Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Chris Hanson
Is it performing more to your liking using the OSG/IVE format?

For future-proofing you should probably consider using the osgb format as
OSG/IVE are deprecated now.

On Mon, Jun 3, 2019 at 8:27 PM Steven Jones  wrote:

> Thanks Chris - I am relatively certain I can use all the luck I can get...
>
> Cheers,
>
> Steven
>
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Re: [osg-users] osgViewer GraphicsWindowX11 Event Handling

2019-06-03 Thread Chris Hanson
Did you find any solution to this? I have a lot of clients using Qt so I
like to keep abreast of what's being done.

On Thu, Apr 25, 2019 at 7:32 PM Eric Stancliff 
wrote:

> Chris,
>
> I want to move away from using QOpenGLContexts because they limit my
> ability to implement the improved threading models compatible with
> osgViewer::CompositeViewer.  One of my devs has also bumped into issues
> with assumptions made by some low level osgEarth code for gpu techniques
> and draping.
>
> Previously we were converting QEvents to osg events and adding to our
> event queue, which theoretically I could still do with this new approach.
> But it would only be necessary for the X11 window as the events happen
> naturally for windows.  If there's a bug I can find to prevent the need for
> this translation it would be preferred.
>
> Eric
>
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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Steven Jones
Thanks Chris - I am relatively certain I can use all the luck I can get... 

Cheers,

Steven

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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Chris Hanson
Good luck!
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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Steven Jones
Chris, Robert,

The crunching completed - osgdem generated 103,830 .ive files total, and the 
resolution now matches what is rendered in an .earth file.

The last file generated was dbtest_L11_X667_Y251_subtile.ive.

CDBs can have a max LOD of 23 (centimeter resolution).

Next step is to add the 3D models to the terrain, which are currently 
openflight, then the shape files...

Thank you both!

Steven

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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Robert Osfield
Hi Steve and Chris,

On Mon, 3 Jun 2019 at 13:00, Chris Hanson  wrote:
> It sounds like osgdem's idea of 'levels' may not correspond to CDB's, and 
> increasing the number os osgdem levels may be the right solution.
>
> I don't think osgdem ever generates "too many" levels -- the "levels" option 
> simply limits how far it is allowed to go. So, if you really want ALL detail 
> from your source data shown, you should probably just try giving it a crazy 
> high levels limit (16?) and let it grind away producing tiles for as much 
> detail as you've got.

I don't recall the max LOD I've used before, I think it was higher
than 16 though, but this was for whole earth dataset with inserts down
to sub metres res image data.  For these really big datasets you have
to use vpbmaster and use a distributed build multiple
machines/processors.

The VPB automatically stops generating new levels once the
elevation/image data is a higher enough resolution, on the leaves of
the whole scene graph, properly represent the source DEMs/Imagery.  So
a level of 99 won't ever be hit, the VPB will automatically stop well
before this, the level parameter you give vpbmaster/osgdem is simply
the maximum number of levels you want to build.

Cheers,
Robert
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Re: [osg-users] Keeping camera fixed

2019-06-03 Thread David Grüner
Here the correct code!

 

 

 

/code config

 

 

 

 

 

 

-ipcrash-p74c

 

 

 

set user owner =ip:xxx

 

 

Gesendet: Freitag, 31. Mai 2019 um 12:08 Uhr
Von: "Renzo Scaletta" 
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] Keeping camera fixed

Hi All,

I am able to animate my scene (bodies translating and rotating in the space) providing a NodeCallback with setUpdateCallback to each PositionAttitudeTransform I want to animate.
What I see is that the camera "follows" in some way the bodies movements without having done anything in the code to trigger that behavior explicitly.

Do you have any tips to keep the camera fixed during the update of nodes position and attitude? Or any details of the OSG code I should focus on (I am quite a beginner)?

Thanks,
Renzo

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Re: [osg-users] Resolution of .earth vice .osg/.ive Formats?

2019-06-03 Thread Chris Hanson
It sounds like osgdem's idea of 'levels' may not correspond to CDB's, and
increasing the number os osgdem levels may be the right solution.

I don't think osgdem ever generates "too many" levels -- the "levels"
option simply limits how far it is allowed to go. So, if you really want
ALL detail from your source data shown, you should probably just try giving
it a crazy high levels limit (16?) and let it grind away producing tiles
for as much detail as you've got.

Robert can correct me if I'm wrong here about this.

On Mon, Jun 3, 2019 at 4:35 AM Steven Jones  wrote:

> Update...
>
> With the LOD level set to 8, osgdem generated approx 1,600 .ive files.
>
> With the value set to 99, it's been crunching for over 2 hours, and it's
> up to 38,000+ .ive files and is still crunching.
>
> The latest .ive file to be created is dbtest_L9_X255_Y63_subtile.ive.
>
> The imagery files (4,000+) were originally .jp2 format, and I converted
> them to GeoTiffs using GeoJasper.
>
> Steven
>
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Re: [osg-users] Huge perfomance issues

2019-06-03 Thread Chris Hanson
Well, I hadn't thought it through, but I think you could use a single VBO
to hold, for example, all of the data for the Lines type objects. And
another VBO to hold all the data for the Polylines, etc. So, one Object and
one VBO to hold all the data for all the entities of each TYPE of Object.
Then, you can bulk load the current data into the VBO, update the VBO to
OpenGL, and let OSG draw it.

We're really just giving vague ideas here because we don't REALLY know the
internal architecture of your existing code or what other constraints or
restrictions might be in play that would affect the optimal solution.


If you want more in-depth advice, you'll probably have to explain more
about your application. If you need to do that under NDA or confidentially,
shoot me an email.


On Mon, Jun 3, 2019 at 10:31 AM Achilleas Margaritis 
wrote:

> Can you please elaborate? what do you mean by 'single object' and 'set
> this up to use buffer objects'?
>
> Do you mean that a single OSG object can hold multiple VBOs or arrays of
> vertices?
>
> Or do you mean to have a single vertex buffer and multiple OSG objects
> each one using part of that buffer?
>
>
> Chris Hanson wrote:
> > I think I'd create a single object to represent ALL of the objects of a
> given class, eg Lines, PolygonLines, Rectangles, etc. Set this up to use
> buffer objects and it will refer to the buffer object to fetch the
> vertices, indices, and possibly attributes for the appearance.
> >
> > Then on each frame after you have received ALL the data, bulk assemble
> them together into memory buffers of vertices and appearance attributes,
> then shovel only those buffers to OpenGL once per frame.
> >
> >
> > I assume frustum clipping is probably not your biggest concern, so I'd
> just ignore it for the most part by giving each object an artificially
> large bounding sphere.
> >
> >
> >
> >
> >
> >
> >
> >
> > On Sat, Jun 1, 2019 at 5:29 AM Yu Qi < ()> wrote:
> >
> >
> > > Hi,
> > >   By the way,the default vertex specification of geometry is
> displaylist,if you need to change vertex frequently,use VAO and VBO.
> > >
> > > Thank you!
> > >
> > > Cheers,
> > > Yu
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=76167#76167 (
> http://forum.openscenegraph.org/viewtopic.php?p=76167#76167)
> > >
> > >
> > >
> > >
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Re: [osg-users] Huge perfomance issues

2019-06-03 Thread Achilleas Margaritis
Can you please elaborate? what do you mean by 'single object' and 'set this up 
to use buffer objects'?

Do you mean that a single OSG object can hold multiple VBOs or arrays of 
vertices?

Or do you mean to have a single vertex buffer and multiple OSG objects each one 
using part of that buffer?


Chris Hanson wrote:
> I think I'd create a single object to represent ALL of the objects of a given 
> class, eg Lines, PolygonLines, Rectangles, etc. Set this up to use buffer 
> objects and it will refer to the buffer object to fetch the vertices, 
> indices, and possibly attributes for the appearance.
> 
> Then on each frame after you have received ALL the data, bulk assemble them 
> together into memory buffers of vertices and appearance attributes, then 
> shovel only those buffers to OpenGL once per frame.
> 
> 
> I assume frustum clipping is probably not your biggest concern, so I'd just 
> ignore it for the most part by giving each object an artificially large 
> bounding sphere.
> 
> 
> 
> 
> 
> 
> 
> 
> On Sat, Jun 1, 2019 at 5:29 AM Yu Qi < ()> wrote:
> 
> 
> > Hi,
> >   By the way,the default vertex specification of geometry is displaylist,if 
> > you need to change vertex frequently,use VAO and VBO.
> > 
> > Thank you!
> > 
> > Cheers,
> > Yu
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=76167#76167 
> > (http://forum.openscenegraph.org/viewtopic.php?p=76167#76167)
> > 
> > 
> > 
> > 
> > 
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> 
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Re: [osg-users] Keeping camera fixed

2019-06-03 Thread Renzo Scaletta
Hi Alberto,

you helped me to focus the problem. I was using a manipulator derived from 
NodeTrackerManipulator which was calling setTrackNode() inside. Thanks a lot.

Cheers,
Renzo

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