Re: [osg-users] [osgOcean] Wind speed representation
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
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!
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
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
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!
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
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!
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?
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?
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
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
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
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
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
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!
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!
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?
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
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...
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
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
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
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
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...
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
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
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
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
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
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
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
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
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
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
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
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...
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?
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
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
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
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...
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
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
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
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
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
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!
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
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?
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
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
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
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
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
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
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?
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
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
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
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
(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
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!
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
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?
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