Re: [osg-users] shader composition

2015-01-29 Thread Robert Osfield
Hi Nick,

On 28 January 2015 at 23:23, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:


 I read the shader composition code and the used classes - which are really
 without any documentation :-). Can someone give a fast intro into this, the
 sample for example?


ShaderComposition in the core OSG is still experimental, the
osgshadercomposition example is main place to learn about what is supported
so far.

However, I'm currently working on tackling the problem of shader management
from a different direction, if successful it will avoid the need for the
previous ShaderoComposition functionality for a range of usage models.

I'll discuss this new approach in a separate thread.

Robert.
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Re: [osg-users] ShaderComposer and some missing features

2015-01-29 Thread Robert Osfield
Hi Sebastian,

I have just re-read this thread and feel the time is right for me to do a
review of your changes.  Could you provide me with your latest changes?

As a general note, the current work I'm doing is focussing on passing
#define's into Shaders to toggle on/off features and provide defaults via
osg::StateSet::setDefine(..) style API, as well also allow GLSL Shaders
themselves to specify what they require via #pragam statements in the GLSL
shaders.  The new functionality could reduce the need for shader composer.
I'm optimistic for many users the approach I'm working on will be simple to
use and fit in well with how osg::Program/osg::Shader's have been used in
application so far.

I will start a new thread today or tomorrow on the topic of my work, but
first I need to flesh out a bit more of the design and implementation so I
can illustrate what I'm talking about with actual OSG and GLSL code.

Cheers,
Robert.





On 5 February 2014 at 12:01, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Robert,
 maybe this one has gone below your radar. Can you please check on it?
 I've developed this a bit more and found out that I had to provide my own
 compare function to get rid of the additional program being constructed.
 If there are no objections from your side I'd like to prepare a submission.

 cheers
 Sebastian

 Hi Robert,

 I've done my best to follow your instructions. See attached changes vs.
 trunk.
 The shadercomposition example still works as expected.
 Comparing the outputs however, an additional program is build, and I'm
 quite clueless, if my refactoring is correct (see attached outputs)

 I'd appreciate some advices here.

 Hi Sebastian,

 On 27 November 2013 11:26, Sebastian Messerschmidt 
 sebastian.messerschm...@gmx.de wrote:

  Okay I can try to refactor it, but I'm not 100% sure if I got you
 right. Would the caching attribute (last_applied_shadercomponent) still be
 used then?


  I'm thinking last_applied_shadercomponent would be redundent and could
 be removed.


  Also do you mean by get the last applied StateAttribute's from the
 AttributeStack to use the last_applied_attribute member?


  Yes, use last_applied_attribute instead
 of last_applied_shadercomponent.  The code associated with the later could
 be completely removed from osg::State so would simply it a little.

  Simplifying code and providing greater extensibility sounds like a good
 design change to me :-)

  Robert.


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Re: [osg-users] [Qt] Create a HUD (by using QGraphicsView / QGraphicsScene )

2015-01-29 Thread Nicolas MORENO
Hi,

I have a look on the osgQtWidgets example but the only HUD create is into the 
OSG view. I try to found a solution by using Qt Baxos exemple. I can display 
OSG into QGraphicsScene but I lost all interaction.

I found a topic talking about this (I cant post URL yet).
Into it, a post talk about osgQtWidgets example but there is no QWidget on a 
GLWidget exemple.

As anyone can help me ?
... 

Thank you!

Cheers,
Nicolas

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Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

2015-01-29 Thread Markus Hein

Hi all,

Den 22.01.2015 14:05, skrev Robert Osfield:
There isn't any way for me to know whether you have hit upon a bug or 
just that the scene graph you are trying to optimize is structured in 
way that could can eliminate the transforms as I simply don't have a 
dataset that reproduces it.  One of the things that prevent transforms 
being flattened and then removed is if a subgraph has two parents each 
with it's own unique transform.


I would add that the Optimizer and all it's parts is a sticky plaster 
fix for bad scene graphs, it tries it's best to fix bad scene graphs 
but it can't always do everything that could be done.  In an ideal 
world all scene graph would be built optimally in the modelling 
software and never need this fix up processing.


I came across some optimizer issues and try to track down whats going 
wrong. I have noticed misplaced geometry after loading some of our older 
FLT databases into latest osgviewer app (using osg trunk). The problem 
arises when running the optimizer with default optimizations in 
osgviewer over the loades model. Following default optimizations seem to 
be in conflict:


FLATTEN_STATIC_TRANSFORMS and REMOVE_LOADED_PROXY_NODES

The last change on Optimizer.cpp (revision 14388, 29. 07.2014 ) line 
1102 has some impact. Without running this change our datebase doesn't 
get misplaced objects. We try to make a small testdataset to be able to 
reproduce the issue. Typically these databases was built with multigen, 
using lots of proxy's , multiple parents, heavy use of LOD's. I try to 
figure out what is the reason for that we are loosing some transform 
information, I'm not sure right now. Only thing I can say is that our 
models worked with the old Optimizer code.


Even if our models have a structure that is difficult to optimize , 
the DEFAULT_OPTIMIZATION settings shouldn't break it.


One thing that I also noticed is that converting some of our models 
takes much more time and RAM than before. I could see that running 
SHARE_DUPLICATE_STAE and MERGE_GEOMETRY is taking much time / RAM.


Having a small testmodel is probably the best way to solve this, we are 
trying to make one that is simple, but using the same structure as used 
in our databases.



regards, Markus


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Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working

2015-01-29 Thread Robert Osfield
Hi Markus,

Absolutely the Optimizer shouldn't break scene graphs, it should only
replace with scene graph elements that reproduce the same result, if it
doesn't then there is a bug in either the transformations or applying
modifications where none should be.

W.r.t. model size growing after, typically it goes down, including when
optimizing OpenFlight databases.  If it's taking more memory it could be a
bug, or inappropriate operations being applied.

I can't say anything specific though, as I don't have the data, I simply
don't know what might be amiss.

Robert.



On 29 January 2015 at 10:05, Markus Hein mah...@frisurf.no wrote:

 Hi all,

 Den 22.01.2015 14:05, skrev Robert Osfield:

 There isn't any way for me to know whether you have hit upon a bug or
 just that the scene graph you are trying to optimize is structured in way
 that could can eliminate the transforms as I simply don't have a dataset
 that reproduces it.  One of the things that prevent transforms being
 flattened and then removed is if a subgraph has two parents each with it's
 own unique transform.

 I would add that the Optimizer and all it's parts is a sticky plaster fix
 for bad scene graphs, it tries it's best to fix bad scene graphs but it
 can't always do everything that could be done.  In an ideal world all scene
 graph would be built optimally in the modelling software and never need
 this fix up processing.


 I came across some optimizer issues and try to track down whats going
 wrong. I have noticed misplaced geometry after loading some of our older
 FLT databases into latest osgviewer app (using osg trunk). The problem
 arises when running the optimizer with default optimizations in osgviewer
 over the loades model. Following default optimizations seem to be in
 conflict:

 FLATTEN_STATIC_TRANSFORMS and REMOVE_LOADED_PROXY_NODES

 The last change on Optimizer.cpp (revision 14388, 29. 07.2014 ) line 1102
 has some impact. Without running this change our datebase doesn't get
 misplaced objects. We try to make a small testdataset to be able to
 reproduce the issue. Typically these databases was built with multigen,
 using lots of proxy's , multiple parents, heavy use of LOD's. I try to
 figure out what is the reason for that we are loosing some transform
 information, I'm not sure right now. Only thing I can say is that our
 models worked with the old Optimizer code.

 Even if our models have a structure that is difficult to optimize , the
 DEFAULT_OPTIMIZATION settings shouldn't break it.

 One thing that I also noticed is that converting some of our models takes
 much more time and RAM than before. I could see that running
 SHARE_DUPLICATE_STAE and MERGE_GEOMETRY is taking much time / RAM.

 Having a small testmodel is probably the best way to solve this, we are
 trying to make one that is simple, but using the same structure as used in
 our databases.


 regards, Markus



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[osg-users] ClipTexture and OpenSceneGraph

2015-01-29 Thread Tony Vasile
Hi,
We are about to port an application from Performer that makes use of 
ClipTextures. What is the equivalent in OpenSceneGraph or is there an 
alternative way to get the same feature.

For a definition of a ClipTexture see 
http://techpubs.sgi.com/library/dynaweb_docs/0620/SGI_Developer/books/Perf_PG/sgi_html/ch12.html

Thank you!

Cheers,
Tony

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Re: [osg-users] ShaderComposer and some missing features

2015-01-29 Thread Sebastian Messerschmidt

Am 29.01.2015 um 11:17 schrieb Robert Osfield:

Hi Sebastian,

I have just re-read this thread and feel the time is right for me to 
do a review of your changes.  Could you provide me with your latest 
changes?

See attached files.
It more or less allows to create an own StateAttribute which in my case 
holds the defines etc.


As for the framework I built around this to add includes etc. : It 
relies on boost/string etc. so it won't be of direct use.


As a general note, the current work I'm doing is focussing on passing 
#define's into Shaders to toggle on/off features and provide defaults 
via osg::StateSet::setDefine(..) style API, as well also allow GLSL 
Shaders themselves to specify what they require via #pragam statements 
in the GLSL shaders.  The new functionality could reduce the need for 
shader composer. I'm optimistic for many users the approach I'm 
working on will be simple to use and fit in well with how 
osg::Program/osg::Shader's have been used in application so far.
Now that would be great! Indeed this is what I tried to emulate with the 
ShaderComposition. The changes that I did, where required to do things 
like adding glBindFragment at the states. I deferred setting up state 
like this by reimplementing the getOrCreateProgram virtual function of 
the ShaderComposer. But this would be totally obsolete then.
Maybe it can totally replace my approach and provide some test-bed for 
the new approach.


Will there be some mechanism creating a new program object when add a 
define somewhere below an existing program, like the shader composition did?
Also i'd like to undefine on the way/ remove a define/ clear the 
define-set somewhere in the hierarchy, will this be covered by ON/OFF, 
OVERRIDE/PROTECTED mechanism of the state-attribute?


For example:

Group (with osg::Program X in stateset)
 ||
 | stateset A with define dA -program with code of X and defines dA
 ||
 | ...
 | stateset B with define dB - program with code of X and defines dA  dB
 |
stateset C with define dC - program with code of X and define C

Cheers
Sebastian


I will start a new thread today or tomorrow on the topic of my work, 
but first I need to flesh out a bit more of the design and 
implementation so I can illustrate what I'm talking about with actual 
OSG and GLSL code.


Cheers,
Robert.





On 5 February 2014 at 12:01, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de 
mailto:sebastian.messerschm...@gmx.de wrote:


Hi Robert,
maybe this one has gone below your radar. Can you please check on it?
I've developed this a bit more and found out that I had to provide
my own compare function to get rid of the additional program being
constructed.
If there are no objections from your side I'd like to prepare a
submission.

cheers
Sebastian

Hi Robert,

I've done my best to follow your instructions. See attached
changes vs. trunk.
The shadercomposition example still works as expected.
Comparing the outputs however, an additional program is build,
and I'm quite clueless, if my refactoring is correct (see
attached outputs)

I'd appreciate some advices here.

Hi Sebastian,

On 27 November 2013 11:26, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:

Okay I can try to refactor it, but I'm not 100% sure if I
got you right. Would the caching attribute
(last_applied_shadercomponent) still be used then?


I'm thinking last_applied_shadercomponent would be redundent and
could be removed.

Also do you mean by get the last applied StateAttribute's
from the AttributeStack to use the last_applied_attribute
member?


Yes, use last_applied_attribute instead
of last_applied_shadercomponent.  The code associated with the
later could be completely removed from osg::State so would
simply it a little.

Simplifying code and providing greater extensibility sounds like
a good design change to me :-)

Robert.


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/* 

Re: [osg-users] shader composition

2015-01-29 Thread Robert Milharcic

On 29.1.2015 0:23, Trajce Nikolov NICK wrote:

I read the shader composition code and the used classes - which are really
without any documentation:-). Can someone give a fast intro into this, the
sample for example?

Thanks a bunch as always


Hi Nick,

I once did some experimental coding on shader composition. The idea was 
to emulte all the FFP attributes with shaders and possibly extend the 
composition with custom shaders. Although the code is working and it 
produces optimal shaders with zero branching or defines, I have never 
had time to polish it up and send it for a review. I could post the 
sample I used for testing, if you are interested. The bad news is that 
it requires some osg core modifications to work properly. I can send 
those, too.


Robert Milharcic

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Re: [osg-users] ShaderComposer and some missing features

2015-01-29 Thread Robert Osfield
Hi Sebastien,

Thanks for the modified files.  Will be reviewing them this afternoon.


Will there be some mechanism creating a new program object when add a
 define somewhere below an existing program, like the shader composition did?


That's my intention.  The per context program object will contain a list of
GL program object id's, one for each configuration of defines so far
applied.  As new combinations are introduced a new problem is
compiled/linked, but if one has already been created for that combination
then it's reused.


 Also i'd like to undefine on the way/ remove a define/ clear the
 define-set somewhere in the hierarchy, will this be covered by ON/OFF,
 OVERRIDE/PROTECTED mechanism of the state-attribute?


Yes, this will be possible via:

  stateset-add/setDefine(MY_DEFINE, osg::StateAttribute::OFF);

Or at least that's my thought.  Effectively the Define will behave a bit
like StateSet::setMode(...).  You'll also be able to associated values with
a define too i,e.

 stateset-addDefine(BASE_COLOR,vec4(1.0,0.0,0.0,1.0));

Which be automatically included in GLSL shader, that have a #pragma
import_define(BASE_COLOR) to give you:

  #define BASE_COLOR vec4(1.0,0.0,0.0,1.0)

And used there after in the GLSL:

#ifdef BASE_COLOR
  vec4 mycolor = BASE_COLOR;
#else
  vec4 mycolor = vec4(1.0,1.0,1.0,1.0); // optional fallback
#endif

Whole shaders can be optionally included in the Program as well, via the
#pragma requires(MY_DEFINE), so if no MY_DEFINE is provided in the
osg::StateSet hierarchy in the scene graph then it won't link that shader.
This is useful if you have a osg::Program that contains a geometry shader
that you want to toggle on/off when it's needed or not.



 For example:

 Group (with osg::Program X in stateset)
  ||
  | stateset A with define dA -program with code of X and defines dA
  ||
  | ...
  | stateset B with define dB - program with code of X and defines dA  dB
  |
 stateset C with define dC - program with code of X and define C


Yep, that's the idea at least.  Have to implement it now :-)

What this approach should assist is provided uber osg::Program at the top
of subgraph that can lots of different options just like the fixed function
pipeline currently does.

To tie the approach into the old fixed function pipeline approach I'm also
thinking about define name to GL enum value mapping, so for instance doing
a stateset-setMode(GL_LIGHTING, osg::StateAttribute::ON) would be mapped
to a GL_LIGHTING define.

Robert.
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Re: [osg-users] ShaderComposer and some missing features

2015-01-29 Thread Sebastian Messerschmidt

Hi Robert,

Hi Sebastien,

(SebastiAn ;-)

That's really great news and I cannot wait to replace my messy code with 
such core feature :-)

If you need help testing/use cases, feel free to contact me.

Cheers
Sebastian



Thanks for the modified files.  Will be reviewing them this afternoon.


Will there be some mechanism creating a new program object when
add a define somewhere below an existing program, like the shader
composition did?


That's my intention.  The per context program object will contain a 
list of GL program object id's, one for each configuration of defines 
so far applied.  As new combinations are introduced a new problem is 
compiled/linked, but if one has already been created for that 
combination then it's reused.


Also i'd like to undefine on the way/ remove a define/ clear the
define-set somewhere in the hierarchy, will this be covered by
ON/OFF, OVERRIDE/PROTECTED mechanism of the state-attribute?


Yes, this will be possible via:

  stateset-add/setDefine(MY_DEFINE, osg::StateAttribute::OFF);

Or at least that's my thought.  Effectively the Define will behave a 
bit like StateSet::setMode(...). You'll also be able to associated 
values with a define too i,e.


 stateset-addDefine(BASE_COLOR,vec4(1.0,0.0,0.0,1.0));

Which be automatically included in GLSL shader, that have a #pragma 
import_define(BASE_COLOR) to give you:


  #define BASE_COLOR vec4(1.0,0.0,0.0,1.0)

And used there after in the GLSL:

#ifdef BASE_COLOR
  vec4 mycolor = BASE_COLOR;
#else
  vec4 mycolor = vec4(1.0,1.0,1.0,1.0); // optional fallback
#endif

Whole shaders can be optionally included in the Program as well, via 
the #pragma requires(MY_DEFINE), so if no MY_DEFINE is provided in the 
osg::StateSet hierarchy in the scene graph then it won't link that 
shader.  This is useful if you have a osg::Program that contains a 
geometry shader that you want to toggle on/off when it's needed or not.


For example:

Group (with osg::Program X in stateset)
 ||
 | stateset A with define dA -program with code of X and defines dA
 ||
 | ...
 | stateset B with define dB - program with code of X and defines
dA  dB
 |
stateset C with define dC - program with code of X and define C


Yep, that's the idea at least.  Have to implement it now :-)

What this approach should assist is provided uber osg::Program at the 
top of subgraph that can lots of different options just like the fixed 
function pipeline currently does.


To tie the approach into the old fixed function pipeline approach I'm 
also thinking about define name to GL enum value mapping, so for 
instance doing a stateset-setMode(GL_LIGHTING, 
osg::StateAttribute::ON) would be mapped to a GL_LIGHTING define.


Robert.


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Re: [osg-users] SmoothingVisitor normals doesn't seem right

2015-01-29 Thread Per Nordqvist
Hi AP,

two ideas:

Play with sv-setCreaseAngle(something else than default PI)
or
yourNode-getOrCreateStateSet()-setAttributeAndModes(new
osg::FrontFace(osg::FrontFace::COUNTER_CLOCKWISE),
osg::StateAttribute::ON);

(CLOCKWISE or COUNTER_CLOCKWISE that is)

Hope this helps,

/Per


On 27 January 2015 at 11:54, Ash Pat ash_zz...@yahoo.com wrote:
 Hi,

 I am trying to use the SmoothingVisitor to generate the normals. I am not 
 explicitly setting the normals array. However, when rendered it appears as 
 though the normals generated are flipped. The geometry consists of triangle 
 and quad primitives.

 I tried it in two ways.

 Code:
 osgUtil::SmoothingVisitor::smooth(*pGeometry);



 Code:
 osgUtil::SmoothingVisitor sv;
 pGeode-accept(sv);



 Any suggestions?
 Is there something more to be done?

 Thank you!

 Cheers,
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Re: [osg-users] shader composition

2015-01-29 Thread Trajce Nikolov NICK
Thanks Robert, Robert,

I will wait for the new code then.

Nick

On Thu, Jan 29, 2015 at 11:54 AM, Robert Milharcic 
robert.milhar...@ib-caddy.si wrote:

 On 29.1.2015 0:23, Trajce Nikolov NICK wrote:

 I read the shader composition code and the used classes - which are really
 without any documentation:-). Can someone give a fast intro into this, the
 sample for example?

 Thanks a bunch as always


 Hi Nick,

 I once did some experimental coding on shader composition. The idea was to
 emulte all the FFP attributes with shaders and possibly extend the
 composition with custom shaders. Although the code is working and it
 produces optimal shaders with zero branching or defines, I have never had
 time to polish it up and send it for a review. I could post the sample I
 used for testing, if you are interested. The bad news is that it requires
 some osg core modifications to work properly. I can send those, too.

 Robert Milharcic

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-- 
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Re: [osg-users] [build] Building OSG libraries for Android example

2015-01-29 Thread Graham Lemon
So, I have tried the Cygwin 'MAKE' route today and as I expected, got stuck :-(

If the following is useful to help stimulate some feedback, please feel free. 
To me it looks like something is trying to define a variable twice, but from 
the same .mk file???.

$ make
[100%] Generating Android-OpenSceneGraph
HOST_OS=cygwin
HOST_ARCH=x86_64
HOST_TAG=cygwin-x86 (no 64-bit prebuilt binaries detected)
GNUMAKE=/usr/bin/make (system path)
Cygwin-compatible GNU make detected
Android NDK: NDK installation path auto-detected: '/cygdrive/c/android/ndk'
Android NDK: GNU Make version 4.0 detected
Android NDK: Host OS was auto-detected: windows
Android NDK: Found /bin/uname.exe on Windows host
Android NDK: uname -s returned: CYGWIN_NT-6.1
Android NDK: Cygwin detected: CYGWIN_NT-6.1 398L3X1 1.7.33-2(0.280/5/3) 
2014-11-13 15:47 x86_64 Cygwin
Android NDK:  Host operating system detected: cygwin
Android NDK: Host CPU was auto-detected: x86
Android NDK: HOST_TAG set to windows
Android NDK: Host tools prebuilt directory: 
/cygdrive/c/android/ndk/prebuilt/windows-x86_64/bin
Android NDK: Host 'echo' tool: echo
Android NDK: Host 'echo -n' tool: printf %s
Android NDK: Host 'cmp' tool: 
/cygdrive/c/android/ndk/prebuilt/windows-x86_64/bin/cmp
Android NDK: Host 'awk' tool: awk
Android NDK: Host 'awk' test returned: Pass
Android NDK:  Probing for 'cygpath' program
Android NDK:  'cygpath' found as: /usr/bin/cygpath
Using cygwin substitution rules:
/cygdrive/z = Z:
/cygdrive/x = X:
/cygdrive/s = S:
/cygdrive/q = Q:
/cygdrive/o = O:
/cygdrive/n = N:
/cygdrive/m = M:
/cygdrive/l = L:
/cygdrive/k = K:
/cygdrive/j = J:
/cygdrive/g = G:
/cygdrive/c = C:
/cygdrive/Z = Z:
/cygdrive/X = X:
/cygdrive/S = S:
/cygdrive/Q = Q:
/cygdrive/O = O:
/cygdrive/N = N:
/cygdrive/M = M:
/cygdrive/L = L:
/cygdrive/K = K:
/cygdrive/J = J:
/cygdrive/G = G:
/cygdrive/C = C:
/usr/lib = C:/cygwin64/lib
/usr/bin = C:/cygwin64/bin
/ = C:/cygwin64
Android NDK: Found platform root directory: /cygdrive/c/android/ndk/platforms
Android NDK: Found supported platforms: android-4 android-17 android-18 
android-19 android-13 android-3 android-14 android-15 android-8 android-9 
android-16 android-21 android-12 android-5
Android NDK: PLATFORM android-4 supports: arm
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-4/arch-arm
Android NDK: PLATFORM android-17 supports: x86 arm mips
Android NDK:   ABI x86 sysroot is: 
/cygdrive/c/android/ndk/platforms/android-17/arch-x86
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-17/arch-arm
Android NDK:   ABI mips sysroot is: 
/cygdrive/c/android/ndk/platforms/android-17/arch-mips
Android NDK: PLATFORM android-18 supports: x86 arm mips
Android NDK:   ABI x86 sysroot is: 
/cygdrive/c/android/ndk/platforms/android-18/arch-x86
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-18/arch-arm
Android NDK:   ABI mips sysroot is: 
/cygdrive/c/android/ndk/platforms/android-18/arch-mips
Android NDK: PLATFORM android-19 supports: x86 arm mips
Android NDK:   ABI x86 sysroot is: 
/cygdrive/c/android/ndk/platforms/android-19/arch-x86
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-19/arch-arm
Android NDK:   ABI mips sysroot is: 
/cygdrive/c/android/ndk/platforms/android-19/arch-mips
Android NDK: PLATFORM android-13 supports: x86 arm mips
Android NDK:   ABI x86 sysroot is: 
/cygdrive/c/android/ndk/platforms/android-13/arch-x86
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-13/arch-arm
Android NDK:   ABI mips sysroot is: 
/cygdrive/c/android/ndk/platforms/android-13/arch-mips
Android NDK: PLATFORM android-3 supports: arm
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-3/arch-arm
Android NDK: PLATFORM android-14 supports: x86 arm mips
Android NDK:   ABI x86 sysroot is: 
/cygdrive/c/android/ndk/platforms/android-14/arch-x86
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-14/arch-arm
Android NDK:   ABI mips sysroot is: 
/cygdrive/c/android/ndk/platforms/android-14/arch-mips
Android NDK: PLATFORM android-15 supports: x86 arm mips
Android NDK:   ABI x86 sysroot is: 
/cygdrive/c/android/ndk/platforms/android-15/arch-x86
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-15/arch-arm
Android NDK:   ABI mips sysroot is: 
/cygdrive/c/android/ndk/platforms/android-15/arch-mips
Android NDK: PLATFORM android-8 supports: arm
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-8/arch-arm
Android NDK: PLATFORM android-9 supports: x86 arm mips
Android NDK:   ABI x86 sysroot is: 
/cygdrive/c/android/ndk/platforms/android-9/arch-x86
Android NDK:   ABI arm sysroot is: 
/cygdrive/c/android/ndk/platforms/android-9/arch-arm
Android NDK:   ABI mips sysroot is: 
/cygdrive/c/android/ndk/platforms/android-9/arch-mips
Android NDK: PLATFORM android-16 supports: x86 arm mips
Android NDK:   ABI x86 sysroot is: 

Re: [osg-users] ClipTexture and OpenSceneGraph

2015-01-29 Thread Sergey Kurdakov
Hi Tony,

I'm not aware of this functionality in stock osg, so looks like

you should search for virtual texture of sparse texture OpenGL extension or
similar terms ( MegaTexture etc ) on the net.


few links  with code examples you might find useful

http://sourceforge.net/projects/libvt/  it is claimed to work with
OpenSceneGraph

https://github.com/g-truc/ogl-samples has sparse texture example, see also
http://www.tinysg.de/techGuides/tg4_prt.html

https://bitbucket.org/hybird/moquette/src/3cf8f3ba2fcb9df70798c0cc66468e5a109fcd42?at=default
- is a virtual texture plugin for Ogre

Regards
Sergey

On Thu, Jan 29, 2015 at 3:05 PM, Tony Vasile ming...@gmail.com wrote:

 Hi,
 We are about to port an application from Performer that makes use of
 ClipTextures. What is the equivalent in OpenSceneGraph or is there an
 alternative way to get the same feature.

 For a definition of a ClipTexture see
 http://techpubs.sgi.com/library/dynaweb_docs/0620/SGI_Developer/books/Perf_PG/sgi_html/ch12.html

 Thank you!

 Cheers,
 Tony

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=62518#62518





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