Re: [osg-users] OSG-based excavator simulator

2011-04-20 Thread Ulrich Hertlein
Hi J-S,

On 20/04/11 1:41 , Jean-Sébastien Guay wrote:
> I just wanted to give you guys a heads up about a prototype project we worked 
> on lately,
> and which I think looks great. There's a video of it on our YouTube channel:
> 
> http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ
> 
> (set it to 1080p if you can)
> 
> We did that demo in 3 weeks (2 people for graphics and physics programming, 
> one modeler
> for the excavator model).

That just looks absolutely gorgeous! (And all the more so for the timeframe 
that you've
been able to pull that off in!)

/ulrich
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Re: [osg-users] I am back

2011-04-20 Thread dimi christop
Macedonia is in Greece,
you probably mean Former Yugoslav Republic of Macedonia..





From: Trajce Nikolov Nick 
To: osg-users@lists.openscenegraph.org
Sent: Mon, April 18, 2011 5:58:56 PM
Subject: [osg-users] I am back

hello community,

I am back :) ... this time from macedonia .. have you missed me??

-- 
Nick
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Re: [osg-users] glCopyTexImage2D or Frame Buffer Object

2011-04-20 Thread Robert Osfield
HI Martin,

2011/4/20 "Martin Großer" :
> Ok thank you. And what do you think about 
> osg::Texture2D::copyTexImage2D(...)? Is this a worse solution than the FBO?

In what respect?  Performance wise rendering directly to a texture
using FBO is likely to be more efficient than rendering to the frame
buffer and then using Texture2D::copyTextImage2D(..).  Using FBO's is
also more flexible as there is no need to write the frame buffer
multiple times within one frame.

Robert.
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Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-20 Thread Vincent Bourdier

Hi all,

No advices or ideas ? Am I the only one this this issue

Regards,

Vincent

Le 04/04/2011 17:36, Vincent Bourdier a écrit :

Hi all,

I've an issue concerning the std::ifstream in my application.
I know that I need to use osgDB::ifstream instead of std::ifstream and 
I did everywhere in my code.
But, my project links with an other lib than OSG, and this library is 
using std::ifstream and std::ofstream, and this results in thing like 
that (using VS2010 and OSG 2.8.3) :


2>TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: "public: void 
__thiscall std::basic_ifstream 
>::close(void)" 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already 
defined in osgDBd.lib(osg65-osgDBd.dll)
2>TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: "public: void 
__thiscall std::basic_ifstream 
>::close(void)" 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already 
defined in osgDBd.lib(osg65-osgDBd.dll)


Do you have any suggestion to fix this issue ?

Thanks for your help,

Regards,
   Vincent.

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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-20 Thread Robert Osfield
Hi Paul,

I have step my step revert files from svn/trunk to the previous
versions in 2.9.10 and finally isolated the changes to
osgViewer/Renderer as being the causes of this regression.

There are number of changes that address different issues in
osgViewer::Renderer so I'll will need carefully revert the changes to
pick out the cause of the problem.  The difficulty in tracking down
this problem is due to the symptoms of the problem being quite removed
from the cause.   Right now I think the most likely cause of the
problem is the changes to how the ICO and the DatabasePager are
managed in the recent version of Renderer.cpp.

Robert.
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Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-20 Thread Mourad Boufarguine
Hi Vincent,

On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier  wrote:

> 2>TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: "public: void
> __thiscall std::basic_ifstream
> >::close(void)" (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
> already defined in osgDBd.lib(osg65-osgDBd.dll)
> 2>TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: "public: void
> __thiscall std::basic_ifstream
> >::close(void)" (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
> already defined in osgDBd.lib(osg65-osgDBd.dll)
>

It seems like a static/dynamic c++ runtime conflict. Check if osg and
TsLib_MDdNET2010 are linked against the same type of c++ runtime (both with
/MTd flag or both with /MDd flag)

Mourad
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[osg-users] Meta-data in core OSG - project started

2011-04-20 Thread Sergey Kurdakov
Hi Sukender,

while not directly, but very related project is
http://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity
take a look,
maybe few ideas could be used.

Regards
Sergey
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Re: [osg-users] Meta-data in core OSG - project started

2011-04-20 Thread Sukender
Hi Sergey,

Thanks for the link. However I think the entity thing is far more "high level" 
than just metas. Are you thinking about something specific metas should 
support? If so, I would certainly try to insert the requirements.

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- "Sergey Kurdakov"  a écrit :

> Hi Sukender,
> 
> while not directly, but very related project is
> http://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity
> take a look,
> maybe few ideas could be used.
> 
> Regards
> Sergey
> 
> 
> 
> 
> 
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[osg-users] iOS: how to draw into a UIView object instead of app's window?

2011-04-20 Thread Alessandro Terenzi
Hi,

I'm trying to modify the osgviewer example for iOS in order to be able to
draw into a specified UIView object rather than to the application's
window.


Basically I created a custom ViewController with a couple of views, one of
which occupies a small area of the main window. Then, once the controller's
views have been loaded, I setup OSG as shown in the osgviewer example, but
instead of doing:


osg::ref_ptr windata = new osgViewer::GraphicsWindowIOS::
WindowData(window);


I do this:


osg::ref_ptr windata = new osgViewer::GraphicsWindowIOS::
WindowData(my_OsgView);


where my_OsgView is a UIView object. But this is not working, I get the
osgviewer's view on screen but not where I expect: the viewer's view seems
to have the same size of the UIView object (and this is OK) but it is
displayed away from the UIView itself...I guess that the viewer's view is
created has a 'child' of my UIView object but I expected that the viewer's
view actually 'became' my UIView object. In other words it seems that
another view is created instead of just using the one I created with
Interface Builder.


What is the correct way to draw in a generic UIView instead of the
application's window?


Thanks.

Alessandro
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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-20 Thread Robert Osfield
Hi Paul,

On Wed, Apr 20, 2011 at 10:48 AM, Robert Osfield
 wrote:
> There are number of changes that address different issues in
> osgViewer::Renderer so I'll will need carefully revert the changes to
> pick out the cause of the problem.  The difficulty in tracking down
> this problem is due to the symptoms of the problem being quite removed
> from the cause.   Right now I think the most likely cause of the
> problem is the changes to how the ICO and the DatabasePager are
> managed in the recent version of Renderer.cpp.

It turns out that the problem wasn't even the changes to Renderer.cpp,
rather improvements to the Renderer reveal a deeper problem with
release of GL objects in the cached rendering backend.  This problem
will have
been lurking for a long time, so I'm a bit suprised we haven't traked
it down before, it's possible the usage combination of using the
render to texture cameras + fbo's in an application that creates and
destroys a series of contexts hasn't been stressed too much in the
past.  It might also be that problems have happened, just we didn't
correctly pick up on the cause.  Either way, the problem is now solved
;-)

What I have done is added releaseGLObjects(State*) implementations in
the FrameBufferObject, RenderBuffer, RenderStageCache, RenderStage and
RenderBin.  This should have been there in the first
place but we clearly overlooked these when the
osg::Object::releaseGLObjects(State*) functionality was introduced a
few years back.

An svn update will fix the problem with the incorrect rendering and
warnings to the console for the example provided, and I suspect a few
other apps out in the wild that have seen problems like this but never
nailed what was the cause.

Robert.
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Re: [osg-users] iOS: how to draw into a UIView object instead of app's window?

2011-04-20 Thread Stephan Maximilian Huber
Hi Alessandro,

I think you are entering unknown territory, nobody has tried what you
are trying to do ;-)

The current implementation creates an UIView and attaches it to the
window, so perhaps you can get it to work via:

osg::ref_ptr windata = new osgViewer::GraphicsWindowIOS::
> WindowData(my_window); // my_window holds the UIWindow

set the x/y width/height of the GraphicsContext::Traits to the bounds of
the view, you want to create.

After creation of the GraphicsWindow the view is added to my_window,
perhaps you can get it via [my_window subviews].


HTH,
Stephan





Am 20.04.11 13:00, schrieb Alessandro Terenzi:
> Hi,
> 
> I'm trying to modify the osgviewer example for iOS in order to be able to
> draw into a specified UIView object rather than to the application's
> window.
> 
> 
> Basically I created a custom ViewController with a couple of views, one of
> which occupies a small area of the main window. Then, once the controller's
> views have been loaded, I setup OSG as shown in the osgviewer example, but
> instead of doing:
> 
> 
> osg::ref_ptr windata = new osgViewer::GraphicsWindowIOS::
> WindowData(window);
> 
> 
> I do this:
> 
> 
> osg::ref_ptr windata = new osgViewer::GraphicsWindowIOS::
> WindowData(my_OsgView);
> 
> 
> where my_OsgView is a UIView object. But this is not working, I get the
> osgviewer's view on screen but not where I expect: the viewer's view seems
> to have the same size of the UIView object (and this is OK) but it is
> displayed away from the UIView itself...I guess that the viewer's view is
> created has a 'child' of my UIView object but I expected that the viewer's
> view actually 'became' my UIView object. In other words it seems that
> another view is created instead of just using the one I created with
> Interface Builder.
> 
> 
> What is the correct way to draw in a generic UIView instead of the
> application's window?
> 
> 
> Thanks.
> 
> Alessandro
> 
> 
> 
> 
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[osg-users] Meta-data in core OSG - project started

2011-04-20 Thread Sergey Kurdakov
Hi Sukender,

>However I think the entity thing is far more "high level" than just metas.

that is correct.

still there is need to assemble metas as objects into something useful  and
also exchange info ( message system ).

this functionality  might be a separate addition,  but it's presence ( or
considering it's use with metas; I'm not sure, but it might add some
additional fields, methods etc ) will greatly extend 'use' cases
to jump start to apply your metas in projects.

Regards
Sergey
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Re: [osg-users] Meta-data in core OSG - project started

2011-04-20 Thread Peter Amstutz
I think the metadata system under discussion will be useful for
associating scene graph nodes with their owner entities.  This is
necessary for various scene-graph oriented operations like picking,
custom culling, etc that need to refer back to your application domain
entities .  You certainly could use it to store your entity components,
but that should be up to the user.  I think we need to be careful to
avoid scope creep.

This discussion does bring up one related issue, though.  Regarding
serialization, I had been thinking that the metadata system should only
be allowed to contain data that can be safely serialized.  I realize now
that is wrong, for precisely this issue that the metadata system will be
used to hold pointers to application domain entities that are opaque to
the serialization system.

Peter

On 4/20/2011 8:30 AM, Sergey Kurdakov wrote:
> Hi Sukender,
>
>> However I think the entity thing is far more "high level" than just metas.
> that is correct.
>
> still there is need to assemble metas as objects into something useful  and
> also exchange info ( message system ).
>
> this functionality  might be a separate addition,  but it's presence ( or
> considering it's use with metas; I'm not sure, but it might add some
> additional fields, methods etc ) will greatly extend 'use' cases
> to jump start to apply your metas in projects.
>
> Regards
> Sergey
>
>
>
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-- 
Peter Amstutz
Senior Software Engineer
Technology Solutions Experts
Natick, MA
02131

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Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-20 Thread Vincent Bourdier

Hi Mourad

Thanks for your answer but I already checked that. TsLib_MDdNET2010 is a 
static lib but linked with /MD(d), like my application...


Vincent.

Le 20/04/2011 11:50, Mourad Boufarguine a écrit :

Hi Vincent,

On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier 
mailto:vincent.bourd...@gmail.com>> wrote:


2>TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: "public: void
__thiscall std::basic_ifstream
>::close(void)"
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
already defined in osgDBd.lib(osg65-osgDBd.dll)
2>TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: "public:
void __thiscall std::basic_ifstream >::close(void)"
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ)
already defined in osgDBd.lib(osg65-osgDBd.dll)


It seems like a static/dynamic c++ runtime conflict. Check if osg and 
TsLib_MDdNET2010 are linked against the same type of c++ runtime (both 
with /MTd flag or both with /MDd flag)


Mourad
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[osg-users] Corruption with Optimizer MERGE_GEOMETRY

2011-04-20 Thread Glenn Waldron
Hi all,

Unless I'm mistaken, there seems to be a problem with MERGE_GEOMETRY in the
optimizer. I have a sample file that gets corrupted with run though the
optimizer with MERGE_GEOMETRY enabled.

The file is here:
http://demo.pelicanmapping.com/downloads/a.osg

The model is an outline of Canada. To see the corrupted model, simply run it
through osgviewer.

You can disable the MERGE_GEOMETRY optimization and see the correct model by
setting the envvar "OSG_OPTIMIZER" to "DEFAULT ~MERGE_GEOMETRY" and running
osgviewer again.

Anyway, I'm looking for any insight into this issue ... before attempting to
delve into the Optimizer code and figure it out. I'm on SVN HEAD, Win32.
Any pointers are appreciated, thanks!!


Glenn Waldron / Pelican Mapping / @glennwaldron
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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-20 Thread Sergey Polischuk
Hi, Robert

I'm just curious, if this fix will resolve problems with freeing unused gl 
texture objects (f.e. if you call dirtyTextureObject on texture attached to 
camera and resize texture after that texture will create new gl texture object, 
but old is still valid, and it not released on its own with or with 
Texture::flushAllDeletedTextureObjects(...) call, at least on 2.9.9)?

Cheers,
Sergey.

20.04.2011, 15:52, "Robert Osfield" :
> Hi Paul,
>
> On Wed, Apr 20, 2011 at 10:48 AM, Robert Osfield
> ; wrote:
>
>>  There are number of changes that address different issues in
>>  osgViewer::Renderer so I'll will need carefully revert the changes to
>>  pick out the cause of the problem.  The difficulty in tracking down
>>  this problem is due to the symptoms of the problem being quite removed
>>  from the cause.   Right now I think the most likely cause of the
>>  problem is the changes to how the ICO and the DatabasePager are
>>  managed in the recent version of Renderer.cpp.
>
> It turns out that the problem wasn't even the changes to Renderer.cpp,
> rather improvements to the Renderer reveal a deeper problem with
> release of GL objects in the cached rendering backend.  This problem
> will have
> been lurking for a long time, so I'm a bit suprised we haven't traked
> it down before, it's possible the usage combination of using the
> render to texture cameras + fbo's in an application that creates and
> destroys a series of contexts hasn't been stressed too much in the
> past.  It might also be that problems have happened, just we didn't
> correctly pick up on the cause.  Either way, the problem is now solved
> ;-)
>
> What I have done is added releaseGLObjects(State*) implementations in
> the FrameBufferObject, RenderBuffer, RenderStageCache, RenderStage and
> RenderBin.  This should have been there in the first
> place but we clearly overlooked these when the
> osg::Object::releaseGLObjects(State*) functionality was introduced a
> few years back.
>
> An svn update will fix the problem with the incorrect rendering and
> warnings to the console for the example provided, and I suspect a few
> other apps out in the wild that have seen problems like this but never
> nailed what was the cause.
>
> Robert.
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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-20 Thread Fred Smith
Hi,

I have an application using a single, unique viewer doing occasional RTT by the 
means of an ABSOLUTE_RF slave camera with a distinct scene graph. I had chosen 
a while ago to do my RTT this way and not use a separate context.

I have a tool that pregenerates lots of textures, each texture generation going 
through a cycle of addSlave/removeSlave and distinct scene graoh disposal etc. 
Then, once all textures are generated, I get back to my main loop where 
viewer.frame() is called again. At this very moment, with release 2.9.12 - or 
actually a trunk snapshot somewhere inbetween releases 2.9.12 and 2.9.13 - I 
experience very weird issues where my application stalls quite badly for some 
unexplained reason. Again, this is once it gets past the texture generation and 
back into the main loop with viewer.frame().

I tried a release/debug build (VS2010) and noticed a couple of weird assertions 
with the debug build but only once or twice. Sometimes the computer freezes for 
a little while.

When I saw these messages I decided to try with release 2.9.10. I don't seem to 
have the same problem with this release.
These investigations are not exhaustive yet but I wanted to let you know.

Cheers,
Fred

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http://forum.openscenegraph.org/viewtopic.php?p=38636#38636





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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-20 Thread Robert Osfield
Hi Sergey,

2011/4/20 Sergey Polischuk :
> I'm just curious, if this fix will resolve problems with freeing unused gl 
> texture objects (f.e. if you call dirtyTextureObject on texture attached to 
> camera and resize texture after that texture will create new gl texture 
> object, but old is still valid, and it not released on its own with or with 
> Texture::flushAllDeletedTextureObjects(...) call, at least on 2.9.9)?

I cannot comment either way as I don't know enough about your specific
usage case.  svn/trunk has a number of fixes of GL object management
that have been made since 2.9.9, the fix I have just checked in
doesn't specically address issues with texture objects, but others
did.

Best I can recommend is try svn/trunk and see if it helps, if it
doesn't put together a small example that reproduces the problem so
that others can look at reproducing the problem.  Most problems of
this nature can only be resolved by having a test cases that fails,
Paul's modified of osgrender was a good example of how to go about
this.

Robert.
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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-20 Thread Robert Osfield
Hi Fred,

Please try the latest updates to svn/trunk, it may or may not address
the issues you have seen.  If it doesn't please put together a small
example that reproduces the problem.

Robert.

On Wed, Apr 20, 2011 at 3:25 PM, Fred Smith  wrote:
> Hi,
>
> I have an application using a single, unique viewer doing occasional RTT by 
> the means of an ABSOLUTE_RF slave camera with a distinct scene graph. I had 
> chosen a while ago to do my RTT this way and not use a separate context.
>
> I have a tool that pregenerates lots of textures, each texture generation 
> going through a cycle of addSlave/removeSlave and distinct scene graoh 
> disposal etc. Then, once all textures are generated, I get back to my main 
> loop where viewer.frame() is called again. At this very moment, with release 
> 2.9.12 - or actually a trunk snapshot somewhere inbetween releases 2.9.12 and 
> 2.9.13 - I experience very weird issues where my application stalls quite 
> badly for some unexplained reason. Again, this is once it gets past the 
> texture generation and back into the main loop with viewer.frame().
>
> I tried a release/debug build (VS2010) and noticed a couple of weird 
> assertions with the debug build but only once or twice. Sometimes the 
> computer freezes for a little while.
>
> When I saw these messages I decided to try with release 2.9.10. I don't seem 
> to have the same problem with this release.
> These investigations are not exhaustive yet but I wanted to let you know.
>
> Cheers,
> Fred
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=38636#38636
>
>
>
>
>
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Re: [osg-users] Meta-data in core OSG - project started

2011-04-20 Thread Sukender
Hi Peter and Sergey,

Well for now serialization of userData is made blindly. I guess unsafe things 
will be serialized the same way.

And yes, I guess metadata will be a base for more applications, but as long as 
there is no "hard" requirement in the basement, I don't think about coding 
things towards actor/entities management in a first implementation. Don't you 
think, Sergey?

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- "Peter Amstutz"  a écrit :

> I think the metadata system under discussion will be useful for
> associating scene graph nodes with their owner entities. This is
> necessary for various scene-graph oriented operations like picking,
> custom culling, etc that need to refer back to your application domain
> entities . You certainly could use it to store your entity components,
> but that should be up to the user. I think we need to be careful to
> avoid scope creep.
> 
> This discussion does bring up one related issue, though. Regarding
> serialization, I had been thinking that the metadata system should
> only be allowed to contain data that can be safely serialized. I
> realize now that is wrong, for precisely this issue that the metadata
> system will be used to hold pointers to application domain entities
> that are opaque to the serialization system.
> 
> Peter
> 
> On 4/20/2011 8:30 AM, Sergey Kurdakov wrote:
> 
> Hi Sukender,
> 
> However I think the entity thing is far more "high level" than just
> metas. that is correct.
> 
> still there is need to assemble metas as objects into something useful
>  and
> also exchange info ( message system ).
> 
> this functionality  might be a separate addition,  but it's presence (
> or
> considering it's use with metas; I'm not sure, but it might add some
> additional fields, methods etc ) will greatly extend 'use' cases
> to jump start to apply your metas in projects.
> 
> Regards
> Sergey ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
> --
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> Senior Software Engineer
> Technology Solutions Experts
> Natick, MA
> 02131 
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Re: [osg-users] I am back

2011-04-20 Thread Trajce Nikolov Nick
Hi dimi christop,

I mean Macedonia ... for sure for sure

http://maps.yahoo.com/#mvt=m&lat=41.906056&lon=21.817207&zoom=8&q1=macedonia


nick

On Wed, Apr 20, 2011 at 9:50 AM, dimi christop wrote:

> Macedonia is in Greece,
> you probably mean Former Yugoslav Republic of Macedonia..
>
> --
> *From:* Trajce Nikolov Nick 
> *To:* osg-users@lists.openscenegraph.org
> *Sent:* Mon, April 18, 2011 5:58:56 PM
> *Subject:* [osg-users] I am back
>
> hello community,
>
> I am back :) ... this time from macedonia .. have you missed me??
>
> --
> Nick
>
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>


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Re: [osg-users] VRPN input for manipulation

2011-04-20 Thread Johannes Taelman
Hi,

Thanks for your reply Mew, I clearly overlooked your TrackerTransform. I've got 
that running now, together with TrackerManipulator so I can watch my virtual 
hand in the virtual space. 
Still I'd like to manipulate objects indirectly - using my virtual hand to 
select objects, move them around, or throw them around with perhaps osgBullet. 
I suspect turning vrpn-data in USER GUI-events is the way to go, no?

Cheers,
Johannes

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Re: [osg-users] OSG-based excavator simulator

2011-04-20 Thread Paul Martz

Hi J-S -- It looks great. But I do have a couple questions.

How flexible is your art pipeline / rendering process for loading arbitrary 
models? Could you replace that excavator with some arbitrary CAD machinery, such 
as a tractor, and get the same visual fidelity? Or is there quite a bit of 
per-model hands-on modeling time in the art pipeline to create the necessary 
specular and normal maps, dirt, scuff marks, etc?


Also, how are you doing the transparency (e.g., the excavator cab windows)? Is 
that simple RenderBin back-to-front rendering, or are you using an 
order-independent technique? If the latter, how are you implementing it?


Are the trees in the background simple billboards, or truly 3D so that the 
viewpoint can be placed inside them?


Is the atmospheric scattering simple OpenGL fog, or something more complex?

I didn't notice any screen-space post-rendering effects (such as depth of 
field), is that correct? If I'm wrong, what screen-space effects are you doing, 
and did you encounter any difficulties with generalizing them into your 
rendering system?


I'm always looking for more general ways to make stuff like this work, so I'm 
just trying to figure out how much of this demo was general-purpose, and how 
much was non-general, suitable only for demos.


Thanks,
   -Paul



On 4/19/2011 9:41 AM, Jean-Sébastien Guay wrote:

Hi all,

I just wanted to give you guys a heads up about a prototype project we worked on
lately, and which I think looks great. There's a video of it on our YouTube
channel:

http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ

(set it to 1080p if you can)

We did that demo in 3 weeks (2 people for graphics and physics programming, one
modeler for the excavator model).

Quick list of effects specific to this project:
- Normal mapping
- Specular mapping
- Reflection mapping
- HDR (using osgPPU)
- Soil uses hardware instancing for the many small rocks
- Mound of earth uses vertex texture fetch to render the height field (displace
vertices, calculate normals in vertex shader)
- Dust particles rendered with soft particle technique (depth buffer test) to
avoid hard edges

It's the most GPU-intensive simulator we've ever done, and it looks great, and
it's OSG-based, so I thought I'd show it to anyone who's interested. :-)

While you're on our YouTube page you can have a look at the other cool things
we've done in the past, the offshore and port crane simulators are recent
projects and are very nice as well (and they use osgOcean :-) ).

http://www.youtube.com/user/vortexsim#p/u/9/KBGr74TMTrU
http://www.youtube.com/user/vortexsim#p/u/0/dZeQ-eBrBDk

Thanks,

J-S



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[osg-users] Meta-data in core OSG - project started

2011-04-20 Thread Sergey Kurdakov
Hi Sukender

>in a first implementation.

OK, just maybe browse mentioned code and related articles (linked from that
page ) for inspirations.

Regards
Sergey
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[osg-users] understanding one osg example

2011-04-20 Thread issam boughanmi
i have followed this nice tutorial :
http://blog.goltergaul.de/2009/06/assignment-6-tank-simulation-keyboard-events/ 
that worked like  a charm

the i tried to import my own plane as athe ground made quickely in blender

but i have only a big green plane


this is a beginner question for sure
i have replaced this function that create the ground


> Geode* createPlane(int size, int texSize) {
>   // vertex array
>   Vec3Array *vertexArray = new Vec3Array();
>   vertexArray->push_back(Vec3(-size/2,-size/2,0));
>   vertexArray->push_back(Vec3(-size/2,size/2,0));
>   vertexArray->push_back(Vec3(size/2,size/2,0));
>   vertexArray->push_back(Vec3(size/2,-size/2,0));
> 
>   // face array
>   // give indices of vertices in counter-clockwise order
>   DrawElementsUInt *faceArray = new DrawElementsUInt(
>   PrimitiveSet::QUADS, 0
>   );
>   faceArray->push_back(0);
>   faceArray->push_back(1);
>   faceArray->push_back(2);
>   faceArray->push_back(3);
> 
>   // normal array
>   // give the normals on the cube's faces
>   Vec3Array *normalArray = new Vec3Array();
>   normalArray->push_back(Vec3(0, 0, +1));
> 
>   // normal index
>   // assign each vertex a normal (similar to assigning colors)
>   TemplateIndexArray 
> *normalIndexArray;
>   normalIndexArray = new TemplateIndexArray<
>   unsigned int, Array::UIntArrayType, 24, 4
>   >();
>   normalIndexArray->push_back(0);
>   normalIndexArray->push_back(0);
>   normalIndexArray->push_back(0);
>   normalIndexArray->push_back(0);
> 
>   // texture coordinates
>   osg::Vec2Array *texCoords = new osg::Vec2Array();
>   texCoords->push_back(Vec2(0.0, 1.0));
>   texCoords->push_back(Vec2(0.0, 0.0));
>   texCoords->push_back(Vec2(1.0, 0.0));
>   texCoords->push_back(Vec2(1.0, 1.0));
> 
>   Geometry *geometry = new Geometry();
>   geometry->setVertexArray(vertexArray);
>   geometry->addPrimitiveSet(faceArray);
>   geometry->setNormalArray(normalArray);
>   geometry->setNormalIndices(normalIndexArray);
>   geometry->setNormalBinding(Geometry::BIND_PER_VERTEX);
>   geometry->setTexCoordArray(0, texCoords);
> 
>   Geode *face = new Geode();
>   face->addDrawable(geometry);
> 
>   return face;
> }
> 
 by a simple  osgDB::ReadNodeFile from the blender plane


any help is welcome

thanks and good day

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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-04-20 Thread Sergey Polischuk
Hi, Robert

With svn/trunk all works like a charm. Great to see improvements :)

Cheers,
Sergey.

20.04.2011, 18:26, "Robert Osfield" :
> Hi Sergey,
>
> 2011/4/20 Sergey Polischuk ;:
>
>>  I'm just curious, if this fix will resolve problems with freeing unused gl 
>> texture objects (f.e. if you call dirtyTextureObject on texture attached to 
>> camera and resize texture after that texture will create new gl texture 
>> object, but old is still valid, and it not released on its own with or with 
>> Texture::flushAllDeletedTextureObjects(...) call, at least on 2.9.9)?
>
> I cannot comment either way as I don't know enough about your specific
> usage case.  svn/trunk has a number of fixes of GL object management
> that have been made since 2.9.9, the fix I have just checked in
> doesn't specically address issues with texture objects, but others
> did.
>
> Best I can recommend is try svn/trunk and see if it helps, if it
> doesn't put together a small example that reproduces the problem so
> that others can look at reproducing the problem.  Most problems of
> this nature can only be resolved by having a test cases that fails,
> Paul's modified of osgrender was a good example of how to go about
> this.
>
> Robert.
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Re: [osg-users] iOS: how to draw into a UIView object instead of app's window?

2011-04-20 Thread Alessandro Terenzi
Hi Stephan,
thank you for your suggestion. I tried to create windata by passing the
app's window, set the traits to what I need, but I get 'noise' in the window
area outside the intended viewer's view.

Instead, if I pass a custom UIView object then the viewer's view is created
as described earlier (and no noise in the window's area not covered by the
view). But in this case the viewer's view is not added to the window's
subviews, and it is not added even to the UIView I passed when creating the
windata object. Instead it is added to the parent of the UIView object I
intended to use. Now, I can try to think about a way to safely get a
reference to the view object created by OSG, it could be useful to have a
way(method) to do it straight from OSG's APIs. What do you think?

Cheers.
Alessandro


On Wed, Apr 20, 2011 at 2:12 PM, Stephan Maximilian Huber <
ratzf...@digitalmind.de> wrote:

> Hi Alessandro,
>
> I think you are entering unknown territory, nobody has tried what you
> are trying to do ;-)
>
> The current implementation creates an UIView and attaches it to the
> window, so perhaps you can get it to work via:
>
> osg::ref_ptr windata = new osgViewer::GraphicsWindowIOS::
> > WindowData(my_window); // my_window holds the UIWindow
>
> set the x/y width/height of the GraphicsContext::Traits to the bounds of
> the view, you want to create.
>
> After creation of the GraphicsWindow the view is added to my_window,
> perhaps you can get it via [my_window subviews].
>
>
> HTH,
> Stephan
>
>
>
>
>
> Am 20.04.11 13:00, schrieb Alessandro Terenzi:
> > Hi,
> >
> > I'm trying to modify the osgviewer example for iOS in order to be able to
> > draw into a specified UIView object rather than to the application's
> > window.
> >
> >
> > Basically I created a custom ViewController with a couple of views, one
> of
> > which occupies a small area of the main window. Then, once the
> controller's
> > views have been loaded, I setup OSG as shown in the osgviewer example,
> but
> > instead of doing:
> >
> >
> > osg::ref_ptr windata = new
> osgViewer::GraphicsWindowIOS::
> > WindowData(window);
> >
> >
> > I do this:
> >
> >
> > osg::ref_ptr windata = new
> osgViewer::GraphicsWindowIOS::
> > WindowData(my_OsgView);
> >
> >
> > where my_OsgView is a UIView object. But this is not working, I get the
> > osgviewer's view on screen but not where I expect: the viewer's view
> seems
> > to have the same size of the UIView object (and this is OK) but it is
> > displayed away from the UIView itself...I guess that the viewer's view is
> > created has a 'child' of my UIView object but I expected that the
> viewer's
> > view actually 'became' my UIView object. In other words it seems that
> > another view is created instead of just using the one I created with
> > Interface Builder.
> >
> >
> > What is the correct way to draw in a generic UIView instead of the
> > application's window?
> >
> >
> > Thanks.
> >
> > Alessandro
> >
> >
> >
> >
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> >
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[osg-users] OSG 2.8.4 fully released and binaries available

2011-04-20 Thread Chris 'Xenon' Hanson
  We finally have all of the 2.8.4 release ducks in a row, and in the last day, 
Robert has
added the 2.8.4 announcement to the front of the web page:

http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.4

and the downloads page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads

  My company, AlphaPixel has built binaries for 2.8.4 on OSX, Linux and Windows 
in x86 and
x64, debug and release combinations, supporting both MSVC++ 2008 and 2010 on 
Windows. If
you find this service valuable, please consider supporting our work in some 
way. we put a
lot of effort into getting this going and maintaining it.

-- 
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http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
"There is no Truth. There is only Perception. To Perceive is to Exist." - 
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[osg-users] OSG 2.8.5 stable release discussion

2011-04-20 Thread Chris 'Xenon' Hanson
  I'd like to open the discussion about a possible 2.8.5 release.


  I'll preface this by saying, don't request improvements unless you're willing 
to chip in
to get them done, or help someone else get them done. ;)


  These are some of the improvements that have been proposed by a small group 
of my
associates:


* NOTIFY_WARN (& etc) macros to ease backporting (added to trunk pre-2.8.3).
* 3DS writer fixes (4/8/10 and others).
* FLT writer fixes for multitexture (11/19/10).
* Really most any of the plugins could be updated.
* Support for Texture2DMultisample (4/9/10).
* Bump version / SO numbers.


  Nothing is set in stone here, and we're not yet sure anyone is willing to 
take on any of
these tasks.


  Discuss?

-- 
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Contracting.
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Re: [osg-users] OSG 2.8.5 stable release discussion

2011-04-20 Thread Paul Martz

On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote:

   I'll preface this by saying, don't request improvements unless you're 
willing to chip in
to get them done, or help someone else get them done. ;)


Assuming I'll be the one committing the changes to the 2.8 branch... I'd like to 
see the submission process be identical to that of the submission process on 
main trunk. For example, to submit a change on main trunk, you check out the 
trunk, you make your change on trunk, then you post the changed files. For the 
2.8.5 release, you would similarly check out the 2.8 branch, make your changes 
on the branch, then post the changed files. Please prefix the subject line with 
"2.8.5" when you post the submission.


To check out the 2.8 branch, use this URL:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8

(As with the 2.8.4 release, I have very limited bandwidth, so my involvement 
with 2.8.5 will primarily be "svn committer".)

   -Paul
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Re: [osg-users] OSG 2.8.5 stable release discussion

2011-04-20 Thread Chris 'Xenon' Hanson
On 4/20/2011 11:06 AM, Paul Martz wrote:
> On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote:
>>I'll preface this by saying, don't request improvements unless you're 
>> willing to chip in
>> to get them done, or help someone else get them done. ;)
> Assuming I'll be the one committing the changes to the 2.8 branch... I'd like 
> to see the
> submission process be identical to that of the submission process on main 
> trunk. For
> example, to submit a change on main trunk, you check out the trunk, you make 
> your change
> on trunk, then you post the changed files. For the 2.8.5 release, you would 
> similarly
> check out the 2.8 branch, make your changes on the branch, then post the 
> changed files.
> Please prefix the subject line with "2.8.5" when you post the submission.
> To check out the 2.8 branch, use this URL:
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8
> (As with the 2.8.4 release, I have very limited bandwidth, so my involvement 
> with 2.8.5
> will primarily be "svn committer".)

  Sounds great, Paul.

>-Paul

-- 
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Re: [osg-users] iOS: how to draw into a UIView object instead

2011-04-20 Thread Thomas Hogarth
Hi  Alessandro

I needed to get hold of the UIView created by OSG just the other day,
although at the mo I do it thought the ui window it creates.

//get the
osgViewer::GraphicsWindowIOS* window =
dynamic_cast(_viewer->GetContext().get());
if(window){

UIView* view = [[window->getWindow() subviews] objectAtIndex:0];

}

Not sure if you can solve your problem with it but it's a start. Perhaps in
the future we could change the windowData to except a UIView instead, as
most of the functionality we use on the window is actually implemented by
UIView.

Cheers
Tom
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Re: [osg-users] I am back

2011-04-20 Thread dimi christop
Interestingly if you tyoe FYROM (Former Yugoslav Republic of Macedonia)
in the Get Map Direction from field it shows the same place.
http://maps.yahoo.com/#mvt=m&lat=41.659997&lon=21.685371&zoom=8&q1=FYROM

Be careful what you hear there.  These people refer to them as ancestors of the 
Great Alexander  :)
If you decide to hop over to Athens (its nearby) let me know and I will show 
you 
around on 

our Realtime OSG powered Dome.
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/FHW






From: Trajce Nikolov Nick 
To: OpenSceneGraph Users 
Sent: Wed, April 20, 2011 5:33:16 PM
Subject: Re: [osg-users] I am back

Hi dimi christop,

I mean Macedonia ... for sure for sure

http://maps.yahoo.com/#mvt=m&lat=41.906056&lon=21.817207&zoom=8&q1=macedonia 

nick


On Wed, Apr 20, 2011 at 9:50 AM, dimi christop  wrote:

Macedonia is in Greece,
>you probably mean Former Yugoslav Republic of Macedonia..
>
>
>
>

From: Trajce Nikolov Nick 
>To: osg-users@lists.openscenegraph.org
>Sent: Mon, April 18, 2011 5:58:56 PM
>Subject: [osg-users] I am back
>
>
>hello community,
>
>
>I am back :) ... this time from macedonia .. have you missed me??
>
>-- 
>Nick
>
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>


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Re: [osg-users] I am back

2011-04-20 Thread Trajce Nikolov Nick
cool

On Wed, Apr 20, 2011 at 11:08 PM, dimi christop wrote:

> Interestingly if you tyoe FYROM (Former Yugoslav Republic of Macedonia)
> in the Get Map Direction from field it shows the same place.
> http://maps.yahoo.com/#mvt=m&lat=41.659997&lon=21.685371&zoom=8&q1=FYROM
>
> Be careful what you hear there.  These people refer to them as ancestors of
> the Great Alexander  :)
> If you decide to hop over to Athens (its nearby) let me know and I will
> show you around on
> our Realtime OSG powered Dome.
> http://www.openscenegraph.org/projects/osg/wiki/Screenshots/FHW
>
>
> --
> *From:* Trajce Nikolov Nick 
> *To:* OpenSceneGraph Users 
> *Sent:* Wed, April 20, 2011 5:33:16 PM
> *Subject:* Re: [osg-users] I am back
>
> Hi dimi christop,
>
> I mean Macedonia ... for sure for sure
>
>
> http://maps.yahoo.com/#mvt=m&lat=41.906056&lon=21.817207&zoom=8&q1=macedonia
>
>
> nick
>
> On Wed, Apr 20, 2011 at 9:50 AM, dimi christop wrote:
>
>> Macedonia is in Greece,
>> you probably mean Former Yugoslav Republic of Macedonia..
>>
>> --
>> *From:* Trajce Nikolov Nick 
>> *To:* osg-users@lists.openscenegraph.org
>> *Sent:* Mon, April 18, 2011 5:58:56 PM
>> *Subject:* [osg-users] I am back
>>
>> hello community,
>>
>> I am back :) ... this time from macedonia .. have you missed me??
>>
>> --
>> Nick
>>
>> ___
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Nick
>
> ___
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>
>


-- 
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Re: [osg-users] OSG on iPhone (size?)

2011-04-20 Thread Thomas Hogarth
Hi All

I've been spending the last few hours trying to save some extra KB off of my 
final exe size onIOS. 

In the end I got my final exe from nearly 10 MB down to 3.T MB, sweet ay

I'm using OpenThreads, osg, osgUtil, osgGA, osgViewer, osgDB, depreciated osg 
pugin and imageio plugin.

The trick has been firstly build the osg libs with Optimization set to 
Fastest-Smallest.

Then I set my exe to build for ARM 7 only, this way you basically half the exe 
size. Bear in mind though that ARM 7 chips are only in 3GS and above

One other tip is to only draw in the parts of the plugins you need e.g. I load 
Texture2D from files, but i don't tend to load Texture1D
//USE_DOTOSGWRAPPER(Texture1D)
USE_DOTOSGWRAPPER(Texture2D) 


Cheers
Thomas

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Re: [osg-users] OSG 2.8.4 fully released and binaries available

2011-04-20 Thread Wang Rui
Hi Chris,

The release of prebuilt binaries sounds great to beginners and people
who don't like to wait for compiling. Thanks for the great work.

FYI, I've made a small installer utility which could read a
configuration file from local or network and then download binaries
and developer files from specified website. It is done by NSIS and
I've released both the installer of 2.9.9 and the source files with
the beginners book (OpenSceneGraph Beginners Guide, Packt Publishing).
I wonder if it could be of help for you to maintain prebuilts and thus
provide an easy way for users to download them.

The installer (at present it only includes 2.9.9 binraries and
developer files) could be downloaded at:
http://www.openscenegraph.org/files/dev/OpenSceneGraph-Installer.exe

And the full source code:
http://www.openscenegraph.org/files/dev/osg_installer_src.rar

You are free to make changes and redistribute it in any form. No
copyrights or copylefts here. :-)

Regards,

Wang Rui


2011/4/21 Chris 'Xenon' Hanson :
>  We finally have all of the 2.8.4 release ducks in a row, and in the last 
> day, Robert has
> added the 2.8.4 announcement to the front of the web page:
>
> http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.4
>
> and the downloads page:
> http://www.openscenegraph.org/projects/osg/wiki/Downloads
>
>  My company, AlphaPixel has built binaries for 2.8.4 on OSX, Linux and 
> Windows in x86 and
> x64, debug and release combinations, supporting both MSVC++ 2008 and 2010 on 
> Windows. If
> you find this service valuable, please consider supporting our work in some 
> way. we put a
> lot of effort into getting this going and maintaining it.
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
> http://www.alphapixel.com/
>  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
> Contracting.
>    "There is no Truth. There is only Perception. To Perceive is to Exist." - 
> Xen
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Re: [osg-users] OSG-based excavator simulator

2011-04-20 Thread Maxim Gammer
Great project!

We also create simulators.
You can watch this video:
www.youtube.com/watch?v=jLRHiklQFv8
(starting at 4 minutes 30 seconds)

What do you think about the publication of such projects on the page
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/
?


2011/4/20 Paul Martz :
> Hi J-S -- It looks great. But I do have a couple questions.
>
> How flexible is your art pipeline / rendering process for loading arbitrary
> models? Could you replace that excavator with some arbitrary CAD machinery,
> such as a tractor, and get the same visual fidelity? Or is there quite a bit
> of per-model hands-on modeling time in the art pipeline to create the
> necessary specular and normal maps, dirt, scuff marks, etc?
>
> Also, how are you doing the transparency (e.g., the excavator cab windows)?
> Is that simple RenderBin back-to-front rendering, or are you using an
> order-independent technique? If the latter, how are you implementing it?
>
> Are the trees in the background simple billboards, or truly 3D so that the
> viewpoint can be placed inside them?
>
> Is the atmospheric scattering simple OpenGL fog, or something more complex?
>
> I didn't notice any screen-space post-rendering effects (such as depth of
> field), is that correct? If I'm wrong, what screen-space effects are you
> doing, and did you encounter any difficulties with generalizing them into
> your rendering system?
>
> I'm always looking for more general ways to make stuff like this work, so
> I'm just trying to figure out how much of this demo was general-purpose, and
> how much was non-general, suitable only for demos.
>
> Thanks,
>   -Paul
>
>
>
> On 4/19/2011 9:41 AM, Jean-Sébastien Guay wrote:
>>
>> Hi all,
>>
>> I just wanted to give you guys a heads up about a prototype project we
>> worked on
>> lately, and which I think looks great. There's a video of it on our
>> YouTube
>> channel:
>>
>> http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ
>>
>> (set it to 1080p if you can)
>>
>> We did that demo in 3 weeks (2 people for graphics and physics
>> programming, one
>> modeler for the excavator model).
>>
>> Quick list of effects specific to this project:
>> - Normal mapping
>> - Specular mapping
>> - Reflection mapping
>> - HDR (using osgPPU)
>> - Soil uses hardware instancing for the many small rocks
>> - Mound of earth uses vertex texture fetch to render the height field
>> (displace
>> vertices, calculate normals in vertex shader)
>> - Dust particles rendered with soft particle technique (depth buffer test)
>> to
>> avoid hard edges
>>
>> It's the most GPU-intensive simulator we've ever done, and it looks great,
>> and
>> it's OSG-based, so I thought I'd show it to anyone who's interested. :-)
>>
>> While you're on our YouTube page you can have a look at the other cool
>> things
>> we've done in the past, the offshore and port crane simulators are recent
>> projects and are very nice as well (and they use osgOcean :-) ).
>>
>> http://www.youtube.com/user/vortexsim#p/u/9/KBGr74TMTrU
>> http://www.youtube.com/user/vortexsim#p/u/0/dZeQ-eBrBDk
>>
>> Thanks,
>>
>> J-S
>
>
> --
>  -Paul Martz      Skew Matrix Software
>                   http://www.skew-matrix.com/
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[osg-users] [osgPlugins] osgParticle Cull Mechanism

2011-04-20 Thread Muhammed Kalkan
Hi,

I was trying to implement distributed rendering. I did manged to enable syncing 
object positions each frame, but when it comes to particle effects things are 
getting messy. Here is what i came across:

Think of a distributed rendering system with 2 machines. Each of them are 
displaying half of the plane (Cessnafire.osg). When one wing has a particle 
smoke effect, it does not continue to other rendering machine.I think it is 
because cull system on the other macine does not insantiate particle effect 
when it is out of frustum. It maybe correct for single renderings but in 
multiple ones, this is not normal.

Is there a way to overcome this problem like:

1- Can we just draw smoke parts that intersected with our second frustum? I 
mean even if the first particles are not getting drawn which are originating 
from the source , can we draw older aged particles? (Prefered one, only draw 
smoke parts that is in the viewing frustum of the second machine)
2-Can we   just activate particle even if it is not in the view frusta (Not 
recommended maybe? Performance issues).

[img]http://i1104.hizliresim.com/2011/4/21/2633.bmp[/img]
Thank you!

Cheers,
Muhammed

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