Re: [osg-users] VPBMaster failing

2010-06-16 Thread Christiansen, Brad
Hi,

Thanks. The error is:
Error: no destination graph built, cannot proceed with build.

I am just starting the run with a break point on createDestination() in 
DataSet.cpp from osgdem to see why it isn't creating the destination now.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben 
Dannhauer
Sent: Thursday, 17 June 2010 1:38 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VPBMaster failing

Hi,


> Warning: Task tasks/build_root_L0_X0_Y0.task has failed, blacklisting machine 
> and resubmitting task. 


means, that the osgdem run of this task failed. You can read the logfile 
corresponding to this task to get information why it failed.

Failed tasks let vpbmaster blacklist the host which run this task, in this case 
your localhost. Because it is the only host working on your batch, it stops 
premature and your vpbmaster run is uncompleted.


Cheers,
Torben

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Re: [osg-users] VPBMaster failing

2010-06-16 Thread Torben Dannhauer
Hi,


> Warning: Task tasks/build_root_L0_X0_Y0.task has failed, blacklisting machine 
> and resubmitting task. 


means, that the osgdem run of this task failed. You can read the logfile 
corresponding to this task to get information why it failed.

Failed tasks let vpbmaster blacklist the host which run this task, in this case 
your localhost. Because it is the only host working on your batch, it stops 
premature and your vpbmaster run is uncompleted.


Cheers,
Torben

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Re: [osg-users] VPBMaster failing

2010-06-16 Thread Christiansen, Brad
Hi,

Just adding some more info. To simplify my debugging, I have setup a very 
simple test case to reproduce the problem.  The two images are just small 
random .pngs I had on my machine.

The command that fails is:
vpbmaster --geocentric --bluemarble-west -t hills.png --bluemarble-east -t 
hills2.png -o ./out/test.ive

yet this works:
osgdem --geocentric --bluemarble-west -t hills.png --bluemarble-east -t 
hills2.png -o ./out/test.ive

If I try and run the commands manually from the failed tasks the command 
completes with no output and no generated files.
e.g. found in the build_root_L0_X0_Y0.task file:
osgdem --run-path D:\adi_vsfz\projects\OSG\SVN-trunk-2008\TestVPBBug -s 
build_master.source --record-subtile-on-leaf-tiles -l 2 --task 
tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log


The output from the failing VPBMaster is (after all the setup output):

Setting up MachinePool to use all 2 cores on this machine.
Begining run
scheduling task : tasks/build_root_L0_X0_Y0.task
scheduling task : tasks/build_subtile_L1_X0_Y0.task
scheduling task : tasks/build_subtile_L1_X1_Y0.task
machine= running task=tasks/build_root_L0_X0_Y0.task
machine= running task=tasks/build_subtile_L1_X0_Y0.task
machine= completed task=tasks/build_subtile_L1_X0_Y0.task in 0.2 seconds
Number of tasks completed 1, running 1, pending 2. Estimated time to completion 
1 seconds, 15.6 percent done.
machine= completed task=tasks/build_root_L0_X0_Y0.task in 0.2 seconds
Number of tasks completed 2, running 0, pending 2. Estimated time to completion 
0 seconds, 55.3 percent done.

Warning: Task tasks/build_root_L0_X0_Y0.task has failed, blacklisting machine  
and resubmitting task.

Warning: Task tasks/build_subtile_L1_X0_Y0.task has failed, blacklisting 
machine  and resubmitting task.


End of TaskSet: tasksPending=3 taskCompleted=0 taskRunning=0 tasksFailed=0
End of run: tasksPending=3 taskCompleted=0 taskRunning=0 tasksFailed=0


Any suggestions very welcome!

Cheers,

Brad




From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Thursday, 17 June 2010 10:44 AM
To: OpenSceneGraph Users
Subject: [osg-users] VPBMaster failing

Hi,

I have run into an issue with VPN master since updating from 0.9.7 to the head. 
Builds that worked normally before the update now fail as follows:

vpbmaster starts, adds all the sources and schedules all the tasks but the 
tasks fail every time with no further information given (other than that they 
failed). I then ran the exact same command, replacing vpbmaster with osgdem and 
the database was generated without error. I am going to do a debug build and 
look into it now but if anyone has any suggestions as to what may have changed 
or what to look for that would be a great help.

the command I ran is:

vpbmaster --revision 1.0 --geocentric --terrain --RGBA-compressed --layer 0  -t 
 f:\SourceData\raster\BuleMarble2\tiff -d f:\SourceData\elevation\dted0 -o 
.\earth\earth.osgb

but this works:
osgdem --revision 1.0 --geocentric --terrain --RGBA-compressed --layer 0  -t  
f:\SourceData\raster\BuleMarble2\tiff -d f:\SourceData\elevation\dted0 -o 
.\earth\earth.osgb

I also tried .ive output but this made no difference.

Cheers,

Brad
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Re: [osg-users] reuse of clipping planes?

2010-06-16 Thread Jason Jerald
Ok, I created my own subclass from osg::ClipPlane and override apply().  I
confirmed that the code is actually entering my new apply() method and
successfully set the clipping planes with the correct transforms.  However,
it seems I am still limited to 6 clipping planes.  I do not see how
pushing/popping the modelview matrix and setting a new modelview matrix gets
around the 6 clip plane limit.  The modelview matrix already includes what I
need (including the local geometric transform), so how does setting the
matrix myself help?  I must be missing something or perhaps I misunderstood
your suggestion. 

The only thing I did was override ClipPlane::apply(State).  I am not clear
in your suggestion if you are saying this is the only thing that is needed
or if I also need to set up a RenderBin (or a new RenderStage?) for each set
of 6 clipping planes. Or perhaps I need to call apply() in a different way
than how osg is already doing it? Or is there something else I am missing?

Thanks!

Jason









-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, May 18, 2010 12:58 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reuse of clipping planes?

Hi Jason,

RenderBin's don't have any positional state setup so you can't use
them directly to enable more clipping planes.  Only RenderStage's set
up the positional state.

The FlightGear's workaround isn't a general purpose approach so isn't
appropriate for the core OSG, so there hasn't been any changes merged
for this in any OSG version.  You can create you own equivilant by
subclassing from osg::ClipPlane and overriding the apply() then
setting the modelview matrix you want and applying the clipplanes and
then restoring it afterwards before the end of the apply().

Robert.

On Tue, May 18, 2010 at 1:26 AM, Jason Jerald 
wrote:
> Thank you Robert, this is some very useful information.
>
> The most recent related thread I could find on this topic is from Aug/Sept
> 2007:
> "RFC: Positional state container in the render bin, was: clip planes"
>
> There is discussion in that thread about using renderbins.  What are the
> advantages of using renderbins versus renderstages?  The code attached in
> that thread modifies RenderBin, RenderStage, CullVisitor, and osgClip.
> However, it appears from doing a diff that those changes have not been
> integrated into OSG 2.8.2.  Is this the FlightGear emulate solution you
> mention below, and it is just not integrated into OSG 2.8.2, or are you
> talking about a different solution implemented in a different way?
> Unfortunately simgear.org which contains much of the osg code for
flightgear
> (at least from my understanding) has not been available for at least the
> last few days.
>
> Thanks!
>
> Jason
>
>
>
>
>
>
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
> Osfield
> Sent: Thursday, May 13, 2010 1:21 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] reuse of clipping planes?
>
> Hi Jason,
>
> Clip planes are an example of positional state, other examples are
> lights and eye linear texgen.  All positional state requires a
> specific modelview matrix to be bound to them to position them
> correctly in space, so unlike other OpenGL/OSG state you can't just
> push/pop and state sort their state and expect to get the correct
> results.
>
> This difference is handled by the OSG by binding the positional state
> together with a modelview matrix found when encountering the
> ClipNode/TexGenNode/LightSource nodes, and these positional state are
> then applied once at the start of each RenderStage.  Applying the
> state just once for whole RenderStage does enable us to position the
> state uniquely but unfortauntely also means that the positional state
> can only be in one place for the whole stage - you can't nest it.
>
> You can emulate having multiple sets of Clip planes/texgen/lights by
> having multiple stages, or do what is currently done in FlightGear, to
> use a custom StateAttribute that does the binding to the required
> modelview matrix in the CustomAttribute::apply() method taking care to
> push back the current modelview matrix to prevent the rest of the
> scene being affected.
>
> Robert.
>
> On Thu, May 13, 2010 at 2:14 AM, Jason Jerald 
> wrote:
>>
>>
>> Evidently most graphics hardware only supports 6-8 clipping planes and
our
>> application requires more than that so I  need to somehow reuse clipping
>> planes.  I searched the archives and saw there was some discussion of
this
>> back in 2007 (something about possibly using the render bin instead of
the
>> render stage but it is not clear how to do so).  Has reuse of clipping
>> planes since been implemented?  If so how do I do so (I have not been
able
>> to figure out how to do so by looking through clipnode)?  Or if not, does
>> any

[osg-users] VPBMaster failing

2010-06-16 Thread Christiansen, Brad
Hi,

I have run into an issue with VPN master since updating from 0.9.7 to the head. 
Builds that worked normally before the update now fail as follows:

vpbmaster starts, adds all the sources and schedules all the tasks but the 
tasks fail every time with no further information given (other than that they 
failed). I then ran the exact same command, replacing vpbmaster with osgdem and 
the database was generated without error. I am going to do a debug build and 
look into it now but if anyone has any suggestions as to what may have changed 
or what to look for that would be a great help.

the command I ran is:

vpbmaster --revision 1.0 --geocentric --terrain --RGBA-compressed --layer 0  -t 
 f:\SourceData\raster\BuleMarble2\tiff -d f:\SourceData\elevation\dted0 -o 
.\earth\earth.osgb

but this works:
osgdem --revision 1.0 --geocentric --terrain --RGBA-compressed --layer 0  -t  
f:\SourceData\raster\BuleMarble2\tiff -d f:\SourceData\elevation\dted0 -o 
.\earth\earth.osgb

I also tried .ive output but this made no difference.

Cheers,

Brad



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Re: [osg-users] Visual Studio 2010 and VPB

2010-06-16 Thread Christiansen, Brad
Hi,

Thanks for the suggestions. I have checked that both are built with the same 
options, including the 3rd part dependencies, and as far as I can tell, they 
all are. I did end up using the /FORCE:MULTIPLE option but I really don't like 
just ignoring the issue.
For now I have moved back to VS 2008 as I have run out of time to get things 
working. Hopefully I will get a chance to look at it again soon as this was the 
final hurdle to having everything building correctly.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell
Sent: Wednesday, 16 June 2010 11:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 and VPB

On 6/16/2010 3:10 AM, Christiansen, Brad wrote:
Hi,

I have managed to build OSG (and 3rd party dependencies) using Visual Studio 
2010 but I have hit a snag with VPB. The error has been reported before by 
Matrin Naylor, but there didn't seem to be any resolution. The error is:

1>osgDB.lib(osgDB.dll) : error LNK2005: "public: void __thiscall 
std::basic_ofstream >::`vbase 
destructor'(void)" 
(??_d?$basic_ofstr...@du?$char_traits@d...@std@@@std@@QAEXXZ) already defined 
in SpatialProperties.obj
1> Creating library 
D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.lib and 
object D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.exp
1>D:\adi_vsfz\projects\OSG\osg-trunk-2010\vpb-build\lib\Release\vpb.dll : fatal 
error LNK1169: one or more multiply defined symbols found

You can always tell the linker to ignore the problem with /FORCE:MULTIPLE. I'd 
only do that as a last resort though because there might actually be a problem 
here.

Are both projects compiled with VS2010 with the same settings?

Cory




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Re: [osg-users] strange problems about memory used

2010-06-16 Thread Kai Xia
Hi, robert

All my RTT camera is useing separte FBOs and I only create a new camera for 
each back view without new graphic context assigend explicitly, but I create a 
new osg::group below each camera to add the same scene, the group is assigend 
with different shaders to the main rendering.
I test again today, when with no back view scene, the memory consumed by rhe 
program is 180MB in process item in task manager, and the rest memory show in 
performance tem is reduced the same amount as program used, but when I added 3 
back view cameras, in task manager the program is consuming only 20MB memory, 
bu in performance the rest memory is reduce to only have 10MB, and fps is very 
low. 
I use osg 2.9.5 to do this test.

Thank you!

Cheers,
Kai

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[osg-users] Automatically disable osg::Camera if node is culled

2010-06-16 Thread Farshid Lashkari
Hello,

I have an app where I use an osg::Camera object to render a view of the
scene to a texture, then apply that texture to node in the scene. If the
node displaying the texture is culled, the osg::Camera object still renders
the scene to the texture.

Is there a clean way to prevent the osg::Camera object from rendering if the
node displaying the texture is culled?

I'm able to accomplish this manually, but it's not as nice of a solution as
I hoped. Before each draw I manually check if the bounding sphere of the
node is inside the current view frustum, and disable the osg::Camera object
accordingly.

Just curious if somebody knows of a better way to accomplish this.

Cheers,
Farshid
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Re: [osg-users] articles on StateSet, State, and StateGraph

2010-06-16 Thread Cedric Pinson
Hi Tim,

It's really good and should be listed in the osg wiki.
Thank you,

Cheers,
Cedric

On Wed, 2010-06-16 at 13:55 -0400, Jean-Sébastien Guay wrote:
> Hi Tim,
> 
> > I've written a pair of articles on the internals of OSG that members of
> > this list might find interesting. The first,
> > http://www.bricoworks.com/articles/stateset/stateset.html, covers
> > osg::StateSet and osg::State. Almost every programmer that uses OSG is
> > familiar with StateSet, but it's releation to State and the OpenGL
> > graphics state might be more obscure. The second article,
> > http://www.bricoworks.com/articles/stategraph/stategraph.html, describes
> > the StateGraph structure that is used to manage graphics state changes
> > when rendering the visible elements of the scene. Any feedback is
> > appreciated.
> 
> Those are excellent articles. Thanks for writing them! You should link 
> to them from your front page or blog... And also you might want to link 
> to them from the documentation section on the OSG site (perhaps in the 
> Programming Guides subsection 
> http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuides).
> 
> Thanks again for these articles, and I look forward to more!
> 
> J-S

-- 
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Re: [osg-users] osgviewer error messages:-

2010-06-16 Thread Sanat Talmaki


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[osg-users] normals in geometry shader

2010-06-16 Thread Trajce (Nick) Nikolov
Hello community,

till now, I have had some experience with geometry shaders, but not too
serious. I am after generating normals for the vertices generated in the
geometry shader. I did some research on this but not very happy with what I
have found so far. Any hints from you?

Thanks a lot

-Nick
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[osg-users] Osgconv generated DAE file not parseable

2010-06-16 Thread Peter Bear
Hi,
For some reason, 3ds Max is not able to parse the DAE file generated by OSGConv 
from a .osg file. Does anyone know how to fix this. I am using the SVN trunk of 
OSG with 3ds Max 2011 64 bit and the latest FBX plugin.

Thank you!

Cheers,
Peter

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[osg-users] osgswig: how to manipulate vertices in loaded meshes?

2010-06-16 Thread Mathias Franzius
Dear ng,

I want to manipulate the coordinates of certain points after loading a mesh 
file.
I understand that after calling
   n = osgDB.readNodeFile(fname)
I get a Node. However, it should also be a Geode, so I try to call
   n.asGeode()
This results in a None type.
Question 1: what do I do wrong?

Once I have a Geode, I should be able to access the Geometry as shown here:
[not allowed to post links... this forum, 2009-February/024170.html]
Question 2: This example shows how to read the vertex coordinates, but
can I also set them like that?
Question 3: Is there a more straight-forward way to convert Geometry to
python (preferably numpy) arrays and back?

Thanks a lot,
   Mathias

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[osg-users] osgswig: osgDB.writeNodeFile

2010-06-16 Thread Mathias Franzius
Hi,

how do I specify options for osgDB.writeNodeFile?
I want to save texture filenames in an .osg file without absolute path.

Thanks,
   Mathias

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Re: [osg-users] articles on StateSet, State, and StateGraph

2010-06-16 Thread Jean-Sébastien Guay

Hi Tim,


I've written a pair of articles on the internals of OSG that members of
this list might find interesting. The first,
http://www.bricoworks.com/articles/stateset/stateset.html, covers
osg::StateSet and osg::State. Almost every programmer that uses OSG is
familiar with StateSet, but it's releation to State and the OpenGL
graphics state might be more obscure. The second article,
http://www.bricoworks.com/articles/stategraph/stategraph.html, describes
the StateGraph structure that is used to manage graphics state changes
when rendering the visible elements of the scene. Any feedback is
appreciated.


Those are excellent articles. Thanks for writing them! You should link 
to them from your front page or blog... And also you might want to link 
to them from the documentation section on the OSG site (perhaps in the 
Programming Guides subsection 
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuides).


Thanks again for these articles, and I look forward to more!

J-S
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[osg-users] [osgOcean] Using BRDF technique instead of tiling.

2010-06-16 Thread Torben Dannhauer
Hi,
has anyone read this paper and thought about integration in osgOcean?

http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.publi_arti...@125fe8a8322_1ac3379/article.pdf

The demo-application looks great, maybe it could be used for osgOcean to avoid 
ocean tiling but preserve the ability to zoom out up to global views from space.



Cheers,
Torben

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[osg-users] articles on StateSet, State, and StateGraph

2010-06-16 Thread Tim Moore
Hi all,
I've written a pair of articles on the internals of OSG that members of this
list might find interesting. The first,
http://www.bricoworks.com/articles/stateset/stateset.html, covers
osg::StateSet and osg::State. Almost every programmer that uses OSG is
familiar with StateSet, but it's releation to State and the OpenGL graphics
state might be more obscure. The second article,
http://www.bricoworks.com/articles/stategraph/stategraph.html, describes the
StateGraph structure that is used to manage graphics state changes when
rendering the visible elements of the scene. Any feedback is appreciated.

Tim
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Re: [osg-users] Osgconv dae plugin not found

2010-06-16 Thread Peter Bear
It finally converted, but when trying to load it in to 3ds Max I get:

While reading or writing a file the following notifications have been raised.
-ERROR: Unable to parse xml/dae file


Cheers,
Peter

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Re: [osg-users] What is the different between the DisplayTypes?

2010-06-16 Thread Farshid Lashkari
Hi Martin,

2010/6/16 Martin Großer 

> can everybody explane what the different between the display types?
>
> For example, what is different between MONITOR and POWERWALL?
> When I try to use the Powerwall and I set the type MONITOR it works very
> good.
>

I'm not sure about the other types, but I know that the HEAD_MOUNTED_DISPLAY
option is used during stereo rendering to create symmetric  frustums. All
the other options will produce asymmetric frustums for the left/right eye.

Cheers,
Farshid
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Re: [osg-users] Static rotating a box shape

2010-06-16 Thread Jean-Sébastien Guay

Hi Gianni, Vincent,


isn't that problem the same as having a cross axes fixed in a corner of
the viewer and rotates accordingly to the scene? If so, after looking at
the osgautotransform example I don't think it would solve the problem,
but I hope someone can help us :)


Please search the archives, there was a discussion about this a few 
months ago and from reading that discussion I was able to code up a 
class that can do both (a compass and axes) depending on a setting 
passed to the constructor. In one app (in a marine scenario) we display 
a compass, and in another (kind of like a modeling app) we display axes.


In my case, I created an ortho camera that I put in the scene graph, and 
that has a cull callback that will change its view matrix based on the 
main camera's view direction (it's a slightly different calculation for 
compass mode than for axes mode - I'll leave the exact calculations as 
an exercise for the reader :-) ). Then the model you want (compass or 
axes) is under that camera. It's as simple as that.


Hope this helps,

J-S
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Re: [osg-users] Visual Studio 2010 and VPB

2010-06-16 Thread Cory Riddell




On 6/16/2010 3:10 AM, Christiansen, Brad wrote:

  
  
  

  
  Hi,
   
  I have managed to build
OSG (and 3rd party dependencies)
using Visual Studio 2010 but I have hit a snag with VPB. The error has
been
reported before by Matrin Naylor, but there didn’t seem to be any
resolution. The error is:
   
  1>osgDB.lib(osgDB.dll)
: error LNK2005: "public:
void __thiscall std::basic_ofstream
>::`vbase destructor'(void)"
(??_d?$basic_ofstr...@du?$char_traits@d...@std@@@std@@QAEXXZ) already
defined in
SpatialProperties.obj
  1> Creating
library
D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.lib
and
object
D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.exp
  1>D:\adi_vsfz\projects\OSG\osg-trunk-2010\vpb-build\lib\Release\vpb.dll
:
fatal error LNK1169: one or more multiply defined symbols found
  


You can always tell the linker to ignore the problem with /FORCE:MULTIPLE.
I'd only do that as a last resort though because there might actually
be a problem here.

Are both projects compiled with VS2010 with the same settings? 

Cory



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Re: [osg-users] Static rotating a box shape

2010-06-16 Thread Gianni Ambrosio

Hi,
isn't that problem the same as having a cross axes fixed in a corner of 
the viewer and rotates accordingly to the scene? If so, after looking at 
the osgautotransform example I don't think it would solve the problem, 
but I hope someone can help us :)


Regards
Gianni

Il 6/16/2010 4:44 PM, Trajce (Nick) Nikolov ha scritto:

Hi,

I have done such things with osg::AutoTransform. Have a look. Might help

-Nick


On Wed, Jun 16, 2010 at 4:28 PM, Vincent Ong > wrote:


Hi,

I was wondering if anyone knows how to rotate an object on its own
and stays on the screen when you move around the world in the 3D
environment?

My objective is to create a compass that stays on the top right
corner of the screen and it will turn when I travel in the 3D
world. What is the method to "stick" this object onto the screen.
...

Thank you!

Cheers,
Vincent





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[osg-users] OSG Windows Icon Handler?

2010-06-16 Thread Cory Riddell
For our app, we want our file icons to show a thumbnail image of the
contents. In Windows you accomplish this with an icon handler which is
just a shell extension handler (see
http://msdn.microsoft.com/en-us/library/bb776857(VS.85).aspx
).

Has this already been written? I don't want to spend my time writing
something that already exists elsewhere and this is such a common thing
I figured somebody has probably already written an osg icon handler.

Cory

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[osg-users] Integrating OSG 2.8.2 and crazy eddie 0.7.1

2010-06-16 Thread Vincent Ong
Hi,
Could anyone teach me how to integrate ce into osg? What are the steps required 
to do?
... 

Thank you!

Cheers,
Vincent

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Re: [osg-users] Static rotating a box shape

2010-06-16 Thread Trajce (Nick) Nikolov
Hi,

I have done such things with osg::AutoTransform. Have a look. Might help

-Nick


On Wed, Jun 16, 2010 at 4:28 PM, Vincent Ong  wrote:

> Hi,
>
> I was wondering if anyone knows how to rotate an object on its own and
> stays on the screen when you move around the world in the 3D environment?
>
> My objective is to create a compass that stays on the top right corner of
> the screen and it will turn when I travel in the 3D world. What is the
> method to "stick" this object onto the screen.
> ...
>
> Thank you!
>
> Cheers,
> Vincent
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=29018#29018
>
>
>
>
>
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[osg-users] Static rotating a box shape

2010-06-16 Thread Vincent Ong
Hi,

I was wondering if anyone knows how to rotate an object on its own and stays on 
the screen when you move around the world in the 3D environment?

My objective is to create a compass that stays on the top right corner of the 
screen and it will turn when I travel in the 3D world. What is the method to 
"stick" this object onto the screen.
... 

Thank you!

Cheers,
Vincent

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[osg-users] osgviewer error messages:-

2010-06-16 Thread Sanat Talmaki
Hi,

I was trying some example in osgviewer and found the following error messages 
in the command line:

C:\Tools\OpenSceneGraph-2.8.0_VS_2005\bin>osgviewer.exe C:\Tools\OpenSceneGraph-
2.8.0_VS_2005\bin\OpenSceneGraph-Data-2.8.0\cow.osg
Windows Error #127: [Screen #0] ChooseMatchingPixelFormat() - wglChoosePixelForm
atARB extension not found, trying GDI. Reason: The specified procedure could not
 be found.

Rendering in software: pixelFormatIndex 3

What might be the reason for this ?? I can see the cow model correctly so I 
don't know what to read from these messages.

Thanks

Sanat

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Re: [osg-users] osganimation skinning

2010-06-16 Thread Peter Wrobrl
Hi,


Emy wrote:
> And also why you think using hardware is a better start than software. 


Well, you'll find the skinning shader under osgAnimation. You should be able to 
tweak it, the input for linear palette blending should be the same as for dq. 
So there is no need to extend or derive from any osgAnimation class.

Cheers, ParticlePeter

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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Peter Wrobrl
Hi, thank you for all your help. I found that what I was looking for in the 
osggeometry example, its a property of PrimitveSet:

polyGeom->addPrimitiveSet(new 
osg::DrawElementsUShort(osg::PrimitiveSet::QUADS,numIndices,myIndices));

myIndicies is the IndexArray which I need to pass.

Thank you!

Cheers,
ParticlePeter

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[osg-users] 3ds plugin changes axes orientation in OSG 2.8.3

2010-06-16 Thread Jan Navrátil

Hi all,

I observe some "strange" behavior of 3ds plugin in OSG 2.8.3. In 
previous version, z-axis points up while in 2.8.3 y-axis points up. I 
blame this change for corrupting my shaders ...


Is this a bug? If not, is there any way how to fix it without modifying 
plugin's source code?


Thanks for help.

Jan
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Re: [osg-users] osganimation skinning

2010-06-16 Thread Emilie Deschamps
Hi,

Thanks for your answer ! Yes I had already read this paper, it helps a lot. :)

For Dual Quaternion skinning, I did pretty much what you said. My solution: I 
made a new class which inherits from "RigTransform", and modify the calculation 
and what it's need. For the rest it is pretty much like RigTransformSoftware. 
It works well, but I'm not sure how clean my solution is.

You are talking about hardware skinning, but I haven't look it a lot. Maybe you 
could help me found out the difference between rigTransformSoftware and 
rigTransformHardware ? And also why you think using hardware is a better start 
than software.

Thank you!

Cheers,
Emilie

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[osg-users] computeIntersections does working if shape is changed

2010-06-16 Thread manjeet sudhanshu
I made a quad. .. I have done: setUseDisplaylist(false)
computeIntersectionsworking fine on this.

But once I change the shape of quad(drag one of its vertex away from the
centre ) . I have done: dirtyBound()
computeIntersections does not give intersection when i click the mouse
outside of boundary of original quad, But inside the modified quad.
ie

osgUtil::LineSegmentIntersector::Intersections intersection;
if(viewer->computeIntersections(ea.getX(),ea.getY(),intersection))
{ ...
   }


command does not enters into above "if statement".
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Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Jean-Sébastien Guay

Hi Robert,


Have you tried doing the two pass strategy - first the opaque pass
clipping out the alpha<  1.0, then a second blended pass accepting all
alpha<  1.0.  This won't cure the ordering issue completely but it
will lead to less obvious artefact's as it'll only be the transparent
edge that fights.


No, I might try it as an intermediate step before doing the other 
strategy you suggested (custom Geometry and sorting DrawElements) which 
will be 100% correct. In any case I'll leave it up to the client whether 
they want to spend more time on this or not.


Thanks,

J-S
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Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Jean-Sébastien Guay

Hi Robert,


Your sort functor would take a reference to the Vec3Array+lookvector
or an array of the distances to sort against and then make decision of
<  based on the dereferencing the indices.   Preparing an array of
distances based would mean you only do the compute of the distance
once per vertex, rather twice per<  check of which there will nlogn.


Thanks for your guidance, you did everything except code it up for me :-)

J-S
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Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Robert Osfield
Hi JS,

On Wed, Jun 16, 2010 at 1:47 PM, Jean-Sébastien Guay
 wrote:
> Just to make sure I understand, you don't mean sorting the indices
> themselves, right? That would always give 0...n of course... So I'd have to
> calculate the distance between the eye and the vertex at index i, and then
> place the indices so that those distances go from largest to smallest. Which
> is still not too hard, but a bit slower than sorting unsigned ints of
> course... :-)

Your sort functor would take a reference to the Vec3Array+lookvector
or an array of the distances to sort against and then make decision of
< based on the dereferencing the indices.   Preparing an array of
distances based would mean you only do the compute of the distance
once per vertex, rather twice per < check of which there will nlogn.

> OK, and then I'd have a custom osg::Geometry that would use the right
> DrawElements for the current context/view in its drawImplementation?

Yes a custom Drawable/Geometry would be required.

> If I make it really nice
> and well encapsulated I could even submit it as an osg::Geometry specialized
> for point sprites / particles. Speaking of which, what does osgParticle do
> for its rendering of particles? I've never looked at it, perhaps what I'm
> doing now is already (partially/completely) done there?

The basic osgParticle::ParticleSystem is really crude when it comes to
do particle rendering - it manually computes the billboarded quads
positions per frame and doesn't do any depth sorting at all.  This
part of osgParticle could really do with a major revamp.   It really
should use point sprites as they are pretty standard these days,
although... we'd need to check OpenGL ES.

A special ParticleGeometry drawable might make a nice base for a
refactor of osgParticle.  If it could be done right you could have
multiple implementations depending upon the hardware capabilities.

Robert.
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Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Robert Osfield
Hi JS,

On Wed, Jun 16, 2010 at 1:51 PM, Jean-Sébastien Guay
 wrote:
>> That's what I'm doing now. It works OK, but not that great. The problem
>> is compounded by the fact that my particles represent dirt, and so the
>> particles are generally pretty close together, which makes blending
>> problems related to sorting very visible.
>
> Correcting myself, I was doing some of the above but I hadn't disabled depth
> writes. Doing that gives much better results, the transparency/sorting
> artifacts are almost not noticeable. The one noticeable artifact that
> remains is when say two sprites come in front / behind each other in rapid
> succession, it appears as if they're flashing, but it's hard to see unless
> you're looking pretty close so it's pretty minor.

Have you tried doing the two pass strategy - first the opaque pass
clipping out the alpha < 1.0, then a second blended pass accepting all
alpha < 1.0.  This won't cure the ordering issue completely but it
will lead to less obvious artefact's as it'll only be the transparent
edge that fights.

Robert.
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Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Jean-Sébastien Guay

Hi again Paul,


Another idea: draw your point sprites after all the opaque geometry,
with depth write disabled and depth test enabled. Then they will
interact in z correctly with other objects in your scene. This will
result in some visual artifacts due to incorrect ordering of the point
sprites, of course, but perhaps your users will tolerate that.


That's what I'm doing now. It works OK, but not that great. The problem
is compounded by the fact that my particles represent dirt, and so the
particles are generally pretty close together, which makes blending
problems related to sorting very visible.


Correcting myself, I was doing some of the above but I hadn't disabled 
depth writes. Doing that gives much better results, the 
transparency/sorting artifacts are almost not noticeable. The one 
noticeable artifact that remains is when say two sprites come in front / 
behind each other in rapid succession, it appears as if they're 
flashing, but it's hard to see unless you're looking pretty close so 
it's pretty minor.


Thanks a lot for your help, next step would be to do sorting as Robert 
suggested but I'll see if the artifacts bother our clients enough for it 
to justify the extra time spent doing that.


J-S
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Re: [osg-users] deadlocks and fixes in osgTerrain

2010-06-16 Thread Robert Osfield
Hi Andreas et. al,

On Tue, Jun 15, 2010 at 5:49 PM, Robert Osfield
 wrote:
> Being able to reliably recreate the deadlock is great news as it'll
> make it far easier to track down the specific cause and to test
> solutions.  I've run out of working day today, but tomorrow I'll come
> back to it and should be able to get a fix checked into tomorrow.

To address the deadlock I've now checked in a fix to
osgTerrain::Terrain and a temporary change to
osgTerrain::GeometryTechnique that avoids the deadlock.

The change to GeometryTechnique does lead to an increase in CPU load
during the update, which has the potentially for breaking frame if too
many tile boundaries are updated during one frame.  This isn't ideal,
and is something I will be addressing, but my first priority is to fix
the deadlock, I'll leave optimization till later.

Could users do an svn update and let me know how you get on.

Cheers,
Robert.
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Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Jean-Sébastien Guay

Hi Robert,


If you use billboard quads then the OSG will have to depth sort all
the osg::Geometry of the quads, as well as do the cull and draw
traversals through all the separate nodes and geometry.  Sorting just
a index array will only have the cost of the sort, and given the
nature of the data being sorted is actually likely much quicker than a
sort of geometry so will be far more efficient.


Just to make sure I understand, you don't mean sorting the indices 
themselves, right? That would always give 0...n of course... So I'd have 
to calculate the distance between the eye and the vertex at index i, and 
then place the indices so that those distances go from largest to 
smallest. Which is still not too hard, but a bit slower than sorting 
unsigned ints of course... :-)



Another problem with this approach, how would that handle multiple
viewpoints? The vertices would be properly sorted from one viewpoint, but
not from the other(s)... Possibly only a custom Geometry would work for
that, right?


You'd have to one DrawElements object per view or context, or put a
mutex on it to serialize access to it.  Personally I'd go for one
DrawElements per context.


OK, and then I'd have a custom osg::Geometry that would use the right 
DrawElements for the current context/view in its drawImplementation?



Heh, yeah. One point sprite per Geometry :-)


Well one sprite per geometry will be just bit faster than using
billboards but not by much.  The sprites gives you the ability to
clump points together to reduce the cost of the cull, draw dispatch
and GPU costs associated with drawing the particles.  So it's be a
balance between accuracy of the sorting and performance, one sprite
per osg::Geometry being the best for quality, but awful for
performance.


I was joking obviously. :-) I think the idea above is not too hard to 
implement and will give much better results (in performance) than one 
sprite per geometry, while still being correct visually. If I make it 
really nice and well encapsulated I could even submit it as an 
osg::Geometry specialized for point sprites / particles. Speaking of 
which, what does osgParticle do for its rendering of particles? I've 
never looked at it, perhaps what I'm doing now is already 
(partially/completely) done there?



On a different tack, I wonder if you could use OpenCL to do a sort of
the indices before they are used in OpenGL.  I don't know how
possible/practical this issue.


I'm not at a point where I can dive into OpenCL right now... But it 
could be interesting sometime in the future.


Thanks a lot for your thoughts on this subject.

J-S
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Re: [osg-users] About osg on Mobile

2010-06-16 Thread Robert Osfield
Hi Donlin,

2010/6/16 xyc508 :
> Does anyone give some info about osg on Mobile?
> can osg run on Mobile?
> How and what package it need?

You might want to explain by what you mean by "Mobile", as on it's own
it's too generic to able to answer.

Robert.
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[osg-users] About osg on Mobile

2010-06-16 Thread xyc508
Does anyone give some info about osg on Mobile?
can osg run on Mobile?
How and what package it need?
 
Thanks
 
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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Glenn Waldron
Peter,

You create an index array (EBO) with one of the osg::DrawElements* classes.
Then call osg::Geometry::addPrimitiveSet to associate it with the VBO.


Glenn Waldron : Pelican Mapping


On Wed, Jun 16, 2010 at 6:18 AM, Peter Wrobrl  wrote:

> Hi,
>
> sorry, the process is still not clear for me. So just to summerize: I
> create arrays for Vertices, Normals and UVs, all of them have the same
> length and I set them with Geometry::Vertex/Normal/TexCoordArray.
> The Triangles I want to render share some of these VertexData. So I would
> like to pass an Index Array  ( I guess the EBO ), which builds the triangles
> from the Index Array. How do I specify this Index Array ?
>
> Thank you!
>
> Cheers,
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28994#28994
>
>
>
>
>
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Re: [osg-users] Osgconv dae plugin not found

2010-06-16 Thread Robert Osfield
Hi Peter,

On Wed, Jun 16, 2010 at 12:31 PM, Peter Bear  wrote:
> It's looking in plugin folder 2.9.7 instead of 2.9.8 for some reason.

The OSG will look for the plugin directory associated with the version
of the OSG that was built.  So perhaps you have linked your
application against an 2.9.7 build of the OSG, rather than 2.9.8
version that you built the plugin against.

Robert.
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Re: [osg-users] Osgconv dae plugin not found

2010-06-16 Thread Peter Bear
It's looking in plugin folder 2.9.7 instead of 2.9.8 for some reason.

Cheers,
Peter

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Re: [osg-users] Using point sprites for particles - blending

2010-06-16 Thread Robert Osfield
Hi JS,

On Tue, Jun 15, 2010 at 7:16 PM, Jean-Sébastien Guay
 wrote:
> I thought manually sorting all vertices might be too long since I can have
> hundreds or thousands of sprites... But maybe not, I'd have to try it. Also
> the other method I have of rendering the sprites is with billboarded quads,
> which OSG can sort correctly itself, but which is heavier in its graph
> layout. So I'll have to compare the two to see if the sorting won't cancel
> out the gain that point sprites can give.

If you use billboard quads then the OSG will have to depth sort all
the osg::Geometry of the quads, as well as do the cull and draw
traversals through all the separate nodes and geometry.  Sorting just
a index array will only have the cost of the sort, and given the
nature of the data being sorted is actually likely much quicker than a
sort of geometry so will be far more efficient.


> By sorting the contents of a DrawElements, you mean having a DrawElements
> with as many elements as vertices, and placing the index of the vertices in
> back to front order in there?

Yes that's the idea.


> Another problem with this approach, how would that handle multiple
> viewpoints? The vertices would be properly sorted from one viewpoint, but
> not from the other(s)... Possibly only a custom Geometry would work for
> that, right?

You'd have to one DrawElements object per view or context, or put a
mutex on it to serialize access to it.  Personally I'd go for one
DrawElements per context.

>> 3) Break your particles into clumbs and the let the OSG does it's usual
>> depth
>>     sorting.  Results will be better than crap, but possibly not that
>> much better...
>
> Heh, yeah. One point sprite per Geometry :-)

Well one sprite per geometry will be just bit faster than using
billboards but not by much.  The sprites gives you the ability to
clump points together to reduce the cost of the cull, draw dispatch
and GPU costs associated with drawing the particles.  So it's be a
balance between accuracy of the sorting and performance, one sprite
per osg::Geometry being the best for quality, but awful for
performance.

--

On a different tack, I wonder if you could use OpenCL to do a sort of
the indices before they are used in OpenGL.  I don't know how
possible/practical this issue.

Robert.
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Re: [osg-users] Thoughts on when the next stable "even" release will be?

2010-06-16 Thread Wang Rui
Hi Robert,

Okay, I think it's also possible to introduce shader composition in my
last chapter, which is about some extra interesting functionalities in
OSG. It is due to 30th September, and we will get plenty of time then.
:)

Cheers,

Wang Rui


2010/6/16 Robert Osfield :
> osgUtil::ShaderGenVisitor won't be used in the final shader
> composition implementation, rather there will low level support
> directly integrated into osg::State/osg::StateSet/osg::StateAttribute.
>
> We have a shader composition submission waiting in osg-submissions,
> and I've done a first pass review, and I believe it's not quite ready
> to be merged as is.  I have preliminary designs on paper that overlap
> with submission and differ in some ways so once I've got the next dev
> release out I'll return to my designs and second pass of the shader
> composition submission.
>
> I can't say how long it'll take to settle upon a final implementation,
> but as it's developed/merged I'll keep the community updated and ping
> ideas of everyone too.
>
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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Robert Osfield
Hi Peter,

I believe you are over complicating the process.  Just set up the
vertex/normal/colour arrays and primitives sets as you would do
without buffer objects enabled, see the osggeometry example for an
illustration of how to do this.  Once you have got this sorted out
then just enable the use of buffer objects via
geometry->setUseVertexBufferObjects(true), and that's it, the OSG will
do the rest for you.

Robert.

On Wed, Jun 16, 2010 at 11:18 AM, Peter Wrobrl  wrote:
> Hi,
>
> sorry, the process is still not clear for me. So just to summerize: I create 
> arrays for Vertices, Normals and UVs, all of them have the same length and I 
> set them with Geometry::Vertex/Normal/TexCoordArray.
> The Triangles I want to render share some of these VertexData. So I would 
> like to pass an Index Array  ( I guess the EBO ), which builds the triangles 
> from the Index Array. How do I specify this Index Array ?
>
> Thank you!
>
> Cheers,
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28994#28994
>
>
>
>
>
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[osg-users] cross axes

2010-06-16 Thread Gianni Ambrosio

Hi All,
I tried to search in the Osg forum and mailinglist but I cannot find a 
clear example on how to implement a cross axes coordinate system in the 
right bottom corner of the viewer fixed in position and scale but that 
can rotate. I found the "axes.osg" model but I didn't succeed using it. 
Can anybody help me please?


Regards
Gianni


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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Peter Wrobrl
Hi,

sorry, the process is still not clear for me. So just to summerize: I create 
arrays for Vertices, Normals and UVs, all of them have the same length and I 
set them with Geometry::Vertex/Normal/TexCoordArray.
The Triangles I want to render share some of these VertexData. So I would like 
to pass an Index Array  ( I guess the EBO ), which builds the triangles from 
the Index Array. How do I specify this Index Array ?

Thank you!

Cheers,
Peter

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[osg-users] What is the different between the DisplayTypes?

2010-06-16 Thread Martin Großer

Hello,

can everybody explane what the different between the display types?

For example, what is different between MONITOR and POWERWALL?
When I try to use the Powerwall and I set the type MONITOR it works very 
good.


Cheers

Martin
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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Robert Osfield
Hi Peter,

On Wed, Jun 16, 2010 at 10:08 AM, Peter Wrobrl  wrote:
> Hi,
>
> Think I'm talking about glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ... )
>
> http://www.opengl.org/wiki/Vertex_Buffer_Objects
>
>>
>> I suggest that you make a VBO for your vertices (vertex, normals, texcoords, 
>> perhaps other things) and another VBO for indices (IBO).
>>

Sigh, just scanned that article, IHMO it's pretty dumb for them to
come up with an acronym that doesn't relate to the actual feature
name.  VBO, EBO and PBO's are the all buffer objects and are directly
related, so the article confuses this too which is disappointing.

For yourself, just enable VBO's on the osg::Geometry and it'll do the
rest for you, you won't need to worry about how it manages the VBO's
and EBO's internally.

Robert.
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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Peter Wrobrl
Hi,

Think I'm talking about glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ... )

http://www.opengl.org/wiki/Vertex_Buffer_Objects

> 
> I suggest that you make a VBO for your vertices (vertex, normals, texcoords, 
> perhaps other things) and another VBO for indices (IBO).
> 


Thank you!

Cheers,
Peter

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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Robert Osfield
Hi Peter,

On Wed, Jun 16, 2010 at 9:27 AM, Peter Wrobrl  wrote:
> I don't think that this also includes Index Buffer Objects. Do those get 
> specified with Geometry::setVertexAttribArray ? Thank you.

Index Buffer Objects?  I'm not sure what you mean here.  There are
such things VBO's, EBO's and PBO's (VertexBufferObjects,
ElementBufferObjects and PixelBufferObjects).

Robert.
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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Peter Wrobrl
Hi, thanks for your answer.


robertosfield wrote:
> ... no use of the
> deprecated vertex indicies arrays that osg::Geometry support for
> backwards compatibility


I don't think that this also includes Index Buffer Objects. Do those get 
specified with Geometry::setVertexAttribArray ? Thank you.

Cheers, ParticlePeter

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[osg-users] Visual Studio 2010 and VPB

2010-06-16 Thread Christiansen, Brad
Hi,

I have managed to build OSG (and 3rd party dependencies) using Visual Studio 
2010 but I have hit a snag with VPB. The error has been reported before by 
Matrin Naylor, but there didn't seem to be any resolution. The error is:

1>osgDB.lib(osgDB.dll) : error LNK2005: "public: void __thiscall 
std::basic_ofstream >::`vbase 
destructor'(void)" 
(??_d?$basic_ofstr...@du?$char_traits@d...@std@@@std@@QAEXXZ) already defined 
in SpatialProperties.obj
1> Creating library 
D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.lib and 
object D:/adi_vsfz/projects/OSG/osg-trunk-2010/vpb-build/lib/Release/vpb.exp
1>D:\adi_vsfz\projects\OSG\osg-trunk-2010\vpb-build\lib\Release\vpb.dll : fatal 
error LNK1169: one or more multiply defined symbols found


Has anyone managed to find a solution for this? I also suspect it is to do with 
the latest versionof Gdal but I am not getting anywhere.

Cheers,

Brad



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Re: [osg-users] SharedStateManager disabled on purpose?

2010-06-16 Thread Robert Osfield
Hi Tim,

On Wed, Jun 16, 2010 at 8:57 AM, Tim Moore  wrote:
> It was one of the changes you made during our marathon with
> PagedLODActiveList bugs last week. I can understand why you might have
> disabled the SharedStateManager during that episode. Unless you know of any
> reason why the SharedStateManager is no longer useful, I'll undo the change
> and make a submission.

I just had a look a Tracs and the submission in question.  It sure
looks like I will have made the change, but bizarrely have no
recollection on it, normally I remember the thought processes involved
but this one has sailed right through and out in the cosmos not
affecting any brain cells on the way though.  Must have a been a dark
matter thought, or that marathon debug session has fried more brain
cells than it activated.

I can't see a reason to not re-enable the SharedStateManager call so
have gone ahead and removed the #if 0 and checked it into svn/trunk.

Robert.
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Re: [osg-users] Osgconv dae plugin not found

2010-06-16 Thread Robert Osfield
Hi Peter,

You should place plugins in the osgPlugins-version directory along
with the rest of the plugins, this plugin should actually be placed in
there automatically anyway so it's a bit odd that you needed to place
it any manually.

To get a bit more info about what might be going wrong up the
notification level to debug and then have a look at the output to the
console - it should tell you where it's looking to load plugins and
whether they have been successfully loaded.

# for windows I think to set an env var you do:
set OSG_NOTIFY_LEVEL=DEBUG

# for bash
export OSG_NOTIFY_LEVEL=DEBUG

Then run osgconv.

Robert.

On Wed, Jun 16, 2010 at 3:27 AM, Peter Bear  wrote:
> Hi, when I try to load convert a file from .osg format to .dae format using 
> osgconv, it returns the error: "could not find the plugin to write nodes to 
> file "insertfilehere.dae"" I have already added the plugins bin folder and 
> the osg bin folder to the path, and have no idea why it isn't working right. 
> Does anyone know how to fix this?
>
> Thanks
>
> Cheers,
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28975#28975
>
>
>
>
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Re: [osg-users] SharedStateManager disabled on purpose?

2010-06-16 Thread Tim Moore
On Wed, Jun 16, 2010 at 9:50 AM, Robert Osfield wrote:

> Hi Tim,
>
> On Tue, Jun 15, 2010 at 11:21 PM, Tim Moore  wrote:
> > I noticed that in one of the DatabasePager fixes, r11580 "Fixed double
> > registeration bug.", the call to SharedStateManager::share() in
> > addLoadedDataToSceneGraph() was #ifdefed out. Was this intentional?
>
> I don't recall the details of this change is so it's likely to have be
> merged in from a submission.  The tracs support for browsing changes
> is likely to reveal what changes were made and way, to have a bash at
> answering your question I'd have to use this myself.  For now I'll
> keep my head down and the deadlock bug in osgTerrain fixed, so will
> leave answering the above question to you ;-)
>
> It was one of the changes you made during our marathon with
PagedLODActiveList bugs last week. I can understand why you might have
disabled the SharedStateManager during that episode. Unless you know of any
reason why the SharedStateManager is no longer useful, I'll undo the change
and make a submission.

Tim
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Re: [osg-users] Thoughts on when the next stable "even" release will be?

2010-06-16 Thread Robert Osfield
Hi Wang Rui,

On Wed, Jun 16, 2010 at 2:11 AM, Wang Rui  wrote:
> I'm also interested in introducing the shader composition
> implementation in my OSG book in progress. But I have a deadline for
> each chapter and have to finish current chapter including shader
> composition before 30th June. So I'd like to know if the
> osgUtil::ShaderGenVisitor class will be the only interface to users,
> which means that new features merged into svn/trunk will not affect
> the content and examples of this book. :)

osgUtil::ShaderGenVisitor won't be used in the final shader
composition implementation, rather there will low level support
directly integrated into osg::State/osg::StateSet/osg::StateAttribute.

We have a shader composition submission waiting in osg-submissions,
and I've done a first pass review, and I believe it's not quite ready
to be merged as is.  I have preliminary designs on paper that overlap
with submission and differ in some ways so once I've got the next dev
release out I'll return to my designs and second pass of the shader
composition submission.

I can't say how long it'll take to settle upon a final implementation,
but as it's developed/merged I'll keep the community updated and ping
ideas of everyone too.

> I will also contribute OSG prebuilts for windows users when 3.0 is
> released. It contains various 3rdparty plugins like jpeg, gif, png,
> tiff, svg, pdf, dae, vrml, ffmpeg and so on, and most dependencies are
> static libraries. Is it possible to place them in the OSG FTP and
> provide an installer on the website at that time?

Yes this should all be possible.

Robert.
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Re: [osg-users] SharedStateManager disabled on purpose?

2010-06-16 Thread Robert Osfield
Hi Tim,

On Tue, Jun 15, 2010 at 11:21 PM, Tim Moore  wrote:
> I noticed that in one of the DatabasePager fixes, r11580 "Fixed double
> registeration bug.", the call to SharedStateManager::share() in
> addLoadedDataToSceneGraph() was #ifdefed out. Was this intentional?

I don't recall the details of this change is so it's likely to have be
merged in from a submission.  The tracs support for browsing changes
is likely to reveal what changes were made and way, to have a bash at
answering your question I'd have to use this myself.  For now I'll
keep my head down and the deadlock bug in osgTerrain fixed, so will
leave answering the above question to you ;-)

Robert.
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Re: [osg-users] Usage of Vertex Buffer Objects

2010-06-16 Thread Robert Osfield
Hi Peter,

To use VBO's you just need to do
geometry->setUseVertexBufferObject(true) and the internal
implementation will do the rest for you.  The only thing you need to
do is make sure that your geometry is set you so it uses OpenGL faster
paths, so no per primitive colours/normals and no use of the
deprecated vertex indicies arrays that osg::Geometry support for
backwards compatibility.

It is possible to manage VBO's by assigning them to the
osg::Array/osg::PrimitiveSet directly, but this is advanced usage that
you probably won't need to worry about.

Robert.

On Tue, Jun 15, 2010 at 7:39 PM, Peter Wrobrl  wrote:
> Hi, I have several questions regarding osg and the usage of VBOs.
>
> 1.) How do I ensure usage of vertex buffer object ? When I set osg::Geometry 
> setUseVertexBufferObject to true does this allways create a VBO from the 
> structure I passed to osg::Geometry ? E.G. In the OSG Quick Start Guide by 
> Paul Martz we create a Quad, with four Verts, four Colors and one Normal. 
> Setting osg::Geometry setUseVertexBufferObject to true, would this create 
> convert the data to four Verts/Colors/Normals ?
>
> 2.) A Textured Cube has 8 Vertices and at least 12 UVs. How to create this 
> geometry as VBO ? The right Way would be to duplicate Vertices, to have as 
> many as UVs, but how do I create this structure and put this into a geometry 
> ? Same approach as above from the Quick Start guide ?
>
> 3.) Lets say I have a geometry like a human, with multiple UV Shells ( UV 
> islands, the usual approach to texture a human ), e.g. Head, Chest, Arms, 
> Legs. How and where do I specifiy these arrays and do I need a geometry per 
> array ? I guess I cannot set multiple Vertex/Normal/UV Arrays into one 
> geometry, so should I stich all those arrays and pass it as one ? But this 
> would mean that I cannot use Triangle Strips, wouldn't it ?
>
> 4.) What is the Usage of osg::VertexBufferObject ? Its not a Drawable, and 
> osg::Geometry has no setVertexBufferObject method. It can be set into a 
> osg::Array, where the size of each element is constraint to enums. If I 
> understood VBOs right I can define any Data of any size as one Array element, 
> e.g. Vertex, Normal, and UV which would be 8 floats. There is no option for 8 
> floats, so isn't this a limitation ?
>
> Thanks for any help and advice
>
> Cheers, ParticlePeter
>
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>
>
>
>
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