Re: [osg-users] VBO Bug ?

2011-10-13 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 ?

2011-10-13 Thread Sebastian Messerschmidt
I've just tried this, and indeed: Setting Threaded Optimization from 
Auto to Off yields the good result.
So maybe we should try to reproduce this with pure OpenGL and send a 
sample to NVidia (they have been very responsive in the past if you send 
an example)



cheers
Sebastian

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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[osg-users] rendering a texture on a .osg model

2011-10-13 Thread Craig Fletcher
Hi,

I would like to render a texture onto an .osg model that I have read in.  My 
code works for a primitive sphere but not the model, instead of the texture the 
model colour is changed to a darker grey.  Could anyone tell me what I am doing 
wrong ?

Basically i load the model which is ok I then create a geode pointer which 
points to the model geode and then i set the stateset of the geode to that 
containing the texture information.

I have read something about setting texture coordinates ? i don't do anything 
like this could this be my problem.

Code below

osg::Group *Root;
osg::Geode *mySphereGeode;
osg::ref_ptrosg::Node tModel;
osg::Geode* modelGeode;


void createSphere()
{
const double sphereRadius = 0.5;
osg::Sphere* mySphere = new osg::Sphere(osg::Vec3d(0,0,0),sphereRadius);
osg::ShapeDrawable* mySphereDrawable = new osg::ShapeDrawable(mySphere);
mySphereGeode = new osg::Geode();
mySphereGeode-addDrawable(mySphereDrawable);
mySphereGeode-setName(mySphere);
osg::PositionAttitudeTransform * mySpherePAT = new 
osg::PositionAttitudeTransform(); 
mySpherePAT-addChild(mySphereGeode);
Root-addChild(mySpherePAT);
}

void setTexture(osg::Geode *myGeode)
{
osg::Texture2D* texture = new osg::Texture2D;

texture-setDataVariance(osg::Object::DYNAMIC); 
texture-setFilter(osg::Texture::MIN_FILTER, 
osg::Texture::LINEAR_MIPMAP_LINEAR);
texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);

osg::Image* img = osgDB::readImageFile(drillText.tga);
if (!img)
{
//std::cout   couldn't find texture, quiting.  std::endl;
//return -1;
}

texture-setImage(img);

osg::StateSet* stateOne = new osg::StateSet();

// Assign texture unit 0 of our new StateSet to the texture 
//  we just created and enable the texture.

stateOne-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);

//myGeode-setStateSet(stateOne);
myGeode-setStateSet(stateOne);

}

void loadModel(char* name)
{
osg::ref_ptrosg::Node tModel = osgDB::readNodeFile(name);
osg::PositionAttitudeTransform* modelPAT = new 
osg::PositionAttitudeTransform();
tModel-setName(name);

if(!tModel)
{ 
//throw std::string(Error! Could not load node file.);
//return 0;

}

tModel-setDataVariance( osg::Object::STATIC );


modelPAT-setPosition(osg::Vec3d(0, 0, 0));
modelPAT-addChild(tModel.get());

Root-addChild(modelPAT);

GeodeFinder myGeodeFinda;
Root-accept(myGeodeFinda);
modelGeode = myGeodeFinda.getGeode(name);



}


void main(void)
{
Root = new osg::Group();

//createSphere();
//setTexture(mySphereGeode);

loadModel(cyl60x10.osg);
setTexture(modelGeode);


osgViewer::Viewer viewer;
viewer.setUpViewInWindow( 50, 50, 768, 768 );
viewer.setSceneData(Root);

viewer.run();

}

Any pointers would be greatly appreciated

Thank you!

Cheers,
Craig

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Re: [osg-users] ANN: osgBullet v2.0 RC available

2011-10-13 Thread Kim Bale
Great news I'll check it out.

K.

On 13 October 2011 04:48, Paul Martz pma...@skew-matrix.com wrote:

 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-rc2https://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/

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Re: [osg-users] rendering a texture on a .osg model

2011-10-13 Thread Sergey Polischuk
Hi, Craig

Does your model have texture coordinates for tex unit 0 assigned?
If not - you should generate them with texgen or use shaders to map texture 
correctly.

Cheers

13.10.2011, 13:23, Craig Fletcher c...@hw.ac.uk:
 Hi,

 I would like to render a texture onto an .osg model that I have read in.  My 
 code works for a primitive sphere but not the model, instead of the texture 
 the model colour is changed to a darker grey.  Could anyone tell me what I am 
 doing wrong ?

 Basically i load the model which is ok I then create a geode pointer which 
 points to the model geode and then i set the stateset of the geode to that 
 containing the texture information.

 I have read something about setting texture coordinates ? i don't do anything 
 like this could this be my problem.

 Code below

 osg::Group *Root;
 osg::Geode *mySphereGeode;
 osg::ref_ptrosg::Node tModel;
 osg::Geode* modelGeode;

 void createSphere()
 {
 const double sphereRadius = 0.5;
 osg::Sphere* mySphere = new 
 osg::Sphere(osg::Vec3d(0,0,0),sphereRadius);
 osg::ShapeDrawable* mySphereDrawable = new 
 osg::ShapeDrawable(mySphere);
 mySphereGeode = new osg::Geode();
 mySphereGeode-addDrawable(mySphereDrawable);
 mySphereGeode-setName(mySphere);
 osg::PositionAttitudeTransform * mySpherePAT = new 
 osg::PositionAttitudeTransform();
 mySpherePAT-addChild(mySphereGeode);
 Root-addChild(mySpherePAT);
 }

 void setTexture(osg::Geode *myGeode)
 {
 osg::Texture2D* texture = new osg::Texture2D;

 texture-setDataVariance(osg::Object::DYNAMIC);
 texture-setFilter(osg::Texture::MIN_FILTER, 
 osg::Texture::LINEAR_MIPMAP_LINEAR);
 texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
 texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
 texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);

 osg::Image* img = osgDB::readImageFile(drillText.tga);
 if (!img)
 {
 //std::cout   couldn't find texture, quiting.  
 std::endl;
 //return -1;
 }

 texture-setImage(img);

 osg::StateSet* stateOne = new osg::StateSet();

 // Assign texture unit 0 of our new StateSet to the texture
 //  we just created and enable the texture.
 stateOne-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);

 //myGeode-setStateSet(stateOne);
 myGeode-setStateSet(stateOne);

 }

 void loadModel(char* name)
 {
 osg::ref_ptrosg::Node tModel = osgDB::readNodeFile(name);
 osg::PositionAttitudeTransform* modelPAT = new 
 osg::PositionAttitudeTransform();
 tModel-setName(name);

 if(!tModel)
 {
 //throw std::string(Error! Could not load node file.);
 //return 0;

 }

 tModel-setDataVariance( osg::Object::STATIC );

 modelPAT-setPosition(osg::Vec3d(0, 0, 0));
 modelPAT-addChild(tModel.get());

 Root-addChild(modelPAT);

 GeodeFinder myGeodeFinda;
 Root-accept(myGeodeFinda);
 modelGeode = myGeodeFinda.getGeode(name);

 }

 void main(void)
 {
 Root = new osg::Group();

 //createSphere();
 //setTexture(mySphereGeode);

 loadModel(cyl60x10.osg);
 setTexture(modelGeode);

 osgViewer::Viewer viewer;
 viewer.setUpViewInWindow( 50, 50, 768, 768 );
 viewer.setSceneData(Root);

 viewer.run();

 }

 Any pointers would be greatly appreciated

 Thank you!

 Cheers,
 Craig

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 http://forum.openscenegraph.org/viewtopic.php?p=43385#43385

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Re: [osg-users] ANN: osgBullet v2.0 RC available

2011-10-13 Thread Tom Pearce
Hi Paul,

Congratulations, this looks great!  It looks like something we'll be very 
interested in integrating with our system.  I look forward to giving it a try - 
unfortunately I'm consumed with other projects at the moment so I won't be able 
to contribute to the testing any time soon.  Hopefully in the next few months 
though!

Thank you!
Tom

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

2011-10-13 Thread Craig Bosma
Thanks Robert,

Will the osgShadow::ViewDependentShadowMap implementation work with a
scene placed under an RTT camera? I'd like to move to osgViewer but
unfortunately that's just not an option for this project.


On Thu, Oct 13, 2011 at 12:18 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 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 craig.bo...@gmail.com 
 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] VBO Bug ?

2011-10-13 Thread Jean-Sébastien Guay

Hi guys,


So maybe we should try to reproduce this with pure OpenGL and send a
sample to NVidia (they have been very responsive in the past if you send
an example)


And actually in my experience, even if you send an OSG-based example 
(binaries only) they can reproduce it and look at the OpenGL calls and 
find the problem that way. You don't even need to make a pure OpenGL 
example. I agree, they've been responsive, which reminds me I still 
haven't sent a repro example for an Optimus bug I found...


Dev Support devsupp...@nvidia.com

Hope this helps,

J-S
--
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Re: [osg-users] VBO Bug ?

2011-10-13 Thread Wojciech Lewandowski

Hi, Guys

Big Thanks for testing. And Very Big Thanks to Ruben for this workaround. 
Yes it also works for me.  I am glad I started this thread before trying to 
dig deeper in the OSG. Thats definitely something with drivers. I am not 
sure if I will be able to quickly prepare pure GL test case quickly, though.


Sebastian: Just out of curiosity where do you send or post OpenGL bugs ? 
Thru Registered developer's site  or NVidia forums ? I have mixed results 
with registered devs site. Maybe other paths are a faster ?


Cheers,
Wojtek Lewandowski


-Oryginalna wiadomość- 
From: Sebastian Messerschmidt

Sent: Thursday, October 13, 2011 9:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VBO Bug ?

I've just tried this, and indeed: Setting Threaded Optimization from
Auto to Off yields the good result.
So maybe we should try to reproduce this with pure OpenGL and send a
sample to NVidia (they have been very responsive in the past if you send
an example)


cheers
Sebastian

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 
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Re: [osg-users] VBO Bug ?

2011-10-13 Thread Jean-Sébastien Guay

Hi Wojtek,


Sebastian: Just out of curiosity where do you send or post OpenGL bugs ?
Thru Registered developer's site or NVidia forums ? I have mixed results
with registered devs site. Maybe other paths are a faster ?


Please see my message, generally there's no need to make a pure OpenGL 
test case, and I gave you the e-mail address to send to directly :-)


J-S
--
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Re: [osg-users] VBO Bug ?

2011-10-13 Thread Wojciech Lewandowski

Hi, J-S

Hehe, do you read my mind ? You posted the answer before my question I 
arrived on the list.
I will send them broken model then. If they have osg installed, they could 
easily see the OpenGL calls with glDebuger.


Cheers,
Wojtek Lewandowski

-Oryginalna wiadomość- 
From: Jean-Sébastien Guay

Sent: Thursday, October 13, 2011 3:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VBO Bug ?

Hi guys,


So maybe we should try to reproduce this with pure OpenGL and send a
sample to NVidia (they have been very responsive in the past if you send
an example)


And actually in my experience, even if you send an OSG-based example
(binaries only) they can reproduce it and look at the OpenGL calls and
find the problem that way. You don't even need to make a pure OpenGL
example. I agree, they've been responsive, which reminds me I still
haven't sent a repro example for an Optimus bug I found...

Dev Support devsupp...@nvidia.com

Hope this helps,

J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.dyndns-web.com/
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Re: [osg-users] osg-users Digest, Vol 52, Issue 20

2011-10-13 Thread Tomlinson, Gordon
HI Jack

Can you Please stop flooding the list with copies of the whole digests and 
hiding a question/reply in the middle of hundreds of lines, I could not even 
make out of there is a question in there

Please send a clean email with your questions? or snipped out digest so we may 
have a chance of actually seeing your question/reply and perhaps helping you

Thanks


Gordon Tomlinson
3D Technical Product Manager
(System Engineering Consultant)
Overwatch
An Operating Unit of Textron Systems
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From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jack big
Sent: Thursday, October 13, 2011 9:04 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osg-users Digest, Vol 52, Issue 20

[snip]
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Re: [osg-users] VBO Bug ?

2011-10-13 Thread Jean-Sébastien Guay

Hi Wojtek,


Hehe, do you read my mind ? You posted the answer before my question I
arrived on the list.
I will send them broken model then. If they have osg installed, they
could easily see the OpenGL calls with glDebuger.


I suggest you send them a zip with osgviewer and the required DLLs too, 
just to simplify their life. I doubt they have OSG installed, and 
requiring them to go get the binaries will just be a barrier to them 
examining this bug.


J-S
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[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )

2011-10-13 Thread PP CG

Hi,

I am on Win 7, osg 3.0.1
When writing out files which include a osgAnimation::RigGeometry to the 
new formats osgb, osgt, osgx and playing these files in the 
osganimationviewer, I get these messages in the CommandPrompt:


InputStream::readObject(): Unsupported wrapper class 
osg::ComputeBoundingBoxCallback

InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback

The problem seems to come from these lines ( found in osgt file ), which 
are not present in the old osg file format.


osgAnimation::RigGeometry {
  UniqueID 26
  DataVariance DYNAMIC
  ComputeBoundingBoxCallback TRUE {
osg::ComputeBoundingBoxCallback {
  UniqueID 27
}
  }
  SupportsDisplayList FALSE
  UseVertexBufferObjects TRUE
  UpdateCallback TRUE {
osg::UpdateCallback {
  UniqueID 28
}
  }
}

The problem is re-constructable with the osganimationskinning example, 
writing it to disk and reading back into osganimationviewer.


So far no visual problem is noticeable, only the annoying error messages.

Cheers, PP
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Re: [osg-users] Viewer thread safety question

2011-10-13 Thread PP CG

Uh, sorry, how could this end up as a reply ? Please ignore, I'll repost.

Cheers, PP


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] rendering a texture on a .osg model

2011-10-13 Thread Craig Fletcher
Hi,

Thanks for that, no I don't believe the model has any texture coordinates.  I 
will take a look at texgen

All the best
Craig

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[osg-users] Mouse release event issue

2011-10-13 Thread Alexandre Amalric
Hi osg-users,

I recently found something disturbing ine the way the mouse release event is
processed.

When I press left mouse button + right mouse button, then I drag the cursor
out of the Osg viewport and release both buttons simultaneously I only
receive 1 mouse release event on the left or right button, the second one is
never received.

Digging in the LRESULT GraphicsWindowWin32::handleNativeWindowingEvent( HWND
hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) function I found that
reproducing the same gesture is only
calling getEventQueue()-mouseButtonRelease(mx, my, button, eventTime);
once.

I think it's due to the fact that the view doesn't has focus anymore so the
second released button is never received.

Is there a way to get bot mouse release event ??

(For info I'm using OSG 3.0.1 under Windows Seven)

Kind regards,

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===
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http://www.pixxim.fr
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[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )

2011-10-13 Thread PP CG

Hi,

I am on Win 7, osg 3.0.1
When writing out files which include a osgAnimation::RigGeometry to the 
new formats osgb, osgt, osgx and playing these files in the 
osganimationviewer, I get these messages in the CommandPrompt:


InputStream::readObject(): Unsupported wrapper class 
osg::ComputeBoundingBoxCallback

InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback

The problem seems to come from these lines ( found in osgt file ), which 
are not present in the old osg file format.


osgAnimation::RigGeometry {
  UniqueID 26
  DataVariance DYNAMIC
  ComputeBoundingBoxCallback TRUE {
osg::ComputeBoundingBoxCallback {
  UniqueID 27
}
  }
  SupportsDisplayList FALSE
  UseVertexBufferObjects TRUE
  UpdateCallback TRUE {
osg::UpdateCallback {
  UniqueID 28
}
  }
}

The problem is re-constructable with the osganimationskinning example, 
writing it to disk and reading back into osganimationviewer.


So far no visual problem is noticeable, only the annoying error messages.

This is a repost, as the previous post  ended up at the wrong place, sorry.

Cheers, PP
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[osg-users] Culling Issue with osgAnimation::rigGeometry

2011-10-13 Thread PP CG

  
  
Hi,

I created a cube with one bone in the center, and 3 children at
three corners of the cube. When the child bones are translated away
from center, the expanded cube corners get culled away. Do I need to
write some kind of Compute Bounding Box Callback, or do I have to
use some for osgAnimation Namespace ( can't find any ). Osgt file
attached, this happens in osg file format as well. Launch with
osganimationviewer, play the animation and rotate around.

Non Transformed Cube:


Transformed Cube:


Thank you, !

Cheers, PP
  

#Ascii Scene 
#Version 80 
#Generator OpenSceneGraph 3.0.1 

osg::Group {
  UniqueID 1 
  Name M2O_Skin 
  UpdateCallback TRUE {
osgAnimation::BasicAnimationManager {
  UniqueID 2 
  Animations 1 {
osgAnimation::Animation {
  UniqueID 3 
  Name No Character 
  Weight 1 
  Channels 4 {
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_PX_PY_PZ_Callback 
  KeyFrameContainer TRUE 3 {
0 2 2 2 
0.5 5 5 5 
1 2 2 2 
  }
}
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_NX_PY_NZ_Callback 
  KeyFrameContainer TRUE 3 {
0 -2 2 -2 
0.5 -5 5 -5 
1 -2 2 -2 
  }
}
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_NX_NY_PZ_Callback 
  KeyFrameContainer TRUE 3 {
0 -2 -2 2 
0.5 -5 -5 5 
1 -2 -2 2 
  }
}
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_PX_NY_NZ_Callback 
  KeyFrameContainer TRUE 3 {
0 2 -2 -2 
0.5 5 -5 -5 
1 2 -2 -2 
  }
}
  }
}
  }
}
  }
  StateSet TRUE {
osg::StateSet {
  UniqueID 4 
  ModeList 1 {
GL_NORMALIZE ON 
  }
}
  }
  Children 1 {
osg::Group {
  UniqueID 5 
  Name world 
  Children 5 {
osg::MatrixTransform {
  UniqueID 6 
  Name plyCube 
  Children 1 {
osgAnimation::Skeleton {
  UniqueID 7 
  Name plyCubeShape 
  UpdateCallback TRUE {
osgAnimation::UpdateSkeleton {
  UniqueID 8 
}
  }
  Children 2 {
osgAnimation::Bone {
  UniqueID 9 
  Name jntCenter 
  DataVariance DYNAMIC 
  UpdateCallback TRUE {
osgAnimation::UpdateBone {
  UniqueID 10 
  Name jntCenter_Callback 
  StackedTransforms 3 {
osgAnimation::StackedTranslateElement {
  UniqueID 11 
  Name position 
}
osgAnimation::StackedQuaternionElement {
  UniqueID 12 
  Name quaternion 
}
osgAnimation::StackedScaleElement {
  UniqueID 13 
  Name scale 
  Scale 1 1 1 
}
  }
}
  }
  Children 4 {
osgAnimation::Bone {
  UniqueID 14 
  Name jnt_PX_PY_PZ 
  DataVariance DYNAMIC 
  UpdateCallback TRUE {
osgAnimation::UpdateBone {
  UniqueID 15 
  Name jnt_PX_PY_PZ_Callback 
  StackedTransforms 3 {
osgAnimation::StackedTranslateElement {
  UniqueID 16 
  Name position 
  Translate 2 2 2 
}
osgAnimation::StackedQuaternionElement {
  UniqueID 17 
  Name quaternion 
}
osgAnimation::StackedScaleElement {
  UniqueID 18 
  Name scale 
  Scale 1 1 1 
}
  }
}
  }
  Matrix {
1 0 0 0 
0 1 0 0 
0 0 1 0 
2 2 2 1 
  }
  
  

Re: [osg-users] [SOLVED] Viewer thread safety question

2011-10-13 Thread Joshua Cook

Paul Martz wrote:
 On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote:
 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.
 

Well, there are a few indications we're using to know that the instructions in 
the osgDB_iv.dll and coin3.dll are loading and executing.  First is the VS2010 
output dialoge stating which dlls are being loaded and unloaded.  Second, error 
messages that are printed by coin when running in release.  Lastly, we're 
debugging coin atm to find out why it is failing before we move on to the .iv 
plugin and are seeing our debug statements in coin print.

I assume that instructions from a shared library execute then the shared 
library loaded.  However, since I'm still rather new at interacting with shared 
libraries like this, I'm not 100%.

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[osg-users] Image formats, most efficient?

2011-10-13 Thread Thomas Lerman
It appears the native OSG formats include:
 a) Text formats: .osg  .osgt
 b) Binary formats: .osgb  .ive

I know the text formats are much larger and slower to load. In my case, the 
binary formats are exactly the same size. So, I am curious what the differences 
specifically between the binary formats?

What is the fastest format to load  manipulate (really only scale, orient,  
translate)? I would presume that one of the OSG native binary formats would be 
the best to use.

I realize my model is quite complex, so I am using osgconv to convert and 
reorient it. I tried scaling and compressing, but neither had an effect to the 
size. When I tried simplify, it did reduce the file size, but osgviewer crashes 
when I try to view the resulting image. Am I doing something wrong or is the 
model just too complex?

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Re: [osg-users] Image formats, most efficient?

2011-10-13 Thread Jason Daly

On 10/13/2011 05:58 PM, Thomas Lerman wrote:

It appears the native OSG formats include:
  a) Text formats: .osg  .osgt
  b) Binary formats: .osgb  .ive

I know the text formats are much larger and slower to load. In my case, the 
binary formats are exactly the same size. So, I am curious what the differences 
specifically between the binary formats?


The .ive format was the original binary format for OSG.  It is not 
extensible, so the binary format must be altered as new objects are 
added.  The .osgb format is a newer, extensible format that makes use of 
serializers to store OSG objects in the file.  All three formats .osgt 
(text), .osgb (binary), and .osgx (XML) use the same serializers, so the 
newer extensible formats are easier to maintain.




What is the fastest format to load  manipulate (really only scale, orient,  
translate)? I would presume that one of the OSG native binary formats would be the best 
to use.


Correct, the native binary formats will be much quicker to load than any 
other format.  It's probably a toss-up between .ive and .osgb at this 
point.  The .osgb format is the way forward, though a lot of people 
still use .ive.




I realize my model is quite complex, so I am using osgconv to convert and 
reorient it. I tried scaling and compressing, but neither had an effect to the 
size. When I tried simplify, it did reduce the file size, but osgviewer crashes 
when I try to view the resulting image. Am I doing something wrong or is the 
model just too complex?


In general, scaling isn't going to reduce the size of the file.   
Compressing it (with zip or gzip, for example) will probably make the 
file smaller, but you'll have to decompress it to use it, even if you 
use the .zip plugin to decompress it into memory.


In general, simplifying the model will reduce the overall size of the 
file.  You don't say how you went about simplifying it, so I can't 
really determine why that's causing a crash.  It sounds like the 
simplification process caused one or more of the objects in the 
resulting file to be invalid.


--J

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Re: [osg-users] Image formats, most efficient?

2011-10-13 Thread Thomas Lerman
Thank you very much for the information . . . I will then use .osgb since that 
seems to be the best and most efficient.

I was trying to simplify with the --simplify n parameter in osgconv. If I do 
anything other than '1' (do not simplify), even 0.99, osgviewer crashes trying 
to display the result. So, it does some like it messes up one or more of the 
objects.

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[osg-users] Explosion Effect removal

2011-10-13 Thread Brad Colbert
Hi folks,

I'm using a modification of the Explosion Effect from the osgParticle.  I want 
the effect to be removed when it's done but it's not obvious how to make this 
work.  There are quite a few being created and over time they consume quite a 
bit of the frame time.  Any ideas on how to remove them safely when they are 
done?

Thanks!

-B

---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073

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