jeremy Warrenjw...@hotmail.com wrote:

I have a simple scene. Colored background and an object, say a box. I
want to figure out how many pixels the box is taking up in the scene. It
seems like a simple request, but haven't come up with any solution. Any
takers?


While we're on the subject: for simple objects, say a sphere or an AABB, shouldn't it be 
possible to do this calculation quicker on the CPU without going to the GPU?  Isn't 
something like this done for small feature culling?


I'm thinking of projecting the object's dimensions (radius or width/height) into pixel 
space and working from there.


Cheers,
/ulrich
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[osg-users] Forum total crash :(

2009-07-03 Thread Art Tevs
Hi folks,

I am unhappy to say, but our server had today at night a total crash. None
of our virtual machines is accessable from the outside and hence forum do
also not work.

I appologize for such circumstances and hope, yes I really hope, that the
web-data doesn't get lost ;(
I installed automatic backup routines, however they had backed up the data
on the second hard drive on the root server as also on other virtual
machines.

Please, cross your fingers, that nothing happened to the hard drives on the
root server, because I has no local copy of the data :(

As soon as forum is again online, I will let you know.


Cheers and hope the best,
Art
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[osg-users] rendering many instances of big Geometries

2009-07-03 Thread Simon Loic
Hi all,
There was a thread recently about rendering many instances of spheres (I
didn't want to hijack the thread so I created a new one). Many methods were
proposed among which there were opengl pseudo instancing and the
draw_instanced  extension.
First I would like to know the main differences between these two (both in
the principle and in terms of efficiency).

just for the record, I've read the Nvidia paper given by Christian,
http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/glsl_pseudo_instancing/docs/glsl_pseudo_instancing.pdf
 and it seems that the pseudo instancing methods will be worth only when
each instance contains few vertices (less than 50). This constraint won't
cause any trouble for a sphere, I guess.
Is it the same with the draw_instanced  extension?
And then what would be the best approach to render many instances of a big
geometry (eg thousands of vertices per instance)?
Last, are those instancing methods worth even if the geometry is static, or
is it more efficient to use DisplayList or VBO?

I know there must not be general answers depending on many aspects (as the
Graphics card, the driver, etc.) but I am looking forward to get a bit of
your expertise in that matter.
Thanks in advance.

Loïc

PS: I'm not very skilled in openGL so don't hesitate to explain things that
seems very basic about all those concepts ( like instancing, VBO,
displayList). Hopefully this will be also useful for other osg newbies like
me.
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Re: [osg-users] rendering many instances of big Geometries

2009-07-03 Thread Robert Osfield
Hi Loic,

Optimizing drawing lots of large geometries depends upon lots of
factors, both hardware and software.  It really is a very open ended
topic, so could you qualify what you mean by lots and large a bit
more carefully, and also are the geometries all the same, same
geometry/different state, different geometries/same state, different
geometries and different state.

I tend to see lots of nodes/geometries as being in the order of
magnitude of 10,000+, and large geometries as being 100,000+
vertices.  Modern graphics cards can comfortably do 1,000,000 vertices
per frame at 60Hz, but only if you drive it efficiently - so using
VBO's and batching the geometries efficiently (avoiding too small
geometries).

Culling, state sorting and lazy state updating are all crucial factors
in getting good performance.  With such an open ended topic I can't
really add much more, you'll need to explain much more specifically
about the type of problem you are trying to solve and the amount of
state, nodes and geometry that you are dealing with.

Robert.


On Fri, Jul 3, 2009 at 11:07 AM, Simon Loicsimon1l...@gmail.com wrote:
 Hi all,
 There was a thread recently about rendering many instances of spheres (I
 didn't want to hijack the thread so I created a new one). Many methods were
 proposed among which there were opengl pseudo instancing and the
 draw_instanced  extension.
 First I would like to know the main differences between these two (both in
 the principle and in terms of efficiency).

 just for the record, I've read the Nvidia paper given by Christian,
 http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/glsl_pseudo_instancing/docs/glsl_pseudo_instancing.pdf
  and it seems that the pseudo instancing methods will be worth only when
 each instance contains few vertices (less than 50). This constraint won't
 cause any trouble for a sphere, I guess.
 Is it the same with the draw_instanced  extension?
 And then what would be the best approach to render many instances of a big
 geometry (eg thousands of vertices per instance)?
 Last, are those instancing methods worth even if the geometry is static, or
 is it more efficient to use DisplayList or VBO?

 I know there must not be general answers depending on many aspects (as the
 Graphics card, the driver, etc.) but I am looking forward to get a bit of
 your expertise in that matter.
 Thanks in advance.

 Loïc

 PS: I'm not very skilled in openGL so don't hesitate to explain things that
 seems very basic about all those concepts ( like instancing, VBO,
 displayList). Hopefully this will be also useful for other osg newbies like
 me.

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Re: [osg-users] rendering many instances of big Geometries

2009-07-03 Thread Simon Loic
Thanks Robert for trying to  get into the problem.
I wanted to let it opened in order to get as many opinion/possible
oprimizations as possible.
To be truly honest I have a real problem with specific conditions.
Many instances refers to hundreds of them.
Large geometries are about 10 000 to 100 000 vertices.
All the instances have the same geometry (which is static), and the same
stateset.
cheers,
Loïc


On Fri, Jul 3, 2009 at 10:19 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Loic,

 Optimizing drawing lots of large geometries depends upon lots of
 factors, both hardware and software.  It really is a very open ended
 topic, so could you qualify what you mean by lots and large a bit
 more carefully, and also are the geometries all the same, same
 geometry/different state, different geometries/same state, different
 geometries and different state.

 I tend to see lots of nodes/geometries as being in the order of
 magnitude of 10,000+, and large geometries as being 100,000+
 vertices.  Modern graphics cards can comfortably do 1,000,000 vertices
 per frame at 60Hz, but only if you drive it efficiently - so using
 VBO's and batching the geometries efficiently (avoiding too small
 geometries).

 Culling, state sorting and lazy state updating are all crucial factors
 in getting good performance.  With such an open ended topic I can't
 really add much more, you'll need to explain much more specifically
 about the type of problem you are trying to solve and the amount of
 state, nodes and geometry that you are dealing with.

 Robert.


 On Fri, Jul 3, 2009 at 11:07 AM, Simon Loicsimon1l...@gmail.com wrote:
  Hi all,
  There was a thread recently about rendering many instances of spheres (I
  didn't want to hijack the thread so I created a new one). Many methods
 were
  proposed among which there were opengl pseudo instancing and the
  draw_instanced  extension.
  First I would like to know the main differences between these two (both
 in
  the principle and in terms of efficiency).
 
  just for the record, I've read the Nvidia paper given by Christian,
 
 http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/glsl_pseudo_instancing/docs/glsl_pseudo_instancing.pdf
   and it seems that the pseudo instancing methods will be worth only when
  each instance contains few vertices (less than 50). This constraint won't
  cause any trouble for a sphere, I guess.
  Is it the same with the draw_instanced  extension?
  And then what would be the best approach to render many instances of a
 big
  geometry (eg thousands of vertices per instance)?
  Last, are those instancing methods worth even if the geometry is static,
 or
  is it more efficient to use DisplayList or VBO?
 
  I know there must not be general answers depending on many aspects (as
 the
  Graphics card, the driver, etc.) but I am looking forward to get a bit of
  your expertise in that matter.
  Thanks in advance.
 
  Loïc
 
  PS: I'm not very skilled in openGL so don't hesitate to explain things
 that
  seems very basic about all those concepts ( like instancing, VBO,
  displayList). Hopefully this will be also useful for other osg newbies
 like
  me.
 
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
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Re: [osg-users] rendering many instances of big Geometries

2009-07-03 Thread Robert Osfield
Hi Simon,

On Fri, Jul 3, 2009 at 11:35 AM, Simon Loicsimon1l...@gmail.com wrote:
 Thanks Robert for trying to  get into the problem.
 I wanted to let it opened in order to get as many opinion/possible
 oprimizations as possible.

I'm afraid we don't all have to time to write treaties on the topics
of performance optimization - it's a huge topic.

 To be truly honest I have a real problem with specific conditions.
 Many instances refers to hundreds of them.

OK, so traversals shouldn't be too slow then, so you shouldn't need to
batch more coasely.  It might be that you might want to divide your
scene graph up more for better culling performance, and a existing
modest number of scene graph nodes will give you scope to do this.

 Large geometries are about 10 000 to 100 000 vertices.
 All the instances have the same geometry (which is static), and the same
 stateset.

The data being shared and static makes things pretty easy.  100,000
vertices will comfortable sit on the graphics card, and VBO's would be
able to handle it.  The modest number of instances of this geometry
would mean that the cost overhead of traversal and dispatch to OpenGL
will be low so there is no need to resort to instances, it simply
won't be required.

The only thing you might want to look at is breaking up your
geometries spatially to keep the vertex count a bit more modest and
the geometry chunks smaller to aid view frustum culling.  If you
expect to see a big percentage of your geometries on screen at one
time and this breaks frame then you should consider using LOD's to
manage scene complexity.

The other thing to look at is make your geometry efficient by using
DrawElementsUShort/DrawElementUInt where possible, remove duplicate
vertices's, tri-strip the geometry etc.

Robert.
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[osg-users] thousands spheres renedering with OSG

2009-07-03 Thread Mikhail Zoline

First of all I'd like to thanks all implied persons for the great support.

As Robert said :
Disabling culling will do nothing as the OSG already only does cull
tests when subgraphs are partially culled - if the subgraph is
entirely within the view frustum the view frustum test if switched
off.

The majority of the cull traversal time in Mikhail's case will simple
by traversing a big scene graph and they creating a big rendering
graph to rendering it.

This is exactly the case. The majority of times my whole pile is 
entirely situated inside of frustum.
I've tested with the culling disabled for all geodes and their parents 
PATs. There is no performance gain at all.

Right now I'm looking at geometry instancing with vertex shader in
osgforest demo, but don't know yet how I could synchronize the positions
and rotations of my rigid bodies and geometries.
Beside of that,  my boss is not very keen to idea of vertex shader 
instancing for the reason of hardware limitations we should impose to 
our customers.


Thanks again for your great support.

MZ


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Re: [osg-users] [osgPlugins] osgEarth seed google maps particular location help

2009-07-03 Thread Glenn Waldron
Ryan,
Cannot help you on this one. Please read the following:

http://maps.google.com/help/terms_maps.html
http://wush.net/trac/osgearth/wiki/TileSourcePluginGoogle (Data Usage)


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791


On Thu, Jul 2, 2009 at 3:38 PM, Ryan Back back...@wright.edu wrote:

 Hello all,

 I am trying to use osgearthseed to create a disk cache from google
 earth of a specific area according to latitude and longitude boundaries.  I
 need help if anyone knows how.

 Basically, I want to use osgEarthseed to grab a fully detailed cache of a
 big square of land from google earth if at all possible.  It also needs to
 have height information and be totally accessible and viewable by osgviewer
 with no internet connection.

 Is this possible and if so will you please help me out thanks!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=14826#14826





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Re: [osg-users] thousands spheres renedering with OSG

2009-07-03 Thread Christian Buchner
 Beside of that,  my boss is not very keen to idea of vertex shader
 instancing for the reason of hardware limitations we should impose to our
 customers.

To convince your boss:

Vertex shaders even run even on Intel accelerated graphics (GMA 950)
which is more than 3 years old since first introduced. Intel has a
SSE2 accelerated software path in the driver to make up for the lack
of hardware vertex shaders.

Christian
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Re: [osg-users] Read number of Pixels an object takes up

2009-07-03 Thread Paul Martz




Hi -- The client that funded the occlusion query work in OSG did not
need to know the exact number of pixels, they just needed to know
"visible or not visible". As a result, the current implementation hides
the exact number of pixels. In retrospect, I probably should have
implemented this so that the number of pixels was exposed to host code.
However, this is complicated for multidisplay scenarios where the
geometry being queried spans multiple windows or contexts.

You are welcome to modify the existing implementation or come up with
an alternate implementation that exposes the exact number of pixels.


Jeremy Warren wrote:
Robert--
  
  
Thanks for the direction. I looked through osgocclusionquery and also
the API, however I have been unable to come up with a pixel specific
information pertaining to the node.
  
  
--Jeremy
  
  
--
  
From: "Robert Osfield" robert.osfi...@gmail.com
  
Sent: Wednesday, July 01, 2009 3:18 AM
  
To: "OpenSceneGraph Users" osg-users@lists.openscenegraph.org
  
Subject: Re: [osg-users] Read number of Pixels an object takes up
  
  
  Hi Jeremy,


The OSG now has support of OpenGL occlusion query that can provide the

number of pixels covered when rendering. See osgocclusionquery

example.


Robert.


On Wed, Jul 1, 2009 at 12:35 AM, Jeremy Warrenjw...@hotmail.com
wrote:

I have a simple scene. Colored background
and an object, say a box. I want
  
to figure out how many pixels the box is taking up in the scene. It
seems
  
like a simple request, but haven't come up with any solution. Any
takers?
  
  
Thanks in advance
  
--Jeremy
  
  

  
Windows Live™: Keep your life in sync. Check it out.
  
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-- 

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http://www.skew-matrix.com
+1 303 859 9466




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Re: [osg-users] Read number of Pixels an object takes up

2009-07-03 Thread Paul Martz




Ulrich Hertlein wrote:
While
we're on the subject: for simple objects, say a sphere or an AABB,
shouldn't it be possible to do this calculation quicker on the CPU
without going to the GPU? Isn't something like this done for small
feature culling?
  

Host computation has (by definition) no access to the depth buffer.
-- 

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[osg-users] Background image

2009-07-03 Thread Carlos Sanches
Hi !
I m trying to put an image in background behind my 3D scene .
the problem is that the 2d image is in middle of 3D scene .
any sugestion to resolve this ?

thks :)
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Re: [osg-users] Read number of Pixels an object takes up

2009-07-03 Thread Ulrich Hertlein

Hi Paul,

On 3/7/09 5:57 PM, Paul Martz wrote:

  Ulrich Hertlein wrote:

While we're on the subject: for simple objects, say a sphere or an
AABB, shouldn't it be possible to do this calculation quicker on the
CPU without going to the GPU? Isn't something like this done for small
feature culling?

Host computation has (by definition) no access to the depth buffer.


Certainly not.  Sorry, I should've been clearer.

What I'm basically after is how big (in pixels) is this box/sphere in screen space 
without taking occlusion, clipping, or such into account.  Given projection and modelview 
matrix that should be doable, right?


Cheers,
/ulrich
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Re: [osg-users] Background image

2009-07-03 Thread Carlos Sanches
no, I m using hud   but my 3d objects are behind the hud.
I want  my 3d objets in front of hud .
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Re: [osg-users] Background image

2009-07-03 Thread Christian Buchner
Hi Carlos,

you need to put the HUD in a render bin that is drawn before everything else.
Setting the render bin to 0 or 1 should work (because I think other
geometry would default to bin 2)

The HUD also needs to be configured to not write to the z buffer.

Christian
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Re: [osg-users] Background image

2009-07-03 Thread Jason Coposky
turn off depth testing something like this:

camera_-setViewport( 0, 0, image_-s(), image_-t() );
camera_-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );

// *** this is also pretty key ** 
camera_-setRenderOrder( osg::Camera::PRE_RENDER, 1 );

camera_-attach( osg::Camera::COLOR_BUFFER, texture_.get() );

camera_-setClearMask( GL_COLOR_BUFFER_BIT ); // do not want to clear bg image
camera_-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera_-setViewMatrix( osg::Matrix::identity() );

// *** make sure depth is off ***
camera_-getOrCreateStateSet()-setMode( GL_DEPTH_TEST, 
osg::StateAttribute::OFF );





From: Carlos Sanches ces...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, July 3, 2009 2:22:27 PM
Subject: Re: [osg-users] Background image

no, I m using hud   but my 3d objects are behind the hud.
I want  my 3d objets in front of hud .



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Re: [osg-users] osgManipulator refactored

2009-07-03 Thread Robert Osfield
Hi Guys,

I've just checked in the addition of the following methods to Dragger
that enable one to control when the draggers can be activated by
clicking on them :

void setActivationModKeyMask(unsigned int mask) {
_activationModKeyMask = mask; }
unsigned int getActivationModKeyMask() const { return
_activationModKeyMask; }

void setActivationKeyEvent(int key) { _activationKeyEvent = key; }
int getActivationKeyEvent() const { return _activationKeyEvent; }

Usage looks like (from the new rev of the osgmanipulator example):

// if we don't set an activation key or mod mask then any mouse click on
// the dragger will activate it, however if do define either of
ActivationModKeyMask or
// and ActivationKeyEvent then you'll have to press either than
mod key or the specified key to
// be able to activate the dragger when you mouse click on it.
Please note the follow allows
// activation if either the ctrl key or the 'a' key is pressed and
held down.
dragger-setActivationModKeyMask(osgGA::GUIEventAdapter::MODKEY_CTRL);
dragger-setActivationKeyEvent('a');

I've added these extra controls so that we can have manipulators on
screen at the same time as being able to have the standard camera
manipulators active (i.e. the camera trackball).  Previously the
example had an event handle change modes via presses to the tab key,
but this was rather awkward to use.  One can still implement this
approach if you wish just by toggling the
Dragger::setHandleEvents(bool) for you own event handler.

Robert.
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[osg-users] osgVolume now supports use of osgManipulator draggers

2009-07-03 Thread Robert Osfield
Hi All,

I have just checked in an option -m to osgvolume that attaches a
dragger to the volume tile, this allows you to change the portion of
the volume that it renders, enabling you to interactively cull away
parts you aren't interested in.  For now I've enabled the
TabBoxDragger, but the technique works just fine with all the draggers
- even the TrackballDragger which means it's possible to rotate the
volume tile as well as resize.

As part of this work I've refactored the ray tracing GLSL shaders and
C++ code to enable the VolumeTile Locator to be decoupled from the
ImageLayer Locator, as well as have the inernal TexGen and Transform
nodes automatically track changes to the Locator values.  This means
you can change the values in yourself without the need to rebuilding
the VolumeTile's internal scene graph that it uses to do the rendering
of the volume.  This means the cost of changing the dimensions of the
volume which your rendering is now very lightweight and can happily be
done at a solid 60Hz (if you card is able to hit that when doing
volume rendering ;-).

The changes are now checked into OpenSceneGraph svn/trunk and
OpenSceneGraph-Data svn/trunk (as the in source and in example data
shaders have been updated.)

Currently there is a custom DraggerCallback defined in the osgvolume
example (called DraggerVolumeTileCallback), but it's my plan to move
this directly into osgVolume NodeKit once this dragger functionality
has been tested more and it's design settled down.  On my plan of
action is to try out having multiple draggers attached to single
volume tile, and allow the user to interactively switch between then,
this may well require some further mods to osgManipulator library.
When this functionality is all ready to go I'll roll it into Present3D
to allow you to interactively adjust volume rendering live in your 3D
stereo presentations ;-)

Cheers,
Robert.
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[osg-users] Off on a weeks holiday!

2009-07-03 Thread Robert Osfield
Hi All,

I'm just heading offline to complete my packing for a week family
holiday on the beautiful Isle of Skye (part of the west coast of
Scoltand.)

I hope you all have fun in my absence ;-)
Robert.
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Re: [osg-users] Off on a weeks holiday!

2009-07-03 Thread Cyril Brulebois
Robert Osfield robert.osfi...@gmail.com (03/07/2009):
 I'm just heading offline to complete my packing for a week family
 holiday on the beautiful Isle of Skye (part of the west coast of
 Scoltand.)

Talisker's home! Enjoy. :)

Cheers,
-- 
Cyril Brulebois


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Re: [osg-users] Off on a weeks holiday!

2009-07-03 Thread Maxim Gammer
Enjoy. )

2009/7/4 Cyril Brulebois cyril.bruleb...@kerlabs.com:
 Robert Osfield robert.osfi...@gmail.com (03/07/2009):
 I'm just heading offline to complete my packing for a week family
 holiday on the beautiful Isle of Skye (part of the west coast of
 Scoltand.)

 Talisker's home! Enjoy. :)

 Cheers,
 --
 Cyril Brulebois

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-- 
Maxim Gammer
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Re: [osg-users] Off on a weeks holiday!

2009-07-03 Thread FlySky
 
Enjoy:)




在2009-07-04,Robert Osfield robert.osfi...@gmail.com 写道:
Hi All,

I'm just heading offline to complete my packing for a week family
holiday on the beautiful Isle of Skye (part of the west coast of
Scoltand.)

I hope you all have fun in my absence ;-)
Robert.
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