Re: [osg-users] Texture and unsigned char* buffer
Thanks for your answer, but that doesn't work. I found the error on my own. It was this part of code i forgot: Code: osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f, 0.0f); (*texcoords)[1].set(1.0f, 0.0f); (*texcoords)[2].set(1.0f, 1.0f); (*texcoords)[3].set(0.0f, 1.0f); g-setTexCoordArray(0,texcoords); Tanks who read me and try to help ! have fun !:D -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27049#27049 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi screen VSync Linux NVidia
Serge, as Robert says, TwinView is what you need. Here's the deal. On Nvidia non-Quadro cards on Linux, the only way to guarantee no tearing on one screen is: UBB flipping enabled, full screen OpenGL app, no obstructions, Vsync flag with that screen number - there's an environment variable. For dual screens, TwinView, with both screens with the *exact* same res and rate - same modeline, basically, one OpenGL window/context filling both screens. The way you're doing, with two contexts, will tear. On Quadro cards, almost all conditions are lifted. Bruce On Apr 20, 2010, at 6:44 AM, Serge Lages wrote: Hi all, I'm currently having a problem with NVidia hardware on Linux, it's not directly OSG related, but I hope someone here can help me. Here is my setup : Ubuntu 9.10 195.36.15 NVidia drivers 2 GTX 285 graphic cards (one DVI, one VGA and one HDMI port) 4 screens (2 screens on each cards), all independents (no twinview) Compiz disabled On this setup, I have an OSG application running full-screen on all 4 screens (a CompositeViewer with 4 views). My app is running at 60fps when VSync is on, it's the screens refresh rate. When I enable Sync to VBlank in the Nvidia-settings, here is the current result : - On the first screen of each cards (plugged on the DVI port), the VSync is perfect, no tearing. - On the second screen of each cards (plugged on the VGA port), tearing is noticeable on the upper part of the screens (I have a line about 100 pixel far from the top of the screens). = Result : 2 screens without tearing, 2 screens with tearing in a specific location. It seems VSync is not really performed on the second screen of each cards. I have also tested on GTX285 cards with 2 DVI ports with the same result. Another note : the 4 screens are the same, all plugged in VGA with the same resolution (using an adaptor when plugged in the card DVI ports). I've tested with other screens with the same result. Anyone knows where this problem comes from ? And any idea how to solve it ? Is it a bug in recent drivers, maybe I should test olders ? Thanks in advance for your help. Best regards, -- Serge Lages http://www.tharsis-software.com ___ 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] Multi screen VSync Linux NVidia
OK thank you Bruce for the info. Cheers, On Wed, Apr 21, 2010 at 8:53 AM, Bruce Wheaton br...@spearmorgan.comwrote: Serge, as Robert says, TwinView is what you need. Here's the deal. On Nvidia non-Quadro cards on Linux, the only way to guarantee no tearing on one screen is: UBB flipping enabled, full screen OpenGL app, no obstructions, Vsync flag with that screen number - there's an environment variable. For dual screens, TwinView, with both screens with the *exact* same res and rate - same modeline, basically, one OpenGL window/context filling both screens. The way you're doing, with two contexts, will tear. On Quadro cards, almost all conditions are lifted. Bruce On Apr 20, 2010, at 6:44 AM, Serge Lages wrote: Hi all, I'm currently having a problem with NVidia hardware on Linux, it's not directly OSG related, but I hope someone here can help me. Here is my setup : Ubuntu 9.10 195.36.15 NVidia drivers 2 GTX 285 graphic cards (one DVI, one VGA and one HDMI port) 4 screens (2 screens on each cards), all independents (no twinview) Compiz disabled On this setup, I have an OSG application running full-screen on all 4 screens (a CompositeViewer with 4 views). My app is running at 60fps when VSync is on, it's the screens refresh rate. When I enable Sync to VBlank in the Nvidia-settings, here is the current result : - On the first screen of each cards (plugged on the DVI port), the VSync is perfect, no tearing. - On the second screen of each cards (plugged on the VGA port), tearing is noticeable on the upper part of the screens (I have a line about 100 pixel far from the top of the screens). = Result : 2 screens without tearing, 2 screens with tearing in a specific location. It seems VSync is not really performed on the second screen of each cards. I have also tested on GTX285 cards with 2 DVI ports with the same result. Another note : the 4 screens are the same, all plugged in VGA with the same resolution (using an adaptor when plugged in the card DVI ports). I've tested with other screens with the same result. Anyone knows where this problem comes from ? And any idea how to solve it ? Is it a bug in recent drivers, maybe I should test olders ? Thanks in advance for your help. Best regards, -- Serge Lages http://www.tharsis-software.com ___ 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 -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgtexture1d example / osg::TexGenNode order
HI Hartwig, On Tue, Apr 20, 2010 at 11:23 PM, Hartwig Wiesmann hartwig.wiesm...@wanadoo.nl wrote: yes, this is what I understand, I think. But that means the example relies on the fact that children added to a parent are ordered in the same way as they are added. So, root-addChild(texGenNode); root-addChild(loadedModel); The ordering of the children makes no difference to the result unless you have multiple TexGenNodes that are both attempting to set the same texgen planes in which case the last one traversed will be the one that sets the position. There is only one position per texgen maintained per RenderStage in the OSG's rendering back-end. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Move object with callback
Hi, in my program I've external inputs that change the position of my object. I do this with setUpdateCallback that call a function that returns osg::NodeCallback*, with osg::AnimationPath* and AnimationPathCallback I set new position and new angle. Is there a way more convenient to do this? I tried to do this with TrasformationMatrix ecc but for setUpdateCallback I need a NodeCallback* return. Have you some ideas? Thank you! Cheers, daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27052#27052 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unref image after apply
OK thank you Robert, I'll unref manually my images. Cheers, On Tue, Apr 20, 2010 at 8:16 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Serge, Enable the unref image after apply in your case is a bit awkward as, as you have found, the mechanism assumes that all contexts will require the texture. Another way around the issue is to use the texture object pool to keep a cap on the memory usage on the driver and GPU side. Another route migt be to make areAllTextureObjectsLoaded() virtue or have a callback for it so you can customize the behavior. Robert. On Tue, Apr 20, 2010 at 6:21 PM, Serge Lages serge.la...@gmail.com wrote: Hi Robert and all, Another question related to multi-screen/multi-context applications (yes, still one...). I am currently trying to save some memory on my application, so I want some of my textures to be uploaded in the graphic card and release it from the classic RAM, that's why I set setUnRefImageDataAfterApply to true. But looking at Texture2D.cpp, here is the conditions to unref an image : state.getMaxTexturePoolSize()==0 _unrefImageDataAfterApply areAllTextureObjectsLoaded() image-getDataVariance()==STATIC I am currently having troubles with the areAllTextureObjectsLoaded condition, it checks if all the available contexts have uploaded the texture. The problem here is that my texture is designed only for one of my screens, so it's applied for only one context, so this condition is always false and the image is never released. Am I doing something wrong ? And is there any way to force my image to be unref ? The only solution is a custom callback setting the image to NULL after a first apply ? Thanks ! -- Serge Lages http://www.tharsis-software.com ___ 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 -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::GraphicsWindowWin32 cursor issue
Hi Mikail, Could you please post the whole modified file, as per the other requests and the detailed on the SubmissionsProtocol page. http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol Thanks, Robert. Hello Robert. I don't see any reason of posting whole modified file. You can use patch: $ cd src/osgViewer/ $ patch -p0 ~/gw.patch For windows users patch program can be downloaded from: http://gnuwin32.sourceforge.net/packages/patch.htm Mikhail. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth fading effect?
Robert, I set our terrain as input (output.ive) to the same osgmultitexturecontrol example. It is returning false from the function where node to the type of multitexturecontrol is searched from our terrain i.e.,dynamic_cast to multitexturecontrol is failing. Expected elevation blending/fading layers is not happening. Pls let me understand the problem. Akilan. A -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27057#27057 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::GraphicsWindowWin32 cursor issue
Hi Mikhail, On Wed, Apr 21, 2010 at 9:13 AM, Mikhail I. Izmestev izmmish...@gmail.com wrote: I don't see any reason of posting whole modified file. You can use patch: $ cd src/osgViewer/ $ patch -p0 ~/gw.patch I know how to apply I patch, but it's just not reliable enough, patches fail and when they do you have to go back to original author and ask for the files. Patches also cause me more work as I can to create a full modified file and then do a graphical diff against the original file so I can do a proper review. Over the last decade of developing the OSG I have found the most reliable way to merge changes is to it graphically from full source files, the policy of requiring full files hasn't just popped out of the air to make you life more awkward - it's there to make sure the quality of the OSG remains high and that the process is efficient. Please provide full modified files, if you wish also provide the patch files as well as this sometimes can help a quick look but I don't use them for final merge as they just don't cut it. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth fading effect?
Hi akilan, May we have got our wires crossed. You can create osgTerrain with more than one texturelayer. As default layer 0 is shown. You can blend to an of the other texture layers with the multi texture control. If I read your problem, I wonder If you are talking about fading to differenz LODs. Assume you fly 4 feet above ground, and then you dive near ground, so your tiles will be replaced by higher resolution tiles. Usually the tiles pop in. Sometimes this is clear visible, if distant enough it is hardly visible. Do you want to replace this LOD popping by fading to ney LOD? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27060#27060 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::GraphicsWindowWin32 cursor issue
Please provide full modified files, if you wish also provide the patch files as well as this sometimes can help a quick look but I don't use them for final merge as they just don't cut it. Hello Robert. I sent a patch not for final merge, just to show which part of code causes problem. Mikhail. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgViewer::GraphicsWindowWin32 cursor issue
Hi Mikhail, showing what code causes trouble implies the same efford for applying patch etc. as reviewing for merge, so also for that purposes it would be great to follow the submission protocol. If you have additionally modified your file containing some private code lines you don't want to disclose, I could understand your aproach. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27063#27063 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Access Violation in wglChoosePixelFormat when running with Purify
Hi, I am running OpenSceneGraph-2.8.3 on Windows XP and my app runs fine. Running it with Purify though, I get an Access Violation in wglChoosePixelFormat. I'm pretty sure it's the call from the osgViewer (GraphicsWindowWin32.cpp). [E] EXU: Unhandled exception in wglChoosePixelFormat {1 occurrence} Exception code: 0xc005 [Error: access violation reading from 0x0564] Exception address: [C:\WINDOWS\SYSTEM32\OPENGL32.DLL ip=0x5F0FAED7] Filter: [C:\Programme\IBM\RationalPurifyPlus\Common\PURERT.DLL ip=0x3F018190] Exception location [c:\WINDOWS\SYSTEM32\OPENGL32.DLL ip=0x5F0FAED9] I assume that Purify has trouble with the function call where the function pointer was retrieved via wglGetProcAddress? Does anyone have experience with this? Thank you! Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27062#27062 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth fading effect?
Hi zonk, To say straghtly, same region has been constituted by multi resolution tiles. The transition from coarser to better resolution tile will take place based on the height we are. As u said, exactly I like to know about the LOD popping by fadding only. Akilan. A -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27064#27064 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth fading effect?
Hi Akilan, thank you, than your question is my question too :) My thoughts: I don't know if osg already provides a fading node to fade in/out the subsequent scenegraph. If not, maybe you should develop one. This node could be used in your osgTerrain to introduce fading in the LOD mechanism. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27065#27065 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using OSG in an Java window
Hello, Does anyone have a good example of rendering with the osgViewer in an java.awt.Canvas or something similar? I've found http://www.noodleheaven.net/JavaOSG/javaosg.html but this seems about 5 years out of date so I'm not sure if I should go near it. I'm not actually interested in wrapping the OSG api in Java. I want a way to use the Java Canvas as the source for the OGL context. -- Paul Gotzel ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] background image
Hi, I would like to put an quad as background, i would like to know if it is possible to have the required size to do this. (eg: if zFar is at 10 000 how is height and how is height?) thanks a lot ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27068#27068 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] About osg::OcclusionQueryNode
Hi all, hi Paul, I have a few questions about OcclusionQueryNode since I'm going to start using it in our software soon (that's one of the cool things about having a new stable release of OSG to upgrade to, you get cool new things to play with! Thanks again for your work on 2.8.3 Paul!) First of all, running the osgocclusionquery example, I get erratic results (though this is the one from the svn trunk, not 2.8.3, but my understanding is that the version in 2.8.3 is basically up to date with the trunk). For example, if I turn the camera so I see the back of the box straight-on (perpendicular to the view vector) I get the same stats as if I view it from the front (i.e. seeing all the lines). If I just turn the camera slightly so the back is not exactly perpendicular, then the GPU time goes down considerably (as I'd have expected even when looking at the back). Is this normal? The second thing I wonder is that looking at the code, I don't see anything that lets the OcclusionQueryNode work if the required GL extensions are not present. I don't see any explicit test for the required extensions. Perhaps I just missed it, could you point it out to me if I did? Or is it up to the app to not use OcclusionQueryNodes if they're not supported on the hardware it's running on? In particular, in RetrieveQueriesCallback, I see this line of code: ext-glGetQueryObjectiv( tr-_id, GL_QUERY_RESULT, (tr-_numPixels) ); glGetQueryObjectiv is defined as this: void Drawable::Extensions::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params) const { if (_gl_get_query_objectiv_arb) _gl_get_query_objectiv_arb(id, pname, params); else osg::notify(osg::WARN) Error: glGetQueryObjectiv not supported by OpenGL driver std::endl; } which means that if it's not supported, then the call will return, printing a warning, but not modifying tr-_numPixels. But the default constructor of TestResult sets this to 0. So since there's no test to see if glGetQueryObjectiv is supported or not before the call, that means that the geometry under the OQN will always be culled as if it had 0 visible pixels if it's not supported? Surely that's not the intended result. Perhaps the TestResult default constructor should set _numPixels to -1, and then if it stays -1 even after the call to glGetQueryObjectiv, the OQN should be disabled? Or just explicitly test if glGetQueryObjectiv is supported... Any insight into this would be appreciated. I need to make sure my software runs on any hardware but I'd really like to take advantage of this new feature in OSG... Thanks in advance, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] background image
Anthony Face writes: I would like to put an quad as background, i would like to know if it is possible to have the required size to do this. (eg: if zFar is at 10 000 how is height and how is height?) Hi Anthony, I'd rather use a HUD-like technique as shown in the osghud example. The only difference is that you'd had to use the PRE_RENDER flag instead of the POST_RENDER one. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osg on Windows Mobile
I can't define OPENGL_INCLUDE and OPENGL_LIBRARY CMake settings... does't give me those options. I'm using 2.8.1 version, the last. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27073#27073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osg on Windows Mobile
Hi Aitor, On Wed, Apr 21, 2010 at 3:21 PM, Aitor Ardanza aitoralt...@terra.es wrote: I can't define OPENGL_INCLUDE and OPENGL_LIBRARY CMake settings... does't give me those options. I'm using 2.8.1 version, the last. OpenGL ES support is only available in the 2.9.x dev series and svn/trunk, you won't be able to use 2.8.x for OpenGL ES work. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unref image after apply
Hi Robert, I was wondering, if I unref manually my images but also activate the texture pool with OSG_TEXTURE_POOL_SIZE, is there any risk that one of my images will be unloaded from the graphic card and then it will be impossible to load it again because it has been unref ? Thanks ! On Wed, Apr 21, 2010 at 10:06 AM, Serge Lages serge.la...@gmail.com wrote: OK thank you Robert, I'll unref manually my images. Cheers, On Tue, Apr 20, 2010 at 8:16 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Serge, Enable the unref image after apply in your case is a bit awkward as, as you have found, the mechanism assumes that all contexts will require the texture. Another way around the issue is to use the texture object pool to keep a cap on the memory usage on the driver and GPU side. Another route migt be to make areAllTextureObjectsLoaded() virtue or have a callback for it so you can customize the behavior. Robert. On Tue, Apr 20, 2010 at 6:21 PM, Serge Lages serge.la...@gmail.com wrote: Hi Robert and all, Another question related to multi-screen/multi-context applications (yes, still one...). I am currently trying to save some memory on my application, so I want some of my textures to be uploaded in the graphic card and release it from the classic RAM, that's why I set setUnRefImageDataAfterApply to true. But looking at Texture2D.cpp, here is the conditions to unref an image : state.getMaxTexturePoolSize()==0 _unrefImageDataAfterApply areAllTextureObjectsLoaded() image-getDataVariance()==STATIC I am currently having troubles with the areAllTextureObjectsLoaded condition, it checks if all the available contexts have uploaded the texture. The problem here is that my texture is designed only for one of my screens, so it's applied for only one context, so this condition is always false and the image is never released. Am I doing something wrong ? And is there any way to force my image to be unref ? The only solution is a custom callback setting the image to NULL after a first apply ? Thanks ! -- Serge Lages http://www.tharsis-software.com ___ 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 -- Serge Lages http://www.tharsis-software.com -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Unref image after apply
Hi Serge, On Wed, Apr 21, 2010 at 4:31 PM, Serge Lages serge.la...@gmail.com wrote: I was wondering, if I unref manually my images but also activate the texture pool with OSG_TEXTURE_POOL_SIZE, is there any risk that one of my images will be unloaded from the graphic card and then it will be impossible to load it again because it has been unref ? Yes there is this danger. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Windows VS2010 build errors -SVN -11354
Hi, I am having a few errors in building the latest SVN. Error 9 error C2065: 'GL_DEPTH_COMPONENT32F' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 151 1example_osgfpdepth Error 10 error C2065: 'GL_DEPTH_COMPONENT32F_NV' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 153 1example_osgfpdepth Error 14 error C2065: 'GL_DEPTH_COMPONENT32F' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 766 1example_osgfpdepth Error 15 error C2065: 'GL_DEPTH_COMPONENT32F_NV' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 768 1example_osgfpdepth Do i need to download to download the extensions file or am I missing something with example, such as a requirement for Nvidia SDK? Also while testing VS2010 it doesn't be appearing to copying the dll and .exe files to the bin folder, its creating a debug and release folder within the bin folder as reported earlier by someone else on the list. I would look at CMake but I don't have a clue which file to start looking at, have tried the latest build of cmake but that still does the same. Can anyone give me some clues or pointers on where to look in cmake or where the files are copied or locations are defined? I will give it a go at figuring out? Thanks Martin. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osg on Windows Mobile
Aitor wrote: I can't define OPENGL_INCLUDE and OPENGL_LIBRARY CMake settings... does't give me those options. I'm using 2.8.1 version, the last. I was referring to CMake version... sorry for the confusion. I'm usin osg 2.9.7 version. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27079#27079 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osg on Windows Mobile
HI Aitor, On Wed, Apr 21, 2010 at 4:53 PM, Aitor Ardanza aitoralt...@terra.es wrote: Aitor wrote: I can't define OPENGL_INCLUDE and OPENGL_LIBRARY CMake settings... does't give me those options. I'm using 2.8.1 version, the last. I was referring to CMake version... sorry for the confusion. I'm usin osg 2.9.7 version. I'm not familiar with Cmake under Windows. If you can work out to try toggling on the advanced options. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows VS2010 build errors -SVN -11354
Hi Martin, I just submitted a patch for this on the submission mail list. (thread : [osg-submissions] floating point depth buffer example and changing FBOs) Mourad On Wed, Apr 21, 2010 at 5:44 PM, Martin Naylor martin.nay...@dsl.pipex.comwrote: Hi, I am having a few errors in building the latest SVN. Error 9 error C2065: 'GL_DEPTH_COMPONENT32F' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 151 1example_osgfpdepth Error 10 error C2065: 'GL_DEPTH_COMPONENT32F_NV' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 153 1example_osgfpdepth Error 14 error C2065: 'GL_DEPTH_COMPONENT32F' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 766 1example_osgfpdepth Error 15 error C2065: 'GL_DEPTH_COMPONENT32F_NV' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 768 1example_osgfpdepth Do i need to download to download the extensions file or am I missing something with example, such as a requirement for Nvidia SDK? Also while testing VS2010 it doesn’t be appearing to copying the dll and .exe files to the bin folder, its creating a debug and release folder within the bin folder as reported earlier by someone else on the list. I would look at CMake but I don’t have a clue which file to start looking at, have tried the latest build of cmake but that still does the same. Can anyone give me some clues or pointers on where to look in cmake or where the files are copied or locations are defined? I will give it a go at figuring out? Thanks Martin. ___ 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] About osg::OcclusionQueryNode
Hi J-S -- Thanks for taking the new OcclusionQueryNode for a test drive. Jean-Sébastien Guay wrote: First of all, running the osgocclusionquery example, I get erratic results (though this is the one from the svn trunk, not 2.8.3, but my understanding is that the version in 2.8.3 is basically up to date with the trunk). For example, if I turn the camera so I see the back of the box straight-on (perpendicular to the view vector) I get the same stats as if I view it from the front (i.e. seeing all the lines). If I just turn the camera slightly so the back is not exactly perpendicular, then the GPU time goes down considerably (as I'd have expected even when looking at the back). Is this normal? Here's the problem: What to do when the eye is so close to the query geometry that the eye is actually inside the query geometry itself? It would be inefficient to actually do a query in this case, and makes more sense to just assume that the geometry is visible. One of the recent changes (in 2.8.3 and svn trunk) fixes some previous problems by changing how to test for this condition. The current code checks to see if the near plane penetrates the bounding sphere of the query geometry. If so, the geometry is considered visible. Unfortunately, in the simple osgocclusionquery example, the autocomputation of near/far causes the near plane to be inside the query geometry bound almost all the time. When the query geometry is part of a larger scene and surrounded by a larger view volume, with the eye at some distance, the current algorithm performs correctly. So I think the osgocclusionquery test case is contrived, but if you really need it to work, then one workaround would be to change the example to disable autocomputation of near/far. But to fix OcclusionQueryNode so that it handles this case better, we'd need to do a full query in this situation, and I guess it's debatable as to whether this would actually be an improvement or not. The second thing I wonder is that looking at the code, I don't see anything that lets the OcclusionQueryNode work if the required GL extensions are not present. I don't see any explicit test for the required extensions. Perhaps I just missed it, could you point it out to me if I did? Or is it up to the app to not use OcclusionQueryNodes if they're not supported on the hardware it's running on? In particular, in RetrieveQueriesCallback, I see this line of code: ext-glGetQueryObjectiv( tr-_id, GL_QUERY_RESULT, (tr-_numPixels) ); glGetQueryObjectiv is defined as this: void Drawable::Extensions::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params) const { if (_gl_get_query_objectiv_arb) _gl_get_query_objectiv_arb(id, pname, params); else osg::notify(osg::WARN) Error: glGetQueryObjectiv not supported by OpenGL driver std::endl; } which means that if it's not supported, then the call will return, printing a warning, but not modifying tr-_numPixels. But the default constructor of TestResult sets this to 0. So since there's no test to see if glGetQueryObjectiv is supported or not before the call, that means that the geometry under the OQN will always be culled as if it had 0 visible pixels if it's not supported? Surely that's not the intended result. Perhaps the TestResult default constructor should set _numPixels to -1, and then if it stays -1 even after the call to glGetQueryObjectiv, the OQN should be disabled? Or just explicitly test if glGetQueryObjectiv is supported... I admit I didn't design this code to work on older hardware, nor have I tested it on hardware without this capability. Please feel free to make any necessary changes to that it at least behaves like a regular Group node when the feature isn't present. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows VS2010 build errors -SVN -11354
On Wed, Apr 21, 2010 at 5:09 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Martin, I just submitted a patch for this on the submission mail list. (thread : [osg-submissions] floating point depth buffer example and changing FBOs) Mourad Fix is now merged and submitted to svn/trunk ;-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About osg::OcclusionQueryNode
Hi Paul, So I think the osgocclusionquery test case is contrived, but if you really need it to work, then one workaround would be to change the example to disable autocomputation of near/far. But to fix OcclusionQueryNode so that it handles this case better, we'd need to do a full query in this situation, and I guess it's debatable as to whether this would actually be an improvement or not. Thanks for the explanation, it makes total sense. When the box is viewed with the view vector perpendicular to one of the faces, the computed near plane grazes the surface, so it intersects the bounding sphere. I guess I would modify the example to disable automatic near/far computation, with a clear comment as to why we do this and why it shouldn't be a problem in regular scenes (so people don't go disabling it if they don't need to in their apps). That way the example would perform well and people just looking at the example wouldn't get the wrong impression that there's a bug or something like that. I'll try to get to this soon. I admit I didn't design this code to work on older hardware, nor have I tested it on hardware without this capability. Please feel free to make any necessary changes to that it at least behaves like a regular Group node when the feature isn't present. OK, well the first thing I'll do is obviously try it :-) My analysis of the code might be wrong, it's just after a quick read-through. But yeah, if I see it's behaving wrong, I'll try to fix it. I've integrated it successfully into our software, btw. Was very easy, and works great (at least on this machine, nVidia 9800 GTX+). Now I just have to educate our artist on where to place those nodes. ;-) Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About osg::OcclusionQueryNode
J-S, What modeling software is your artist using that allows placement of occlusion query nodes? Thanks, Todd On 4/21/2010 12:47 PM, Jean-Sébastien Guay wrote: Hi Paul, So I think the osgocclusionquery test case is contrived, but if you really need it to work, then one workaround would be to change the example to disable autocomputation of near/far. But to fix OcclusionQueryNode so that it handles this case better, we'd need to do a full query in this situation, and I guess it's debatable as to whether this would actually be an improvement or not. Thanks for the explanation, it makes total sense. When the box is viewed with the view vector perpendicular to one of the faces, the computed near plane grazes the surface, so it intersects the bounding sphere. I guess I would modify the example to disable automatic near/far computation, with a clear comment as to why we do this and why it shouldn't be a problem in regular scenes (so people don't go disabling it if they don't need to in their apps). That way the example would perform well and people just looking at the example wouldn't get the wrong impression that there's a bug or something like that. I'll try to get to this soon. I admit I didn't design this code to work on older hardware, nor have I tested it on hardware without this capability. Please feel free to make any necessary changes to that it at least behaves like a regular Group node when the feature isn't present. OK, well the first thing I'll do is obviously try it :-) My analysis of the code might be wrong, it's just after a quick read-through. But yeah, if I see it's behaving wrong, I'll try to fix it. I've integrated it successfully into our software, btw. Was very easy, and works great (at least on this machine, nVidia 9800 GTX+). Now I just have to educate our artist on where to place those nodes. ;-) Thanks, J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About osg::OcclusionQueryNode
Hi Todd, What modeling software is your artist using that allows placement of occlusion query nodes? Sorry, that's not what I meant. We have configuration files alongside the models, where you can specify different things like alternate shaders, textures to load into other texture units (which will then be used by the shaders), whether to generate tangent space coordinates for normal mapping, etc. I just added a flag in that configuration file that says if an OcclusionQueryNode should be added. The thing is that you can specify this per-node in the model, but you don't want to put one OQN per node if they're individually pretty small, it would be preferable to place one OQN higher up in the graph, for a group of close-by objects. That's the education I was talking about... ;-) I'd like to be able to say we have an in-house modeling software that allows us to do all these things, but unfortunately it's config files. The osgocclusionquery example has a visitor that will only insert OQNs when the vertex count of children exceeds a threshold (5000 by default) but I wanted the control to place it where I want, because if I have a graph with 2 children, one with 5010 vertices and one with 4000, then with the visitor I would get an OQN above the first child but not the second, whereas I want an OQN above both (above their parent). J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Hi Art, I decided to start a new thread on this issue. It's a biggy for me. here's what I get every time I attempt to compile the svn version of osgPPU agains osg 2.8.3: Code: [al...@nlosdemobox:]$ make Scanning dependencies of target osgPPU [ 2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o In file included from /home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:17: /home/allen/projects/osgPPU/include/osgPPU/Unit.h: In member function ‘void osgPPU::Unit::popFrameBufferObject(osg::State)’: /home/allen/projects/osgPPU/include/osgPPU/Unit.h:311: error: ‘class osg::FBOExtensions’ has no member named ‘glBindFramebuffer’ /home/allen/projects/osgPPU/src/osgPPU/Unit.cpp: In member function ‘virtual void osgPPU::Unit::DrawCallback::drawImplementation(osg::RenderInfo, const osg::Drawable*) const’: /home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:698: error: ‘class osg::PixelDataBufferObject’ has no member named ‘getOrCreateGLBufferObject’ /home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:700: error: ‘class osg::PixelDataBufferObject’ has no member named ‘getOrCreateGLBufferObject’ make[2]: *** [src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o] Error 1 make[1]: *** [src/osgPPU/CMakeFiles/osgPPU.dir/all] Error 2 make: *** [all] Error 2 [al...@nlosdemobox:]$ osgversiond bash: osgversiond: command not found [al...@nlosdemobox:]$ osgversion OpenSceneGraph Library 2.8.3 Here is a listing of my libraries. They are pointed to the correct 2.8.3 libraries for osg. I have determined from osgPPU's CMakeCache.txt file what osg .so's the compiler is linking against. All looks good. Code: lrwxrwxrwx 1 root root20 2009-06-18 17:16 libOpenThreads.so - libOpenThreads.so.11 lrwxrwxrwx 1 root root23 2009-06-18 17:16 libOpenThreads.so.11 - libOpenThreads.so.2.4.0 -rw-r--r-- 1 root root 42111 2010-04-16 08:58 libOpenThreads.so.2.4.0 lrwxrwxrwx 1 root root21 2010-04-16 09:08 libosgAnimation.so - libosgAnimation.so.65 -rw-r--r-- 1 root root319640 2009-06-18 16:51 libosgAnimation.so.2.8.1 -rw-r--r-- 1 root root720946 2010-04-16 09:06 libosgAnimation.so.2.8.3 lrwxrwxrwx 1 root root24 2009-06-18 17:16 libosgAnimation.so.55 - libosgAnimation.so.2.8.1 lrwxrwxrwx 1 root root24 2010-04-16 09:08 libosgAnimation.so.65 - libosgAnimation.so.2.8.3 lrwxrwxrwx 1 root root14 2010-04-16 09:08 libosgDB.so - libosgDB.so.65 -rw-r--r-- 1 root root667776 2009-06-18 16:48 libosgDB.so.2.8.1 -rw-r--r-- 1 root root676644 2010-04-16 09:00 libosgDB.so.2.8.3 lrwxrwxrwx 1 root root17 2009-06-18 17:16 libosgDB.so.55 - libosgDB.so.2.8.1 lrwxrwxrwx 1 root root17 2010-04-16 09:08 libosgDB.so.65 - libosgDB.so.2.8.3 lrwxrwxrwx 1 root root14 2010-04-16 09:08 libosgFX.so - libosgFX.so.65 -rw-r--r-- 1 root root219355 2009-06-18 16:52 libosgFX.so.2.8.1 -rw-r--r-- 1 root root219354 2010-04-16 09:00 libosgFX.so.2.8.3 lrwxrwxrwx 1 root root17 2009-06-18 17:16 libosgFX.so.55 - libosgFX.so.2.8.1 lrwxrwxrwx 1 root root17 2010-04-16 09:08 libosgFX.so.65 - libosgFX.so.2.8.3 lrwxrwxrwx 1 root root14 2010-04-16 09:08 libosgGA.so - libosgGA.so.65 -rw-r--r-- 1 root root342494 2009-06-18 16:50 libosgGA.so.2.8.1 -rw-r--r-- 1 root root342503 2010-04-16 09:01 libosgGA.so.2.8.3 lrwxrwxrwx 1 root root17 2009-06-18 17:16 libosgGA.so.55 - libosgGA.so.2.8.1 lrwxrwxrwx 1 root root17 2010-04-16 09:08 libosgGA.so.65 - libosgGA.so.2.8.3 -rw-r--r-- 1 root root510500 2010-04-16 09:31 libosgGtk.a -rwxr-xr-x 1 root root 1961 2010-04-16 09:31 libosgGtk.la -rw-r--r-- 1 root root658254 2010-04-16 09:31 libosgGtkmm.a -rwxr-xr-x 1 root root 2554 2010-04-16 09:31 libosgGtkmm.la lrwxrwxrwx 1 root root20 2010-04-16 09:31 libosgGtkmm.so - libosgGtkmm.so.0.0.0 lrwxrwxrwx 1 root root20 2010-04-16 09:31 libosgGtkmm.so.0 - libosgGtkmm.so.0.0.0 -rwxr-xr-x 1 root root515483 2010-04-16 09:31 libosgGtkmm.so.0.0.0 lrwxrwxrwx 1 root root18 2010-04-16 09:31 libosgGtk.so - libosgGtk.so.0.0.0 lrwxrwxrwx 1 root root18 2010-04-16 09:31 libosgGtk.so.0 - libosgGtk.so.0.0.0 -rwxr-xr-x 1 root root392217 2010-04-16 09:31 libosgGtk.so.0.0.0 lrwxrwxrwx 1 root root23 2010-04-16 09:08 libosgManipulator.so - libosgManipulator.so.65 -rw-r--r-- 1 root root349028 2009-06-18 16:52 libosgManipulator.so.2.8.1 -rw-r--r-- 1 root root349037 2010-04-16 09:06 libosgManipulator.so.2.8.3 lrwxrwxrwx 1 root root26 2009-06-18 17:16 libosgManipulator.so.55 - libosgManipulator.so.2.8.1 lrwxrwxrwx 1 root root26 2010-04-16 09:08 libosgManipulator.so.65 - libosgManipulator.so.2.8.3 lrwxrwxrwx 1 root root20 2010-04-16 09:08 libosgParticle.so - libosgParticle.so.65 -rw-r--r-- 1 root root364487 2009-06-18 16:53 libosgParticle.so.2.8.1 -rw-r--r-- 1 root root364487 2010-04-16 09:01 libosgParticle.so.2.8.3 lrwxrwxrwx 1 root root
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
O, one other note. I have the exact same issues under Windows XP. --Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27098#27098 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Allen Saucier wrote: [al...@nlosdemobox:]$ make Scanning dependencies of target osgPPU [ 2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o In file included from /home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:17: /home/allen/projects/osgPPU/include/osgPPU/Unit.h: In member function ‘void osgPPU::Unit::popFrameBufferObject(osg::State)’: /home/allen/projects/osgPPU/include/osgPPU/Unit.h:311: error: ‘class osg::FBOExtensions’ has no member named ‘glBindFramebuffer’ Names of the member functions in the FBOExtensions class changed on trunk after the 2.8.2 release. OSG 2.8.3 was released off the 2.8 branch and is 99.9% API compatible with OSG 2.8.2. The FBOExtensions name changes are not in 2.8.3. It looks to me like trunk of osgPPU is tracking trunk of OSG (which I would expect). Art and I discussed osgPPU and the 2.8.3 release previously. If you check the archives, I believe you'll find a post from me stating that the same version of osgPPU that worked with 2.8.2 should also work with 2.8.3. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] dxf Plugin
Hi, I have another bugfix for the dxf plugin to report. File dxfEntity.cpp:531 Code: VList::iterator itr = nlist.begin(); Vec3d lastn = (*itr++); double bad_c = 0; double good_c = 0; long bad=0,good=0; for (; itr != nlist.end(); ) { ++itr; if ((*itr)== lastn) continue; ... } itr is incremented into the loop and after the test with nlist.end(). The unreferencing of itr when nlist is equals to nlist.end() cause an application crash. I suggest to replace the loop by Code: for (; itr != nlist.end(); ++itr) { if ((*itr)== lastn) continue; ... } Cheers, Joachim[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27089#27089 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Hi Allen, hmm, very strange, current osgPPU version compiles against osg 2.9.8 which is the developer version number of 2.8.3 branch, as I think. The compilation error is about include files, did you checked that osg 2.8.3 also has reinstalled your include files. I will check this today or tomorrow. It could be that there is an API difference between 2.9.8 and 2.8.3 branch. I'll check it. Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27099#27099 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About osg::OcclusionQueryNode
Jean-Sébastien Guay wrote: The osgocclusionquery example has a visitor that will only insert OQNs when the vertex count of children exceeds a threshold (5000 by default) but I wanted the control to place it where I want, because if I have a graph with 2 children, one with 5010 vertices and one with 4000, then with the visitor I would get an OQN above the first child but not the second, whereas I want an OQN above both (above their parent). Yes, that visitor is pretty crude. I have not found an easy way to place OQNs programmatically in an arbitrary scene graph and get optimal performance results. The best approach, as you are doing, is to have a priori knowledge of the model, and educated modelers that know the most effective locations for placing OQNs. (The problem is identical to placing OccluderNode, OSG's other occlusion mechanism.) Good solution, using a configuration file. Do I assume correctly that you have a configuration file per model? -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU tracks the svn trunk of OSG. Hmm, I wonder how to handle different osg branches in future. I mean if again something like this happens, then I had either to create additional branch in osgPPU repository to track with the according osg branch (which I didn't really like) or to detect the version and write preprocessor or cmake workarounds for that (which is also not a good solution). Paul do you have any ideas on that? For this release I will go for a preprocessor solution, I think. Since I am not sure if I am ready to tag already new version of osgPPU, since I want to check it before tagging. cheers, art P.S. Allen, I think, I should have the changes tomorrow. Paul Martz wrote: Allen Saucier wrote: Names of the member functions in the FBOExtensions class changed on trunk after the 2.8.2 release. OSG 2.8.3 was released off the 2.8 branch and is 99.9% API compatible with OSG 2.8.2. The FBOExtensions name changes are not in 2.8.3. It looks to me like trunk of osgPPU is tracking trunk of OSG (which I would expect). Art and I discussed osgPPU and the 2.8.3 release previously. If you check the archives, I believe you'll find a post from me stating that the same version of osgPPU that worked with 2.8.2 should also work with 2.8.3. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27104#27104 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] About osg::OcclusionQueryNode
Hi Paul, Good solution, using a configuration file. Do I assume correctly that you have a configuration file per model? Yes. It's optional, of course. If it's there, then it will apply its contents (shaders, textures, tangent space coords, now occlusion query nodes) on either the root of the model or a list of named nodes in the model. One config file can apply settings to many child nodes, so it could apply one shader to the root of the model, then a different one to a child. Not very sophisticated, but it works well enough. The problem as you said becomes education, because lots of things are under user control. If people start putting a different shader on every node in all models then performance becomes really bad and they come to see me to ask why... ;-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Gentlemen, thank you. Now I understand. But, I still have an issue. I downloaded osg 2.8.3 from the Osg website as shown in the attached pic 1. I used the svn link as shown. Is this link the trunk of osg 2.8.3? Or a branch? i can not tell. I did the same with osgPPU. pic 2 From my perspective as an end-user, I do not seen anything that tells me that there is a branch version that is different from a trunk version. I have been assuming this entire time that both the svn versions of osg and osgPPU are the two version which are compatible with each other, as Art has been telling me. And I have used the svn versions as listed on each website with no success. I am still missing something. Can you please clear up my confusion? thanks, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27106#27106 Attachments: http://forum.openscenegraph.org//files/screenshot2_903.png http://forum.openscenegraph.org//files/screenshot1_210.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CityGML
Hi, I have coded a CityGML reader for OSG ! It successfully parses all geometry, material (color texture) of CityGM 0.3-1.0 samples available on the offical CityGML website. The reader is based on a small library (4 files) I developed which is independent of osg. I should submit the code of both the lib the reader soon! Stay tuned :) Cheers, Joachim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27107#27107 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Hi Allen, http://www.openscenegraph.org/projects/osg/wiki/Downloads You are using the svn of the 2.8 branch (stable release). The trunk is a developer release (at the end of the web page). To get svn trunk of osg, check this link : http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVNMourad On Wed, Apr 21, 2010 at 9:54 PM, Allen Saucier allen.sauc...@itt.comwrote: Gentlemen, thank you. Now I understand. But, I still have an issue. I downloaded osg 2.8.3 from the Osg website as shown in the attached pic 1. I used the svn link as shown. Is this link the trunk of osg 2.8.3? Or a branch? i can not tell. I did the same with osgPPU. pic 2 From my perspective as an end-user, I do not seen anything that tells me that there is a branch version that is different from a trunk version. I have been assuming this entire time that both the svn versions of osg and osgPPU are the two version which are compatible with each other, as Art has been telling me. And I have used the svn versions as listed on each website with no success. I am still missing something. Can you please clear up my confusion? thanks, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27106#27106 Attachments: http://forum.openscenegraph.org//files/screenshot2_903.png http://forum.openscenegraph.org//files/screenshot1_210.png ___ 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] Can't compile svn version of osgPPU against osg 2.8.3
Art Tevs wrote: Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU tracks the svn trunk of OSG. Hmm, I wonder how to handle different osg branches in future. I mean if again something like this happens, then I had either to create additional branch in osgPPU repository to track with the according osg branch (which I didn't really like) or to detect the version and write preprocessor or cmake workarounds for that (which is also not a good solution). I'm not sure what new problem OSG 2.8.3 has created for osgPPU that didn't already exist with the OSG 2.8.2 release. Can you explain the problem? The same version of osgPPU that works with 2.8.2 should also work with 2.8.3. osgPPU trunk is broke with OSG 2.8.3, but it was also broke with OSG 2.8.2. Suppose the 2.8.3 release never happened, and Allen was trying to build svn trunk of osgPPU with the OSG 2.8.2 release. That would also not work, right? What would you tell him to do in that case? The same answer should apply to 2.8.3. For this release I will go for a preprocessor solution, I think. My external projects osgWorks and osgBullet are compatible with OSG 2.6.1 and later. osgWorks contains version-specific code in only two places (to handle the OSG API changes in Registry and Traits that occurred in OSG 2.6.0 and 2.8.0 respectively). And osgBullet contains no version-specific code at all; all osgBullet code is 100% compatible with OSG 2.6.1 and later. So, my use of the C preprocessor for OSG compatibility is very infrequent and is not a problem in itself. However, testing on different versions can be a burden to external project managers, and that's a decision you have to make. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Allen Saucier wrote: http://forum.openscenegraph.org//files/screenshot2_903.png The statement in this image implies that svn trunk of osgPPU is compatible with the latest stable release of OSG. This is not correct. It looks like the osgPPU 0.4 tag should be compatible with OSG 2.8.x. Maybe Art can comment on version compatibility? (A compatibility matrix might be useful, sort of like what I have done with osgBullet: http://code.google.com/p/osgbullet/wiki/CompatibilityMatrix ) -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CityGML
Very cool, will save some work Gordon Tomlinson Product Manager 3d Technology Project Wyvern 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 Joachim Pouderoux Sent: Wednesday, April 21, 2010 4:08 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] CityGML Hi, I have coded a CityGML reader for OSG ! It successfully parses all geometry, material (color texture) of CityGM 0.3-1.0 samples available on the offical CityGML website. The reader is based on a small library (4 files) I developed which is independent of osg. I should submit the code of both the lib the reader soon! Stay tuned :) Cheers, Joachim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27107#27107 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Hi Art, Paul, My external projects osgWorks and osgBullet are compatible with OSG 2.6.1 and later. osgWorks contains version-specific code in only two places (to handle the OSG API changes in Registry and Traits that occurred in OSG 2.6.0 and 2.8.0 respectively). And osgBullet contains no version-specific code at all; all osgBullet code is 100% compatible with OSG 2.6.1 and later. So, my use of the C preprocessor for OSG compatibility is very infrequent and is not a problem in itself. However, testing on different versions can be a burden to external project managers, and that's a decision you have to make. Just to chime in with another data point, we generally want to keep our OSG graphics integration compatible with at least two generations of OSG (currently 2.6.x and 2.8.x), but in general we're compatible across the whole spectrum from 2.2 on (some features are not usable on such old versions but they're disabled by compile-time checks). We might be compatible with 2.0 as well, we just never checked (we moved from 1.2 to 2.2 directly). We use the OSG_VERSION_GREATER_OR_EQUAL and OSG_VERSION_LESS_THAN macros in some places, mostly where we derived a class to work around a bug we found in a given version of OSG, and also submitted the fix to the base osg:: class in parallel, so the next stable version contains the fix and doesn't need the derived class anymore. But they're used only sporadically, and the code is still very manageable and clear. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Hi Paul, you are right, current svn trunk of osgPPU is not compatible with osg 2.8.3, thats true. But what I mean is what should external project developers do, if there is a branch with different API in the osg svn repository? For example, current osg developer version is 2.9.8 which is not compatible to 2.8.3. The version 2.8.3 came right a weak ago or so. The 2.9.8 and 2.9.7 osg versions exists longer than the 2.8.3 version. So as for my project I try to be compatible to the most youngest osg version. In this case this is the developer version in the trunk. However if some time ago there was a split into another branch it might became painful to have an external NodeKit compatible with all official osg branches that exists. I mean 2.8.3 is based on 2.8, so between 2.8 and 2.9 there was an API change, this is ok. However both versions 2.8.3 and 2.9.x were maintained in parallel. So for NodeKit developers this would mean we have to take care also on osg branches in our trunks, which might became painful. Therefor I just asked, which kind of solutions there might exists. But, ok, never mind, I will try to come up now with a solution to have the best of both worlds, new features and compatible API to the official stable release. art P.S. On the osgPPU webpage there is a compatiblity list given. So, currently no stable realase exists for the newest osg stable release, but this will change in the next days ;) Thank you! Cheers, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27112#27112 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Art Tevs wrote: However if some time ago there was a split into another branch it might became painful to have an external NodeKit compatible with all official osg branches that exists. I mean 2.8.3 is based on 2.8, so between 2.8 and 2.9 there was an API change, this is ok. However both versions 2.8.3 and 2.9.x were maintained in parallel. So for NodeKit developers this would mean we have to take care also on osg branches in our trunks, which might became painful. Therefor I just asked, which kind of solutions there might exists. I, for one, would not expect any version of osgPPU to be compatible with OSG 2.8.3 other than the same version of osgPPU that was compatible with 2.8.2. I think users should be able to use the same version of osgPPU and simply upgrade OSG from 2.8.2 to 2.8.3 to get the new plugins in 2.8.3. (But they will probably need to rebuild osgPPU because 2.8.3 is not binary compatible with 2.8.2.) But, ok, never mind, I will try to come up now with a solution to have the best of both worlds, new features and compatible API to the official stable release. If you want to maintain compatibility with 2.8.x on osgPPU svn trunk, then that is certainly possible, and a worthy goal, but (in my opinion) it is entirely optional and not required for you to do so, because you already have a tagged osgPPU release that is compatible with OSG 2.8.x. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Anybody interested in a Keyframe Capturer?
Hi there, Not sure if there is similar function already in OSG, but I had the need of being able to capture specific Camera position keyframes so I can use them to create a video. Before this capturer, they way I accomplished this was I enabled the Animation path Recorder, positioned my camera to particular point, waited bout 20 seconds, and then continued to my next keyframe. When I was done, I then went to animation.path file and picked out the keyframes that had repeated several times (because i waited for about 20 seconds), I then modified the timings of these keyframes to get the desired flyover speed. I later smoothed the flyover by importing the points into Matlab and used cubic splines to create a keyframe for every single frame. This process took awhile, and was quite annoying having to sift through unwanted keyframes generated by the animation path recorder. So I created my own Handler called KeyframeCapturerHandler that acts almost exactly as RecordCameraPathHandler, infact most of the code was copied from it. Instead of capturing a keyframe at a timed interval, I only capture a keyframe when I'm ready and press a key. So far, it has done exactly what I needed it to do and has saved me time and frustration. I still have to do my interpolation step, but capturing the inital keyframes is much easier. Does this sound like a useful feature that any of you would want to use? Is there already a way to do this without my handler? Thanks, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27117#27117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CityGML
Wow! great work Joachim!. Rafa. 2010/4/21 Tomlinson, Gordon gtomlin...@overwatch.textron.com: Very cool, will save some work Gordon Tomlinson Product Manager 3d Technology Project Wyvern 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 Joachim Pouderoux Sent: Wednesday, April 21, 2010 4:08 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] CityGML Hi, I have coded a CityGML reader for OSG ! It successfully parses all geometry, material (color texture) of CityGM 0.3-1.0 samples available on the offical CityGML website. The reader is based on a small library (4 files) I developed which is independent of osg. I should submit the code of both the lib the reader soon! Stay tuned :) Cheers, Joachim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27107#27107 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es http://gvsig3d.blogspot.com Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Anybody interested in a Keyframe Capturer?
Hi Nick, sounds interesting! You can try to implement your interpolation step also in c++. Ask google, e.g. http://www.alglib.net/interpolation/spline3.php Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27119#27119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org