Re: [osg-users] PagedLODs under an RTT camera - how to use the proper viewpoint?

2011-10-05 Thread Robert Osfield
HI Glenn,

The osg::Camera/RTT mechanism has explict support for inheriting the
parents view point for the purpose of LOD calculations.  Simple use:

   camera-setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);

This is what osgShadow does for making sure the shadows use the same
LOD's as the master camera.

Robert.


On Tue, Oct 4, 2011 at 10:10 PM, Glenn Waldron gwald...@gmail.com wrote:
 Hi friends,
 I have a graph under an RTT camera. That graph contains PagedLODs. Of
 course, I want the cull traversal to load the PagedLODs based on my main
 scene camera, and NOT based on the RTT camera's location.
 I've tried a couple of things:
 1) Calling CullVisitor::pushReferenceViewPoint on the RTT subgraph ... to no
 effect
 2) Creating a new RenderStage and traversing the RTT subgraph a second time
 with it; that works in terms of properly activating the PagedLODs, but not
 for rendering - the still switch in/out relative to the RTT camera.
 I'd appreciate some pointers on this one. Thanks.

 Glenn Waldron / Pelican Mapping / @glennwaldron

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[osg-users] Multipass render to texture order again

2011-10-05 Thread Sebastian Messerschmidt

Hi,

I know this has been discussed more then once before, but I still don't 
get the details.

In my setup I'd like to use something like (this is supposed to be a table

InputCamOutput
Tex1Cam1Tex2
Tex2Cam2Tex3
Tex3Cam3Tex4
... and so on
TexN   OutCamFrameBuffer

I've setup the cameras to be PRE_RENDER with increasing render_order 
exept for the last which is POST_RENDER.

All cameras have are in a separate Group which are all attached to the root.
The root is given to the viewer and a TrackballManipulator is attached 
to the viewer.


Now if I move the scene, I can clearly see, that e.g. Tex2 is from a 
previous frame when processed in Cam2.
(I'm doing blending of different scene parts here, and you can clearly 
see that some parts are from the previous frame, as if the rendering is 
done in wrong order).


How do I have to place the cameras in the scene graph?
All under root like this:

root
--cam1
--cam2
...

or rather hierarchical?
root
--cam2
--cam1

Or do I have to add them to the viewer in a different way?


cheers
Sebastian
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Re: [osg-users] Multipass render to texture order again

2011-10-05 Thread J.P. Delport

Hi,

are you running SingleThreaded? Cameras (siblings) under the same node 
are normally rendered in the order they have been attached (you can 
force this with TRAVERSAL_ORDER bin too).


jp

On 05/10/2011 11:05, Sebastian Messerschmidt wrote:

Hi,

I know this has been discussed more then once before, but I still don't
get the details.
In my setup I'd like to use something like (this is supposed to be a table

Input Cam Output
Tex1 Cam1 Tex2
Tex2 Cam2 Tex3
Tex3 Cam3 Tex4
... and so on
TexN OutCam FrameBuffer

I've setup the cameras to be PRE_RENDER with increasing render_order
exept for the last which is POST_RENDER.
All cameras have are in a separate Group which are all attached to the
root.
The root is given to the viewer and a TrackballManipulator is attached
to the viewer.

Now if I move the scene, I can clearly see, that e.g. Tex2 is from a
previous frame when processed in Cam2.
(I'm doing blending of different scene parts here, and you can clearly
see that some parts are from the previous frame, as if the rendering is
done in wrong order).

How do I have to place the cameras in the scene graph?
All under root like this:

root
--cam1
--cam2
...

or rather hierarchical?
root
--cam2
--cam1

Or do I have to add them to the viewer in a different way?


cheers
Sebastian
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Re: [osg-users] Multipass render to texture order again

2011-10-05 Thread Sebastian Messerschmidt

Hi JP
I've tried single and multithreaded, but this doesn't seem to change 
anything.
So first camera attached should be the first one to be rendered If I 
understood you correctly?

Can you give me a pointer on how to force it with the renderbin approach?

cheers
Sebastian

Hi,

are you running SingleThreaded? Cameras (siblings) under the same node 
are normally rendered in the order they have been attached (you can 
force this with TRAVERSAL_ORDER bin too).


jp

On 05/10/2011 11:05, Sebastian Messerschmidt wrote:

Hi,

I know this has been discussed more then once before, but I still don't
get the details.
In my setup I'd like to use something like (this is supposed to be a 
table


Input Cam Output
Tex1 Cam1 Tex2
Tex2 Cam2 Tex3
Tex3 Cam3 Tex4
... and so on
TexN OutCam FrameBuffer

I've setup the cameras to be PRE_RENDER with increasing render_order
exept for the last which is POST_RENDER.
All cameras have are in a separate Group which are all attached to the
root.
The root is given to the viewer and a TrackballManipulator is attached
to the viewer.

Now if I move the scene, I can clearly see, that e.g. Tex2 is from a
previous frame when processed in Cam2.
(I'm doing blending of different scene parts here, and you can clearly
see that some parts are from the previous frame, as if the rendering is
done in wrong order).

How do I have to place the cameras in the scene graph?
All under root like this:

root
--cam1
--cam2
...

or rather hierarchical?
root
--cam2
--cam1

Or do I have to add them to the viewer in a different way?


cheers
Sebastian
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Re: [osg-users] Multipass render to texture order again

2011-10-05 Thread Sebastian Messerschmidt

Am 05.10.2011 11:39, schrieb Sebastian Messerschmidt:

Hi JP
I've tried single and multithreaded, but this doesn't seem to change 
anything.
So first camera attached should be the first one to be rendered If I 
understood you correctly?

Can you give me a pointer on how to force it with the renderbin approach?

Okay found the last one:
stateset-setRenderBinDetails(num, TraversalOrderBin)

I've also checked if my cameras are attached in an appropriate order, 
but still no luck.




cheers
Sebastian

Hi,

are you running SingleThreaded? Cameras (siblings) under the same 
node are normally rendered in the order they have been attached (you 
can force this with TRAVERSAL_ORDER bin too).


jp

On 05/10/2011 11:05, Sebastian Messerschmidt wrote:

Hi,

I know this has been discussed more then once before, but I still don't
get the details.
In my setup I'd like to use something like (this is supposed to be a 
table


Input Cam Output
Tex1 Cam1 Tex2
Tex2 Cam2 Tex3
Tex3 Cam3 Tex4
... and so on
TexN OutCam FrameBuffer

I've setup the cameras to be PRE_RENDER with increasing render_order
exept for the last which is POST_RENDER.
All cameras have are in a separate Group which are all attached to the
root.
The root is given to the viewer and a TrackballManipulator is attached
to the viewer.

Now if I move the scene, I can clearly see, that e.g. Tex2 is from a
previous frame when processed in Cam2.
(I'm doing blending of different scene parts here, and you can clearly
see that some parts are from the previous frame, as if the rendering is
done in wrong order).

How do I have to place the cameras in the scene graph?
All under root like this:

root
--cam1
--cam2
...

or rather hierarchical?
root
--cam2
--cam1

Or do I have to add them to the viewer in a different way?


cheers
Sebastian
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Re: [osg-users] Multipass render to texture order again

2011-10-05 Thread J.P. Delport

Hi,

only other option I can think of is that some cameras don't get rendered 
because of culling. Try camera-setCullingActive(false);


jp

On 05/10/2011 11:47, Sebastian Messerschmidt wrote:

Am 05.10.2011 11:39, schrieb Sebastian Messerschmidt:

Hi JP
I've tried single and multithreaded, but this doesn't seem to change
anything.
So first camera attached should be the first one to be rendered If I
understood you correctly?
Can you give me a pointer on how to force it with the renderbin approach?

Okay found the last one:
stateset-setRenderBinDetails(num, TraversalOrderBin)

I've also checked if my cameras are attached in an appropriate order,
but still no luck.



cheers
Sebastian

Hi,

are you running SingleThreaded? Cameras (siblings) under the same
node are normally rendered in the order they have been attached (you
can force this with TRAVERSAL_ORDER bin too).

jp

On 05/10/2011 11:05, Sebastian Messerschmidt wrote:

Hi,

I know this has been discussed more then once before, but I still don't
get the details.
In my setup I'd like to use something like (this is supposed to be a
table

Input Cam Output
Tex1 Cam1 Tex2
Tex2 Cam2 Tex3
Tex3 Cam3 Tex4
... and so on
TexN OutCam FrameBuffer

I've setup the cameras to be PRE_RENDER with increasing render_order
exept for the last which is POST_RENDER.
All cameras have are in a separate Group which are all attached to the
root.
The root is given to the viewer and a TrackballManipulator is attached
to the viewer.

Now if I move the scene, I can clearly see, that e.g. Tex2 is from a
previous frame when processed in Cam2.
(I'm doing blending of different scene parts here, and you can clearly
see that some parts are from the previous frame, as if the rendering is
done in wrong order).

How do I have to place the cameras in the scene graph?
All under root like this:

root
--cam1
--cam2
...

or rather hierarchical?
root
--cam2
--cam1

Or do I have to add them to the viewer in a different way?


cheers
Sebastian
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Re: [osg-users] [osgCompute] trunk compile

2011-10-05 Thread Bart Postma
I also made a comment on the 'gl - GL' and the '#include cstring' in my post 
at http://forum.openscenegraph.org/viewtopic.php?t=9112 The reply of one of the 
developers is:
The most recent test we did is with OSG Library 3.1.0 (developer version). It 
runs with no problems.


 Also, I had to manually set the path to the cudart library to point to
 lib64 (/usr/local/cuda/lib64/libcudart.so) on my machine instead of lib.
 I think this probably needs to be fixed in FindCUDA, but I can't look at
 it now.

Setting the CUDA evironment variables to the correct directories before 
installing osgCompute should also fix the problem. It concerns the following 
variables: CUDADIR, CUDA_BIN_PATH, CUDA_INC_PATH, and CUDA_LIB_PATH

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Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Simon White
Not to worry, I redesigned the min and max values to give a better looking 
fire, and now the problem has gone. Still don't know what caused it though, 
gonna worry about that in the future D:

Simon.

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Re: [osg-users] [osgCompute] trunk compile

2011-10-05 Thread Mick Keller
Hi JP,

thanks a lot for the diff. We will include it into the source soon.
The problem with the FindCuda-script is that we actually just tested it with 32 
Bit machines. We need to take a closer look at this. Thank you!

Best regards,
Mick


SVT Group

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Re: [osg-users] [osgCompute] trunk compile

2011-10-05 Thread Mick Keller

Code:

$ svn diff
Index: src/osgCuda/Computation.cpp
===
--- src/osgCuda/Computation.cpp (revision 426)
+++ src/osgCuda/Computation.cpp (working copy)
@@ -1,4 +1,4 @@
-#include osg/gl
+#include osg/GL
#include cuda_runtime.h
#include builtin_types.h
#include cuda_gl_interop.h
Index: examples/osgGeometryDemo/src/Warp.cpp
===
--- examples/osgGeometryDemo/src/Warp.cpp (revision 426)
+++ examples/osgGeometryDemo/src/Warp.cpp (working copy)
@@ -12,6 +12,7 @@
*
* The full license is in LICENSE file included with this distribution.
*/
+#include cstring
#include osg/Array
#include osgCuda/Memory
#include osgCuda/Geometry





...I just committed the changes to the trunk. Thank you. 
The FindCuda-script has not been updated yet.

Best regards,
Mick
[/code]


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Re: [osg-users] [osgCompute] trunk compile

2011-10-05 Thread J.P. Delport

Hi,

On 05/10/2011 14:04, Mick Keller wrote:

...I just committed the changes to the trunk. Thank you.
The FindCuda-script has not been updated yet.

Best regards,
Mick


thanks.

Tt appears that the latest CMake versions (at least 2.8.5 that I have on 
Debian Sid) includes a FindCUDA script as well, maybe you can check that 
out.


regards
jp

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Re: [osg-users] Multipass render to texture order again

2011-10-05 Thread Sebastian Messerschmidt

Okay, I'm just to stupid 
1. JP is right about the render order, it works flawlessly if you place 
the camera nodes one after another
2. Setting the camera transform in a camera drawcallback will give you 
the matrices of the former frame.
3. RELATIVE_RF is working fine ... I was just using 
gl_ModelViewProjection instead of gl_ModelView in my shader, so things 
got screwed up, and seemed fixed with the callback, which was my error.


Thank you JP for your suggestions, at least I now know a bit more about 
render-order and camera transforms ;-)

Hi,

On 05/10/2011 12:12, Sebastian Messerschmidt wrote:

Okay, I've tried all the stuff, and I might have found the real problem.

It is not that the cameras are rendered in the wrong order, it is more
the way I handle the camera view matrices.
Some days ago I've stumbled upon the question how to set the camera of a
second pass in a way it renderes the scene from the exact same view as
the first one.
To solve this I've done the following:

viewer.getCamera()-setInitialDrawCallback(new
CameraUpdateCallback(viewer.getCamera()-getOrCreateStateSet()));

and in the CameraUpdateCallback:: operator (const osg::Camera camera)
const

I tried to achieve this via:

pass_2_cam-setViewMatrix(camera.getViewMatrix());
pass_2_cam-setProjectionMatrix(camera.getProjectionMatrix());

I guess this is not the way to do it.

Are there any options?
Because setting the camera to RELATIVE_RF didn't really work.

sorry, I'm not sure how to do it either. Someone with knowledge about
slave cameras might be able to help you. I suggest posting another
question with that as topic.

rgds
jp




cheers
Sebastian

Hi,

On 05/10/2011 11:39, Sebastian Messerschmidt wrote:

Hi JP
I've tried single and multithreaded, but this doesn't seem to change
anything.

OK, running singlethreaded can sometimes show if stateset variance is
not correctly set to dynamic.


So first camera attached should be the first one to be rendered If I
understood you correctly?

Yes, we build some image processing chains with FBO cameras and our
execution order is only specified using the order of attachment to the
same parent (we don't specify render_order).


Can you give me a pointer on how to force it with the renderbin
approach?

I've only set render bin on transparent objects, but see the code in
/include/RenderBin. One of the options in SortMode is TRAVERSAL_ORDER.

HTH
jp



cheers
Sebastian

Hi,

are you running SingleThreaded? Cameras (siblings) under the same
node
are normally rendered in the order they have been attached (you can
force this with TRAVERSAL_ORDER bin too).

jp

On 05/10/2011 11:05, Sebastian Messerschmidt wrote:

Hi,

I know this has been discussed more then once before, but I still
don't
get the details.
In my setup I'd like to use something like (this is supposed to be a
table

Input Cam Output
Tex1 Cam1 Tex2
Tex2 Cam2 Tex3
Tex3 Cam3 Tex4
... and so on
TexN OutCam FrameBuffer

I've setup the cameras to be PRE_RENDER with increasing render_order
exept for the last which is POST_RENDER.
All cameras have are in a separate Group which are all attached
to the
root.
The root is given to the viewer and a TrackballManipulator is
attached
to the viewer.

Now if I move the scene, I can clearly see, that e.g. Tex2 is from a
previous frame when processed in Cam2.
(I'm doing blending of different scene parts here, and you can
clearly
see that some parts are from the previous frame, as if the
rendering is
done in wrong order).

How do I have to place the cameras in the scene graph?
All under root like this:

root
--cam1
--cam2
...

or rather hierarchical?
root
--cam2
--cam1

Or do I have to add them to the viewer in a different way?


cheers
Sebastian
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Re: [osg-users] retrieve texture id

2011-10-05 Thread Conan Doyle
osgCuda was my first choice, but I will not compile on my machine.  I am using 
OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a workable 
combination?

CD


J.P. Delport wrote:
 Hi,
 
 an alternative to doing this manually would be to look at 
 osgCompute/osgCuda. Even if you don't use osgCuda you can learn from 
 there how to do what you want.
 
 cheers
 jp
 
 On 05/10/2011 01:28, Conan Doyle wrote:
 
  Hi,
  
  [dumbquestion]
  
  I am integrating some cuda into my osg app and one call requires the 
  texture name/id.  How do I get that from my texture object?  I look through 
  the source code and only found and id method in TextureObject, but my 
  attempts to retrieive this bit of data eludes me.
  
  [/dumbquestion]
  
  Thank you!
  
  Cheers,
  Conan
  
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Re: [osg-users] retrieve texture id

2011-10-05 Thread Conan Doyle
Perhaps the problem is that I am doing this before viewer.run()...  I'll move 
the code and see if that fixes my problem.

CD


Skylark wrote:
 Hello Conan,
 
 
  I create my gc manually then create viewer/window etc... so my code looks 
  like this:
  
  unsigned int contextID = gc.get()-getState()-getContextID()
  unsigned int textureID = texture[0]-getTextureObject(contextID)-id();
  
  Upon executing the textureID =  I get a seg fault, and upon further 
  checking,  texture[0]-getTextureObject(contextID) = 0.
  
 
 (you don't need gc.get() above, ref_ptr has an overloaded operator- 
 that takes care of that for you so you can just do gc-... )
 
 As with any pointer access in C++ programming, you have to be sure that 
 when you do something, you're not dereferencing a null pointer.
 
 What you're doing is perfectly fine, as long as you do it after the 
 first frame has rendered. The getTextureObject(...) call will return 
 NULL before that, because OSG uses lazy initialization to only allocate 
 objects once they're needed. OpenGL objects and the OSG objects that 
 hold them are examples of this.
 
 So the safest way is to just let OSG render one frame, and then you can 
 get your texture object (for example, check if the result of 
 getTextureObject() is NULL, if not then get your texture ID, and then do 
 your thing).
 
 If you really want to, you can force OSG to allocate all objects in your 
 scene at startup by doing this:
 
 viewer-realize();
 viewer-stopThreading();
 
 gc-makeCurrent();
 
 osgUtil::GLObjectsVisitor glov;
 glov.setState(gc-getState());
 viewer-getCamera()-accept(glov);
 
 gc-releaseContext();
 
 viewer-startThreading();
 
 Hope this helps,
 
 J-S
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Re: [osg-users] retrieve texture id

2011-10-05 Thread J.P. Delport

Hi,

I think it should work, 32/64 bit? What compiler do you have? If you 
supply some error messages maybe someone can help.


cheers
jp

On 05/10/2011 14:58, Conan Doyle wrote:

osgCuda was my first choice, but I will not compile on my machine.  I am using 
OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a workable 
combination?

CD


J.P. Delport wrote:

Hi,

an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.

cheers
jp

On 05/10/2011 01:28, Conan Doyle wrote:


Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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[osg-users] ComputeIntersections and traversal mask

2011-10-05 Thread Aurelien Albert
Hi,

I use the following graph :


Code:
Root 
| 
| Group_1 (node mask 0x7FFF)
| 
| Group_2 (node mask 0x8000)



Group_1 and Group_2 have childs, with node mask  0x :


Code:
Group_1 
| 
| Child_11 (node mask 0x)
| 
| Child_12 (node mask 0x)





Code:
Group_2
| 
| Child_21 (node mask 0x)
| 
| Child_22 (node mask 0x)




But when I use osgViewer::View::computeIntersections like this :

pView-computeIntersections(x, y, intersections, 0x8000)

Child objects of Group_1 are intersected... like if Group_1 children are 
traversed by the intersector

Is there any reason ? or did I miss something ?

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Re: [osg-users] retrieve texture id

2011-10-05 Thread Conan Doyle
64 bit.  I modified this post after your reply to say that I am using Cuda 4.0, 
which is a requirement.  I have a feeling there may need to be some mods made 
to osgCuda to support 4.0.

CD


J.P. Delport wrote:
 Hi,
 
 I think it should work, 32/64 bit? What compiler do you have? If you 
 supply some error messages maybe someone can help.
 
 cheers
 jp
 
 On 05/10/2011 14:58, Conan Doyle wrote:
 
  osgCuda was my first choice, but I will not compile on my machine.  I am 
  using OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a 
  workable combination?
  
  CD
  
  
  J.P. Delport wrote:
  
   Hi,
   
   an alternative to doing this manually would be to look at
   osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
   there how to do what you want.
   
   cheers
   jp
   
   On 05/10/2011 01:28, Conan Doyle wrote:
   
   
Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the 
texture name/id.  How do I get that from my texture object?  I look 
through the source code and only found and id method in TextureObject, 
but my attempts to retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Jason Daly

On 10/05/2011 07:26 AM, Simon White wrote:

Not to worry, I redesigned the min and max values to give a better looking 
fire, and now the problem has gone. Still don't know what caused it though, 
gonna worry about that in the future D:


Your problem might have been caused by small feature culling.  You can 
try disabling it:


mode = camera-getCullingMode();
camera-setCullingMode(mode  ~osg::CullSettings::SMALL_FEATURE_CULLING);

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Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Andy Skinner
Maybe far off, but something I've seen:

Do you happen to be working on a mac?  We've seen something on one particular 
graphics card on the mac, where drawing with points sometimes seems to affect 
clipping on other objects.  It seems really weird.

I think that when we didn't set the osg::Point state attribute, it didn't 
happen.  And when we turned off clipping, it didn't happen.  And it only 
happened on one particular graphics card on a mac.

I didn't look at the near and far settings at the time, but I don't see why 
that would be affected by the card/driver.

andy

-Original Message-
Not to worry, I redesigned the min and max values to give a better looking 
fire, and now the problem has gone. Still don't know what caused it though, 
gonna worry about that in the future D:

Simon.

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Re: [osg-users] [osgCompute] Experiences with osgCompute

2011-10-05 Thread Jens Orthmann
Hi Bart,

sorry again that it took so long to write an answer. Thanks a lot for your 
support
to improve osgCompute.


  
 The thing that bothers me most is the class you have to make when you inherit 
 from 
 the osgCompute::Module class (TestModule in the example program). First of 
 all, all 
 your examples use this META_Object macro in the class that inherits from 
 Module, so I 
 went along at first. This macro, however, forces me to declare a constructor 
 with no 
 parameters. Removing the macro gave me other errors, which, at that time, I 
 did not want 
 to solve also, so I complied with the no-parameters constructor. 
 Perhaps this macro has some great use that I am unaware of (probably it has). 
 ...
 Secondly, inheriting from Module requires me to use an init- and 
 launch-function. 
 In this init-function I seem to be allowed to do CUDA stuff and no sooner.
 ...
 If I move the CUDA stuff to the init-function, everything is fine again. But 
 this 
 is not what I want, I want the constructor for setting up and initializing 
 everything 
 and not use an additional init-function. Now I also have to store the 
 constructor's 
 arguments, so I can use them again in the init-function. 
 


As we use the runtime version of CUDA it is absolutely necessary to include a 
class which
encapsulate CUDA programs. However, if you just want to add a simple CUDA 
operation use a 
osgCompute::LaunchCallback with your kernels, similar to
for OpenGL calls within OSG. We tried a lot of times to allow a developer to 
use CUDA 
stuff everywhere in a module. The point is that OSG initializes an 
OpenGL-Context during 
the first traversal of the scene graph (See osgViewer class). However, the 
constructor 
of a module is called beforehand. One solution would be to write a new viewer 
class which 
handles the OpenGL-contexts differently (We thought about it but we currently 
have no time). 
If you have another solution for the problem that would be great. Another thing 
is that you 
can call osgViewer::Viewer::realize() and osgCompute::GLMemory::bindToContext( 
viewerContext ).
with that new context of the root camera. After this you can call your CUDA 
code everywhere. 
Please see the following source files:
http://www.cg.informatik.uni-siegen.de/data/Downloads/svt/osgCUDAEverywhere.zip
Here we have included these calls at the start of Main.cpp. Just use CMake to 
build the application or copy your files back to your project.
The Macro META_Object will not be necessary in the next version of osgCompute. 
However, in 
the current vesion it defines the library name and class name of an osg::Object 
as all osg::Objects 
have to define it. We will change the init() and the launch() function to a 
non-abstract 
function in the next version of osgCompute as well. 


  
 As far as I understand is a map from memory of an osgCuda::Geometry to CUDA 
 context a 
 simple pointer copy of GL-context to CUDA context. If I map from GPU to a CPU 
 or vice 
 versa, would osgCompute do a complete copy or provide a pointer and then each 
 time 
 transfer a data element over the PCI-express bus when requested? It would be 
 nice if 
 this somehow could be included in the documentation. 
 


A real copy operation is only applied if you map something with 
osgCompute::MAP_XXX_TARGET.
With the TARGET specifier you tell osgCompute that it will be changed. For all 
other 
mappings no copy operation is applied afterwards as no data has changed. We 
will extend the
documentation, thank you very much. For us it is clear now but that is only 
because we u
se it all the time.


  
 My problem is not with the design here, it's name 'Module' that does not 
 convey concrete information 
 what the class is about. The term 'Module' is a very general term that can 
 represent a lot 
 of things, so it's not clear to the user what this class is about, unless he 
 investigates 
 the class in detail.  
 


Would it be helpful to rename it to osgCompute::Program? Please make a 
suggestion. 


  
 Then why use memcpy() in all your examples to fill a Memory object? Normally, 
 your data 
 is present in some Vec2Array, Vec3Array, etc. And it would be nice if you 
 could simply 
 pass this array to a function of a Memory object, which would then fill the 
 Memory with 
 the data of the array, instead of doing memcpy's. Besides the term 'setImage' 
 is again 
 very misleading, because it is also used for non-image things. In the 
 osgEndianess 
 example you use setImage to fill a Memory object (not with image data). 
 


We have implemented such a functionality in a earlier version of osgCompute. We 
moved towards 
osg::Image objects as these objects are better serializeable and one can 
provide plugins to
load or store them. The osgCompute example was designed to show the flexibility 
to do 
things in osgCompute. I will change the functionality as it seems to be 
confusing instead.


 
 But if I want to extract the normals from some 2D osgCuda::Geometry that I 
 

Re: [osg-users] PagedLODs under an RTT camera - how to use the proper viewpoint?

2011-10-05 Thread Glenn Waldron
Robert,

That works, thank you!

However... I found that the ClusterCullingCallback doesn't cooperate. It
looks like the CCC uses getEyePoint() to do its test. I changed it to use
getViewPoint() and it seems to work properly. Let me know whether you
concur, and if so I will submit the change.

Glenn Waldron / Pelican Mapping / @glennwaldron


On Wed, Oct 5, 2011 at 3:48 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 HI Glenn,

 The osg::Camera/RTT mechanism has explict support for inheriting the
 parents view point for the purpose of LOD calculations.  Simple use:

   camera-setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);

 This is what osgShadow does for making sure the shadows use the same
 LOD's as the master camera.

 Robert.


 On Tue, Oct 4, 2011 at 10:10 PM, Glenn Waldron gwald...@gmail.com wrote:
  Hi friends,
  I have a graph under an RTT camera. That graph contains PagedLODs. Of
  course, I want the cull traversal to load the PagedLODs based on my
 main
  scene camera, and NOT based on the RTT camera's location.
  I've tried a couple of things:
  1) Calling CullVisitor::pushReferenceViewPoint on the RTT subgraph ... to
 no
  effect
  2) Creating a new RenderStage and traversing the RTT subgraph a second
 time
  with it; that works in terms of properly activating the PagedLODs, but
 not
  for rendering - the still switch in/out relative to the RTT camera.
  I'd appreciate some pointers on this one. Thanks.
 
 
 Glenn Waldron / Pelican Mapping / @glennwaldron
 
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Re: [osg-users] hide objects from manipulators

2011-10-05 Thread Aurelien Albert
Hi,

I found the problem : when handling event, the Dragger instance look for itself 
in the NodePath of the FIRST intersection :

(from Dragger.cpp, line 320)



Code:

for (osg::NodePath::iterator itr = _pointer._hitList.front().first.begin();
itr != _pointer._hitList.front().first.end();
++itr)




So I made a modification to use a node mask when looking for intersections

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Re: [osg-users] OsgParticle variables causing objects to disappear

2011-10-05 Thread Simon White
Thanks for the input guys. I can't replicate the bug because I replaced the 
code with working code, but I'll be sure to come back to this thread if it 
happens again!

Andy, I'm afraid I'm working on Windows with an ATI card (Mobility Radeon 3650 
to be exact), and I'm not using osg::Point at all!

Thanks again, Si.

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[osg-users] [osgCompute] What is the proper way/place to call cudaGLSetGLDevice in OSG?

2011-10-05 Thread Conan Doyle
Hi,

I am in a bind, and need to add some cuda to my OSG app quickly, as in by the 
end of hte day.  I had hoped to use osgComputer/Cuda, but I am having problems 
getting it to build on my machine.  I suspect it is due to my using CUDA 4.0.  
...so... I am trying to add it manually through the code as needed.  My 
first, seemingly insurmountable hurdle, is that I can seem to set the cuda 
device to use...  If I call cudaGLSetGLDevice  before I instantiate the viewer, 
I get an error stating the all cuda capable devices are busy or unavailable... 
I thought perhaps this was a graphics context issue, so I moved this call to 
after I instantiate the viewer.  If I call cudaGLSetGLDevice after I 
instantiate the viewer, I get an error stating that setting the device when a 
process is active is not allowed.

What is the proper way/place to call cudaGLSetGLDevice in OSG?

CD

Thank you!

Cheers,
Conan

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Re: [osg-users] [osgCompute] What is the proper way/place to call cudaGLSetGLDevice in OSG?

2011-10-05 Thread Mick Keller
Hi Conan,

my first guess is, that the Cmake-Scripts did not find Cuda on your system. 
Cuda 4.0 is not a problem in general. Thus try to build osgCompute again from 
scratch and take a look at the advanced variable CUDA_RUNTIME_LIBRARY. If it 
is not available correctly you will have to set it manually to your 
cudart-library (this may be the case on 64-Bit machines since we still have to 
adapt the FindCuda script for Cmake).

Good luck!




sholmes wrote:
 Hi,
 
 I am in a bind, and need to add some cuda to my OSG app quickly, as in by the 
 end of hte day.  I had hoped to use osgComputer/Cuda, but I am having 
 problems getting it to build on my machine.  I suspect it is due to my using 
 CUDA 4.0.  ...so... I am trying to add it manually through the code as 
 needed.  My first, seemingly insurmountable hurdle, is that I can seem to set 
 the cuda device to use...  If I call cudaGLSetGLDevice  before I instantiate 
 the viewer, I get an error stating the all cuda capable devices are busy or 
 unavailable... I thought perhaps this was a graphics context issue, so I 
 moved this call to after I instantiate the viewer.  If I call 
 cudaGLSetGLDevice after I instantiate the viewer, I get an error stating that 
 setting the device when a process is active is not allowed.
 
 What is the proper way/place to call cudaGLSetGLDevice in OSG?
 
 CD
 
 Thank you!
 
 Cheers,
 Conan


Best regards,
Mick


SVT Group

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Re: [osg-users] CMake INSTALL target and vc10

2011-10-05 Thread Mattias Helsing
Hi J-S,

I'm not at windows computer so can't get into testing, but I think you
might find some magic in the HANDLE_MSVC_DLL macro. I'm guessing that
the young osgPPU build system was inspired by the osg one and in the
last months I think there were some substantial changes to
OsgMacroUtils.cmake including the HANDLE_MSVC_DLL macro.

Hmm. Looking at the file you attached. Doesn't osg's
ModuleInstall.cmake call HANDLE_MSVC_DLL only if the
MSVC_VERSIONED_DLL (or similar) is defined? I might be mistaken. Will
check tomorrow.

Mattias

On Tue, Oct 4, 2011 at 7:23 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Mattias,

 The osgPPU.dll it's trying to copy is actually in

 C:\Dev\OSG_Nodekits\osgPPU\build_vc10sp1_osg283\lib\Release

 Actually I was wrong, that was an old one. The one it's building now is
 correctly in

 C:\Dev\OSG_Nodekits\osgPPU\build_vc10sp1_osg283\bin

 So it seems that the problem is the install, which tries to find it in

 C:/Dev/OSG_Nodekits/osgPPU/build_vc10sp1_osg283/bin/../../bin

 (it could just remove the ../../bin and find it there)

 How can I control where the install target tries to find stuff? Here is the
 ModuleInstall.cmake file that comes with osgPPU source.

 Thanks in advance,

 J-S
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Re: [osg-users] CMake INSTALL target and vc10

2011-10-05 Thread Jean-Sébastien Guay

Hi Mattias,

Thanks for your hints, I certainly don't want to bother you with testing 
anything, just having a look and giving me some hints is useful. I'll 
check out what you said tomorrow.


Thanks,

J-S


On 05/10/2011 2:50 PM, Mattias Helsing wrote:

Hi J-S,

I'm not at windows computer so can't get into testing, but I think you
might find some magic in the HANDLE_MSVC_DLL macro. I'm guessing that
the young osgPPU build system was inspired by the osg one and in the
last months I think there were some substantial changes to
OsgMacroUtils.cmake including the HANDLE_MSVC_DLL macro.

Hmm. Looking at the file you attached. Doesn't osg's
ModuleInstall.cmake call HANDLE_MSVC_DLL only if the
MSVC_VERSIONED_DLL (or similar) is defined? I might be mistaken. Will
check tomorrow.

Mattias

On Tue, Oct 4, 2011 at 7:23 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com  wrote:

Hi Mattias,


The osgPPU.dll it's trying to copy is actually in

C:\Dev\OSG_Nodekits\osgPPU\build_vc10sp1_osg283\lib\Release


Actually I was wrong, that was an old one. The one it's building now is
correctly in

C:\Dev\OSG_Nodekits\osgPPU\build_vc10sp1_osg283\bin

So it seems that the problem is the install, which tries to find it in

C:/Dev/OSG_Nodekits/osgPPU/build_vc10sp1_osg283/bin/../../bin

(it could just remove the ../../bin and find it there)

How can I control where the install target tries to find stuff? Here is the
ModuleInstall.cmake file that comes with osgPPU source.

Thanks in advance,

J-S
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Re: [osg-users] [osgCompute] What is the proper way/place to call cudaGLSetGLDevice in OSG?

2011-10-05 Thread Conan Doyle
I'll give that a try...
CD


Mick wrote:
 Hi Conan,
 
 my first guess is that the Cmake-Scripts did not find Cuda on your system. 
 Cuda 4.0 is not a problem in general. Thus try to build osgCompute again from 
 scratch and take a look at the advanced variable CUDA_RUNTIME_LIBRARY. If 
 it is not available correctly you will have to set it manually to your 
 cudart-library (this may be the case on 64-Bit machines since we still have 
 to adapt the FindCuda script for Cmake).
 
 Good luck!
 
 
 
 
 sholmes wrote:
  Hi,
  
  I am in a bind, and need to add some cuda to my OSG app quickly, as in by 
  the end of hte day.  I had hoped to use osgComputer/Cuda, but I am having 
  problems getting it to build on my machine.  I suspect it is due to my 
  using CUDA 4.0.  ...so... I am trying to add it manually through the code 
  as needed.  My first, seemingly insurmountable hurdle, is that I can seem 
  to set the cuda device to use...  If I call cudaGLSetGLDevice  before I 
  instantiate the viewer, I get an error stating the all cuda capable devices 
  are busy or unavailable... I thought perhaps this was a graphics context 
  issue, so I moved this call to after I instantiate the viewer.  If I call 
  cudaGLSetGLDevice after I instantiate the viewer, I get an error stating 
  that setting the device when a process is active is not allowed.
  
  What is the proper way/place to call cudaGLSetGLDevice in OSG?
  
  CD
  
  Thank you!
  
  Cheers,
  Conan
 
 
 Best regards,
 Mick


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[osg-users] [osgCompute] FBO RTT - CUDA Kernel - FBO RTT Setup

2011-10-05 Thread Conan Doyle
Hi,

My schedule lightened up a bit... I have an extra 24 hours to work on my 
osg/cuda problem, so I would like to incorporate CUDA into osg the correct 
way, which I think may be osgCUDA.

Here's what I am currently doing

Step 1 App renders scene to a FLOAT texture via a FBO/RTT camera
Step 2 This texture is used as input to a shader on a second pass/RTT camera.  
The shader does some calibration stuff then renders it to a full screen quad.
Step 3 Final render pass renders quad from step 2.

Here's what I NEED to do...

Step 1.5 Pass texture from Step 1 to a cuda kernel for processing before the 
calibration pass (Step 2)

Questions:

1.  Is this something I can use osgCUDA to do? 
2.  Would it be similar to the osgTexDemo?
3.  Can I use an FBO, or do I have to switch to a PBO RTT?

CUDA 4.0 is not necessary but would be cool as I have to use it eventually, but 
to get past this proof of principal step I can use 3.2... or 2.3...

CD

Thank you!

Cheers,
Conan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43220#43220





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