Re: [osg-users] Funding
get the job offers and requests up to date. http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers http://www.openscenegraph.org/projects/osg/wiki/Community/JobRequests here i posted that naturalmotion is looking after an osg person http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/010611.html in the job offer page there is nothing about this offer. are the offers still valid? anyone else heard about an osg job and it is not on the offer page? does people in the need of an osg guy know how to directly get one? does the companies with 3d know about osg? do they know about which advantages they get from using osg? do they know how they can implement osg in their applications? the more applications use osg and the widespread it is the more is the interest for professional paid support. this brings people to be fulltime with osg and to know the demands for improvement. the best possibility if someone is hired for a demand and improves that way osg, partly systematically improve osg and than customize it for the company needs. osgocean, osggis and so on... maybe osgatmosphere or so in the future... best regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Little ray-tracing example using the KD-tree
hi list and ray-tracing fans ;) Toward A Multicore Architecture for Real-time Ray-tracing http://www-csl.csres.utexas.edu/gps/publications/ best regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Thanks to OSG !
Serge Lages wrote: Hi all, Just a quick message to show you two applications we've just made thanks to OSG : http://www.youtube.com/watch?v=r-ydFPHL2z0 http://www.youtube.com/watch?v=P1VipShcuc0 PS : yeah, it's me on the first video... :) PS2 : for the frenchies here, you can see the walls in real at the CNES Paris (near Chatelet). looks great, gratulation! :) whats up with your http://www.magrathea-engine.org/v2/ best regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adaptation of chunkLOD to OSG
LOL, yes you are right, i never saw that. thank you for finding the failure. :) Alberto Luaces wrote: Just a little remark: isn't the cockpit supposed to read FUEL FLOW instead of FLUEL FLOW? :) originally someone did a test with photo realistic terrain. video (40s): High resolution (26 Mo) http://documents.cigognes.net/csp/csp-terrain-photo.avi Low resolution (YouTube) http://fr.youtube.com/watch?v=1NlZoylXrlo ___ 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] adaptation of chunkLOD to OSG
Robert Osfield wrote: Hi Hannes, On Fri, Aug 29, 2008 at 8:27 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: someone from the project came up with this question: the project being?? Your own project? http://sourceforge.net/projects/csp http://csp.sourceforge.net/ The Combat Simulator Project I think this demo never became part of OSG, which is also what Robert states in his response to your question. Anyway, I don't get what exactly he's talking about in terms of the relationship between ChunkedLOD and osgDB::DatabasePager. The chunking aspect in ChunkedLOD refers to the fact the rendering algorithm divides the terrain mesh into individual chunks that can be sent to the gfx adapter separately, eliminating the need to re-build the whole mesh every time the camera perspective changes. In my understanding, osgDB::DatabasePager is used to load terrain tiles in a background thread, but is not directly to the actual rendering operations. DatabasePager only does loading of subgraps in a background thread, incremental compiling of OpenGL objects, merge of new subgraphs and deleting of expired subgraphs. This is not equivalent to ChunkedLOD, rather just one component of such as system, although I'd guess DatabasePager is far more capable than most paging systems that you'll find on ChunkedLOD implementations. The division of the database up is pre-processing step that is done by VirtualPlanetBuilder, which builds a hierarchical tiled database. VTP is extremely scalable and can terrabyte geospatial whole earth databases. All the databases generated by VTB are viewable in OSG applications, with the DatabasePager managing the paging automatically for you, and either standard osg::Geometry/osg::StateSet/osg::Node subgraphs or osgTerrain based subgraphs handling the scene representation and rendering. VTB is the only source tool of its kind as far as I'm aware. Put osgDB::DatabasePager and VTP generated databases together and you have something that is far more scalable and capable than a ChunkedLOD implementation. Robert. originally someone did a test with photo realistic terrain. video (40s): High resolution (26 Mo) http://documents.cigognes.net/csp/csp-terrain-photo.avi Low resolution (YouTube) http://fr.youtube.com/watch?v=1NlZoylXrlo we are a little bit confused. http://csp.sourceforge.net/forum/viewtopic.php?p=4616#4616 is http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem what you mean or are we on the wrong way? with VirtualPlanetBuilder you mean http://www.openscenegraph.org/projects/VirtualPlanetBuilder with VTP you mean http://www.vterrain.org/ i did not find anything about VTB, is it a mistyped VTP? thanks for your help in our confusion. best regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adaptation of chunkLOD to OSG
Robert Osfield wrote: Hi Hannes, The OSG has native database paging rather nullifies the need for a ChunkLOD implementation. Vladimir's previous work on ChunkLOD/OSG implementation was done before VirtualPlanetBuilder/osgTerrain/osgDB::DatabasePager really got off the ground. hi robert, someone from the project came up with this question: I think this demo never became part of OSG, which is also what Robert states in his response to your question. Anyway, I don't get what exactly he's talking about in terms of the relationship between ChunkedLOD and osgDB::DatabasePager. The chunking aspect in ChunkedLOD refers to the fact the rendering algorithm divides the terrain mesh into individual chunks that can be sent to the gfx adapter separately, eliminating the need to re-build the whole mesh every time the camera perspective changes. In my understanding, osgDB::DatabasePager is used to load terrain tiles in a background thread, but is not directly to the actual rendering operations. kind regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] adaptation of chunkLOD to OSG
has anyone the code of adaptation of chunkLOD to OSG by Vladimir Vukicevic? the websites from him are all down. it is about http://tulrich.com/geekstuff/chunklod.html kind regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adaptation of chunkLOD to OSG
Norman Vine wrote: hannes_b writes: has anyone the code of adaptation of chunkLOD to OSG by Vladimir Vukicevic? the websites from him are all down. it is about http://tulrich.com/geekstuff/chunklod.html Maybe http://web.archive.org/web/20070428001632/http://www.vlad1.com/~vladimir/pro jects/osg/ HTH Norman great help, thank you very much! :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.6: No OpenGL Context?
In upgrading my app today to OSG 2.6, I couldn't help but noticed that it crashed when I attempted to retrieve the OpenGL Vendor name. It wasn't a great deal of work to determine that there was no valid OpenGL context when it was called. A little further work showed that where I called this-_view-setThreadingModel(osgViewer::Viewer::SingleThreaded); seemed to cause the problem. When I commented this out, i had a valid OpenGL Context, but OSG crashed later the first time it went to render the scene. The app works fine with OSG 2.4, so I assume I must have just been doing something wrong this whole time and it's finally catching up with me! I have tried to cut the class back as much as possible for an example (below). The app creates an instance of this class, then calls graphicsInit(), then, finally, graphicsLoop(). I have a feeling the error lies in the constructor itself, but I don't know what I'm doing wrong. (Just as a bit of background, this class is supposed to support Linux and Windows. Under Windows, it supports rendering to its own OSG-created window or rendering to an OSG window inside a windows control.) Any ideas would be greatly appreciated! Thanks! OSGExample.cpp #include iostream #include osg/Group #include osg/Geode #include osg/Shader #include osg/MatrixTransform #include osg/Projection #include osg/DisplaySettings #include osg/Texture2D #include osg/Drawable #include osg/CopyOp #include osg/TexGen #include osg/Matrix #include osg/FrontFace #include osg/StateSet #include osg/Notify #include osgDB/ReadFile #include osgDB/FileUtils #include osgUtil/Optimizer #include osgViewer/View #include osgViewer/Viewer #include osgViewer/CompositeViewer #include osgViewer/ViewerEventHandlers #ifdef WIN32 #include osgViewer/api/Win32/GraphicsWindowWin32 #endif using std::cerr; class OSG { public: #ifdef WIN32 OSG(unsigned int multisamples = 1, HWND hostWindowHWND = NULL); #else OSG(unsigned int multisamples = 1); #endif virtual ~OSG(); virtual void graphicsInit(); virtual void graphicsLoop(); private: std::string _vendor; osgGA::MatrixManipulator* _viewerMatrix; osg::State* _state; osg::ref_ptrosg::Group _sceneGroup; osg::ref_ptrosg::GraphicsContext _graphicsContext; osg::ref_ptrosg::GraphicsContext::Traits _traits; osg::ref_ptrosg::DisplaySettings _displaySettings; osg::ref_ptrosg::GraphicsContext::WindowingSystemInterface _wsi; osgViewer::Viewer* _view; osgViewer::Viewer::Windows _viewWindows; // EventHandler* _eventHandler; osg::ref_ptrosg::Node _hiveNode; unsigned int _uniqueGraphicsStateID; unsigned int _multisamples; std::string _windowTitle; #ifdef WIN32 HWND hostHWND; HWND _hwnd; HDC _hdc; HGLRC _wglContext; #endif }; #ifdef WIN32 OSG::OSG(unsigned int multisamples, HWND hostWindowHWND) #else OSG::OSG(unsigned int multisamples) #endif { osg::setNotifyLevel(osg::ALWAYS); this-_view = NULL; this-_uniqueGraphicsStateID = 0; this-_multisamples = 0; // this-_eventHandler = NULL; this-_viewerMatrix = NULL; this-_state = NULL; this-_vendor = (null); #ifdef WIN32 this-hostHWND = NULL; this-_hwnd = NULL; this-_hdc = NULL; this-_wglContext = NULL; #endif this-_multisamples = multisamples; // Create an event handler // this-_eventHandler = new EventHandler(); // Setup the Windowing System Interface. this-_wsi = osg::GraphicsContext::getWindowingSystemInterface(); // Setup the graphics context traits. { this-_traits = new osg::GraphicsContext::Traits; this-_traits-doubleBuffer = true; this-_traits-x = 0; this-_traits-y = 0; this-_traits-width = 256; this-_traits-height = 256; this-_traits-supportsResize = true; this-_traits-windowDecoration = true; this-_traits-windowName = myOSG; // Only used if we inherit from a more complex Windows Control #ifdef WIN32 if(hostWindowHWND != NULL) { this-hostHWND = hostWindowHWND; // Get the current window size RECT rect;
Re: [osg-users] bullet and OSG
Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 bindumol wrote: Hi, I am looking for the applications which are using OSG and bullet physics for the vrml file of rigid bodies, if you have idea about how to make an osg node to represent into the bullet and how to control the animation of the rigid body using bullet and osg possible…please help me … Thanks Bindumol Hello, I have uploaded a small example of using Bullet with OSG to the OSG tutorial page. It shows how to set everything up, including the physics, the OSG update and Bullet collision callbacks. The example runs the update of the physics in the main rendering loop, however that is trivial to move either into a callback of a special node or a thread or whatever you need. Feel free to use it. You may have to build a project/Makefile for it, because it is an Eclipse CDT project, but that should be trivial. It works with OSG 2.4 and Bullet 2.68. The file is here: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials Regards, Jan someone should post it at the bullet forum where about bullet and osg was asked. :) http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=17t=799 regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Setting a SceneView's View Matrix
I am needing to set an osgUtil::SceneView's view matrix such that it is identical to that of an osg::Group. The scene structure is along the lines of: sceneRoot--osg::Switch--osg::PositionAttitudeTransform--osg::PositionAttitudeTransform--osg::Group I need my scene view to have all of the same transforms that the group has. Is there an easy way to do this or (even better) an example? Conceptually, I would like to simply make the scene view a child of the group, though that doesn't appear possible. Thanks! Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.4 problem reading tiffs.
- Original Message Follows - From: Philip Lowman [EMAIL PROTECTED] To: [EMAIL PROTECTED], OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG 2.4 problem reading tiffs. Date: Wed, 7 May 2008 01:02:12 -0400 On Thu, May 1, 2008 at 5:50 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hello, I am using WinXP and MSVC 8 and had a working OSG 2.2 build running. I downloaded the 2.4 zip and the new 3rd part zip, run cmake, build the default viewer applications. Running osgviewerd with full debug I see the following output. -- -- FindFileInPath(e:\Models\Earth\globe.obj): returning e:\Models\Earth\globe.obj Reading OBJ file itr='e:\Models\Earth' FindFileInPath() : trying E:\Models\Earth\globe.mtl ... FindFileInPath() : USING E:\Models\Earth\globe.mtl --globe.mtl-- --globe.mtl-- --E:\Models\Earth\globe.mtl-- Reading MTL file itr='E:\OSG\BUILD\bin' FindFileInPath() : Trying E:\OSG\BUILD\bin\osgplugins-2.4.0\osgdb_tiffd.dll ... FileFileInPath() : USING E:\OSG\BUILD\bin\osgplugins-2.4.0\osgdb_tiffd.dll DynamicLibrary::failed loading osgPlugins-2.4.0/osgdb_tiffd.dll Warning: Could not find plugin to read objects from file e:\Models\Earth/land_ocean_ice_8192.tif -- -- Given that it was failing to load the dll I loaded up 'depends' and found that the plugin was missing some dll's from the 3rd party directory, so I copied all the dll's from the 3rd party tools into both my build\bin and my buld\bin\osgplugins directory. Still no luck reading tiff files. Anyone have any ideas on what I should check next? Does the OSG's DLL plugin code call GetLastError() when LoadLibrary() fails? If so this might be able to provide some more meaningful information about what is wrong similar to how dlerror() works on Unix? It probably is a missing DLL dependency. I would double check the dependency list with something like dependency walker and make sure all of the dependent DLLs are available. Not sure what the problem is. I assume you're running this on the machine that has VS8 installed on it (ruling out the issue with Microsoft's side-by-side debug assemblies not being installed)? -- Philip Lowman I have VS8 installed on the machine in question. I have run depends and moved a copy of all the DLL's into both the BUILD\bin and BUILD\Bin\osgplugins-2.4.0 directory. I have tried both debug and release mode. I am working on getting a copy of the 3rd party tools compiling to see if thats the problem. Thank you all for your pointers, -- Eric Heft ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] job offer
stumbled yesterday over a job offer from the makers of the gta4 physics engine. was surprised that they asked for open scene graph experience, good sign for osg. :) so go for the job! kind regards http://www.naturalmotion.com/careers.htm C/C++ 3D Application Developer(s) The successful candidate will be involved in the creation, maintenance and extension of professional 3D animation packages used in CG and games studios throughout the world. Central to this role is the integration and extension of a contemporary 3D renderer and its associated object API for interactive tool use. Solid C++ skills are a must, as well as team working and the ability to communicate well with a wide variety of people in the CG industry. The position requires knowledge in the following areas: * 3D rendering and OpenGL, with user interaction * Creating high quality 2D and 3D user interfaces * Large and extensible applications Additionally, any experience in the following areas would be beneficial: * Open Scene Graph * Lua / scripting * wxWidgets (wxWindows) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.4 problem reading tiffs.
Hello, I am using WinXP and MSVC 8 and had a working OSG 2.2 build running. I downloaded the 2.4 zip and the new 3rd part zip, run cmake, build the default viewer applications. Running osgviewerd with full debug I see the following output. FindFileInPath(e:\Models\Earth\globe.obj): returning e:\Models\Earth\globe.obj Reading OBJ file itr='e:\Models\Earth' FindFileInPath() : trying E:\Models\Earth\globe.mtl ... FindFileInPath() : USING E:\Models\Earth\globe.mtl --globe.mtl-- --globe.mtl-- --E:\Models\Earth\globe.mtl-- Reading MTL file itr='E:\OSG\BUILD\bin' FindFileInPath() : Trying E:\OSG\BUILD\bin\osgplugins-2.4.0\osgdb_tiffd.dll ... FileFileInPath() : USING E:\OSG\BUILD\bin\osgplugins-2.4.0\osgdb_tiffd.dll DynamicLibrary::failed loading osgPlugins-2.4.0/osgdb_tiffd.dll Warning: Could not find plugin to read objects from file e:\Models\Earth/land_ocean_ice_8192.tif Given that it was failing to load the dll I loaded up 'depends' and found that the plugin was missing some dll's from the 3rd party directory, so I copied all the dll's from the 3rd party tools into both my build\bin and my buld\bin\osgplugins directory. Still no luck reading tiff files. Anyone have any ideas on what I should check next? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Distributed rendering of scene graph
Benjamin Eikel wrote: Hello Robert, On Saturday 01 March 2008 at 18:50:16, Robert Osfield wrote: Hi Benjamin, Could you possibly repost the below text, but broken down into shorter paragraphs as long paragraphs are really hard to follow. Try to keep one major point per paragraph. of course. o What do we want to display? We want to visualize scenes which are generated by a simulation of a factory. o Why do we want to use a cluster? The simulation is running on a cluster. We want to do the rendering on the cluster because - we can get messages from the simulation faster (10 GBit/s InfiniBand, lower latency than Ethernet, DMA transfers from one node to another) - we are able to cope with big scenes by just using more rendering nodes (at least that is our goal). - we have the computation power there. o Why do we have big scenes? Models of some machines are very complex because they are generated by CAD programs and we do not want to do an extensive preprocessing because the models may change over time. o What is the architecture of the system? - We have a central node for each user which is connected to our system. On that node we want to use OpenSceneGraph (reasons below). So each of these nodes has an own view into the scene. - We have a set of rendering nodes. These rendering nodes are partitioned by a balancing algorithm and each central node gets some of them for rendering. We want to balance between different users and between the rendering nodes one central node is able to render with. Example: User A sees only a small part of the factory = needs only few rendering nodes. User B sees some very complex machines = needs lots of rendering nodes. Example: Central node A can render with 20 rendering nodes. It has 20 objects with 1 million polygons and so it gives each rendering node one object. o How to we get the scene data from the simulation? We get a identification number for each machine mesh from the simulation. We then want to load the meshes for that machine inside the scene graph. o Why do we want to use OpenSceneGraph? - We can use the already existing reader/writer plugins of OSG and do not have to write our own. - OSG can do culling, picking, moving machines with grabbers for us. - We want to use the animation capabilities of OSG for some special models (e. g. forklifts, packages on a conveyor). o How will OpenSceneGraph be connected to the rendering nodes? When a frame should be rendererd we want to know the nodes (e. g. Geodes) which are visible and their transformation matrix (which should be known to OSG after it's update and culling traversals). With this knowledge (list of visible nodes and transformations) the central nodes instruct their rendering nodes by sending them the mesh ids, the transformations of the meshes and the camera transformation. o How can we optimize the rendering on the rendering nodes? We want to exploit the fact that there may be the same machine (= same mesh) multiple times inside the factory. So we could load the mesh of such a machine as VBO and let one rendering node render the machines with different transformations multiple times. o What is my question at all? I am searching for a interface where I can grab these visible nodes and put them into a list. I need them so I can analyse them to run the balancing algorithm and send the data to the rendering nodes. I think that it might be possible to use the DrawImplementation of the Drawable nodes. this is not an answer to your questions about your interesting project, only some thoughts about engineering stuff and simulation. http://www.realityprime.com/articles/scenegraphs-past-present-and-future#tomorrow http://www.caelinux.com/CMS/ what i didn´t find is a realtime grid for the balancing stuff. are there more infos about the project, maybe on a website? best wishes for your success! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB and PagedDatabase performance.
First, thank you to everyone for their work putting OSG and VPB, this is really an amazing piece of software. Q1: Is there any advantage to having a single large osga model built from say a 16kx16k input or having lots of smaller 4kx4k tiled sections in separate files? Q2: Will rebuilding the database with more levels help smooth out lag spikes when the various LOD nodes come into view ? Q2: What are the parameters can I tweak in an OSG application to tweak how the program runs? Q3: Can I force the OSG application not to swap out the database and just recalculate the mesh ? Background: I have a 16kx16 texture and 4kx4k height map that I have used VPB to build a model of following the walk through on the wiki. While using some simple dynamics to fly over the terrain, my frame rates will nose dive at certain points when database need to be paged in. The terrain takes up about 500 meg on disk and I think might all fight in memory. Thank you all, Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Test www.osgChina.org . Normal?
FreeSouth wrote: Hello all : Somebody found that He(at Singapore) cann't visit www.osgChina.org (located HangZhou China. I don't know this site can be visited normally or not at other country. Thanks All. Yang ShiXing very slow but it works from europe ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Terrain Paging: Knowing Which Tiles are loaded
Hi, Im currently working with paged databases and need to further my knowlwdge on the way OSG handles terrain paging. I have a 30G OpenFlight database with LOD osgviewer handles paging nativelely yes? Or do I have to manually give osg the name and number of tiles I'm using from my database? or can I just feed it master.flt ? I would also like to know which tiles are being loaded in and which tiles are being loaded out - Does anyone know which are the releveant classes handling this? Best Regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Paged Terrain Question
Hi, Im new to osg and I have an Openflight database, it has a master.flt and would like to use osg to page it in rather than loading all in memory at once . I'm not sure if osgviewer is doing this already? or wether I should use osgpagedLOD example to load in my database - if so how? Also down the track I would like to know which tiles are being loaded in and which tiles are being loaded out. Where would I be able to find the relevant point in the source code? Thank you and Merry Xmas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creator vs 3D Studo Max
When it comes to actual modelling, if you just remember that Blender is not a CAD-program, then you'll be fine. Modelling tools are excellent and development cycle is furious. because you mentioned cad: http://www.caelinux.com/ CAElinux 2007 is now officially released This first stable release of CAELinux is now officially released: Thanks to the new PCLinuxOS 2007 distribution base and the unique Salome_Meca 2007 FEA suite, CAELinux 2007 represents a jump in stability and ease of use, and we hope that you will enjoy it. As usual, this release is available either as a installable liveDVD distribtion or under Windows with our preconfigured VMWare version The features / programs included in CAELinux 2007 distribution are the following: * LiveDVD distribution based on PClinuxOS 2007 (updated) * Runs directly from the DVD without any installation * Optional installation to hard disk in 3 easy steps * Dedicated to CAE and more specifically to finite element simulation * Includes the new integrated 3D pre-/ post / FE solver package SALOME_MECA 2007 (GPL, developped by EDF, France) which represents the fusion of Salome v3.2.6 GUI and Code-Aster v9.1 finite element solver (updated, GPL) * Offers a complete solution for CFD with OpenFOAM 1.4 , Gerris, Code-Saturne and Openflower solvers * Contains several 2D 3D CAD/pre/post packages: Paraview, Netgen, Tetgen, GMSH v2 (updated), Salome v.3.2.6 QCad * Includes other simulation softwares for multiphysics simulation: Elmer v5, Calculix v1.7 (updated), Tochnog, Impact (updated), MBDyn * Offers several scientific tools like GNU Octave + Forge, R Rkward, Scilab, wxMaxima and a full set of developpement tools / compilers. New: CAELinux has been selected by EDF to be part of the official distributors of SALOME-MECA. To use SALOME-MECA on your own Linux distribution, you can now download the stand-alone SALOME-MECA package from our download section. is anyone using it and tried to import models into osg? kind regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Offscreen rendering without visible window
I'm not sure if it helps, but for my offscreen FBO rendering I created 1 pixel size window using the windows API and set it's handle as the output of the viewer. the RTT was fine rendering texture size images. I also tried making the window invisible and 0 pixels size but I don't remember what were the results :) (I guess it didn't work) Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, November 26, 2007 2:51 PM Subject: Re: [osg-users] Offscreen rendering without visible window Hi Himar, Pbuffer is the normal way to render off screen without a window. FBO requirs an already createdd graphics context to work, they aren't a replacement of Pbuffer, just the render to texture support that FBO supplies. FBO's are just part of an OpenGL graphics context state, they don't have any window creation support themselves. Robert. On Nov 26, 2007 11:41 AM, Himar Carmona [EMAIL PROTECTED] wrote: Hi, i have some questions regarding Pbuffers, FBO, and offscreen rendering. I'm not showing the final render on a window but retrieving it with glReadPixels for CPU processing. 1) is there any method to create a Graphics Context without any visible window other than using pbuffer = true in traits (on Windows XP)? I have read that Frame Buffer Object (FBO) replaces much of the functionality of PBuffers (Simon Green slides about FBO) and that they have better performance. 2) Can FBO's be used without using PBuffer to establish the GraphicsContext? Since they need one, how? Since FBO's are established at camera objects, is there any method to read back the rendered pixels (other than doing it myself with glReadPixels)? Is perhaps Image the correct path? 3) If the desired size of the rendered result changes, i have to recreate the pbuffer manually creating a new graphics context with the new size. If i use FBO, will i have to manually resize it, or it is done by the camera? I have already achieved doing it with pbuffers, but i will do the rendering with FBO also and compare both methods (until replies, using pbuffer to create de GC). Thanks a lot. PD: StatsHandler fails to create the HUD camera if the main camera's graphics context is PixelBufferWin32 instead of GraphicsWindowWin32. It doesn't found a correct GraphicsContext. Is this perhaps a bug? PPD: Any ideas when will the programming guide book be available ? ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Diagnostics tools
Hi, any recommendations for diagnostic tools that don't consider the osg smart pointers allocations as memory leaks? thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Scaling images truncates data
Hi, I'm trying to send float data beyond the range of [0, 1] to a texture. I set the texture and the image format to float. If the image size is power of two, things seems to be ok, but if the sizes are different it seems the the gluScaleImage command truncate the values in some manner (it's even not clamping everything above 1.0 to 1.0 and everything below 0 to 0, but some truncation that leaes only the fraction of the value). Any ideas how to prevent it from happenning? thanks, Guy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scaling images
ok, thanks, but the main question is why gluScaleImage destroy the data in the image and how do I prevent it. thanks, Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, November 06, 2007 11:12 AM Subject: Re: [osg-users] Scaling images Hi Guy, If you hardware is capable of non power of two textures switch off the hint to resize non power of two textures: texture-setResizeNonPowerOfTwoHint(false); Robert. On Nov 6, 2007 5:48 AM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi, I'm trying to send float data beyond the range of [0, 1] to a texture. I set the texture and the image format to float. If the image size is power of two, things seems to be ok, but if the sizes are different it seems the the gluScaleImage command truncate the values in some manner (it's even not clamping everything above 1.0 to 1.0 and everything below 0 to 0, but some truncation that leaes only the fraction of the value). Any ideas how to prevent it from happenning? thanks, Guy ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scaling images
ok, thanks. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, November 06, 2007 6:03 PM Subject: Re: [osg-users] Scaling images On Nov 6, 2007 3:30 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: ok, thanks, but the main question is why gluScaleImage destroy the data in the image and how do I prevent it. For info on gluScaleImage supports you'll need to read up on the GLU implementation you have installed. As for preventing, well this is a GLU issue, and not something the OSG community can do anything about. The best I can recommend is to NOT use gluScaleImage by using non power of two texture support as mentioned in my previous email. Robert. ___ 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
[osg-users] Scaling images
Hi, I'm trying to send float data beyond the range of [0, 1] to a texture. I set the texture and the image format to float. If the image size is power of two, things seems to be ok, but if the sizes are different it seems the the gluScaleImage command truncate the values in some manner (it's even not clamping everything above 1.0 to 1.0 and everything below 0 to 0, but some truncation that leaes only the fraction of the value). Any ideas how to prevent it from happenning? thanks, Guy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG + sky
Adrian Egli wrote: Hi Jim, do you have a example or demo The Combat Simulator Project (CSP) http://csp.sourceforge.net/wiki/Main_Page the sky is also used by: Global Conflict Blue (GCB) http://gcblue.com/wiki/index.php/Main_Page both are gpl projects regards :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO
I'm using the OSG 1.2 version, but I have the code of the OSG2.0 to compare with, and the clean up is similar. I also try to keep the questions not specific to the 1.2 implementation I noticed that on the clean_frame, the pass over the scene doesn't get to all the objects for some reason. For example, it releases only one texture object while there suppose to be two, and it gets only to one camera of the pair of RTT and show texture on screen cameras. and I'm now debugging it. Maybe I changed the scene and lose pointers to objects somewhere... Could it be that since one of the camera is pre-render and the other is nested, that the cleanup get only to the nested rendered camera? thanks, Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, September 25, 2007 10:10 AM Subject: Re: [osg-users] FBO Hi Guy, If you destroy a window then all the OpenGL objects associated with it will be removed. If you are using 2.0/osgViewer it should be able to automatically release the OpenGL objects and reallocated them on the new graphics context. Which verison of the OSG/viewer library are you using? Robert. On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi Robert, in my application I have the scene graph in some variable, and a camera in another variable, then I attach it to viewer, in multi-document window. After I close the window, the scene graph the camera are still alive. The next time I want to attach them to a new window I get OpenGL error that the frame buffer object is not complete (and nothing is drawn), so I wanted to force the renderstage to re-create it, and achieved this by setting the rendering cache of the existing camera to NULL. I just wanted to know if there is another and better way to deal with this problem, and also if you know why the FBO was defected after the window was closed. thanks, Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, September 24, 2007 3:04 PM Subject: Re: [osg-users] FBO Hi Guy, Have a look at the osgprerender example. You shouldn't need to set anything related to the render cache is this is managed internally. Robert. On 9/24/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: OK, I got over it but I'm not sure that was the best way. What I did was to set the camera rendering cache (for the related contextID) to NULL, so the next time the cull visitor applied on the camera, it recreated the FBO. Any other ideas? thanks, Guy. - Original Message - From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Monday, September 24, 2007 1:51 PM Subject: [osg-users] FBO Hi, How do I enforce a camera to recreate FBO attached to the color buffer? thanks, Guy. ___ 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 ___ 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 ___ 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] FBO
Thanks, eventually it was my own bug. doh! sorry for the interruption. I hanged the scene view data according to some condition and didn't set it back to the original that create all the objects. now it works. thanks again, Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, September 25, 2007 1:44 PM Subject: Re: [osg-users] FBO Hi Guy, 2.x and 1.2 and substantially different when it comes to management of clean up of graphics contexts. I suggest you upgrade, your problems might be fixed right away, but if not then there is much better chance that others will be able to support you. Robert. On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I'm using the OSG 1.2 version, but I have the code of the OSG2.0 to compare with, and the clean up is similar. I also try to keep the questions not specific to the 1.2 implementation I noticed that on the clean_frame, the pass over the scene doesn't get to all the objects for some reason. For example, it releases only one texture object while there suppose to be two, and it gets only to one camera of the pair of RTT and show texture on screen cameras. and I'm now debugging it. Maybe I changed the scene and lose pointers to objects somewhere... Could it be that since one of the camera is pre-render and the other is nested, that the cleanup get only to the nested rendered camera? thanks, Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, September 25, 2007 10:10 AM Subject: Re: [osg-users] FBO Hi Guy, If you destroy a window then all the OpenGL objects associated with it will be removed. If you are using 2.0/osgViewer it should be able to automatically release the OpenGL objects and reallocated them on the new graphics context. Which verison of the OSG/viewer library are you using? Robert. On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hi Robert, in my application I have the scene graph in some variable, and a camera in another variable, then I attach it to viewer, in multi-document window. After I close the window, the scene graph the camera are still alive. The next time I want to attach them to a new window I get OpenGL error that the frame buffer object is not complete (and nothing is drawn), so I wanted to force the renderstage to re-create it, and achieved this by setting the rendering cache of the existing camera to NULL. I just wanted to know if there is another and better way to deal with this problem, and also if you know why the FBO was defected after the window was closed. thanks, Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, September 24, 2007 3:04 PM Subject: Re: [osg-users] FBO Hi Guy, Have a look at the osgprerender example. You shouldn't need to set anything related to the render cache is this is managed internally. Robert. On 9/24/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: OK, I got over it but I'm not sure that was the best way. What I did was to set the camera rendering cache (for the related contextID) to NULL, so the next time the cull visitor applied on the camera, it recreated the FBO. Any other ideas? thanks, Guy. - Original Message - From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Monday, September 24, 2007 1:51 PM Subject: [osg-users] FBO Hi, How do I enforce a camera to recreate FBO attached to the color buffer? thanks, Guy. ___ 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 ___ 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 ___ osg-users mailing list osg-users
[osg-users] Question on Node memory management.
Hello, I am working on converting a project from SGI Performer in C to OSG, so I am familiar with constructing a scene graph. For this project I load all the models I plan to use into a data structure, at a later point in time based on the user responses I swap out the sub-graphs that I wish displayed. The problem is the memory manager ends up freeing my nodes. I know the OSG answer will be to add a switch node as the parent of each of the sub graphs then toggle those on and off. Is there a way to tell OSG that I will let it know when I'm done with a node? What should happen in this example snippet is loading two models which are get swapped in/out by the user pressing 1 or 2. What ends up happening is the program crashes the 2nd time I tried to load either model. Setup in pseudo code based on the Glut example code is something like ... osg::ref_ptrosg::Node pNode1; osg::ref_ptrosg::Node pNode2; void keyboard( unsigned char key, int /*x*/, int /*y*/ ) { switch( key ) { case '1': viewer-setSceneData( pNode1 ); break; case '2': viewer-setSceneData( pNode2 ); break; // other cases } } main() { // some initilization ... pNode1 = osgDB::readNodeFiles(File1); pNode2 = osgDB::readNodeFiles(File2); // more initilization viewer-setSceneData( pNode1 ); viewer-realize(); glutMainLoop(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBO
Hi, How do I enforce a camera to recreate FBO attached to the color buffer? thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO
OK, I got over it but I'm not sure that was the best way. What I did was to set the camera rendering cache (for the related contextID) to NULL, so the next time the cull visitor applied on the camera, it recreated the FBO. Any other ideas? thanks, Guy. - Original Message - From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Monday, September 24, 2007 1:51 PM Subject: [osg-users] FBO Hi, How do I enforce a camera to recreate FBO attached to the color buffer? thanks, Guy. -- ___ 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] FBO
Hi Robert, in my application I have the scene graph in some variable, and a camera in another variable, then I attach it to viewer, in multi-document window. After I close the window, the scene graph the camera are still alive. The next time I want to attach them to a new window I get OpenGL error that the frame buffer object is not complete (and nothing is drawn), so I wanted to force the renderstage to re-create it, and achieved this by setting the rendering cache of the existing camera to NULL. I just wanted to know if there is another and better way to deal with this problem, and also if you know why the FBO was defected after the window was closed. thanks, Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, September 24, 2007 3:04 PM Subject: Re: [osg-users] FBO Hi Guy, Have a look at the osgprerender example. You shouldn't need to set anything related to the render cache is this is managed internally. Robert. On 9/24/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: OK, I got over it but I'm not sure that was the best way. What I did was to set the camera rendering cache (for the related contextID) to NULL, so the next time the cull visitor applied on the camera, it recreated the FBO. Any other ideas? thanks, Guy. - Original Message - From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Monday, September 24, 2007 1:51 PM Subject: [osg-users] FBO Hi, How do I enforce a camera to recreate FBO attached to the color buffer? thanks, Guy. ___ 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 ___ 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] PrimitiveSet lighting issues
Henri, did you try JUST turning off the light for those lines? what you wrote about the color-material seems ok, it means that in the pipeline OpenGL will take the glColor value and use it as the emission in it's light equations. But if you turn off the light, the pipeline use glColor. so it's pretty much equivalent. just turning off the light have many benfits though: 1. it's faster to implement. 2. run time is better. 3. you can set diferrent color at each vertex, while using the material will set the same emission value to the whole line (or line strip, depends on your geometry). - Original Message - From: Jean-Sébastien Guay [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Tuesday, September 25, 2007 2:12 AM Subject: Re: [osg-users] PrimitiveSet lighting issues Hello Nelson, I'm still new to all this. All I found on emissive color is the following: glMaterial Default Parameters GL_EMISSION (0.0, 0.0, 0.0, 1.0) emissive color of material The OpenSceneGraph is a rather thin wrapper of OpenGL, so in most cases the OpenGL documentation will be useful to make sense out of what OSG does. In most cases, if you see a method name in OSG's doxygen reference, you can search for similar names in OpenGL and you will find out what it does. In this case, Chapter 5 - Lighting from the red book will be useful. http://www.glprogramming.com/red/chapter05.html At around 1/6th of the page, you will see: In addition to ambient, diffuse, and specular colors, materials have an emissive color, which simulates light originating from an object. In the OpenGL lighting model, the emissive color of a surface adds intensity to the object, but is unaffected by any light sources. Also, the emissive color does not introduce any additional light into the overall scene. To understand what the emissive color will give as a result, see around 5/6th of the page, where you will find the general lighting equation OpenGL uses: The color produced by lighting a vertex is computed as follows: vertex color = the material emission at that vertex + the global ambient light scaled by the material's ambient property at that vertex + the ambient, diffuse, and specular contributions from all the light sources, properly attenuated So if you just want your color independently of any lighting, you should set your color as the material's emissive color, and disable all other lighting in the scene (or at least for those nodes in the scene graph). Is this what you had in mind: osg::StateSet* state = geode-getOrCreateStateSet(); state -setMode(GL_COLOR_MATERIAL,osg::StateAttribute::ON); osg::ref_ptrosg::Material mat = new osg::Material; mat-setColorMode(osg::Material::EMISSION); state-setAttribute(mat.get() The problem there is that you don't set the emissive color. I think this should work, but untested... : osg::StateSet* state = geode-getOrCreateStateSet(); osg::ref_ptrosg::Material mat = new osg::Material; mat-setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0, 1.0, 1.0, 1.0);// Set the color to whatever you want state-setMode(GL_LIGHTING, osg::StateAttribute::OFF); state-setAttribute(mat.get()); But you were definitely on the right track. Good luck, J-S -- __ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ This message was sent using IMP, the Internet Messaging Program. ___ 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
[osg-users] multipass calculating with shaders
Hi, first I would like to reask the question I sent few days ago since it might have been overlooked so here it is: Hello, in the osg examples there are several examples of how to use RTT. I would like to concatenate several renderings. I mean, render the scene to texture1, then use texture1 to create texture2, then use texture1 texture2 to create texture3 and so on. I don't understand how to control the order of the rendering. I tried to change the rendering order number of the camera's I used in PRE_RENDER and it didn't seem to have any effect. The results seems fine, but I don't know if it used the data in the texture from the current frame or the previous. (in the example I made to check this ability, I render the cow to texture, then using PRE_REND ER shader I remove the red plane and later I remove the green plane, changing the order should result in different images) this brings me to the next question. I tried to clear the texture used to render the Scene to. I tried setting the texture image to new allocated image, dirty the texture parameters and dirty the texture object and nothing seems to have the required result. dirty the texture object results as blank screen, the other operation doesn't seem to clear the texture since changing the order in the multipass didn't change the results. another problem I had was to render in different passes to the same texture. (Even if it was in the POST_RENDER sub tree). is there a way to reuse the same texture in different passes? the last problem I encountered is that I rendered the resulting textures, using several cameras NESTED_RENDER each drawing a square with different texture attached 2 it and each camera has different viewport. The problem is the is the cameras viewport intersected, I couldn't change the order they are rendered (to make one of them on top of the other). I tried setting the RenderDetaill with higher and lower numbers, both for the Camera and for the Geodes, with no success. any ideas concerning any of the problems would be appriciated. thanks, Guy. second, I want to render single or several (4 - 8) values which represnt some calculation. So I use render to texture. The texture is 1D and to render to it I use orthographic projection, and the viewport fits to the texture dimension. The geometry I render is points. One point per calculation, and each point should result as one pixel. Is this the right way? I has to set the point size to 1.5 to see anything, any ideas why? thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] multipass calculating with shaders
thanks, I'll try that. more problems I'm facing is setting the image internal data type, I've seen in the examples setting the internal type to 3 or 4. what does it mean? how do I set it to float or int? and I couldn't read from the image even that I used code very similar to osgprerender example :(, the image-data() return buffer filled with garbage. but thanks anyway, Guy. - Original Message - From: John Donovan [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, September 17, 2007 3:43 PM Subject: Re: [osg-users] multipass calculating with shaders [EMAIL PROTECTED] wrote: second, I want to render single or several (4 - 8) values which represnt some calculation. So I use render to texture. The texture is 1D and to render to it I use orthographic projection, and the viewport fits to the texture dimension. The geometry I render is points. One point per calculation, and each point should result as one pixel. Is this the right way? I has to set the point size to 1.5 to see anything, any ideas why? It sounds like you need to offset your point centres by 0.5 I don't have the spec in front of me, but I think you've got to shift it in the positive direction on both axes, but you may have to play with the signs until it works :) -J __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ ___ 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] multipass calculating with shaders
thank Jhon. I want to read the buffer from the texture only for debug purposes. In the final program I won't do it. I need to associate image with the texture to set it's initial values, and later some passes in the multipass sequences are updating this data. The problem is that after associating image with the texture, I think the image reads automatically the texture buffer (take the osgprerender example for instance, there is an image and in the post render they play with it's buffer, which means the image read the current texture), and this might slow down the program. Another thing is as I mentioned earlier: I need to set the initial values of the texture, and the only way I know how to do it is using images, so the question is how do I set images internal type, pixel type and gltype, to be float, long, etc... (unsigned char appears in the examples). btw, I offset the point by half and it worked for one pass that renders about 3 pixels. it didn't work for other pass that renders 1 pixel. is there a problem when the viewport is 1x1? thanks a lot, Guy. - Original Message - From: John Donovan [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Monday, September 17, 2007 4:54 PM Subject: Re: [osg-users] multipass calculating with shaders [EMAIL PROTECTED] wrote: thanks, I'll try that. more problems I'm facing is setting the image internal data type, I've seen in the examples setting the internal type to 3 or 4. what does it mean? how do I set it to float or int? I use the following code for rendering to a floating-point texture: _texture = new Texture2D; _texture-setResizeNonPowerOfTwoHint(false); _texture-setTextureSize(_totalWidth, _totalHeight); _texture-setSourceType(GL_FLOAT); _texture-setSourceFormat(GL_RGB); _texture-setInternalFormat(GL_RGB32F_ARB); _texture-setFilter(Texture2D::MIN_FILTER, Texture2D::NEAREST); _texture-setFilter(Texture2D::MAG_FILTER, Texture2D::NEAREST); and I couldn't read from the image even that I used code very similar to osgprerender example :(, the image-data() return buffer filled with garbage. If I understand it correctly, the Image associated with a Texture is used for uploading the data into the texture. If you want to read from the texture, you'll need to copy it to a buffer. I can't remember how to do that off-hand, but it'll likely be fairly slow. -J __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ ___ 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] probs running OSG on non-dev system?
Hi Mike, My bells rang: Include a manifest. For DLL's: mt -manifest test.dll.manifest -outputresource:test.dll;2 For EXE's: mt -manifest test.exe.manifest -outputresource:test.exe;1 Hope this helps, Paul Mike Weiblen wrote: Pardon the sparse details, had a problem in wee hours this morn... Built a 2.1.10-ish OSG on one system w/ winxppro/vs8, tried to run the resulting osgviewer on a different system w/ winxphome but no VS8 installed. I got entirely unhelpful errormsgs/dialogs along the lines of that application cant be run or trying reinstalling the app. The VS8 runtime libs were present on the non-VS8 system Does this ring any bells? Could the VS8 or Cmake ocnfigs be triggering some OS or binary dependency? Thanks -- mew Mike Weiblen -- Zebra Imaging -- Austin Texas USA -- http://www.zebraimaging.com/ ___ 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] Qt include dir problem
Just wanted to add that I cannot compile osgviewerQT example not even from Windows XP (MinGW configuration) for the very same reason. Is anyone able to compile osgviewerQT? -Mike ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Plugin find behaviour
On Tue Aug 21 1:19 , 'Serge Lages' [EMAIL PROTECTED] sent: On 8/20/07, Robert Osfield [EMAIL PROTECTED] wrote: OK, we're homing in on a possible solution now.  Should we add or . to the list of paths to check?  Should this be something down by the app or part of sgDB::appendPlatformSpecificLibraryFilePaths()? This are question I put to Windows developers.  What would the downside of this be? Hi Robert, I think that adding to the paths list is not dangerous at all. But now that CMAKE generates a osgPlugin-version directory it is no more vital, but it should be noted somewhere that this directory must be used, only copying the plugins' dll into the application folder will not work. It seems a long time since I inadvertantly triggered this debate. Sorry I have not been able to contribute much as I had my laptop stolen in Barcelona airport last week. (So if anyone gets offered as cheap Dell M60 beware, the lcd screen is broken ;-) ). From a quick glance back over the thread it seems that a couple of things remain unresolved on the windows side. 1. Serges problem with the trailing semicolon on the the path. Its absence or presence should not affect the behaviour, it is optional on a windows path. 2. The I want to roll my own install issue. In the past one could rely on the windows LoadLibrary behaviour which when given a filename without any path components always looks first in the directory the requesting module was loaded from before searching its own sysem paths (n.b. this is entirely inedependant of the osg searching). This meant it was relatively straight forward to ensure any private versions of dlls were found first. (At the risk of opening another can of worms, this did not resolve the proplem of an app picking up an already loaded DLL of the same name but potentially built from a different code base!). The last time I was able to look at the latest SVN the changes had defeated this behaviour by always adding the plugin version path prefix to the name sent to LoadLibrary. This forces an application developer to specify their own OSG library paths if they wanted to be absolutely sure of where plugins were loaded from (I cannot check at the moment whether this is still true). This seems retrograde but is workable. So to answer Robert's question. If the code ensures the Windows LoadLibrary's own search mechanism is always defeated and the search mechanism is entirely within the domain of OSG then it would seem to me that any OS specific paths added should as closely as possible mirror the behaviour of the Windows Loadlibrary function. I suspect that due to the difficulty in finding where the current module was loaded from, the closest we could get is to search dot, then system dir, then system32 dir etc. I also suggest that if the OSG Load function is always going to append a version specific path component to these paths then they should be renamed path prefixes not just paths as they are at the moment. Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting a backgroud image
Thanks Robert. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Tuesday, August 14, 2007 11:08 AM Subject: Re: [osg-users] Setting a backgroud image Hi Guy, On 8/14/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: About the clear color of ClearNode, I guess the camera node clear color overrides it. A nested ClearNode should be able to set the clear colour for the Camera that contains it. I very rarely used ClearNode these days, and have neved used it with a RTT Camera so perhaps this functionality has dropped between the boards. FYI, ClearNode predates osg::Camera, the later now can take over much of the need to for ClearNode as it allows one to set the clear for the Camera. Robert. ___ 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
[osg-users] OpenGL 3 announced
http://www.opengl.org/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=3;t=015351;p=0 The OpenGL ARB officially announced OpenGL 3 on August 8th 2007 at the Siggraph Birds of a Feather (BOF) in San Diego, CA. OpenGL 3 is the official name for what has previously been called OpenGL Longs Peak. OpenGL 3 is a great increase in efficiency in an already excellent API. It provides a solid, consistent and well thought out basis for the future. OpenGL 3 is a true industry effort with broad support from all vendors in the ARB. The OpenGL 3 specification is on track to be finalized at the next face-to-face meeting of the OpenGL ARB, at the end of August. This means the specification can be publicly available as soon as the end of September, after the mandatory 30 day Khronos approval period has passed. Also presented today were the changes to the OpenGL Shading Language that will accompany OpenGL 3. We look forward to your discussions in this thread. someone wanted to know when will osg support opengl 3? yes i know the specs aren't even finalized, but i want to give the guy an answer and not let him pass in a forum with foul arguments against osg, especially not at heise.de. ;) kind regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org