Re: [osg-users] Funding

2008-12-09 Thread [EMAIL PROTECTED]

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
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Re: [osg-users] Little ray-tracing example using the KD-tree

2008-11-30 Thread [EMAIL PROTECTED]

hi list and ray-tracing fans ;)

Toward A Multicore Architecture for Real-time Ray-tracing
http://www-csl.csres.utexas.edu/gps/publications/

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Re: [osg-users] Thanks to OSG !

2008-09-25 Thread [EMAIL PROTECTED]

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
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Re: [osg-users] adaptation of chunkLOD to OSG

2008-09-05 Thread [EMAIL PROTECTED]

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





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Re: [osg-users] adaptation of chunkLOD to OSG

2008-09-04 Thread [EMAIL PROTECTED]

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
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Re: [osg-users] adaptation of chunkLOD to OSG

2008-08-29 Thread [EMAIL PROTECTED]

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
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[osg-users] adaptation of chunkLOD to OSG

2008-08-28 Thread [EMAIL PROTECTED]

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

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Re: [osg-users] adaptation of chunkLOD to OSG

2008-08-28 Thread [EMAIL PROTECTED]

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! :)
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[osg-users] OSG 2.6: No OpenGL Context?

2008-08-06 Thread [EMAIL PROTECTED]
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

2008-05-20 Thread [EMAIL PROTECTED]

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

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[osg-users] Setting a SceneView's View Matrix

2008-05-09 Thread [EMAIL PROTECTED]
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!


  

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Re: [osg-users] OSG 2.4 problem reading tiffs.

2008-05-07 Thread [EMAIL PROTECTED]


- 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




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[osg-users] job offer

2008-05-05 Thread [EMAIL PROTECTED]

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)
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[osg-users] OSG 2.4 problem reading tiffs.

2008-05-01 Thread [EMAIL PROTECTED]
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? 






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Re: [osg-users] Distributed rendering of scene graph

2008-03-01 Thread [EMAIL PROTECTED]
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!

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[osg-users] VPB and PagedDatabase performance.

2008-02-26 Thread [EMAIL PROTECTED]
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

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Re: [osg-users] Test www.osgChina.org . Normal?

2008-02-12 Thread [EMAIL PROTECTED]

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
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[osg-users] Terrain Paging: Knowing Which Tiles are loaded

2008-01-08 Thread [EMAIL PROTECTED]
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
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[osg-users] Paged Terrain Question

2007-12-19 Thread [EMAIL PROTECTED]
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
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Re: [osg-users] Creator vs 3D Studo Max

2007-12-11 Thread [EMAIL PROTECTED]
 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
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Re: [osg-users] Offscreen rendering without visible window

2007-11-26 Thread [EMAIL PROTECTED]
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 ?
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[osg-users] Diagnostics tools

2007-11-26 Thread [EMAIL PROTECTED]
Hi,
 any recommendations for diagnostic tools that don't consider the osg smart 
pointers allocations as memory leaks?

thanks,
Guy.
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[osg-users] Scaling images truncates data

2007-11-06 Thread [EMAIL PROTECTED]
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
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Re: [osg-users] Scaling images

2007-11-06 Thread [EMAIL PROTECTED]
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
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Re: [osg-users] Scaling images

2007-11-06 Thread [EMAIL PROTECTED]
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.
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[osg-users] Scaling images

2007-11-05 Thread [EMAIL PROTECTED]
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
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Re: [osg-users] OSG + sky

2007-11-01 Thread [EMAIL PROTECTED]
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 :)
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Re: [osg-users] FBO

2007-09-25 Thread [EMAIL PROTECTED]
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.
   
 
   
   
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Re: [osg-users] FBO

2007-09-25 Thread [EMAIL PROTECTED]
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.
 
   
 
 
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[osg-users] Question on Node memory management.

2007-09-25 Thread [EMAIL PROTECTED]
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();
}





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[osg-users] FBO

2007-09-24 Thread [EMAIL PROTECTED]
Hi,
 How do I enforce a camera to recreate FBO attached to the color buffer?

thanks,
 Guy.
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Re: [osg-users] FBO

2007-09-24 Thread [EMAIL PROTECTED]
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.


--


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Re: [osg-users] FBO

2007-09-24 Thread [EMAIL PROTECTED]
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.
 
   
 
 
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Re: [osg-users] PrimitiveSet lighting issues

2007-09-24 Thread [EMAIL PROTECTED]
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
 --
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[osg-users] multipass calculating with shaders

2007-09-17 Thread [EMAIL PROTECTED]
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.
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Re: [osg-users] multipass calculating with shaders

2007-09-17 Thread [EMAIL PROTECTED]
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



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Re: [osg-users] multipass calculating with shaders

2007-09-17 Thread [EMAIL PROTECTED]
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


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Re: [osg-users] probs running OSG on non-dev system?

2007-09-14 Thread [EMAIL PROTECTED]
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/
 
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Re: [osg-users] Qt include dir problem

2007-08-28 Thread [EMAIL PROTECTED]
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

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Re: [osg-users] Plugin find behaviour

2007-08-21 Thread [EMAIL PROTECTED]



 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


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Re: [osg-users] Setting a backgroud image

2007-08-16 Thread [EMAIL PROTECTED]
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.
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[osg-users] OpenGL 3 announced

2007-08-10 Thread [EMAIL PROTECTED]
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
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