Re: [osg-users] writeNodefile Culling nodemask
Hi Martin, On Wed, Feb 3, 2010 at 9:01 PM, Martin Beckett m...@mgbeckett.com wrote: Is there a better approach? Construct you scene graph into parts that need to be saved, and parts that are just decoration? -Basically I just want to flag certain nodes (and their children) as not part of the model. At the moment I do this with a bit in the nodeMask, so they can't be picked, don't contribute to the bounding box etc. Shouldn't be difficult to add a test to the writer - but if we are switching to Wang's new system should I take a look at that? You are the first us in a decade of development to ask for this feature so I would be very careful about any additional cost in memory or execution speed with such a change. For such niche features it really shouldn't be for the core OSG to support it directly, but just open the door for you doing it yourself. With the new IO support development by Wang Rui it might be possible to intercept traversal of nodes and disable it, go have a look. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Are we too optimistic about large database generation ?
HI Massimo, To avoid all the osgdem tasks from having to parse all the source files VPB supports generating a cache of all the geospatial details of the source files. The vpbcache tool can be used to read the original source file and then generate a cache file from this. You then provide this cache file during subsequent runs of vpbmaster. Robert. On Wed, Feb 3, 2010 at 10:08 PM, Massimo Tarantini subbi...@yahoo.it wrote: Hi all, i work with OSG for fun, and i have created a DataBase for whole Italy at HiRes 1m/pixel in about 3 weeks. The final DB is about 600G. The Source Images are about 13000 GeoTiff files (700G), and about 10 DEM files (40 meters res, 2.5G) I have used and old notebook dual core 1.6Ghz, and two USB Disk 1Tera each (please, don't LOL |-) ), and i have run ONLY 1 osgdem thread for each script. I have used vpbmaster to generate the scripts, BUT i have executed the scripts manually, for two reasons: . first, vpbmaster executed 2 osgdem threads, and my HD was running to death! (i have tried to use --machines, but did not work) . second, all the scripts use the same build_master.source files, which is not optimized, and contains the 13000 GeoTiff files list. The build_master.source was a big problem, because every script wasted about 1hour to examine all the 13000 files, to find the few ones to be processed. I have written a little C program to create many distinct build_master.source files for all the scripts, and of course i have updated the scripts to use the correct .source files. Every build_master.source is optimized with a list of no more than 10 GTiff files. I Think that a big DB can be created with poor hadware (and poor OS), but: 1. no more than 1 thread for each USB HD 2. build_master.source files optimized, if many source files are used 3. avoid ECW/JPEG200: they are slower that geotiff. 4. Read from USB HD, but Write to Internal HD (to avoid many and many write failures!) 5. Three weeks is not much time, to create a 600G Db with a 300$ notebook 1.6Ghz! IT'S GREAT! ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23652#23652 ___ 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] Example of geographical position
Hi Tony, Have a look at the osgsimuluation example as this uses the CoordinateSystemNode/EllipsoidModel to provide conversion between lat/long/height to XYZ. Robert. On Thu, Feb 4, 2010 at 12:12 AM, Tony Vasile ming...@gmail.com wrote: Hi, I'm a newbie and trying to find as many examples as I can. What I am looking for is an example of using a vehicle in latitude, longitude and altitude and placing it in the scene graph. Unfortunately most of the applications I have found programs such as Flightgear and Simgear and they just have far too much code to understand the general ideas quickly. Any help would be most appreciated. Another problem I have is with VPB. I have some level 1 DTED data that I wish to use in my scene graph for collision and occlusion events. Do I need to have an image overlayed on the DTED data before I can see anything with osgviewer? Tony Vasile CSC Australia ___ 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] Regression: 2.9.6, slow paths geometry w/ BIND_PER_PRIMITIVE normals breaks state set handling.
As per the subject. I've attached a modified version of osgViewer.cpp which shows the issue. The codes works fine in 2.8.2 2.7.1 I had a quick look at the code, but there's been way too many changes from 2.8.2 to 2.9.6 for me to find out what broke. Also state set loading when opening .osg files seems to be broken as well. If I save the graph out in 2.8.2 and then load it with osgViewer I get a blue cube instead of a grey one. Ty. -- http://www.ssTk.co.uk osgviewer.cpp 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] Regression: 2.9.6, slow paths geometry w/ BIND_PER_PRIMITIVE normals breaks state set handling.
Hi Simon, On Thu, Feb 4, 2010 at 9:58 AM, Simon Hammett s.d.hamm...@googlemail.com wrote: I've attached a modified version of osgViewer.cpp which shows the issue. The codes works fine in 2.8.2 2.7.1 I had a quick look at the code, but there's been way too many changes from 2.8.2 to 2.9.6 for me to find out what broke. I rewrote the osg::Geometry::drawImplementation() to enable support of OpenGL ES and OpenGL 3.x where there is no glBegin/glEnd support. I did do a lot of testing of the various slow paths though, but in for you model I must have missed something. The new code is alot cleaner so it should be easier to track down the issue. I'm currently completed focused on DatabasePager issues right now so can't dive in to look at this regression right away. Also state set loading when opening .osg files seems to be broken as well. If I save the graph out in 2.8.2 and then load it with osgViewer I get a blue cube instead of a grey one. The .osg reading/writing really didn't change much so there it may well be that the reading/writing wasn't perfect in 2.8.2 either. Check to see if the files written by 2.9.6 work OK with OSG-2.8.2. My guess is that it's just the rendering differences that are the issue. As a general note, the slow paths such as per normal bindings are incredibly inefficient in the OSG and OpenGL and should be avoided. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Navigating terrain elevation files using OSG
Hi, I have used VirtualPlanetBuilder (osgdem) to generate the DB and then used osgviewer to navigate the dted files. It worked fine. Happy !!! Thanks a lot for the inputs.. Regards, Phanindra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23664#23664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] vrml plugin
Hi, I am new with OpenSceneGraph and I have one problem that I can´t solve. I try to compile osg with vrml plugin and I have this error: Build started: Project: Plugins vrml, Configuration: Debug Win32 -- linking... LINK : fatal error LNK1104: cannot open file 'C:\osg\openvrml\home-built\lib.obj' How can I solve it? Also I have link error in Plugins jpeg and Plugins ive: LINK : fatal error LNK1104: cannot open file 'c:\osg\3rdParty\lib.obj' Thank you! Luis -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23666#23666 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Nightly builds on OS X
Hi all -- Has anyone tried to run a Nightly build on OS X? I have an 8-core Mac Pro, but the build seems to use no more than 2 cores regardless of how I specify (or don't specify) the -j and -l make options. I wonder if this might be some limitation of CDash. Thanks, -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Regression: 2.9.6, slow paths geometry w/ BIND_PER_PRIMITIVE normals breaks state set handling.
On 4 February 2010 10:19, Robert Osfield robert.osfi...@gmail.com wrote: Hi Simon, On Thu, Feb 4, 2010 at 9:58 AM, Simon Hammett s.d.hamm...@googlemail.com wrote: I've attached a modified version of osgViewer.cpp which shows the issue. The codes works fine in 2.8.2 2.7.1 I had a quick look at the code, but there's been way too many changes from 2.8.2 to 2.9.6 for me to find out what broke. I rewrote the osg::Geometry::drawImplementation() to enable support of OpenGL ES and OpenGL 3.x where there is no glBegin/glEnd support. I did do a lot of testing of the various slow paths though, but in for you model I must have missed something. The new code is alot cleaner so it should be easier to track down the issue. I'm currently completed focused on DatabasePager issues right now so can't dive in to look at this regression right away. KK, no worries; I found a work around for our print outs, so no rush. Also state set loading when opening .osg files seems to be broken as well. If I save the graph out in 2.8.2 and then load it with osgViewer I get a blue cube instead of a grey one. The .osg reading/writing really didn't change much so there it may well be that the reading/writing wasn't perfect in 2.8.2 either. Check to see if the files written by 2.9.6 work OK with OSG-2.8.2. My guess is that it's just the rendering differences that are the issue. The files are written out ok in all versions. Each version gives the same file and the contents look sensible; I'm pretty sure it's something to do with the OVERRIDE PROTECT flags; as it's only code/files using this flags which seem to be borked. As a general note, the slow paths such as per normal bindings are incredibly inefficient in the OSG and OpenGL and should be avoided. Robert. I know, but our models only have a few thousand elements so even the slow way is more than fast enough and it makes the code simpler. I'll rewrite it at some point when we getting some breathing space... Thanks. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] osgOcean Geometry
I'm running osgOcean and I'm only interested into ocean surface effects (the geometry in particular). I also have a hard time limit on each frame time. However, with osgOcean, I'm seeing some large spikes in processing time that are causing me problems. In particular, I'm seeing the FFTOceanSurface::computeVertices routine (called every 50ms) taking around 17-25ms per call and FFTOceanSurface::computePrimitives routine (called when tile LOD changes) taking 10-15ms and I'm looking for a way to make this more real-time. These timing numbers are with osgOcean parameters using in the oceanExample code. Could the ocean surface geometry be defined at initialization at the scene graph level for each tile/frame rather than being redefined every 50ms as it doing now. In computePrimitives, couldn't the geometry only need to be regenerated for the times that changed LOD? Any advice would be appreciated. Thanks, Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23670#23670 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using PolytopeIntersector from the root of the scene graph instead of camera
Hi Julien-Charles, Julien-Charles Lévesque schrieb: [...] Here is my code... stripped down to a minimum. I assume that you have a 4x4 matrix containing orientation of your selector (lOrientation) and a vec3 containing it's position (lPosition). I built the polytope to point in the direction of positive y-axis. Sorry for the french variable names and comments here and there... I don't think they hurt readability much at this level :P However, I wasn't able to extract a reliable 3x3 rotation matrix from mouse coordinates. I can only say that this code works well with the raw 3x3 orientation and position provided by my tracker. Do you have any idea for a desktop variation ? I can implement it. I could also integrate all this in the examplekeyboardmouse, once I've figured out how to do it with a mouse :P You seem to use the same base-point for all but one plane: lPlane.set(lNorm, lPosition); This will give you a degenerated polytope of volume 0. Try using lPlane.set(lNorm, lPosition-radius*lNorm); with some radius 0 Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean Geometry
Hi Paul, Yes you're right this is due to the rather inefficient method of updating the surface primitives and vertices that osgOcean uses at the moment. Explained here: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-December/036735.html Like I say in that post I have written a test case which significantly improves the performance of this area but haven't actually added it into the library code yet. This isn't helped by the fact that I keep forgetting to put the test code on the svn so other people can't see the approach. However, I WILL remember to do that tonight so if you want to see a solution for it you can have a go. I've done the hard bit, I just haven't had time to add it into the core library code. If you check the sandbox directory on the svn later this evening you can have a look. Regards, Kim. On 4 February 2010 13:13, Paul Palumbo paul1...@yahoo.com wrote: I'm running osgOcean and I'm only interested into ocean surface effects (the geometry in particular). I also have a hard time limit on each frame time. However, with osgOcean, I'm seeing some large spikes in processing time that are causing me problems. In particular, I'm seeing the FFTOceanSurface::computeVertices routine (called every 50ms) taking around 17-25ms per call and FFTOceanSurface::computePrimitives routine (called when tile LOD changes) taking 10-15ms and I'm looking for a way to make this more real-time. These timing numbers are with osgOcean parameters using in the oceanExample code. Could the ocean surface geometry be defined at initialization at the scene graph level for each tile/frame rather than being redefined every 50ms as it doing now. In computePrimitives, couldn't the geometry only need to be regenerated for the times that changed LOD? Any advice would be appreciated. Thanks, Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23670#23670 ___ 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] Problem building osgOcean in visual studio 9.0.
Hi Chris, I've built osgOcean again 2.8.2 with vs2008 on xp,vista and win7 without issue. So i'm rather at a loss on this one. Can you be more specific about the CMake settings your using? Maybe I'll be able to spot something. Regards, Kim. On 3 February 2010 21:54, Chris Innanen f...@nonsanity.com wrote: Hi, J-S... My settup isn't much different than what has been reported previously in this thread, by both people for whom this worked, and that had the errors. OSG 2.8.2 (last Stable release) osgOcean 1.0.1 (latest release) Visual Studio 2008 And the errors for the first cpp with problems: Code: 1Compiling... 1SiltEffect.cpp 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C3767: '': candidate function(s) not accessible 1could be the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(152)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(153)' : '' [may be found via argument-dependent lookup] 1or the friend function at 'C:\[]\OpenSceneGraph-2.8.2\include\osg/MixinVector(154)' : '' [may be found via argument-dependent lookup] 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : could not deduce template argument for 'const std::_Tree_Traits ' from 'const std::string' 1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) : see declaration of 'std::operator ' 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : could not deduce template argument for 'const std::_Tree_Traits ' from 'const std::string' 1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) : see declaration of 'std::operator ' 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : could not deduce template argument for 'const std::_Tree_Traits ' from 'const std::string' 1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) : see declaration of 'std::operator ' 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool std::operator (const std::_Tree_Traits ,const std::_Tree_Traits )' : could not deduce template argument for 'const std::_Tree_Traits ' from 'const std::string' 1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\xtree(1466) : see declaration of 'std::operator ' 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool std::operator (const std::vector_Ty,_Alloc ,const std::vector_Ty,_Alloc )' : could not deduce template argument for 'const std::vector_Ty,_Alloc ' from 'const std::string' 1c:\Program Files\Microsoft Visual Studio 9.0\VC\include\vector(1327) : see declaration of 'std::operator ' 1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C2784: 'bool std::operator (const std::vector_Ty,_Alloc ,const std::vector_Ty,_Alloc )'
[osg-users] setThreadSafeRefUnref
Hi Robert, can we make this call to change the settings only if it different from the current one? Nick http://www.linkedin.com/in/tnick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLod dataBasePager memory managment
Hi Robert, I implemented my own ReadFileCallback and this sound to be a good solution, but with some limits... This is the code : /if((_MaxAvailableMemoryInMBytes - Common::MemoryAnalyzer::getProcWorkingSetSize() - (sizeInMBytes*2.1)) 0 ) return osgDB::Registry::instance()-readNodeImplementation(filename,options); else { return osgDB::ReaderWriter::ReadResult::FILE_LOADED/*ERROR_IN_READING_FILE*/; }/ So when the file size in memory estimation exceed the free memory estimated, the load is not done. But this is the point : if I return /ERROR_IN_READING_FILE, /won't the file be added to a black list ? What about /FILE_LOADED /? I don't what error code return to make the file being loaded later, when some memory will been freed. Next, is there a way to force pagedLod to unload some nodes ? to implement a force unload to free a bit a memory. I'm using OSG 2.8.1 and I cannot use the last release... As the ReadFileCallback can be implemented, are there other possible personalization concerning the way to load/unload cached datas ? Thanks for your help. Regard, Vincent. Vincent Bourdier a écrit : Hi Robert, I am trying to implement a new ReadFileCallback. This callback will check the available memory, knowing the maximum allowed du to JVM usage (c++ engine in Java application), and if there is not enough memory the callback will not load the file. I just ran some test to estimate the required memory space for each ive size. For big ive files, the memory used seems to be around 2*ive file size. For little files (5Mo) this is very fluctuating ... there is not regularity (ratio from 1.8 to 5 ). Do you have any idea of how to estimate better the required memory space ? (only ive files as input datas) Thanks. Regards, Vincent. Robert Osfield a écrit : Hi Vincent, On Thu, Jan 14, 2010 at 5:50 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: I don't understand how this is working. If a pagedLod is required it will be loaded... but we can cap the number of lod... This sounds contradictory for me. The max number of PagedLOD is a target that it aims for, but if there are more PagedLOD required for rendering the current frame then the max will exceed this trarget, and only once the view changes to require less PagedLOD will the total number come down again. If you wanted the LOD control then you just implement this yourself using osgDB::Registry::ReadFileCallback that loads the tiles and then modifies PagedLOD that it loads that are higher than a certain resolution. Do you mean that using my own readFileCallback is not sufficient and I'll need to modify PagedLod sources too ? There is no need to modify any OSG sources to adjust the LOD ranges. The ReadFileCallback can do the actual loading of the subgraph and then catch the and modify the LOD ranges. Personally I'd go go using the Camera LODScale though, it's a much simpler tool. Robert. __ Information from ESET NOD32 Antivirus, version of virus signature database 4805 (20100125) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com __ Information from ESET NOD32 Antivirus, version of virus signature database 4835 (20100204) __ 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] setThreadSafeRefUnref
Hi Nick, On Thu, Feb 4, 2010 at 1:53 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: can we make this call to change the settings only if it different from the current one? It only has an effect when you don't have atomic reference counting built-in, in which case it toggles whether it'll use a mutex to make sure ref/unref and thread safe. If you have atomic ref counting built in then then you can't change it, it's always thread safe as the cost of adding an if statement would be more expensive than just doing the atmoic increment/decrement. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setThreadSafeRefUnref
the thing that causes me troubles is the user data. I ran into a case of making the scene graph cyclic. I store in user data some nodes, so it ended up into infinite loop when adding a new view (startThreading sets this to a value). So my point is to have something like if (node-getThreadSafeUnref() != newVal) node-setThreadSafeUnref(newVal)) I know I can override this in my own class and implement it. Since this is called once in a while, I dont think it will be big overhead. Nick http://www.linkedin.com/in/tnick On Thu, Feb 4, 2010 at 5:22 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On Thu, Feb 4, 2010 at 1:53 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: can we make this call to change the settings only if it different from the current one? It only has an effect when you don't have atomic reference counting built-in, in which case it toggles whether it'll use a mutex to make sure ref/unref and thread safe. If you have atomic ref counting built in then then you can't change it, it's always thread safe as the cost of adding an if statement would be more expensive than just doing the atmoic increment/decrement. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] multiple osgShadow::ShadowMap
Hi, Is it possible to have multiple shadow maps? I mean, f.ex., two light sources and two osgShadow::ShadowMap casting two shadows in a single pass? Studying osgShadow::ShadowMap shows that it is not directly supported. Anyway, I created two ShadowMaps, made one parent of the other and a scene as a child. I made ShadowMaps use different uniforms, created my own shader processing both shadow textures (and base texture). However, it still does not work. One shadow texture works well, but if I use two, only one is displayed correctly. Any ideas? Thx, John ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setThreadSafeRefUnref
Hi Nick, Thread safe ref/unref makes no differences to circular references that you create in your application/scene graph. It's simply not safe to create circular references, you have to break them to be able to avoid memory leaks and the best way to do this is to use an osg::Observer, observer_ptr or a straight C pointer. The later you have to be careful about dangling pointers though. Robert. On Thu, Feb 4, 2010 at 3:27 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: the thing that causes me troubles is the user data. I ran into a case of making the scene graph cyclic. I store in user data some nodes, so it ended up into infinite loop when adding a new view (startThreading sets this to a value). So my point is to have something like if (node-getThreadSafeUnref() != newVal) node-setThreadSafeUnref(newVal)) I know I can override this in my own class and implement it. Since this is called once in a while, I dont think it will be big overhead. Nick http://www.linkedin.com/in/tnick On Thu, Feb 4, 2010 at 5:22 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Nick, On Thu, Feb 4, 2010 at 1:53 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: can we make this call to change the settings only if it different from the current one? It only has an effect when you don't have atomic reference counting built-in, in which case it toggles whether it'll use a mutex to make sure ref/unref and thread safe. If you have atomic ref counting built in then then you can't change it, it's always thread safe as the cost of adding an if statement would be more expensive than just doing the atmoic increment/decrement. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] writeNodefile Culling nodemask
robertosfield wrote: Construct you scene graph into parts that need to be saved, and parts that are just decoration? That was my first approach - at the root I had 'scene' and 'display' groups and only save the 'scene' tree. But it would be nice to be able to attach decorations (grid/bounding box) to any node and this naturally fell out of the design of the scenegraph. There is a similar problem attaching markers (ShapeDrawable) to points, these don't need to be saved because they can be regenerated on loading - but increase the size of the file. You are the first us in a decade of development to ask for this feature so I would be very careful about any additional cost in memory or execution speed with such a change. Fair enough - I thought it would naturally appear as part of the traversal mechanism. A more general requirement is to export only nodes of type X wherever they are in the tree (eg export roads but not boundaries). I suppose the scenegraph-ish way would be to build a temporary tree containing links to just those nodes and export that ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23684#23684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] osgPPU cube map sample
Hi, I would like to know what is the aim of the cube map sample. When I launch this sample, I've got some satellite objects that are moving arround a bigger sphere, this sphere seems to be mapped with an envmap made of 6 colors (red, green etc...). But the envmap is not dynamic (ie the sattelite objects do not reflect in the bigger sphere). Is it normal behavior ? Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23685#23685 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLod dataBasePager memory managment
Hi Vincent, On Thu, Feb 4, 2010 at 2:16 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: So when the file size in memory estimation exceed the free memory estimated, the load is not done. But this is the point : if I return /ERROR_IN_READING_FILE, /won't the file be added to a black list ? What about /FILE_LOADED /? The OSG doesn't provide any blacklisting capability so it's something you'll have to implement yourself in your read callback. Next, is there a way to force pagedLod to unload some nodes ? to implement a force unload to free a bit a memory. I'm using OSG 2.8.1 and I cannot use the last release... As the ReadFileCallback can be implemented, are there other possible personalization concerning the way to load/unload cached datas ? The DatabasePager now defaults to using a MaxPagedLOD scheme where it expires currently unused PageLOD children on demand, so that as lots of new PagedLOD come in to view ones that aren't in the view are deleted keeping a roughly constant load. You can adjust the target MaxPagedLOD in your app via the OSG_MAX_PAGED_LOD env var or the DatabasePager::setTargetMaximumNumberOfPageLOD(value). Please note this is a target that will be exceeded is more PagedLOD's are required for a single frame, so the view will not ever be constrained by the MaxPagedLOD target, once the high loaded view is moved away from the PagedLOD numbers will drop back down to the target. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] osgPPU cube map sample
Hi, Well I had a look in the code shader, you set gl_fragColor with a color depending on the face index osgppu_CubeMapFace. The corresponding update code is in void UnitInOut::init() method. That's why the bigger sphere holds colors. But the samplerCube input is unused in this sample, why ? Is this texture holds the reflection of the satellite objects ? Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23686#23686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setThreadSafeRefUnref
Hi Robert, havent used observer ptrs so far. But sounds like a good hint .,, Thanks ! Nick http://www.linkedin.com/in/tnick On Thu, Feb 4, 2010 at 5:51 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, Thread safe ref/unref makes no differences to circular references that you create in your application/scene graph. It's simply not safe to create circular references, you have to break them to be able to avoid memory leaks and the best way to do this is to use an osg::Observer, observer_ptr or a straight C pointer. The later you have to be careful about dangling pointers though. Robert. On Thu, Feb 4, 2010 at 3:27 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: the thing that causes me troubles is the user data. I ran into a case of making the scene graph cyclic. I store in user data some nodes, so it ended up into infinite loop when adding a new view (startThreading sets this to a value). So my point is to have something like if (node-getThreadSafeUnref() != newVal) node-setThreadSafeUnref(newVal)) I know I can override this in my own class and implement it. Since this is called once in a while, I dont think it will be big overhead. Nick http://www.linkedin.com/in/tnick On Thu, Feb 4, 2010 at 5:22 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Nick, On Thu, Feb 4, 2010 at 1:53 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: can we make this call to change the settings only if it different from the current one? It only has an effect when you don't have atomic reference counting built-in, in which case it toggles whether it'll use a mutex to make sure ref/unref and thread safe. If you have atomic ref counting built in then then you can't change it, it's always thread safe as the cost of adding an if statement would be more expensive than just doing the atmoic increment/decrement. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using PolytopeIntersector from the root of the scene graph instead of camera
Hi Peter, What do you mean by a degenerated polytope of volume 0 ? That polytope definitely doesn't have a null volume since I've been using it to select objects in my application and it works. The four planes all have the same starting point because I want the polytope to be a pyramid coming out from a user's hand, so the planes -should- all intersect at the summit, no ? Julien-Charles On Thu, Feb 4, 2010 at 8:35 AM, Peter Hrenka p.hre...@science-computing.dewrote: Hi Julien-Charles, Julien-Charles Lévesque schrieb: [...] Here is my code... stripped down to a minimum. I assume that you have a 4x4 matrix containing orientation of your selector (lOrientation) and a vec3 containing it's position (lPosition). I built the polytope to point in the direction of positive y-axis. Sorry for the french variable names and comments here and there... I don't think they hurt readability much at this level :P However, I wasn't able to extract a reliable 3x3 rotation matrix from mouse coordinates. I can only say that this code works well with the raw 3x3 orientation and position provided by my tracker. Do you have any idea for a desktop variation ? I can implement it. I could also integrate all this in the examplekeyboardmouse, once I've figured out how to do it with a mouse :P You seem to use the same base-point for all but one plane: lPlane.set(lNorm, lPosition); This will give you a degenerated polytope of volume 0. Try using lPlane.set(lNorm, lPosition-radius*lNorm); with some radius 0 Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Julien-Charles ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLod dataBasePager memory managment
Hi Robert Robert Osfield a écrit : So when the file size in memory estimation exceed the free memory estimated, the load is not done. But this is the point : if I return /ERROR_IN_READING_FILE, /won't the file be added to a black list ? What about /FILE_LOADED /? The OSG doesn't provide any blacklisting capability so it's something you'll have to implement yourself in your read callback. Sorry I was not enough precise in my explanations : I don't want any blacklist, I was asking if OSG gets one. So it is perfect for me that no file will be blacklisted. I was asking what error code should I return to make DatabasePager consider the file in not available, but if a new request is done later (when some memory has been released) its will try again. What difference will it makes if I return FILE_LOADED or ERROR_IN_READING_FILE ? Next, is there a way to force pagedLod to unload some nodes ? to implement a force unload to free a bit a memory. I'm using OSG 2.8.1 and I cannot use the last release... As the ReadFileCallback can be implemented, are there other possible personalization concerning the way to load/unload cached datas ? The DatabasePager now defaults to using a MaxPagedLOD scheme where it expires currently unused PageLOD children on demand, so that as lots of new PagedLOD come in to view ones that aren't in the view are deleted keeping a roughly constant load. You can adjust the target MaxPagedLOD in your app via the OSG_MAX_PAGED_LOD env var or the DatabasePager::setTargetMaximumNumberOfPageLOD(value). Please note this is a target that will be exceeded is more PagedLOD's are required for a single frame, so the view will not ever be constrained by the MaxPagedLOD target, once the high loaded view is moved away from the PagedLOD numbers will drop back down to the target. Robert. So If I decrease this value, some PagedLod will be released ? What difference with cameraLODScale ? I just made a test increasing/decreasing this value and I saw the effect on PagedLod and memory. Thanks for your answers. Regards, Vincent. __ Information from ESET NOD32 Antivirus, version of virus signature database 4835 (20100204) __ 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] PagedLod dataBasePager memory managment
On Thu, Feb 4, 2010 at 4:23 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: What difference will it makes if I return FILE_LOADED or ERROR_IN_READING_FILE ? If you didn't load the file you shouldn't return a FILE_LOADED, so since with don't have an INSUFFICIENT_MEMORY_TO_LOAD (or similar) enum then the closest would be ERROR_IN_READING_FILE. So If I decrease this value, some PagedLod will be released ? It won't release any right away, but as the frames progress it'll work to get the max down to your specified target when it's possible. What difference with cameraLODScale ? The osg::Camera::setLODScale() just changes which children are selected in the view, it doesn't change the max number of PagedLOD target, but it will directly affect how many PagedLOD that will be active in any view. I just made a test increasing/decreasing this value and I saw the effect on PagedLod and memory. Yes, this is exactly how one would expect it to work. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setThreadSafeRefUnref
hi Robert, just for the sake of clarification I dont have circular scenegraph. But what I do have, I put in userdata nodes from the scene graph. In Node::setThreadSaferefUnref() you are setting that for the userdata as well. And from here I get into circle, because the user data contains nodes, that further in the scene can point to the node that is setting the ThreadSafeRefUnref (complex scene, mirrors etc, so istenad of creating custom nodes I use UserData). Nick http://www.linkedin.com/in/tnick On Thu, Feb 4, 2010 at 5:51 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, Thread safe ref/unref makes no differences to circular references that you create in your application/scene graph. It's simply not safe to create circular references, you have to break them to be able to avoid memory leaks and the best way to do this is to use an osg::Observer, observer_ptr or a straight C pointer. The later you have to be careful about dangling pointers though. Robert. On Thu, Feb 4, 2010 at 3:27 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: the thing that causes me troubles is the user data. I ran into a case of making the scene graph cyclic. I store in user data some nodes, so it ended up into infinite loop when adding a new view (startThreading sets this to a value). So my point is to have something like if (node-getThreadSafeUnref() != newVal) node-setThreadSafeUnref(newVal)) I know I can override this in my own class and implement it. Since this is called once in a while, I dont think it will be big overhead. Nick http://www.linkedin.com/in/tnick On Thu, Feb 4, 2010 at 5:22 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Nick, On Thu, Feb 4, 2010 at 1:53 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: can we make this call to change the settings only if it different from the current one? It only has an effect when you don't have atomic reference counting built-in, in which case it toggles whether it'll use a mutex to make sure ref/unref and thread safe. If you have atomic ref counting built in then then you can't change it, it's always thread safe as the cost of adding an if statement would be more expensive than just doing the atmoic increment/decrement. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and GL studio...
Brett and Paul, Thanks for your responses. My initial inquiry was to ping the OSG group to see if anyone had any experience regarding OSG and GL studio. Specific questions will be forthcoming as we embark on this. In answer to Paul's question, we are essentially using a Drawable callback that calls into the GL Studio DLL live component. One of the problems we're having is getting the buttons to work properly when we have our GL studio instrument embedded in the OSG viewer. The GL studio button graphic doesn't reflect the OSG mouse action we're expecting when we depress and release the mouse button. The behavior is suggestive of some sort of mismatch in handling the events. Again, thanks for the replies... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett Wiesner Sent: Thursday, February 04, 2010 6:45 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG and GL studio... Shayne, We've integrated GL Studio with our OSG application (VR-Vantage). It works really well! I'm not sure I can help you with your issues but I'll try. What's the problem? Thanks, Brett Wiesner Product Manager, VR-Vantage VR-Vantage: OSG Based Battlefield Information Station, Desktop Image Generator and SDK!!! Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: All, Does anyone have any experience using OSG with GL studio? We are having some issues that we would like some input on. I wanted to place a general inquiry before getting specific on the problem at hand. Thanks, -Shayne -- -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] osgPPU cube map sample
Hi Sebastian, the purpose of the cube map demo was not to show the reflection, but to show that with osgPPU one can also use CubeMaps to render the results to. So using this example one can build its own reflection effect by processing relfected data through osgPPU for example. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23694#23694 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setThreadSafeRefUnref
Hi Nick, On Thu, Feb 4, 2010 at 4:33 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: hi Robert, just for the sake of clarification I dont have circular scenegraph. Errr what you describe below is a circular scene graph, UserData is still part of the scene graph, it's reference counted and still needs to be treated like part of the scene graph. Same applies to any data structure in your application. But what I do have, I put in userdata nodes from the scene graph. In Node::setThreadSaferefUnref() you are setting that for the userdata as well. And from here I get into circle, because the user data contains nodes, that further in the scene can point to the node that is setting the ThreadSafeRefUnref (complex scene, mirrors etc, so istenad of creating custom nodes I use UserData). You need to remove the circular reference, the setTheadSafeRefUnref() is also something you should be able to remove. With thread safe ref/unref is something you should decide on construction of your objects, and is typically done by passing a flag into the Referenced(bool) constructor. Please note that scene graph objects *should* almost always leave the thread safe ref/unref one, it's only in very specific single threaded data structures that you can consider the possibility of switching off thread safe ref/unref. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setThreadSafeRefUnref
:) ok ok ... I got your point. For me the user data was not part of the scene graph. Visitors are not traversing it. But from now on I will consider them as a part of the scenegraph :) Thanks again Nick http://www.linkedin.com/in/tnick On Thu, Feb 4, 2010 at 6:50 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On Thu, Feb 4, 2010 at 4:33 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: hi Robert, just for the sake of clarification I dont have circular scenegraph. Errr what you describe below is a circular scene graph, UserData is still part of the scene graph, it's reference counted and still needs to be treated like part of the scene graph. Same applies to any data structure in your application. But what I do have, I put in userdata nodes from the scene graph. In Node::setThreadSaferefUnref() you are setting that for the userdata as well. And from here I get into circle, because the user data contains nodes, that further in the scene can point to the node that is setting the ThreadSafeRefUnref (complex scene, mirrors etc, so istenad of creating custom nodes I use UserData). You need to remove the circular reference, the setTheadSafeRefUnref() is also something you should be able to remove. With thread safe ref/unref is something you should decide on construction of your objects, and is typically done by passing a flag into the Referenced(bool) constructor. Please note that scene graph objects *should* almost always leave the thread safe ref/unref one, it's only in very specific single threaded data structures that you can consider the possibility of switching off thread safe ref/unref. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] vrml plugin
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-02-04 12:41, Luis Agero wrote: Hi, I am new with OpenSceneGraph and I have one problem that I can´t solve. I try to compile osg with vrml plugin and I have this error: Build started: Project: Plugins vrml, Configuration: Debug Win32 -- linking... LINK : fatal error LNK1104: cannot open file 'C:\osg\openvrml\home-built\lib.obj' How can I solve it? Also I have link error in Plugins jpeg and Plugins ive: LINK : fatal error LNK1104: cannot open file 'c:\osg\3rdParty\lib.obj' I do not use Visual Studio, but that looks like your project is set up incorrectly and is trying to link to files which do not exist. The filename lib.obj looks pretty nonsensical to me. You can find instructions on how to use the VRML plugin on the OSG Wiki. Or as Luis Agero mentioned in another thread: Hi, Look at this: openscenegraph org projects osg wiki Support PlatformSpecifics VisualStudio VisualStudioPlugins Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLawUon11XseNj94gRArR3AJ4pvzwN2kOOgkp5ufoNzcHd6MuUVQCg0fUK AnVsZp6nkc/ZWviIeJOJcjA= =LtSM -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] vrml plugin
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-02-04 18:34, Jan Ciger wrote: On 2010-02-04 12:41, Luis Agero wrote: ... You can find instructions on how to use the VRML plugin on the OSG Wiki. Or as Luis Agero mentioned in another thread: Hi, Look at this: openscenegraph org projects osg wiki Support PlatformSpecifics VisualStudio VisualStudioPlugins Regards, Jan D'oh, I am an idiot :) Sorry Luis :) Note to self - do not start answering e-mails after a whole day of travelling. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLawW4n11XseNj94gRAgL6AJ4pacIvn4x5GTs1X/1FPjplv5Sg5gCgoPDA y81R5ZTk9jYHOEwZkVRYqw8= =f/e/ -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Example of geographical position
Tony, Along with Robert's suggestion, you can use the following code snippet to place a vehicle on a spheroid that has VPB terrain, into the scenegraph. You'll need osgSim and osg::EllipsoidModel to do this. Entity-lat = 36.4; Entity-lon = -115.015; Entity-alt = GetHeightOnTerrain(Entity-lat, Entity-lon); entityGrp-addChild(Entity-transform); double GetHeightOnTerrain(double lat, double lon) { double X,Y,Z; double maxElevation = 13000 / 3.281; earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat), osg::DegreesToRadians(lon),maxElevation, X,Y,Z); double hat = osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(), osg::Vec3(X,Y,Z), -1); return (maxElevation - hat); } The earth is an osg::EllipsoidModel object and the terrain is a node loaded in from the ive file build by VPB. The entity group node is simply added to your scenegraph and you're ready to go. Hopefully this will get you started...:) -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Vasile Sent: Wednesday, February 03, 2010 5:13 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Example of geographical position Hi, I'm a newbie and trying to find as many examples as I can. What I am looking for is an example of using a vehicle in latitude, longitude and altitude and placing it in the scene graph. Unfortunately most of the applications I have found programs such as Flightgear and Simgear and they just have far too much code to understand the general ideas quickly. Any help would be most appreciated. Another problem I have is with VPB. I have some level 1 DTED data that I wish to use in my scene graph for collision and occlusion events. Do I need to have an image overlayed on the DTED data before I can see anything with osgviewer? Tony Vasile CSC Australia smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scientific Visualization classes?
Andrew, the ROOT toolkit makes nice plots, but not sure about OSG integration .. http://root.cern.ch/drupal/ -Charles On Wed, Feb 3, 2010 at 5:57 PM, Andrew Cunningham o...@a-cunningham.comwrote: Hi I already have the osgVTK kit as listed on http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits As far as what specific visualizations I am after... - Real contour plots - Isosurfaces + possibly many of the other types of sci-visualizations (streamlines etc) in the future. Seems like the VTK bridge is probably the way to go I suppose as it is unlikely anyone will develop all those algorithms all over again for OSG. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23626#23626 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?
Hi guys, I would like to say a big 'thank you' for this nice plugin. After quite some time installing SDKs and building I got the plugin working :-) For the record: I did this on Windows Vista 32 bit, Visual Studio 2008, Microsoft DirectX SDK (August 2009) and Windows SDK v6.0. Cheers Raymond Serge Lages wrote: I think it's one of the latest : Microsoft DirectX SDK (August 2009) On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, Ok, nice to hear. Which version of directx are you using? My directshow build on Vista, using directx August 2007, resulted in a missing symbol... Cheers Raymond Serge Lages wrote: I am working on Windows 7 and it works like a charm with the Win7 SDK. On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi guys, First of all, thanks a lot for your quick reply! As it turned out, I also had a more recent platform sdk on my system (win vista). Out of habit I just installed the older one on each system I develop on... And I had build the baseclasses once (long time ago) using the makefile... Thanks for your advice. I just built the BaseClasses and now building osg svn, including directshow :-) Finders crossed... I will try out the windows 7 sdk on my windows 7 machine soon too. Jason, ok, I understand it. Indeed I found your message from a while ago. I only saw Cedric's name in the cmake module, so that's why I thought you joined efforts. So thanks Cedric! One more thing for now: do I have (easy) access to the 'current image' via the plugin? I will let you know how it goes... Cheers Raymond Jason Beverage wrote: Hi Raymond, Just wanted to give credit to Cedric for the osg DirectShow plugin, I had sent out an email quite awhile about about public interest in an open sourced Direct Show plugin but never got around to releasing one. Kudos to Cedric for beating me to the punch :) Thanks, Jason On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com wrote: the latest windows sdk has the project files for all the configuration. build against it Nick http://www.linkedin.com/in/tnick On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote: Hi, most likely Cedric and/or Jason (Beverage), I would like to try out your directshow plugin in svn, and now I am in the process of building the BaseClasses of the windows platform sdk. Although I've searched the net and the platform sdk docs, I cannot see how I can produce a release version of the BaseClasses (the debug version is built properly, so it seems). Can anymore please give me some advice how to do that? Cedric? Jason? I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform SDK for Windows Server 2003 R2, using Visual Studio 2008. I tried to build the strmbase.lib by running nmake in the Visual Studio command prompt but then it only builds the debug version. Should I hack the makefile or is there another way? Thanks a lot already, cheers Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Computer Graphics For Simulation paper track at SCSC'10 Call for papers
Hello, Deadline Feb 28, 2010. One of the topic areas is Scenegraphs and general Web3D and their applications to Simulation. - Second Call for Papers for the Computer Graphics for Simulation Track at the Summer Computer Simulation Conference (SCSC'10) July 11-14, 2010 [Ottawa, Canada] http://www.dacya.ucm.es/jlrisco/SCSC10/doku.php?id=scsc [general conference topics of interest list plus general author information, Ottawa information,.] http://www.dacya.ucm.es/jlrisco/SCSC10/doku.php?id=tracks [this has the SCSC'10 Tracks with the Computer Graphics for Simulation track details] The details are at http://www.liophant.org/scsc/scsc2010/summersim2010_file/cg_scsc2010.pdf {please note that the submission deadline was moved forward to February 28, 2010 and acceptance notification to April 30, 2010, camera ready to May 28, 2010} SCSC'10 is part of the 2010 International Simulation Multi-conference (ISMc'10) [http://www.scs.org/confernc/summersim/summersim10/cfp/summersim10.htm] You can go straight to the details or start at www.scs.org and browse... Details above in cg_scsc2010.pdf, but a synopsis of topics is: - General Computer Graphics [rendering, terrain, deformations, large VE's, volume visualization, military, CG support for simulation methodologies,.] - Web3D for Simulation [VRML/X3D/COLLADA/OSG/KML/O3D, NVIDIA CUDA, OpenCL [Open Compute Language for CPU/GPU scheduling,.] - Computational Grids for Simulation [adaptive, parallel,.] - 3-D Modeling and Animation Systems use in Simulations [commercial, open source, video, CAD, solid, organic, file export interoperability,.] - Art in Simulation [color, textures, lighting, art for VE's,.] John F. Richardson smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Problem building osgOcean in visual studio 9.0.
Hiya, Kim... I seem to have fixed the problem... In the osgOcean project settings, the additional include directories includes the osg header directories, including osgDB and osgText. These are put there by CMake, which demands those paths in order to generate the project files. osgText has its own String class based on std::string and osgDB has it's own fstream. Both are defined in headers with the same name as the standard library headers. So when osgOcean tries to include the standard varieties, it gets these overridden files. By removing those two directories from the additional includes, osgOcean builds correctly. ~ Chris Innanen ~ Nonsanity -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23703#23703 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Problem building osgOcean in visual studio 9.0.
Hi Chris, In the osgOcean project settings, the additional include directories includes the osg header directories, including osgDB and osgText. These are put there by CMake, which demands those paths in order to generate the project files. osgText has its own String class based on std::string and osgDB has it's own fstream. Both are defined in headers with the same name as the standard library headers. So when osgOcean tries to include the standard varieties, it gets these overridden files. By removing those two directories from the additional includes, osgOcean builds correctly. Hm, interesting. CMake should be adding only osg root/include to the project's include paths, and not any of osg root/include/osg, osg root/include/osgText, osg root/include/osgDB or anything like that. If that were the case, the include lines in osgOcean (presumably #include string and #include fstream) would not find the osgText and osgDB versions, you would need to do #include osgText/String and #include osgDB/fstream specifically to get those, and all would be well in the world (and curse Windows' case-insensitive filesystem in the case of String vs string...). What version of CMake are you using? I'm pretty sure if CMake generated project files that way for you, it should have generated them that way for us too, unless there's a bug in the version of CMake you're using. The other possibility - did you manually specify the include directories? If that's the case, then you should have specified the same directory (osg root/include) for all *_INCLUDE_DIR settings. Doing that in the CMake GUI and then regenerating should fix the problem too, without needing to remove include paths manually from the project files. This should perhaps be better documented. 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] Problem building osgOcean in visual studio 9.0.
Hi Chris, By removing those two directories from the additional includes, osgOcean builds correctly. Oh, and I forgot to mention - great work tracking this down, it was certainly not obvious what the problem was when considering only the compiler errors you posted :-) 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] osgOcean Geometry
Question, would that change make it possible to make a round earth using osgOcean. I noticed it talking about tiles in that post and it sparked my interest. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23706#23706 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean Geometry
Good work Kim! I have update the svn code! A little real-time |-) :D Kim Bale wrote: Hi Paul, Yes you're right this is due to the rather inefficient method of updating the surface primitives and vertices that osgOcean uses at the moment. Explained here: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-December/036735.html (http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-December/036735.html) Like I say in that post I have written a test case which significantly improves the performance of this area but haven't actually added it into the library code yet. This isn't helped by the fact that I keep forgetting to put the test code on the svn so other people can't see the approach. However, I WILL remember to do that tonight so if you want to see a solution for it you can have a go. I've done the hard bit, I just haven't had time to add it into the core library code. If you check the sandbox directory on the svn later this evening you can have a look. Regards, Kim. On 4 February 2010 13:13, Paul Palumbo () wrote: I'm running osgOcean and I'm only interested into ocean surface effects (the geometry in particular). I also have a hard time limit on each frame time. However, with osgOcean, I'm seeing some large spikes in processing time that are causing me problems. In particular, I'm seeing the FFTOceanSurface::computeVertices routine (called every 50ms) taking around 17-25ms per call and FFTOceanSurface::computePrimitives routine (called when tile LOD changes) taking 10-15ms and I'm looking for a way to make this more real-time. These timing numbers are with osgOcean parameters using in the oceanExample code. Could the ocean surface geometry be defined at initialization at the scene graph level for each tile/frame rather than being redefined every 50ms as it doing now. In computePrimitives, couldn't the geometry only need to be regenerated for the times that changed LOD? Any advice would be appreciated. Thanks, Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23670#23670 (http://forum.openscenegraph.org/viewtopic.php?p=23670#23670) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (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=23708#23708 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multipass Rending
Hi, Thanks for the tip. Yes multiparenting is working a treat now. It just took my brain a while to understand how to nest the groups correctly. I am using the setRenderBinDetails() method on the osg::Group for setting the order of each rendering pass. Works perfectly. I did not use multi-camera's as I already have few RTT cameras. Multiparenting seems nice and simple. Cheers, Craig Formation Design Systems -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23709#23709 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Example of geographical position
Shayne, What is the type of Entity and entityGrp in the following code snippet? Along with Robert's suggestion, you can use the following code snippet to place a vehicle on a spheroid that has VPB terrain, into the scenegraph. You'll need osgSim and osg::EllipsoidModel to do this. Entity-lat = 36.4; Entity-lon = -115.015; Entity-alt = GetHeightOnTerrain(Entity- lat, Entity-lon); entityGrp-addChild(Entity-transform); double GetHeightOnTerrain(double lat, double lon) { double X,Y,Z; double maxElevation = 13000 / 3.281; earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat), osg::DegreesToRadians(lon),maxElevation, X,Y,Z); double hat = osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(), osg::Vec3(X,Y,Z), -1); return (maxElevation - hat); } The earth is an osg::EllipsoidModel object and the terrain is a node loaded in from the ive file build by VPB. The entity group node is simply added to your scenegraph and you're ready to go. Hopefully this will get you started...:) -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org