Re: [osg-users] Question about osgViewer::View::EventHandlers

2010-03-10 Thread Robert Osfield
Hi Martin,

On Tue, Mar 9, 2010 at 7:22 PM, Martin Beckett m...@mgbeckett.com wrote:

 On this topic, is there a way of having an eventHandler remove itself?
 I want a one-shot selection of a point.

 I can't call removeHandler(this) inside the handler and there is no
 callback function I can pass to the handler to be triggered when handle()
 returns true.

 Any suggestions?


You'll need to do the call to remove the event handler from outside the
Viewer::eventTraversal() by adding some kind of removal code into the frame
loop, or create custom osg::Operation for doing th removal and add this to
the viewer via viewer.addUpdateOperation();  You can set up osg::Operation
so that they themselves are automatically removed after they have been run.

Or... just don't use an event handler, just have you own custom event
handling code in your frame loop in addition to the
Viewer::eventTraversals();

Robert.
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[osg-users] Display from buffer

2010-03-10 Thread Akilan Thangamani
Hi,


For displaying any .jpg/.tif file, we create texture and then doing so.
Using OSG how to display pixels from a buffer straightaway as it could be done 
using openGL?
Is it possible to by-pass osgDB::readImageFile(..) to read image content from 
buffer instead of from file?

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Re: [osg-users] Display from buffer

2010-03-10 Thread J.P. Delport

Hi,

you can make an osg::Image and point it to existing data in memory. See 
the setImage function of osg::Image. You need to pass the right pixel 
format params etc. Also search the mail archives for setImage.


jp


Akilan Thangamani wrote:

Hi,


For displaying any .jpg/.tif file, we create texture and then doing so.
Using OSG how to display pixels from a buffer straightaway as it could be done 
using openGL?
Is it possible to by-pass osgDB::readImageFile(..) to read image content from 
buffer instead of from file?

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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-10 Thread Stephan Maximilian Huber
Hi Paul,

Am 10.03.10 03:25, schrieb Paul Martz:
  * Anyone out there with Mac OS X experience? Specific things I'd like
 assistance with would be:
- Input on which svn revisions are required to enable support for Mac
 OS X 10.6. The goal is to be able to build OSG 2.8.3 against the 10.6 SDK.

For 10.6 and specifically 64bit you'll need the imageio-plugin, the new
cocoa graphicswindow-implementation and the refactored os x specific
files (DarwinUtils etc) and the adapted cmakefiles.

The cocoa backend is not 10.6 specific, so it can be tested with 10.4 or
10.5

for osgviewer (graphicswindowcarbon/cocoa, pixelbuffercarbon/cocoa,
darwinutils.h/.mm) : rev 10887
for the imageio-plugin: 10885
for the quicktime-plugin? i am not sure, i would stick with the latest rev.

- Somebody with a Mac that already has 10.6, for testing. I have 10.5
 but can upgrade if no one else steps forward.

I can do some automated compile-tests on a 10.6 machine here.

- An Xcode expert to create appropriate Xcode files for the 2.8.3
 release (needs to work with the osgAnimation backport).

I'll try to update the xcode-projects, but it will get messy and hairy.
And this needs a lot of testing.


cheers,
Stephan


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Re: [osg-users] Could not find plugin on Mac OS X 10.6.2

2010-03-10 Thread Robert Osfield
Hi Chuck et. al,

On Tue, Mar 9, 2010 at 10:06 PM, Chuck Seberino seber...@energid.orgwrote:

 How about something like:

 #First check to see if we are running with a native 64-bit compiler (10.6
 default) and implicit arch
 if(NOT CMAKE_OSX_ARCHITECTURES AND CMAKE_SIZEOF_VOID_P EQUAL 8)
 set(QUICKTIME_FOUND OFF)
 else()
 #Otherwise check to see if 64-bit is explicitly called for.
 list(FIND CMAKE_OSX_ARCHITECTURES x86_64 has64Compile)
 if(NOT has64Compile EQUAL -1)
 set(QUICKTIME_FOUND OFF)
 endif()
 endif()


I can't say whether it'll work or not as I don't have an OSX box to play on
but it looks like it might work.  To get the ball rolling I've added the
following to the end of FindQuickTime.cmake:

SET(QUICKTIME_FOUND NO)
IF(QUICKTIME_LIBRARY AND QUICKTIME_INCLUDE_DIR)
  SET(QUICKTIME_FOUND YES)
ENDIF()

IF(APPLE)
#Quicktime is not supported under 64bit OSX build so we need to detect
it and disable it.
#First check to see if we are running with a native 64-bit compiler
(10.6 default) and implicit arch
IF(NOT CMAKE_OSX_ARCHITECTURES AND CMAKE_SIZEOF_VOID_P EQUAL 8)
SET(QUICKTIME_FOUND NO)
ELSE()
#Otherwise check to see if 64-bit is explicitly called for.
LIST(FIND CMAKE_OSX_ARCHITECTURES x86_64 has64Compile)
IF(NOT has64Compile EQUAL -1)
SET(QUICKTIME_FOUND NO)
ENDIF()
ENDIF()
ENDIF()

The only changes I made were to make the things a bit more consistent style
wise with the rest of the FindQuickTime.cmake.  I've attached the modified
FindQuickTime.cmake and also checked it into svn/trunk.  If it's not quite
right then we can tweak it.

I'm about to check in Nico + Jordi's changes to
OpenSceneGraph/CMakeLists.txt for detecting the 10.6 SDK, so all these
changes together should hopefully help the OSX build along.

Could OSX users try out the latest in svn/trunk?

Thanks,
Robert.


FindQuickTime.cmake
Description: Binary data
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Re: [osg-users] problems about layer rendering

2010-03-10 Thread Wojciech Lewandowski

Hi Kai,

Disclaimer: I have not done anything like this. I did think about 
implementing such technique, though.  And I am deeply interested in the 
results You could get.  So I will try to provide few unproven suggestions in 
hope you will share them later ;-)


1. The way you attach texture layers will not work. This way you will have 
only one buffer active. Camera::atach in your usage scenario cause OSG to 
set up FBO using
glFramebufferTextureLayer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT, 
your_tex_array_gl_id,  0, layer ). Layer in this context does not define 
FRAMEBUFFER layer but layer of texture 2D array. Effectively you call attach 
3 times but two first calls are overriden with third so finally your three 
calls:


   shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 0);  //
   shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 1);
   shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 2);

are effectively equal to last one:

   shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 2);

I guess you may want to replace it with following three calls:

   shadowCamera-attach(osg::Camera::COLOR_BUFFER0, ta, 0, 0);
   shadowCamera-attach(osg::Camera::COLOR_BUFFER1, ta, 0, 1);
   shadowCamera-attach(osg::Camera::COLOR_BUFFER2, ta, 0, 2);

this will set up multiple render targets with 3 independent color buffers. 
However, I am not sure if this will propely work with gl_Layer produced in 
Geometry shader. These OpenGL examples I saw usually set up layered 
framebuffer rendering with one glFramebufferTexture call. For example see 
this link (its sample code to render 6 faces of cubemap simultaneously) 
http://pastie.org/796448: However, this brings another problem: 
glFramebufferTexture functinality is not used by OSG yet.


2. Even assuming that you may set each layer as multiple render targets 
using above suggestion I see another problem: Shadow maps are generated into 
depth maps and hence you should rather set up DEPTH_BUFFERS insted of 
COLOR_BUFFERS . I am not sure if support for multiple depth buffer targets 
is already available for OpenGL (I know its present in recent Direct3D). You 
will have to check it. But even if its available in OpenGL its not yet 
supported by OSG.


3. On few forums I saw that people trying to set similar up rendering were 
able to get it to work on COLOR_BUFFERS but even then only one DEPTH_BUFFER 
layer was used. It looked like bugs in the drivers.


So the prospects are not too bright. I looks like you need to modify OSG FBO 
code to get what your are after. I have no idea, how deep these 
modifications should be


In one of my concepts, instead of depth buffers  I was considering using one 
32 floating point color buffer (each channel would represent one depth 
layer) with BlendEquation set to RGBA_MIN. This way one could effectively 
replicate depth buffer behaviour with color buffer. Early Z -test is gone 
though


Dont forget to post your results ;-)

Cheers,
Wojtek Lewandowski

- Original Message - 
From: Kai Xia k_...@hotmail.com

To: osg-users@lists.openscenegraph.org
Sent: Monday, March 08, 2010 9:01 AM
Subject: [osg-users] problems about layer rendering



Hi,

I have some problems while using geometry shader and TextureArray to 
optimize PSSM shadow, the test code is like following:

C++ code:
osg::TextureArray *ta = new osg::TextureArray;
ta-setTextureSize(1024, 1024, 3); //3 layer texture
...
shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 0);  //
shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 1);
shadowCamera-attach(osg::Camera::COLOR_BUFFER, ta, 0, 2);

Geometry shader code:

#extension GL_EXT_geometry_shader4 : require

varying vec4 color;

void main()
{
   //Route to Layer 0
   for (int i = 0; i  3; i++)
   {
   // You will recieve 3 positions since we set the input type to 
Triangles

   gl_Position = 0.5*gl_PositionIn[i] - vec4(0.5, 0.0, 0.0, 1.0);
   gl_FrontColor = vec4(1.0, 0.0, 0.0,1.0);
   gl_Layer = 0;
   EmitVertex();
   }
   EndPrimitive();

   //Route to Layer 1
   for (int i = 0; i  3; i++)
   {
   gl_Position = 0.5*gl_PositionIn[i];
   //Just to see a difference in Layer 1
   gl_FrontColor = vec4(0.0, 1.0, 0.0,1.0);
   gl_Layer = 1;
   EmitVertex();
   }
   EndPrimitive();
   //Route to Layer 2
   for (int i = 0; i  3; i++)
   {
   gl_Position = 0.5*gl_PositionIn[i] + vec4(0.5, 0.0, 0.0, 1.0);
   //Just to see a difference in Layer 1
   gl_FrontColor = vec4(0.0, 1.0, 0.0,1.0);
   gl_Layer = 2;
   EmitVertex();
   }
   EndPrimitive();
}

during the testing , only the 1st layer of texture have avaliable 
context(scene with red color), other 2 layers are undefined. Has some one 
sucessed in layer rendering? please give some advise, thanks a lot!



Cheers,
xiakai

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[osg-users] using osg 2.9.7 and manipulators

2010-03-10 Thread René Molenaar
Hi Robert and other osg-users,

I have been using (and testing) osg 2.9.7 in our applications. This version
was used also for the re-factored manipulators.
Here is some feedback.

I had to change some code here and there, for the manipulators and for quad
elements with primitive indices.

We are using windows 32 and 64 bit (Visual Studio 2005) and linux 32 and 64
bit (gcc Ubuntu 4.4.1-4ubuntu9).

manipulator feedback:
The re-factored manipulators do make the implementation simpler. I made some
subclasses for customization ( and a more model/view like approach ).
There are only a few small remarks regarding the manipulators. The line
segment intersectors don't intersect with the cylinders when
viewed from the side. I used a polytope intersector instead and had to
reimplement the entire handle function in the subclass. There are also a lot
of notifications:

osgManipulator::computeNodePathToRoot(,) taking first parent path, ignoring
others.

is this because the scene is visualized in multiple viewers?

anyway, thanks for the rework on the manipulators and on osg 2.9.7,

have a good day,

René
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Re: [osg-users] problems about layer rendering

2010-03-10 Thread Tim Moore
On Wed, Mar 10, 2010 at 12:21 PM, Wojciech Lewandowski 
lewandow...@ai.com.pl wrote:


 this will set up multiple render targets with 3 independent color buffers.
 However, I am not sure if this will propely work with gl_Layer produced in
 Geometry shader. These OpenGL examples I saw usually set up layered
 framebuffer rendering with one glFramebufferTexture call. For example see
 this link (its sample code to render 6 faces of cubemap simultaneously)
 http://pastie.org/796448: However, this brings another problem:
 glFramebufferTexture functinality is not used by OSG yet.

 glFramebufferTexture calls are used in FrameBufferObject.cpp to attach a
FrameBufferAttachment. Are you thinking of another use for
glFramebufferTexture?

Tim
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Re: [osg-users] ScreenShot File name

2010-03-10 Thread Jean-Sébastien Guay

Hi Danny,


I would like to do the following:

1) To disable static counter on the output file name and alway overwrite the 
last file.

2) Save this file in custom path on hard drive.

How can set these option to ScreenCaptureHandler?


If you look at the osgViewer/ViewerEventHandlers header, you'll see the 
ScreenCaptureHandler constructor takes an optional CaptureOperation:


  ScreenCaptureHandler(CaptureOperation* defaultOperation = 0,
   int numFrames = 1);

You could implement your own CaptureOperation if you wanted, it's really 
simple, but the one concrete CaptureOperation that is provided should do 
what you need just by changing some default parameters. Check the 
ScreenCaptureHandler::WriteToFile class:


  WriteToFile(const std::string filename,
  const std::string extension,
  SavePolicy savePolicy = SEQUENTIAL_NUMBER);

So you see, by constructing a WriteToFile with your desired filename 
(and path) and setting savePolicy to OVERWRITE instead of 
SEQUENTIAL_NUMBER, you'll get what you want. Then just pass this 
WriteToFile to the ScreenCaptureHandler constructor.


I designed WriteToFile to cater to the most common needs, and your needs 
seem to fit these.


Hope this helps,

J-S
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Re: [osg-users] using osg 2.9.7 and manipulators

2010-03-10 Thread Jean-Sébastien Guay

Hi René,


The re-factored manipulators do make the implementation simpler. I made
some subclasses for customization ( and a more model/view like approach ).
There are only a few small remarks regarding the manipulators. The line
segment intersectors don't intersect with the cylinders when
viewed from the side. I used a polytope intersector instead and had to
reimplement the entire handle function in the subclass.


Interesting how different people run into the same problems but find 
different solutions. We also wanted the rotation manipulators to be able 
to be picked from the side of the cylinders, and our solution was to 
make the derived class generate an invisible cylinder that had a larger 
thickness (just for picking). But this caused the problem that the 
rotation code assumes that the picking of the cylinder will happen from 
the top or bottom, and when it happens on the side sometimes the 
rotation becomes unpredictable (dragging the mouse by 1 pixel makes the 
object rotate more than 360 degrees sometimes).


We worked around this by capping the maximum rotation speed, but it's 
not ideal. But then again, using a polytope intersector would likely be 
too slow for us. So I think we'll keep our present solution.


My point is that our solution was probably also easier to adapt to the 
refactoring of the manipulators that Robert did. I just had to change 3 
lines of code and we were up and running on 2.9.7.


 There are also a lot of notifications:


osgManipulator::computeNodePathToRoot(,) taking first parent path,
ignoring others.

is this because the scene is visualized in multiple viewers?


I think it's probably because of the way the old manipulator 
architecture had to have the Dragger (or is it Selection, it's been too 
long since I did this) as parent of the geometry you wanted to 
manipulate, and now it's not necessary. I'm not sure though.


J-S
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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-10 Thread Andy Skinner
Paul,

Robert was at one time (Novemeber, December) working with removing some more 
static initializers.  We really need to get up to date on OSG, and we need to 
get rid of the initializers.  If Robert was able to complete that (he hadn't 
had time as of December), it would be a big help.  (We want to use the 
osgViewer library, but the initializers caused problems for us.)

Even if he was able to do it, I don't know whether the changes were small 
enough for your purposes.  But for us to take another step on 2.8.x (as 
stable instead of developer) would be comforting.

thanks
andy


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
 Sent: Tuesday, March 09, 2010 9:25 PM
 To: OpenSceneGraph Users
 Subject: [osg-users] 2.8.3 release likely, need community assistance
 
 Hi folks -- I am 99% certain that I'll be doing a 2.8.3 release in the
 next few weeks. The release will not be API compatible with 2.8.2. I
 wanted to let you all know my plans, and also solicit input and
 assistance if there are any changes you'd like to get into this
 release.
 With some community input, I'm sure this release could be valuable to
 others besides myself.
 
 I'm not inclined to incorporate any major changes such as the Notify
 changes, new text/binary file format, or the weak_ptr-related changes.
 Large changes increase the complexity of the merge and the odds of me
 introducing errors as I apply the changes. I'm really just interested
 in
 bug fixes and feature changes that affect only a limited portion of OSG
 as a whole.
 
 The work will be done on the existing 2.8 branch. There was a
 little-publicized 2.8.2b tag, which is just 2.8.2 plus a fix for
 MSFBO
 on Mac OS X. So the first change I'll make to the 2.8 branch is to fold
 in the MSFBO fix from 2.8.2b.
 
 Other changes I have in mind:
 
   * The biggest change is to backport current svn trunk osgAnimation
 and
 the FBX plugin. This will require changes to other parts of OSG, and so
 far I've identified these:
 - Changes to osgDB required by FBX.
 - Un-deprecation of the osgAnimation dotosg wrapper.
 - r10671 Core changes required for osgAnimation.
 - r10672 Core changes required for osgAnimation.
 - r11009 (only the portion applicable to the BVH plugin, so that it
 is compatible with osgAnimation).
 (This is a pretty complex change, and it's about as complex as I would
 want to get. In a test merge, I ran into quite a few merge conflicts
 that had to be resolved manually, with risk of introducing error.
 Hopefully everything else will be much simpler to merge over to the 2.8
 branch.)
 
   * Fix for osgUtil::Optimizer FlattenStaticTransformsVisitor (r11131).
 
   * Fix for OcclusionQueryNode (r10933 and r11127).
 
   * Mac OS X 10.6 support. Not yet sure which svn revisions.
 
   * New Xcode updates for osgAnimation.
 
   * A run of genwrappers to support any and all API changes.
 
   * Possibly backport some examples such as osganimationviewer, haven't
 looked at them yet.
 
 
 What I'd like from the community:
 
   * Any suggestions for other changes? Ideally, they should be modular,
 tight changes that merge onto the 2.8 branch with a minimum of
 conflicts. Please post requests using the specific svn revision number.
 (Also, please don't suggest anything unless you are willing and able to
 test the change once it's in on the 2.8 branch.)
 
   * Anyone out there with Mac OS X experience? Specific things I'd like
 assistance with would be:
 - Input on which svn revisions are required to enable support for
 Mac OS X 10.6. The goal is to be able to build OSG 2.8.3 against the
 10.6 SDK.
 - Somebody with a Mac that already has 10.6, for testing. I have
 10.5 but can upgrade if no one else steps forward.
 - An Xcode expert to create appropriate Xcode files for the 2.8.3
 release (needs to work with the osgAnimation backport).
 
 
 If everything goes well, I see no reason why we can't release by end of
 March, so I'd like to set this schedule:
 
   * All change requests by end of day Friday 12 March.
   * All code changes in by 17 March.
   * All Xcode and genwrapper changes in by 22 March.
   * Release candidate 1, 22 March.
   * Testing period, 23-30 March.
   * Release, 31 March.
 
 
 Please give this some thought, and thanks in advance for pitching in.
 -Paul
 
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[osg-users] Playing smoothly a big video

2010-03-10 Thread Serge Lages
Hi all,

We currently need to play a big video (approximately 5500*800) on 4 screens
within an OSG application (we use a composite viewer), so we've tried :

- Cut the video in 4 parts, but it seems really hard to synchronize the 4
streams.
- Decode directly the big file, resulting with a very big texture split on 4
quads (with appropriate texture coords), but even with a powerful computer,
it's very slow.

Any idea on what's the best approach for this problem ? We're currently
making our tests using the ffmpeg plugin, but maybe another plugin would be
more appropriate ?
Thanks in advance for your help.

Cheers,

-- 
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http://www.tharsis-software.com
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Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-10 Thread Robert Osfield
Hi Andy,

On Wed, Mar 10, 2010 at 2:02 PM, Andy Skinner andy.skin...@mathworks.comwrote:

 Robert was at one time (Novemeber, December) working with removing some
 more static initializers.  We really need to get up to date on OSG, and we
 need to get rid of the initializers.  If Robert was able to complete that
 (he hadn't had time as of December), it would be a big help.  (We want to
 use the osgViewer library, but the initializers caused problems for us.)


I'm afraid I've only done part of the work on replacing the static
initializers, the only areas that I've cleaned up the ones that I was
tackling during other work.  Curiously only yesterday I was starting to
think about what's left to do for 3.0 and the static initializers was one of
own personally todo items.  Do this work as a community task might be
appropriate, a different thread would be the place to do this.

Even if he was able to do it, I don't know whether the changes were small
 enough for your purposes.  But for us to take another step on 2.8.x (as
 stable instead of developer) would be comforting.


I suspect the changes for static initializers would often be a bit too
intrusive as it'll come with other changes.   One could possible try and
tackle the task for the 2.8 branch and 2.9.x series separately, but.. this
comes with more resources needed.

If you can dive in a help out then it might make it more possible.  My guess
is that Paul already has more than enough tasks to do to put 2.8.3 together
without other tasks pilling on top.  If a set of non intrusive changes can
be supplied to Paul in a form that he can easily review and merge without
risky stability or portability then it'll have a better chance of making it
in.

With the 2.9.x series the scope is still more open to more intrusive
changes.

Robert.
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Re: [osg-users] problems about layer rendering

2010-03-10 Thread Wojciech Lewandowski
Nope. I meant glFramebufferTexture(..). And no, this particular function is not 
called there. Go check this. 
glFramebufferTexture1D(..), glFramebufferTexture2D(..), 
glFramebufferTexture3D(..), glFramebufferTextureLayer(..) are not the same 
thing...

Wojtek Lewandowski

- Original Message - 
  From: Tim Moore 
  To: OpenSceneGraph Users 
  Sent: Wednesday, March 10, 2010 2:05 PM
  Subject: Re: [osg-users] problems about layer rendering





  On Wed, Mar 10, 2010 at 12:21 PM, Wojciech Lewandowski 
lewandow...@ai.com.pl wrote:


this will set up multiple render targets with 3 independent color buffers. 
However, I am not sure if this will propely work with gl_Layer produced in 
Geometry shader. These OpenGL examples I saw usually set up layered framebuffer 
rendering with one glFramebufferTexture call. For example see this link (its 
sample code to render 6 faces of cubemap simultaneously) 
http://pastie.org/796448: However, this brings another problem: 
glFramebufferTexture functinality is not used by OSG yet.


  glFramebufferTexture calls are used in FrameBufferObject.cpp to attach a 
FrameBufferAttachment. Are you thinking of another use for 
glFramebufferTexture?

  Tim




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[osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-10 Thread Allen Saucier
Hi,
I am having some extreme difficulty in rotating my viewing camera 90 degrees 
with respect to a local coordinate system.

Local coordinate system: (in geocentric measure)
mine is at the edge of the earth; i.e. i'm using a spherical earth.  here is 
how I compute the local axes:

fuctionName ( osg::PositionAttitudeTransform pax )
{
osg::vec3d  objectLocation = pax-getPosition(); // where x,y,z are -678468.2, 
-5405095.0, 3682910.3
osg:;quat qOrient = pax-getAttitude(); 

osg::vec3d  up(0,0,1); // z axis of the earth or World coordinates

osg::vec3d x_axis = up ^ objectLocaction;
osg::vec3d y_axis = objectLocaction ^ x_axis;
x_axis.normalize();
y_axis.normalize();

osg::Quat  qRotAboutAxisByDegree;
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), objectLocaction);
osg::Quat  qNewOrient  =  qOrient * qRotAboutAxisByDegree;

s_mtxdIrCamPosOrientOri  =  osg::matrix::rotate(qNewOrient) * 
osg::matrix::translate(objectLocation);

}

1. I know for a fact that the pax is set correctly with position  attitude 
because my objects are being placed on my terrain, which is georeferenced 
terrain, correctly; i.e. they are perpendicular w/ the terrain and sit nicely 
on it.

2. the above code snippet actually works for rotation about the local Z axis 
and I am looking straight down at my terrain; i.e. directly down the local Z 
axis.

3. I want to rotate the camera up 90 degrees and be looking down the positive 
X axis.

4. I have tried replacing 
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), objectLocaction);

with 
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), x_axis);
and I get the camera rotated about some axis I am NOT sure of and I am looking 
at the terrain from a peculiar angle, though I know not what angle.

5. I am using the TerrainManipulator as my scene matrix manipulator, if that 
helps.


Would someone please give me insight as to how to do this?  I would be greatly 
appreciative as the solution is totally eluding me. :O
... 

Thank you!
Thank you very much.

Cheers,
Allen

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Re: [osg-users] opengl 3 course: march 30 - april 2, 2010 - los angeles

2010-03-10 Thread Allen Saucier
Hi,
any update on osg training? 
... 

Thank you!

Cheers,
Allen

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Re: [osg-users] Rotating a Pyramid about its peak

2010-03-10 Thread John Galt
Hi,

How do I translate the origin to the peak?

Thank you!

Cheers,
John

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Re: [osg-users] libjasper with jpeg decoder for jp2 plugin

2010-03-10 Thread zhenlong li
Thanks, Laurens. I am trying on it.

with best wishes
Zhenlong

Hi Zhenlong,

I have tested the jp2 plugin on windows,
attachted are my projectfiles for Visual studio 9 express, and a few
fixes for the most serious warnings.

I hope this helps,
Laurens.

Attached zip is an overlay for the jasper source from:
http://www.ece.uvic.ca/~mdadams/jasper/software/jasper-1.900.1.zip
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Re: [osg-users] Rotating a Pyramid about its peak

2010-03-10 Thread Trajce (Nick) Nikolov
Hi John,

Might not be the best solution but I think it will do the work.

1. translate the pyramid so your peak becomes at (0,0,0)
2. perform the rotation
3. translate back

so your matrix would look like osg::Matrix m = osg::Matrix::translate(-peak)
* osg::Matrix::rotate(quat) * osg::Matrix::translate(peak)

-Nick


On Wed, Mar 10, 2010 at 5:43 PM, John Galt manu9ak...@gmail.com wrote:

 Hi,

 How do I translate the origin to the peak?

 Thank you!

 Cheers,
 John

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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread J.P. Delport

Hi Serge,



Serge Lages wrote:

Hi all,

We currently need to play a big video (approximately 5500*800) on 4 
screens within an OSG application (we use a composite viewer), so we've 
tried :


- Cut the video in 4 parts, but it seems really hard to synchronize the 
4 streams.
- Decode directly the big file, resulting with a very big texture split 
on 4 quads (with appropriate texture coords), but even with a powerful 
computer, it's very slow.


Any idea on what's the best approach for this problem ? We're currently 
making our tests using the ffmpeg plugin, but maybe another plugin would 
be more appropriate ?

Thanks in advance for your help.


some ideas/questions. We do something similar - stitch four high-res 
camera videos into large texture. We have custom ffmpeg reader that just 
reads from 4 video files and we step them manually (and in sync) one 
frame at a time. We use raw video (no compression) to avoid cpu 
decompress, but now one needs fast disks. We don't have sound, do you 
need sound? For large sizes one needs to avoid copying around data in 
cpu mem as much as possible. There is still one copy in ffmpeg raw read 
that I need to get rid of.


rgds
jp



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Re: [osg-users] Render to Texture with independent framerate

2010-03-10 Thread Georg Martius
Hi JP,

thanks for you hint. I tried to code from the linked thread. Unfortunately it 
does not really work very well. To get you updated:
I have 2 cameras, one is the original viewer cam and the other is a pbuffer 
one.
My scenegraph has two nodes: 
root 
  - scene
  - RRT Camera - scene2
I have an image connected to the RRT camera. In the main scene I have an 
overlay showing the image on a texture. 

I get two problems:
1) using viewer.setCamera(); alternatingly causes:
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Maybe this is because setcamera creates a new Renderer every time?

2) When the scene for the pBuffer frames contains only the RRT camera then I 
see that there seems to be no rendering because the image is not updated and i 
tried a callback of the RRT camera with the printf that did not show anything.

How difficult would it be to overload the osgviewer and implement a custom 
rendering of my RRT camera(s) off screen. Any Hints?

Best regards and many thanks!
Georg



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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Serge Lages
Hi JP,

Thanks for your answer, and we don't need sound. By a fast disk, what do
you recommend ? Your ffmpeg reader is based on the current OSG plugin or is
it a custom one ?

About our file, with some codecs and adjustments on the bitrate, we're able
to play it with VLC without problems, so I think the reading part can be
handled by the ffmpeg plugin with only one file, but then we need to
dispatch this image on 4 textures. We're currently trying to do some tests.

Cheers,

On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi Serge,




 Serge Lages wrote:

 Hi all,

 We currently need to play a big video (approximately 5500*800) on 4
 screens within an OSG application (we use a composite viewer), so we've
 tried :

 - Cut the video in 4 parts, but it seems really hard to synchronize the 4
 streams.
 - Decode directly the big file, resulting with a very big texture split on
 4 quads (with appropriate texture coords), but even with a powerful
 computer, it's very slow.

 Any idea on what's the best approach for this problem ? We're currently
 making our tests using the ffmpeg plugin, but maybe another plugin would be
 more appropriate ?
 Thanks in advance for your help.


 some ideas/questions. We do something similar - stitch four high-res camera
 videos into large texture. We have custom ffmpeg reader that just reads from
 4 video files and we step them manually (and in sync) one frame at a time.
 We use raw video (no compression) to avoid cpu decompress, but now one needs
 fast disks. We don't have sound, do you need sound? For large sizes one
 needs to avoid copying around data in cpu mem as much as possible. There is
 still one copy in ffmpeg raw read that I need to get rid of.

 rgds
 jp


 Cheers,

 --
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 http://www.tharsis-software.com


 

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 This message has been scanned for viruses and dangerous content by
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Re: [osg-users] adjusting brightness and contrast in osgviewer

2010-03-10 Thread zhenlong li
Thanks, Nick. I just wonder if it is hard to create such a common function
in osg for brightness and

contrast adjustment of JPEG image, say add a filter. As I know, shader is
not the same as real

adjustment of brightness and contrast.

with best wishes
Zhenlong

Subject: Re: [osg-users] adjusting brightness and contrast in
   osgviewer
Message-ID:
   6861bc941003042334yc80c2f2nc09163b27a5c6...@mail.gmail.com
Content-Type: text/plain; charset=iso-8859-1

Hi,

I dont think there are built in methods in osg for this. But I see it doable
via shaders - this way you can do any image processing you want.

-Nick


On Thu, Mar 4, 2010 at 9:59 PM, zhenlong li zxl1...@gmail.com wrote:

 Dear all,

 Is there any function to adjust the brightness or contrast of image in
 osgviewer?

 If not, is it hard to add those functions in? Thanks!


 with best wishes
 Zhenlong

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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Robert Osfield
Hi Serge,

On Wed, Mar 10, 2010 at 4:11 PM, Serge Lages serge.la...@gmail.com wrote:

 About our file, with some codecs and adjustments on the bitrate, we're able
 to play it with VLC without problems, so I think the reading part can be
 handled by the ffmpeg plugin with only one file, but then we need to
 dispatch this image on 4 textures. We're currently trying to do some tests.


Why do you need four textures?  Modern graphics cards can handle pretty
large texture sizes.

Robert.
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Re: [osg-users] adjusting brightness and contrast in osgviewer

2010-03-10 Thread Trajce (Nick) Nikolov
As I know, shader is not the same as real

adjustment of brightness and contrast.


I think it is 


-Nick


On Wed, Mar 10, 2010 at 6:16 PM, zhenlong li zxl1...@gmail.com wrote:

 Thanks, Nick. I just wonder if it is hard to create such a common function
 in osg for brightness and

 contrast adjustment of JPEG image, say add a filter. As I know, shader is
 not the same as real

 adjustment of brightness and contrast.

 with best wishes
 Zhenlong

 Subject: Re: [osg-users] adjusting brightness and contrast in
osgviewer
 Message-ID:
6861bc941003042334yc80c2f2nc09163b27a5c6...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Hi,

 I dont think there are built in methods in osg for this. But I see it
 doable
 via shaders - this way you can do any image processing you want.

 -Nick


 On Thu, Mar 4, 2010 at 9:59 PM, zhenlong li zxl1...@gmail.com wrote:

  Dear all,
 
  Is there any function to adjust the brightness or contrast of image in
  osgviewer?
 
  If not, is it hard to add those functions in? Thanks!
 
 
  with best wishes
  Zhenlong
 

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Re: [osg-users] adjusting brightness and contrast in osgviewer

2010-03-10 Thread Robert Osfield
Hi Zhenlong,

On Wed, Mar 10, 2010 at 4:16 PM, zhenlong li zxl1...@gmail.com wrote:

 Thanks, Nick. I just wonder if it is hard to create such a common function
 in osg for brightness and

 contrast adjustment of JPEG image, say add a filter. As I know, shader is
 not the same as real

 adjustment of brightness and contrast.


I'm rather perplexed by your questions/request.  The OSG isn't a monitor
that you twist some dials and change the brightness.  It's and scene graph
API that is closely linked with OpenGL, it's general purpose, but with it
you the developer have to code solution to problems that you are trying to
solve.  There are many ways of changing attributes related to OpenGL
rendering with the OSG, but given the nature of your questions I really not
sure advice in the direction will be helpful, as your questions seem
directed at stuff that is too high level for what one would expect from a
scene graph API.

Are you familiar with OpenGL/3D graphics/scene graphs?  Is it a problem with
your data?  Is it a problem with lighting?  What are you trying to achieve
with your application?

You'll need to pass on more information about what you are trying to do, and
how much knowledge others can assume you to have otherwise we really won't
know how to help you.

Robert.
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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Serge Lages
Hi Robert,

We've tried with only one texture and the fps drops to 15 approximately with
a modern computer (GeForce card). Maybe the problems comes from having one
texture shared on 4 contexts and only one card, on the final setup we'll
have 2 graphic cards.

On Wed, Mar 10, 2010 at 5:17 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Serge,


 On Wed, Mar 10, 2010 at 4:11 PM, Serge Lages serge.la...@gmail.comwrote:

 About our file, with some codecs and adjustments on the bitrate, we're
 able to play it with VLC without problems, so I think the reading part can
 be handled by the ffmpeg plugin with only one file, but then we need to
 dispatch this image on 4 textures. We're currently trying to do some tests.


 Why do you need four textures?  Modern graphics cards can handle pretty
 large texture sizes.

 Robert.

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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Robert Osfield
Hi Serge,

On Wed, Mar 10, 2010 at 4:29 PM, Serge Lages serge.la...@gmail.com wrote:

 We've tried with only one texture and the fps drops to 15 approximately with
 a modern computer (GeForce card). Maybe the problems comes from having one
 texture shared on 4 contexts and only one card, on the final setup we'll
 have 2 graphic cards.


Do you need 4 contexts?  If you have one card I would typically try to run
it with a single context across all outputs.  With two graphics cards you
wouldn't be able to do this, but still I'd opt for two graphics contexts,
one per card.  This does assume that your OS of choice actually supports
driving the graphics cards efficiently...

Perhaps one solution you could go for is to have four textures that each
have their own osg::Image, but each osg::Image points to a different point
in the larger osg::Image.  If you place render the video as four images
down, one wide, rather than four wide and one down then you'd be able to use
a simple pointer offset into the osg::Image that ffmpeg is writing to.
Using this approach you could avoid major cache misses, and avoid the need
for sharing a single big texture.

Robert.
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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Serge Lages
Thanks for your advices Robert, anyone had some success on configuring and
sharing graphic contexts on Windows 7 ? We'll also try the 4 images based on
one big image and let you know how it goes.

Cheers,

On Wed, Mar 10, 2010 at 5:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Serge,


 On Wed, Mar 10, 2010 at 4:29 PM, Serge Lages serge.la...@gmail.comwrote:

 We've tried with only one texture and the fps drops to 15 approximately with
 a modern computer (GeForce card). Maybe the problems comes from having one
 texture shared on 4 contexts and only one card, on the final setup we'll
 have 2 graphic cards.


 Do you need 4 contexts?  If you have one card I would typically try to run
 it with a single context across all outputs.  With two graphics cards you
 wouldn't be able to do this, but still I'd opt for two graphics contexts,
 one per card.  This does assume that your OS of choice actually supports
 driving the graphics cards efficiently...

 Perhaps one solution you could go for is to have four textures that each
 have their own osg::Image, but each osg::Image points to a different point
 in the larger osg::Image.  If you place render the video as four images
 down, one wide, rather than four wide and one down then you'd be able to use
 a simple pointer offset into the osg::Image that ffmpeg is writing to.
 Using this approach you could avoid major cache misses, and avoid the need
 for sharing a single big texture.

 Robert.



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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-03-10 Thread Jordi Torres
Hi Stephan,

I am trying your XCode/CMake mods. It is now compiling, and very slw
but I have realize that in your osgViewer/CmakeLists.txt there is a weird
thing.
Line 107:

SET(LIB_EXTRA_LIBS ${COCOA_LIBRARY} ${LIB_EXTRA_LIBS})

Shouldn't it be SET(LIB_EXTRA_LIBS ${CARBON_LIBRARY} ${LIB_EXTRA_LIBS}) ??

Cheers.


2010/3/10 Stephan Maximilian Huber ratzf...@digitalmind.de

 Hi all,

 I am trying to add framework-support to the cmake-files, and I am
 hitting a wall. I am not a cmake-expert so I'll ask the community for help.

 Attached you'll find my modified cmake-files (based on current trunk),
 which adds compiling osg as frameworks, which can be embedded into
 application bundles (this is the main reason for the existance of the
 deprecated xcode-project)

 To compile frameworks with cmake you'll have to:

 set OSG_COMPILE_FRAMEWORKS to TRUE
 modify OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR if needed
 set the CMAKE_INSTALL_PREFIX to something reasonable, I use a folder on
 my desktop as destination.

 Click Configure, click generate, open the xcode project, click build,
 select the install-target, click build again. So you'll find in
 CMAKE_INSTALL_PREFIX a bunch of folders, in lib you'll find the
 frameworks, ready to be embedded into your app.

 You'll get valid frameworks ONLY if you run the install-target. Without
 that, the install_name_dirs are bound to the local storage of the
 frameworks, and will not work on other computers, or other destinations.

 And here's the big BUT:

 I have problems to move the api-headers of osgViewer into their right
 places (osgViewer.framework/headers/api/(Carbon|Cocoa)/*)

 They end all in osgViewer.framework/headers/

 There is a special property for this called MACOSX_PACKAGE_LOCATION,
 which should move the corresponding files to the special place in the
 framework-bundle, but it doesn't work for the api-headerfiles. Perhaps
 someone can look at the source in src/osgViewer/CMakeLists.txt and check
 my approach. cmake copies two cpp-files into that place instead of the
 header-files.

 So please, please test the packaged cmake-files and perhaps there is
 someone out there who can help with the issues with the
 osgviewer-header-files!

 thanks in advance,

 Stephan




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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Chuck Seberino
Serge,

One other item that hasn't been explicitly mentioned yet is pixel packing.  You 
want to make sure that the graphics card does as little with the source image 
as possible to get it into the OpenGL pipeline.  Make sure that your on-disk 
pixel format is something that is on the fast path.  Storing data as 24-bit RGB 
is not a good choice as it is not aligned.  BGRA is your best bet as it is 
about the fastest pixel format on nvidia hardware.

Chuck

On Mar 10, 2010, at 8:43 AM, Robert Osfield wrote:

 Hi Serge,
 
 On Wed, Mar 10, 2010 at 4:29 PM, Serge Lages serge.la...@gmail.com wrote:
 We've tried with only one texture and the fps drops to 15 approximately with 
 a modern computer (GeForce card). Maybe the problems comes from having one 
 texture shared on 4 contexts and only one card, on the final setup we'll have 
 2 graphic cards.
 
 Do you need 4 contexts?  If you have one card I would typically try to run it 
 with a single context across all outputs.  With two graphics cards you 
 wouldn't be able to do this, but still I'd opt for two graphics contexts, one 
 per card.  This does assume that your OS of choice actually supports driving 
 the graphics cards efficiently...
 
 Perhaps one solution you could go for is to have four textures that each have 
 their own osg::Image, but each osg::Image points to a different point in the 
 larger osg::Image.  If you place render the video as four images down, one 
 wide, rather than four wide and one down then you'd be able to use a simple 
 pointer offset into the osg::Image that ffmpeg is writing to.  Using this 
 approach you could avoid major cache misses, and avoid the need for sharing a 
 single big texture.
 
 Robert.
 
 
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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread Jason Daly

Serge Lages wrote:

Hi Robert,

We've tried with only one texture and the fps drops to 
15 approximately with a modern computer (GeForce card). Maybe the 
problems comes from having one texture shared on 4 contexts and only 
one card, on the final setup we'll have 2 graphic cards.


Four screens with one card?  Does that mean you're using a Quadro NVS?  
If so, those cards aren't really designed to push a lot of pixels, and 
the 15fps rate wouldn't really surprise me.


I'm guessing that when you switch to 2 cards (assuming they're decent 3D 
cards), you'll have better results, even with the multiple contexts and 
one large texture.


--J

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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-03-10 Thread Jordi Torres
Hi Stephan,

The XCode build fails for me in osgunittests when running
runFileNameUtilsTest(osg::ArgumentParser) because ld: symbol(s) not
found. Let me investigate further...

Cheers.







2010/3/10 Jordi Torres jtorresfa...@gmail.com

 Hi Stephan,

 I am trying your XCode/CMake mods. It is now compiling, and very
 slw but I have realize that in your osgViewer/CmakeLists.txt there
 is a weird thing.
 Line 107:

 SET(LIB_EXTRA_LIBS ${COCOA_LIBRARY} ${LIB_EXTRA_LIBS})

 Shouldn't it be SET(LIB_EXTRA_LIBS ${CARBON_LIBRARY} ${LIB_EXTRA_LIBS}) ??

 Cheers.


 2010/3/10 Stephan Maximilian Huber ratzf...@digitalmind.de

 Hi all,

 I am trying to add framework-support to the cmake-files, and I am
 hitting a wall. I am not a cmake-expert so I'll ask the community for
 help.

 Attached you'll find my modified cmake-files (based on current trunk),
 which adds compiling osg as frameworks, which can be embedded into
 application bundles (this is the main reason for the existance of the
 deprecated xcode-project)

 To compile frameworks with cmake you'll have to:

 set OSG_COMPILE_FRAMEWORKS to TRUE
 modify OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR if needed
 set the CMAKE_INSTALL_PREFIX to something reasonable, I use a folder on
 my desktop as destination.

 Click Configure, click generate, open the xcode project, click build,
 select the install-target, click build again. So you'll find in
 CMAKE_INSTALL_PREFIX a bunch of folders, in lib you'll find the
 frameworks, ready to be embedded into your app.

 You'll get valid frameworks ONLY if you run the install-target. Without
 that, the install_name_dirs are bound to the local storage of the
 frameworks, and will not work on other computers, or other destinations.

 And here's the big BUT:

 I have problems to move the api-headers of osgViewer into their right
 places (osgViewer.framework/headers/api/(Carbon|Cocoa)/*)

 They end all in osgViewer.framework/headers/

 There is a special property for this called MACOSX_PACKAGE_LOCATION,
 which should move the corresponding files to the special place in the
 framework-bundle, but it doesn't work for the api-headerfiles. Perhaps
 someone can look at the source in src/osgViewer/CMakeLists.txt and check
 my approach. cmake copies two cpp-files into that place instead of the
 header-files.

 So please, please test the packaged cmake-files and perhaps there is
 someone out there who can help with the issues with the
 osgviewer-header-files!

 thanks in advance,

 Stephan




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Re: [osg-users] adjusting brightness and contrast in Osgviewer

2010-03-10 Thread zhenlong li
Thanks, Robert,

Sorry for the confusion. I am a beginner of 3D graphics.

Right now, there is a nice JPS viewer based on OSGviewer. I want to add
function to

adjust the brightness and contrast of the image when viewing it, just
similar to what one

can do to a JPEG image with a JPEG viewer. Previous I thought OSGviewer has
this kind

of function for osg image already, so that one may call the function or take
it as a reference.


Hope this is clear.

with best wishes
Zhenlong
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Re: [osg-users] source for 3d glasses?

2010-03-10 Thread Christian Buchner
http://www.amazon.de/3DStereo-Glasses-3D-Brille-Blau/dp/B001VJYGE0/ref=sr_1_1?ie=UTF8s=ce-deqid=1268254978sr=8-1

very cheap this offer is - but shipping you must pay for. says Yoda.
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Re: [osg-users] need help with cmake / osg / os x / frameworks

2010-03-10 Thread Stephan Huber
Hi Jordi,

Am 10.03.10 19:27, schrieb Jordi Torres:
 Shouldn't it be SET(LIB_EXTRA_LIBS ${CARBON_LIBRARY} ${LIB_EXTRA_LIBS}) ??

No that's correct, as the carbon implementation uses also some
cocoa-code in DarwinUtils.mm.

cheers,
Stephan
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Re: [osg-users] [vpb] Model Texture Compression Options

2010-03-10 Thread Colin Knowles
Hi,
Thanks for the info, while I've used OSGConv to create IVE version of single 
models in the past I could not find a batch function. Is there a batch switch 
built in or can I use the directory switch like VPB uses for multiple input 
files ? 
I'm quite keen to give the DXT etc compression a go on a large model set of 
around 100,000 to see what the performance difference is.
... 


Thank you!

Cheers,
Colin


www.aamgroup.com

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Re: [osg-users] problems about layer rendering

2010-03-10 Thread Kai Xia
Hi,

I checked RenderStage::runCameraSetUp() source code, and found that 
bufferAttachments only have Texture1D, Texture2D, Texture3D, TextureCubeMap, 
TextureRetangle, but without TextureArray, and I don`t know weather OSG using 
glFramebufferTextureLayer or glFramebufferTexture when bind TextureArray, 
cubeMap and Texture3D, if using glFramebufferTexture, no layer rendering is 
available. I will try Texture3D for layer rendering.

BTW,
shadowCamera-attach(osg::Camera::COLOR_BUFFER0, ta, 0, 0);
shadowCamera-attach(osg::Camera::COLOR_BUFFER1, ta, 0, 1);
shadowCamera-attach(osg::Camera::COLOR_BUFFER2, ta, 0, 2);
does not take effects, each color_buffer only accept the rastered fragments of 
primitive in first layer, the other 2 in geometry shader does not shown. 

Thank you!

Cheers,
Kai

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Re: [osg-users] problems about layer rendering

2010-03-10 Thread Jason Daly

Kai Xia wrote:

Hi,

I checked RenderStage::runCameraSetUp() source code, and found that 
bufferAttachments only have Texture1D, Texture2D, Texture3D, TextureCubeMap, 
TextureRetangle, but without TextureArray, and I don`t know weather OSG using 
glFramebufferTextureLayer or glFramebufferTexture when bind TextureArray, 
cubeMap and Texture3D, if using glFramebufferTexture, no layer rendering is 
available. I will try Texture3D for layer rendering.

BTW,
shadowCamera-attach(osg::Camera::COLOR_BUFFER0, ta, 0, 0);
shadowCamera-attach(osg::Camera::COLOR_BUFFER1, ta, 0, 1);
shadowCamera-attach(osg::Camera::COLOR_BUFFER2, ta, 0, 2);
does not take effects, each color_buffer only accept the rastered fragments of primitive in first layer, the other 2 in geometry shader does not shown. 
  


The attach() method in FrameBufferObject.cpp seems to have support for 
Texture2D Arrays (and it calls glFrameBufferTextureLayer for them).  I 
don't know if this means that it's fully supported, but someone at least 
tried to support them.


For cube maps and 3D textures, it calls glFramebufferTexture2D and 
glFramebufferTexture3D, respectively.


It does look like texture arrays are missing in 
RenderStage::runCameraSetUp, but I don't know enough about things there 
to know whether or not this is a problem.


--J

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Re: [osg-users] Unable to save just captured screen

2010-03-10 Thread Arun Yoganandan
Hi,

This post was very helpful. I ran into the same problem. Thanks a million! :)
... 

Thank you!

Cheers,
Arun

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Re: [osg-users] Display from buffer

2010-03-10 Thread Akilan Thangamani
Thanks.

Yes. I m using osg::Image to set my pixel buffer.   I set GL_LUMINANCE as 
internal pixel format. But I m getting only black image. My code looks like 
this,


..
unsigned char* data;
int width, height;
width=4200; //source_image width
height=4710;//source_image height 
long size = width * height;
data = new unsigned char[size]; 

//Reading Image of width * height into buffer



for(i=0;i(width * height); i++)

data[i]=source_image[i]);









//Setting image 

osg::ref_ptrosg::Image image = new osg::Image; 

image-allocateImage(width, height, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE); 

image-setOrigin(osg::Image::BOTTOM_LEFT); 

image-setImage(width, height, 1, GL_LUMINANCE, GL_LUMINANCE, 
GL_UNSIGNED_BYTE,data, osg::Image::NO_DELETE); 
texture-setImage(image);


My another question is, could it possible to display image without scaling 
down/up?

Thanks

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Re: [osg-users] Help: how to rotate view camera 90 degrees in relationship to terrain

2010-03-10 Thread J.P. Delport

Hi,

I didn't try to follow your code, but here's and overview of how we do it:

Have a camera/manipulator makeLookAt command that takes eye, center and 
up vectors. (These can be converted to the osg manipulators' distance, 
rotation, center).


Have a transformation matrix from ECEF coords to local coords. Assume 
the camera is positioned/rotated in ECEF.


In the local coords calculate eye, center, up. Convert to ECEF using the 
transformation matrix and stick into makeLookAt.


jp

Allen Saucier wrote:

Hi,
I am having some extreme difficulty in rotating my viewing camera 90 degrees with respect 
to a local coordinate system.

Local coordinate system: (in geocentric measure)
mine is at the edge of the earth; i.e. i'm using a spherical earth.  here is 
how I compute the local axes:

fuctionName ( osg::PositionAttitudeTransform pax )
{
osg::vec3d  objectLocation = pax-getPosition(); // where x,y,z are -678468.2, 
-5405095.0, 3682910.3
osg:;quat qOrient = pax-getAttitude(); 


osg::vec3d  up(0,0,1); // z axis of the earth or World coordinates

osg::vec3d x_axis = up ^ objectLocaction;
osg::vec3d y_axis = objectLocaction ^ x_axis;
x_axis.normalize();
y_axis.normalize();

osg::Quat  qRotAboutAxisByDegree;
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), objectLocaction);
osg::Quat  qNewOrient  =  qOrient * qRotAboutAxisByDegree;

s_mtxdIrCamPosOrientOri  =  osg::matrix::rotate(qNewOrient) * 
osg::matrix::translate(objectLocation);

}

1. I know for a fact that the pax is set correctly with position  attitude 
because my objects are being placed on my terrain, which is georeferenced terrain, 
correctly; i.e. they are perpendicular w/ the terrain and sit nicely on it.

2. the above code snippet actually works for rotation about the local Z axis 
and I am looking straight down at my terrain; i.e. directly down the local Z axis.

3. I want to rotate the camera up 90 degrees and be looking down the positive 
X axis.

4. I have tried replacing 
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), objectLocaction);


with 
qRotAboutAxisByDegree.makeRotate( osg::DegreesToRadians(-90.), x_axis);

and I get the camera rotated about some axis I am NOT sure of and I am looking 
at the terrain from a peculiar angle, though I know not what angle.

5. I am using the TerrainManipulator as my scene matrix manipulator, if that 
helps.


Would someone please give me insight as to how to do this?  I would be greatly 
appreciative as the solution is totally eluding me. :O
... 


Thank you!
Thank you very much.

Cheers,
Allen

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Re: [osg-users] Rotating a Pyramid about its peak

2010-03-10 Thread J.P. Delport

Hi,

well... I don't know what your pyramid looks like or where it's center 
position is. You have the coordinates of the corners so you'll need to 
calculate the translation to get the tip at 0,0,0.


jp

John Galt wrote:

Hi,

How do I translate the origin to the peak?

Thank you!

Cheers,
John

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Re: [osg-users] Render to Texture with independent framerate

2010-03-10 Thread J.P. Delport

Hi,

Georg Martius wrote:

Hi JP,

thanks for you hint. I tried to code from the linked thread. Unfortunately it 
does not really work very well. To get you updated:
I have 2 cameras, one is the original viewer cam and the other is a pbuffer 
one.
My scenegraph has two nodes: 
root 
  - scene

  - RRT Camera - scene2
I have an image connected to the RRT camera. In the main scene I have an 
overlay showing the image on a texture. 


I get two problems:
1) using viewer.setCamera(); alternatingly causes:
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Maybe this is because setcamera creates a new Renderer every time?


Hmm, this is strange. 0x8CD5 is GL_FRAMEBUFFER_COMPLETE_EXT. Have you 
tried setting SingleThreaded mode for the viewer to see if anything 
changes? Only other thing I can think of is to swap camera buffers 
instead of swapping cameras, but I haven't tried this. What hardware/OS 
are you on?




2) When the scene for the pBuffer frames contains only the RRT camera then I 
see that there seems to be no rendering because the image is not updated and i 
tried a callback of the RRT camera with the printf that did not show anything.


Maybe it thinks nothing has to be drawn... Try putting something with 
culling off into the scene.




How difficult would it be to overload the osgviewer and implement a custom 
rendering of my RRT camera(s) off screen. Any Hints?


Not sure, but you are not the first to want this kind of functionality. 
You can maybe mess with custom RenderStages. Maybe see here:


http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50502

Sorry I can't help more
jp



Best regards and many thanks!
Georg





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Re: [osg-users] Playing smoothly a big video

2010-03-10 Thread J.P. Delport

Hi,

Serge Lages wrote:

Hi JP,

Thanks for your answer, and we don't need sound. By a fast disk, what 
do you recommend ? 


We have a raid0 setup that can sustain 150MB/s.

Your ffmpeg reader is based on the current OSG plugin 
or is it a custom one ?


It's a custom one, but not complicated. It basically pops the output of 
ffmpeg decompress into an osg::Image, set's PBO on that and lets OSG 
upload it. We are using only monochrome images though (GL_LUMINANCE).




About our file, with some codecs and adjustments on the bitrate, we're 
able to play it with VLC without problems, so I think the reading part 
can be handled by the ffmpeg plugin with only one file, but then we need 
to dispatch this image on 4 textures. We're currently trying to do some 
tests.


I'm still not sure where your problem area is. If it's not decoding it 
can only be upload to GPU or final rendering. You should be able to 
check this by varying the complexity of the rendering.


jp



Cheers,

On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.za 
mailto:jpdelp...@csir.co.za wrote:


Hi Serge,




Serge Lages wrote:

Hi all,

We currently need to play a big video (approximately 5500*800)
on 4 screens within an OSG application (we use a composite
viewer), so we've tried :

- Cut the video in 4 parts, but it seems really hard to
synchronize the 4 streams.
- Decode directly the big file, resulting with a very big
texture split on 4 quads (with appropriate texture coords), but
even with a powerful computer, it's very slow.

Any idea on what's the best approach for this problem ? We're
currently making our tests using the ffmpeg plugin, but maybe
another plugin would be more appropriate ?
Thanks in advance for your help.


some ideas/questions. We do something similar - stitch four high-res
camera videos into large texture. We have custom ffmpeg reader that
just reads from 4 video files and we step them manually (and in
sync) one frame at a time. We use raw video (no compression) to
avoid cpu decompress, but now one needs fast disks. We don't have
sound, do you need sound? For large sizes one needs to avoid copying
around data in cpu mem as much as possible. There is still one copy
in ffmpeg raw read that I need to get rid of.

rgds
jp


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Re: [osg-users] Display from buffer

2010-03-10 Thread J.P. Delport

Hi,

Akilan Thangamani wrote:

Thanks.

Yes. I m using osg::Image to set my pixel buffer.   I set GL_LUMINANCE as 
internal pixel format. But I m getting only black image. My code looks like 
this,


..
unsigned char* data;
int width, height;
width=4200; //source_image width
height=4710;//source_image height 
long size = width * height;
data = new unsigned char[size]; 


Hmm, does your card support 4K textures? Maybe start with something 
smaller with known/generated data just to see if it works.




//Reading Image of width * height into buffer



for(i=0;i(width * height); i++)

data[i]=source_image[i]);









//Setting image 

osg::ref_ptrosg::Image image = new osg::Image; 

image-allocateImage(width, height, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE); 


you don't need allocateImage, you are allocating data yourself.



image-setOrigin(osg::Image::BOTTOM_LEFT); 


not sure why you want this, just flip the texture coordinates later.



image-setImage(width, height, 1, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE,data, osg::Image::NO_DELETE); 
texture-setImage(image);



My another question is, could it possible to display image without scaling 
down/up?


What scaling are you talking about? Maybe do 
texture-setResizeNonPowerOfTwoHint(false);


How are you applying the texture?

jp




Thanks

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