[osg-users] Separate rendering of renderbins
Hello, I know this question has been asked before, but I didn't extract enough information out of the answers to understand it fully. What I want to achive seems simple. I have separate renderpasses with the same viewpoint to render different parts of the scene to different rendertargets. For example I need to split the opaque parts from the transparent/translucent ones. Right now, I'm using nodemasks on the cameras an respective parts of the scene. Unfortunally this brings two major problems: 1. Everything has to traversed/culled more by every camera. So if the scenegraph is large and complex with node masks only near the leaves, the accumulated cull time will be a problem. 2. If a geode has transparent and opaque parts it is impossible to do it correctly, as drawables are second class nodes i.e. don't carry nodemasks. So right now I'm splitting up geodes with different renderbins an reorder them. Naturally this can have a huge impact on the scene, as it get cluttered at the bottom effectively cutting my framerate in certain scenes to half and below. The idea I had in the last day would like this (in a rather abstract way): Cull the scene once and let different cameras use different renderbins to render to their target. Now my problem is, that I don't know where to start with this, or if there are some things in OSG that might even allow this naturally. cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] iOS and OSG in Xcode
Hey All, I'm trying to write an iOS app using OSG in Xcode ( all three of which are fairly new to me ) and am trying to get just a basic example working. I followed the recipe in the README.txt to generate the Xcode project, but when I open it Xcode stops responding and the CPU pegs at 100%. I'm assuming this is abnormal. I'm using OSG 3.0.1, Xcode 3.2.5, and the iPhone 4.2 SDK on Snow Leopard ( 10.6.8 ). Here's the recipe I followed : http://codepad.org/SsOergMF I set OSG_BUILD_PLATFORM_IPHONE_SIMULATOR and OSG_GLES2_AVAILABLE. Also installed freetype from OF. Any ideas? This is abnormal, right? Any help would be greatly appreciated. Thanks, Alex. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Win32 Bitmap to osg Image
Hi Urich, Le 03/02/2012 05:41, Ulrich Hertlein a écrit : what errors/issues/non-results are you seeing? Black? Reversed colors? Crashes? The BGR become RGB without conversion, so the image is almost good, unless the color component that are swapped between red and blue. (As I understand it you want to use the Bitmap directly as an image (not save it and read it back) so I'm not sure where the plugin fits into the picture.) It was just to see how OSG manage this issue. First of all you don't need to do 'allocateImage' *AND* 'setImage'. 'allocateImage' allocates memory internally to osg::Image that can then be filled but I assume you already have a buffer that it should use, so 'setImage' would be enough. Yes, I'll remove the allocateImage call if it is not necessary, it was working well so I didn't change this piece of code... osg::Image::setImage is designed to allow the user to specify a buffer that osg::Image then uses (and manages, depending on the AllocationMode). When you're passing a buffer allocated by somebody else you may want to use AllocationMode::NO_DELETE, so that osg::Image does not delete/free it. Yes, thanks to this precision but I prefer the image to delete the content of the buffer in my implementation. Regarding the RGB vs BGR you only want to change the 'pixelFormat' parameter, not the 'internalTextureFormat'. I would naively expect that either _image-setImage(width, height, 1, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE); or _image-setImage(width, height, 1, GL_RGB, GL_BGR, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE); would do the trick. I'll try this but I don't think it would be so easy... even if it would be very interesting ! Thanks a lot for your help, I'll continue to analyze this. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS and OSG in Xcode
Hi Alex, the generated xcode project is pretty big and xcode munges a lot of cycles on it. Does it open at all if you wait some time? It takses two minutes to open the project on an old macmini with 1.25GB RAM. As an alternative you can try the handmaintained xcode-project from github. It comes with a recent osg-version, but does not offer all plugins but is usable for device and simulator. https://github.com/stmh/osg/tree/iphone (use the iphone branch) cheers, Stephan Am 03.02.12 10:29, schrieb Alex Olivas: Hey All, I'm trying to write an iOS app using OSG in Xcode ( all three of which are fairly new to me ) and am trying to get just a basic example working. I followed the recipe in the README.txt to generate the Xcode project, but when I open it Xcode stops responding and the CPU pegs at 100%. I'm assuming this is abnormal. I'm using OSG 3.0.1, Xcode 3.2.5, and the iPhone 4.2 SDK on Snow Leopard ( 10.6.8 ). Here's the recipe I followed : http://codepad.org/SsOergMF I set OSG_BUILD_PLATFORM_IPHONE_SIMULATOR and OSG_GLES2_AVAILABLE. Also installed freetype from OF. Any ideas? This is abnormal, right? Any help would be greatly appreciated. Thanks, Alex. ___ 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] Problems with textures converted
It was the Gamma / LUT! Thank you! It works now;) ... Thank you! Cheers, Johan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45210#45210 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Visualize water on dem
All, I know my question doesnt have a single line answer. But it will be great if somone provides some info or sparks for starting I have an SRTM data. I created deom using osgdem and i got a srtm_12.ive file which I visualized using osgviewer and is fine Now I want to show that How a water flow occurs in DEM or srtm_12.ive data dem contains some valleys and hills so i need to find a way in OSG to display water get accumulated on terrain valleys(no realtime rendering). For a given altitude I need to show the coast of dem which is filled with water -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Visualize water on dem
Hi Rashad, take a look at osgOcean http://code.google.com/p/osgocean/ see examples in the code, there was a osgRiver submission ( which I cannot find on the net, but I can mail you code ) still the poster is on the net *http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf * read also docs here http://graphics.tudelft.nl/Game_Technology/Smelik Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DatabaseCacheReadCallback trouble, crashes when maxNumFilesToCache is too large
Hi, I've got a pretty large terrain database in the OpenFlight format. I've written an algorithm that samples the elevation at various/lots of points throughout the entire database. To accomplish this I'm wrapping a LineSegmentIntersector inside an IntersectionVisitor. This first iteration of the algorithm took forever seemingly because each height query would page in one of the OpenFlight tiles, perform the height query, and discard that data. So the next height query would have to page in the same data again. To address this issue I started giving the IntersectionVisitor a reference to my DatabaseCacheReadCallback. This second iteration of my algorithm sped up performance dramatically. However, if I set the maximum number of files to cache to too high a number it will crash OSG. Presumably, because I'm running out of memory before the cache is full. Any suggestions on how to handle this? It would be nice if I could set a memory size on the cache file as opposed to the number of files. It would be nice if I could somehow tell OSG to gracefully handle this error. I'm sure the API address this issue and I'm just missing it, any suggestions? Here is a code sample of what I'm doing... Code: osg::Vec3d lineStart(xyPoint.x(), xyPoint.y(), -100); osg::Vec3d lineEnd(xyPoint.x(), xyPoint.y(), 100); osg::ref_ptrosgUtil::LineSegmentIntersector lineSegmentIntersector = new osgUtil::LineSegmentIntersector(lineStart, lineEnd); osg::ref_ptrosgUtil::IntersectionVisitor intersectionVisitor = new osgUtil::IntersectionVisitor(lineSegmentIntersector, mDatabaseCacheReadCallback); mRootNode-accept(*(intersectionVisitor.get())); osgUtil::LineSegmentIntersector::Intersections intersections = lineSegmentIntersector-getIntersections(); if(intersections.size() 0) { const osg::Vec3d intersectionPoint = intersections.begin()-getLocalIntersectPoint(); } Thank you! Cheers, Ed[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45223#45223 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] make-ing error with osg
Hi, Thank you very much. The first answer already helped!! Thank you thank you! best regards, Kati -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45225#45225 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Case IN-sensitivity for osgDB when searching for files
Ran into a problem where models made on a Windows box didn't work on a Linux box because the modeler had stored texture filenames in the file in one case foo.jpg and the actual image file was a different case foo.JPG. Obviously the solution is to fix the model, but unfortunately, I am dealt the task of dealing with clueless modelers and yet-unborn clueless models in the wild. I believe I could rig some code to, in the event of a failure to locate a file, get a directory listing of each osgDB search path, and attempt a case-insensitive string compare looking for a file that matches, and then load that. My questions are: Is there a better way to do this or away to do this already? Is there an osgDB callback that I could hook into that would let me make one last-ditch effort at finding a file before osgDB gives up? I suspect I'd have to use something like BOOST::filesystem to do the directory listing in a portable manner, which means this would be code that couldn't be in core OSG (because of BOOST), hence the callback. If there's a better way to do this within core OSG, and it would be a welcomed submission, I'd be happy to do it that way too. Obviously it would have to be an optional behavior since not everybody on Linux/OSX wants artificial case insensitivity. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Separate rendering of renderbins
Hi Sebastian, I wanted to do this too. Specifically, I wanted to cull once based on the view frustum, then use nodemasks to render regular geometry to one buffer and render everything that glows to a glow texture. Unfortunately, I never figured out a way to do this. I don't think it's possible with OSG so I am doing all the culling twice. I hope someone can tell us otherwise. I still have not gotten around to trying to use multiple render targets and shaders to direct different information to each one, but this might be an option. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Case IN-sensitivity for osgDB when searching for files
On 02/03/2012 04:55 PM, Chris Hanson wrote: Ran into a problem where models made on a Windows box didn't work on a Linux box because the modeler had stored texture filenames in the file in one case foo.jpg and the actual image file was a different case foo.JPG. Obviously the solution is to fix the model, but unfortunately, I am dealt the task of dealing with clueless modelers and yet-unborn clueless models in the wild. I believe I could rig some code to, in the event of a failure to locate a file, get a directory listing of each osgDB search path, and attempt a case-insensitive string compare looking for a file that matches, and then load that. My questions are: Is there a better way to do this or away to do this already? Is there an osgDB callback that I could hook into that would let me make one last-ditch effort at finding a file before osgDB gives up? I suspect I'd have to use something like BOOST::filesystem to do the directory listing in a portable manner, which means this would be code that couldn't be in core OSG (because of BOOST), hence the callback. If there's a better way to do this within core OSG, and it would be a welcomed submission, I'd be happy to do it that way too. Obviously it would have to be an optional behavior since not everybody on Linux/OSX wants artificial case insensitivity. Hi, Chris, In case you weren't aware, osgDB::findFileInPath (and it's companion, findFileInDirectory) has an option for case insensitivity. I had to deal with a similar problem when I was writing the .mdl plugin (apparently, Valve's artists didn't care much about matching case, either). Of course, I had the advantage that I could specify CASE_INSENSITIVE in the plugin, and know that it would be OK in all cases. That's probably not true in your case. Still, if you can figure out a way to hook in your last-ditch effort, there's already a tool to help. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Case IN-sensitivity for osgDB when searching for files
Chris Hanson wrote on 2012-02-03: Ran into a problem where models made on a Windows box didn't work on a Linux box because the modeler had stored texture filenames in the file in one case foo.jpg and the actual image file was a different case foo.JPG. ... Is there a better way to do this or away to do this already? Is there an osgDB callback that I could hook into that would let me make one last-ditch effort at finding a file before osgDB gives up? You could add a osgDB::ReadFileCallback to the osgDB::Registry that would do a case-insensitive search for the file. -- Bryan Thrall Principal Software Engineer FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Case IN-sensitivity for osgDB when searching for files
Thanks guys. That's exactly what I was envisioning. I didn't realize findFileInPath had that option, so that would make it easier than using BOOST. I'd guess the readfilecallback would call the normal read implementation. If it succeeded, it could return that, and if it failed, try findFileInPath and then readImageImplementation() and return the result of that. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org