Re: [osg-users] OSG-based excavator simulator
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] glCopyTexImage2D or Frame Buffer Object
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB ifstream / ofstream conflict
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FrameBufferObject problems on OSG 2.9.11
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB ifstream / ofstream conflict
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Meta-data in core OSG - project started
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Meta-data in core OSG - project started
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 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] iOS: how to draw into a UIView object instead of app's window?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FrameBufferObject problems on OSG 2.9.11
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS: how to draw into a UIView object instead of app's window?
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 > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Meta-data in core OSG - project started
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Meta-data in core OSG - project started
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 > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Peter Amstutz Senior Software Engineer Technology Solutions Experts Natick, MA 02131 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB ifstream / ofstream conflict
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Corruption with Optimizer MERGE_GEOMETRY
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FrameBufferObject problems on OSG 2.9.11
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. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FrameBufferObject problems on OSG 2.9.11
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FrameBufferObject problems on OSG 2.9.11
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FrameBufferObject problems on OSG 2.9.11
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 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Meta-data in core OSG - project started
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 ___ > osg-users mailing list osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Peter Amstutz > Senior Software Engineer > Technology Solutions Experts > Natick, MA > 02131 > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 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 > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VRPN input for manipulation
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38641#38641 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG-based excavator simulator
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/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Meta-data in core OSG - project started
Hi Sukender >in a first implementation. OK, just maybe browse mentioned code and related articles (linked from that page ) for inspirations. Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] understanding one osg example
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38643#38643 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FrameBufferObject problems on OSG 2.9.11
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. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS: how to draw into a UIView object instead of app's window?
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 > > > > > > > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.8.4 fully released and binaries available
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.8.5 stable release discussion
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? -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.5 stable release discussion
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.5 stable release discussion
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 -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS: how to draw into a UIView object instead
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
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 > >___ >osg-users mailing list >osg-users@lists.openscenegraph.org >http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
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 >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > > -- > Nick > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38662#38662 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.4 fully released and binaries available
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 > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG-based excavator simulator
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/ > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Maxim Gammer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osgParticle Cull Mechanism
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38665#38665 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org