Re: [osg-users] Improving this scene frame rate

2015-01-12 Thread Aitor Ardanza
Can anyone help me?

If I'm using hardware instancing to use the same geometry in different nodes 
with the same skeleton too, what is the correct method to call 
computeMatrixPaletteUniform function? Because 
geom.getMatrixFromSkeletonToGeometry() is giving me identity matrix all the 
time...

Cheers,
Aitor

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Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Robert Osfield
Hi Nick,


osg::Camera is just an Node so to set the state that you want to get
inherited to everything below it you simple do:

  osg::StateSet* ss = camera-getOrCreateStateSet();
  ss-set*();

Robert.

On 11 January 2015 at 20:48, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I remember there was a change in the later OSG for calling explicitlly the
 setting of some defaults for the Camera (not sure though) stateset?? or
 something like that?

 If you know what I mean can you point me to the right thing? I tried to
 find it in the archive with no luck

 Thanks a bunch as always

 Nick

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[osg-users] [build] build osg 3.3.4 for android in ubuntu

2015-01-12 Thread Haiyan Xu
Hi everybody,
first of all, happy new year.
i get the flowing info when i try to build latest osg for android in ubuntu 
14.04

xmj@xmj-HP-Compaq-6530b-VA078PA-AB2:~$ cd osggit
xmj@xmj-HP-Compaq-6530b-VA078PA-AB2:~/osggit$ cd build_android_static_gles2/
xmj@xmj-HP-Compaq-6530b-VA078PA-AB2:~/osggit/build_android_static_gles2$ cmake 
..  -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake 
  -DOPENGL_PROFILE=GLES2   -DDYNAMIC_OPENTHREADS=OFF   
-DDYNAMIC_OPENSCENEGRAPH=OFF   -DANDROID_NATIVE_API_LEVEL=15 
-DANDROID_ABI=armeabi armeabi-v7a  
-DCMAKE_INSTALL_PREFIX=/cygdrive/d/osg334gles2r10c 
CMake Error at PlatformSpecifics/Android/android.toolchain.cmake:663 (message):
  Could not find any working toolchain in the NDK.  Probably your Android NDK
  is broken.
Call Stack (most recent call first):
  /usr/share/cmake-2.8/Modules/CMakeDetermineSystem.cmake:90 (include)
  CMakeLists.txt:52 (PROJECT)


CMake Error: Error required internal CMake variable not set, cmake may be not 
be built correctly.
Missing variable is:
CMAKE_C_COMPILER_ENV_VAR
CMake Error: Error required internal CMake variable not set, cmake may be not 
be built correctly.
Missing variable is:
CMAKE_C_COMPILER
CMake Error: Could not find cmake module file: 
/home/xmj/osggit/build_android_static_gles2/CMakeFiles/2.8.12.2/CMakeCCompiler.cmake
CMake Error: Error required internal CMake variable not set, cmake may be not 
be built correctly.
Missing variable is:
CMAKE_CXX_COMPILER_ENV_VAR
CMake Error: Error required internal CMake variable not set, cmake may be not 
be built correctly.
Missing variable is:
CMAKE_CXX_COMPILER
CMake Error: Could not find cmake module file: 
/home/xmj/osggit/build_android_static_gles2/CMakeFiles/2.8.12.2/CMakeCXXCompiler.cmake
CMake Error: CMAKE_C_COMPILER not set, after EnableLanguage
CMake Error: CMAKE_CXX_COMPILER not set, after EnableLanguage
-- Configuring incomplete, errors occurred!

can someone give me some help?

... 


Thank you!

Cheers,
xuhaiyan

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Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Robert Osfield
Hi Nick,

On 12 January 2015 at 09:54, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 yes, I know that, but thanks. I was looking for some setDefaults or
 something similar. I can not clearly recall the change you made in the
 later osg to explicitly set some defaults so I was shooting in the fog
 hoping someone will remember it better.


What is appropriate totally depends upon the context and needs.  In
osg::StateSet there is a setGlobalDefaults() method that gets set for the
master Camera or a View(er) so you don't need to set this.
setGlobalDefaults() sets some OpenGL state that is off by default such as
depth test.

A default constructed osg::Camera doesn't have an osg::StateSet assigned
though, so if you create our own osg::Camera and assign this to the
View(er) then you'll need to call StateSet::setGlobalDefaults().

Robert.
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Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Trajce Nikolov NICK
yes That is what I was look for !! Thanks a bunch Robert!

Nick

On Mon, Jan 12, 2015 at 12:28 PM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,

 On 12 January 2015 at 09:54, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 yes, I know that, but thanks. I was looking for some setDefaults or
 something similar. I can not clearly recall the change you made in the
 later osg to explicitly set some defaults so I was shooting in the fog
 hoping someone will remember it better.


 What is appropriate totally depends upon the context and needs.  In
 osg::StateSet there is a setGlobalDefaults() method that gets set for the
 master Camera or a View(er) so you don't need to set this.
 setGlobalDefaults() sets some OpenGL state that is off by default such as
 depth test.

 A default constructed osg::Camera doesn't have an osg::StateSet assigned
 though, so if you create our own osg::Camera and assign this to the
 View(er) then you'll need to call StateSet::setGlobalDefaults().

 Robert.

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Re: [osg-users] Lagging between main camera MV and prerender camera

2015-01-12 Thread Daniel Schmid
Hi all

I solved the problem! Actually the mistake I made is that the uniform holding 
the texture-matrix was added to the stateset of the root node. Instead I had to 
dive into the ShadowedScene, find the stateset of the shadow receiving scene 
part and add the matrix (and the prerendered texture) there. 
Now everything is working fine...

Cheers,
Daniel

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Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Trajce Nikolov NICK
Hi Robert,

yes, I know that, but thanks. I was looking for some setDefaults or
something similar. I can not clearly recall the change you made in the
later osg to explicitly set some defaults so I was shooting in the fog
hoping someone will remember it better.

Thanks again

Nick

On Mon, Jan 12, 2015 at 10:04 AM, Robert Osfield robert.osfi...@gmail.com
wrote:

 Hi Nick,


 osg::Camera is just an Node so to set the state that you want to get
 inherited to everything below it you simple do:

   osg::StateSet* ss = camera-getOrCreateStateSet();
   ss-set*();

 Robert.

 On 11 January 2015 at 20:48, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 I remember there was a change in the later OSG for calling explicitlly
 the setting of some defaults for the Camera (not sure though) stateset?? or
 something like that?

 If you know what I mean can you point me to the right thing? I tried to
 find it in the archive with no luck

 Thanks a bunch as always

 Nick

 --
 trajce nikolov nick

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 osg-users@lists.openscenegraph.org
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Re: [osg-users] Any way to optimize the performance of massive osg::Text?

2015-01-12 Thread Robert Osfield
Hi Lv,

To scale to 100 of thousands of text labels you'd need to come up with a
custom implementation. osgText was never written to scale to that level,
and to do so in a general purpose class is not viable.  It's not in any way
possible to actually read that many text labels so one has to ask at what
point do you plan of simplifying it so the user can actually read what is
going on screen.

For you application I believe you should work out exactly what high level
behaviour you want for your text labels - how they are aligned, blended
with the terrain, how they interact with each other, now they get LOD'd out
and in, how you might page the data if required, how many labels you'd want
on screen at one time.  Once you have all this behaviour set then you start
designing an approach that can meet all of these requirements.

Robert.

On 11 January 2015 at 13:48, Lv Qing donlvq...@msn.com wrote:

 Hi:
 In our case we need draw 5~10 osg::Text spreading all over the
 earth,the result is not optimistic,the frame is down to 2~3 fps,we can
 barely pan the earth,so is there any way to optimize such mount of
 osg::Text?



 Thank you!

 Cheers,
 Lv

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Re: [osg-users] Any way to optimize the performance of massive osg::Text?

2015-01-12 Thread Christian Buchner
I was having mainly memory issues when I created lots of text objects.
I did not run into such bad performance issues. Are you sure you're testing
a
release build and not a debug binary?

Suggestion: Only create these text objects when these enter the viewing
frustrum, and destroy these again when they leave it.

Christian
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[osg-users] CPPDepend free license for OpenSource Projects

2015-01-12 Thread Sebastian Messerschmidt

Hi Folks  Robert,

I've just found this interesting offer:
http://www.cppdepend.com/CppDependfoross.aspx

They claim, that an open source project such as OSG could get a free 
pro-license after application.
Maybe it is of interest for OSG sihce it might improve stability among 
other things.


Cheers
Sebastian
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