Re: [osg-users] VBO Bug ?

2011-10-12 Thread Smelik, R.M. (Ruben)
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

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Re: [osg-users] VBO Bug ?

2011-10-12 Thread J.P. Delport

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

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Re: [osg-users] RTT with Shadows (LispSM)

2011-10-12 Thread Robert Osfield
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
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Re: [osg-users] AlphaPixel OSG 3.0.1 binaries for all platforms

2011-10-12 Thread Robert Osfield
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
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Re: [osg-users] How to use osgParticle to achieve tail flame effect?

2011-10-12 Thread Robert Osfield
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
>
>
>
>
>
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[osg-users] ANN: osgBullet v2.0 RC available

2011-10-12 Thread Paul Martz
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.


--
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   http://www.skew-matrix.com/

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[osg-users] RTT with Shadows (LispSM)

2011-10-12 Thread Craig S. Bosma
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
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Re: [osg-users] help running examples

2011-10-12 Thread Chris 'Xenon' Hanson
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
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Re: [osg-users] AlphaPixel OSG 3.0.1 binaries for all platforms

2011-10-12 Thread Paul Martz

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.

--
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[osg-users] How to use osgParticle to achieve tail flame effect?

2011-10-12 Thread Sobeit Wang
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





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[osg-users] help running examples

2011-10-12 Thread James Morgan
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

--
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http://forum.openscenegraph.org/viewtopic.php?p=43339#43339





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[osg-users] AlphaPixel OSG 3.0.1 binaries for all platforms

2011-10-12 Thread Chris 'Xenon' Hanson
  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
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Re: [osg-users] [osgCompute] Render order

2011-10-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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
>

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Re: [osg-users] Viewer thread safety question

2011-10-12 Thread Paul Martz

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


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Re: [osg-users] VBO Bug ?

2011-10-12 Thread Mikhail I. Izmestev
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.
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Re: [osg-users] Simulation Loop in osgWidget

2011-10-12 Thread Jeremy Moles
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
> 
> 
> 
> 
> 
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Re: [osg-users] Rendering From First Person

2011-10-12 Thread Jeremy Moles
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
> 
> 
> 
> 
> 
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Re: [osg-users] VBO Bug ?

2011-10-12 Thread Wojciech Lewandowski
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




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Re: [osg-users] [osgCompute] Render order

2011-10-12 Thread J.P. Delport

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



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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-10-12 Thread Ethan Fahy

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!

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Re: [osg-users] VBO Bug ?

2011-10-12 Thread PP CG

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
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Re: [osg-users] [vpb] Placing an object on a UTM file generatedwith osgdem

2011-10-12 Thread Chris 'Xenon' Hanson
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
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Re: [osg-users] [vpb] Placing an object on a UTM file generatedwith osgdem

2011-10-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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.

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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-10-12 Thread Ethan Fahy
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.

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Re: [osg-users] Viewer thread safety question

2011-10-12 Thread Chris 'Xenon' Hanson
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
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Re: [osg-users] VBO Bug ?

2011-10-12 Thread J.P. Delport

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


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[osg-users] [osgCompute] Render order

2011-10-12 Thread J.P. Delport

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

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Re: [osg-users] VBO Bug ?

2011-10-12 Thread Sebastian Messerschmidt

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


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Re: [osg-users] Viewer thread safety question

2011-10-12 Thread Joshua Cook
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

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Re: [osg-users] VBO Bug ?

2011-10-12 Thread Jason Daly

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"

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Re: [osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-12 Thread PP CG

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

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Re: [osg-users] RTT and new color_buffer binding per frame.

2011-10-12 Thread Alexej Fink
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

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Re: [osg-users] Using osgViewer::Viewer with independant slave cameras

2011-10-12 Thread Carsten Scharfe
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
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-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.
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Re: [osg-users] Extend LineSegmentIntersector : where to start ?

2011-10-12 Thread Aurelien Albert

> 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.

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