Re: [osg-users] [osgOcean] Wind speed representation

2009-11-02 Thread Jan Ciger
Dimitrios Filiagos dfili...@yahoo.com wrote:
 Hi,
 
 I was wondering if there is a connection of wind speed parameter of the
  ocean surface to real world wind speed. Is it representing m/sec or Km/h
  or it has some connection with ocean sea state?

I am not an oceanographer, but if you take the values as speed in m/s the 
water surface looks reasonable for that speed. E.g. wind speed 12 gives you 
pretty big waves with foamy tops already - which matches quite well the 43 
km/h wind speed. How accurate the simulation is I have no idea.

Regards,

Jan


signature.asc
Description: This is a digitally signed message part.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] problem with quadro cards database pager / terrapage terrains = black tiles

2009-11-02 Thread vin baines
Hi all,

Has anyone experienced problems with quadro cards and large terrains? I'm 
loading a pretty big (~8gb) terrapage file (using Delta3D 2.3.0 which i think 
is built against osg 2.8.0), and on a standard nvidia card it works fine.

Using exactly the same software, i've tested it on two different machines with 
quadro cards and I get a combination of missing tiles or tiles appearing black 
(but with a changing alpha value depending on camera orientation). At different 
LODs the black tiles will change to a proper tile, but if the tile was though 
to be missing it will never load in.

It's not always the same tiles causing the problem, and it almost seems that if 
i quit the app and re-run it up then the problem is less. its really 
unpredictable. have tried turning all the graphics card options (e.g. 
anisotropic filters etc) off and on and neither makes much difference. The card 
has 512mb memory on it so wouldn't have thought that would cause a problem...

Really confusing!! 

Any thoughts gratefully received!!

Vins

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19012#19012





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


Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Kim Bale
Hi Jan, Tian,

osgOcean uses shaders for pretty much every effect in the scene -
fogging, depth of field, glare, lighting etc. If objects that are
added to the scene are to look consistent with the ocean effects they
will require a shader to be applied that takes into account these
effects. This is particularly necessary if the fullscreen effects are
used as they require the alpha component of the frame buffer to work.

In order to address this issue, OceanScene will apply a default shader
to objects added as children (default_scene.frag  vert) which
illustrates how to use the uniforms supplied by osgocean (prefixed
osgOcean_* ) in conjunction with your own shader. Since I could not
anticipate the many wierd and wonderful ways that shaders can be used
it only offers a very basic implementation (1 texture unit, limited
phong lighting etc) and should be seen as a shader to customise and
build on yourself.

You can override the default shader either by attaching a new program
to the object you wish to use in the scene or by using this function
in OceanScene:

/** Override the default scene shader for custom shaders.
* If custom shaders are required for individual nodes add them
before adding to the OceanScene.
* Dirties state.
*/
void setDefaultSceneShader( osg::Program* program )
{
_defaultSceneShader = program;
_isDirty = true;
}

Alternatively you can turn the default shader off completely with
setter in OceanScene.

Regards,

Kim.






2009/11/2 Jan Ciger jan.ci...@gmail.com:
 Tian Ma tianxiao...@foxmail.com wrote:
 Hi,

    When I load a model into the osgOcean scene, the model looks white all
  over, without any material. Anybody knows why?

 Yes, I have seen the same thing. I believe that the shaders applied by
 osgOcean are responsible and are not passing the the vertex colors along.
 I have yet to check the shader code, though.

 Regards,

 Jan

 ___
 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] problem with quadro cards database pager / terrapage terrains = black tiles

2009-11-02 Thread Pierre Bourdin (gmail)
Hi Vins,
I am running Delta3D terrain simulation  VPB built terrain on some
quadro card on Linux 64-bit system without any trouble...

But it might be different, as I've not such big database as you are
talking about and the terrain is not a terrapage file.

Does the problem only occur on very large database ?

What is your standard card vs Quadro card ? 
What is your driver version ? 
what is your system ?

If it is not a driver related problem, it might be a problem with some
VBO/PBO functions...

Pierre.

Le lundi 02 novembre 2009 à 09:06 +, vin baines a écrit :
 Hi all,
 
 Has anyone experienced problems with quadro cards and large terrains? I'm 
 loading a pretty big (~8gb) terrapage file (using Delta3D 2.3.0 which i think 
 is built against osg 2.8.0), and on a standard nvidia card it works fine.
 
 Using exactly the same software, i've tested it on two different machines 
 with quadro cards and I get a combination of missing tiles or tiles appearing 
 black (but with a changing alpha value depending on camera orientation). At 
 different LODs the black tiles will change to a proper tile, but if the tile 
 was though to be missing it will never load in.
 
 It's not always the same tiles causing the problem, and it almost seems that 
 if i quit the app and re-run it up then the problem is less. its really 
 unpredictable. have tried turning all the graphics card options (e.g. 
 anisotropic filters etc) off and on and neither makes much difference. The 
 card has 512mb memory on it so wouldn't have thought that would cause a 
 problem...
 
 Really confusing!! 
 
 Any thoughts gratefully received!!
 
 Vins
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=19012#19012
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email: bour...@imerir.com


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


Re: [osg-users] Rotating models with respect to CoordinateSystemNode / EllipsoidModel

2009-11-02 Thread Michael Weber
Great, your code works flawless. I spent hours figuring out to get the rotation 
right.

Thank you so much!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19018#19018





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


Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Jan Ciger
Kim Bale kcb...@googlemail.com wrote:
 Hi Jan, Tian,
 
 osgOcean uses shaders for pretty much every effect in the scene -
 fogging, depth of field, glare, lighting etc. If objects that are
 added to the scene are to look consistent with the ocean effects they
 will require a shader to be applied that takes into account these
 effects. This is particularly necessary if the fullscreen effects are
 used as they require the alpha component of the frame buffer to work.
...
 Alternatively you can turn the default shader off completely with
 setter in OceanScene.

Thanks for the exhaustive answer Kim! That will save me some digging. 

BTW, I was trying to run osgOcean full screen on a screen with a resolution 
2496x1050 (2x 1400x1050 but with a projector overlap in the middle, so not 
full 2800px) and it was never properly full screen. Or rather the OSG window 
was, but the scene was clipped somehow and not filling the whole window. Is the 
code silently reducing the size to make it power of 2, by chance? Or is there 
a hardwired limit somewhere?

I have a resize callback calling setScreenDims() already and it works for the 
most cases.

Jan


signature.asc
Description: This is a digitally signed message part.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rotating models with respect toCoordinateSystemNode / EllipsoidModel

2009-11-02 Thread Wojciech Lewandowski

I am glad to hear this. Cheers.
Wojtek

- Original Message - 
From: Michael Weber osgfo...@tevs.eu

To: osg-users@lists.openscenegraph.org
Sent: Monday, November 02, 2009 11:27 AM
Subject: Re: [osg-users] Rotating models with respect toCoordinateSystemNode 
/ EllipsoidModel



Great, your code works flawless. I spent hours figuring out to get the 
rotation right.


Thank you so much!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19018#19018





___
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] [osgOcean] 3D model material display error!

2009-11-02 Thread Tian Ma
Hi Jan,Kim:

Thank you a lot.

 Kim, does it means that: I can never keep the models looks like what they 
are before? And I have to program shaders for every loaded models, in order to 
have reflect or other effects?

 I want to know that: is there a simple way to make the models just look 
like what they are?



Kim Bale wrote:
 Hi Jan, Tian,
 
 osgOcean uses shaders for pretty much every effect in the scene -
 fogging, depth of field, glare, lighting etc. If objects that are
 added to the scene are to look consistent with the ocean effects they
 will require a shader to be applied that takes into account these
 effects. This is particularly necessary if the fullscreen effects are
 used as they require the alpha component of the frame buffer to work.
 
 In order to address this issue, OceanScene will apply a default shader
 to objects added as children (default_scene.frag  vert) which
 illustrates how to use the uniforms supplied by osgocean (prefixed
 osgOcean_* ) in conjunction with your own shader. Since I could not
 anticipate the many wierd and wonderful ways that shaders can be used
 it only offers a very basic implementation (1 texture unit, limited
 phong lighting etc) and should be seen as a shader to customise and
 build on yourself.
 
 You can override the default shader either by attaching a new program
 to the object you wish to use in the scene or by using this function
 in OceanScene:
 
 /** Override the default scene shader for custom shaders.
 * If custom shaders are required for individual nodes add them
 before adding to the OceanScene.
 * Dirties state.
 */
 void setDefaultSceneShader( osg::Program* program )
 {
 _defaultSceneShader = program;
 _isDirty = true;
 }
 
 Alternatively you can turn the default shader off completely with
 setter in OceanScene.
 
 Regards,
 
 Kim.
 
 
 
 
 
 
 2009/11/2 Jan Ciger :
 
  Tian Ma  wrote:
  
   Hi,
   
      When I load a model into the osgOcean scene, the model looks white all
    over, without any material. Anybody knows why?
   
  
  Yes, I have seen the same thing. I believe that the shaders applied by
  osgOcean are responsible and are not passing the the vertex colors along.
  I have yet to check the shader code, though.
  
  Regards,
  
  Jan
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19021#19021





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


Re: [osg-users] Databasepager + multiple views + different camerapositions = memory leak?

2009-11-02 Thread Wojciech Lewandowski

Hi Sergey,

Have you tried to read DB with CACHE_NONE options ? Its really blind shot, 
and I will most probably miss, but its easy to test, so thought I would let 
you know about this. We have recently dealt with PageLOD leak problem. 
Database was build using our proprietary tools. However, this DB is very 
similar to VPB databases. It turned out that object cache was involved into 
equation. We had to remove CACHE_NODES flag from options to prevent the code 
from memory leaking. I am not sure what are mechanics of this problem, and 
if we always had this problem or it started to be nastier when we added some 
more detail.  Butt we noticed this recently and had to make workarounds.
One may say that default DB options do not include CACHE_NODES flag, so most 
probably do not affect your case, but I noticed that defaults have set 
CACHE_ARCHIVE and TXP are treatead as archives, so I thought I would let you 
know about this.


Wojtek

- Original Message - 
From: sergey leontyev sleon...@ist.ucf.edu

To: osg-users@lists.openscenegraph.org
Sent: Tuesday, October 20, 2009 2:22 PM
Subject: Re: [osg-users] Databasepager + multiple views + different 
camerapositions = memory leak?




Hi,
:-*  looks like I did forget to attach the file,
Thank you!

Cheers,
sergey

BTW are aware of any publicly available Terra Page terrain?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18439#18439











___
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] What if osgdem crashes?

2009-11-02 Thread Jacob Armstrong

All,

 

If osgdem is running and crashes, do I have to start it over from the beginning 
or can I have it resume from the point it crashed (or somewhere near there)?

 

Thanks!
  
_
Hotmail: Trusted email with powerful SPAM protection.
http://clk.atdmt.com/GBL/go/177141665/direct/01/___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgViewer crash loading textures under Windows Vista

2009-11-02 Thread Philip Lamb
osgViewer (OSG v2.6, compiled under Windows XP SP3 with Visual Studio  
2005 SP1) crashes while loading textured models (e.g. cow.osg) when I  
run it on a clean install of Windows Vista SP2. Before I go through the
pain of installing VS on this copy of Vista to run the debugger, are  
there any known gotchas running OSG compiled under XP in Vista?


I'm tempted to just tell the customer to go back to running our app  
under XP but I'm sure this unfortunately won't be the last time we end  
up having to support a deployment on Vista.


Any help or experiences much appreciated.

Regards,
Philip Lamb

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


[osg-users] Setting up VPBMaster

2009-11-02 Thread Jacob Armstrong

All,

 

How exactly does one go about setting up VBPMaster and its dependencies? I 
already had OpenSceneGraph and its dependencies (Producers and OpenThreads). 
Now I'm trying to set up VPBMaster and I had to use CMake to get an .sln file, 
so I did that. Then I received a series of errors when trying to compile it, so 
I moved some input and .lib files around and finally got it to build. However, 
I'm not getting linking errors, such as:

 

VirtualPlanetBuilder\VirtualPlanetBuilder\src\osgTerrain\DataSet.cpp(56) : 
warning C4273: 'vpb::DataSet::setNotifyOffset' : inconsistent dll linkage

 

Does anyone know what I'm doing wrong here? I can't find any documentation on 
how to set up your directories for VPBMaster.

 

Thanks!

Jake
  
_
Windows 7: It works the way you want.
http://www.microsoft.com/Windows/windows-7/default.aspx?ocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_evergreen2:112009___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgViewer crash loading textures under Windows Vista

2009-11-02 Thread Erik den Dekker
Just a hunch, but maybe some dependencies (DLLs) are missing, like for  
instance the visual studio 2005 SP1 redistributables,… Have you  
checked your executable (and separately the OSG plugins, since they  
are loaded dynamically) with the Microsoft Dependency Walker? See, http://www.dependencywalker.com


Cheers,

Erik den Dekker


On 02-11-2009, at 13:59, Philip Lamb wrote:

osgViewer (OSG v2.6, compiled under Windows XP SP3 with Visual  
Studio 2005 SP1) crashes while loading textured models (e.g.  
cow.osg) when I run it on a clean install of Windows Vista SP2.  
Before I go through the
pain of installing VS on this copy of Vista to run the debugger, are  
there any known gotchas running OSG compiled under XP in Vista?


I'm tempted to just tell the customer to go back to running our app  
under XP but I'm sure this unfortunately won't be the last time we  
end up having to support a deployment on Vista.


Any help or experiences much appreciated.

Regards,
Philip Lamb

___
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] [osgOcean] Wind speed representation

2009-11-02 Thread Kim Bale
Hi Dimitrious, Jan,

Yes the wind speed is measured in m/s but it should be taken with a
pinch of salt.

Whilst the FFT code might be in a class called FFTSimulation it's more
of an approximation, the wind speed therefore should be seen as a
guide.

All the function/constructor parameters along with their units are
described in the header btw...

K.



2009/11/2 Jan Ciger jan.ci...@gmail.com:
 Dimitrios Filiagos dfili...@yahoo.com wrote:
 Hi,

 I was wondering if there is a connection of wind speed parameter of the
  ocean surface to real world wind speed. Is it representing m/sec or Km/h
  or it has some connection with ocean sea state?

 I am not an oceanographer, but if you take the values as speed in m/s the
 water surface looks reasonable for that speed. E.g. wind speed 12 gives you
 pretty big waves with foamy tops already - which matches quite well the 43
 km/h wind speed. How accurate the simulation is I have no idea.

 Regards,

 Jan

 ___
 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] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-11-02 Thread Jean-Sébastien Guay

Hello Tian,


   Was it those that you deleted? Yes, I just delet thems, because I found that these two 
inline  functions had not been used in anywhere. And now my project just goes right,  
the same with the oceanExample.


Sorry I didn't pick up on this thread... I'm pretty darn busy so I just 
glance over threads that I don't immediately have an answer for, but 
looking at the OceanScene header in the osgOcean-1.0 tag, lines 213 and 
223, it was immediately obvious what the problem was. You do not need to 
delete them. Just rename the variables called near and far to 
something else, like this for example:


/** Set near DOF blur distance.
  * Updates the uniform is DOF state is valid.
  */
inline void setDOFNear( float zNear ) {
_dofNear = zNear;

if( _dofStateSet.valid() )

_dofStateSet-getUniform(osgOcean_DOF_Near)-set(_dofNear);
}

/** Set far DOF blur distance
  * Updates the uniform is DOF state is valid.
  */
inline void setDOFFar(float zFar ) {
_dofFar = zFar;

if( _dofStateSet.valid() )

_dofStateSet-getUniform(osgOcean_DOF_Far)-set(_dofNear);
}

Just for general reference, the problem was that on Windows compilers 
(and previously DOS), near and far were once keywords used to refer 
to memory inside the first 64k page, and outside, respectively (back 
when you needed to address them differently, which is a long time ago). 
Nowadays it's pretty obsolete, but some compilers on PC still carry that 
legacy. And I get bitten by it every time I do OpenGL or raytracing code 
that needs to have a frustum, with near and far planes :-)


And it doesn't matter that these methods are not used in osgOcean or the 
oceanExample themselves, they're still useful methods to have in order 
to be able to tweak osgOcean's rendering.



Sorry , I did not know the meaning of  the trunk update clearly.


Kim meant checking out from

  http://osgocean.googlecode.com/svn/trunk/

instead of

  http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/

The 1.0 tag is pretty old now, people should not check out using it 
anymore... Kim, is it possible to make changes on the googlecode site so 
that it doesn't show up by default when people click on the source 
tab? The default checkout should be from the trunk now. And the trunk 
has the above fix already, btw.


Hope this helps,

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Kim Bale
Hi Jan,

All the frame buffer objects in osgOcean use texture rectangles so it
simply passes them directly to the texture/camera setups, so there
shouldn't be any limit.

I assume the cropping is on the horizontal not the vertical? Have you
checked the values that are passed into setScreenDims()? obvious I
know but since you're using a fancy display set up something might be
going wrong when you're querying the resolution.

Regards,

Kim.



2009/11/2 Jan Ciger jan.ci...@gmail.com:
 Kim Bale kcb...@googlemail.com wrote:
 Hi Jan, Tian,

 osgOcean uses shaders for pretty much every effect in the scene -
 fogging, depth of field, glare, lighting etc. If objects that are
 added to the scene are to look consistent with the ocean effects they
 will require a shader to be applied that takes into account these
 effects. This is particularly necessary if the fullscreen effects are
 used as they require the alpha component of the frame buffer to work.
 ...
 Alternatively you can turn the default shader off completely with
 setter in OceanScene.

 Thanks for the exhaustive answer Kim! That will save me some digging.

 BTW, I was trying to run osgOcean full screen on a screen with a resolution
 2496x1050 (2x 1400x1050 but with a projector overlap in the middle, so not
 full 2800px) and it was never properly full screen. Or rather the OSG window
 was, but the scene was clipped somehow and not filling the whole window. Is 
 the
 code silently reducing the size to make it power of 2, by chance? Or is there
 a hardwired limit somewhere?

 I have a resize callback calling setScreenDims() already and it works for the
 most cases.

 Jan

 ___
 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] [osgOcean] 3D model material display error!

2009-11-02 Thread Kim Bale
Hi MT,

For the reasons I just gave, you can't add objects to the scene and
have the full compliment of effects without either using the default
shader or using your own shader implementation.

Reflections/refractions etc will continue to work since they act on
the ocean surface and not the model. However, other such as glare,
depth of field, light scattering, fogging etc will not as they act on
the models themselves.

However, it is pretty straight forward to duplicate a subset of fixed
pipeline functionality within a shader and then add the relevant
osgOcean shader effects to it, you can just copy functions from the
default shader and mix them in with the result of your shader.

K.


2009/11/2 Tian Ma tianxiao...@foxmail.com:
 Hi Jan,Kim:

 Thank you a lot.

     Kim, does it means that: I can never keep the models looks like what they 
 are before? And I have to program shaders for every loaded models, in order 
 to have reflect or other effects?

     I want to know that: is there a simple way to make the models just look 
 like what they are?



 Kim Bale wrote:
 Hi Jan, Tian,

 osgOcean uses shaders for pretty much every effect in the scene -
 fogging, depth of field, glare, lighting etc. If objects that are
 added to the scene are to look consistent with the ocean effects they
 will require a shader to be applied that takes into account these
 effects. This is particularly necessary if the fullscreen effects are
 used as they require the alpha component of the frame buffer to work.

 In order to address this issue, OceanScene will apply a default shader
 to objects added as children (default_scene.frag  vert) which
 illustrates how to use the uniforms supplied by osgocean (prefixed
 osgOcean_* ) in conjunction with your own shader. Since I could not
 anticipate the many wierd and wonderful ways that shaders can be used
 it only offers a very basic implementation (1 texture unit, limited
 phong lighting etc) and should be seen as a shader to customise and
 build on yourself.

 You can override the default shader either by attaching a new program
 to the object you wish to use in the scene or by using this function
 in OceanScene:

 /** Override the default scene shader for custom shaders.
 * If custom shaders are required for individual nodes add them
 before adding to the OceanScene.
 * Dirties state.
 */
 void setDefaultSceneShader( osg::Program* program )
 {
 _defaultSceneShader = program;
 _isDirty = true;
 }

 Alternatively you can turn the default shader off completely with
 setter in OceanScene.

 Regards,

 Kim.






 2009/11/2 Jan Ciger :

  Tian Ma  wrote:
 
   Hi,
  
      When I load a model into the osgOcean scene, the model looks white all
    over, without any material. Anybody knows why?
  
 
  Yes, I have seen the same thing. I believe that the shaders applied by
  osgOcean are responsible and are not passing the the vertex colors along.
  I have yet to check the shader code, though.
 
  Regards,
 
  Jan
 
  ___
  osg-users mailing list
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 ___
 osg-users mailing list

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  --
 Post generated by Mail2Forum


 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=19021#19021





 ___
 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] PagedLOD experts?

2009-11-02 Thread Jean-Sébastien Guay

Hi Chris,


  It does raise another question -- is this a common practice and is there 
anywhere else
in OSG where node name has a special meaning during specific phases of 
operation?


I tend to think that any use of user-settable properties, such as node 
name, callbacks, user data, etc. inside OSG is potentially dangerous. 
Any app could potentially change the node's name, remove/replace a 
callback or user data and that would break the library's behavior, and 
the only way to know why it's broken is to go delve into OSG's source.


For callbacks, it's pretty easy to instead derive a node type and 
override the traverse() method. That way it's much harder for the user 
to break expected behavior of the node (they would need to derive from 
this node type, override traverse() and forget to call the base class 
version). For name and user data, I don't see an easy way to avoid using 
them if OSG already uses them in some cases... But in any case, 
identifying nodes by name always strikes me as unsafe.


Since we use visitors so often in OSG coding, OSG itself can't assume 
that any node is hidden from the user, and so can't assume that 
user-settable properties won't be changed by the user...


This doesn't really help you, but I wanted to be more detailed than just 
saying I agree.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Wayfinding / route finding

2009-11-02 Thread Ben Dykes
Hi there,

Having never used OSG so forgive me if this is an old question - I’m really new 
round here! 

In short, is there an existing plug-in or method i could use with OSG to 
provide way finding or route finding functionality?

The requirement i have is for large scale building/interior way finding - 
basically point to point from one room/location to another.

Is there already something available or do i need to resource up for custom 
development?

Thank you!

Cheers,
Ben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18995#18995





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


Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Art Tevs
Hi Wyat,


WyattEarp wrote:
 
 What is the
 cudakernel project that Cmake generated?  Note of the files will open
 in VS.
 

This is the cuda example project. I have not checked if cmake does also 
generate valid VS files for cuda module in the example. 


 
 Also, when I try to run the video example I get an error message saying that 
 a plugin could not be found to read objects from Data/Images/video.avi and 
 one that says the video.avi file could not be found.  I copied the Data 
 directory underneath my bin directory and the other examples, except the cuda 
 example and the osgppu_viewer example... the last one could be because I am 
 not passing the correct args in.
 

Please read README first. It says that you have to specify OSG_FILE_PATH before 
running the examples. Yes one way would be just to copy the Data directory 
under the bin path. Check that your osg plugins responsilbe for avi handling 
could also be found. Just to be on the safe side, you can copy all osgdb_*.dll 
into the bin directory where your examples are built.
osgppu_viewer has to be started with a file path to any .ppu file. In those 
files the complete pipeline is stored, similar to .osg files.

cheers,
art

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19032#19032





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


Re: [osg-users] Wayfinding / route finding

2009-11-02 Thread Vincent Bourdier

Hi Ben,

I cannot be 100% sure of my answer but when when needed to have this, we 
made our own implementation based on collision and A*. This is the only 
way we found.


Regards,
  Vincent.

Ben Dykes a écrit :

Hi there,

Having never used OSG so forgive me if this is an old question - I’m really new round here! 


In short, is there an existing plug-in or method i could use with OSG to 
provide way finding or route finding functionality?

The requirement i have is for large scale building/interior way finding - 
basically point to point from one room/location to another.

Is there already something available or do i need to resource up for custom 
development?

Thank you!

Cheers,
Ben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18995#18995





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



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4564 (20091102) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com


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


Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-11-02 Thread Kim Bale
J-S,

 Just for general reference, the problem was that on Windows compilers (and
 previously DOS), near and far were once keywords used to refer to memory
 inside the first 64k page, and outside, respectively (back when you needed
 to address them differently, which is a long time ago). Nowadays it's pretty
 obsolete, but some compilers on PC still carry that legacy. And I get bitten
 by it every time I do OpenGL or raytracing code that needs to have a
 frustum, with near and far planes :-)

Ah interesting, nothing to do with windows.h then.. either way it
was fixed a while ago.

 The 1.0 tag is pretty old now, people should not check out using it
 anymore... Kim, is it possible to make changes on the googlecode site so
 that it doesn't show up by default when people click on the source tab?
 The default checkout should be from the trunk now. And the trunk has the
 above fix already, btw.

Since there has been some additional functionality and lots of bug
fixes, I'll tag the trunk as a 1.05 or something and direct to that. I
think it's better to have people using a tag for download instead of
the trunk because things do get broken from time to time in there.

Cheers,

K.



2009/11/2 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
 Hello Tian,

   Was it those that you deleted? Yes, I just delet thems, because I found
 that these two inline  functions had not been used in anywhere. And now my
 project just goes right,  the same with the oceanExample.

 Sorry I didn't pick up on this thread... I'm pretty darn busy so I just
 glance over threads that I don't immediately have an answer for, but looking
 at the OceanScene header in the osgOcean-1.0 tag, lines 213 and 223, it was
 immediately obvious what the problem was. You do not need to delete them.
 Just rename the variables called near and far to something else, like
 this for example:

        /** Set near DOF blur distance.
          * Updates the uniform is DOF state is valid.
          */
        inline void setDOFNear( float zNear ) {
            _dofNear = zNear;

            if( _dofStateSet.valid() )

 _dofStateSet-getUniform(osgOcean_DOF_Near)-set(_dofNear);
        }

        /** Set far DOF blur distance
          * Updates the uniform is DOF state is valid.
          */
        inline void setDOFFar(float zFar ) {
            _dofFar = zFar;

            if( _dofStateSet.valid() )

 _dofStateSet-getUniform(osgOcean_DOF_Far)-set(_dofNear);
        }

 Just for general reference, the problem was that on Windows compilers (and
 previously DOS), near and far were once keywords used to refer to memory
 inside the first 64k page, and outside, respectively (back when you needed
 to address them differently, which is a long time ago). Nowadays it's pretty
 obsolete, but some compilers on PC still carry that legacy. And I get bitten
 by it every time I do OpenGL or raytracing code that needs to have a
 frustum, with near and far planes :-)

 And it doesn't matter that these methods are not used in osgOcean or the
 oceanExample themselves, they're still useful methods to have in order to be
 able to tweak osgOcean's rendering.

    Sorry , I did not know the meaning of  the trunk update clearly.

 Kim meant checking out from

  http://osgocean.googlecode.com/svn/trunk/

 instead of

  http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/

 The 1.0 tag is pretty old now, people should not check out using it
 anymore... Kim, is it possible to make changes on the googlecode site so
 that it doesn't show up by default when people click on the source tab?
 The default checkout should be from the trunk now. And the trunk has the
 above fix already, btw.

 Hope this helps,

 J-S
 --
 __
 Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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


Re: [osg-users] Broken Textures in Recent OSG

2009-11-02 Thread Robert Osfield
Hi Wojtek,

My guess is that texture coordinate output is getting corrupted for
some reason.  Looking at the .osg file it has a PER_PRIMITIVE color
array which will force osg::Geometry to use slow paths, so perhaps
this is a big buggy in certain combinations of array set up.   Could
you try removing the colour array from the .osg file and then have a
look at the results, as this should get osg::Geometry back on fast
paths.

Unfortunately I have only have a GLES 2 build of the OSG on my dev
machines right now, and GLES2 doesn't yet work well enough for me to
do any diagnostics on things like osg::Geometry, so I won't be able to
look into this problem right away.  Once I've got a bit more of the
GLES 2 port working I'll return to testing the standard GL build out
and should be able to track down the issue with handling this model.

Robert.

2009/11/2 Wojciech Lewandowski lewandow...@ai.com.pl:
 Hi Robert,

 Recent changes in OSG trunk, are somehow responsible for the problems with
 texture mapping we started to observe. I have attached simple model showing
 the effect. Below are also screenshots from osgviewer 2.8.2 (correct) and
 today SVN (bad). I first noticed this problem on last friday.

 Wojtek Lewandowski

 ___
 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] Broken Textures in Recent OSG

2009-11-02 Thread Wojciech Lewandowski
Thanks, for advice. Replacing PER_PRIMITIVE with OVERALL color removes the 
problem.  We will change the model then.


Wojtek Lewandowski

- Original Message - 
From: Robert Osfield robert.osfi...@gmail.com

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, November 02, 2009 4:06 PM
Subject: Re: [osg-users] Broken Textures in Recent OSG


Hi Wojtek,

My guess is that texture coordinate output is getting corrupted for
some reason.  Looking at the .osg file it has a PER_PRIMITIVE color
array which will force osg::Geometry to use slow paths, so perhaps
this is a big buggy in certain combinations of array set up.   Could
you try removing the colour array from the .osg file and then have a
look at the results, as this should get osg::Geometry back on fast
paths.

Unfortunately I have only have a GLES 2 build of the OSG on my dev
machines right now, and GLES2 doesn't yet work well enough for me to
do any diagnostics on things like osg::Geometry, so I won't be able to
look into this problem right away.  Once I've got a bit more of the
GLES 2 port working I'll return to testing the standard GL build out
and should be able to track down the issue with handling this model.

Robert.

2009/11/2 Wojciech Lewandowski lewandow...@ai.com.pl:

Hi Robert,

Recent changes in OSG trunk, are somehow responsible for the problems with
texture mapping we started to observe. I have attached simple model 
showing

the effect. Below are also screenshots from osgviewer 2.8.2 (correct) and
today SVN (bad). I first noticed this problem on last friday.

Wojtek Lewandowski

___
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] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Wyatt Earp
I followed the instructions in the README prior to posting this, but
was still having problems.  I moved the osgdb*.dll files to the
directory where my examples live.  osgppu_viewer runs now, but the
osgppu_video is still complaining about not finding the plugin it
needs.  Which particular plugin does it need?

W

On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Wyat,


 WyattEarp wrote:

 What is the
 cudakernel project that Cmake generated?  Note of the files will open
 in VS.


 This is the cuda example project. I have not checked if cmake does also 
 generate valid VS files for cuda module in the example.



 Also, when I try to run the video example I get an error message saying that 
 a plugin could not be found to read objects from Data/Images/video.avi and 
 one that says the video.avi file could not be found.  I copied the Data 
 directory underneath my bin directory and the other examples, except the 
 cuda example and the osgppu_viewer example... the last one could be because 
 I am not passing the correct args in.


 Please read README first. It says that you have to specify OSG_FILE_PATH 
 before running the examples. Yes one way would be just to copy the Data 
 directory under the bin path. Check that your osg plugins responsilbe for avi 
 handling could also be found. Just to be on the safe side, you can copy all 
 osgdb_*.dll into the bin directory where your examples are built.
 osgppu_viewer has to be started with a file path to any .ppu file. In those 
 files the complete pipeline is stored, similar to .osg files.

 cheers,
 art

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=19032#19032





 ___
 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] Broken Textures in Recent OSG

2009-11-02 Thread Robert Osfield
On Mon, Nov 2, 2009 at 3:15 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
 Thanks, for advice. Replacing PER_PRIMITIVE with OVERALL color removes the
 problem.  We will change the model then.

Until I fix the bug I'd suggest changing the model, but it's clearly a
bug so once I've got back to it, it shouldn't be long before it's
fixed.

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


[osg-users] Refactoring DatabasePager NeedToRemove string flagging technique

2009-11-02 Thread Chris 'Xenon' Hanson
Jean-Sébastien Guay wrote:
 This doesn't really help you, but I wanted to be more detailed than just
 saying I agree.

  Thanks for th insight, everyone.

  I'm kind of an old-school C-flavor programmer, so my instinctive response is 
rather
C-like. I don't like bloating people's in-memory objects, so I'd lean towards 
defining a
32-bit flag member on class Node called something like 
_ephemeralInternalStateFlags. This
would not be saved or restored, and the definitions of each flag bit would be 
enumerated
as 1n enums in the Node class header. Code outside of the OSG core 
distribution would be
prohibited (by policy, can't really enforce it in the compiler) from defining 
and
utilizing these flag bits, but code within OSG core could. The first bit 
allocated would
be used to replace the NeedToRemove indicator.

  Also, while the read-modify-write cycle used to toggle just one bit of a flag 
is not as
fast as the blind-write cycle used when you dedicate a whole boolean variable 
(and consume
more memory), both the setting operation AND the testing operation should be 
faster than
the current string-marking technique.

  If Robert has no objections to this solution, I'll code it up quick and share 
it.


  I'm also concerned about the amount of very similar-but-not-quite-the-same 
code between
DatabasePager::capped_removeExpiredSubgraphs and
DatabasePager::expiry_removeExpiredSubgraphs. I'd like to refactor that to DRY 
(Don't
Repeat Yourself) it out a bit as I'm implementing some code of my own that 
needs to
cleanly dispose of some PagedLOD children. But, I don't understand why there are
differences in the disposal technique between them (one calls
_fileRequestQueue-updateBlock() directly, one sets a local flag and calls 
updateBlock()
at the end of the operation, etc).

 J-S

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Wayfinding / route finding

2009-11-02 Thread Martin Scheffler
Also, the OSG-based game engine Delta3D offers pathfinding functionality.
http://www.delta3d.org
Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19041#19041





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


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote:
 All,
 How exactly does one go about setting up VBPMaster and its dependencies?
 I already had OpenSceneGraph and its dependencies (Producers and
 OpenThreads). Now I'm trying to set up VPBMaster and I had to use CMake
 to get an .sln file, so I did that. Then I received a series of errors
 when trying to compile it, so I moved some input and .lib files around
 and finally got it to build. However, I'm not getting linking errors,
 such as:
 VirtualPlanetBuilder\VirtualPlanetBuilder\src\osgTerrain\DataSet.cpp(56)
 : warning C4273: 'vpb::DataSet::setNotifyOffset' : inconsistent dll linkage

  Sometimes this can happen when you are trying to mix DLLs and their 
corresponding .libs
that were generated by projects with different compile options like 
debug/release or the like.

 Does anyone know what I'm doing wrong here? I can't find any
 documentation on how to set up your directories for VPBMaster.

  I haven't done it from scratch in a while, so I don't recall any quirks.

 Thanks!
 Jake


-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgViewer crash loading textures under Windows Vista

2009-11-02 Thread Chris 'Xenon' Hanson
Philip Lamb wrote:
 osgViewer (OSG v2.6, compiled under Windows XP SP3 with Visual Studio
 2005 SP1) crashes while loading textured models (e.g. cow.osg) when I
 run it on a clean install of Windows Vista SP2. Before I go through the
 pain of installing VS on this copy of Vista to run the debugger, are
 there any known gotchas running OSG compiled under XP in Vista?

  I run OSG apps on Vista all the time. I compile them on Vista too, but I have 
also run
older XP-compiled apps just fine.

  #1 issue: Check and update your display drivers before doing anything else, 
and if it
still doesn't work, report what make/model and driver revision your dealing 
with. There
are some crap drivers out there.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Refactoring DatabasePager NeedToRemove string flagging technique

2009-11-02 Thread Paul Martz

Chris 'Xenon' Hanson wrote:

Jean-Sébastien Guay wrote:

This doesn't really help you, but I wanted to be more detailed than just
saying I agree.


  Thanks for th insight, everyone.

  I'm kind of an old-school C-flavor programmer, so my instinctive response is 
rather
C-like. I don't like bloating people's in-memory objects, so I'd lean towards 
defining a
32-bit flag member on class Node called something like 
_ephemeralInternalStateFlags. This
would not be saved or restored, and the definitions of each flag bit would be 
enumerated
as 1n enums in the Node class header.


Oh, excellent! Then you can join the debate. See: Change to Optimizer 
OptimizationOptions or (in osg-submissions) DisplaySettings masks for 
implicit buffer attachments.


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


Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-02 Thread Chris 'Xenon' Hanson
Paul Martz wrote:
 In Wojciech's modified submission, he changed the bitmask variable to a
 signed int, with the reasoning that enum values are also signed ints,
 and this eliminates the need for a typecast to get rid of compiler
 warnings.
 This caused me to weigh in with the workaround of declaring the bit
 values as static const unsigned int, and keeping the bitmask unsigned.
 But this goes against the OSG precedent set with the Optimizer.

  I see both sides here. My only input would be that some IDEs (VC++ among 
them, I
believe) have better facilities for understanding and displaying constants 
defined as
enums than as const variables. For example if I have an enum of FOO defined as 
4, and I
have a variable of the enumerated type containing 4, the debugger will display 
it to me as
FOO (4) which is more meaningful than just (4). However, with bitmasks, you'll 
hardly ever
have just a single bit set, so the IDE's enum interpretation ability kind of 
goes out the
window.

  So, I'd lean towards whatever makes the cleanest reading and compiling code. 
It seems to
me like this would be the static const unsigned int. No ugly casts when used, 
no ugly
warnings when compiled. But if the same thing can already be achieved with the 
enum+signed
technique, then I'm ok to leave well enough alone.

 If you could post with do it this way or do it that way, I (for one)
 could get back to work and stop prodding everyone with my code style
 opinions. :-)

  Ooh, we could start a whole new OSG list just for code style fights and 
then unearth
the old extensionless headers arguments on the first day of each month just for 
fun!

  In this corner, the defending champion, Decorator Pattern and on the 
opposite side of
the ring, the visiting challenger, VISITOR!

 Thanks,

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Transparency issue

2009-11-02 Thread Vincent Bourdier

Hi all,

I have a transparency issue on a very simple sceneGraph and I do not 
understand how that problem can be there.


I set all the mode in the stateSet to make the group transparent... but 
no way !

The node file is in attached file.

Any suggestion would be very appreciated  :-)

Thanks.

Regards
  Vincent



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4565 (20091102) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com

MatrixTransform {
  UniqueID MatrixTransform_0
  name FOV_SST
  nodeMask 0x
  cullingActive TRUE
  StateSet {
UniqueID StateSet_1
rendering_hint TRANSPARENT_BIN
renderBinMode USE
binNumber 10
binName DepthSortedBin
GL_BLEND OVERRIDE|ON
Material {
  UniqueID Material_2
  ColorMode AMBIENT_AND_DIFFUSE
  ambientColor 0.2 0.2 0.2 0.1
  diffuseColor 0.8 0.8 0.8 0.1
  specularColor 0 0 0 0.1
  emissionColor 0 0 0 0.1
  shininess 0
}
  }
  referenceFrame RELATIVE
  Matrix {
0.372899 0.927809 0.0108007 0
0.927868 -0.372907 -0.00130011 0
0.00282142 0.0105065 -0.41 0
102.289 138.043 210.755 1
  }
  num_children 1
  Geode {
nodeMask 0x
cullingActive TRUE
num_drawables 1
Geometry {
  UniqueID Geometry_3
  DataVariance STATIC
  useDisplayList TRUE
  useVertexBufferObjects FALSE
  PrimitiveSets 1
  {
DrawElementsUInt TRIANGLES 18
{
  0 1 2 2 3 0 1 3 2 1
  4 3 4 0 3 1 0 4 
}
  }
  VertexArray Vec3Array 5
  {
362.363 113.343 382.459
1023.24 -577.024 738.365
1055.02 -624.149 510.398
786.445 -805.254 510.398
754.667 -758.128 738.365
  }
  NormalBinding PER_VERTEX
  NormalArray Vec3Array 5
  {
-0.224762 0.112612 0.329231
0.196082 -0.0700814 0.553608
0.471927 -0.258449 -0.136682
-0.240278 -0.526486 -0.0526055
-0.189486 -0.160404 0.518533
  }
  ColorBinding PER_VERTEX
  ColorArray Vec4Array 5
  {
0.823529 0.823529 1 1
0.823529 0.823529 1 1
0.823529 0.823529 1 1
0.823529 0.823529 1 1
0.823529 0.823529 1 1
  }
}
  }
}



__ Information from ESET NOD32 Antivirus, version of virus signature 
database 4565 (20091102) __

The message was checked by ESET NOD32 Antivirus.

http://www.eset.com

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


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote:
 Well, maybe I can provide more details to see if I can get some direction:
  
 I'm using Windows XP. I'm using OpenSceneGraph-1.2 and I've got the
 following directories:

  Well, that doesn't tell me much. Wait, OSG 1.2? Really? Why something that 
old?

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgViewer crash loading textures under Windows Vista

2009-11-02 Thread Jakob Ruhe
Instead of installing Visual Studio on the client computer you can
download and install the right vcredist package from Microsoft. The
one I think you need right now is:
http://www.microsoft.com/downloads/details.aspx?displaylang=enFamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647

On what format are the textures? The PNG plugin (osgdb_png) needs
libpng dll to be included, the TIFF plugin (osg_tiff) needs zlib dll
just to give you an example of files you also need.

As Erik den Dekker wrote, the dependency walker is a really good tool
to solve problems of this kind. Another way to get help is by starting
your application from the command prompt and set the OSG_NOTIFY_LEVEL
environmentvariable to DEBUG before.

I hope it helps. Good luck!

/Jakob Ruhe

2009/11/2 Philip Lamb p...@eden.net.nz:
 osgViewer (OSG v2.6, compiled under Windows XP SP3 with Visual Studio 2005
 SP1) crashes while loading textured models (e.g. cow.osg) when I run it on a
 clean install of Windows Vista SP2. Before I go through the
 pain of installing VS on this copy of Vista to run the debugger, are there
 any known gotchas running OSG compiled under XP in Vista?

 I'm tempted to just tell the customer to go back to running our app under XP
 but I'm sure this unfortunately won't be the last time we end up having to
 support a deployment on Vista.

 Any help or experiences much appreciated.

 Regards,
 Philip Lamb

 ___
 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] Setting up VPBMaster

2009-11-02 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote:
 I'm picking up a project that was started by someone else who left the
 company and re-located a few weeks ago. I'm not really sure how we got
 to the point we're at, but that's what I'm stuck with, and it's too late
 to try switching things around now.

  Hmm. Well, you're going to experience some grief being on such an old 
release. There are
many bugs that have been fixed since 1.2, I'm sure. You will probably encounter 
them.
Depending on your schedule, you might strongly consider trying to compile your 
codebase
against a current OpenSceneGraph-2.8.2 release. We're going to be hard-pressed 
to help you
with issues on such an old codebase. And, you're going to have to update at 
SOME point.

 I work for a Flight Simulation
 Company and we're generating a Tactical Map that is 1000kmx1000km. We
 generated 1879 Bitmaps at a resolution of 2MPP, and I'm using osgdem to
 generate an .ive database to be used by our software on a Flight
 Simulator we're currently building. It's currently been running for 7
 days, and it's diving into the 11th Level, so I'm anticipating around
 873,000 files to be generated, consuming approximately 175GB. I'm fine
 with the Disk Space as we're storing the DB (along with 4 others of
 similar sizes) on a 2TB drive.

  Ok.

 I was told by Robert Osfield to try using
 VPBMaster for this, but I can't get off the ground with it. He said 1879
 files was too much to feed into OSGDem. However, my former co-worker
 wrote a method that handles an ARG_FILE as input to OSGDem and feeds it
 the parameters as necessary to execute them. I believe this method is
 doing what vpbmaster would do, if I could get it running. Do you have
 any thoughts all that?

  Well, I have no idea how your co-worker was using OSGDem. Is it anyone we'd 
know?

  Are you trying to compile an OSGDEM/VPB release from a modern VPB code 
checkout, or what
version of the VPB code are you using? Your code ingredients here may be 
toxically immiscible.

 Thanks!
 Jake


-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Wyatt Earp
I think I found the problem why the plugin isn't found... Is the
plugin for playing avi the QuickTime plugin?  If it is, it isn't
building built when I build OSG.  I ran CMake and see that the
QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND.  I assume
this is the reason the qt plugin isn't being built. Is that the case?
W

On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs arti_t...@yahoo.de wrote:
 Hi Wyat,


 WyattEarp wrote:

 What is the
 cudakernel project that Cmake generated?  Note of the files will open
 in VS.


 This is the cuda example project. I have not checked if cmake does also 
 generate valid VS files for cuda module in the example.



 Also, when I try to run the video example I get an error message saying that 
 a plugin could not be found to read objects from Data/Images/video.avi and 
 one that says the video.avi file could not be found.  I copied the Data 
 directory underneath my bin directory and the other examples, except the 
 cuda example and the osgppu_viewer example... the last one could be because 
 I am not passing the correct args in.


 Please read README first. It says that you have to specify OSG_FILE_PATH 
 before running the examples. Yes one way would be just to copy the Data 
 directory under the bin path. Check that your osg plugins responsilbe for avi 
 handling could also be found. Just to be on the safe side, you can copy all 
 osgdb_*.dll into the bin directory where your examples are built.
 osgppu_viewer has to be started with a file path to any .ppu file. In those 
 files the complete pipeline is stored, similar to .osg files.

 cheers,
 art

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=19032#19032





 ___
 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] export DAE file, how to change names?

2009-11-02 Thread lucas Grijander

Hi all!
I am using the collada plugin to export my geometries in .dae format. I would 
like to know if there is an option of specifying the name of Ids, such as 
shapes, primitives, materials, etc... It's important to better differenciate in 
another application I have between different objects.
thanks!
Jaime.
_
Windows Live: Make it easier for your friends to see what you’re up to on 
Facebook.
http://www.microsoft.com/middleeast/windows/windowslive/see-it-in-action/social-network-basics.aspx?ocid=PID23461::T:WLMTAGL:ON:WL:en-xm:SI_SB_2:092009___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Jacob Armstrong

Thanks for the feedback, Chris. I'm trying to use VPBMaster-0.9.0 or 
VPBMaster-0.9.1 with OpenSceneGraph-1.2, so you're right, I'm not sure if 
they're even compatible. I'm only using this as a back-up option though. Robert 
said that osgdem can't handle a database as large as the one we're trying to 
generate, but it has been running for 7 days and seems to be processing all of 
the data. Do you know what the expected behavior is for osgdem if I pass in 
1879 bitmaps and try to generate a 1000kmx1000km database at 2MPP (actually, 
the lower half of the DB is being generated at 4MPP(11 levels), and the upper 
half of the DB is being generated at 2MPP(12 levels))? My estimate is that 
OSGDem will finish processing the data in 8 more days and then begin generating 
the files (for approximately 9 more days). Do you think this will even work? 
I'm really hoping it will.  :)

 

 


 
 Date: Mon, 2 Nov 2009 10:20:04 -0700
 From: xe...@alphapixel.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Setting up VPBMaster
 
 Jacob Armstrong wrote:
  I'm picking up a project that was started by someone else who left the
  company and re-located a few weeks ago. I'm not really sure how we got
  to the point we're at, but that's what I'm stuck with, and it's too late
  to try switching things around now.
 
 Hmm. Well, you're going to experience some grief being on such an old 
 release. There are
 many bugs that have been fixed since 1.2, I'm sure. You will probably 
 encounter them.
 Depending on your schedule, you might strongly consider trying to compile 
 your codebase
 against a current OpenSceneGraph-2.8.2 release. We're going to be 
 hard-pressed to help you
 with issues on such an old codebase. And, you're going to have to update at 
 SOME point.
 
  I work for a Flight Simulation
  Company and we're generating a Tactical Map that is 1000kmx1000km. We
  generated 1879 Bitmaps at a resolution of 2MPP, and I'm using osgdem to
  generate an .ive database to be used by our software on a Flight
  Simulator we're currently building. It's currently been running for 7
  days, and it's diving into the 11th Level, so I'm anticipating around
  873,000 files to be generated, consuming approximately 175GB. I'm fine
  with the Disk Space as we're storing the DB (along with 4 others of
  similar sizes) on a 2TB drive.
 
 Ok.
 
  I was told by Robert Osfield to try using
  VPBMaster for this, but I can't get off the ground with it. He said 1879
  files was too much to feed into OSGDem. However, my former co-worker
  wrote a method that handles an ARG_FILE as input to OSGDem and feeds it
  the parameters as necessary to execute them. I believe this method is
  doing what vpbmaster would do, if I could get it running. Do you have
  any thoughts all that?
 
 Well, I have no idea how your co-worker was using OSGDem. Is it anyone we'd 
 know?
 
 Are you trying to compile an OSGDEM/VPB release from a modern VPB code 
 checkout, or what
 version of the VPB code are you using? Your code ingredients here may be 
 toxically immiscible.
 
  Thanks!
  Jake
 
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
 PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
 There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
_
New Windows 7: Find the right PC for you.
http://www.microsoft.com/windows/pc-scout/default.aspx?CBID=wlocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_pcscout:112009___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote:
 Thanks for the feedback, Chris. I'm trying to use VPBMaster-0.9.0 or
 VPBMaster-0.9.1 with OpenSceneGraph-1.2, so you're right, I'm not sure
 if they're even compatible.

  You're playing with fire here. I expect they are not going to be compatible.

 I'm only using this as a back-up option
 though. Robert said that osgdem can't handle a database as large as the
 one we're trying to generate, but it has been running for 7 days and
 seems to be processing all of the data. Do you know what the expected
 behavior is for osgdem if I pass in 1879 bitmaps and try to generate a
 1000kmx1000km database at 2MPP (actually, the lower half of the DB is
 being generated at 4MPP(11 levels), and the upper half of the DB is
 being generated at 2MPP(12 levels))? My estimate is that OSGDem will
 finish processing the data in 8 more days and then begin generating the
 files (for approximately 9 more days). Do you think this will even work?
 I'm really hoping it will.  :)

  You're outside the envelope. It might work. It might cause a singularity that 
sucks the
universe beyond the event horizon and into a black hole. ;) Good luck with that.

  You're going to be really mad if it gets to the end and either crashes or 
makes garbage
data, and you'll wonder why you didn't spend that time adapting to the latest 
code that
could have done the job properly and more rapidly using multiple CPUs and stuff.

  Are you really generating a 3D database from all of this? It almost sounds 
like your
just doing a 2D orthographic map, which tells me you're going about this 
COMPLETELY the
wrong way.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Jean-Sébastien Guay

Hi Jacob,

However, my former co-worker 
wrote a method that handles an ARG_FILE as input to OSGDem and feeds it 
the parameters as necessary to execute them. I believe this method is 
doing what vpbmaster would do, if I could get it running. 


Actually vpbmaster does more than that, it allows you to distribute your 
generation tasks over a network of machines so that your total 
generation would take much less time. It's a bit too late for that now, 
but I expect that's the major benefit Robert had in mind when steering 
you towards vpbmaster.


As for your problems, VPB releases are tied to OSG releases, so you need 
them to match. According to the VPB site, even very old versions of VPB 
(0.9.1) required at least OSG 2.2, so I'm not sure what VPB version 
matches OSG 1.2, and even if you can find it, I'm absolutely sure it 
won't have vpbmaster, as that appeared for VPB 0.9.2 as you can see by 
comparing these two links:


http://www.openscenegraph.org/projects/VirtualPlanetBuilder/browser/tags/VirtualPlanetBuilder-0.9.1/applications
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/browser/tags/VirtualPlanetBuilder-0.9.2/applications

Now, in the interest of full disclosure, I can tell you the hard way of 
doing things, just so you can choose yourself whether you want to 
upgrade your app to a recent OSG release or not...


To be able to use vpbmaster and still load the resulting database into 
OSG 1.2, you will need to:


1. Compile a recent OSG (2.8 for example)
2. Compile a recent VPB (0.9.10 to match OSG 2.8 for example)
3. Generate your database using --POLYGONAL so that no osgTerrain 
rendering techniques are used, and generate it into .osg format instead 
of .ive format as that's not backwards-compatible
4. Optionally, you can then make a tool/script to reconvert all the .osg 
files to .ive using OSG 1.2's osgconv tool (there's a page on the VPB 
wiki about this, which hopefully will be obsoleted soon by Chris's 
submissions)


I'm probably forgetting other options you'd need to specify when 
generating to make sure your resulting files are compatible with OSG 
1.2. The resulting .osg files (assuming you don't do step 4) will be 
much larger and slower to load than the corresponding .ive files, and 
converting them to .ive (step 4) will take a long time (probably close 
to the same time that was needed to generate the database in the first 
place).


So, in the process, you'll compile a recent OSG anyways, and you'll be 
disabling all the features that make that recent release worthwhile. 
You'll also be generating much more data, and spending more time doing 
so. And finally, we won't be able to help you much if the steps I've 
outlined above lead to more problems which I might not have anticipated. 
I don't know about you, but that sounds like a lose-lose situation to me.


Now, you've already invested a lot of time generating the database 
you're doing right now, so keep that of course. But for next time you 
need to generate something like that, you might want to consider what I 
said above. Hope this helps,


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-11-02 Thread Art Tevs
Which plugin is exactly used, is actually not dependent on osgppu. It just uses 
osgDB to load an .avi file. In earlier versions of osg a quicktime plugin was 
used to play .avi files, right. I don't know exactly the version number, but in 
between there was a change to ffmpeg plugin. I am also not sure if ffmpeg is 
built on windows at all.

So, if video example don't work, then just ignore it, if it is sufficient for 
you. It could be that you would require couple of additional libraries to built 
osg's video plugin on windows. Maybe search in forum or on the mailing list 
archives to find mor einfo, how to use video playback in osg on windows.

cheers,
art



WyattEarp wrote:
 I think I found the problem why the plugin isn't found... Is the
 plugin for playing avi the QuickTime plugin?  If it is, it isn't
 building built when I build OSG.  I ran CMake and see that the
 QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND.  I assume
 this is the reason the qt plugin isn't being built. Is that the case?
 W
 
 On Mon, Nov 2, 2009 at 8:28 AM, Art Tevs  wrote:
 
  Hi Wyat,
  
  
  WyattEarp wrote:
  
   
   What is the
   cudakernel project that Cmake generated?  Note of the files will open
   in VS.
   
   
  
  This is the cuda example project. I have not checked if cmake does also 
  generate valid VS files for cuda module in the example.
  
  
  
   
   Also, when I try to run the video example I get an error message saying 
   that a plugin could not be found to read objects from 
   Data/Images/video.avi and one that says the video.avi file could not be 
   found.  I copied the Data directory underneath my bin directory and the 
   other examples, except the cuda example and the osgppu_viewer example... 
   the last one could be because I am not passing the correct args in.
   
   
  
  Please read README first. It says that you have to specify OSG_FILE_PATH 
  before running the examples. Yes one way would be just to copy the Data 
  directory under the bin path. Check that your osg plugins responsilbe for 
  avi handling could also be found. Just to be on the safe side, you can copy 
  all osgdb_*.dll into the bin directory where your examples are built.
  osgppu_viewer has to be started with a file path to any .ppu file. In those 
  files the complete pipeline is stored, similar to .osg files.
  
  cheers,
  art
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=19032#19032
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19061#19061





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


Re: [osg-users] Textures and Images

2009-11-02 Thread Jason Jerald

I recently had similar issues.  There are multiple ways to store textures in
the model.  You can convert your model to .osg format and look to see how
the textures are stored in your model.  And/or have your code try all the
possibilities until you no longer get NULL.

Jason






-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Julian
Looser
Sent: Sunday, November 01, 2009 1:16 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Textures and Images

Hi,

I have a question about osg::Textures. In my program I load an IVE file with
embedded textures. Once it is loaded, I traverse the subgraph with a custom
visitor which inspects each osg::StateSet. I find osg::Textures within these
statesets, and I want to get the filenames for the images the textures are
using.

I thought I had this working as a bunch of test models loaded and were
analysed correctly. However, for some models, the textures are found, but if
I call getImage(n) on the texture, NULL is returned. The texture looks fine
in the viewer, so I know the image data has been loaded at some point.

Shouldn't an osg::Texture loaded from an image file always have a valid
osg::Image you can access?

Why would this work for some models and not others? Is it a difference in
the loaders for different image formats?

Cheers,
Julian

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18997#18997





___
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] Setting up VPBMaster

2009-11-02 Thread Jacob Armstrong

Chris,

 

Thanks again for your input. I won't even bother with VBPMaster now unless I 
get approval to upgrade OpenSceneGraph. There is a lot of overhead and hoops to 
go through in order to make a change like that, so I'm compile this info and 
pitch it to management and let them make a decision.

 

As far as the current process goes, I'm glad to hear that it might work. My 
biggest question was if this is too much data, when will osgem crash - during 
processing or during writing? Your right, I will be upset if it crashed during 
writing, because that means I've lost 15 days, and I could have been exploring 
the options of VBPMaster by updating OSG, if that even gets approved here. To 
answer your last question, you're exactly right. I'm taking a bunch of 
Openflight data with 3D terrain/textures/models and I'm just generating a 2D 
map to be displayed from the Bird's-Eye-View. Your comment about going about 
that the wrong way scares me, but also indicates that there's a better way? 
Could you shed some light on that? I would love to pursue a different approach 
if it's more feasible for what I'm doing. However, I do know that my former 
co-worker ran a series of smaller samples of this exact database, processing it 
at various levels, and it produced the desired result. At one point, he had an 
output of 22,000 files, generated at various resolutions, and the resulting 
.ive database is fully compatible with our software and displays the entire 
database. Now we're just trying to apply that process to the entire database at 
a higher resolution? Do you have an alternative suggestion? I'm really open to 
any quicker/more reliable solution. Thanks!

 

 


 
 Date: Mon, 2 Nov 2009 10:43:08 -0700
 From: xe...@alphapixel.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Setting up VPBMaster
 
 Jacob Armstrong wrote:
  Thanks for the feedback, Chris. I'm trying to use VPBMaster-0.9.0 or
  VPBMaster-0.9.1 with OpenSceneGraph-1.2, so you're right, I'm not sure
  if they're even compatible.
 
 You're playing with fire here. I expect they are not going to be compatible.
 
  I'm only using this as a back-up option
  though. Robert said that osgdem can't handle a database as large as the
  one we're trying to generate, but it has been running for 7 days and
  seems to be processing all of the data. Do you know what the expected
  behavior is for osgdem if I pass in 1879 bitmaps and try to generate a
  1000kmx1000km database at 2MPP (actually, the lower half of the DB is
  being generated at 4MPP(11 levels), and the upper half of the DB is
  being generated at 2MPP(12 levels))? My estimate is that OSGDem will
  finish processing the data in 8 more days and then begin generating the
  files (for approximately 9 more days). Do you think this will even work?
  I'm really hoping it will. :)
 
 You're outside the envelope. It might work. It might cause a singularity that 
 sucks the
 universe beyond the event horizon and into a black hole. ;) Good luck with 
 that.
 
 You're going to be really mad if it gets to the end and either crashes or 
 makes garbage
 data, and you'll wonder why you didn't spend that time adapting to the latest 
 code that
 could have done the job properly and more rapidly using multiple CPUs and 
 stuff.
 
 Are you really generating a 3D database from all of this? It almost sounds 
 like your
 just doing a 2D orthographic map, which tells me you're going about this 
 COMPLETELY the
 wrong way.
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
 PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
 There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
_
New Windows 7: Find the right PC for you.
http://www.microsoft.com/windows/pc-scout/default.aspx?CBID=wlocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_pcscout:112009___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote:
 question, you're exactly right. I'm taking a bunch of Openflight data
 with 3D terrain/textures/models and I'm just generating a 2D map to be
 displayed from the Bird's-Eye-View. Your comment about going about that
 the wrong way scares me, but also indicates that there's a better way?
 Could you shed some light on that? I would love to pursue a different
 approach if it's more feasible for what I'm doing.

  Using 3D to solve a 2D problem is never the right approach.

  Your mention of OpenFlight makes no sense to me. OSGDEM can't take OpenFlight 
data as an
input data source AFAIK. My understanding is you have a bunch of raster images 
you're
feeding to OSGDEM (possibly with some DEM terrain data, but maybe not) and 
making a .OSG
dataset.

  Explain to me what role OpenFlight is playing here. I could write you a 2D 
zoomable map
window component that would mop the floor with what you're trying to do. You're 
using a
gigantic hammer (OSG, 3D, openGL, OSGDEM) to solve a 'screw' problem that 
should really be
solved with a screwdriver (2d graphics techniques).

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Jacob Armstrong

We received OpenFlight data from our customer for the map that we need to 
display on our software. The data consists of terrain data, texture data, and 
model data. The database is 1000kmx1000km. My former co-worker wrote a tool 
that renders all of this OpenFlight data and generates bitmaps from it 
(12000x12000 pixels). We are using a resolution of 4 meters per pixel for the 
bottom half of the database (mostly water), and a resolution of 2 meters per 
pixel for the upper half of the database). After his tool is done we have 1879 
bitmaps and an args file that we pass into OSGDem to generate an .ive database 
which will be used by our database.
He wrote a method and added it to our OSGDem project that takes the args file 
as an -ARGS_FILE argument and feeds OSGDem all of the bitmaps and their 
corresponding arguments. When this is done, we have a master .ive file with a 
number of subtile .ive files for each Level of Detail. In the samples my 
co-worker generated, the highest level was L8, and we were currently going to 
L10 or L11 (the output screen says Need to Divide X + Y for Level 10, so I'm 
assuming it's going to Level 11, and if L0 is one of those, then we've got 12 
Levels). Our software then uses all of these .ives and the appropriate level of 
detail is displayed based on the current Zoom Level in our software 
(user-specified dynamically).

 

 

 
 Date: Mon, 2 Nov 2009 11:38:18 -0700
 From: xe...@alphapixel.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Setting up VPBMaster
 
 Jacob Armstrong wrote:
  question, you're exactly right. I'm taking a bunch of Openflight data
  with 3D terrain/textures/models and I'm just generating a 2D map to be
  displayed from the Bird's-Eye-View. Your comment about going about that
  the wrong way scares me, but also indicates that there's a better way?
  Could you shed some light on that? I would love to pursue a different
  approach if it's more feasible for what I'm doing.
 
 Using 3D to solve a 2D problem is never the right approach.
 
 Your mention of OpenFlight makes no sense to me. OSGDEM can't take OpenFlight 
 data as an
 input data source AFAIK. My understanding is you have a bunch of raster 
 images you're
 feeding to OSGDEM (possibly with some DEM terrain data, but maybe not) and 
 making a .OSG
 dataset.
 
 Explain to me what role OpenFlight is playing here. I could write you a 2D 
 zoomable map
 window component that would mop the floor with what you're trying to do. 
 You're using a
 gigantic hammer (OSG, 3D, openGL, OSGDEM) to solve a 'screw' problem that 
 should really be
 solved with a screwdriver (2d graphics techniques).
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
 PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
 There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
_
Hotmail: Trusted email with Microsoft's powerful SPAM protection.
http://clk.atdmt.com/GBL/go/177141664/direct/01/
http://clk.atdmt.com/GBL/go/177141664/direct/01/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote:
 Our software then uses
 all of these .ives and the appropriate level of detail is displayed
 based on the current Zoom Level in our software (user-specified
 dynamically).

  Ok. Are you using OSG for anything else in your app, like real 3D views? It 
would seem
to me you're doing this in a very inefficient and slow (in both code and data 
development
and runtime performance) way. I could have written a 2D display implementation 
in the time
it's taken us to discuss your VPB problems, much less the time it took to build 
your VPB
database, plus the time it took your co-worker to script OSGDEM.

  Oh, and storing the data as 2D imagery would also be much more compact and 
have reduce
disk IO.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Jan Ciger
Hi Kim,

Kim Bale kcb...@googlemail.com wrote:
 Hi Jan,
 
 All the frame buffer objects in osgOcean use texture rectangles so it
 simply passes them directly to the texture/camera setups, so there
 shouldn't be any limit.
 
 I assume the cropping is on the horizontal not the vertical?

Yes, it looks cropped horizontally.

 Have you
 checked the values that are passed into setScreenDims()? obvious I
 know but since you're using a fancy display set up something might be
 going wrong when you're querying the resolution.

Hmm, true. I didn't think of that - I am just relying on OSG's event handling 
code to pass me the resolution and it works fine elsewhere. OK, something to 
check. Thanks for the tip!

Jan


signature.asc
Description: This is a digitally signed message part.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Need help finding examples with osgUtil::LineSegmentIntersector and osgUtil::IntersectionVisitor

2009-11-02 Thread Nguyen Tien Dat
Dear all,
Which example in OpenSceneGraph 2.8.2 is using these classes?
Thanks,
Dat
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] export DAE file, how to change names?

2009-11-02 Thread Jan Ciger
Hi Lucas,

lucas Grijander dev_crisa...@hotmail.com wrote:
 Hi all!
 I am using the collada plugin to export my geometries in .dae format. I
  would like to know if there is an option of specifying the name of Ids,
  such as shapes, primitives, materials, etc... It's important to better
  differenciate in another application I have between different objects.
  thanks!
 Jaime.

I think this is an odd question for OSG list - normally you specify the names 
using the tools you use to create those objects (e.g. Blender, 3DS Max ...). 
OSG doesn't touch them, nor can you export stuff from OSG in COLLADA format. 
Could you be a bit more specific about what you mean?

Regards,

Jan


signature.asc
Description: This is a digitally signed message part.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgOcean] Wind speed representation

2009-11-02 Thread Dimitrios Filiagos
Hi,

guys thanks for your quick answers! I checked in the header and indeed the 
speed is considered to be m/sec, it works fine for me I just want to make a 
connection between wind and sea state.  


Cheers,
Dimitrios

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19070#19070





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


Re: [osg-users] Need help finding examples with osgUtil::LineSegmentIntersector and osgUtil::IntersectionVisitor

2009-11-02 Thread Paul Melis
Nguyen Tien Dat wrote:
 Dear all,
 Which example in OpenSceneGraph 2.8.2 is using these classes?
   
22:36|me...@juggle2:~/c/osg/svn/trunk grep LineSegmentIntersector
examples/*/*.cpp
examples/osgcompositeviewer/osgcompositeviewer.cpp:   
osgUtil::LineSegmentIntersector::Intersections intersections;
examples/osgcompositeviewer/osgcompositeviewer.cpp:   
osgUtil::LineSegmentIntersector::Intersection intersection =
*intersections.begin();
examples/osgforest/osgforest.cpp:#include osgUtil/LineSegmentIntersector
examples/osgforest/osgforest.cpp:   
osg::ref_ptrosgUtil::LineSegmentIntersector intersector =
examples/osgforest/osgforest.cpp:new
osgUtil::LineSegmentIntersector(tree-_position,tree-_position+osg::Vec3(0.0f,0.0f,size.z()));
examples/osgforest/osgforest.cpp:   
osgUtil::LineSegmentIntersector::Intersections intersections =
intersector-getIntersections();
examples/osgforest/osgforest.cpp:   
for(osgUtil::LineSegmentIntersector::Intersections::iterator itr =
intersections.begin();
examples/osgforest/osgforest.cpp:const
osgUtil::LineSegmentIntersector::Intersection intersection = *itr;
examples/osgintersection/osgintersection.cpp:#include
osgUtil/LineSegmentIntersector
examples/osgintersection/osgintersection.cpp:   
osg::ref_ptrosgUtil::LineSegmentIntersector intersector = new
osgUtil::LineSegmentIntersector(s, e);
examples/osgintersection/osgintersection.cpp:   
osgUtil::LineSegmentIntersector* lsi =
dynamic_castosgUtil::LineSegmentIntersector*(intersector_itr-get());
examples/osgintersection/osgintersection.cpp:   
osgUtil::LineSegmentIntersector::Intersections intersections =
lsi-getIntersections();
examples/osgintersection/osgintersection.cpp:   
for(osgUtil::LineSegmentIntersector::Intersections::iterator itr =
intersections.begin();
examples/osgintersection/osgintersection.cpp:   
const osgUtil::LineSegmentIntersector::Intersection intersection = *itr;
examples/osgintersection/osgintersection.cpp:   
osg::ref_ptrosgUtil::LineSegmentIntersector intersector = new
osgUtil::LineSegmentIntersector(start, end);
examples/osgintersection/osgintersection.cpp:   
osgUtil::LineSegmentIntersector::Intersections intersections =
intersector-getIntersections();
examples/osgintersection/osgintersection.cpp:   
for(osgUtil::LineSegmentIntersector::Intersections::iterator itr =
intersections.begin();
examples/osgintersection/osgintersection.cpp:const
osgUtil::LineSegmentIntersector::Intersection intersection = *itr;
examples/osgkdtree/osgkdtree.cpp:#include osgUtil/LineSegmentIntersector
examples/osgkdtree/raytrace.cpp:#include osgUtil/LineSegmentIntersector
examples/osgkdtree/raytrace.cpp:   
osg::ref_ptrosgUtil::LineSegmentIntersector   intersector;
examples/osgkdtree/raytrace.cpp:   
osgUtil::LineSegmentIntersector::Intersections  intersections;
examples/osgkdtree/raytrace.cpp:   
osgUtil::LineSegmentIntersector::Intersections::iteratorisec_itr;
examples/osgkdtree/raytrace.cpp:intersector = new
osgUtil::LineSegmentIntersector(p, L);
examples/osgkdtree/raytrace.cpp:   
osg::ref_ptrosgUtil::LineSegmentIntersector   intersector;
examples/osgkdtree/raytrace.cpp:   
osgUtil::LineSegmentIntersector::Intersections  intersections;
examples/osgkdtree/raytrace.cpp:   
osgUtil::LineSegmentIntersector::Intersections::iteratorisec_itr;
examples/osgkdtree/raytrace.cpp:intersector = new
osgUtil::LineSegmentIntersector(osg::Vec3f(), osg::Vec3f());
examples/osgkeyboardmouse/osgkeyboardmouse.cpp:#include
osgUtil/LineSegmentIntersector
examples/osgkeyboardmouse/osgkeyboardmouse.cpp:   
osg::notify(osg::NOTICE)Using LineSegmentIntersectorstd::endl;
examples/osgkeyboardmouse/osgkeyboardmouse.cpp:   
osgUtil::LineSegmentIntersector* picker;
examples/osgkeyboardmouse/osgkeyboardmouse.cpp:picker =
new osgUtil::LineSegmentIntersector( osgUtil::Intersector::PROJECTION,
ea.getXnormalized(),ea.getYnormalized() );
examples/osgkeyboardmouse/osgkeyboardmouse.cpp:picker =
new osgUtil::LineSegmentIntersector( osgUtil::Intersector::WINDOW, mx, my );
examples/osgkeyboardmouse/osgkeyboardmouse.cpp:   
osgUtil::LineSegmentIntersector::Intersection intersection =
picker-getFirstIntersection();
examples/osglauncher/osglauncher.cpp:   
osgUtil::LineSegmentIntersector::Intersections intersections;
examples/osglauncher/osglauncher.cpp:   
for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr =
intersections.begin();
examples/osgmovie/osgmovie.cpp:   
osgUtil::LineSegmentIntersector::Intersections intersections;
examples/osgmovie/osgmovie.cpp:const
osgUtil::LineSegmentIntersector::Intersection intersection =
*(intersections.begin());
examples/osgmovie/osgmovie.cpp: 

Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Jacob Armstrong

Believe it or not, this is just a 2D Map, view from above, and we're not 
utilizing any 3D capabilities what-so-ever. I agree that it seems like overkill 
to use such a powertool to generate something fairly basic, but I can't speak 
to the process that got us where we were. Decisions have been made based on 
factors that I'm not aware of, and past experiences that I was not present for. 
I'm only the next guy in line who's picking up a process already in progress. 
Now I'm just looking for verification or denial that the process will work as 
is, and if possible, some alternative solutions that already exist, are quick, 
and are cheap. My back is against the wall for a deadline, and it's too late to 
propose an alternative, but maybe not a slight alteration the process. I 
appreciate all your input, and I hope to find a solution in all this! Thanks!

 


 
 Date: Mon, 2 Nov 2009 12:06:12 -0700
 From: xe...@alphapixel.com
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Setting up VPBMaster
 
 Jacob Armstrong wrote:
  Our software then uses
  all of these .ives and the appropriate level of detail is displayed
  based on the current Zoom Level in our software (user-specified
  dynamically).
 
 Ok. Are you using OSG for anything else in your app, like real 3D views? It 
 would seem
 to me you're doing this in a very inefficient and slow (in both code and data 
 development
 and runtime performance) way. I could have written a 2D display 
 implementation in the time
 it's taken us to discuss your VPB problems, much less the time it took to 
 build your VPB
 database, plus the time it took your co-worker to script OSGDEM.
 
 Oh, and storing the data as 2D imagery would also be much more compact and 
 have reduce
 disk IO.
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
 PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
 There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
_
New Windows 7: Find the right PC for you.
http://www.microsoft.com/windows/pc-scout/default.aspx?CBID=wlocid=PID24727::T:WLMTAGL:ON:WL:en-US:WWL_WIN_pcscout:112009___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] VPB and OSG Version

2009-11-02 Thread Kim Bale
Hello all,

Forgive me if this a rather naive question, but is the output from
osgDEM dependant on the version of osg vpb was built against. i.e.
will my terrain db built with vpb 0.9.10 and osg 2.8.2 work with other
versions?

(It's very cool btw, I've not played with paged terrains before)

Cheers,

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


Re: [osg-users] VPB and OSG Version

2009-11-02 Thread Chris 'Xenon' Hanson
Kim Bale wrote:
 Forgive me if this a rather naive question, but is the output from
 osgDEM dependant on the version of osg vpb was built against. i.e.
 will my terrain db built with vpb 0.9.10 and osg 2.8.2 work with other
 versions?

  .osg files are forward compatible and in limited cases backward compatible 
(as long as
the older OSG has all the necessary feature support).

  .ive files ar coded with the file version they are built by, and will not be 
loaded by
any other version of OSG.

  You can convert between IVE and OSG with osgconv.

 Cheers,
 Kim.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote:
 Believe it or not, this is just a 2D Map, view from above, and we're not
 utilizing any 3D capabilities what-so-ever. I agree that it seems like
 overkill to use such a powertool to generate something fairly basic, but
 I can't speak to the process that got us where we were. Decisions have
 been made based on factors that I'm not aware of, and past experiences
 that I was not present for. I'm only the next guy in line who's picking
 up a process already in progress. Now I'm just looking for verification
 or denial that the process will work as is, and if possible, some
 alternative solutions that already exist, are quick, and are cheap. My
 back is against the wall for a deadline, and it's too late to propose an
 alternative, but maybe not a slight alteration the process. I appreciate
 all your input, and I hope to find a solution in all this! Thanks!

  Well, you're totally off the map so to speak here, so we have no idea if 
you'll succeed.

  When you rally hit the wall, drop me a note and I'll code you something that 
actually
does what you want and works. ;)


  Good luck.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-02 Thread Angus Lau
Hi,

Thank you for your suggestions! I think the scribe effect is probably what I 
want for selection.

You mentioned something about unreferencing data on the CPU side once it is 
uploaded. I am quite interested in this. Could you please give me more details?

Honestly speaking, the 2 million points and lines are probably not the largest 
dataset I will encounter. During the last few days, I discovered that my viewer 
probably has an acceptable performance, but the large amount of memory that it 
uses is probably the main issue I need to deal with. If there are some ways 
that can reduce the size of the scene graph or cache inactive part of the scene 
graph on disk, I would like to give them a try.

Thank you!

Cheers,
Angus

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19076#19076





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


Re: [osg-users] layering of text and geometry in a 2.5D setup

2009-11-02 Thread stefan nortd
I think I have solved the issue. It turns out that if I simply set a render bin 
index on all my nodes that contain an osgText, things work as expected. 
Surprisingly I don't need to set the osg::StateSet::OVERRIDE_RENDERBIN_DETAILS.

I would assume this is normal behavior. I think my main error was to assume 
that osg preserves the order of nodes when depth testing is switched off.

At the moment I have a unique z-value/render bin index on all of my nodes. It's 
a bit inelegant because I need to do reassign this z value to all my nodes 
whenever I add or remove nodes. 

I think I will try to assign this z value only within each geode. I think this 
is possible because render bins are nested. Not sure yet how this will work 
then with my ray intersection--how I can determine the order my widgets are hit 
by the ray ... anyhow i will try to report back if I have a good solution for 
making this a bit more elegant.

Thanks for the help,
Thanks for the hint that I might be missing a plugin for writing out text 
drawables to the osg file,

/stefan


stefan hechenberger

http://linear.nortd.com

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19077#19077





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


Re: [osg-users] Mac OS X Snow Leopard

2009-11-02 Thread stefan)
Hey Paul,

I just built osg 2.8.2 from scratch on 10.6.1 (snow leopard). I would
be happy if we could roll a 2.8.3 release with the required patches.

The patched files in question are attached. Is there anything else I
can do to make this 2.8.3 release happen?

It's also good to note that there is a bug in cmake 2.6 which has been
resolved in the 2.8-0 preview release. The architecture is not set
correctly in the xcode project files. this mean even though i386 is
set in cmake the xcode project will be set to $(NATIVE_ARCH) which
results in a 64-bit build. Using cmake 2.8 or manually setting the
architecture resolves this issue.


/stefanix


ReaderWriterQT.cpp
Description: Binary data


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


Re: [osg-users] Mac OS X Snow Leopard

2009-11-02 Thread Paul Martz
Thanks, not sure about a 2.8.3, but it's under consideration. Good to 
know you're interested.


I understand you can build 2.8.2 against the 10.5 SDK and still run on 
Snow Leopard. My understanding is the changes to OSG for Snow Leopard 
will allow someone to build OSG against the 10.6 SDK, is that right?


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



stefan) wrote:

Hey Paul,

I just built osg 2.8.2 from scratch on 10.6.1 (snow leopard). I would
be happy if we could roll a 2.8.3 release with the required patches.

The patched files in question are attached. Is there anything else I
can do to make this 2.8.3 release happen?

It's also good to note that there is a bug in cmake 2.6 which has been
resolved in the 2.8-0 preview release. The architecture is not set
correctly in the xcode project files. this mean even though i386 is
set in cmake the xcode project will be set to $(NATIVE_ARCH) which
results in a 64-bit build. Using cmake 2.8 or manually setting the
architecture resolves this issue.


/stefanix




___
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] Mac OS X Snow Leopard

2009-11-02 Thread stefan nortd
(still figuring out how the mailing list is connected to the forum)


hey paul,

I needed to apply the patches for building osg against either SDK. It's not 
exactly clear to me which change in Snow Leopard makes this necessary. Even 
with the same xcode, gcc, and 10.5 SDK the osg 2.8.2 does not build without the 
changes. 


/stefan


stefan hechenberger

http://linear.nortd.com

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19080#19080





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


Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-11-02 Thread Tian Ma
Hi Skylark,Kim:

Thx a lot

I know quit clearly now. 

Thank you again for giving me so many useful messages.

cheers,
MT


Skylark wrote:
 Hello Tian,
 
 
  Was it those that you deleted? Yes, I just delet thems, because I found 
  that these two inline  functions had not been used in anywhere. And now 
  my project just goes right,  the same with the oceanExample.
  
 
 Sorry I didn't pick up on this thread... I'm pretty darn busy so I just 
 glance over threads that I don't immediately have an answer for, but 
 looking at the OceanScene header in the osgOcean-1.0 tag, lines 213 and 
 223, it was immediately obvious what the problem was. You do not need to 
 delete them. Just rename the variables called near and far to 
 something else, like this for example:
 
 /** Set near DOF blur distance.
 * Updates the uniform is DOF state is valid.
 */
 inline void setDOFNear( float zNear ) {
 _dofNear = zNear;
 
 if( _dofStateSet.valid() )
 
 _dofStateSet-getUniform(osgOcean_DOF_Near)-set(_dofNear);
 }
 
 /** Set far DOF blur distance
 * Updates the uniform is DOF state is valid.
 */
 inline void setDOFFar(float zFar ) {
 _dofFar = zFar;
 
 if( _dofStateSet.valid() )
 
 _dofStateSet-getUniform(osgOcean_DOF_Far)-set(_dofNear);
 }
 
 Just for general reference, the problem was that on Windows compilers 
 (and previously DOS), near and far were once keywords used to refer 
 to memory inside the first 64k page, and outside, respectively (back 
 when you needed to address them differently, which is a long time ago). 
 Nowadays it's pretty obsolete, but some compilers on PC still carry that 
 legacy. And I get bitten by it every time I do OpenGL or raytracing code 
 that needs to have a frustum, with near and far planes :-)
 
 And it doesn't matter that these methods are not used in osgOcean or the 
 oceanExample themselves, they're still useful methods to have in order 
 to be able to tweak osgOcean's rendering.
 
 
  Sorry , I did not know the meaning of  the trunk update clearly.
  
 
 Kim meant checking out from
 
 http://osgocean.googlecode.com/svn/trunk/
 
 instead of
 
 http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/
 
 The 1.0 tag is pretty old now, people should not check out using it 
 anymore... Kim, is it possible to make changes on the googlecode site so 
 that it doesn't show up by default when people click on the source 
 tab? The default checkout should be from the trunk now. And the trunk 
 has the above fix already, btw.
 
 Hope this helps,
 
 J-S
 -- 
 __
 Jean-Sebastien Guay
 http://www.cm-labs.com/
 http://whitestar02.webhop.org/
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19081#19081





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


Re: [osg-users] [osgOcean] 3D model material display error!

2009-11-02 Thread Tian Ma
Hi Kim:

  Thank you again :)

  I will try your advise.

Regards,
MT


Kim Bale wrote:
 Hi MT,
 
 For the reasons I just gave, you can't add objects to the scene and
 have the full compliment of effects without either using the default
 shader or using your own shader implementation.
 
 Reflections/refractions etc will continue to work since they act on
 the ocean surface and not the model. However, other such as glare,
 depth of field, light scattering, fogging etc will not as they act on
 the models themselves.
 
 However, it is pretty straight forward to duplicate a subset of fixed
 pipeline functionality within a shader and then add the relevant
 osgOcean shader effects to it, you can just copy functions from the
 default shader and mix them in with the result of your shader.
 
 K.
 
 
 2009/11/2 Tian Ma :
 
  Hi Jan,Kim:
  
  Thank you a lot.
  
      Kim, does it means that: I can never keep the models looks like what 
  they are before? And I have to program shaders for every loaded models, in 
  order to have reflect or other effects?
  
      I want to know that: is there a simple way to make the models just look 
  like what they are?
  
  
  
  Kim Bale wrote:
  
   Hi Jan, Tian,
   
   osgOcean uses shaders for pretty much every effect in the scene -
   fogging, depth of field, glare, lighting etc. If objects that are
   added to the scene are to look consistent with the ocean effects they
   will require a shader to be applied that takes into account these
   effects. This is particularly necessary if the fullscreen effects are
   used as they require the alpha component of the frame buffer to work.
   
   In order to address this issue, OceanScene will apply a default shader
   to objects added as children (default_scene.frag  vert) which
   illustrates how to use the uniforms supplied by osgocean (prefixed
   osgOcean_* ) in conjunction with your own shader. Since I could not
   anticipate the many wierd and wonderful ways that shaders can be used
   it only offers a very basic implementation (1 texture unit, limited
   phong lighting etc) and should be seen as a shader to customise and
   build on yourself.
   
   You can override the default shader either by attaching a new program
   to the object you wish to use in the scene or by using this function
   in OceanScene:
   
   /** Override the default scene shader for custom shaders.
   * If custom shaders are required for individual nodes add them
   before adding to the OceanScene.
   * Dirties state.
   */
   void setDefaultSceneShader( osg::Program* program )
   {
   _defaultSceneShader = program;
   _isDirty = true;
   }
   
   Alternatively you can turn the default shader off completely with
   setter in OceanScene.
   
   Regards,
   
   Kim.
   
   
   
   
   
   
   2009/11/2 Jan Ciger :
   
   
Tian Ma  wrote:


 Hi,
 
    When I load a model into the osgOcean scene, the model looks white 
 all
  over, without any material. Anybody knows why?
 
 

Yes, I have seen the same thing. I believe that the shaders applied by
osgOcean are responsible and are not passing the the vertex colors 
along.
I have yet to check the shader code, though.

Regards,

Jan

___
osg-users mailing list

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
   
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=19021#19021
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19082#19082





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


Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-02 Thread J.P. Delport

Hi,


If you could post with do it this way or do it that way, I (for one)
could get back to work and stop prodding everyone with my code style
opinions. :-)


  Ooh, we could start a whole new OSG list just for code style fights and 
then unearth
the old extensionless headers arguments on the first day of each month just for 
fun!

  In this corner, the defending champion, Decorator Pattern and on the 
opposite side of
the ring, the visiting challenger, VISITOR!


:-) We could also have a bi-monthly singleton free-for-all...

jp

--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


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


Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-02 Thread J.P. Delport

Hi,

Angus Lau wrote:

Hi,

Thank you for your suggestions! I think the scribe effect is probably
what I want for selection.

You mentioned something about unreferencing data on the CPU side once
it is uploaded. I am quite interested in this. Could you please give
me more details?


A search for UnRef in the OSG includes will give you some details. 
I've only used this with textures though, so to be honest I don't know 
if similar techniques can be used for other data.




Honestly speaking, the 2 million points and lines are probably not
the largest dataset I will encounter. During the last few days, I
discovered that my viewer probably has an acceptable performance, but
the large amount of memory that it uses is probably the main issue I
need to deal with. If there are some ways that can reduce the size of
the scene graph or cache inactive part of the scene graph on disk, I
would like to give them a try.


When you say memory do you mean CPU/GPU? PagedLOD can maybe help with this.

jp



Thank you!

Cheers, Angus

-- Read this topic online here: 
http://forum.openscenegraph.org/viewtopic.php?p=19076#19076






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





--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


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