Re: [osg-users] VBO Bug ?
Dear Wojtek et al., This mail reminded me of an issue I had a couple of years ago with VBO's on a particular Windows pc with a 9800GX2. I thought it was an issue of that PC, as it was quite unstable, so I didn't report the problem at that time. The solution I accidently found back then was to turn off Threaded Optimization in the NVidia Control Panel (Auto per default). But now I'm getting the bad result of your test on a GTX 480 (266.58 driver), and that "fix" works again. After turning off Threaded Optimization, I see the proper gradient displayed. Could you try this as well? Kind regards, Ruben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: donderdag 13 oktober 2011 7:39 To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? Hi, On 12/10/2011 18:45, Wojciech Lewandowski wrote: > So if you are on Linux and have a > minute please let me know how the test passed on your machine ;-) tested on two more for you, both Debian 32-bit. 1: dual nvidia GTS250s, driver 270.41.19, good result across 4 screens. 2: nvidia 9600GT, driver 280.13, good result on single screen. cheers jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/emaildisclaimer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
Hi, On 12/10/2011 18:45, Wojciech Lewandowski wrote: So if you are on Linux and have a minute please let me know how the test passed on your machine ;-) tested on two more for you, both Debian 32-bit. 1: dual nvidia GTS250s, driver 270.41.19, good result across 4 screens. 2: nvidia 9600GT, driver 280.13, good result on single screen. cheers jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RTT with Shadows (LispSM)
Hi Craig, I would recommend using OSG-3.0.1 as their are improvements in shadow support, I would also recommend using osgViewer rather than SceneView. If you are happy using the svn/trunk version of the OSG then the new osgShadow::ViewDependentShadowMap implementation will probably be your best bet as it's more stable w.r.t quality than LispSM. Robert. On Wed, Oct 12, 2011 at 10:58 PM, Craig S. Bosma wrote: > Hi, > > I'm trying to incorporate the LispSM shadow technique into my renderer (osg > 2.8.2, SceneView-based) but can't get the shadows to work when added under an > RTT camera (FBO). I came across this thread > http://forum.openscenegraph.org/viewtopic.php?t=8347 that seems to describe > my problem exactly. Has there been any changes on this front -- in other > words, what's the best way to have a shadowed scene participate in RTT > without osgViewer's slave cameras? > > Thanks, > Craig > ___ > 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] AlphaPixel OSG 3.0.1 binaries for all platforms
Thanks Chris :-) On Wed, Oct 12, 2011 at 8:11 PM, Chris 'Xenon' Hanson wrote: > I finally got around to updating the links on my download page to point to > the 3.0.1 > binaries that were made back in August. Previously I was hosting only the > buggy 3.0.0 release. > > You can access them here: > http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads > > Reply privately if you have any problems with them. > > -- > 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] How to use osgParticle to achieve tail flame effect?
Hi Sobeit, osgParticle in it's present form isn't great for simulating fire effects being emitted by fast moving objects. For now I'd recommend implementing your own custom osg::Geometry and shader or update callback for the animation. Robert. On Tue, Oct 11, 2011 at 11:47 AM, Sobeit Wang wrote: > Hi, > > I followed the osgParticle example to achieve some simple fire effects. But I > find it difficult for me to build a tail flame effect. I mean, how should I > set those parameters like size range, radius and life time to achieve a > decent tail flame effect? Does anyone have any ideas? > > Thank you! > > Cheers, > sobeit > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=43312#43312 > > > > > > ___ > 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] ANN: osgBullet v2.0 RC available
Hi all -- I'm pleased to announce that osgBullet v2.0 has release candidates available. I hope some of you will join in the testing of this, the first major refresh of osgBullet since its debut. Grab the featured download from osgbullet.googlecode.com, or check out from this URL: https://osgbullet.googlecode.com/svn/tags/osgBullet_02_00_00-rc2 Thanks for any and all feedback. osgBullet v2.00.00 Release Notes v2.00.00 is not backwards-compatible with osgBullet v1.xx. osgBullet-based applications and projects will need to port their code to the new version. Changes from v1.01.00 to v2.00.00 include the following: * The osgbBullet library has been replaced with two libraries: osgbCollision and osgbDynamics. Your project will need to link with the new libraries. The v2.00.00 contains an analogous change in the namespaces and header file directory structure. * By linking with osgbCollision, your osgBullet application can use Bullet for collision detection without a dependency on libBulletDynamics. The new collision example program demonstrates this usage. * The OSGToCollada class has been replaced by new rigid body creation convenience routines. See the osgbDynamics/RigidBody.h header file. Nearly all of the examples and tests use the new interface. A new library, osgbInteraction, has been added to allow user interaction with the physics simulation. The library contains the following classes: * The HandNode class features a fully articulated hand model that can be driven by a data glove or keyboard. Support for the P5 data glove is provided. * The DragHandler allows the user to drag rigid bodies using the mouse. * The LaunchHandler allows the user to fire objects into the scene. * The SaveRestoreHandler allows the user to capture the physics simulation at a particular point in time, then restore back to the capture point. * New examples demonstrate hinge and slider constraints. * The MotionState class now exposes routines to convert between Bullet collision object and OSG coordinates while correctly accounting for differences due to center of mass and scaling. * A new example, saverestore, demonstrates saving current physics state and restoring from file. * Many classes are now documented using Doxygen. -- -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] RTT with Shadows (LispSM)
Hi, I'm trying to incorporate the LispSM shadow technique into my renderer (osg 2.8.2, SceneView-based) but can't get the shadows to work when added under an RTT camera (FBO). I came across this thread http://forum.openscenegraph.org/viewtopic.php?t=8347 that seems to describe my problem exactly. Has there been any changes on this front -- in other words, what's the best way to have a shadowed scene participate in RTT without osgViewer's slave cameras? Thanks, Craig ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help running examples
On 10/11/2011 3:20 PM, James Morgan wrote: > Hi. Noob here. I'm not sure if this is intended to be a help forum, but I > can't find one so I'm posting here. I just installed the OSG binaries from > the Debian repository, and I'm trying to follow the instructions for running > the examples, but >> Unix, bash: export OSG_FILE_PATH=/home/myaccount/MyData/OpenSceneGraph-Data > ...this directory doesn't exist. You'll need to locate where Debian installed the OpenSceneGraph-Data folder. A notable inhabitant of this folder is cow.osg if you can 'find' for it. > I also don't understand what exactly this step does. If someone could give me > a bit more explanation, I'd greatly appreciate it. It tells OSG where to look for supporting data like the example models, texture images, shader source files, etc. If you don't have it, you can download it for yourself from here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets > Cheers, > James -- 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] AlphaPixel OSG 3.0.1 binaries for all platforms
On 10/12/2011 1:11 PM, Chris 'Xenon' Hanson wrote: I finally got around to updating the links on my download page to point to the 3.0.1 binaries that were made back in August. Previously I was hosting only the buggy 3.0.0 release. You can access them here: http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads Reply privately if you have any problems with them. Thanks, Chris. Nice service. -- -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] How to use osgParticle to achieve tail flame effect?
Hi, I followed the osgParticle example to achieve some simple fire effects. But I find it difficult for me to build a tail flame effect. I mean, how should I set those parameters like size range, radius and life time to achieve a decent tail flame effect? Does anyone have any ideas? Thank you! Cheers, sobeit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43312#43312 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] help running examples
Hi. Noob here. I'm not sure if this is intended to be a help forum, but I can't find one so I'm posting here. I just installed the OSG binaries from the Debian repository, and I'm trying to follow the instructions for running the examples, but > Unix, bash: export OSG_FILE_PATH=/home/myaccount/MyData/OpenSceneGraph-Data ...this directory doesn't exist. I also don't understand what exactly this step does. If someone could give me a bit more explanation, I'd greatly appreciate it. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43339#43339 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] AlphaPixel OSG 3.0.1 binaries for all platforms
I finally got around to updating the links on my download page to point to the 3.0.1 binaries that were made back in August. Previously I was hosting only the buggy 3.0.0 release. You can access them here: http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads Reply privately if you have any problems with them. -- 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] [osgCompute] Render order
J.P. Thanks for sharing... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: Wednesday, October 12, 2011 10:45 AM To: OpenSceneGraph Users Subject: Re: [osg-users] [osgCompute] Render order Hi, reply to self... On 12/10/2011 16:45, J.P. Delport wrote: > Hi, > > I want to mix some FBO pre-render cameras and osgCuda. Basically I need > to do the following in a single frame: > > - do some FBO rendering > - some cuda ops > - again some FBO rendering > - some cuda ops > - again some FBO rendering > > For each "cuda ops" part I have a Computation node. Ideally I'd like to > let the order be determined just by the order I've attached the nodes to > a common parent node (this works for pre-render FBO cameras), but > Computation creates render bins and no matter in what order I attach > things (I've tried Computation with and without children) the order of > my operations is wrong. > > Because I'm doing FBO rendering I want the cuda ops to be done in the > render traversal too, i.e. I cannot do it in update traversal. > > Is there a way I can let Computation happen in the render traversal, but > without it changing bins? I "fixed" it by placing the Computation node under a dummy FBO camera. Now all computation happens in pre-render stage and in right order. jp > > thanks > jp > -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer thread safety question
On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote: On 10/12/2011 8:31 AM, Joshua Cook wrote: To make a long story short COIN was failing in a bad way but the standard notify message at the INFO level is: DynamicLibrary::failed loading "osgPlugins-3.0.0/osgdb_ivd.dll" Warning: Could not find plugin to read objects from file "../../some_file.iv". So, I know that COIN's failure is not an OSG problem but I do believe there may be room for a more useful debug output when a dll has problems that don't revolve around not existing. Are you 100% sure the DLL _is_ actually loading but the IV file fails to load? How have you verified this? You can set breakpoints in the DLL, or use something like SysInternals' ProcessMonitor to snoop on successful (and unsuccessful) DLL loads. Assuming the error message is correct and the plugin isn't being found... osgWorks has an app to find plugins. I don't have the .iv plugin, but here's an example of using it to find the .flt plugin: >osgwwhich -p flt Using plugin name: "osgPlugins-3.0.1/osgdb_openflight.dll". C:\Program Files\OpenSceneGraph\bin\osgPlugins-3.0.1\osgdb_openflight.dll You can also set OSG_NOTIFY_LEVEL=DEBUG_FP to have OSG print each path that it searches to try to find the plugin. Hopefully these two tricks will help you figure out why OSG is claiming it can't load the plugin. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
12.10.2011 20:45, Wojciech Lewandowski wrote: > So if you are on Linux and have a minute please let me know how the test > passed on your machine ;-) Hi, Wojtek, gentoo x86_64 GeForce 9600 GT 270.41.06 good result Mikhail. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simulation Loop in osgWidget
On Tue, 2011-10-11 at 04:08 +0200, dan marshal wrote: > Very sorry! > > If I create a window using: > > osgViewer::Viewer viewer; > osgWidget::WindowManager* wm = new osgWidget::WindowManager( > &viewer, > WINDOW_WIDTH, > WINDOW_HEIGHT, > MASK_2D > ); > .. > .viewer.home(); > > I get a viewer object inside a window. > === > However if I change > > viewer.home(); > > to > while(!viewer.done()) > { > viewer.frame(); > } > > I lose the osgWidget:WindowManager window and the viewer object now takes > over the entire screen. > > I would like to keep my window but be able to add additional code inside the > viewer simulation loop. > > How can I use the osgWidget::Window and be able to add calls to the > simulation loop? > > Thank you again, Hmm, I'm still not sure what's going on. Can you provide me some example code? I tried this here on my end and saw no issues... (Linux, Fedora 15 64bit) > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=43310#43310 > > > > > > ___ > 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] Rendering From First Person
On Sun, 2011-10-09 at 04:53 +0200, Rishabh Taneja wrote: > Hi Jeremy, > > I am a newbie in osg. I am working on a project to build a virtual > environment.After trying a lot, I am not able to create first person > experience in my environment. Can you help me out in this regard. Sure, do you have any sample code? What OS are you on? I may be able to provide a very simple example... > ... > > Thank you! > > Cheers, > Rishabh > (ryshabtaneja@gmail) > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=43276#43276 > > > > > > ___ > 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] VBO Bug ?
Hi, Thank You Guys Yeah, pattern starts to show. Its most probably something related to NVidia OpenGL drivers on Windows. When I have sent the email I realized I may test the code on Intel HD 3000 I have on a wife laptop. And I got “good” result there and “bad” when switched to NVidia 540 Optimus. We also saw “bad” results on GF 580 and GF 460 on several latest drivers from 270.xx to most recent ones on Windows. I would be interested in larger test sample group from guys with NVidias on Linux and Macs to exclude their system as not affected. So if you are on Linux and have a minute please let me know how the test passed on your machine ;-) I have not written how the problem manifests in real life. But I guess it may be useful in case someone is hit by this. I encountered this when I was playing with farirly huge geometries. 500 k – 2000 k vertices and 5000 k tris in one primitive set. With few such primitive sets I started to observe that texture coords in one of them are broken. After investigation I have created the test case above. It uses fairly small number of vertices and texcoords (33127 vertices and 65523 triangles) but it still shows the issue. So it seems like a problem is somehow triggered when vbo index range gets close to max value addresable on ushort. Cheers, Wojtek Lewandowski From: PP CG Sent: Wednesday, October 12, 2011 6:20 PM To: OpenSceneGraph Users Subject: Re: [osg-users] VBO Bug ? On 12.10.2011 15:55, Wojciech Lewandowski wrote: Could you guys check if this problem also happens in other systems ? Hi Wojtek, "bad" result. Win 7 x64, osg build for x86 NVIDIA GTX 295 driver 280.26 Cheers, PP ___ 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] [osgCompute] Render order
Hi, reply to self... On 12/10/2011 16:45, J.P. Delport wrote: Hi, I want to mix some FBO pre-render cameras and osgCuda. Basically I need to do the following in a single frame: - do some FBO rendering - some cuda ops - again some FBO rendering - some cuda ops - again some FBO rendering For each "cuda ops" part I have a Computation node. Ideally I'd like to let the order be determined just by the order I've attached the nodes to a common parent node (this works for pre-render FBO cameras), but Computation creates render bins and no matter in what order I attach things (I've tried Computation with and without children) the order of my operations is wrong. Because I'm doing FBO rendering I want the cuda ops to be done in the render traversal too, i.e. I cannot do it in update traversal. Is there a way I can let Computation happen in the render traversal, but without it changing bins? I "fixed" it by placing the Computation node under a dummy FBO camera. Now all computation happens in pre-render stage and in right order. jp thanks jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem
S2LR wrote: > The --geocentric flag in osgdem builds a round earth database in meters > with the coordinate system origin being the center of the earth. When > you place your models on the earth (position and orientation), you'll > need to keep this in mind. If your models are in meters you should be > good and no rescaling is needed. > > Hopefully this addresses your question. > > -Shayne > > This is exactly what I needed to know, thanks so much! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43361#43361 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
On 12.10.2011 15:55, Wojciech Lewandowski wrote: Could you guys check if this problem also happens in other systems ? Hi Wojtek, "bad" result. Win 7 x64, osg build for x86 NVIDIA GTX 295 driver 280.26 Cheers, PP ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Placing an object on a UTM file generatedwith osgdem
On 10/12/2011 10:12 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: > The --geocentric flag in osgdem builds a round earth database in meters > with the coordinate system origin being the center of the earth. When > you place your models on the earth (position and orientation), you'll > need to keep this in mind. If your models are in meters you should be > good and no rescaling is needed. Yes. And (I think I've already mentioned this) make sure you calculate your static up-vector for the object. Technically you need to recalculate this anytime the object moves, but it varies so slowly that unless you move far it's not a big deal. -- 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] [vpb] Placing an object on a UTM file generatedwith osgdem
The --geocentric flag in osgdem builds a round earth database in meters with the coordinate system origin being the center of the earth. When you place your models on the earth (position and orientation), you'll need to keep this in mind. If your models are in meters you should be good and no rescaling is needed. Hopefully this addresses your question. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan Fahy Sent: Wednesday, October 12, 2011 9:53 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] Placing an object on a UTM file generatedwith osgdem I got everything working but have one more question: If the units of the object I am attaching to my terrain are in meters, and the original geotiffs that I started with before converting them using osgdem were also in meters, is any further scaling of the attached object necessary? I am worried that by converting the geotiffs to ive files using the --geocentric osgdem flag I may have changed the units of the terrain and may need some sort of ellipsoid model-based scaling equation for any objects that I attached to the terrain. Anybody have an answer to this? Much obliged. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43359#43359 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem
I got everything working but have one more question: If the units of the object I am attaching to my terrain are in meters, and the original geotiffs that I started with before converting them using osgdem were also in meters, is any further scaling of the attached object necessary? I am worried that by converting the geotiffs to ive files using the --geocentric osgdem flag I may have changed the units of the terrain and may need some sort of ellipsoid model-based scaling equation for any objects that I attached to the terrain. Anybody have an answer to this? Much obliged. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43359#43359 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Viewer thread safety question
On 10/12/2011 8:31 AM, Joshua Cook wrote: > To make a long story short COIN was failing in a bad way but the standard > notify message at the INFO level is: > DynamicLibrary::failed loading "osgPlugins-3.0.0/osgdb_ivd.dll" > Warning: Could not find plugin to read objects from file "../../some_file.iv". > So, I know that COIN's failure is not an OSG problem but I do believe there > may be room for a more useful debug output when a dll has problems that don't > revolve around not existing. Are you 100% sure the DLL _is_ actually loading but the IV file fails to load? How have you verified this? You can set breakpoints in the DLL, or use something like SysInternals' ProcessMonitor to snoop on successful (and unsuccessful) DLL loads. DLL paths and version number issues are very common in OSG installations. Also, consider switching to 3.0.1 if you haven't already. 3.0.0 had some quirks. I have 3.0.1 binaries built and on my webserver but I don't think I've updated the links. I'll try to get them up there today. -- 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] VBO Bug ?
Hi, On 12/10/2011 15:55, Wojciech Lewandowski wrote: Could you guys check if this problem also happens in other systems ? I'm getting the "good" result. Debian Sid 64-bit Nvidia Quadro 2000M Driver 280.13 jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgCompute] Render order
Hi, I want to mix some FBO pre-render cameras and osgCuda. Basically I need to do the following in a single frame: - do some FBO rendering - some cuda ops - again some FBO rendering - some cuda ops - again some FBO rendering For each "cuda ops" part I have a Computation node. Ideally I'd like to let the order be determined just by the order I've attached the nodes to a common parent node (this works for pre-render FBO cameras), but Computation creates render bins and no matter in what order I attach things (I've tried Computation with and without children) the order of my operations is wrong. Because I'm doing FBO rendering I want the cuda ops to be done in the render traversal too, i.e. I cannot do it in update traversal. Is there a way I can let Computation happen in the render traversal, but without it changing bins? thanks jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
Hi Wojciech, I get the bad result, running on NVidia Quadro NVS 140M, Driver version 186.94, Windows 7 Enterprise 32bit. Hi Robert and Community, I am seeing strange problem with VBOs in OSG on Windows and several NVidia boards and several driver versions. Basically a set of geometries with certain certain number of vertices and texcoords are drawn incorrectly when we use VBOs. When used with display lists they are drawn correctly. I was unable to investigate if the problem is in OSG or OpenGL or in my code. But I checked my code several times already so I would like to hear your opinion what is this. Could you guys check if this problem also happens in other systems ? I have isolated the problem as deep as I could and created a set of files that can be used to reproduce the issue. They just draw one quad and one triangle over the quad. Both quad and triangle are colored with red yellow magenta gradient. If all is ok - its hard to notice the border between quad and triangle. If the problem shows up - quad is either drawn in red or not drawn at all, so only a triangle is drawn with gradient and nasty z-fighting between quad and triangle can be observed. I have prepared a modified osgViewer source which can be used to reproduce the bug (run it without args). See attached screenshots for correct and incorrect output. I will be grateful for some feedback on this issue... If someone is interested I may send "good" and "bad" model files too. I have not attached them because they have 700 kb zipped. Cheers & Thanks in advance, Wojtek Lewandowski ___ 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] Viewer thread safety question
Hey, I appreciate the advice from everybody and have implemented a lot of it as it will help me develope better code. However, my original problem does not stem from thread safety but from the .IV plugin and COIN. We discoved this before I left for the day and I believe this may be an issue to be looked into. Here is what was happening. When I tried to load up .IV files using Inventor and COIN the plugin would fail along the way. Most times the failure would only return a NULL pointer and I would be led to believe, by the notify messages, that the plugin simply could not be found. However, when we started messing around with the order of operations and a few other parameters we noticed that the crash was only taking place when attempting to load a .IV file. The reason I thought this was a threading issue is that the call stack made it look like one of the internal vectors had been corrupted by another thread. But, since the only thing that was happening at this time was failing to read a .IV file we figured something was not quite as it appeared. To make a long story short COIN was failing in a bad way but the standard notify message at the INFO level is: DynamicLibrary::failed loading "osgPlugins-3.0.0/osgdb_ivd.dll" Warning: Could not find plugin to read objects from file "../../some_file.iv". So, I know that COIN's failure is not an OSG problem but I do believe there may be room for a more useful debug output when a dll has problems that don't revolve around not existing. My largest problem is that I'd love to tackle this myself but the legal I'd have to go through here would take at least 6 months. So, it is here for discussion and if you think that 6 months + time to fix this wouldnt be that bad I could put in for permission to contribute to the project and hope they approve it. Thanks, soulsabr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43353#43353 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO Bug ?
On 10/12/2011 09:55 AM, Wojciech Lewandowski wrote: I have prepared a modified osgViewer source which can be used to reproduce the bug (run it without args). See attached screenshots for correct and incorrect output. I will be grateful for some feedback on this issue... Hi, Wojtek, RHEL 6.1 NVIDIA GTX 260 driver version 285.05.09 I get the "good" result. --"J" ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does pure GL3 context work with default camera manipulator ?
O.K. in any case, thank you for your time Paul. @Community, I wonder if this behavior should be treated as bug and should be reported. What else could be done to find the source of the problem ? Summary: My GL3 compiled osg version does not reach the code where a forward compatible GL3 context gets created. What should be my next steps ? Meanwhile I recompiled for GL3 following this article, and made sure QT does not get build: http://forum.openscenegraph.org/viewtopic.php?t=7322 Cheers, PP You are on Windows, right? And I assume you built OSG for GL3 (changed all the CMake setting from their default GL2 values)? -Paul On 10/11/2011 10:25 AM, PP CG wrote: Hi Paul, thanks, but unfortunately this does not help as the method GraphicsWindowWin32::createContextImplementation() does not get called at all, and the glContextVersion does not get parsed ( at my site ). This brings me back to my doubts and original question, probably I use the wrong way to create the GL3 context, so what is the right way ? I am sorry, I am getting lost in the osg code here. Have no idea what to do to get this particular method called. Thank you Cheers, PP Hi -- A simple search of the source code shows that glContextVersion is parsed in only one place: GraphicsContextWin32.cpp, line 1678. Set a breakpoint there in the debugger and step through the following lines of code to ensure you're getting the right context. -Paul On 10/11/2011 1:32 AM, PP CG wrote: Hello community, I compiled osg for GL3, and created a glContextVersion( "3.3" ) GL context. In my simple test application Camera Manipulation and MatrixTransforms are working as usual without me writing any transformation shader. Is this possible ? As I have doubts about this I guess that I have setup the GL context in a wrong way, so how does one set it up properly ? My way: osg::GraphicsContext::Traits * traits = new osg::GraphicsContext::Traits() ; int width = 1920 , height = 1200 ; traits -> x = 0 ; traits -> y = 0 ; traits -> width = width ; traits -> height = height ; traits -> windowDecoration = true ; traits -> doubleBuffer = true ; traits -> glContextVersion = std::string( "3.3" ) ; traits -> windowDecoration = false ; osg::GraphicsContext * graphicsContext = osg::GraphicsContext::createGraphicsContext( traits ) ; osg::Camera * cam = new osg::Camera() ; cam -> setGraphicsContext( graphicsContext ) ; cam -> setViewport( 0 , 0 , width , height ) ; cam -> setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; cam -> setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ; cam -> setProjectionMatrixAsPerspective( 30.0f , ( float )width / ( float )height , 1.0 , 1000.0 ) ; viewer.setCamera( cam ) ; viewer.setSceneData( xform.get() ) ; viewer.realize() ; return viewer.run() ; Thank you Cheers, PP ___ 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
Re: [osg-users] RTT and new color_buffer binding per frame.
Hello together, Thanks for the help! I will try the cheaper approach next. But in general, the current behavior of ignoring the color_buffer binding looks more like a bug to me. Cause having such essential changes on the camera settings, I would expect the renderer to be aware of that!? Cheers, Alexej -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43348#43348 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using osgViewer::Viewer with independant slave cameras
Thanks for pointing me to the example, Robert. That helped. Obviously, I was too blind to see the part in the example. Cheers, Carsten _ Carsten Scharfe Software Developer Experiment Software ESIM dSPACE GmbH Rathenaustraße 26 33102 Paderborn Germany Tel.: +49 5251 1638-1920 http://www.dspace.com mailto:cscha...@dspace.de _ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday, October 10, 2011 4:45 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Using osgViewer::Viewer with independant slave cameras Hi Carsten, On Mon, Oct 10, 2011 at 3:32 PM, Carsten Scharfe wrote: > Any idea on how I could convince each view of a composite viewer to share the > graphics context? CompositeViewer works just fine with a sharing a context between all views. The osgcompositeviewer does *EXACTLY* this. Please read the example. 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] Extend LineSegmentIntersector : where to start ?
> If it walks like a duck and quacks like a duck it's a duck :-) In my case, it walks like a dog but it quacks like a duck, so it's probably a dock... We compute line-geometry intersections, and the only special case is when geometry is made of lines : in this situation, we have to consider the lines as cylinder, but the result would be a line-line intersection if the cylinder hit the line. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43346#43346 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org