Re: [osg-users] Problem with TBN matrix
Hi all, I had implement an SSAO framework / method for OSG few years ago, have a look into the source code. LPGL Licence http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar Please inform me when you have any question. regards Adrian 2012/11/12 Peterakos hay...@gmail.com Hello. I use this method: http://www.john-chapman.net/content.php?id=8 for ssao pass. For each fragment i create a hemisphere of samples. This hemisphere is oriented based on fragment's normal, which means the samples have to be oriented based on normal too. The problem is that i cant be sure for correctness. If i use more samples, the grey artifacts tend to disappear. I also use blur for more smooth results. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi Robert, I hope you understand the major idea behind this implementation. May you are able to boost it massivly or you are able to better integrate this algorithm. regards adrian Am 11. Februar 2012 12:49 schrieb Frederic Bouvier fredlis...@free.fr: Hi Robert, Le 10/02/2012 16:45, Robert Osfield a écrit : Hi Adrian, I've not got most of the way through my submissions backlog - can finally see the light at the end of the tunnel :-) So I'm now in much better place to start looking at your Ambient Occlusion work. Do you have any updates to the source since the your code drop on the 21st of December? If you have any papers or webpages that explain the approach I'd welcome pointers to these as well. Adrian posted this link : http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar (tested today) there is a pdf file in it that describes his algorithm. Regards, -Fred ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi all, The pdf can be publish on OSG web page if you like. I really like to contribute such nice implementations, but unfortunately i don't have enough spare time to work on. I hope the community can help me making the stuff robust and fast :-) The biggest idea is the math in the implementation, solving a linear equation. Any comments makes me happier :-) adrian 2011/12/21 Wang Rui wangra...@gmail.com: Hi Adrian, I'd like to help if you think it possible. I'm going to finish my second OSG book in a few days and then I'll have time to contribute to the community again. I myself implements a TUIO binding and consider to submit a new manipulator with it later, but I believe your work will really shock others a lot and will be the best Xmax gift for everyone. :-) Wang Rui 2011/12/20 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com: Hello all, Chrismas and i present this code. Who can support me preparing this algorithm to integrate into the osg core lib. /adrian -- Forwarded message -- From: Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Date: 2011/10/16 Subject: Ambient Occlusion Implementation 2 review To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch Hi Robert, I am working hard on different projects as well as you do. A long time ago i wrote an ambient occlusion algorithm working with openscenegraph. May you can review it and may we can once this algorithm integrate into OSG core library. I though i could public the source and document in GPU PRO but they doesnt like this fast approach do of politics i guess, or may this stuff is really as slow as the told me. As i dont get the time to rewrite it for a 2nd conference, book, etc. may we could improve the idea and integrate it deeply into the core library of openscenegraph and we can but a reference on the osg webpage (open source publication) , what do you think? Please download an have a look into the windows bin32 files and exe. http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar regards adrian -- Adrian Egli -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hello Glenn, The attached code is working, you can build it or just test on win32 with the build attached code. The only problem is, that the working code is only tested with NVidia GPUs and i am not sure that the way i implement the idea is OSG standard. What i am looking for is: - review with respect to correctness ( coding standard ) - review with respect to performance - and so on The whole project can be used as OSG (LGPL) licence , i am the author of the the whole stuff. My we should append the PDF close to the project, otherwise further users, authors dont really understand why and how the SSAO stuff is working. The whole project should deeply be intergrate into osg core with max performance and so on. I hope the request gets more clear now. if you have any questions please re-contact me /adrian 2011/12/21 Glenn Waldron gwald...@gmail.com: Adrian, Can you clarify the situation here? You have working code but you can't release it? You want to re-implement the algorithm under a different license? Glenn Waldron / @glennwaldron On Tue, Dec 20, 2011 at 5:10 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hello all, Chrismas and i present this code. Who can support me preparing this algorithm to integrate into the osg core lib. /adrian -- Forwarded message -- From: Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Date: 2011/10/16 Subject: Ambient Occlusion Implementation 2 review To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch Hi Robert, I am working hard on different projects as well as you do. A long time ago i wrote an ambient occlusion algorithm working with openscenegraph. May you can review it and may we can once this algorithm integrate into OSG core library. I though i could public the source and document in GPU PRO but they doesnt like this fast approach do of politics i guess, or may this stuff is really as slow as the told me. As i dont get the time to rewrite it for a 2nd conference, book, etc. may we could improve the idea and integrate it deeply into the core library of openscenegraph and we can but a reference on the osg webpage (open source publication) , what do you think? Please download an have a look into the windows bin32 files and exe. http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar regards adrian -- Adrian Egli -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Ambient Occlusion Implementation 2 review
Hi all, The posted code is LGPL released. Well once the whole stuff gets integrated into OSG core, then all of the ssao stuff gets LGPL. May we have to rewrite the code for best fitting into osg core, but dont worry about licence. As i am the author of the SSAO idea and stuff, i can release it without any restriction. Only one wish i have: Lets mention me as the author of this spline based ssao :-) adrian 2011/12/21 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com: Hi Glenn, Oh thank you to mention that, it was my fault. Well i attach here the whole source code i have, the current one. I hope this will help you and the others. /adrian 2011/12/21 Glenn Waldron gwald...@gmail.com: Adrian, Sorry -- I was asking because ffssao.cpp is empty; it just says source code of the cubic spline-based AO not released Glenn Waldron / @glennwaldron On Wed, Dec 21, 2011 at 10:18 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hello Glenn, The attached code is working, you can build it or just test on win32 with the build attached code. The only problem is, that the working code is only tested with NVidia GPUs and i am not sure that the way i implement the idea is OSG standard. What i am looking for is: - review with respect to correctness ( coding standard ) - review with respect to performance - and so on The whole project can be used as OSG (LGPL) licence , i am the author of the the whole stuff. My we should append the PDF close to the project, otherwise further users, authors dont really understand why and how the SSAO stuff is working. The whole project should deeply be intergrate into osg core with max performance and so on. I hope the request gets more clear now. if you have any questions please re-contact me /adrian 2011/12/21 Glenn Waldron gwald...@gmail.com: Adrian, Can you clarify the situation here? You have working code but you can't release it? You want to re-implement the algorithm under a different license? Glenn Waldron / @glennwaldron On Tue, Dec 20, 2011 at 5:10 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hello all, Chrismas and i present this code. Who can support me preparing this algorithm to integrate into the osg core lib. /adrian -- Forwarded message -- From: Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Date: 2011/10/16 Subject: Ambient Occlusion Implementation 2 review To: rob...@openscenegraph.com, urs.kuenz...@bfh.ch Hi Robert, I am working hard on different projects as well as you do. A long time ago i wrote an ambient occlusion algorithm working with openscenegraph. May you can review it and may we can once this algorithm integrate into OSG core library. I though i could public the source and document in GPU PRO but they doesnt like this fast approach do of politics i guess, or may this stuff is really as slow as the told me. As i dont get the time to rewrite it for a 2nd conference, book, etc. may we could improve the idea and integrate it deeply into the core library of openscenegraph and we can but a reference on the osg webpage (open source publication) , what do you think? Please download an have a look into the windows bin32 files and exe. http://webaddon3d.assoftware.ch/AE/SSAO/GPUPro2_Proposal_Adrian_Egli_CUBIC_SPLINE_BASED_AMBIENT_OCCLUSION.rar regards adrian -- Adrian Egli -- Adrian Egli ___ 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 -- Adrian Egli ___ 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 -- Adrian Egli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help running examples
Hello James, What help does you need? Running the samples, if this is the only thing you need, lets have a look into the documentation on www.openscenegraph.org and you can also have a further look into the runexamples.bat file regards adrian 2011/10/22 James Morgan r...@therabbitshome.com: Thank you! Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43502#43502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadows in large Urban area
Hi Linda, For such cases we have 2 reasonable shadow tecs: - Light Space Shadow Maps - Parallel Splited Shadow Maps did you tried out this both with osgShadow.exe -pssm or with osgShadow -lispsm ... Adrian 2010/12/28 Linda Lee zenith...@hotmail.com: Dear all, I am new to OSG and is thinking of implementing shadows in a large urban area with lots of buildings. Could anyone tell me if this is feasible and what shadow tecnique should I used? Or should I try to implement a customized shadow algorithm? Would computation performance be an issue? Any suggestions and advices would be most welcome. Thank you! Cheers, Linda -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35195#35195 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgCompute] : Sample CuFFT
Hi all, did some one still implemented a filter for osgCompute taking an rgba image (ex. osgTexDemo texture - fft - do some work in frequency space - inverse fft - render target image on the textured quad) regards adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shader composition, OpenGL modes and custom modes
lower in the scene tree override the default implementation in the top level stateset. And in case you want to disable wetness for the whole scene it should be possible to do so at the top level stateset similar to how we are used to disable texturing, lighting etc. This will be an interesting usage case. Once we have an basic implementation in place we could start testing just how capable it is by testing harder usage cases such as the above. I've talked a lot and don't even have anything that can run yet, so I'll have to just keep my sights set for doing simple stuff like lighting and texturing first. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fwd: [osg-submissions] Missing file ShaderComposer.cpp
Hi Robert, As Mourad still reported, there is an issue in the build CMake Error in src/osg/CMakeLists.txt: Cannot find source file ShaderComposer.cpp. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx regards. adrian -- Forwarded message -- From: Mourad Boufarguine mourad.boufargu...@gmail.com Date: 2010/6/25 Subject: [osg-submissions] Missing file ShaderComposer.cpp To: OpenSceneGraph Submissions osg-submissi...@lists.openscenegraph.org Hi Robert, The build of svn/trunk is broken because of missing file ShaderComposer.cpp Cheers, Mourad ___ osg-submissions mailing list osg-submissi...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgShadow issues
Hi Garrett, Which shadow algorithm did you used (Softshadow?) Did you still tested the scene with osgShadow.exe ? there are different algorithm to work with. i am using parallel split shadow maps and it works fine for most of my applications. /adrian 2010/5/6 Garrett Cope garrett.cope@simcen.usuhs.edu Hi, I'm trying out osgShadow and have encountered various problems that I can't seem to find mentioned in the forum. The biggest one is shown in the attached jpg. The shadow is rendered below the object (using SoftShadow), but it has a bunch of light un-shadowed pixels appearing in the middle. They also appear in the self-shadowing on the side of the object. The only way I've been able to improve it is by *decreasing* the size of the shadow map which leads to other obvious quality issues. Has anyone else experienced this problem or could you tell me what the proper name is for this issue? I saw a mention of 'shadow acne' in the source which sounds like it could be the same thing, but the solution (using setBias function) did not change the problem. Any insights are appreciated. Thank you! Cheers, Garrett [img][/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27610#27610 Attachments: http://forum.openscenegraph.org//files/shadowtest_717.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GLEW needed or does OSG support it nativly
Hi all , i have on one machine only the problem ... Error: glCreateShader not supported by OpenGL driver Error: glShaderSource not supported by OpenGL driver Error: glCompileShader not supported by OpenGL driver Error: glGetShaderiv not supported by OpenGL driver FRAGMENT glCompileShader FAILED Error: glGetShaderiv not supported by OpenGL driver Error: glCreateProgram not supported by OpenGL driver Linking osg::Program id=0 contextID=0 Error: glAttachShader not supported by OpenGL driver Error: glLinkProgram not supported by OpenGL driver Error: glGetProgramiv not supported by OpenGL driver glLinkProgram FAILED what can i do ? /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLEW needed or does OSG support it nativly
Hi Roberts, I thanks you for the short and brief answer. /regards adrian 2010/5/1 Robert Osfield robert.osfi...@gmail.com Hi Adrian, The OSG automatically queries for extensions so GLEW is not needed. If the OSG is saying that glCreateShader is not supported this is very likely that it simply isn't supported by the OpenGL driver/hardware. Robert. On Sat, May 1, 2010 at 12:06 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi all , i have on one machine only the problem ... Error: glCreateShader not supported by OpenGL driver Error: glShaderSource not supported by OpenGL driver Error: glCompileShader not supported by OpenGL driver Error: glGetShaderiv not supported by OpenGL driver FRAGMENT glCompileShader FAILED Error: glGetShaderiv not supported by OpenGL driver Error: glCreateProgram not supported by OpenGL driver Linking osg::Program id=0 contextID=0 Error: glAttachShader not supported by OpenGL driver Error: glLinkProgram not supported by OpenGL driver Error: glGetProgramiv not supported by OpenGL driver glLinkProgram FAILED what can i do ? /adrian -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie http streaming over wireless on Windows
Hi Mike, I don't know how u generate the stream. But osg use also support ffmpeg, may ffmpeg solve the problem you have - i use it under windows without problem. /adrian 2010/3/2 Mike Greene mgre...@hiwaay.net I've seen some answers for using ffmpeg on Linux systems. I would like to use my mobile Nokia N900's camera to stream (http or rtsp) over wireless to a Windows XP machine and then use the stream as an input to osgmovie, something like osgmovie --interactive http://10.1.1.1:8080;. Is this possible? As of now, the plugin gives me the message saying it doesn't know how to handle that type of file. I can transcode the stream into an mpeg 2 or 4 format. Could I somehow just mod the QT plugin so that is will accept a url as a file name with no extension? Mike Greene ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidget
Hi Robert, I build latest SVN (osg) , VC 2008 and get crash due of osgWidget. The issue came in within 1 week. But i am not sure. But i did a short review of the code, there are some checks, in the widget iteration, based on window object/class. I wonder why the iteration can get invalid object back from the list. in some part of the code, the author checks the pointer, if ( it-valid() ) , is this ok or is this a good idea? /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgPPU needs to be updated for OpenSceneGraphSVN : getDeprecatedDotOsgObjectWrapperManager()
Hi art, The osgPPU IO_Unit.cpp doesn't build against latest osg svn version due of the redesign of osgDB:registry we need to update the whole thing: osgDB::Registry::instance()-getDeprecatedDotOsgObjectWrapperManager() -writeObject(...) solves building problem, but this should be fixed. /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Collada: Coordinate System
Hi all, I build the collada 1.4 from SVN trunk and also osg svn. It seems to work greate, but unfort. the collada up vector (y-axis) and openscenegraphs is (z-axis). it is this right, would it be not more correct to rotate the collada? Similar problem with wavefront obj. I guess it would be more correct to fix this in the internal plugin ? /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Collada 1.5 or 1.4.1 ?
Hello all, What version of collada is supported in the osg svn core? /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Visual Studio 9 2008 3rd Party
Hello all, does someone have for all existing openscenegraph plugin build the 3rd party library and is willing to share them. i thinks i would be greate having a full working OSG environments to test and play with. i am aware of having some plugins with non LGPL dependencies, but no problem, we can nevertheless share them as long as we don't use them for commercial projects. /regards adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering 2 video stream
Hi all, thanks for the short answer. i am looking for a small test.cpp (osgviewer - render2video - stream) has someone still implemented such a demo? /adrian 2010/2/2 Cedric Pinson cedric.pin...@plopbyte.net Hi, I render a video game based on osg into a video stream, you can have an idea here http://plopbyte.net/?page_id=6/ you need a firefox plugin to watch it. The basic idea works on linux with gstreamer. Dont tested on windows but because there is gstreamer, maybe it works too. In the game code i added a thread that write image at a given rate. This file is written into a file descriptor created with mkfifo. Then i use a command line when the game is running: gst-launch-0.10 filesrc location=myfifo ! videoparse width=800 height=600 format=15 framerate=20/1 ! ffmpegcolorspace ! videoscale ! video/x-raw-yuv, width=800, height=600 ! videoflip method=5 ! theoraenc quality=40 ! oggmux ! gdppay ! tcpserversink port=12000 21 log The advantage using gstreamer is that you can use the codec you want to encode the video and stream it over the web. The code is inside this project http://hg.plopbyte.net/pokme/ Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Mon, 2010-02-01 at 17:39 -0500, r...@sensorstar.com wrote: Adrian - A way that I've used for that type of functionality is through a Camera::DrawCallback subclass. You can get the rendered scene through an (osg::Image) readPixels() call and pass it out through whatever stream you like frame by frame. It isn't extremely fast since it depends on the readPixels() call, but on a Quadro or the like it has always been 'fast enough' for my purposes. For the video stream output, I can't offer too much advice because I have usually been happy to work with the raw frames, but you can pretty much tie whatever you like at that point. Rudy On Mon, Feb 01, 2010 at 03:51:27PM +0100, Adrian Egli OpenSceneGraph (3D) wrote: Hello all, i am looking for a library or idea how we could render osg into a video stream? /adrian -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rendering 2 video stream
Hello all, i am looking for a library or idea how we could render osg into a video stream? /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build error : CMake
Hi Robert, Thanks. CMake works fine. /Adrian 2010/1/28 Robert Osfield robert.osfi...@gmail.com Hi Adrian, Unfortuantely I missed a svn add on the new osgParticle serialization directory, I've now fixed this and checked it in. Robert. On Wed, Jan 27, 2010 at 9:25 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hello Robert, i got a issue with: CMake Error at src/osgWrappers/serializers/CMakeLists.txt:36 (ADD_SUBDIRECTORY): add_subdirectory given source osgParticle which is not an existing directory. /adrian -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Build error : CMake
Hello Robert, i got a issue with: CMake Error at src/osgWrappers/serializers/CMakeLists.txt:36 (ADD_SUBDIRECTORY): add_subdirectory given source osgParticle which is not an existing directory. /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean : GameDev have nice screenshot of ocean rendering.
Hi all, Just FYI http://www.gamedev.net/community/forums/topic.asp?topic_id=558794 /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadows
Hi all , hi nick i wrote the PSSM shadow. There is some problem in the implementation, may you can solve the problem in the OSG core, i didn't have enough time, nor the idea how we can remove the problem. but try with osgshadow --pssm --SingleThreaded --debug-color your_model.osg , it works only good with single threaded osg :-( this is the biggest problem if you use with shader, reimplement the GLSL shader for pssm. see at the header: /** * you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used */ class OSGSHADOW_EXPORT FragmentShaderGenerator : public osg::Referenced { public: /** * generate the GLSL fragement shader */ virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset); }; replace the shader with this class. but all together within this code. have a look into the implementation. for further idea, please contact me at adrian.egli (*...@***) gmail.com /adrian 2009/12/9 Trajce Nikolov nikolov.tra...@gmail.com I tried both. PSSM gives some artifacts (see the attached image) - the white in the background, also, some flickering of the shadow on the models. Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Wed, Dec 9, 2009 at 12:27 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi, Cascaded Shadow Maps is the same as Parallel Split Shadow Map. PSSM is implemented in osgShadow. Also LispSM could work for you scenario. Cheers, Wojtek Lewandowski *From:* Trajce Nikolov nikolov.tra...@gmail.com *Sent:* Wednesday, December 09, 2009 10:19 AM *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org *Subject:* Re: [osg-users] osgShadows Hi Harold, yes, my light source is the sun. No other lights in the scene yet. And the results are not good. I will do research on the cascade shadowmaps and will try to implement it. Thanks for the hint Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Wed, Dec 9, 2009 at 11:13 AM, Harold Comere harold.com...@gmail.comwrote: Hi Nike, There is many way to get shadows and the shadowing technique choice shall depend of your scene data. The two basic shadowing techniques are : - shadow maps ( image based ) - shadow volumes ( geometry based ) Shadow maps are very cheap and easy to implement but will works good only if your light is not far from what you are shadowing due to the image approach. So if you have a large terrain with an unique directional light ( as sun ), simple shadowmaps should do an ugly result. You could try cascade shadowmaps which is a technique used a lot in video games. It uses a kind of shadowmap LOD to avoid image based algorithms issues and stay cheap. Shadow volumes generate very accurate shadows but as it is based on geometry, if your scene geometry is complex you will experience some perf issues. Again, the shadowing technique choice depends of how many lights you have, where they are, what you are shadowing etc. Give a bit more details of your goal and i'm sure some osg pro will bring to you the ideal solution using osg :) Regards, Harold ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GPU GLSL phong tesselation
Hi all, i am looking for a GPU GLSL geometry shader (triangle,..) phong tesselation implementation, did someone still the work? would be greate, i would like to test a new algorithm for screen space ambient occlusion. /regards adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ReaderWriterDICOM : build error
Hi Robert, Your fix builds fine. I hope it also works, but i don't check against DICOM yet. /adrian 2009/11/27 Robert Osfield robert.osfi...@gmail.com Hi Adrian, The code looks it's been copy and pasted from elsewhere where the result variable is defined. I've attempted a fix and checked this in. I don't have ITK installed right now so can't test it. Could you do an svn update and then test it? FYI, the DCMTK pathway is much more sophisticated and feature rich so is the best route for importing dicoms. Robert. On Fri, Nov 27, 2009 at 5:20 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, I tried to fix the ReaderWriterDicom.cpp , if USE_ITK is set the the virtual ReadResult readImage(const std::string file, const osgDB::ReaderWriter::Options* options) const cause a build error \ Error1error C2065: 'result' : undeclared identifier f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error2error C2228: left of '.getImage' must have class/struct/union f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error3error C2227: left of '-getUserData' must point to class/struct/union/generic type f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error4error C2228: left of '.getImage' must have class/struct/union f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 365 Error5error C2227: left of '-getUserData' must point to class/struct/union/generic type f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 365 The problem is that i don't correct understand what you would like to get throught user data. But we need to define result . it's defined within a for loop. but how can we fix it? /adrian MSVC 2005 -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ReaderWriterDICOM : build error
Hi Robert, I tried to fix the ReaderWriterDicom.cpp , if USE_ITK is set the the virtual ReadResult readImage(const std::string file, const osgDB::ReaderWriter::Options* options) const cause a build error \ Error1error C2065: 'result' : undeclared identifier f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error2error C2228: left of '.getImage' must have class/struct/union f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error3error C2227: left of '-getUserData' must point to class/struct/union/generic type f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error4error C2228: left of '.getImage' must have class/struct/union f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 365 Error5error C2227: left of '-getUserData' must point to class/struct/union/generic type f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 365 The problem is that i don't correct understand what you would like to get throught user data. But we need to define result . it's defined within a for loop. but how can we fix it? /adrian MSVC 2005 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB?
Hi J-S, Ok thanks,i was wondering whether it would be possible to include rivers, lakes, etc. into osgOcean. But as the name says it's a ocean rendering toolkit not a river, lake etc. one. /adrian 2009/10/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, is there any example around the world, how we could integrate osgOcean into Terrains ? The oceanExample that ships with osgOcean loads a terrain... So yes, there is an example. I'm not sure what else you want. There was a discussion before and we stated that osgOcean does not support doing lakes and rivers... I guess unless you design your terrain so that the water level of all your lakes, rivers and oceans is exactly the same. What exactly do you want to achieve? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgEarth: Missing include in osgEarth::config
Hi i build latest osgEarth against latest osg svn, and i got a building issue with VC 2005 missing include in config.h #include osgDB/Options f:\dev\OpenSceneGraph\osgEarth\src\osgEarth\Config /** ... */ #ifndef OSGEARTH_CONFIG_H #define OSGEARTH_CONFIG_H 1 #include osgEarth/Common #include osgDB/ReaderWriter #include osgDB/Options #include list ... now it builds fine. /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB?
Hi all is there any example around the world, how we could integrate osgOcean into Terrains ? /adrian 2009/10/29 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Lv, I have build some terrain model by VPB(VirtualPlanetBuilder) which including some area of ocean.Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB? VPB terrain, as long as it's not built in geocentric mode (i.e. as long as it's flat terrain), can be added as a child of the OceanScene just like any other terrain. VPB's LOD will work independently of osgOcean's LOD, but that shouldn't be a problem. If your terrain is round-earth, then as Kim said osgOcean will not work with it in its current form. I don't know precisely what's needed to adapt it. I guess we'd need to get some kind of curvature information from the terrain model, and make the ocean follow this curvature? If your terrain is flat, see the oceanExample in the osgOcean sources, it adds a terrain loaded from an .osg or .ive file (islands.ive I think) and adds it to the scene. You can do the same thing with your terrain. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture with 32BIT (float) : How to test
Hi Torben, Well if you don't attach the texture object (32BIT) just the image (32BIT) the RTT works with 8BIT. I guess OSG generates a own texture object and attach the image. but this isn't a 32Bit texture (internal format). So you would be attach the texture object, this is the correct way. /regards adrian 2009/8/19 Torben Dannhauer z...@saguaro-fight-club.de Hi, hmmm, whats the difference between both lines? Greetings, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16440#16440 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Render to texture with 32BIT (float) : How to test
Hi all, How can i test the GL_RGBA32F_ARB render to texture quality. i don't know whether i did a mistake in programming or my Nivida quadra fx 570m with windows vista driver doesn't support it. Or do i have to generate an own graphic context for enabling this feature? /regards adrian // texture _RTTInfoPreprocessingBackFront._texture = new osg::Texture2D; _RTTInfoPreprocessingBackFront._texture-setTextureSize(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y); #ifndef USE_FOR_RTT_FLOAT_IMAGE _RTTInfoPreprocessingBackFront._texture-setInternalFormat(GL_RGBA); #else _RTTInfoPreprocessingBackFront._texture-setInternalFormat(GL_RGBA32F_ARB); _RTTInfoPreprocessingBackFront._texture-setSourceFormat(GL_RGBA); _RTTInfoPreprocessingBackFront._texture-setSourceType(GL_FLOAT); #endif _RTTInfoPreprocessingBackFront._texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); _RTTInfoPreprocessingBackFront._texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); _RTTInfoPreprocessingBackFront._texture-setResizeNonPowerOfTwoHint(false); // camera _RTTInfoPreprocessingBackFront._camera = new osg::Camera; _RTTInfoPreprocessingBackFront._camera-setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); _RTTInfoPreprocessingBackFront._camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _RTTInfoPreprocessingBackFront._camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // set viewport _RTTInfoPreprocessingBackFront._camera-setViewport(0,0,_RTTInfoPreprocessingBackFront._resolution_x,_RTTInfoPreprocessingBackFront._resolution_y); // set the camera to render before the main camera. _RTTInfoPreprocessingBackFront._camera-setRenderOrder(osg::Camera::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. _RTTInfoPreprocessingBackFront._camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT); // image _RTTInfoPreprocessingBackFront._image=new osg::Image; #ifndef USE_FOR_RTT_FLOAT_IMAGE _RTTInfoPreprocessingBackFront._image-allocateImage(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y, 1, GL_RGBA, GL_UNSIGNED_BYTE); #else _RTTInfoPreprocessingBackFront._image-allocateImage(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y, 1, GL_RGBA, GL_FLOAT); #endif _RTTInfoPreprocessingBackFront._camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _RTTInfoPreprocessingBackFront._image.get(),0,0); _RTTInfoPreprocessingBackFront._camera-setPostDrawCallback(new WriteCameraPostDrawCallback(_RTTInfoPreprocessingBackFront._image.get(),RTTInfoPreprocessingBackFront.png,false)); _RTTInfoPreprocessingBackFront._texture-setImage(0,_RTTInfoPreprocessingBackFront._image.get()); -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture with 32BIT (float) : How to test
Hi JP, 2009/8/19 J.P. Delport jpdelp...@csir.co.za Hi Adrian, mmm, I'm not sure about the setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT) Do you need to use this? FBO is also ok. I've only used float render targets with FBOs and I know they work without special contexts. ITO quality I suppose you mean you want to find out if actual float values end up in the texture? If so, you can read back an image and print values out. Select values that cannot be represented in bytes, e.g. 1e-12 or negative values and see if they come out OK. There is a path in osgmultiplerendertargets that does this. Look at the code for the options --image and --hdr. You could also experiment with other formats specific to NVidia, on my laptop e.g. 32F_ARB does not work, but the others do. From the example: // Default HDR format textureRect[i]-setInternalFormat(GL_RGBA32F_ARB); // GL_FLOAT_RGBA32_NV might be supported on pre 8-series GPUs //textureRect[i]-setInternalFormat(GL_FLOAT_RGBA32_NV); // GL_RGBA16F_ARB can be used with this example, // but modify e-12 and e12 in the shaders accordingly //textureRect[i]-setInternalFormat(GL_RGBA16F_ARB); i have to play with the different parameters /thanks adrian rgds jp Adrian Egli OpenSceneGraph (3D) wrote: Hi all, How can i test the GL_RGBA32F_ARB render to texture quality. i don't know whether i did a mistake in programming or my Nivida quadra fx 570m with windows vista driver doesn't support it. Or do i have to generate an own graphic context for enabling this feature? /regards adrian // texture _RTTInfoPreprocessingBackFront._texture = new osg::Texture2D; _RTTInfoPreprocessingBackFront._texture-setTextureSize(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y); #ifndef USE_FOR_RTT_FLOAT_IMAGE _RTTInfoPreprocessingBackFront._texture-setInternalFormat(GL_RGBA); #else _RTTInfoPreprocessingBackFront._texture-setInternalFormat(GL_RGBA32F_ARB); _RTTInfoPreprocessingBackFront._texture-setSourceFormat(GL_RGBA); _RTTInfoPreprocessingBackFront._texture-setSourceType(GL_FLOAT); #endif _RTTInfoPreprocessingBackFront._texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); _RTTInfoPreprocessingBackFront._texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); _RTTInfoPreprocessingBackFront._texture-setResizeNonPowerOfTwoHint(false); // camera _RTTInfoPreprocessingBackFront._camera = new osg::Camera; _RTTInfoPreprocessingBackFront._camera-setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); _RTTInfoPreprocessingBackFront._camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _RTTInfoPreprocessingBackFront._camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // set viewport _RTTInfoPreprocessingBackFront._camera-setViewport(0,0,_RTTInfoPreprocessingBackFront._resolution_x,_RTTInfoPreprocessingBackFront._resolution_y); // set the camera to render before the main camera. _RTTInfoPreprocessingBackFront._camera-setRenderOrder(osg::Camera::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. _RTTInfoPreprocessingBackFront._camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT); // image _RTTInfoPreprocessingBackFront._image=new osg::Image; #ifndef USE_FOR_RTT_FLOAT_IMAGE _RTTInfoPreprocessingBackFront._image-allocateImage(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y, 1, GL_RGBA, GL_UNSIGNED_BYTE); #else _RTTInfoPreprocessingBackFront._image-allocateImage(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y, 1, GL_RGBA, GL_FLOAT); #endif _RTTInfoPreprocessingBackFront._camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _RTTInfoPreprocessingBackFront._image.get(),0,0); _RTTInfoPreprocessingBackFront._camera-setPostDrawCallback(new WriteCameraPostDrawCallback(_RTTInfoPreprocessingBackFront._image.get(),RTTInfoPreprocessingBackFront.png,false)); _RTTInfoPreprocessingBackFront._texture-setImage(0,_RTTInfoPreprocessingBackFront._image.get()); -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed
Re: [osg-users] Render to texture with 32BIT (float) : How to test
Hi all, for others, it works perfectly we need just to replace RTTInfoPreprocessingBackFront._camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _RTTInfoPreprocessingBackFront._image.get(),0,0); with RTTInfoPreprocessingBackFront._camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _RTTInfoPreprocessingBackFront._texture.get(),0,0); regards adrian 2009/8/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi JP, 2009/8/19 J.P. Delport jpdelp...@csir.co.za Hi Adrian, mmm, I'm not sure about the setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT) Do you need to use this? FBO is also ok. I've only used float render targets with FBOs and I know they work without special contexts. ITO quality I suppose you mean you want to find out if actual float values end up in the texture? If so, you can read back an image and print values out. Select values that cannot be represented in bytes, e.g. 1e-12 or negative values and see if they come out OK. There is a path in osgmultiplerendertargets that does this. Look at the code for the options --image and --hdr. You could also experiment with other formats specific to NVidia, on my laptop e.g. 32F_ARB does not work, but the others do. From the example: // Default HDR format textureRect[i]-setInternalFormat(GL_RGBA32F_ARB); // GL_FLOAT_RGBA32_NV might be supported on pre 8-series GPUs //textureRect[i]-setInternalFormat(GL_FLOAT_RGBA32_NV); // GL_RGBA16F_ARB can be used with this example, // but modify e-12 and e12 in the shaders accordingly //textureRect[i]-setInternalFormat(GL_RGBA16F_ARB); i have to play with the different parameters /thanks adrian rgds jp Adrian Egli OpenSceneGraph (3D) wrote: Hi all, How can i test the GL_RGBA32F_ARB render to texture quality. i don't know whether i did a mistake in programming or my Nivida quadra fx 570m with windows vista driver doesn't support it. Or do i have to generate an own graphic context for enabling this feature? /regards adrian // texture _RTTInfoPreprocessingBackFront._texture = new osg::Texture2D; _RTTInfoPreprocessingBackFront._texture-setTextureSize(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y); #ifndef USE_FOR_RTT_FLOAT_IMAGE _RTTInfoPreprocessingBackFront._texture-setInternalFormat(GL_RGBA); #else _RTTInfoPreprocessingBackFront._texture-setInternalFormat(GL_RGBA32F_ARB); _RTTInfoPreprocessingBackFront._texture-setSourceFormat(GL_RGBA); _RTTInfoPreprocessingBackFront._texture-setSourceType(GL_FLOAT); #endif _RTTInfoPreprocessingBackFront._texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); _RTTInfoPreprocessingBackFront._texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); _RTTInfoPreprocessingBackFront._texture-setResizeNonPowerOfTwoHint(false); // camera _RTTInfoPreprocessingBackFront._camera = new osg::Camera; _RTTInfoPreprocessingBackFront._camera-setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); _RTTInfoPreprocessingBackFront._camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); _RTTInfoPreprocessingBackFront._camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); // set viewport _RTTInfoPreprocessingBackFront._camera-setViewport(0,0,_RTTInfoPreprocessingBackFront._resolution_x,_RTTInfoPreprocessingBackFront._resolution_y); // set the camera to render before the main camera. _RTTInfoPreprocessingBackFront._camera-setRenderOrder(osg::Camera::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. _RTTInfoPreprocessingBackFront._camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT); // image _RTTInfoPreprocessingBackFront._image=new osg::Image; #ifndef USE_FOR_RTT_FLOAT_IMAGE _RTTInfoPreprocessingBackFront._image-allocateImage(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y, 1, GL_RGBA, GL_UNSIGNED_BYTE); #else _RTTInfoPreprocessingBackFront._image-allocateImage(_RTTInfoPreprocessingBackFront._resolution_x, _RTTInfoPreprocessingBackFront._resolution_y, 1, GL_RGBA, GL_FLOAT); #endif _RTTInfoPreprocessingBackFront._camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _RTTInfoPreprocessingBackFront._image.get(),0,0); _RTTInfoPreprocessingBackFront._camera-setPostDrawCallback(new WriteCameraPostDrawCallback(_RTTInfoPreprocessingBackFront._image.get(),RTTInfoPreprocessingBackFront.png,false)); _RTTInfoPreprocessingBackFront._texture-setImage(0,_RTTInfoPreprocessingBackFront._image.get()); -- Adrian Egli ___ osg
Re: [osg-users] Visualizing Terrain DB on web page
www.3d.assoftware.ch 2009/8/9 Akilan akilan.thangam...@gmail.com Hi, I would like to visualize my terrain DB constructed using osgdem on web page? Could it be possible? Is there any plug-in to do so? Thank you! Cheers, Akilan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16008#16008 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visualizing Terrain DB on web page
Hi Akilan, Our Solution works under Firefox / IExplorer (Windows) and Safari (OSX), please contact me at adrian.egli (AT) gmail.com if you need further information about www.3d.assoftware.ch plugin. /Adrian 2009/8/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com www.3d.assoftware.ch 2009/8/9 Akilan akilan.thangam...@gmail.com Hi, I would like to visualize my terrain DB constructed using osgdem on web page? Could it be possible? Is there any plug-in to do so? Thank you! Cheers, Akilan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16008#16008 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Accumulation buffer for RTT camera
Thanks Robert, Yes, finally i did this exactly, much more easy to implement. anyway thanks /adrian 2009/8/14 Robert Osfield robert.osfi...@gmail.com Hi Adrian, On Thu, Aug 13, 2009 at 11:05 AM, Adrian Egli OpenSceneGraph (3D)3dh...@gmail.com wrote: I need a accumulation buffer for a RTT camera, is there a way doing this. or how should i am using it similary with the osg motion blur demo. my rtt camera doesn't have a graphic context (yet) where i can add my own operation what should i do, or is there an new object in the osg core for acc buffer support ? Wouldn't you just use two RTT Camera/textures? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Accumulation buffer for RTT camera
Hi Robert, I need a accumulation buffer for a RTT camera, is there a way doing this. or how should i am using it similary with the osg motion blur demo. my rtt camera doesn't have a graphic context (yet) where i can add my own operation what should i do, or is there an new object in the osg core for acc buffer support ? thanks /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg on iPhone / iPod touch with OpenGL ES 1.1
Hi All, Just for your information : http://www.computamaps.com/assets/press/iphone.htm regards adrian 2009/7/17 Robert Osfield robert.osfi...@gmail.com Hi Marco, No OpenGL ES 1.x code has been checked in yet, but there have been successful trail ports to OpenGL ES 1.x. Next week I'll just so happen to be with a client interested in this side of work, although not related to the iFamilyOfProducts, so hopefully we'll be able to come up with clearer strategy for getting OpenGL ES 1.x support integrated into the core OSG. The likely approach will be to initially start with a branch in our svn repository for the port to OpenGL ES, and then have me refactor svn/trunk to step by step pull in the changes till we have svn/trunk compatible with OpenGL ES 1.x and then later with openGL ES 2.x. The time frame is difficult to pinpoint right now as it depends on various different groups coordinating work as well just how quickly the technical challenges are surmounted. I would hope that we could see a OpenSceneGraph-2.12 release (the next stable release after the imminent OSG-2.10 release) with OpenGL ES 1.x support this autumn. Cheers, Robert. On Thu, Jul 16, 2009 at 5:28 PM, Marco Lohsemlo...@motama.com wrote: Since this is my first post: First of all, thank you for osg! We would be interested in a OpenGL ES 1.1 version for running our osg based applications on iPhone / iPod touch using Open GL ES 1.1 I found some references saying that there will be support for this platform. Now, I would like to know what the current status is, what still needs to be done, etc. I would also be interested in knowing the current status and plans for Open GL ES 2.0 (for the latest iPhone versions). We are willing to help with beta-testing, and - depending on the current status - also to do some coding. I would appreciate your comments Thank you! Marco -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15037#15037 ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX render issue
Ok, i c. It looks good, but i don't understand why it doesn't work for case (2). Do you attach shaders? I don't believe that the stateset would change any thing. you can may try to attach a similar stateset. But as far as i understand the osgFX concept, and OSG it should not change. Well the scenegraphs look good. could you store case 1 and case 2 into osg files. ? adrian 2009/7/7 Vincent Bourdier vincent.bourd...@gmail.com Hi Adrian, My original scene graph is Group ___| | || | Group1Group2Group3Group4 And then I modify it : *case 1 (working good) * osgFX::Scribe/Cartoon | Group ___| | || | Group1Group2Group3Group4 *case2 (working bad)* Group ___|_ | | | | osgFX::Scribe/Cartoon Group2Group3Group4 | Group1 Sorry for the misunderstanding Do that graph looks bad ? Are there any special case when the render do not looks good ? (for example my Group have a stateset, my Group1 doesn't ) Thanks. Regards, Vincent. 2009/7/7 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Vincent Well, i haven't understood your scene graph right. Let's me draw your scene graphs (1) Group == type of osgFX::xxx ___| | || | Group1Group2Group3Group4 (2) Group __| | | | | Group1== type of osgFX::xxx Group2Group3Group4 But if i am right understood your email you appended the osgFX effect not as group, instead you appended it as parent node, right? (x)Group ___|__ | || | | Group1Group2Group3Group4 osgFX ??? if i am wrong please stop reading and explain again the exacly outlook of the scene graph you have. otherwise have a look into the osgFXbrowser example. if you are using (x) this would enable the osgFX for all object under osgFX ??? (childrens) not for Group, GroupX regard adrian 2009/7/6 Vincent Bourdier vincent.bourd...@gmail.com Hi all, I've got a understandable problem with osgFX::Cartoon and osgFX::Scribe. I got a graph like that : Group ___| | || | Group1Group2Group3Group4 If I put the effect on Group, no problem all is good. The same effect on Group1 do not set the good color. I use : osg::ref_ptrosgFX::Cartoon s = new osgFX::Cartoon; s-setOutlineColor(osg::Vec4(color.x(), color.y(), color.z(), 0.0f)); s-setOutlineLineWidth(edge_width); and I put it as a new parent for the concerned group. See attached file for details. Any idea would be very appreciated, this is an important thing I have to solved as soon as possible. Thanks for your help. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX render issue
Hi Vincent Well i worked out a solution to the problem: Group __|___ | || | osgFX::Scribe/Cartoon Group2Group3Group4 | Group1 Group __|___ | || | osgFX::Scribe/Cartoon Group2Group3Group4 | Group (empty) | Group1 then it works. Well this is a bug in the OSG osgFX effect (Scribe/Cartoon). May you could work out the bug in the source (trunk) and propose a fix. But we have to wait as long as robert is off. Or shall i support you in fixing this issue? adrian 2009/7/7 Vincent Bourdier vincent.bourd...@gmail.com These are the two osg files. I'm not sure of what I need to look at... The color of the FX is set to red when I set the effect. (sorry if you get double answer, the .osg files needs admin approbation, so I post compressing them) Thanks. Regards, Vincent. 2009/7/7 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Ok, i c. It looks good, but i don't understand why it doesn't work for case (2). Do you attach shaders? I don't believe that the stateset would change any thing. you can may try to attach a similar stateset. But as far as i understand the osgFX concept, and OSG it should not change. Well the scenegraphs look good. could you store case 1 and case 2 into osg files. ? adrian 2009/7/7 Vincent Bourdier vincent.bourd...@gmail.com Hi Adrian, My original scene graph is Group ___| | || | Group1Group2Group3Group4 And then I modify it : *case 1 (working good) * osgFX::Scribe/Cartoon | Group ___| | || | Group1Group2Group3Group4 *case2 (working bad)* Group ___|_ | | | | osgFX::Scribe/Cartoon Group2Group3Group4 | Group1 Sorry for the misunderstanding Do that graph looks bad ? Are there any special case when the render do not looks good ? (for example my Group have a stateset, my Group1 doesn't ) Thanks. Regards, Vincent. 2009/7/7 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Vincent Well, i haven't understood your scene graph right. Let's me draw your scene graphs (1) Group == type of osgFX::xxx ___| | || | Group1Group2Group3Group4 (2) Group __| | | | | Group1== type of osgFX::xxx Group2Group3Group4 But if i am right understood your email you appended the osgFX effect not as group, instead you appended it as parent node, right? (x)Group ___|__ | || | | Group1Group2Group3Group4 osgFX ??? if i am wrong please stop reading and explain again the exacly outlook of the scene graph you have. otherwise have a look into the osgFXbrowser example. if you are using (x) this would enable the osgFX for all object under osgFX ??? (childrens) not for Group, GroupX regard adrian 2009/7/6 Vincent Bourdier vincent.bourd...@gmail.com Hi all, I've got a understandable problem with osgFX::Cartoon and osgFX::Scribe. I got a graph like that : Group ___| | || | Group1Group2Group3Group4 If I put the effect on Group, no problem all is good. The same effect on Group1 do not set the good color. I use : osg::ref_ptrosgFX::Cartoon s = new osgFX::Cartoon; s-setOutlineColor(osg::Vec4(color.x(), color.y(), color.z(), 0.0f)); s-setOutlineLineWidth(edge_width); and I put it as a new parent for the concerned group. See attached file for details. Any idea would be very appreciated, this is an important thing I have to solved as soon as possible. Thanks for your help. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http
[osg-users] Build Error Windows : Application osgViewer
Hi Robert, Hi all there is a build error in the osgviewer.cpp because of the ifdef win stuff missing includes, i guess there is a experimental stuff in the SVN or ? adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Error Windows : Application osgViewer
Hi Jean-Sebastien, Thanks for the answer, there is no problem for us using the SVN code while robert is on vacation. i disable the osgviewer in my build :-) regards adrian 2009/7/6 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, there is a build error in the osgviewer.cpp because of the ifdef win stuff missing includes, i guess there is a experimental stuff in the SVN or ? I'm guessing that you're right, this was probably experimental code checked in by mistake. It doesn't seem appropriate in the general osgviewer application. Unfortunately Robert is off on vacation so he can't revert the changes right now... You could revert back to the previous version of osgviewer.cpp in your local copy to make things compile. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX render issue
Hi Vincent Well, i haven't understood your scene graph right. Let's me draw your scene graphs (1) Group == type of osgFX::xxx ___| | || | Group1Group2Group3Group4 (2) Group __| | | | | Group1== type of osgFX::xxx Group2Group3Group4 But if i am right understood your email you appended the osgFX effect not as group, instead you appended it as parent node, right? (x)Group ___|__ | || | | Group1Group2Group3Group4 osgFX ??? if i am wrong please stop reading and explain again the exacly outlook of the scene graph you have. otherwise have a look into the osgFXbrowser example. if you are using (x) this would enable the osgFX for all object under osgFX ??? (childrens) not for Group, GroupX regard adrian 2009/7/6 Vincent Bourdier vincent.bourd...@gmail.com Hi all, I've got a understandable problem with osgFX::Cartoon and osgFX::Scribe. I got a graph like that : Group ___| | || | Group1Group2Group3Group4 If I put the effect on Group, no problem all is good. The same effect on Group1 do not set the good color. I use : osg::ref_ptrosgFX::Cartoon s = new osgFX::Cartoon; s-setOutlineColor(osg::Vec4(color.x(), color.y(), color.z(), 0.0f)); s-setOutlineLineWidth(edge_width); and I put it as a new parent for the concerned group. See attached file for details. Any idea would be very appreciated, this is an important thing I have to solved as soon as possible. Thanks for your help. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CMAKE / shared library version in name
Hi Robert, is there in cmake an option to disable adding to the shared osg*.dylib the version information? adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMAKE / shared library version in name
Hi all, Yes, i am working under OS/X actually :-) . I know all the problem we getting in when we remove the versioning string, but in some really special cases there is it not as bad as it seems to be using unversionied libraries. but if i can not remove the version string, then i have to look for other solution. I had still a look into cmake adavance settings, i will redo it again, may under osx i can not remove it. thanks for the answers. adrian 2009/6/26 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Robert, is there in cmake an option to disable adding to the shared osg*.dylib the version information? I don't recall, but then I don't use Windows and I didn't write this part of the CMake scripts so I not the one to answer this question. The fact that Adrian mentions the .dylib extension is a hint that he's talking about MacOS X and not Windows... I don't know if there's such an option either, have a look at the CMake GUI and show the advanced options to see for yourself... But like Robert I'd advise against disabling that as it's there for a reason: to help you prevent mixing different versions of dynamic libraries. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMAKE / shared library version in name
Hi Seb, the problem i am working on it's to set up safari plugin bundle with all dep files inside. i need to fix the library location to get propery working the extension. this is a really complex task, my i get it soon working, but not shure. may i have to fix it with a better option. i will see, may stephan huber can support me. regards adrian 2009/6/26 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, I know all the problem we getting in when we remove the versioning string, but in some really special cases there is it not as bad as it seems to be using unversionied libraries. but if i can not remove the version string, then i have to look for other solution. Is there a problem you're trying to solve by removing the versioning? In my experience, it only solves problems, it doesn't cause any (at least nothing that can't be solved by slightly changing your workflow) which is why I don't advise removing it, rather look for the actual cause of the problem and fix that at the source. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean 1.0 (LGPL) Released
: detected OpenGL error 'out of memory' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 It works fine if I run at 1024x768. Is this likely a driver problem, or is there something I can tweak in the FBO setup? I'm not familiar with their use at all. Thanks Martins * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OGR plugin : Build failed, under VS 2005
Hi Robert, VS 2003 - build error with ogr plugin VS 2005 - build ok -- Build started: Project: Plugins ogr, Configuration: Release Win32 -- Compiling... ReaderWriterOGR.cpp ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before identifier 'CPLOSGErrorHandler' C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] ReaderWriterOGR.cpp(41) : error C2182: 'CPL_STDCALL' : illegal use of type 'void' ReaderWriterOGR.cpp(50) : warning C4508: 'CPLOSGErrorHandler' : function should return a value; 'void' return type assumed Build log was saved at file://c:\dev\OpenSceneGraphSVN\OpenSceneGraph\src\osgPlugins\ogr\osgdb_ogr.dir\Release\BuildLog.htm Plugins ogr - 2 error(s), 1 warning(s) regards adrian 2009/5/12 Robert Osfield robert.osfi...@gmail.com On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, Which OGR Version does the plugin use? Or does it need the OGR Frame work installed. I've alway got OGR as part of GDAL, the current version of GDAL I have is 1.5.2. I haven't heared of OGR Frame work before so can't comment on this. You haven't specified either the version or the error you are getting. There really isn't much we can do on your behalf without more info about how/where you got OGR from. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OGR plugin : Build failed, under VS 2005
Hi Robert, Thank you very much. regards adrian 2009/6/19 Robert Osfield robert.osfi...@gmail.com Hi Adrian, I'm afraid there is nothing I personally can to about this build issue - Windows developers who can reproduce the problem will need to look at it and solve it. The thing I'd look into first would be the roll of the CPL_STDCALL macro. I didn't write this plugin so I can't comment on why the macro is there, whether it's needed etc. As I said it'll need to be Windows developers that will have to tackle this. Good luck, Robert. On Fri, Jun 19, 2009 at 8:35 AM, Adrian Egli OpenSceneGraph (3D)3dh...@gmail.com wrote: Hi Robert, VS 2003 - build error with ogr plugin VS 2005 - build ok -- Build started: Project: Plugins ogr, Configuration: Release Win32 -- Compiling... ReaderWriterOGR.cpp ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before identifier 'CPLOSGErrorHandler' C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(334) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] C:\dev\OpenSceneGraphSVN\OpenSceneGraph\include\osg\Node(332) : see reference to class template instantiation 'osg::BoundingBoxImplVT' being compiled with [ VT=osg::Vec3f ] ReaderWriterOGR.cpp(41) : error C2182: 'CPL_STDCALL' : illegal use of type 'void' ReaderWriterOGR.cpp(50) : warning C4508: 'CPLOSGErrorHandler' : function should return a value; 'void' return type assumed Build log was saved at file://c:\dev\OpenSceneGraphSVN\OpenSceneGraph\src\osgPlugins\ogr\osgdb_ogr.dir\Release\BuildLog.htm Plugins ogr - 2 error(s), 1 warning(s) regards adrian 2009/5/12 Robert Osfield robert.osfi...@gmail.com On Tue, May 12, 2009 at 1:02 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, Which OGR Version does the plugin use? Or does it need the OGR Frame work installed. I've alway got OGR as part of GDAL, the current version of GDAL I have is 1.5.2. I haven't heared of OGR Frame work before so can't comment on this. You haven't specified either the version or the error you are getting. There really isn't much we can do on your behalf without more info about how/where you got OGR from. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean : Integration into existing Database /Application
Hi Kim, Thanks for the short explainations. Well first the openscenegraph motionmodel or manipluators, manager aren't working. it would be good to get similar behaviour like in application-viewer example. this would be important for integration into existing applications. I do now better understand that we need to implement own geometries for water effetc. would it be not much easier that we can append a geometry (osg file, ive file ,... ) which should be used to attach the water shaders. Say for limit we attache a xy plane with shaped borders, this would be very usefull for many terrain visualisation applications, even for osgEarth this could be once an option for the ocean. of course we have fast unlimited ocean effects but once we have a lake this would not help, right? or could it be an option to cut the lake from the terrain, then we can define the height of the ocean. i will read the papers again, and i hope i can work out some strategy and new ideas which way we should - can go for further osg integration improvments. regards adrian 2009/6/19 Kim C Bale k.b...@hull.ac.uk Hi Adrien, I'm having a slight problem understanding your questions, so I'll do my best and ask some back... Would it be possible to add a ocean geometry and attach the ocean effect, shader. if yes how should it be look like, just a plane? more complex geometry? My idea would be to add a lake surface, and two rivers with different waves, and so on. Do you mean you would like to add you own method of generating the water geometry for lakes and rivers? If so, I've tried to accommodate for additional type of geometry by providing the OceanTechnique base class. Basically osgOcean is comprised of two main parts. OceanTechnique: Which generates and animates the ocean geometry and manages any level of detail algorithms that are required. It uses osg::Geode as a base class and therefore drawables for the geometry. A class derived from this should provide a water shader. Animation is provided by adding a cull/update callback. OceanScene: Which manages the various pre and post render passes required for the effects. This also includes controlling the different types of fogging and lighting that are applied based on whether the main camera view is above or below the water surface. If you want to create your own water geometry class you'll have to inherit from OceanTechnique and then add this class to OceanScene as done with FFTOceanSurface in the example application. OceanScene will only work with one OceanTechnique so you'll have to create a new instance of OceanScene if you wish to use multiple OceanTechniques. The geometry can be as complicated or as simple as you like. If you apply the current water shader to a quad it still looks alright and maybe be suitable for some applications. These two papers provide very good explanations of generating water geometry (the first is used in FFTOceanSurface): http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf http://citeseer.ist.psu.edu/cache/papers/cs/26265/http:zSzzSzwww.cs.sunysb.eduzSz~ash zSzwaterCGF.pdf/ The tricky part is the shaders. osgOcean provides a very long list of uniforms which you can make use of if you wish in custom shaders. Some must be applied locally to the OceanTechnique (see: FFTOceanSurface::initStateSet() ), and those related to the multipass rendering are inherited from the statesets within OceanScene (see: void OceanScene::init()). The shader implementation used in FFTOceanSurface can be found in the resources directory (water.frag/water.vert). If you want to use this shader for your own technique you'll have to apply it within your OceanTechnique and add the uniforms found in: FFTOceanSurface::initStateSet(). Your best bet is to look at the FFTOceanSurface class and see how it's implemented. It's not as complicated as it looks, 80% of it is to do with generating the vertex array and primitives for the geomipmapping routine which you may not need. we don't need only an unfinite ocean You can disable infinite ocean effect using: FFTOceanSurface::enableEndlessOcean(false,true); Next problem i got is that the default motion models are not working Do you mean the ocean waves aren't moving? I hope that answers your questions, otherwise I've just gone off on a very lengthy tangent :) Kim. From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: 19 June 2009 06:22 To: OpenSceneGraph Users Subject: [osg-users] osgOcean : Integration into existing Database /Application Hi all i am wondering how i can integrate the osgOcean effect into existing application, database. Would it be possible to add a ocean geometry and attach the ocean effect, shader. if yes how should it be look like, just a plane? more complex geometry? My idea would be to add a lake surface, and two
Re: [osg-users] osgOcean : Integration into existing Database/Application
Hi Kim and John Manipulator developing is a hard task, i will say good and robust and easy to use manipulator are not quite easy to write or to work out. So it would be important having default or common manipulator working with the osgOcean. I am wondering why you having problem with terrain mainpulators if the deformation gets done in vertex shader. so what i would like to mention is the fact that if the gpu support shader 3 (since 2007) you could pass a texture with deformation field information to the GPU and then the geometry stay allways similar. regards adrian 2009/6/19 John Vidar Larring larr...@weatherone.tv Hi Kim and Adrian, As far as I can tell only two of the osgGA manipulators are compatible - Trackball and FlightManipulator. Although you're right the trackball implementation doesn't seem to work correctly, I suspect this is to do with the fact that it doesn't have a node to focus on. TerrainManipulator and DriveManipulators aren't compatible because the ocean surface is animated and they try to position themselves by intersecting with the surface below them, which in the case of the ocean surface, is moving up and down all the time so it creates a nasty camera juddering. I had a go at adding them but I simply couldn't get them to play nicely. If you manage to get them working I'd be interested to see how. Just one idea I'd like to throw out there before I forget. One could possibly make an EllipsoidManipulator quite easily. It would essentially behave like a TerrainManipulator except that it would not take elevation into account; just doing simple ray-ellipoid intersection testing instead. Even better, if there is a way to tell whether intersecting geometry is static or dynamic, one could theoretically implement a manipulator which behaves like the TerrainManipulator over land, and like an Ellipsoid manipulator over the ocean. Best regards, John Kim C Bale wrote: Hi Adrien, Well first the openscenegraph motionmodel or manipluators, manager aren't working. it would be good to get similar behaviour like in application-viewer example. this would be important for integration into existing applications. As far as I can tell only two of the osgGA manipulators are compatible - Trackball and FlightManipulator. Although you're right the trackball implementation doesn't seem to work correctly, I suspect this is to do with the fact that it doesn't have a node to focus on. TerrainManipulator and DriveManipulators aren't compatible because the ocean surface is animated and they try to position themselves by intersecting with the surface below them, which in the case of the ocean surface, is moving up and down all the time so it creates a nasty camera juddering. I had a go at adding them but I simply couldn't get them to play nicely. If you manage to get them working I'd be interested to see how. it be not much easier that we can append a geometry (osg file, ive file ,... ) which should be used to attach the water shaders. I haven't thought a lot about how to implement non-uniform shapes of animated water yet, the goal of osgOcean 1.0 was to get open sea rendering working. However, one of the nice things about the FFT approach is that it tiles. So it would be possible to modify the algorithm so that it places tiles in a non-uniform configuration rather than in a square shape. The current implementation of osgOcean uses a large vertex array that stores the vertices for all the tiles on screen. But a future enhancement will be to store only 1 tiles worth of vertices and then instance it positioning the tiles using a vertex shader. This will be a far more flexible and efficient approach and more suitable for deployment in large terrain datasets. Regards, Kim. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vector field visualization
Hi May u can use ParaView to see what you could do with VTK, but if you need a good visualisation scene graph it would be better to implement the features into OSG than using VTK, because VTK is a really bad scene graph :-) if we could say it's also a scene graph adrian 2009/6/18 Kenneth Porter scratchmonkey+...@sewingwitch.comscratchmonkey%2b...@sewingwitch.com I have an application where I need to display a collection of 3D points representing error from ideal position on a plane. The points may be in a rectangular or polar coordinate system. I'm looking for a library to allow me to visualize my data, and I'm wondering if OSG is good for this, or if it's overkill and I should be looking at some other system. Are there examples in OSG that are similar to this kind of application? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14136#14136 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation compile errors in SVN
Hi Robert, Thanks. Twice worked out similar stuff. adrian 2009/6/18 Robert Osfield robert.osfi...@gmail.com Hi Adrian, I checked in the addition of exports not long ago, I presume it'll be the same as the additions you've made. Robert. On Thu, Jun 18, 2009 at 9:36 AM, Adrian Egli OpenSceneGraph (3D)3dh...@gmail.com wrote: Hi Robert, Build error because of missing OSGANIMATION_EXPORT in ..\OpenSceneGraphSVN\include\osgAnimation osgAnimation::Action see attached file solves build issue under vs 2005 regards adrian 2009/6/17 Cedric Pinson cedric.pin...@plopbyte.net Hi Robert, Thank you for the fix, i use by default ref_ptr and after only i think if it's a performance problem :) It better to keep your version. Thank you Cedric On Wed, 2009-06-17 at 19:49 +0100, Robert Osfield wrote: Hi Cedric, On Wed, Jun 17, 2009 at 7:06 PM, Cedric Pinsoncedric.pin...@plopbyte.net wrote: I compiled the trunk on the last vc express on win32 virtual machine. I thought it was resolved. I will take time to check it Could you check out my changes. The only contenious one was changing an std::vectorref_ptrTimeline to a std::vectorTimeline* in ActionVisitor.For performance using a Timeline* would be preferable any way. Robert/ -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean : Integration into existing Database / Application
Hi all i am wondering how i can integrate the osgOcean effect into existing application, database. Would it be possible to add a ocean geometry and attach the ocean effect, shader. if yes how should it be look like, just a plane? more complex geometry? My idea would be to add a lake surface, and two rivers with different waves, and so on. finally we don't need only an unfinite ocean. Next problem i got is that the default motion models are not working, i played arround with osgviewer example, and osgOcean example. Well how should we use both ideas together in a terrain database (currently existing, but without the nice water effect) /regards adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg on Windows
Hi Serge, I am using FFmpeg with windows, (prebuild lib) and it rocks without any problem: VS 2005 c++ : i download FFmpeg SDK /adrian 2009/5/19 Serge Lages serge.la...@gmail.com Hi all, Just a quick question about FFmpeg and your usage on Windows. Is there any precompiled package somewhere that everybody use or do you compile yourself the library with mingw ? And wich version is the best suited, the 0.5 release or the svn ? Thanks ! -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OGR plugin : Build failed, under VS 2005
Hi Robert, Which OGR Version does the plugin use? Or does it need the OGR Frame work installed. /adrian 2009/5/11 Robert Osfield robert.osfi...@gmail.com Hi Adrian, I haven't head of build errors with the ogr plugin before. Could you be specific about which version of the OSG and OGR you are using and the error you see. Perhaps other Windows users who've built the OGR can suggest what might be wrong. Robert. On Mon, May 11, 2009 at 8:14 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, There are some build bugs under VS 2005, OGR plugin. How can i fix it, or what should i install to build correctly? missing CPL_STDCALL #ifndef CPL_STDCALL #if defined(_MSC_VER) !defined(CPL_DISABLE_STDCALL) # define CPL_STDCALL __stdcall #else # define CPL_STDCALL #endif #endif MISSING CPL ... class ReaderWriterOGR : public osgDB::ReaderWriter { public: ReaderWriterOGR() { supportsExtension(ogr,OGR file reader); supportsOption(useRandomColorByFeature, Assign a random color to each feature.); supportsOption(addGroupPerFeature, Places each feature in a seperate group.); -- oldHandler = CPLSetErrorHandler(CPLOSGErrorHandler); } virtual ~ReaderWriterOGR() { --CPLSetErrorHandler(oldHandler); } /regards Adrian -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OGR plugin : Build failed, under VS 2005
Hi Robert, There are some build bugs under VS 2005, OGR plugin. How can i fix it, or what should i install to build correctly? missing CPL_STDCALL #ifndef CPL_STDCALL #if defined(_MSC_VER) !defined(CPL_DISABLE_STDCALL) # define CPL_STDCALL __stdcall #else # define CPL_STDCALL #endif #endif MISSING CPL ... class ReaderWriterOGR : public osgDB::ReaderWriter { public: ReaderWriterOGR() { supportsExtension(ogr,OGR file reader); supportsOption(useRandomColorByFeature, Assign a random color to each feature.); supportsOption(addGroupPerFeature, Places each feature in a seperate group.); -- oldHandler = CPLSetErrorHandler(CPLOSGErrorHandler); } virtual ~ReaderWriterOGR() { --CPLSetErrorHandler(oldHandler); } /regards Adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash : Models avatar.osg / natan.osg
Hi Robert, Jean-Seb, May these topic can be closed now. I had a complete CPU/GPU crash on my developing system. May the hardware / software driver was still broken. so i will retest once i have the new motherboard installed :-( thanks adrian 2009/5/6 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, Robert, I tested out what Adrian was reporting, perhaps it can give a bit more info. osgviewer avatar.osg I get these messages printed constantly on the console: TransformVertexFunctor Bone arm_r not found, skip the influence group arm_r TransformVertexFunctor Bone Back.004_R.002 not found, skip the influence group Back.004_R.002 repeated on and on... But I see the character. osganimationviewer avatar.osg I get the same messages, but it works (I can press the Play button and see the character animating). So no crashes here. Windows Vista SP1, VC++ 2005. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Crash : Models avatar.osg / natan.osg
Hi Robert, did you change some basics in the openscenegraph, because avatar.osg / natan.osg does not work anymore (osgviewer ,... ) crash with null pointer /adrian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash : Models avatar.osg / natan.osg
hi robert, i will rebuild the whole OSG stuff over lunch (debug) regards adrian 2009/5/6 Robert Osfield robert.osfi...@gmail.com On Wed, May 6, 2009 at 9:13 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, did you change some basics in the openscenegraph, because avatar.osg / natan.osg does not work anymore (osgviewer ,... ) crash with null pointer osgviewer avatar.osg osganimationviewer avatar.osg Both work perfectly for me. I haven't changed anything personally in osgAnimation. Could you give a bit more info about what version of the OSG your are using and what version you were using previously? A stack trace would useful too. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean release
Hi (1) Shader FIX (2) Use Trackball or Terrain Mainpulation, more easy to use for NOT gamers, or use the osgViewer like motion model switch 2009/5/6 David Spilling david.spill...@gmail.com Umit, ...Error : When I open up the osgOceanExample there is some error in vertex shader as you can see from the attached screenshot. I had something similar - I think this is just coz the shader constructor can't find the underlying shaders; AFAIK the resource folder has to be located in the same directory as the executable. Moving things around might work for you. David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osgGA/FlightManipulator #include osgGA/TerrainManipulator #include osgGA/StateSetManipulator #include osgGA/GUIEventHandler #include osg/Notify #include osg/TextureCubeMap #include osgDB/ReadFile #include osg/Shape #include osg/ShapeDrawable #include osg/PositionAttitudeTransform #include osg/Program #include osgText/Text #include osg/Fog #include string #include vector #include osgOcean/OceanScene #include osgOcean/FFTOceanSurface #include SkyDome.h class TextHUD : public osg::Referenced { private: osg::ref_ptr osg::Camera _camera; osg::ref_ptr osgText::Text _modeText; osg::ref_ptr osgText::Text _cameraModeText; public: TextHUD( void ){ _camera = createCamera(); _camera-addChild( createText() ); } osg::Camera* createCamera( void ) { osg::Camera* camera=new osg::Camera; camera-setViewport(0,0,1024,768); camera-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); camera-setProjectionMatrixAsOrtho2D(0,1024,0,768); camera-setRenderOrder(osg::Camera::POST_RENDER); camera-getOrCreateStateSet()-setMode( GL_LIGHTING, osg::StateAttribute::OFF ); camera-setClearMask(GL_DEPTH_BUFFER_BIT); return camera; } osg::Node* createText( void ) { osg::Geode* textGeode = new osg::Geode; osgText::Text* title = new osgText::Text; title-setLineSpacing(-0.35f); title-setText(osgOcean\nPress 1-3 to change presets\nPress 'C' to change camera); textGeode-addDrawable( title ); _modeText = new osgText::Text; _modeText-setPosition( osg::Vec3f(0.f, -60.f, 0.f ) ); _modeText-setDataVariance(osg::Object::DYNAMIC); textGeode-addDrawable( _modeText ); _cameraModeText = new osgText::Text; _cameraModeText-setPosition( osg::Vec3f(0.f, -80.f, 0.f ) ); _cameraModeText-setDataVariance(osg::Object::DYNAMIC); textGeode-addDrawable( _cameraModeText ); osg::PositionAttitudeTransform* titlePAT = new osg::PositionAttitudeTransform; titlePAT-setPosition( osg::Vec3f( 10, 90, 0.f ) ); titlePAT-addChild(textGeode); return titlePAT; } void setSceneText( const std::string preset ) { _modeText-setText( Preset: + preset ); } void setCameraText(const std::string mode ) { _cameraModeText-setText( Camera: + mode ); } osg::Camera* getHudCamera(void){ return _camera.get(); } }; class SceneModel : public osg::Referenced { public: enum SCENE_TYPE{ CLEAR, DUSK, CLOUDY }; private: SCENE_TYPE _sceneType; osg::ref_ptrosgText::Text _modeText; osg::ref_ptrosg::Group _scene; osg::ref_ptrosgOcean::OceanScene _oceanScene; osg::ref_ptrosgOcean::FFTOceanSurface _oceanSurface; osg::ref_ptrosg::Fog _fog; osg::ref_ptrosg::TextureCubeMap _cubemap; osg::ref_ptrSkyDome _skyDome; osg::ref_ptrosg::Vec4Array _oceanBoxColor; std::vectorstd::string _cubemapDirs; std::vectorosg::Vec4f _lightColors; std::vectorosg::Vec4f _fogColors; osg::ref_ptrosg::Light _light; std::vectorosg::Vec3f _sunPositions; std::vectorosg::Vec4f _sunDiffuse; std::vectorosg::Vec4f _waterfogColors; public: SceneModel( void ): _sceneType(CLEAR) { _cubemapDirs.push_back( sky_clear ); _cubemapDirs.push_back( sky_dusk ); _cubemapDirs.push_back( sky_fair_cloudy ); _fogColors.push_back( intColor( 195,221,254 ) ); _fogColors.push_back( intColor( 248,241,189
[osg-users] Artefacts in first version of SSAO ...
Hi all May some one can suppport me in working out the artefacts in this implementation (GLSL) /regards adrian -- Adrian Egli /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include osgDB/ReadFile #include osgUtil/Optimizer #include osg/CoordinateSystemNode #include osg/Switch #include osg/Uniform #include osgText/Text #include osg/ShapeDrawable #include osg/Geometry #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osg/BlendFunc #include osgGA/TrackballManipulator #include osgGA/FlightManipulator #include osgGA/DriveManipulator #include osgGA/KeySwitchMatrixManipulator #include osgGA/StateSetManipulator #include osgGA/AnimationPathManipulator #include osgGA/TerrainManipulator #include iostream #include osgFX/Effect #include osgFX/Technique #include osgFX/Registry #include osg/TexGen #include osg/Texture2D #include osg/PolygonOffset #include osgDB/WriteFile bool global_debug_on = false; struct WriteCameraPostDrawCallback : public osg::Camera::DrawCallback { WriteCameraPostDrawCallback(osg::Image* image,std::string filename, bool write): _image(image), _filename(filename) { char* write_file = getenv(DEBUG); global_debug_on = (write_file!=NULL) || write; } virtual void operator () (const osg::Camera /*camera*/) const { _image-dirty(); if ( global_debug_on ) { std::cout write _filename std::endl; osgDB::writeImageFile(*(_image.get()),_filename); } } osg::ref_ptrosg::Image _image; std::string _filename; }; namespace osgFX { class SSAO : public Effect { public: SSAO() {}; SSAO(osg::Group*); SSAO(const SSAO copy, const osg::CopyOp copyop = osg::CopyOp::SHALLOW_COPY); META_Effect(osgFX, SSAO, Screen Space Ambient Occlusion, SSAO : test implementation, Adrian Egli); protected: virtual ~SSAO() {} SSAO operator=(const SSAO) { return *this; } bool define_techniques(); osg::ref_ptrosg::Group _root; }; } using namespace osgFX; namespace { osg::Node* createBase(osg::Texture2D* texture ,osg::Texture2D* texture2=NULL ) { osg::ref_ptrosg::Geode geode = new osg::Geode; // set up the texture of the base. osg::ref_ptrosg::StateSet stateset = new osg::StateSet(); stateset-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); if (texture2)stateset-setTextureAttributeAndModes(1,texture2,osg::StateAttribute::ON); geode-setStateSet( stateset.get() ); osg::ref_ptrosg::HeightField grid = new osg::HeightField; grid-allocate(2,2); grid-setOrigin(osg::Vec3(0.0,0.0,0.0)); grid-setXInterval(1.0); grid-setYInterval(1.0); grid-setHeight(0,0,-1.0); grid-setHeight(0,1,-1.0); grid-setHeight(1,1,-1.0); grid-setHeight(1,0,-1.0); geode-addDrawable(new osg::ShapeDrawable(grid.get())); osg::Group* group = new osg::Group; group-addChild(geode.get()); return group; } Registry::Proxy proxy(new SSAO); class DefaultTechnique: public Technique { public: DefaultTechnique(osg::Group* scene,osg::Group* ssaoFX) : Technique(), _scene(scene) { // depth // texture resolution _RTTInfoTangentDepth._resolution_x = 512; _RTTInfoTangentDepth._resolution_y = 512; // texture _RTTInfoTangentDepth._texture = new osg::Texture2D; _RTTInfoTangentDepth._texture-setTextureSize(_RTTInfoTangentDepth._resolution_x, _RTTInfoTangentDepth._resolution_y); _RTTInfoTangentDepth._texture-setInternalFormat(GL_RGBA); _RTTInfoTangentDepth._texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST); _RTTInfoTangentDepth._texture-setFilter
Re: [osg-users] osgShadow and model alpha textures
Hi Bob, Once you have finished implementing fog, and other features into the PSSM frag shader, may you could submitt it a s config file. regards adrian 2009/4/10 Bob Holcomb bob_holc...@hotmail.com Wojtek and Adrian, Hey guys, you were right on the money. I changed the PSSM frag shader to take the alpha channel from the current texture and it seemed to work well. I still need to wiggle my fog calculations into the shader and I think I'll be set. Thanks! Cheers, Bob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10048#10048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ray tracing using OSG
:-) Once you have some questions, i could answer them, the code is fast but not very fast :-) have also a look at ompf.org and search for arauna / bikker /adrian 2009/4/11 Charles Cossé cco...@gmail.com Hi Sajjad, Attached I have tgz'd-up a file posted earlier (by Adrian Egli?) with his first cut at raytracing using a kd tree. I saved all the links to the various posts/threads on this subject, also, which can share with you if interested. Charles On Fri, Apr 10, 2009 at 10:16 PM, ami guru dosto.wa...@gmail.com wrote: Hello Forum, I was wondering if there is anyone have done ray tracing using OSG. So far i have got from the forum Jean-Sébastien Guay did his Masters thesis on that domain and it would be really nice if he provide the link to the report, at least it would be a starting point for me. What do you think Jean? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgShadow
Hi all, i am working close to the author of the shaderX and gpu gems cascade , resp. parallel split shadow map. we are looking for next step of shadow technique, what idea do you have we should do for next. or what open problem do you have with all of the current shadow map technics, may we can help to get soon new and better shadow implementation than the PSSM. what are the most important bug, problem, ... we have to solve for you. may we can work out a nice shadowing technics more robust, faster and better. we are open for new ideas, even for caching (history buffer), pixel correct shadow maps. and so on. regards adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ray tracing using OSG
Well i don't know, i just build my raytracer this morning on mac os/x with osg trunk. (svn ) i will send the code and cmake file /adrian 2009/4/11 ami guru dosto.wa...@gmail.com Thanks For the code skeleton, that will pave a way to get started i believe. Now i am going through the following issues: Just updated the installation from the trunk to 2.9.3. i executed the make file to compile the code that you have sent and the following error showed up: ** g++ -c kdTree.cpp g++ -c main.cpp g++ -c plymeshreader.cpp g++ -c sphereunitvecpool.cpp g++ -c TriangleNodeVisitor.cpp TriangleNodeVisitor.cpp: In member function ‘void TriangleNodeVisitor::processGeometry(osg::Geometry*)’: TriangleNodeVisitor.cpp:294: error: cannot declare variable ‘pif’ to be of abstract type ‘PrimitiveIndexWriter’ TriangleNodeVisitor.cpp:79: note: because the following virtual functions are pure within ‘PrimitiveIndexWriter’: /usr/local/include/osg/PrimitiveSet:134: note: virtual void osg::PrimitiveIndexFunctor::setVertexArray(unsigned int, const osg::Vec2d*) /usr/local/include/osg/PrimitiveSet:135: note: virtual void osg::PrimitiveIndexFunctor::setVertexArray(unsigned int, const osg::Vec3d*) /usr/local/include/osg/PrimitiveSet:136: note: virtual void osg::PrimitiveIndexFunctor::setVertexArray(unsigned int, const osg::Vec4d*) make: *** [TriangleNodeVisitor.o] Error 1 ** I checked the code but i have not found any function with pure virtual as the message above said. Any hint to get around that issue? Regards Sajjad On Sat, Apr 11, 2009 at 7:54 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: :-) Once you have some questions, i could answer them, the code is fast but not very fast :-) have also a look at ompf.org and search for arauna / bikker /adrian 2009/4/11 Charles Cossé cco...@gmail.com Hi Sajjad, Attached I have tgz'd-up a file posted earlier (by Adrian Egli?) with his first cut at raytracing using a kd tree. I saved all the links to the various posts/threads on this subject, also, which can share with you if interested. Charles On Fri, Apr 10, 2009 at 10:16 PM, ami guru dosto.wa...@gmail.com wrote: Hello Forum, I was wondering if there is anyone have done ray tracing using OSG. So far i have got from the forum Jean-Sébastien Guay did his Masters thesis on that domain and it would be really nice if he provide the link to the report, at least it would be a starting point for me. What do you think Jean? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow and model alpha textures
Hi all The PSSM has a GLSL shader inside the implementation. And this makes the lighting stuff different from default one. Even coloring, .. , transparancy isn't a easy task. So to solve such unwished behaviour you can replace the pssm glsl shader our self. i would copy the org pssm shader from the current pssm implementation and rewrite those part you need to fix. then you can pass the new glsl shader thourgh the pssm's shader exchange interface. /** * you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used */ class OSGSHADOW_EXPORT FragmentShaderGenerator : public osg::Referenced { public: /** * generate the GLSL fragement shader */ virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset); }; /** set fragment shader generator */ inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw) { _FragmentShaderGenerator = fsw;} i hope this solve your problems. important to know : (SingleThreaded is a must) osgshadow --pssm --SingleThreaded /adrian 2009/4/8 Wojciech Lewandowski lewandow...@ai.com.pl Bob, Its hard for me to imagine how one could get the effect of lightening instead of dimming. But maybe color material set in vertices (GL_COLOR_MATERIAL) may be involved somehow. This attribute is not handled by vertex shaders. But its handled by fixed pipeline.You may look at the shaders code ( stored inside osgShadow\src\StandardShadowMap.cpp ). All classed derived from StandardShadowMap (Lispsm included) may work bit differenet than other techniques because they define Vertex Shader. If your fixed pipeline lighting setup is different than what is assumed in SSM vertex shader we may see some issues not observable with other techniques (which only use Fragment Shaders). SSM vertex shader assumes that we have one light and separately compute and pass diffuse and ambient components to fragment shader. If ambient is passed separately, fragment shader may properly remove only diffuse component in shadowed areas keeping ambient untouched. Cheers, Wojtek Cheers, Wojtek - Original Message - From: Bob Holcomb bob_holc...@hotmail.com To: osg-users@lists.openscenegraph.org Sent: Wednesday, April 08, 2009 2:34 AM Subject: [osg-users] osgShadow and model alpha textures Hello, I'm adding osgShadow to an existing osg project and I'm getting some weird results with PSSM (Parallel Split Shadow Maps). They don't seem to be respecting the alpha channel of my model's texture. For example, I have helicopter model who's rotor system is represented by a quad and a texture of the blades which is mostly transparent. When rendering before adding osgShadow it looked fine. After adding osgShadow the translucent part is white (but the shadows projected on the ground look pretty good!). This only affects the items under the shadowedScene node, any geometry not under that node is rendered correctly. I've also tried the Light Space Perspective Map technique and found that the self shadowing looks great, but the projected texture on the ground actually makes the ground lighter instead of darker. If anybody has any info on either of these issues I would also appreciate the help. Thanks! Cheers, Bob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9871#9871 ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg plugin
Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the plugin for ffmpeg . this is correct ? I put this in my code ... std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); but how I know if it is using ffmpeg ? tks 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Carlos, Have a look at the osgmovie example for guidance, it'll boil down to reading a image, and assing to the a textured quad. Right now you'll need to preload the ffmpeg plugin as osgDB won't yet automatically alias the movie extensions to ffmpeg. On the movie command line you use the option -e ffmpeg to pre load the plugin. Programatically you'd use: std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Robert. 2009/3/16 Carlos Sanches ces...@gmail.com Hi all ! I downloaded osg 2.9.1 . I m using pImageStream = dynamic_castosg::ImageStream*(hudImage); to open a movie. What have I to do to use ffmpeg to read my movies ? tks ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FFmpeg plugin
I am working with windows, no problem there, but here my settings. Variable Name: FFMPEG_LIBAVCODEC_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVCODEC New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVCODEC_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avcodec-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVDEVICE_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVDEVICE New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVDEVICE_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avdevice-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVFORMAT_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVFORMAT New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVFORMAT_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avformat-52.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVUTIL_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/LIBAVUTIL New Value (Enter to keep current value): Variable Name: FFMPEG_LIBAVUTIL_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/avutil-49.lib New Value (Enter to keep current value): Variable Name: FFMPEG_LIBSWSCALE_INCLUDE_DIRS Description: Path to a file. Current Value: F:/dev/ffmpeg/SDK/include/libswscale New Value (Enter to keep current value): Variable Name: FFMPEG_LIBSWSCALE_LIBRARIES Description: Path to a library. Current Value: F:/dev/ffmpeg/SDK/lib/swscale-0.lib New Value (Enter to keep current value): Variable Name: FFMPEG_ROOT Description: Location of FFMPEG Current Value: F:/dev/ffmpeg/SDK/include New Value (Enter to keep current value): 2009/3/19 Carlos Sanches ces...@gmail.com Hi Adrian ! ok, I have the ffmpeg installed . I use it to convert my movies. Now I m seeing in ccmake configure list . but have some options that I dont know what I have to put there. the options are : FFMPEG_LIBAVCODEC_INCLUDE_DIRS /usr/include FFMPEG_LIBAVCODEC_LIBRARIES /usr/lib/libavcodec.so FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_INCLUDE_DIRS-NOTFOUND FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_LIBAVDEVICE_LIBRARIES-NOTFOUND FFMPEG_LIBAVFORMAT_INCLUDE_DIR /usr/include FFMPEG_LIBAVFORMAT_LIBRARIES /usr/lib/libavformat.so FFMPEG_LIBAVUTIL_INCLUDE_DIRS /usr/include FFMPEG_LIBAVUTIL_LIBRARIES /usr/lib/libavutil.so FFMPEG_LIBSWSCALE_INCLUDE_DIRS /usr/include FFMPEG_LIBSWSCALE_LIBRARIES /usr/lib/libswscale.so FFMPEG_ROOT The options that I believe that must be wrong are: FFMPEG_LIBAVDEVICE_INCLUDE_DIR FFMPEG_LIBAVDEVICE_LIBRARIES FFMPEG_ROOT What I have to do in these options ? tks 2009/3/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Carlos You have to donwload ffmpeg and build the plugin by setting up the right parameters in cmake. then osg will build the ffmpeg plugin as well as the other 3rd party plugins will be build. adrian 2009/3/18 Carlos Sanches ces...@gmail.com Hi Robert. I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the plugin for ffmpeg . this is correct ? I put this in my code ... std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); but how I know if it is using ffmpeg ? tks 2009/3/16 Robert Osfield robert.osfi...@gmail.com Hi Carlos, Have a look at the osgmovie example for guidance, it'll boil down to reading a image, and assing to the a textured quad. Right now you'll need to preload the ffmpeg plugin as osgDB won't yet automatically alias the movie extensions to ffmpeg. On the movie command line you use the option -e ffmpeg to pre load the plugin. Programatically you'd use: std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Robert. 2009/3/16 Carlos Sanches ces...@gmail.com Hi all ! I downloaded osg 2.9.1 . I m using pImageStream = dynamic_castosg::ImageStream*(hudImage); to open a movie. What have I to do to use ffmpeg to read my movies ? tks ___ 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] What about User-Meeting in Europe - osgInEurope?
Switzerland == 3 2009/2/24 Art Tevs osgfo...@tevs.eu Hi David, all, here is the current overview about the voting: Paris, France [ 5 ] Marseile, France [ 0 ] Strassbourg, France [ 1 ] Prague, Czech Republic [ 1 ] Genova, Italy [ 0 ] Brussel, Belgium [ 2 ] Zuerich, Switzerland [ 1 ] Luxembourg, Luxembourg [ 1 ] Munich, Germany [ 0 ] Frankfurt Am Main, Germany [ 0 ] Stuttgart, Germany [ 0 ] Total votes: 11 So currently Paris is the leader. I think, I'll let the poll open until the 01.04.2009. Hence, vote for your city where do you want to have next osgInEurope - OSG user meeting/conference. Best regards, Art P.S. As to the video conference - I will try to find out, which hardware we will need. If somebody do know something interesting, then let us know ;) P.P.S This is a reminder mail, to push this thread up ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7349#7349 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Switzerland :-) /adrian 2009/2/18 Cedric Pinson morni...@plopbyte.net Hi all, I vote for Paris :) or near france :) Cheers, Cedric Art Tevs wrote: Hi all, there is currently only 7 votes now and they are all spread out over the europe. Hence, don't be shy and vote for the next osg meeting in europe ;)!!! Best regards, art P.S. From now on, I will post frequently (once a week) about the polling of the next user meeting. So that nobody overlook it ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6993#6993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Nice blender (Real Time)
http://www.bulletphysics.com/Bullet/wordpress/uncategorized/blender-248-to-receive-real-time-bullet-soft-bodies-in-game-engine -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Memory Leak ... Windows
Hi Robert, Since i am member of the osg-user mailing list, we get each month a least one guy asking the community about the problem of memory leak in OSG core. The problem is simply to say, that the most of them are working with 3rd party tools like bound checkers and they trust them. Of course the bound checkers and alos others are greate. but not right working with our library. So i would propose a own written C++ memory leak detector. I still posted the memory leak detector two weeks ago, but if we would like to integrate it in the next release it would be possible. Unfortunately it's only working under windows and _MSV_VER 1399 (MSVS C++ 2005). Or we could at least post the code in some way. I don't right know where and how, but it would be possible. what are you thinking about? Do you still check osg against some memory leak detector? /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3.0 or 2.10?
Hi all, i don't understand why we should rewrite the whole openscenegraph core? Is the good old openGL and openscenegraph that faraway from openGL CL/openGL ES/.. How long does it take to port the whole greate functionality from osg2 to osg3? And how would it be possible to port the application form osg2 to osg3 or should we restart our development once we get osg3 because the osg2's API so different from osg3? I don't understand all of the problem. is the openGL close to death and we have to restart the greate osg2 lib. rewrite the core means, what will happen with osg2 applications, new features will no longer be added to the API (in long term view) and than the osg based application have to die, and the new application has to become new written. or what will the graphic industry do in near and long term future. i am not as close as some of the community are in the graphic community, i am closer to computer vision :-( :-) I undestand that we may have to overthink some part of the core to support new ideas in the graphic world. RealTimeRayTracer, ... ,... ,.. ,.. But openscenegraph is one of the best graphic engine currently in the world of computer graphics render engine. /sorry that i don't really understand the question and the problem we will get with osg2 adrian 2009/2/5 Cedric Pinson morni...@plopbyte.net Anyway i will help to host if it helps Cheers, Cedric Sukender wrote: Hi JS and Cédric, I'm a bit more in favor of what JS says. I agree that when the Forge is down it's really annoying, but centralizing all OSG related projects seem worth using a kind of forge (or something else). We really should avoid them dying by helping people maintaining them. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 05 Feb 2009 17:49:57 +0100, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com a écrit: Hi Cedric, In theory the idea is cool but if people dont fill the current wiki why they will take energy to fill a forge ? I think it requires no more energy than hosting your project on your own site, or a site like SourceForge or Google Code. The difference is that it would be centralized, with an easy way to add maintainers, to generate interest in projects, to search, etc. A list of nodekits on the wiki, where links become broken and there is no way of knowing if a project is actually any good, doesn't help at all. And personnally if there is no support for git/mercurial i prefer to host the project where i can use those tools. You could always host your own version control repository, and use the forge's version control as a mirror. Plus I think some of the software supports Mercurial at least (mozdev does, why not others?) I think the main problem is to reference project, not to host them Maybe we just need to improve the reference of project on osg trac or a better categories... No, I think the main problem is generating interest and ensuring a project stays alive. A dumb project list does not help there. As it is now, a project is one person's pet and if that person stops maintaining it, it dies. Handing over project ownership does not happen when a project is one person's pet. Unless the project is on SourceForge or Google Code, but then we have the problem of having lots of projects on different systems using different tools to maintain them. I think we need a better balance between consolidation and distribution. Being too decentralized is not good either. Anyways, we'll see. J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3.0 or 2.10?
Ok, i see. The OpenGL 3 API will completly change. And for this, we will have to rewrite the OpenSceneGraph core. But the scene graph it selfs could (may) be the same or very similar. that would be greate. i thought the we will to rewrite the whole code, this would be much much much work, and even for debugging ... /thanks for the short answer 2009/2/5 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, i don't understand why we should rewrite the whole openscenegraph core? Is the good old openGL and openscenegraph that faraway from openGL CL/openGL ES/.. OpenGL ES and OpenGL 3.0 will drop the fixed pipeline. So OSG's core functionality (state attributes for each fixed pipeline state) will have to be replaced with a shader-based architecture. I guess most of the API could be the same (nodes, groups, geodes, parents, children, etc.) but the rendering back-end will have to be almost totally different. Anyways, it's still a ways off. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple GPU
Hi UFUK ? it would be greate to get see working osg with such high-end technology. may you should use equalizer and openscenegraph doing this. adrian 2009/2/4 ufuk gun ufuk@gmail.com Hi, I have to do a simulation project which needs 8 screens. This system likes a dome. so i want to ask few questions about this: 1) i want to use multiple gpu's. So is there a limit on number of gpu's on a pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8 screen with viewer? 2) how can i set which gpu render which screen. is there an auto management system in viewer? if i have screens which have resolutions like 8x1280x1024 or 4x2560x1024 or any other combination of this, should i do an extra thing for this? 3) do you think i will have a critical frame rate problem if i render 8 screens. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CPU usage
Greate news (or bad news) that means we have not a windows issue. what happens when you switch to singelthreaded ? /adrian 2009/2/1 Simon Loic simon1l...@gmail.com Hi, in my case when I am runing osgviewer on a ubuntu distribution with 4 cores I get 25% of cpu, which means that one of my cores is over used. One of my colleagues have exactly the same behavior. Thus I don't think this is windows related only. On Sun, Feb 1, 2009 at 2:55 PM, Glenn Waldron gwald...@gmail.com wrote: Adrian, I have observed an intermittent problem on Windows in which osgviewer starts up using a high CPU %, but then cycling through the threading modes with 'm' makes the problem go away - even when you return to the mode in which you started. I never did figure out why. Just a data point... Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Sun, Feb 1, 2009 at 7:45 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Cory, I am working with Windows Vista dual core system. I get 50% CPU usage when i am running osgviewer cow.osg if i start osgviewer cow.osg --SingleThreaded i have no longer 50% CPU usage , now i have about 0.5-3% CPU usage ! i am very busy at the moment, but may tomorrow i will debug the OSG core, may there is a bug inside or a thread running at max. or robert has some idea,where i can start with debugging. may it's a windows vista bug adrian 2009/2/1 Robert Osfield robert.osfi...@gmail.com Hi Cory, I'll have to defer to others on the situation under Windows when doing remote desktop. My guess is that it's likely to be a driver issue. Robert. On Sat, Jan 31, 2009 at 3:27 PM, Cory Riddell c...@codeware.com wrote: I'm not sure about vysync. I'll look that up and check it. I thought about the possibility of it being a debug build and I don't think that's it. In my bin directory I have osgviewer.exe at 25,600 bytes and osgviewerd.exe at 81,920 bytes. Both executables give me the same CPU pegging behavior (as observed by SysInternals Process Explorer). My command line is osgviewer.exe --window 100 100 200 200 cessna.osg. My video card is an ATI FireGL V7700 and the drivers are up to date. Ah- I just noticed something-- an error message: Windows Error #127: [Screen #0] ChooseMatchingPixelFormat() - wglChoosePixelFormatARB extension not found, trying GDI. Reason: The specified procedure could not be found. I'm running over remote desktop right now, so perhaps that's related. I don't recall seeing this error message before. Cory On Sat, Jan 31, 2009 at 3:54 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Cory, It's not normal to have this high level of CPU usage for this model, the expceptions to this would be: You have vysync switched off, so the app is racing as fast it can to dispatch frames You've compiled the OSG with debug build. Robert. On Fri, Jan 30, 2009 at 8:36 PM, Cory Riddell c...@codeware.com wrote: When I run the osg viewer app and load just about any osg file (like cesna.osg), my CPU usage is a constant 23% - 30%. This is with no interaction, it is basically using an entire CPU core. Fortunatelly I have a 4 core machine, so it hasn't been a problem so far, but I'm wondering what this means for single core machines (which most of our customers have). Is this typical? Cory ___ 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 -- Adrian Egli ___ 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 -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users
Re: [osg-users] Histroy Buffer Implementation / Suggestion
Hello all You should use lispsm or pssm shadow : even for terrain this gives nice looking shadows (with pssm you can limit the max far distance, use this say 250m, and you will get nice shadows) but once we have the latest idea implemented, the shadow quality gets much better, this would be of sure true, but may the performance will be very bad. so i am looking for high performance and robust technic. I don't really like to implement this with osgPPU, because of the problem robert told (see submission discussion) not tha osgPPU is bad, but it would better be nicely integrated into osg and osgShadow, not only for osgShadow and its quality the histroy buffer could have high impact, also for others shaders. Then for the default shader in openscenegraph may we should think to redesign them, because actually we have shaders in shadow, ... , but each of the re-writes the very basics, may we could think about of GLSL shader modules, code modules then we can put them together, this would be greate. i have some idea how this could be solved. but i have to think about more of this idea. /adrian 2009/2/1 Simon Loic simon1l...@gmail.com It would be very interested to see the resulting shadows of this method in osg. I'am currently using the basic shadow technic and the rendering is so aliased! Maybe I'am not using it in the right way. On Fri, Jan 30, 2009 at 4:44 PM, Art Tevs stud_in...@yahoo.de wrote: Hi Adrian, for all 2D effects there exists already a pipeline with couple of examples (gauss blurr, depth of field, hdr and so on), however you maybe have heard about it already. Take a look into osgPPU. I took a small look into the paper and saw that the main method is just to combine N previous images in some sense together to achieve nice results. As you said, using the history buffer. Using pure osg components, one could for example setup N cameras with corresponding textures and switch them framewise. Then current rendering camera use the input of other N-1 cameras to produce its new output. Using osgPPU, I would suggest to implement new class UnitHistoryBuffer, which will do this trick, by collecting the inputs in some buffer, e.g. 3D texture or 2D texture array. Output of this unit can then be combined with current rendering camera in the way as described in the paper. This shouldn't be a big trick, yeah, maybe I can do this for the upcoming v0.4 release ;) I am wonder if one could use this technique for some sreen space effects, not only for motionblur, but also for optical flow detection or something similar ??? Maybe for something like hybrid ray tracing approach, where some kind of heuristic function could use this information to retrace only neccessary rays. cheers, art -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=5545#5545 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Loïc Simon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shutting down OSG
Did the code help ? /adrian 2009/1/30 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Hi Robert, Cory, I implement some weeks before a memory leak detector for VS 2005 and cleaned up the code that all of my objects get right removed from memory now, espacially i had some bad behaviour before cleaning up my webbased rendering plugin, after removing all memory leak even quicktime get closed without any crashes. so it's really important that all allocated memory gets fine removed. the plugin don't have some leaks coming through the OSG core, and believe me: our application is much more complex than just use some geometry nodes. and i can say that the osg core should be free of any memory leak, i suggest using in all user application the ref_ptr concept which robert is using in the core of osglib then you don't get some leaks. I also believe that there is also many false positives... Here is the code you should use : // memory leak check ... --- MEM_LEAK_BASE.h --- --- Just include this in each CPP file #ifdef MEM_LEAK_CHK #include DbgMemoryImpl.h #endif --- i hope this works also /adrian 2009/1/30 Robert Osfield robert.osfi...@gmail.com Hi Cory, I believe the are bugs in the memory tracking support in VS, especially when using MFC, that produce many false positives. You'll need to get more info about this from VS experts though, the last time I used VS was in the last Century! Robert. On Fri, Jan 30, 2009 at 3:32 PM, Cory Riddell c...@codeware.com wrote: After my (MFC) app ends, the output window in Visual Studio fills with a bunch of this: Detected memory leaks! Dumping objects -{164} normal block at 0x02A54248, 128 bytes long. Data: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 {163} normal block at 0x02A541A8, 96 bytes long. Data: c F8 87 63 01 00 00 00 00 01 00 00 00 00 00 00 00 {161} normal block at 0x02A54068, 64 bytes long. Data: OpenThread v1.2p 4F 70 65 6E 54 68 72 65 61 64 20 76 31 2E 32 70 I'm just getting started with OSG. I'm using it to render geometry from Granite (the geometry kernel from the Pro/ENGINEER people, just getting started with this too). Both libraries have their own reference counted pointer types and they function a bit differently so I'm probably just abusing one or the other. Normally I can just pick one of the allocation numbers from the dump (161, 163, and 164 above) and tell the debugger to stop there, but for some reason that isn't working. If I have time later today, I'm going to instrument everything with BoundsChecker and run it again. Cory On Fri, Jan 30, 2009 at 9:08 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Cory, The OSG users ref counting, so if all external references to the scene and viewer are removed then all the associated resources should be deleted automatically. If you app keeps any references to this data then it'll stay around until these references are removed. If you've enabled caching in the osgDB::Registry then it can keep around a reference for loaded objects in its cache, so clearing this would be required. Also if you app loads OSG plugins as part of loading your data then one could see this as items you might want to unload. BTW, what makes you think that things aren't being released? Robert. On Fri, Jan 30, 2009 at 2:57 PM, Cory Riddell c...@codeware.com wrote: Is there a correct way to stop OSG and free all the resources that have been acquired by without stopping the application? I thought that when my osgViewer::Viewer instance went out of scope, everything would be released, but that doesn't seem to be the case. cory ___ 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] CPU usage
Hi J-S i am working with NVidia GPU, and i have same behaviour. So there should be another problem than the busy wait. Of course can VSync give some problem in performance or at least we get a smaller FPS displayed. But here we have some strang behavior of our osgViewer (renderer). My there is a bug inside the synchronisation. But what i guess is: When we are running under --SingleThreaded : bool GraphicsWindowWin32::realizeImplementation() wglMakeCurrent SwapBuffers all are called in the same thread. if we are working without singlethreaded option, then the realize get call in the master thread and in the others wgl based method call get called in a second thread. may the operating system (driver) understand, that there must be more than one thread in the world and starts an extra synchronisation which cause the CPU overload. /adrian 2009/2/2 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Cory, I'll have to defer to others on the situation under Windows when doing remote desktop. My guess is that it's likely to be a driver issue. Well, using Remote Desktop adds a variable into the mix for sure, so eliminating this and running the app locally would eliminate one possible thing. About one core being pegged, some video drivers implement vsync as a busy wait, which means that the CPU is not really pegged, it just looks like that. If you were to actually run real code on that core, along with OSG, you would see that that code would run at a normal speed because the vsync busy wait would relinquish the CPU while it's waiting for the next frame to start. So my guess is that your ATI drivers are doing this, and what you're seeing is just the idle time between frames being counted as active time by Process Explorer because it's implemented as a busy wait. Of course, I'm speculating here, you'll have to run a real app (not just osgviewer) to see for yourself. Note also that ATI's OpenGL drivers have never been the best... Though they say they're getting better, they have a long way to go. So there might be some of that here. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CPU usage
Hi Cory, I am working with Windows Vista dual core system. I get 50% CPU usage when i am running osgviewer cow.osg if i start osgviewer cow.osg --SingleThreaded i have no longer 50% CPU usage , now i have about 0.5-3% CPU usage ! i am very busy at the moment, but may tomorrow i will debug the OSG core, may there is a bug inside or a thread running at max. or robert has some idea,where i can start with debugging. may it's a windows vista bug adrian 2009/2/1 Robert Osfield robert.osfi...@gmail.com Hi Cory, I'll have to defer to others on the situation under Windows when doing remote desktop. My guess is that it's likely to be a driver issue. Robert. On Sat, Jan 31, 2009 at 3:27 PM, Cory Riddell c...@codeware.com wrote: I'm not sure about vysync. I'll look that up and check it. I thought about the possibility of it being a debug build and I don't think that's it. In my bin directory I have osgviewer.exe at 25,600 bytes and osgviewerd.exe at 81,920 bytes. Both executables give me the same CPU pegging behavior (as observed by SysInternals Process Explorer). My command line is osgviewer.exe --window 100 100 200 200 cessna.osg. My video card is an ATI FireGL V7700 and the drivers are up to date. Ah- I just noticed something-- an error message: Windows Error #127: [Screen #0] ChooseMatchingPixelFormat() - wglChoosePixelFormatARB extension not found, trying GDI. Reason: The specified procedure could not be found. I'm running over remote desktop right now, so perhaps that's related. I don't recall seeing this error message before. Cory On Sat, Jan 31, 2009 at 3:54 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Cory, It's not normal to have this high level of CPU usage for this model, the expceptions to this would be: You have vysync switched off, so the app is racing as fast it can to dispatch frames You've compiled the OSG with debug build. Robert. On Fri, Jan 30, 2009 at 8:36 PM, Cory Riddell c...@codeware.com wrote: When I run the osg viewer app and load just about any osg file (like cesna.osg), my CPU usage is a constant 23% - 30%. This is with no interaction, it is basically using an entire CPU core. Fortunatelly I have a 4 core machine, so it hasn't been a problem so far, but I'm wondering what this means for single core machines (which most of our customers have). Is this typical? Cory ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What about User-Meeting in Europe - osgInEurope?
Hi all i am also interested in EuropOSG meeting, switzerland can be a nice option (luzern my home country (canton) :-) ) but we have no osgEarth to get the country and cities ,,, brussel / holland :-) ? adrian 2009/2/1 Art Tevs stud_in...@yahoo.de Hi Robbert, oh, true Brussel is not in the Netherlands ;) Sorry, my fault! Aha, a military conference?! Of course we could do that, however it is already in around 3 months, hence I am not sure if this time is enough to organize a small osg-meeting/conference. Cheers, art Robbert wrote: osgHi, I did not know Brussels was located in the Netherlands [Shocked] Now i mention Brussels How about a user meeting at the ITEC conference ( http://www.itec.co.uk/) in Brussels 12-14 may? There will be alot of OSG user around at that event. Robbert -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=5603#5603 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Histroy Buffer Implementation / Suggestion
Hi all, i would like to start with a very new technology for anti-aliasing / shadow quality increase based on history buffer technique, http://www.cg.tuwien.ac.at/research/publications/2007/Scherzer-2007-PCS/ How should i implement this with pure openscenegraph concepts, and what is important for the future with such a base technology. Just start with an new example, and once we have it - porting? Or is there still a concept how we can implement such features, event gauss blur filter could be implement as a 2D engine pipeline (ITK Filters like :-) ) may this would be greate for special effects, aa and so on /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] shutting down OSG
-openscenegraph.org -- Adrian Egli // -- // Adrian Egli (C) 2008-2009 AS Software GmbH ; http://3d.assoftware.ch // -- #define WEBADDONBASE_LIBRARY //all implementation files has to use the macros include (memory check, and much more features) #include MLDBase.h #include DbgMemory.h using namespace WebaddonBase; #ifdef MEM_LEAK_CHK #include DbgMemoryImpl.h #endif /// // static members int DbgMemory::s_InNewOperation_Guard_Flag = 0; int DbgMemory::s_BlocksAllocated = 0; std::string DbgMemory::s_LastMemoryOperationInfo; bool DbgMemory::s_Leak_Listening = false; // // avoid compiler warning C4251 typedef std::mapvoid*,std::string MemoryInfoMap; static MemoryInfoMap s_DbgMemory_MemoryInfoMap; // int DbgMemoryAllocHook( int nAllocType, void * pvData, size_t nSize, int nBlockUse, long lRequest, const unsigned char * szFileName, int nLine ) { #ifdef _DEBUG #ifdef MEM_LEAK_CHK char *operation[] = { , allocating, re-allocating, freeing }; char *blockType[] = { Free, Normal, CRT, Ignore, Client }; if ( nBlockUse == _CRT_BLOCK ) // Ignore internal C runtime library allocations return( 1 ); if ( nLine 0 ) { WebaddonBase::DbgMemory::s_LastMemoryOperationInfo.clear(); char cFileName[1024]; WEBADDON_SPRINTF(cFileName,%s,szFileName); char cLine[8]; WEBADDON_SPRINTF(cLine,%i,nLine); WebaddonBase::DbgMemory::s_LastMemoryOperationInfo = cFileName; WebaddonBase::DbgMemory::s_LastMemoryOperationInfo += @; WebaddonBase::DbgMemory::s_LastMemoryOperationInfo += cLine; WebaddonBase::DbgMemory::s_LastMemoryOperationInfo += {; char cSize[8]; WEBADDON_SPRINTF(cSize,%i,nSize); WebaddonBase::DbgMemory::s_LastMemoryOperationInfo += cSize; WebaddonBase::DbgMemory::s_LastMemoryOperationInfo += bytes }; } #endif #endif return( 1 ); // Allow the memory operation to proceed } // DbgMemory::DbgMemory() { #ifdef _DEBUG #ifdef MEM_LEAK_CHK _CrtSetDbgFlag( _CRTDBG_LEAK_CHECK_DF | _CRTDBG_CHECK_CRT_DF); #endif #endif } DbgMemory::~DbgMemory() { #ifdef _DEBUG #ifdef MEM_LEAK_CHK _CrtSetDbgFlag( _CRTDBG_LEAK_CHECK_DF | _CRTDBG_CHECK_CRT_DF); #endif #endif } void DbgMemory::reportLeaks(){ if ( DbgMemory::s_Leak_Listening ) { std::cout --- std::endl; std::cout Memory Leak Report ... [ SVNVersion::getSVNVersion() ] std::endl; std::cout --- std::endl; int iCount=0; for (MemoryInfoMap::iterator it=s_DbgMemory_MemoryInfoMap.begin();it!=s_DbgMemory_MemoryInfoMap.end();it++) { std::cout { ++iCount }\tit-first - it-second std::endl; } std::cout ... std::endl; std::cout iCount leaks located \t DbgMemory::s_BlocksAllocated std::endl; std::cout --- std::endl; } } bool DbgMemory::markFree(void* key){ if ( DbgMemory::s_Leak_Listening ) { MemoryInfoMap::iterator it=s_DbgMemory_MemoryInfoMap.find(key); if ( it!=s_DbgMemory_MemoryInfoMap.end() ) { s_DbgMemory_MemoryInfoMap.erase(it); return true; } return false; } return false; } bool DbgMemory::markAlloc
[osg-users] Slaves with different window size
Hi Robert, for each slave camera, osg overwrites the projection matrix (each frame). what happends when i have a slave with w=1,h=1 and a second w=2,h=1 -the aspection ratio should be different, but i get wrong output. i believe that the aspect ratio gets overwritten with the master cams, this is for example similart to the first slave w=1,h=1. do i right understand the osg? if yes, how should if fix this issue in our appliction adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Slaves with different window size
Sorry Robert, I should precise in detail my problem. Each slave gets updated each frame. osg54-osgd.dll!osg::View::updateSlave(unsigned int i=0) Line 154C++ osg54-osgd.dll!osg::View::updateSlaves() Line 144 + 0xc bytesC++ osg54-osgViewerd.dll!osgViewer::Viewer::updateTraversal() Line 927 + 0xe bytesC++ osg54-osgViewerd.dll!osgViewer::ViewerBase::frame(double simulationTime=1.7976931348623157e+308) Line 607 + 0xf bytesC++ And the slave gets the master camera's projection matrix * offset. so what happends when we resize the master camera, the aspect ration gets changed, and then it has also an impact to the slave camera. so should we apply an slave inverse master projection * slave projection = slave._projectionOffset, make not much sense w.r.t. performance or should be change to Reference Frame : Absolute, and update each time the view matrix externally. or should be fix this in the code. void View::updateSlave(unsigned int i) { if (i = _slaves.size() || !_camera) return; Slave slave = _slaves[i]; if (slave._camera-getReferenceFrame()==osg::Transform::RELATIVE_RF) { slave._camera-setProjectionMatrix(_camera-getProjectionMatrix() * slave._projectionOffset); slave._camera-setViewMatrix(_camera-getViewMatrix() * slave._viewOffset); } slave._camera-inheritCullSettings(*_camera, slave._camera-getInheritanceMask()); } 2009/1/26 Robert Osfield robert.osfi...@gmail.com Hi Adrian, You can control the management of the projection matrix w.r.t resizing via osg::Camera methods. I can't recall them off the top of my head, go have a browse. Robert. On Mon, Jan 26, 2009 at 10:20 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, for each slave camera, osg overwrites the projection matrix (each frame). what happends when i have a slave with w=1,h=1 and a second w=2,h=1 -the aspection ratio should be different, but i get wrong output. i believe that the aspect ratio gets overwritten with the master cams, this is for example similart to the first slave w=1,h=1. do i right understand the osg? if yes, how should if fix this issue in our appliction adrian -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ideas for OSG v3.0 or how to make it younger :)
Suite that is collection of related libraries/applications, with a scene graph one element of the suite, then you'd have extra libraries, exporters, applications all populate this suite. The suite would contain optional components that could be selected from to provide the tools required for different apps. Modern linux packaging repositories provide this model and the scale of 10's of thousands of compatible libraries and applications. Robert. On Fri, Jan 23, 2009 at 5:34 PM, Art Tevs stud_in...@yahoo.de wrote: Hi folks, The community becames bigger and bigger and there are more and more projects/nodekits which offers additional features to osg. And therefor I think OSG 3.0 is the best time to refactor the whole nodekit maintaining structure. Hence here are couple of ideas, how to do so. In my opinion, nodeKits/plugins which were not lucky to be included into osg main core wouldn't survive, because the people would just forget about them. Making everyday advertisment, that this and this nodekit does provide the functionality you are looking for is also not the solution. New users are not used to read wiki pages or search in google, they do not even read ReadMes which are essential for proper work. They just download and compile the osg and want to have either an example showing how to do it or try to reinvent the wheel everytime again and again. Nodekits which are then not included in the main core (or better say: main download) are not noticed by users. What I propose is to rearrange/refactor/cleanup osg main core to basic functionality of a scene graph, so to remove everything which has nothing to do with a scene graph on its own. Then provide something like official category of nodekits, where all previuosuly filtered nodekits would be moved. Robert will became main maintainer, who is responsible for the whole code and for bringing the category maintainers together. A category maintainer is responsible for his category and maintainers of each individaul projects which are covered by his category. The individual maintainer is responsible only for its own project. This would create some kind of hierarchy of nodekits and its maintainers, which would make the further development of OpenSceneGraph more flexible, I think. All the maintainers of the nodekits should get their own svn permissions to being able to commit to the svn, however only to their own projects. Maintainers of a category would get responsible to bring all the projects into one NodeKit-Pack/Category-Pack and make sure, that the pack is compileable and compatible with current osg version. This will free up Robert, who is spending maybe his whole time to the project, and will also make the decision about new features more democratic :) What I imagine is that when you download osg you get just the basic functionality and nothing more. Then you decide to have gui functionality, hence you download the GUI-NodeKit and you get the osgGA, osgWidget, osgText and other nodekits which are still marked as official OSG GUI nodekits. All that nodekits/nodekit categories provided on the main webpage are officialy validated. Projects which are like to became officialy validated, would have to be investigated by the main maintainer (Robert) and by the submaintainer, responsible for the nodekit group where the new project like to be included in. Release of osg 3.0 will be a good point to do so, because the backward compaitibility has no to be fully supported as it was done during the 2.x development. And my personal opinion is, that this kind of project development will make it more flexible and will let evaluate the OpenSceneGraph faster, which more or less became a game engine rather than a scene graph ;) Best regards, art -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=5006#5006 ___ 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 -- Ing. Mario Valle Data Analysis Group | http://www.cscs.ch/~mvalle Swiss National Supercomputing Centre (CSCS) | Tel: +41 (91) 610.82.60 v. Cantonale Galleria 2, 6928 Manno, Switzerland | Fax: +41 (91) 610.82.82 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release
VS 2005 c++ : OK Adrian 2009/1/24 Paul Melis osg-us...@assumetheposition.nl Robert Osfield wrote: Hi All, I would like to finish this week with a 2.7.9 dev release, could users do a check out of svn/trunk and let know if your build succeeds/or where it fails. With xine-lib-1.1.15 I get: [ 83%] Building C object src/osgPlugins/xine/CMakeFiles/osgdb_xine.dir/video_out_rgb.o /home/melis/c/osg/svn/trunk/src/osgPlugins/xine/video_out_rgb.c: In function 'rgbout_update_frame_format': /home/melis/c/osg/svn/trunk/src/osgPlugins/xine/video_out_rgb.c:2385: warning: 'xine_xmalloc' is deprecated (declared at /usr/include/xine/xineutils.h:624) /home/melis/c/osg/svn/trunk/src/osgPlugins/xine/video_out_rgb.c:2388: warning: 'xine_xmalloc' is deprecated (declared at /usr/include/xine/xineutils.h:624) /home/melis/c/osg/svn/trunk/src/osgPlugins/xine/video_out_rgb.c:2391: warning: 'xine_xmalloc' is deprecated (declared at /usr/include/xine/xineutils.h:624) /home/melis/c/osg/svn/trunk/src/osgPlugins/xine/video_out_rgb.c:2397: warning: 'xine_xmalloc' is deprecated (declared at /usr/include/xine/xineutils.h:624) xine_xmalloc() seems to have been deprecated since 1.1.13 with the following message: * The behaviour of this function differs from standard malloc() as * xine_xmalloc(0) will not return a NULL pointer, but rather a * pointer to a memory area of size 1 byte. * * The NULL value is only ever returned in case of an error in * malloc(), and is reported to stderr stream. * * @deprecated This function has been deprecated, as the behaviour of * allocating a 1 byte memory area on zero size is almost * never desired, and the function is thus mostly misused. Are you relying on the 1-byte-allocate-for-size-0 feature in the xine plugin? Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Bug Report: Windows GraphicContext Size, latest SVN Version
Hi Robert, There is a bug in the osgViewer behaviour. set OSG_WINDOW=100 100 512 512 osgviewer model press 'F' Toggle fullscreen - just 512x512 are rendered once we start without the OSG_WINDOW env var. it works without any problem /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug Report: Windows GraphicContext Size, latest SVN Version
i am working with windows vista,may this cause the problem /adrian 2009/1/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, There is a bug in the osgViewer behaviour. set OSG_WINDOW=100 100 512 512 osgviewer model press 'F' Toggle fullscreen - just 512x512 are rendered Can't repro here. Both set OSG_WINDOW=100 100 512 512 osgviewer cow.osg (then press 'f') and osgviewer --window 100 100 512 512 cow.osg (then press 'f') work as expected. The graphics take up the whole screen. Can you trace in the osgViewer::WindowSizeHandler, in the handle() method where the 'f' key is pressed, what happens and why it doesn't work on your side? Perhaps it's driver related? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add / Remove Slave
Thanks a lot /adrian 2009/1/21 Robert Osfield robert.osfi...@gmail.com Hi Adrian, If you want to add and remove slaves from a view at runtime you will need to stop the threading of the viewer via viewer.stopThreading(), then add/removeSlave() call realize on any new graphics contexts then call startThreading(); Robert. On Wed, Jan 21, 2009 at 7:27 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi i am wondering who i can add / remove slave cameras at runtime. with different rendering context, embeded full screen, on different screens. I get opengl state bugs, do i need to share opengl from master camera ? can i not remove the very master camera? or what is the correct concept. adrian -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add / Remove Slave
osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-hostName = si.hostName; traits-displayNum = si.displayNum; traits-screenNum = si.screenNum; traits-x = 0; traits-y = 0; traits-width = width; traits-height = height; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-getCamera()-getGraphicsContext(); i share the context, when i remove the slave, i will loose all textures (:-)) 2009/1/21 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Thanks a lot /adrian 2009/1/21 Robert Osfield robert.osfi...@gmail.com Hi Adrian, If you want to add and remove slaves from a view at runtime you will need to stop the threading of the viewer via viewer.stopThreading(), then add/removeSlave() call realize on any new graphics contexts then call startThreading(); Robert. On Wed, Jan 21, 2009 at 7:27 AM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi i am wondering who i can add / remove slave cameras at runtime. with different rendering context, embeded full screen, on different screens. I get opengl state bugs, do i need to share opengl from master camera ? can i not remove the very master camera? or what is the correct concept. adrian -- Adrian Egli ___ 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 -- Adrian Egli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] moving a vehicle at constant velocity
There is a simulation time in the osg core. i would use this time as base of a simulation. and my you should have a look at simulation libaray 2009/1/21 Alfonso Callejo Goena alcall...@gmail.com Hello: I am trying to move a vehicle on scene by means of an update callback. It should be a realistic simulation, and I want the vehicle to move, for instance, at a constant velocity of 5 m/s. The callback function I have written has the following aspect: osg::Matrix mT, dmT; // global variables containing the current and differential translations of the vehicle class myUpdateCallback : public osg::NodeCallback { public: myUpdateCallback() { vehSpeed=5/3.6; // 5 km/h in m/s tLast=0.; } virtual void operator()( osg::Node* node, osg::NodeVisitor* nv ) { osg::MatrixTransform* mTransf = dynamic_castosg::MatrixTransform*( node ); double t = osg::Timer::instance()-time_m()/1000; double dt=t-tLast; dmT.makeTranslate( vehSpeed*dt, 0., 0. ); mT=mT*dmT; tLast=t; mTransf-setMatrix( mT ); traverse( node, nv ); } protected: double tLast; double vehSpeed; }; The thing is that the resulting movement is not smooth, it has discontinuities like little jumps. I think this can be related with the frequency the program performs the callback (around 62 Hz), but I don't know how to solve it. Thank you in advance for your help. Fusu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add / Remove Slave
Thanks for the replay, but i can not find any topic corresponding this contex. I don't know what's going wrong, but if i share an openGL context, say from my master camera and then i suddenly like to close a slave cam, i shouldn't close the shared context. because i still have the current context in use, right? It doesn't delete the master's context, but i loose the textures, may this is what your like to give as hint. but i am not sure whether it removes the textures only. /adrian 2009/1/21 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, i share the context, when i remove the slave, i will loose all textures (:-)) This has been discussed a lot in the past, search the archives. Hint: disable unref textures on apply. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add / Remove Slave
100% right Robert, removing the scene data before closing the context solves the problem The code above should help others having similar issue in the future... /adrian *** m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-stopThreading(); if ( ! m_isFullScreen) { setupSlaves(); for (FullScreenSlaves::iterator it = m_FullScreenSlaves.begin();it!=m_FullScreenSlaves.end();it++){ osg::View::Slave slave = m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-getSlave(*it); slave._camera-removeChildren(0,slave._camera-getNumChildren()); slave._camera-addChild(m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-getSceneData()); } } else { for (FullScreenSlaves::iterator it = m_FullScreenSlaves.begin();it!=m_FullScreenSlaves.end();it++){ osg::View::Slave slave = m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-getSlave(*it); slave._camera-removeChildren(0,slave._camera-getNumChildren()); m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-removeSlave(*it); } m_FullScreenSlaves.clear(); SAFE_FREE_REF(m_GraphicsContext_FullScreen); } m_isFullScreen = ! m_isFullScreen; m_doToogleFullScreen = false; m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-updateSlaves(); m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-startThreading(); 2009/1/21 Robert Osfield robert.osfi...@gmail.com Hi Adrian, The problem might well be that the outgoing context is cleaning up it's scene graph and associated OpenGL without know that they are shared. You could remove the scene graph from the associated camera before closing it to prevent the graphics window automatically cleanly up all associate OpenGL objects. Robert. On Wed, Jan 21, 2009 at 4:14 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Thanks for the replay, but i can not find any topic corresponding this contex. I don't know what's going wrong, but if i share an openGL context, say from my master camera and then i suddenly like to close a slave cam, i shouldn't close the shared context. because i still have the current context in use, right? It doesn't delete the master's context, but i loose the textures, may this is what your like to give as hint. but i am not sure whether it removes the textures only. /adrian 2009/1/21 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi Adrian, i share the context, when i remove the slave, i will loose all textures (:-)) This has been discussed a lot in the past, search the archives. Hint: disable unref textures on apply. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Database Pager Question : What happens when we have missing files...
Hi Robert, What happends when we have missing files on the file system? if the database (file system, http server) don't have all tiles correctly storred or there is a file corruption. In my application the database pager ask hunderds time for the tile, so it will get plenty of request, is there a way to remove such bad tiles, to avoid over load the pager? /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScreenSpaceAmbientOcclusion
Starting point of this first version is this very simple algorithm: http://mikepan.homeip.net/ssaowcn once this will perfectly work, then we can implementing a more complex one. there are many diferent papers describing how we can implementing high quality SSAO /adrian 2008/12/18 Raymond de Vries ree...@xs4all.nl Hi Adrian, This looks very nice! Could you give a little more background info? Did you use the nvidia paper as starting point? E.g. I am curious if this technique is applicable for large outdoor environments. Thanks a lot Raymond Adrian Egli OpenSceneGraph (3D) wrote: Hi Robert, i implement a first version of SSAO effect and i have only one issue left in the implementation. the whole thing works nicely with GLSL shader, mutlipass-rendering when we don't resize the window, actually 512x512. so what sould i do, to replace this issue. ? Another thing is to remove the last pass GLSL shader, is there a way to solve it under common openGL textureing? Mutlitextureing? Or any other idea. This version supports: (Transparant faces: just disable for transparent faces like window, glass the detph writing, the depth buffer will hold only un-transparent z-values (alpha 0.9) ) toggle ssao on/off with key 'a' have a look and i will be happy to get any ideas to improve the stuff. FPS is about 30. /adrian -- Adrian Egli ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ScreenSpaceAmbientOcclusion
Next step will be to implement latest NVidia stuff... http://www.nvidia.com/object/siggraph-2008-HBAO.html 2008/12/19 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com Starting point of this first version is this very simple algorithm: http://mikepan.homeip.net/ssaowcn once this will perfectly work, then we can implementing a more complex one. there are many diferent papers describing how we can implementing high quality SSAO /adrian 2008/12/18 Raymond de Vries ree...@xs4all.nl Hi Adrian, This looks very nice! Could you give a little more background info? Did you use the nvidia paper as starting point? E.g. I am curious if this technique is applicable for large outdoor environments. Thanks a lot Raymond Adrian Egli OpenSceneGraph (3D) wrote: Hi Robert, i implement a first version of SSAO effect and i have only one issue left in the implementation. the whole thing works nicely with GLSL shader, mutlipass-rendering when we don't resize the window, actually 512x512. so what sould i do, to replace this issue. ? Another thing is to remove the last pass GLSL shader, is there a way to solve it under common openGL textureing? Mutlitextureing? Or any other idea. This version supports: (Transparant faces: just disable for transparent faces like window, glass the detph writing, the depth buffer will hold only un-transparent z-values (alpha 0.9) ) toggle ssao on/off with key 'a' have a look and i will be happy to get any ideas to improve the stuff. FPS is about 30. /adrian -- Adrian Egli ___ 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 -- Adrian Egli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org