Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
Hi Robert and all, This is a really interesting topic. I haven't read all the posts yet, so please forgive me if my thoughts were already suggested. 2010/2/25 Robert Osfield robert.osfi...@gmail.com: o No ones added there name to list of volunteers yet: I'd like to take care of the serialization parts and the osgt/osgb plugins. But it seems I don't have the permission to edit the volunteers page. Should I obtain an ID from Jose first? o We are proposing an influx of contributors with commit access to various parts of the OSG and they don't yet have experience of doing this w.r.t the OSG, it probably is quite risky way for them to cut their teeth. The risk is born by us all, and any teething problems could cost much more time in short term. Given I'd like to get a stable release in the not too distant future this clearly ups the risk on getting this out promptly. I there think it would probably be best to having a stagging area/experimental branch for those becoming maintainers. But... to have this we have to have a better system for merging from the branches. A considerable portion of submissions are examples and plugins, and modifications on them. And at present we already have 145 examples and 74 plugins in the svn/trunk, and the number is sure to continue growing, which leads to a heavy burden upon maintainers. I would suggest divide the whole source code into 3 projects: OpenSceneGraph-Core, OpenSceneGraph-Examples and OpenSceneGraph-Plugins. A few important and stable examples and plugins will still be placed in the core project directory, for instance, the osg, ive, curl, bmp, png, jpeg and freetype plugins. And the latter two projects include unstable and experimental ones, for more contributors to submit or import their code directly. Core developers don't need to care much of them, and just add a CMake option BUILD_UNSTABLE to help developers select examples and plugins they are interested in. This will reduce the code and dependencies checking time of core OSG directory and give more flexible decisions for building executions and libraries. Of course it won't solve the problem of handling submissions from everywhere, but will at least reduce the complexity, in my opinion. And I'll suggest split up the examples into catagories, again, which is mentioned before. We could divide the examples directory into multiple subdirectories, each representing a kind of demonstrations, like animations, viewers, widgets, effects and so on. Regards, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
Hi, Just a follow-up on http://github.com . PragProgs have a nice screencast that shows github in action : http://pragprog.com/screencasts/v-scgithub/insider-guide-to-github The first five minutes are a showcase of the fancy stuff but then it explains how to realliy use it. Nice to watch. The first episode is free... -- Mathieu O ascii ribbon campaign - stop html mail - www.asciiribbon.org On 23 February 2010 09:37, Mathieu Marache mathieu.mara...@gmail.com wrote: Hi Robert and al, [...] Spreading tasks and responsibility OK, how do we put all this discussion of submissions/knowledge and avoiding too much multi-tasking together in a form of solutions? We'll I believe that specializing Knowledge and Responsibility go hand in hand with making more efficient use of each maintainer. I am over stretched - I'm responsible for just too much code, and if I'm struggling then we can't expect anyone else to cope with trying to responsible with such a wide code base. So ideally we want to let me concentrate my time and knowledge on a smaller set of the OSG code base, and if we are to expect others to step in it should be for them to take over responsibility for small sets of the OSG code base. Taking on small sets of the OSG base will help nurture the knowledge about that code and help them remain efficient - to avoid the maintainer from becoming overcome with the various tasks associated with it - user support, bug charaterisation and fixing, merging submissions, ongoing development. The type of sets of OSG code that a maintainer would be responsible for should be something that have a itch to scratch - something that is essential for their work, something they wrote or have been a major contributor to. For myself what parts of the OSG would it be easy for me to pass over without undue risk to project? Well the OpenSceneGraph/examples would be one area. OpenSceneGraph/applictions another. OpenSceneGraph/src/osgWrappers, OpenSceneGraph/src/osgPlugins/ - or small groups of the plugins, The NodeKits. Utility libraries like osgIntrospection would also be a good candidate, and possibly even moved out of the OSG core into a separate project completely. The only parts of the OSG that I would feel really uncomfortable about passing over would be the core libraries, osg, osgUtil, osgDB, osgViewer. OpenThreads is also core, but it's decoupled enough that it might be a reasonable candidate for others taking responsibility for. Full Responsibility is Full Responsibility, Half measures might as well be empty measures. Ideally for me I could just hand over complete responsibility for components of the OSG and then be able cast all responsibility for it myself away. If I can do this I have one less thing to worry about and I can concentrate on those parts that need my expertise the most. However, if I still need to retain knowledge and keep involved in ongoing maintenance then I'm still stuck with being spread too thing - still undermined too much by multi-tasking. The responsibility also extends to be around and active in the community for a good deal of the time, one has to take responsibility for answering questions on the mailing list/forum, doing testing, handling submissions, helping with getting dev and stable releases out. We are already some way there... Giving over responsibility to maintaining, merging submissions and doing ongoing support for components of the OSG already happens in a modest way. Cedric Pinson has svn write access to osgAnimation, and Paul Martz (and I think possibly Brede Johanson) has write access to src/osgPlugins/OpenFlight. There has to be an occassional bit of coordinate between but so far I believe it has worked pretty well. I'm certainly relieved not to have to worry about these components. Michael Platings was also granted write permission to the new FBX plugin, but alas hasn't yet been able to successfully check anything in which has certainly held back maintenance of this new component. Sorting this out is beyond my skill set. Perhaps Michael and Jose Luis can explain what they've tried so far. There is also write permission granted to Paul Martz, and I believe a couple of engineers to the svn/osg/branches portion of the OSG svn. This enables others to maintain branches and make releases without my intervention. As far as I'm aware Paul has been the only one to take up on doing maintenance on the branches, but even here most of the work on the branches and make minor point releases has been tackled by me. Is another version control system the way to go for more distributed development? This topic has been raised a couple of times over the last couple of years - version control systems like git and mercial are better set up of maintaining and merging separate branches. I've tried merging branches using subversion and it's possible to make a real mess of it rather quickly if you
Re: [osg-users] Shader composition
Hi Chris, My plan is still to tackle the shader composition prior to 3.0. I haven't had a chance to make any more progress on it this yet as I've been hunkered down with merging submissions/bug fixes/refactors of problematic parts of the OSG. To tackle shader composition I really need to hide myself away in a bunker for a week or two, concentrate 100% on the design as getting it to be flexible enough and perform as good as the existing fixed function pipeline will be a big challenge. While there is still a big submissions backlog it's kinda hard for me to just turn my back on it, and I can't juggle the two tasks at the same time. This does put the pressure on whether I can get shader composition done before the next stable release, or when I have to go back to earning a living. I do believe shader composition will be the killer feature for us going forward, but it has to deliver on flexibility and performance, compromises on this and we'll not see it adopted. If someone wants to help fund my efforts on shader composition then feel free :-) Robert. On Thu, Feb 25, 2010 at 2:27 AM, Chris 'Xenon' Hanson xe...@alphapixel.comwrote: One of my clients is headed squarely into a place in their project where they need to do a lot of sophisticated shader work throughout the whole scenegraph. I was reading back along message history from January and I saw some mention of shader composition coming to OSG in an official manner relatively soon. With the stable release on the near roadmap, I was wondering if shader composition was now further down-road from the stable release or what the official plan was. I think there might be several people interested in working on this when it comes to the front of the queue. If anyone wants to register their interest, this might be a good time to chip in. -- 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader composition
Robert, Chris, et al, I highly suggest you do some benchmarking on shader compiling/link times. We investigated this a couple of years ago, and found that we couldn't avoid an output glitch (due to compile/link time) whenever we needed a new shader. GL Drivers may well have improved since then, but I'd hate to see you spend weeks getting something together only to find it's unusable in practice. Lilith On 2010-02-25 10:02:33 PM, Robert Osfield wrote: Hi Chris, My plan is still to tackle the shader composition prior to 3.0. I haven't had a chance to make any more progress on it this yet as I've been hunkered down with merging submissions/bug fixes/refactors of problematic parts of the OSG. To tackle shader composition I really need to hide myself away in a bunker for a week or two, concentrate 100% on the design as getting it to be flexible enough and perform as good as the existing fixed function pipeline will be a big challenge. While there is still a big submissions backlog it's kinda hard for me to just turn my back on it, and I can't juggle the two tasks at the same time. This does put the pressure on whether I can get shader composition done before the next stable release, or when I have to go back to earning a living. I do believe shader composition will be the killer feature for us going forward, but it has to deliver on flexibility and performance, compromises on this and we'll not see it adopted. If someone wants to help fund my efforts on shader composition then feel free :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Osg with 64Bit (dependency)
Excellent news! Thank you, that will be really helpful! Regards, Morne On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se wrote: I managed to build what I need in 64bit. My take on it was to cmakeify them all. Collada, boost (only libsystem, libfilesystem), (jpeg, png and zlib was alredy cmakified.) There are a few which Im not interested in, including jasper, tiff and a few more. I can certainly pack this into a zip including the bin/lib/include content. I'll see if I get it done tomorrow. Took a while though to get everything to build, which everyone (including the Collada team would open their eyes and spot CMake. /A On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it wrote: Hi, I ' m building a somehow cmaked, static version of the (currently basic) osg dependencies. I' m trying also to make it extensible by keeping patch and compiler options in separate folders. I attach a zip of my current repo: try to build the Assemblies/test2 folder with latest 2.8 cmake. It should work also for win64 i tested with msvc9 32 Hope it helps Luigi Morné Pistorius wrote: Hi Anders, How did you get on with this? Were you able to build the third party dependencies for Win64? A third party package, even with just the basic dependencies to build most of OSG, would really be helpful. I was about to start building my own when I found this thread, and hoped you had beat me to it! :) Cheers, Morne On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se wrote: Hi all. Looong time no see. Im currently trying to build OSG on 64bit under windows (VS2009). Getting all the dependencies over to 64bit is apain. I did a quick search through forum/mail, and it seems that not many does this. Is there ANYONE with a prebuilt package including Collada (with boost, pcre, libxml), jpeg, png, zlib for 64bit windows? The Cmake:d versions of jpeg, zlib, png was certainly a big help. But before I dig into this, perhaps someone has a prebuilt package? -- /Anders ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Plugin problem with SketchUp exported models...
Hi Alessandro, please see my email to osg-submissions on 11th Feb, [osg-submissions] DAE Animation. This contains many fixes and improvements to the DAE plugin, including handling transparency correctly. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
Hi Tim, o What is the situation with importing histories from svn? Speaking for git, the git svn works very well for maintaining a local git repository that corresponds to a remote SVN repository. If you ever decided that you wanted to flip the switch, this git repository could be uploaded, massaged a bit and become the official git repo. That's partially true,but there ar some kind of git merges that can not be in sync properly with SVN, I've suffered this in the past trying to maintain a subversion repository at the same time that a local git repository, even working alone I managed to break the local git repository and mess some commits over subversion... so, If we move to mercurial/git there is no turn back, no retro-compatibility at all. About importing the history, both git and mercurial can import subversion history. I would like to answer some other Robert's questions, but today I don't have the time... tomorrow maybe. Cheers, JL -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader composition
Hi Lilith, On Thu, Feb 25, 2010 at 9:12 AM, Lilith Bryant dark...@gmail.com wrote: I highly suggest you do some benchmarking on shader compiling/link times. We investigated this a couple of years ago, and found that we couldn't avoid an output glitch (due to compile/link time) whenever we needed a new shader. I agree that performance is critical. When ever I make major changes to the OSG I do lots of benchmarking. In this specific case compilation, linking and uniform changes all have their own performance issues to be mindful of. My expectation for shader composition was that we'd need to do upfront compilation, and linking as much as possible and select between complete programs rather than dynamically doing too much actual shader composition during draw dispatch on each frame. Keeping the CPU overhead of doing selection of which program to make active is also something that I've been pondering about. Keeping this all in check is why I need to spend the time thinking about the design so deeply. Robert. I ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
Hi All, Another little questions with more experience with git/mercurial - how big does is local repository that users would have on their machines? I presume it'll be larger than a typically svn check out. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
Hi All, And another little thought that we might be able to improve up when migrating to a new DVCS, - authors of changes. Right now I do a From FirstName SecondName, details in all submissions, then use osgversions -R ChangeLog to parse out the authors, and make any typo corrections made to FirstName SecondName that might have been made, as well as pick out authors names from a time when I hadn't yet adopted the From scheme. It kinda works but it's hacky. It'd be good to have the authors names formally assigned to submissions, this is all made a bit more awkward but the fact that a maintainer who's not the original author will be doing the formal commit to the main repo. Actually knowing who the original author and the maintainer who did the review and merge is useful. Is this possible? When importing the subversion history it'd be good to sort out the old submissions to have the authors assigned from formally (ideally typo's fixed :-). I don't doubt this is a job that could be partly automated, but will still require quite a bit of human review and editoring. The hacks in osgversion to compenstate for the typo's might be help here. Thoughts? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
On Thu, Feb 25, 2010 at 11:03 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi All, Another little questions with more experience with git/mercurial - how big does is local repository that users would have on their machines? I presume it'll be larger than a typically svn check out. Robert. Actually, SVN often loses because it keeps a copy of the working tree around, whereas the local repository of e.g. git is highly compressed. My local git clone of the OSG sources, including all the history and a checked out tree, is 127M. Tim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
On Thu, Feb 25, 2010 at 11:19 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi All, And another little thought that we might be able to improve up when migrating to a new DVCS, - authors of changes. Right now I do a From FirstName SecondName, details in all submissions, then use osgversions -R ChangeLog to parse out the authors, and make any typo corrections made to FirstName SecondName that might have been made, as well as pick out authors names from a time when I hadn't yet adopted the From scheme. It kinda works but it's hacky. It'd be good to have the authors names formally assigned to submissions, this is all made a bit more awkward but the fact that a maintainer who's not the original author will be doing the formal commit to the main repo. Actually knowing who the original author and the maintainer who did the review and merge is useful. Is this possible? git has a notion of an author and a committer for each patch. The original author is preserved as a patch is passed around, modified, and committed to different trees. When importing the subversion history it'd be good to sort out the old submissions to have the authors assigned from formally (ideally typo's fixed :-). I don't doubt this is a job that could be partly automated, but will still require quite a bit of human review and editoring. The hacks in osgversion to compenstate for the typo's might be help here. git has some tools for mapping short user names, as found in CVS commits, to full name and email; dunno if they would apply. Tim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
On Thu, Feb 25, 2010 at 10:51 AM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: Hi Tim, o What is the situation with importing histories from svn? Speaking for git, the git svn works very well for maintaining a local git repository that corresponds to a remote SVN repository. If you ever decided that you wanted to flip the switch, this git repository could be uploaded, massaged a bit and become the official git repo. That's partially true,but there ar some kind of git merges that can not be in sync properly with SVN, I've suffered this in the past trying to maintain a subversion repository at the same time that a local git repository, even working alone I managed to break the local git repository and mess some commits over subversion... so, If we move to mercurial/git there is no turn back, no retro-compatibility at all. True, and that's the reason for many of the subcommands of git svn: do commits, merges etc. in a way that can still be checked back into svn. However, I believe Robert's question was just about import i.e., no turning back :) About importing the history, both git and mercurial can import subversion history. Tim ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
We will have to wait github's import to be formal, but the following article gives some good scales : http://www.contextualdevelopment.com/logbook/git/large-projects I extracted some parts to illustrate : repository sizes for 15 years of FreeBSD's history CVS1.7 GBSVN3.9 GBGit511 MB Working copy CVS534 MBSVN1.1 GBGit995 MB Note that usually git has the best compression in the DVCS tools. So DCVS tools should consume less disk space than subversion and on top of that have access to all the repository history locally... Mathieu Le 25 févr. 2010 à 11:03, Robert Osfield robert.osfi...@gmail.com a écrit : Hi All, Another little questions with more experience with git/mercurial - how big does is local repository that users would have on their machines? I presume it'll be larger than a typically svn check out. 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] Shader program crash
Hi, I have got problems with shader, my code to create working shader : { (declarations) (...) vertexShader = new osg::Shader(osg::Shader::VERTEX); fragmentShader = new osg::Shader(osg::Shader::FRAGMENT); vertexShader-loadShaderSourceFromFile(sphere.vert); fragmentShader-loadShaderSourceFromFile(sphere.frag); shaderProgram-addShader(vertexShader); shaderProgram-addShader(fragmentShader); stateSet-setAttributeAndModes(shaderProgram,osg::StateAttribute::ON); (...) } When i write a simple program which only one or two objects and attach the program into StateSet of those objects it works fine. Problem starts when I wanted to include this code in bigger project, application crashes and VS debug doesn't show me where is the bad code, I only get : 0xC005: *Access violation* reading location *0xcdcdcdcd * Where can be the problem ? Best regards, Andrew. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader program crash
Hi, AFAIK you get the cdcdcd pattern in VS when trying to read memory that was not allocated. Check that you are not deleting data or pointing to invalid data. jp Andrzej Piatek wrote: Hi, I have got problems with shader, my code to create working shader : { (declarations) (...) vertexShader = new osg::Shader(osg::Shader::VERTEX); fragmentShader = new osg::Shader(osg::Shader::FRAGMENT); vertexShader-loadShaderSourceFromFile(sphere.vert); fragmentShader-loadShaderSourceFromFile(sphere.frag); shaderProgram-addShader(vertexShader); shaderProgram-addShader(fragmentShader); stateSet-setAttributeAndModes(shaderProgram,osg::StateAttribute::ON); (...) } When i write a simple program which only one or two objects and attach the program into StateSet of those objects it works fine. Problem starts when I wanted to include this code in bigger project, application crashes and VS debug doesn't show me where is the bad code, I only get : 0xC005: /Access violation/ reading location /0xcdcdcdcd / Where can be the problem ? Best regards, Andrew. ___ 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
Re: [osg-users] Shader program crash
Yes i know, but always VS points me, where or which was not allocated variable, this time it points me no where. When i disassembly it i get only blank code in this location. 2010/2/25 J.P. Delport jpdelp...@csir.co.za Hi, AFAIK you get the cdcdcd pattern in VS when trying to read memory that was not allocated. Check that you are not deleting data or pointing to invalid data. jp Andrzej Piatek wrote: Hi, I have got problems with shader, my code to create working shader : { (declarations) (...) vertexShader = new osg::Shader(osg::Shader::VERTEX); fragmentShader = new osg::Shader(osg::Shader::FRAGMENT); vertexShader-loadShaderSourceFromFile(sphere.vert); fragmentShader-loadShaderSourceFromFile(sphere.frag); shaderProgram-addShader(vertexShader); shaderProgram-addShader(fragmentShader); stateSet-setAttributeAndModes(shaderProgram,osg::StateAttribute::ON); (...) } When i write a simple program which only one or two objects and attach the program into StateSet of those objects it works fine. Problem starts when I wanted to include this code in bigger project, application crashes and VS debug doesn't show me where is the bad code, I only get : 0xC005: /Access violation/ reading location /0xcdcdcdcd / Where can be the problem ? Best regards, Andrew. ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] FFT users?
Hi Art, Hi Jason, Ok thanks for your answer, I will try with CUDA so. Cheers, Josselin. This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migrating from 2.8.2 to 2.9.6
Paul, Don't need anybody to debug my code - just thought I would ping the community and see if anybody had encountered a similar issue with migration. For future reference, the issue was the 'glReadBuffer(_readBuffer);' call on line 907 of RenderStage.cpp being called with a null buffer. I added a check back in (_drawBuffer != GL_NONE) that had been present in version 2.8.2 and everything works great. --Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24857#24857 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osgAnimation hardware skinning
Hi, I'm looking for a clarification from Cedric (or anyone else experienced with osgAnimation) on the correct way to set up the data structures for the hardware skinning implementation. Integrating the hardware skinning example with my code works fine with example files like nathan.osg or any other .osg file for that matter. When loading my own native data (which works fine with software skinning) I get a runtime crash attributed to osg::GLBeginEndAdapter::VertexAttrib4fv during rendering. If I comment out the line in RigTransformHardware where the BoneWeight vertex attribute is being set, no more crash. (But obviously no animation either). So I'm guessing that my bone weights are set up in some way that was compatible with software skinning but not hardware. I'm currently setting up a vertex influence map and adding it to the RigGeometry as shown in the software skinning example. Any ideas or clarification on this topic would be appreciated. Thanks, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24858#24858 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migrating from 2.8.2 to 2.9.6
Hi Garret, Are you able to reproduce the problem with any of the OSG examples? It would be very useful for us to be able to recreate the problem and get to the bottom of it. You suggestion about changing RenderStage.cpp to fix things for your app suggests a problem elsewhere, or a regression in RenderStage.cpp. This may/or may not be related to the line you've changed back. Without being able to reproduce the problem we won't be able to determine the actual cause or appropriate fix. Cheers, Robert. On Thu, Feb 25, 2010 at 2:48 PM, Garrett Cope garrett.cope@simcen.usuhs.edu wrote: Paul, Don't need anybody to debug my code - just thought I would ping the community and see if anybody had encountered a similar issue with migration. For future reference, the issue was the 'glReadBuffer(_readBuffer);' call on line 907 of RenderStage.cpp being called with a null buffer. I added a check back in (_drawBuffer != GL_NONE) that had been present in version 2.8.2 and everything works great. --Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24857#24857 ___ 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] osgAnimation hardware skinning
Hi Jamie, I would be happy to have a look at your files, hardware skinning is really young and i would be glad to make it more robust. Could you provide a small example that i could test ? Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Thu, 2010-02-25 at 14:57 +, Garrett Cope wrote: Hi, I'm looking for a clarification from Cedric (or anyone else experienced with osgAnimation) on the correct way to set up the data structures for the hardware skinning implementation. Integrating the hardware skinning example with my code works fine with example files like nathan.osg or any other .osg file for that matter. When loading my own native data (which works fine with software skinning) I get a runtime crash attributed to osg::GLBeginEndAdapter::VertexAttrib4fv during rendering. If I comment out the line in RigTransformHardware where the BoneWeight vertex attribute is being set, no more crash. (But obviously no animation either). So I'm guessing that my bone weights are set up in some way that was compatible with software skinning but not hardware. I'm currently setting up a vertex influence map and adding it to the RigGeometry as shown in the software skinning example. Any ideas or clarification on this topic would be appreciated. Thanks, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24858#24858 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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] Migrating from 2.8.2 to 2.9.6
Hi Robert, Yes, I experienced the same issue using example data files as well (cow.osg). I'd be glad to help track down the root issue. What do you need from me? Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24861#24861 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation hardware skinning
Hi Cedric, As it is right now the code is part of a larger plugin, so it's not exactly a small example. I'll try to put something smaller together. Generally speaking though, should it work to use the RigGeometry setup in the software skinning example and just add the RigTransformImplementation to that? Thanks, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24862#24862 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migrating from 2.8.2 to 2.9.6
Hi Garrett, On Thu, Feb 25, 2010 at 3:14 PM, Garrett Cope garrett.cope@simcen.usuhs.edu wrote: Yes, I experienced the same issue using example data files as well (cow.osg). I'd be glad to help track down the root issue. What do you need from me? A guide to the simplicity way to reproduce the problem. Details on your own software/OS/hardware setup would be useful too. For instance does: osgviewer cow.osg Work fine for you? Does it require mods to an osg example to reproduce the error? Is the error OS/driver/hardware related. We need to have enough info to be able to reproduce the error and characterize when/where it occurs. Others aren't reporting the same problems as you so there must be something specific going on, so we need to nail down what this is. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation hardware skinning
Hi Jamie, If you can send me your data or a sample file that reproduce the problem, i guess i could have look / test it. About the way to setup it, it can be complicate depending on your pipeline, I provided a very simple shaders as example but you will have to adapt them for your case. I can just suggest to look into osganimationhardware example. I would need your file to test it to give you more information. Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Thu, 2010-02-25 at 15:22 +, Garrett Cope wrote: Hi Cedric, As it is right now the code is part of a larger plugin, so it's not exactly a small example. I'll try to put something smaller together. Generally speaking though, should it work to use the RigGeometry setup in the software skinning example and just add the RigTransformImplementation to that? Thanks, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24862#24862 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 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] Collada Plugin problem with SketchUp exported models...
On 25/02/2010 09:42, Michael Platings wrote: Hi Alessandro, please see my email to osg-submissions on 11th Feb, "[osg-submissions] DAE Animation". This contains many fixes and improvements to the DAE plugin, including handling transparency correctly. Michael, I had a quick look at your submission, it looks like you have had a good go at fixing the (my :-) ) transparency mess! So I won't submit any fixes. Any chance you can give me a heads up on your thinking behind "getTransparencyCounts", I am puzzled by it! Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] freetype fonts on Windows...
All, Thanks for all your help. Given the suggestions, we were able to track down the problem. It was a mix up between using the Release version vs. the Debug version of the freetype lib. The suggestion of using OSG Notify was very helpful for tracking the problem down. Thanks again. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Tuesday, February 23, 2010 4:59 PM To: OpenSceneGraph Users Subject: Re: [osg-users] freetype fonts on Windows... HI Has the freetype library and its dependancies been build with the same compiler, patches and re-distributables as your application and no mixing of release or debug libs? As in the past this has been the problem for many Also a goolgle or archive search should throw similar responses that others have had with freetype Gordon Tomlinson Product Manager 3d Technology Future Products Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC Sent: Tuesday, February 23, 2010 6:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] freetype fonts on Windows... Thanks guys. We'll investigate it more given the suggestions. It's probably something silly we're failing to do... Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon Hammett Sent: Tuesday, February 23, 2010 4:25 PM To: OpenSceneGraph Users Subject: Re: [osg-users] freetype fonts on Windows... On 23 February 2010 23:17, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: Mourad, Yes. We know the path setting is correct because we can use the other plugin dlls that reside in the folder without any problems. Thanks for the input. -Shayne FYI, my build of freetype-2.3.9 is just static libs, no dlls. So my osg plugin is obv. using just those libs. Been ages since I built it, so I forget the details: but if you get desperate I can send you the solutions and vcproj files for freetype the osg freetype plugin. Then again, I'm pretty sure I didn't do anything special to get it to work. So you must be a muppet! ;) -- http://www.ssTk.co.uk ___ 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] Shader composition
On 2/25/2010 2:02 AM, Robert Osfield wrote: If someone wants to help fund my efforts on shader composition then feel free :-) I'll find out where they stand on it. Robert. -- 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] Collada Plugin problem with SketchUpexported models...
I had a quick look at your submission, it looks like you have had a good go at fixing the (my :-) ) transparency mess! So I won't submit any fixes. Any chance you can give me a heads up on your thinking behind getTransparencyCounts, I am puzzled by it! Certainly - some files use a transparency value of 1 to mean completely opaque (the spec says this is correct) while other files use a transparency value of 1 to mean completely transparent. It's hard to be completely certain of which meaning is used, so instead I added a heuristic to make a best guess: If there are more transparency values of 0 than 1 then 0 is interpreted to mean opaque, otherwise 1 is interpreted to mean opaque. __ This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email _ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Osg with 64Bit (dependency)
Maybe slightly off topic, but somewhat related: boost is currently experimenting/working on a cmake build alternative for their system. Perhaps this could help (confirm) your setup(s)? Keep us all posted on the 64bit front... Thanks... D.J. On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius mpistorius@googlemail.com wrote: Excellent news! Thank you, that will be really helpful! Regards, Morne On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se wrote: I managed to build what I need in 64bit. My take on it was to cmakeify them all. Collada, boost (only libsystem, libfilesystem), (jpeg, png and zlib was alredy cmakified.) There are a few which Im not interested in, including jasper, tiff and a few more. I can certainly pack this into a zip including the bin/lib/include content. I'll see if I get it done tomorrow. Took a while though to get everything to build, which everyone (including the Collada team would open their eyes and spot CMake. /A On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it wrote: Hi, I ' m building a somehow cmaked, static version of the (currently basic) osg dependencies. I' m trying also to make it extensible by keeping patch and compiler options in separate folders. I attach a zip of my current repo: try to build the Assemblies/test2 folder with latest 2.8 cmake. It should work also for win64 i tested with msvc9 32 Hope it helps Luigi Morné Pistorius wrote: Hi Anders, How did you get on with this? Were you able to build the third party dependencies for Win64? A third party package, even with just the basic dependencies to build most of OSG, would really be helpful. I was about to start building my own when I found this thread, and hoped you had beat me to it! :) Cheers, Morne On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se wrote: Hi all. Looong time no see. Im currently trying to build OSG on 64bit under windows (VS2009). Getting all the dependencies over to 64bit is apain. I did a quick search through forum/mail, and it seems that not many does this. Is there ANYONE with a prebuilt package including Collada (with boost, pcre, libxml), jpeg, png, zlib for 64bit windows? The Cmake:d versions of jpeg, zlib, png was certainly a big help. But before I dig into this, perhaps someone has a prebuilt package? -- /Anders ___ 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 ___ 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] osgAnimation hardware skinning
Hi Cedric, My data is not in a natively supported format, so it probably wouldn't do much good for me to send it to you. It will probably take me longer to decouple that section from the app than it is worth, so I will just try and debug it further and let you know what I find. I'm just looking to get the same simple shader working that you use in the example. I don't have a pipeline any more complicated than that. --Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24880#24880 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Osg with 64Bit (dependency)
Sorry; what I meant was, boost is experimenting using cmake to build boost, as an alternative to their boost build system. Hope this helps... D.J. On Thu, Feb 25, 2010 at 1:46 PM, D.J. Caldwell dlcaldwel...@gmail.com wrote: Maybe slightly off topic, but somewhat related: boost is currently experimenting/working on a cmake build alternative for their system. Perhaps this could help (confirm) your setup(s)? Keep us all posted on the 64bit front... Thanks... D.J. On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius mpistorius@googlemail.com wrote: Excellent news! Thank you, that will be really helpful! Regards, Morne On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman ande...@cs.umu.se wrote: I managed to build what I need in 64bit. My take on it was to cmakeify them all. Collada, boost (only libsystem, libfilesystem), (jpeg, png and zlib was alredy cmakified.) There are a few which Im not interested in, including jasper, tiff and a few more. I can certainly pack this into a zip including the bin/lib/include content. I'll see if I get it done tomorrow. Took a while though to get everything to build, which everyone (including the Collada team would open their eyes and spot CMake. /A On Wed, Feb 24, 2010 at 6:41 PM, Luigi Calori l.cal...@cineca.it wrote: Hi, I ' m building a somehow cmaked, static version of the (currently basic) osg dependencies. I' m trying also to make it extensible by keeping patch and compiler options in separate folders. I attach a zip of my current repo: try to build the Assemblies/test2 folder with latest 2.8 cmake. It should work also for win64 i tested with msvc9 32 Hope it helps Luigi Morné Pistorius wrote: Hi Anders, How did you get on with this? Were you able to build the third party dependencies for Win64? A third party package, even with just the basic dependencies to build most of OSG, would really be helpful. I was about to start building my own when I found this thread, and hoped you had beat me to it! :) Cheers, Morne On Wed, Feb 10, 2010 at 8:45 AM, Anders Backman ande...@cs.umu.se wrote: Hi all. Looong time no see. Im currently trying to build OSG on 64bit under windows (VS2009). Getting all the dependencies over to 64bit is apain. I did a quick search through forum/mail, and it seems that not many does this. Is there ANYONE with a prebuilt package including Collada (with boost, pcre, libxml), jpeg, png, zlib for 64bit windows? The Cmake:d versions of jpeg, zlib, png was certainly a big help. But before I dig into this, perhaps someone has a prebuilt package? -- /Anders ___ 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 ___ 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] Rapidly updating texture data
Hello, Is there a way to repeatedly/efficiently update an OSG texture's data ... for example imagery data that is being updating in system memory (e.g. from a sensor capture device). I've tried updating an OSG texture using texture2D-setImage(data) ... but it is very slow. Again, the image data is already in memory. Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Ben Cain wrote: Hello, Is there a way to repeatedly/efficiently update an OSG texture's data ... for example imagery data that is being updating in system memory (e.g. from a sensor capture device). I've tried updating an OSG texture using texture2D-setImage(data) ... but it is very slow. Again, the image data is already in memory. You might try using PBOs (pixel buffer objects). I think the osgscreencapture example shows them in action. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.
Ok, I have a partial solution :):) Environment Tab: Linux Set your LD_LIBRARY_PATH to: ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/lib:/home/your_username/.depman/lib For windows XP your PATH must point to (pay attention to word bin): ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/bin:c:/documents and settings/your_user/.depman/bin This is mostly correct. However, for Windows, the CLASSPATH and PATH must use ; and not : Throughout all of my attempts of setting the command window's CLASSPATH, and PATH environment variables plus setting the eclipse internal LD_LIBRARY_PATH and PATH variables, I naturally used ; in the command windows variables but not within eclipse. Once I used ; between the paths within the PATH environment variable in eclipse, the application finally found all the needed dll's it was searching for. But, now I have a bigger problem. kernel32.dll on Windows XP. I've attached my error log and here is what the error output is as produced while running from within eclipse. The application crashes after producing this error: # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc005) at pc=0x7c80977f, pid=5352, tid=2568 # # JRE version: 6.0_18-b07 # Java VM: Java HotSpot(TM) Client VM (16.0-b13 mixed mode, sharing windows-x86 ) # Problematic frame: # C [kernel32.dll+0x977f] # # An error report file with more information is saved as: # C:\osgvp-2.2.0-SNAPSHOT-src\libosgvp\libosgvp-examples\hs_err_pid5352.log # # If you would like to submit a bug report, please visit: # http://java.sun.com/webapps/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # [error occurred during error reporting , id 0xc005] Thank you for the help, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24884#24884 Attachments: http://forum.openscenegraph.org//files/hs_err_pid5352_629.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Thanks Jason. I've used FBOs before for render-to-texture. I'll take a look at PBOs. On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly jd...@ist.ucf.edu wrote: You might try using PBOs (pixel buffer objects). I think the osgscreencapture example shows them in action. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Ben Cain wrote: Thanks Jason. I've used FBOs before for render-to-texture. I'll take a look at PBOs. No problem. There's also the osg::ImageStream class. It's subclassed in the ffmpeg plugin and used in the osgmovie example for streaming movies to texture. If you've got an image stream from a hardware device that you're trying to use for texturing, then you might want to take advantage of that structure, since it's already there. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scale mesh/terrain once before adding to scene
David, After looking into Paul's suggestion, I believe that (for static terrain) if you add your terrain to your scaling node, and then use Paul's suggestion on the scaling node, you may get what you're looking for. The Optimizer is much simpler than my original suggestion, although you may still want to look at those other classes for future work. Again, if your terrain has levels of detail, I would recommend just using the MatrixTransform approach. I hope this helps... D.J. On Thu, Feb 25, 2010 at 5:05 PM, Paul Martz pma...@skew-matrix.com wrote: David Cofer wrote: I am new to OSG, so perhaps this is simple and I do not understand how something is working. I want to scale a terrain once immediately after it is loaded, but before it is added to the scenegraph. I know I can do this by adding it to a matrixtransform node that is scaled, but that seems inefficient. It seems like it would have have to mess with the scaling every time the scenegraph is processed instead of just having to scale things once when it is loaded. Is there a way to apply a transform once in this manner? Am I misunderstanding how the scenegraph is processed and why I believe this would be more efficient? You could run the osgUtil::Optimizer with the FLATTEN_STATIC_TRANSFORMS visitor. -Paul ___ 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] Scale mesh/terrain once before adding to scene
David Cofer wrote: I am new to OSG, so perhaps this is simple and I do not understand how something is working. I want to scale a terrain once immediately after it is loaded, but before it is added to the scenegraph. I know I can do this by adding it to a matrixtransform node that is scaled, but that seems inefficient. It seems like it would have have to mess with the scaling every time the scenegraph is processed instead of just having to scale things once when it is loaded. Is there a way to apply a transform once in this manner? Am I misunderstanding how the scenegraph is processed and why I believe this would be more efficient? You could run the osgUtil::Optimizer with the FLATTEN_STATIC_TRANSFORMS visitor. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scale mesh/terrain once before adding to scene
Hello, David. If your terrain is static, I would recommend an osg::NodeVisitor used on your terrain in combination with osgUtil::TransformAttributeFunctor used on the drawables of your terrain. As far as I know, this is a custom solution, so you'll have to look into both of these classes to see how to apply them correctly. If your terrain has levels of detail, I would recommend using the osg::MatrixTransform node, or your levels of detail may not get the right scaling applied. I hope this helps. D.J. On Thu, Feb 25, 2010 at 4:58 PM, David Cofer dco...@mindcreators.com wrote: I am new to OSG, so perhaps this is simple and I do not understand how something is working. I want to scale a terrain once immediately after it is loaded, but before it is added to the scenegraph. I know I can do this by adding it to a matrixtransform node that is scaled, but that seems inefficient. It seems like it would have have to mess with the scaling every time the scenegraph is processed instead of just having to scale things once when it is loaded. Is there a way to apply a transform once in this manner? Am I misunderstanding how the scenegraph is processed and why I believe this would be more efficient? Thanks for you help, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24888#24888 ___ 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] Scale mesh/terrain once before adding to scene
I am new to OSG, so perhaps this is simple and I do not understand how something is working. I want to scale a terrain once immediately after it is loaded, but before it is added to the scenegraph. I know I can do this by adding it to a matrixtransform node that is scaled, but that seems inefficient. It seems like it would have have to mess with the scaling every time the scenegraph is processed instead of just having to scale things once when it is loaded. Is there a way to apply a transform once in this manner? Am I misunderstanding how the scenegraph is processed and why I believe this would be more efficient? Thanks for you help, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24888#24888 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Please ignore this message...
Hi, Ignored Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24894#24894 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Error Code: 0xC0150002 : The application failed to initialize properly. Click on Ok to terminate the application
Hi, I installed the binaries. osg works fine from the command prompt. I liked VS08 to osg using the Dwight Design tutorial: I'm trying to compile this example: osganimate.cpp from the osg site. When I try to build it it gives the following message: 1-- Build started: Project: OSGTemp, Configuration: Debug Win32 -- 1Compiling... 1OSGMain.cpp 1Compiling manifest to resources... 1Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0 1Copyright (C) Microsoft Corporation. All rights reserved. 1Linking... 1LINK : C:\Users\Manu\Documents\Visual Studio 2008\Projects\OSGTemp\Debug\OSGTemp.exe not found or not built by the last incremental link; performing full link 1Embedding manifest... 1Microsoft (R) Windows (R) Resource Compiler Version 6.0.5724.0 1Copyright (C) Microsoft Corporation. All rights reserved. 1Build log was saved at file://c:\Users\Manu\Documents\Visual Studio 2008\Projects\OSGTemp\OSGTemp\Debug\BuildLog.htm 1OSGTemp - 0 error(s), 0 warning(s) == Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped == and when I run it I get the dreaded error code! Also, I'm in a weird situation where I'm having TWO Debug folders! One's address is: Visual Studio 2008/Projects/OSGTemp/Debug The Other Debug Folder is being created in: Visual Studio 2008/Projects/OSGTemp/OSGTemp/Debug Do you have any suggestions for me to correct this error? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24895#24895 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stencil Buffer and RTT
I am trying to do render in frame buffer object by using a child camera of the main camera. Both have same scene. In scene I am using stencil buffer. For main camera output I am getting is correct, but for child camera, geometry is rendered independent of the value of the stencil buffer. Code is : #include osg/Geode #include osg/Geometry #include osg/Material #include osg/Vec3 #include osg/MatrixTransform #include osg/Texture2D #include osg/PolygonStipple #include osg/TriangleFunctor #include osg/io_utils #include osg/Stencil #include osgDB/ReadFile #include osgDB/WriteFile #include osgViewer/Viewer #include osg/Math osg::ref_ptrosg::Image _image; osgViewer::Viewer viewer; osg::Group* root; class Callback : public osg::NodeCallback { public: Callback():osg::NodeCallback() { _firstTime = true; } virtual void operator() (osg::Node *node, osg::NodeVisitor *nv) { if(_firstTime) { #if 1 osg::Camera *pOSGCamera = new osg::Camera; //get osg-texture for the hud-widget camera1target: osg::ref_ptrosg::Texture2D pOSGTexture = new osg::Texture2D; //m_pHUD-GetOrCreateOSGTexture(camera1target); _image = new osg::Image; //_image-allocateImage (256, 256, 1, GL_RGBA, GL_FLOAT); viewer.getCamera()-addChild(pOSGCamera); //run as hud-cam*/ //setup the hud-cam pOSGCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); pOSGCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); pOSGCamera-setViewport(viewer.getCamera()-getViewport()); pOSGCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); pOSGCamera-setRenderOrder(osg::Camera::PRE_RENDER); pOSGCamera-attach(osg::Camera::COLOR_BUFFER, pOSGTexture); pOSGCamera-attach(osg::Camera::COLOR_BUFFER,_image); //hud-cam watches the default scene: pOSGCamera-addChild(root); //watch default scene #endif } else { osgDB::writeImageFile(*_image,c:\\dump.png); } _firstTime = false; } private: bool _firstTime; }; osg::ref_ptrosg::Group createStencilNode() { osg::Group* clipNode = new osg::Group; //renders a quad after stencil test { osg::StateSet* dstate = clipNode-getOrCreateStateSet(); //set the stencil value so that no two feature's stemcil value overlaps //dstate-setRenderBinDetails(1000,RenderBin); dstate-setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribu te::OFF); dstate-setMode( GL_DEPTH_TEST, osg::StateAttribute::PROTECTED|osg::StateAttribute::OFF ); osg::Stencil* stencil = new osg::Stencil; stencil-setFunction(osg::Stencil::NEVER,1,~0u); stencil-setOperation(osg::Stencil::ZERO , osg::Stencil::ZERO, osg::Stencil::ZERO); dstate-setAttributeAndModes(stencil,osg::StateAttribute::PROTECTED|osg::Sta teAttribute::ON); dstate-setMode(GL_STENCIL_TEST, osg::StateAttribute::ON); // make a full screen quad: osg::Geometry* quad = new osg::Geometry(); //quad to create a full screen quad osg::Vec3Array* verts = new osg::Vec3Array(4); (*verts)[0].set( 0, 0.5, 0 ); (*verts)[1].set( 0, 0, 0 ); (*verts)[2].set( 0.5, 0, 0 ); (*verts)[3].set( 0.5, 0.5, 0 ); quad-setVertexArray( verts ); quad-addPrimitiveSet( new osg::DrawArrays( osg::PrimitiveSet::QUADS, 0, 4 ) ); //set the color of the feature to the quad osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array(); colors-push_back( osg::Vec4(1.0, 0.0, 0.0, 1.0) ); quad-setColorArray( colors ); //bind this to full quad quad-setColorBinding( osg::Geometry::BIND_OVERALL ); //create the geode osg::Geode* quad_geode = new osg::Geode(); quad_geode-addDrawable( quad ); //make the transformation so that it covers whole screen osg::MatrixTransform* abs = new osg::MatrixTransform(); abs-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); abs-setMatrix( osg::Matrix::identity() ); abs-addChild( quad_geode ); osg::Projection* proj = new osg::Projection(); proj-setMatrix( osg::Matrix::ortho(0, 1, 0, 1, 0, -1) ); proj-addChild( abs ); clipNode-addChild(proj); //Place 1: //GetScene()-GetSceneNode()-addChild(clipNode); } return clipNode; } int main(int, char **) { osg::DisplaySettings::instance()-setMinimumNumStencilBits(8); root = new osg::Group; root-addChild(createStencilNode()); // add model to viewer. viewer.setSceneData( root ); root-setUpdateCallback(new Callback()); viewer.run();
Re: [osg-users] Rapidly updating texture data
Hi Ben, we also pump data from cameras into the GPU. To enable PBOs is simple: // make image osg::ref_ptrosg::Image myim = new osg::Image(); // attach pbo myim-setPixelBufferObject(new osg::PixelBufferObject(myim.get())); // point im to data, avoid copying (mod format here for your app) myim-setImage(ImageFormat_[i].getWidth(), ImageFormat_[i].getHeight(), 1, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE, my_data_pointer, osg::Image::NO_DELETE); // assign to texture mytexture-setImage(myim.get()); Now, when the data update, just call myim-dirty() and all should update. You can also call setImage again. jp Ben Cain wrote: Thanks Jason. I've used FBOs before for render-to-texture. I'll take a look at PBOs. On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly jd...@ist.ucf.edu wrote: You might try using PBOs (pixel buffer objects). I think the osgscreencapture example shows them in action. ___ 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
Re: [osg-users] Stencil Buffer and RTT
Hi, you can either attach your own stencil buffer to the camera attachments, or some value osg::Camera::IMPLICIT_STENCIL_BUFFER_ATTACHMENT must be set. Have a look at src/osgUtil/RenderStage.cpp and search for stencilAttached. HTH jp sumit wrote: I am trying to do render in frame buffer object by using a child camera of the main camera. Both have same scene. In scene I am using stencil buffer. For main camera output I am getting is correct, but for child camera, geometry is rendered independent of the value of the stencil buffer. Code is : #include osg/Geode #include osg/Geometry #include osg/Material #include osg/Vec3 #include osg/MatrixTransform #include osg/Texture2D #include osg/PolygonStipple #include osg/TriangleFunctor #include osg/io_utils #include osg/Stencil #include osgDB/ReadFile #include osgDB/WriteFile #include osgViewer/Viewer #include osg/Math osg::ref_ptrosg::Image _image; osgViewer::Viewer viewer; osg::Group* root; class Callback : public osg::NodeCallback { public: Callback():osg::NodeCallback() { _firstTime = true; } virtual void operator() (osg::Node *node, osg::NodeVisitor *nv) { if(_firstTime) { #if 1 osg::Camera *pOSGCamera = new osg::Camera; //get osg-texture for the hud-widget camera1target: osg::ref_ptrosg::Texture2D pOSGTexture = new osg::Texture2D; //m_pHUD-GetOrCreateOSGTexture(camera1target); _image = new osg::Image; //_image-allocateImage (256, 256, 1, GL_RGBA, GL_FLOAT); viewer.getCamera()-addChild(pOSGCamera); //run as hud-cam*/ //setup the hud-cam pOSGCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); pOSGCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); pOSGCamera-setViewport(viewer.getCamera()-getViewport()); pOSGCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); pOSGCamera-setRenderOrder(osg::Camera::PRE_RENDER); pOSGCamera-attach(osg::Camera::COLOR_BUFFER, pOSGTexture); pOSGCamera-attach(osg::Camera::COLOR_BUFFER,_image); //hud-cam watches the default scene: pOSGCamera-addChild(root); //watch default scene #endif } else { osgDB::writeImageFile(*_image,c:\\dump.png); } _firstTime = false; } private: bool _firstTime; }; osg::ref_ptrosg::Group createStencilNode() { osg::Group* clipNode = new osg::Group; //renders a quad after stencil test { osg::StateSet* dstate = clipNode-getOrCreateStateSet(); //set the stencil value so that no two feature's stemcil value overlaps //dstate-setRenderBinDetails(1000,RenderBin); dstate-setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); dstate-setMode( GL_DEPTH_TEST, osg::StateAttribute::PROTECTED|osg::StateAttribute::OFF ); osg::Stencil* stencil = new osg::Stencil; stencil-setFunction(osg::Stencil::NEVER,1,~0u); stencil-setOperation(osg::Stencil::ZERO , osg::Stencil::ZERO, osg::Stencil::ZERO); dstate-setAttributeAndModes(stencil,osg::StateAttribute::PROTECTED|osg::StateAttribute::ON); dstate-setMode(GL_STENCIL_TEST, osg::StateAttribute::ON); // make a full screen quad: osg::Geometry* quad = new osg::Geometry(); //quad to create a full screen quad osg::Vec3Array* verts = new osg::Vec3Array(4); (*verts)[0].set( 0, 0.5, 0 ); (*verts)[1].set( 0, 0, 0 ); (*verts)[2].set( 0.5, 0, 0 ); (*verts)[3].set( 0.5, 0.5, 0 ); quad-setVertexArray( verts ); quad-addPrimitiveSet( new osg::DrawArrays( osg::PrimitiveSet::QUADS, 0, 4 ) ); //set the color of the feature to the quad osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array(); colors-push_back( osg::Vec4(1.0, 0.0, 0.0, 1.0) ); quad-setColorArray( colors ); //bind this to full quad quad-setColorBinding( osg::Geometry::BIND_OVERALL ); //create the geode osg::Geode* quad_geode = new osg::Geode(); quad_geode-addDrawable( quad ); //make the transformation so that it covers whole screen osg::MatrixTransform* abs = new osg::MatrixTransform(); abs-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); abs-setMatrix( osg::Matrix::identity() ); abs-addChild( quad_geode ); osg::Projection* proj = new osg::Projection(); proj-setMatrix( osg::Matrix::ortho(0, 1, 0, 1, 0, -1) ); proj-addChild( abs ); clipNode-addChild(proj); //Place 1: //GetScene()-GetSceneNode()-addChild(clipNode); }