Re: [osg-users] [vpb] Doubt regarding integrating shapefile with VPB

2017-02-16 Thread Vinoth Rajendran
Hi Sebastian,

Does it mean shapefile can't be rendered in my scenario ??

Thank you!

Cheers,
Vinoth

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Re: [osg-users] OSG on Universal Windows Platform

2017-02-16 Thread Chris Hanson
I was pretty sure UWP also prohibited the OpenGL API, which would mostly be
a deal-breaker unless you use ANGLE or something.

On Thu, Feb 16, 2017 at 2:59 AM, Lorenzo Valente 
wrote:

> Hi,
>
> I'm trying to compile OSG for the Universal Windows Platform (
> https://docs.microsoft.com/en-us/windows/uwp/get-started/whats-a-uwp).
> At the moment it looks to me like a pretty big challenge, considering that
> UWP limits the use of some classic desktop API (on which OSG relies).
> In UWP it is not possible to use many CRT functions (
> https://msdn.microsoft.com/en-us/library/jj606124.aspx), like getenv()
> for example.
> Also, the OpenThreads Win32 library seems completely unusable, since it
> relies on many features not supported on UWP.
>
> Is there any workaround for these problems?
>
> Thank you!
>
> Cheers,
> Lorenzo
>
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> http://forum.openscenegraph.org/viewtopic.php?p=70208#70208
>
>
>
>
>
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Re: [osg-users] Vertex Buffer Object used inside display list

2017-02-16 Thread Jannik Heller
On Nvidia, replaying the trace prints the following debug output for each 
'glDrawElements' line:


Code:
usnknown (sic) severity API unknown issue 131185, Buffer detailed info: Buffer 
object 1 (bound to GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, 
GL_TEXCOORD_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint 
is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object 
operations.




Not sure what this means exactly but I'd guess the VBO is first uploaded to the 
graphics card, then downloaded again to later re-upload into the display list? 
That sounds like while Nvidia accepts this behavior, it isn't recommending it 
from a performance standpoint.

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[osg-users] intersection tests

2017-02-16 Thread Trajce Nikolov NICK
Hi Community,

I am experiencing some bad results from various intersection tests. I have
a database with buildings and for some reason the intersection tests are
failing to get me the roofs of the buildings ...

Here some snippets of my tries:

http://pastebin.com/s7aZk8wA
http://pastebin.com/1s99SGZc
http://pastebin.com/UtkqPRce

What I am missing here?

Thanks for every hint as always!
Cheers!

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Re: [osg-users] [vpb] Doubt regarding integrating shapefile with VPB

2017-02-16 Thread Sebastian Messerschmidt

Hi Vinoth,

osgdemd -d terrain.tif --building build.shp -o data.osg


VPB handles shapes differently. Take a look at the ShapeFilePlacer.cpp 
and the use of the osgSim::ShapeAttributeList. From a glance it seems 
this data is used to extrude the shape.


Cheers
Sebastian
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[osg-users] Guidance on zip-plugin fix

2017-02-16 Thread Sebastian Messerschmidt

Hi (Robert),

Currently the Zip-Plugin will not load/find files if they don't match 
w.r.t. their case.


While this matches the behavior of UNIX-filesystems it is undesired on 
Windows in my opinion.


One possible fix would be to simple ignore the case in the 
ZipArchive::GetZipEntry in general or to make this optional based on the 
compiled platform. Thoughts?


Cheers
Sebastian
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Re: [osg-users] problem with shapefile height when loaded in osgviewer

2017-02-16 Thread Vinoth Rajendran
Thanks for clearing the issue

Thank you!

Cheers,
Vinoth

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Re: [osg-users] problem with shapefile height when loaded in osgviewer

2017-02-16 Thread Sebastian Messerschmidt



Hi Vinoth,

Hi Community,

I am loading a shapefile(.shp) for a small city using osgviewer. All i get is 
overlay of those shapefiles on the surface.

Why am i not rendered with height from those shapefiles ??
What do you mean by height? Shapes in shapefiles are two-dimensional 
entities with properties in a database.




Am i missing something??

The shapefiles are from OpenStreetMap.
OSG will simply render those flat shapes and there is no further 
handling of attributes


I hereby attach the output from osgviewer for reference.
OSGEarth IIRC has facilities to generate buildings etc. on the fly using 
shapefiles.



Cheers
Sebastian


Thank you!

Cheers,
Vinoth

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Re: [osg-users] Improving performances

2017-02-16 Thread Robert Osfield
Hi Ale,

Without knowing more details about the specifics about the data
structure, the bottlenecks you are seeing etc. one can't provide exact
steps of what to do to improve performance.

The general approach to performance improvement is to first benchmark
your application to see where the biggest bottlenecks are, for you
application it could be CPU w.r.t update or cull traversals, draw
dispatch into OpenGL fifo or on the draw on the GPU.  Benchmarking
should only be done with a release build of the OSG and your
application and on hardware that is representation of what your client
will use, and using data that is representative.

What steps you should take to optimize will depend upon where the
biggest costs are. There are a range of things you could do, at this
stage it's too opened end what the bottleneck is to provide specific
guidance.

Cheers,
Robert.
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[osg-users] problem with shapefile height when loaded in osgviewer

2017-02-16 Thread Vinoth Rajendran
Hi Community,

I am loading a shapefile(.shp) for a small city using osgviewer. All i get is 
overlay of those shapefiles on the surface.

Why am i not rendered with height from those shapefiles ??

Am i missing something??

The shapefiles are from OpenStreetMap.

I hereby attach the output from osgviewer for reference.

Thank you!

Cheers,
Vinoth

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[osg-users] releating to osg embedding with QT

2017-02-16 Thread Rambabu Repaka
Hi,

  I am trying to add geode data as group to composite viewer it is giving using 
 addview is not the member of composite viewer,but its working with the  normal 
osg::viewer (code is in sending attachment).how to add geode data as group to 
composite viewer.
(This doubt is releating to osg embedding with QT,if it is possible send any 
doc's releating to this.)

Thank you!

Cheers,
Rambabu

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Re: [osg-users] Jittering/Flickering geometry problem

2017-02-16 Thread Sebastian Messerschmidt



Am 2/16/2017 um 5:48 AM schrieb umesh ramesh:

Hi Sebastian,

Thanks for the prompt reply. As I had written earlier, I do not prefer to generate 
my road geometries at origin & translate far off where they are located (maybe 
that’s the last option that I shall use).
I am under the impression that there might be other techniques to tackle this 
problem.
Most likely not. The other problem usually occurring is z-fighting which 
also is a precision problem. This can be tackled via logarithmic depth 
buffers etc. but as you were talking about flickering involving only one 
geometry, depth-precision is non of the problems (For z-fighting you'd 
need at least two primitives).


Think about the problem this way: Your geometry is a _local_ description 
of road-piece that can be _placed_ where you like it to be on a terrain 
that is _placed_ where you like it to be. This way relative coordinates 
will stay in the boundary of your viewing frustum.
And having a road-piece of several thousand kilometers is simply not 
feasible.



I think, VirtualPlanetBuilder is generating the Terrain Tiles in the way you 
had written.
But, FlightGear too has terrain & roads all over & they are rendered properly.
There are several other techniques including texture splatting and so 
on, to put decals onto terrain. But the problem arising with multiple 
geometries on top of each other is usually z-fighting ...



Do the similar Projects use the same basic theory that you had written?
It will be helpful if you can give additional insight into this.
There is no way to have coordinates in the scale described in your 
example and single precision. Usually one needs to transform the 
coordinates around the center of the data-set by transforming either the 
geometry coordinates or by using a transform in the scenegraph.
The other, in case relative precision is not-important is to simply 
scale the coordinates. But basically it all boils down to send 
reasonably "small" coordinates to the GPU. Believe me, i had to learn 
this the hard way while implementing shader-based geocentric effects ;-)

This of course doesn't mean that I know every trick.




Cheers
Sebastian



Cheers,
umesh

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[osg-users] OSG on Universal Windows Platform

2017-02-16 Thread Lorenzo Valente
Hi,

I'm trying to compile OSG for the Universal Windows Platform 
(https://docs.microsoft.com/en-us/windows/uwp/get-started/whats-a-uwp).
At the moment it looks to me like a pretty big challenge, considering that UWP 
limits the use of some classic desktop API (on which OSG relies).
In UWP it is not possible to use many CRT functions 
(https://msdn.microsoft.com/en-us/library/jj606124.aspx), like getenv() for 
example.
Also, the OpenThreads Win32 library seems completely unusable, since it relies 
on many features not supported on UWP.

Is there any workaround for these problems?

Thank you!

Cheers,
Lorenzo

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Re: [osg-users] [osgPlugins] using osgconv with fbx?

2017-02-16 Thread Voerman, L.
Hi Kevin,
seems like the fbx plugin is not used very much on apple, and is a bit
outdated.
I don't have an apple, but you can try to update
"OpenSceneGraph\CMakeModules\FindFBX.cmake" with the attached version,
I added a search path for fbx 2017.1 sdk and the subdir for the clang
compiler.


Laurens.


On Thu, Feb 16, 2017 at 9:33 AM, Robert Osfield 
wrote:

> On 15 February 2017 at 23:32, Kevin Steele  wrote:
> > You say to make sure that OSG picks up on the FBX SDK. How do I do that?
> I tried to recompile OSG, but it didn't seem to pick up the FBX SDK.
>
> To configure the build you use:
>
>  ccmake .
>
> Then scroll down to the entry for FBX.
>
> Robert
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FindFBX.cmake
Description: Binary data
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Re: [osg-users] [osgPlugins] using osgconv with fbx?

2017-02-16 Thread Robert Osfield
On 15 February 2017 at 23:32, Kevin Steele  wrote:
> You say to make sure that OSG picks up on the FBX SDK. How do I do that? I 
> tried to recompile OSG, but it didn't seem to pick up the FBX SDK.

To configure the build you use:

 ccmake .

Then scroll down to the entry for FBX.

Robert
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