Re: [osg-users] OpenSceneGraph/osgEarth vs VulkanSceneGraph/vsgpagedlod

2021-03-24 Thread Jason Beverage
Very impressive Robert!  As you said, comparing osgEarth to your example
isn't exactly apples to apples since the implementation under the hood is
quite different but this is still great.

>From what I've seen from your performance reporting, vsg is significantly
faster than osg in most of your tests.  Do you have a feel for how much of
that is just Vulkan being faster than OpenGL vs some of the other
improvements you've made in design decisions of VSG vs OSG?  Are there any
opportunities for porting some of the structures or concepts from VSG back
to OSG to get some of the performance benefits you've seen in VSG in OSG?

Jason

On Tue, Mar 23, 2021 at 4:05 PM Robert Osfield 
wrote:

> Hi Nathan,
>
> On Tue, 23 Mar 2021 at 18:26, Nathan Mielcarek 
> wrote:
>
>> Great news! I look forward to using this in the near future either
>> through OSG directly or osgEarth.
>>
>
> The VSG is intended as the successor to the OSG and would typically be
> used instead of the OSG. The VSG is significantly faster than the OSG but
> is still in development so isn't feature complete and is still a moving
> target.  For now it's something folks who are happy to work on the bleeding
> edge in order to get best performance.
>
> One could integrate OSG/VSG into a single application using OpenGL/Vulkan
> extensions to exchange data between them. Thomas Hogarth didn;'t some work
> on this earlier in the VSG project, this work needs updating and porting to
> work across all platforms.
>
>
>> Was a bit amused by your comment about the accuracy on "finding your
>> house". I think it's a great feature, especially considering how that data
>> can be used by autonomous vehicles eventually.
>>
>
> It's impressive how so much verifiably accurate data is publically
> available, also a bit unnerving.
>
> Cheers,
> Robert,
>
>
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Re: [osg-users] Is the Alphapixel OSG binaries download server down

2018-08-13 Thread Jason Beverage
I'll second vcpkg, I've been using it for building osg and osgEarth related
projects against it recently and it's been awesome.

On Mon, Aug 13, 2018 at 6:08 AM Remo Eichenberger  wrote:

> Hi Chris
>
> Do you use https://github.com/Microsoft/vcpkg for it ? Because it is:
>
> C++ Library Manager for Windows, Linux, and MacOS
>
> But i'm not sure its possible to use multiple versions of same package. I
> haven't found any better package manager (as well no conan).
>
> Cheers,
> Remo
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74504#74504
>
>
>
>
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[osg-users] 'fatal error C1128: number of sections exceeded object file format limit' under MSVC2015

2018-04-18 Thread Jason Beverage
Hi Robert,

I'm compiling the master in debug with MSVC 2015 and running into this
issue again:
http://forum.openscenegraph.org/viewtopic.php?t=16012&start=0&postdays=0&postorder=asc&highlight=

This time it's with Geode.obj

I've added /bigobj just to get it building here locally.  Not sure if there
is anything else we can take out of the headers to slim it down or not.

This is my first time seeing this issue so I'm not 100% sure if it's a good
idea to just enable /bigobj all the time or not.

Jason
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Re: [osg-users] Implement tile-based, large scale 2d map rendering

2016-07-05 Thread Jason Beverage
Check out http://www.osgearth.org, it likely does everything you're trying
to do.

Jason

On Tue, Jul 5, 2016, 5:18 AM Bruno Oliveira 
wrote:

> Hello,
>
>
> can someone give me some hints on where to start implementing a
> tile-based, large scale 2d map renderer? This is similar to, for instance,
> Google maps, i.e., it only shows the visible tiles, and increases scale as
> I zoom in.
>
> I have a large tiled 2d raster map (e.g. 200k x 200k pixels) stored in
> hard disk. Can I add these tiles to a PagedLOD engine?
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Re: [osg-users] Best way to cull object hidden by a mountain

2016-06-27 Thread Jason Beverage
Hey Valerian,

Just curious, but what do you need to do with non georeferenced images that
osgEarth can't do?  Are you providing georeferencing yourself externally?

Jason

On Mon, Jun 27, 2016 at 6:05 AM Valerian Merkling 
wrote:

> Chris, I already try to use osgEarth, it's really good but I can't use it
> :(
> To make it short, osgEarth's way to manage non georeferenced image isn't
> compatible with my needs.
>
>
> Sebastien, I don't need to outline, I need to draw stuff like roads.
> Right now I'm using polygon offset to make sure the red part is drawn
> behind the yellow (you can see it the joined file). It's hard for me to be
> clear with my poor english and my poor understanding of the OpenGL world,
> sorry !
>
> Anyway, using a shader may also be a solution for my roads, I'll try it.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67845#67845
>
>
>
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Re: [osg-users] OpenSceneGraph Travis + Coverity scan up and running

2016-06-23 Thread Jason Beverage
Hey Jordi,

I saw that and I'm going to fix the script so it doesn't run the normal
script, but the main issue is this:
https://github.com/travis-ci/travis-ci/issues/6142

Apparently the coverity addon is broken on travis and it can't download the
coverity tools b/c of an SSL issue. Hopefully they will have that fixed
soon.

Thanks!

Jason

On Thu, Jun 23, 2016 at 12:40 PM Jordi Torres 
wrote:

> Hi Jason,
>
> It seems your coverity scan build is not being launched. Instead of this
> the "script" tag command is the one running.
> Take a look at
> https://github.com/openscenegraph/OpenSceneGraph/blob/master/.travis.yml#L52,
> the "normal" build should not be launched if you are in the
> coverity_branch.
> Also your project should be easier to configure as you are not running
> MacOSX builds, so you are not using a matrix for travis. So in a first look
> I cannot spot anything weird, but make sure the indentation is correct, as
> it seems to be important.
>
> I'm happy to help if I can so feel free to contact me.
>
> Cheers.
>
>
> 2016-06-23 16:54 GMT+02:00 Jason Beverage :
>
>> If it works, it's perfect :)
>>
>> I set something up for osgEarth and it appears to be working, at least
>> for the travis builds.  I haven't seen coverity working yet though.  The
>> travis build on my coverity_scan branch runs to completion and says that
>> it's authorized with coverity and everything, but no coverity activity.
>> How long has it been taking you to see coverity activity on the dashboard
>> once a travis build completes?
>>
>> My travis file for osgearth and coverity is here
>> https://github.com/gwaldron/osgearth/blob/coverity_scan/.travis.yml if
>> any experts want to peek at it ;)
>>
>> Jason
>>
>> On Thu, Jun 23, 2016 at 10:33 AM Robert Osfield 
>> wrote:
>>
>>> Hi Jason,
>>>
>>> On 21 June 2016 at 21:51, Jason Beverage 
>>> wrote:
>>> > Really cool Robert.  I'd love to get TravisCI setup for osgEarth as
>>> well, we
>>> > might pick your brain on it here soon.
>>>
>>> I'm not the one with the skills on settings things up, Jordi and Ralf
>>> were the main driving forces behind making it happen ;-)
>>>
>>> For osgEarth you can look at what we've done with Travis by looking at
>>> the .travis.yml that the OSG now has.  It's not perfect but seems to
>>> be working well now.
>>>
>>> Cheers,
>>> Robert.
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>
>
> --
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>
>
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Re: [osg-users] OpenSceneGraph Travis + Coverity scan up and running

2016-06-23 Thread Jason Beverage
If it works, it's perfect :)

I set something up for osgEarth and it appears to be working, at least for
the travis builds.  I haven't seen coverity working yet though.  The travis
build on my coverity_scan branch runs to completion and says that it's
authorized with coverity and everything, but no coverity activity.  How
long has it been taking you to see coverity activity on the dashboard once
a travis build completes?

My travis file for osgearth and coverity is here
https://github.com/gwaldron/osgearth/blob/coverity_scan/.travis.yml if any
experts want to peek at it ;)

Jason

On Thu, Jun 23, 2016 at 10:33 AM Robert Osfield 
wrote:

> Hi Jason,
>
> On 21 June 2016 at 21:51, Jason Beverage  wrote:
> > Really cool Robert.  I'd love to get TravisCI setup for osgEarth as
> well, we
> > might pick your brain on it here soon.
>
> I'm not the one with the skills on settings things up, Jordi and Ralf
> were the main driving forces behind making it happen ;-)
>
> For osgEarth you can look at what we've done with Travis by looking at
> the .travis.yml that the OSG now has.  It's not perfect but seems to
> be working well now.
>
> Cheers,
> Robert.
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Re: [osg-users] OpenSceneGraph Travis + Coverity scan up and running

2016-06-21 Thread Jason Beverage
Really cool Robert.  I'd love to get TravisCI setup for osgEarth as well,
we might pick your brain on it here soon.

On Tue, Jun 21, 2016 at 5:03 AM Robert Osfield 
wrote:

> With help form Ralf Habacker and Jordi Torress we now have Travis
> build testing and Coverity scan up and running.  If you got to the
> OSG's github page :
>
>https://github.com/openscenegraph/OpenSceneGraph
>
> and look down to the README.md you'll see two little bullet icons:
>
>   [build | passing]  [ coverity | passed 5 new defects]
>
> You can click on the build icon and it'll take you to the Travis build
> logs, and click on the Coverity one and it'll take you to our new
> Coverity analysis page.
>
> For the up coming OpenSceneGraph-3.6 stable release I would like to
> improve the Coverity defect count. I have already made dozens of small
> fixes to code highlight by Coverity, there is still a long way to go.
> For this effort I'd appreciate help from the community :-)
>
> My personally priority is to squash the High priority ones first, then
> move on to Midium and then lower priority ones.  Also defects picked
> up in the core libraries like osg, osgUtil, osgDB, osgGA, osgViewer
> are ones that will benefit the most users.
>
> As well as code fixes just reviewing the defect reports and accessing
> how crucial it is would be helpful.  The Coverity web interface allows
> you to add comments as well as adjust properties/categorization of
> defects.  For this you'll need to either log into via your Github
> account or create a Coverity account.
>
> As work on cleaning up defects progresses I will apply the fixes to
> master as they come in and then every couple of days merge these
> changes as a block to the new coverity_scan branch which will then
> fire off a Coverity scan so we can get an update of how the clean up
> is progressing.
>
> When doing fixes please make sure that you fully understand the code
> you are modifying and the nature of the defect.  It's all too easy to
> fix a warning/defect report on code that was working fine and then
> have the new "improved" code introduce a bug that neither produces
> warning or a Coverity scan.  I say this as I have made this mistake
> myself before, and also spotted such mistakes when merging changes
> from others.
>
> Thanks in advance for you help,
> Robert.
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Re: [osg-users] LOD capabilities

2016-04-26 Thread Jason Beverage
Hi Bruno,

We have a point cloud capability that we've developed here at Pelican
Mapping that integrates nicely with osgEarth.  You can see a video of it in
action here https://youtu.be/lUeF4Y8yGNI rendering around 5 billion
points.  We can easily perform picking on individual points so you can get
all the information about the point (location, RGB, intensity, etc) but we
don't have any support for modifying the point cloud (although that is
something we could add).  Editing a giant paged dataset would take some
special consideration, but it's definitely doable.

Let me know if you want anymore information, happy to chat sometime.

Thanks!

Jason

On Tue, Apr 26, 2016 at 11:28 AM Robert Osfield 
wrote:

> Hi Bruno,
>
> On 26 April 2016 at 16:04, Bruno Oliveira  > wrote:
>
>> the tool I'm creating is designed to handle clouds from 100 million
>> points to 1 billion, hence the out of core rendering.
>> By "with the already existing code", I mean code from OSG.
>>
>
> 100 million to 1 billion does qualify as "huge" point cloud.
>
> The issues aren't directly related to the OSG, but how to manage that
> amount of data on disk, in main memory and on the GPU.  The OSG itself can
> be used to start the data in main memory, on the GPU, and even provide
> mechanisms for paging data in out from disk (via PagedLOD/DatabasePager).
> You will be responsible for how you set up the scene graph, how you do this
> is the crux of the task, it's not trivial given the amount of data you are
> dealing with.
>
> When learning what can be done you need to start doing the maths on how
> much memory each point in your cloud requires. A single vec3 for each point
> for 100 million points requires 1.2 GB, 1 bilion requires 12GB.  When
> passing data to OpenGL you need to put the data into OpenGL FIFO which then
> gets passed in driver memory.  If you are using VBO's then you'll end
> potentially with one copy of data in application memory, one in driver
> memory, and then when it finally gets rendered a copy on the GPU too.  This
> means we'll need at least 2.4GB main memory and 1.2GB on the GPU just for
> 100 million vertices - this without anything else.
>
> This is without any colours, normals or textures.  You haven't mentioned
> anything about these, perhaps you should... as it makes a big difference to
> the memory footprint we are talking about.  I'm not expecting that you'll
> just have white points...
>
> So when you start asking can the OSG do it, you can get it to scale to
> handling multi-terrabyte databases thanks to the built in paging support,
> but only if you give it an appropriately built scene graph - point clouds
> are a niche that doesn't have open source tools that will build the
> database for you.  You need to be realistic about the memory management,
> handling really large amounts of data requires far more skills than just
> rendering a few pretty textured polygons.  I don't know what your
> background knowledge, what can we assume?
>
> If you don't have the skills right now then you'll need patiently develop
> them OR just pay a 3rd party engineer who has the skills to work with you
> on it.
>
> Robert.
>
>
>
>
>
>
>
>
>
>
>
>
>
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Re: [osg-users] [3rdparty] Need 3d visualization company

2016-04-25 Thread Jason Beverage
I'll also add http://www.pelicanmapping.com to the list :)  Especially if
you're doing anything geospatial.

On Mon, Apr 25, 2016 at 9:50 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Nikolas,
>
> what kind of visualization?
>
> Here are few:
> http://www.compro.net (http://openig.compro.net)
> http://www.alphapixel.com
> http://www.sundog-soft.com
>
> On this list there are contractors as well, but I think they will raise
> their voice themself :-)
>
> Cheers!
> Nick
>
> On Tue, Mar 22, 2016 at 4:27 PM, Nikolas Sol 
> wrote:
>
>> Hello everybody,
>>
>> Could you advise me some professional 3d visualization company?
>>
>> Thanks for your help!
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=66590#66590
>>
>>
>>
>>
>>
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>
>
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Re: [osg-users] Massive Point Cloud rendering

2016-04-14 Thread Jason Beverage
Hi all,

Just to be clear, what you're seeing in that video is a separate library
for dealing with massive point clouds that we've developed here at Pelican
Mapping.  It works great with osgEarth (as you've seen in the videos) but
it's not part of osgEarth itself.  The point cloud library isn't currently
open source.

Jason

On Thu, Apr 14, 2016 at 11:33 AM Chris Hanson  wrote:

> ​Bruno, I'm guessing you're dealing with geospatially-oriented point
> clouds.
>
> You should probably consider working with osgEarth, as it already has an
> infrastructure for indexing, paging/loading and rendering LIDAR geospatial
> point clouds. Here's a video of it in action:
> https://www.youtube.com/watch?v=QcSSkWSE6ys
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Re: [osg-users] github not synchronized

2015-11-11 Thread Jason Beverage
So is Github going to be the new official home of osg?

On Tue, Nov 10, 2015, 5:12 AM philippe renon 
wrote:

> Thanks a bunch :)
>
>
> > I've provided Robert with the necessary security tokens to take over the
> > openscenegraph user account on github. Things should go smoothly from now
> > on.
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Re: [osg-users] I/ITSEC

2015-10-08 Thread Jason Beverage
We're all planning on coming, we should definitely hook up.

On Thu, Oct 8, 2015 at 1:39 PM Chris Hanson  wrote:

>   I'm thinking about having a booth at I/ITSEC where I'd be exhibiting
> OSG/OSGEarth/OpenIG stuff and promoting our consulting services for those
> technologies.
>
>   Just curious who else is planning on going from the OSG world, and if
> that seems like a good plan to you.
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
> • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
> Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel  facebook.com/alphapixel (775)
> 623-PIXL [7495]
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Re: [osg-users] [ANN] OpenSceneGraph-3.4.0 is released into the wild

2015-08-13 Thread Jason Beverage
Congrats and thanks for all the hard work Robert.  Now go and get some rest!

On Thu, Aug 13, 2015 at 4:02 AM Robert Osfield 
wrote:

> On 13 August 2015 at 05:39, michael kapelko  wrote:
>
>> > PERTHSHIRE, Scotland - 12th August 2013
>> Uh?
>>
>
> We're all fans of Doctor Who aren't we?
>
> Have just covered up my time travelling mistake, thanks for spotting it
> before anyone more sinister traced my time travelling antics :-)
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Re: [osg-users] Festive Greetings!

2014-12-24 Thread Jason Beverage
Merry Christmas Robert, enjoy!

On Wed Dec 24 2014 at 2:45:52 PM Julien Valentin 
wrote:

> Merry Xmas
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=62189#62189
>
>
>
>
>
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Re: [osg-users] [osg-submissions] Added CMake options to disable V8, Lua, and Python plugins

2014-12-22 Thread Jason Beverage
Hi Robert,

Thanks for pointing out the CMAKE_DISABLE_FIND_PACKAGE option, I had no
idea that existed but it'll definitely be useful.

Thanks!

Jason

On Mon Dec 22 2014 at 5:38:20 AM Robert Osfield 
wrote:

> Hi Brandon and James,
>
> From no I prefer the usage of CMAKE_DISABLE_FIND_PACKAGE_* as I'd like to
> avoid proliferating lots of new cmake options.  The option is pretty
> obscure so I've added in a note to the OpenSceneGraph/CMakeLists.txt above
> the FIND_PACKAGE block to suggest how to use this Cmake option.  This note
> is checked into svn/trunk and OSG-3.2 branch.
>
> Cheers,
> Robert.
>
>
> On 30 January 2014 at 08:54, James Turner  wrote:
>
>>
>> On 30 Jan 2014, at 05:01, Hamm, Brandon 
>> wrote:
>>
>> In my case, I had V8 and python libraries available that were being
>> located by CMake, but I did not want to the corresponding OSG plugins to be
>> built with these libraries.  I saw on the osg-users list that someone else
>> was wanting something similar (the ability to turn these plugins off in the
>> build, or rather, a means to exclude them from being generated).  I
>> modified src/osgPlugins/CMakeLists.txt to add the following options:
>>
>> OSG_BUILD_V8_PLUGIN
>> OSG_BUILD_PYTHON_PLUGIN
>> OSG_BUILD_LUA_PLUGIN
>>
>> They are all three ON by default, but can be set to OFF to exclude the
>> respective plugin.
>>
>>
>> I found a different solution which doesn’t require OSG changes at all:
>>
>> -DCMAKE_DISABLE_FIND_PACKAGE_PythonLibs=1
>>
>> I was completely unaware of this feature but one of my colleagues is a
>> CMake contributor and pointed it out. Essentially you disable and find(Foo)
>> using this style, unless it is REQUIRED - the only catch is the
>> capitalization of the suffix must match that using in the find()
>> declaration precisely.
>>
>> (Oh and it requires ‘fairly’ recent CMake - 2.8 at least)
>>
>> Arguably making the options explicit in OSG is nicer to users however,
>> since this CMake option is obscure to say the least!
>>
>> Kind regards,
>> James
>>
>>
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
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[osg-users] Different implementation of QT multitouch

2014-12-09 Thread Jason Beverage
Hi all,

I'm sending this in to start a discussion on the way that multitouch
support is implemented in the GraphicsWindowQT class.  Around the time that
the new gesture code path was added I had put together a different approach
for a customer against an old version of OSG but never got around to
submitting it.  I just got around to trying the latest osgEarth's QT
multitouch support with my Dell touch screen monitor and it doesn't appear
to work correctly for me, at least with the EarthManipulator in osgEarth.
Things jump around like crazy whenever I use multiple touches. So I found
my old code and integrated it into the latest OSG to see if it worked any
better, and it does.

This patch disables the gesture support by undeffing the USE_GESTURES
preprocessor at the top of the GraphicsWindowQT.cpp.  It then enables QT
touch events by calling setAttribute(Qt::WA_AcceptTouchEvents) on the
GLWidget.  Then there is a new code block at the end of the GLWidget::event
function that handles all the multitouch events.  This is essentially a
direct copy of how touch events work in the GraphicsWindowWin32 with a
small change to detect if a touch event is the "primary" touch to avoid
also sending along a mouse event for that touch or else you get double
events.

This implementation seems more in line with what the other GraphicsWindow
implementations are doing instead of the gesture code path that is
currently in there.  If this appears to work for others I'm happy to
officially submit it to Robert but I wanted to make sure I wasn't missing
something first.

Thanks!

Jason
/* -*-c++-*- OpenSceneGraph - Copyright (C) 2009 Wang Rui
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library 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.  See the
 * OpenSceneGraph Public License for more details.
*/

#include 
#include 
#include 
#include 
#include 

#if (QT_VERSION>=QT_VERSION_CHECK(4, 6, 0))
# define USE_GESTURES
# include 
# include 
#endif

// Undefine gesture support
#undef USE_GESTURES

using namespace osgQt;


class QtKeyboardMap
{

public:
QtKeyboardMap()
{
mKeyMap[Qt::Key_Escape ] = osgGA::GUIEventAdapter::KEY_Escape;
mKeyMap[Qt::Key_Delete   ] = osgGA::GUIEventAdapter::KEY_Delete;
mKeyMap[Qt::Key_Home   ] = osgGA::GUIEventAdapter::KEY_Home;
mKeyMap[Qt::Key_Enter  ] = osgGA::GUIEventAdapter::KEY_KP_Enter;
mKeyMap[Qt::Key_End] = osgGA::GUIEventAdapter::KEY_End;
mKeyMap[Qt::Key_Return ] = osgGA::GUIEventAdapter::KEY_Return;
mKeyMap[Qt::Key_PageUp ] = osgGA::GUIEventAdapter::KEY_Page_Up;
mKeyMap[Qt::Key_PageDown   ] = osgGA::GUIEventAdapter::KEY_Page_Down;
mKeyMap[Qt::Key_Left   ] = osgGA::GUIEventAdapter::KEY_Left;
mKeyMap[Qt::Key_Right  ] = osgGA::GUIEventAdapter::KEY_Right;
mKeyMap[Qt::Key_Up ] = osgGA::GUIEventAdapter::KEY_Up;
mKeyMap[Qt::Key_Down   ] = osgGA::GUIEventAdapter::KEY_Down;
mKeyMap[Qt::Key_Backspace  ] = osgGA::GUIEventAdapter::KEY_BackSpace;
mKeyMap[Qt::Key_Tab] = osgGA::GUIEventAdapter::KEY_Tab;
mKeyMap[Qt::Key_Space  ] = osgGA::GUIEventAdapter::KEY_Space;
mKeyMap[Qt::Key_Delete ] = osgGA::GUIEventAdapter::KEY_Delete;
mKeyMap[Qt::Key_Alt  ] = osgGA::GUIEventAdapter::KEY_Alt_L;
mKeyMap[Qt::Key_Shift] = osgGA::GUIEventAdapter::KEY_Shift_L;
mKeyMap[Qt::Key_Control  ] = osgGA::GUIEventAdapter::KEY_Control_L;
mKeyMap[Qt::Key_Meta ] = osgGA::GUIEventAdapter::KEY_Meta_L;

mKeyMap[Qt::Key_F1 ] = osgGA::GUIEventAdapter::KEY_F1;
mKeyMap[Qt::Key_F2 ] = osgGA::GUIEventAdapter::KEY_F2;
mKeyMap[Qt::Key_F3 ] = osgGA::GUIEventAdapter::KEY_F3;
mKeyMap[Qt::Key_F4 ] = osgGA::GUIEventAdapter::KEY_F4;
mKeyMap[Qt::Key_F5 ] = osgGA::GUIEventAdapter::KEY_F5;
mKeyMap[Qt::Key_F6 ] = osgGA::GUIEventAdapter::KEY_F6;
mKeyMap[Qt::Key_F7 ] = osgGA::GUIEventAdapter::KEY_F7;
mKeyMap[Qt::Key_F8 ] = osgGA::GUIEventAdapter::KEY_F8;
mKeyMap[Qt::Key_F9 ] = osgGA::GUIEventAdapter::KEY_F9;
mKeyMap[Qt::Key_F10] = osgGA::GUIEventAdapter::KEY_F10;
mKeyMap[Qt::Key_F11] = osgGA::GUIEventAdapter::KEY_F11;
mKeyMap[Qt::Key_F12] = osgGA::GUIEventAdapter::KEY_F12;
mKeyMap[Qt::Key_F13] = osgGA::GUIEventAdapter::KEY_F13;
mKeyMap[Qt::Key_F14] = osgGA::

Re: [osg-users] osgEarth Sky enable

2014-10-22 Thread Jason Beverage
Hi Carlos,

You also need to add the mapNode to the SkyNode as a child.  Try:
s_sky->addChild( mapNode );

Jason

On Wed, Oct 22, 2014 at 9:24 AM, Carlos Sanches  wrote:

> Hello !
> How do I have to setup the SkyNode by code?
> In the past I sed this:
>
> // SKY
> const Config& externals = mapNode->externalConfig();
> Config skyConf = externals.child( "sky" );
> double hours = skyConf.value( "hours", 3.0 );
> s_sky = new SkyNode( mapNode->getMap() );
> s_sky->setDateTime( 2011, 3, 6, hours );
> s_sky->attach( &viewer );
> root->addChild( s_sky );
>
> But now this is not working . What do I m doing wrong please?
> --
>
>
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Re: [osg-users] Apple Retina Display Not Perfect

2014-07-09 Thread Jason Beverage
Hi Michael,

I wouldn't imagine osgEarth is causing the issue.  I'd try running just a
regular OSG application and see if it has the same issue just to be sure
though.

Jason


On Tue, Jul 8, 2014 at 6:59 PM, Michael Rice  wrote:

> Hi,
>
> I'm using OSG 3.3.2, osgEarth 2.5.0, and Qt 5.3.0 on OS X 10.9.3. I don't
> know if the issue is in OSG or osgEarth, but it looks like the recently
> added support for Apple retina displays is not quite perfect.
>
> When my application runs on my MacBook Pro, which has a retina display, it
> works great.
>
> If I plugin an non-retina external monitor, then my application only runs
> correctly on the "primary" display. If I drag my application window over to
> the other display, then it has display aspect ratio issues. If I change the
> "primary" display, then the display aspect ratio problems switch to the
> other display.
>
> Has anyone else seen this?
>
> ...
>
> Thank you!
>
> Cheers,
> Michael
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=60216#60216
>
>
>
>
>
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Re: [osg-users] [vpb] Using ASTER DEM files

2014-02-26 Thread Jason Beverage
A little teaser, but look forward to some much improved performance with
GDAL elevations once we merge our topic-fallback branch back into the
master.  With the changes in that branch I was able to load the entire
CGIAR dataset which is 874 geotiffs, ~60 GB of elevation data, as separate
layers in osgEarth and zoom around with no cache and data just flies in.  I
imagine the same can be said for the ASTER dataset but haven't played with
it just yet.

We'll hopefully get things merged back to the master very soon and you can
play, it's awesome ;)

Jason


On Tue, Feb 25, 2014 at 2:34 PM, Arthur Bogard wrote:

> I'll third the call for osgEarth.  It makes managing layers and different
> datasets much easier for most use cases.  If you are using the full ASTER
> dataset, you are going to need to preprocess the data to get any form of
> useful interaction from it.  Preprocessing the entire ASTER database will
> take weeks using either VPB or osgearth_package.
>
> Arthur
>
>
> On Tue, Feb 25, 2014 at 7:19 PM, Chris Hanson wrote:
>
>> I was going to recommend that, but only after answering the VPB question.
>>
>> I second Jason's tip, try osgEarth. It's very easy to work with.
>>
>>
>> On Tue, Feb 25, 2014 at 11:54 AM, Jason Beverage > > wrote:
>>
>>> Hi Srikanth,
>>>
>>> If you're just getting started with terrain you should also take a look
>>> at osgEarth (http://www.osgearth.org).  You can use the GDAL driver to
>>> load the dem files or any other dataset that GDAL can read.
>>>
>>> osgEarth creates a scene graph that is similar to VPB but instead of
>>> preprocessing the data into a scene graph up front osgEarth produces the
>>> scene graph dynamically from the source data.
>>>
>>> Give it a look and we'll be happy to answer any questions you might have.
>>>
>>> Thanks!
>>>
>>> Jason
>>>
>>>
>>> On Tue, Feb 25, 2014 at 10:18 AM, Chris Hanson wrote:
>>>
>>>> Is the info you need not here?
>>>>
>>>> http://trac.openscenegraph.org/projects/osg//wiki/Support/UserGuides/osgdem
>>>>
>>>> Just substitute the aster dem file for the ps_height_16k.tif and see
>>>> what you get.
>>>>
>>>>
>>>>
>>>>
>>>> On Tue, Dec 31, 2013 at 3:33 AM, Srikanth Prahlad wrote:
>>>>
>>>>> Hi,
>>>>>
>>>>> Can I know how to use ASTER DEM files for creating database using
>>>>> osgdem ? The files are geoTiff and I presume it contains elevation info
>>>>> also.
>>>>>
>>>>> ...
>>>>>
>>>>>
>>>>> Thank you!
>>>>>
>>>>> Cheers,
>>>>> Srikanth
>>>>>
>>>>> --
>>>>> Read this topic online here:
>>>>> http://forum.openscenegraph.org/viewtopic.php?p=57780#57780
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> ___
>>>>> osg-users mailing list
>>>>> osg-users@lists.openscenegraph.org
>>>>>
>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
>>>> http://www.alphapixel.com/
>>>> Training * Consulting * Contracting
>>>> 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL
>>>> 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
>>>> Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry *
>>>> Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile *
>>>> iPhone/iPad/iOS * Android
>>>> @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
>>>> 623-PIXL [7495]
>>>>
>>>> ___
>>>> 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
>>>
>>>
>>
>>
>> --
>> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
>> http://www.alphapixel.com/
>> Training * Consulting * Contracting
>> 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4
>> * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
>> Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry *
>> Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile *
>> iPhone/iPad/iOS * Android
>> @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
>> 623-PIXL [7495]
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
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Re: [osg-users] osgearth 2.4' PlaceNode fails to save as IVE

2014-02-26 Thread Jason Beverage
You can't save any of the osgEarth types as IVE.  The only thing you can do
is write a MapNode to another earth file.

Jason


On Tue, Oct 1, 2013 at 7:42 AM, Han <1683957...@qq.com> wrote:

>
> Code:
>
> #include 
> #include 
> #include 
> #include 
> #include 
>
> #include 
>
>
> int main()
> {
> int argc = 2;
> char* argv[2];
> argv[0] = "*.exe";
> argv[1] =
> "D:\\RUNTIME\\osgearth-3.0.1-2.4\\Release\\tests\\gdal_tiff.earth";
>
> osg::ArgumentParser arguments( &argc, argv );
> osg::ref_ptr viewer=new
> osgViewer::Viewer(arguments);
> osg::ref_ptr group=new osg::Group;
>
> viewer->getDatabasePager()->setUnrefImageDataAfterApplyPolicy(
> false, false );
>
> osg::ref_ptr em=new
> osgEarth::Util::EarthManipulator;
> viewer->setCameraManipulator(em);
>
> osg::ref_ptr
> earthFileNode=osgEarth::Util::MapNodeHelper().load(arguments,viewer);
> osgEarth::MapNode* mapNode =
> osgEarth::MapNode::findMapNode(earthFileNode);
>
> group->addChild(earthFileNode);
>
> //add Annotation:
> osgEarth::Symbology::Style AnnotationStyle;
>
> AnnotationStyle.getOrCreate()->url()->setLiteral(
> "D:/EARTH/data/images/PNG/placemark32.png" );
>
> AnnotationStyle.getOrCreate()->size()
> =50.0;
> const osgEarth::SpatialReference*
> geoSRS=mapNode->getMapSRS()->getGeographicSRS();
> osg::ref_ptr pn=new
> osgEarth::Annotation::PlaceNode(mapNode,osgEarth::GeoPoint(geoSRS, -74.00,
> 40.71), "New York", AnnotationStyle);
> group->addChild(pn);
>
> //output Annotation:
>
> osgDB::Registry::instance()->writeNode(*pn,"Annotation.ive",osgDB::Registry::instance()->getOptions());
>
>
> if ( earthFileNode )
> {
> viewer->setSceneData( group );
>
> viewer->getCamera()->setNearFarRatio(0.2);
> viewer->getCamera()->setSmallFeatureCullingPixelSize(-1.0f);
>
> viewer->run();
> }
>
> return 0;
> }
>
>
>
>
>
>
> then, i get errer:
> Error writing IVE image: StateSet::write(): Unknown StateAttribute:
> VirtualProgram
>
>
> How can i ?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=56558#56558
>
>
>
>
>
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Re: [osg-users] [vpb] Using ASTER DEM files

2014-02-25 Thread Jason Beverage
Hi Srikanth,

If you're just getting started with terrain you should also take a look at
osgEarth (http://www.osgearth.org).  You can use the GDAL driver to load
the dem files or any other dataset that GDAL can read.

osgEarth creates a scene graph that is similar to VPB but instead of
preprocessing the data into a scene graph up front osgEarth produces the
scene graph dynamically from the source data.

Give it a look and we'll be happy to answer any questions you might have.

Thanks!

Jason


On Tue, Feb 25, 2014 at 10:18 AM, Chris Hanson  wrote:

> Is the info you need not here?
> http://trac.openscenegraph.org/projects/osg//wiki/Support/UserGuides/osgdem
>
> Just substitute the aster dem file for the ps_height_16k.tif and see what
> you get.
>
>
>
>
> On Tue, Dec 31, 2013 at 3:33 AM, Srikanth Prahlad wrote:
>
>> Hi,
>>
>> Can I know how to use ASTER DEM files for creating database using osgdem
>> ? The files are geoTiff and I presume it contains elevation info also.
>>
>> ...
>>
>>
>> Thank you!
>>
>> Cheers,
>> Srikanth
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=57780#57780
>>
>>
>>
>>
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
> http://www.alphapixel.com/
> Training * Consulting * Contracting
> 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4
> * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
> Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry *
> Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile *
> iPhone/iPad/iOS * Android
> @alphapixel  facebook.com/alphapixel (775)
> 623-PIXL [7495]
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] Minimap

2014-01-08 Thread Jason Beverage
There is a minimap example in osgEarth:
https://github.com/gwaldron/osgearth/blob/master/src/applications/osgearth_minimap/osgearth_minimap.cpp

Might not be exactly what you're looking for if you're not using osgEarth
but it's a good starting point for setting up your CompositeViewer and
seeing how you could do interaction between the views.

Jason


On Wed, Jan 8, 2014 at 10:45 AM, Filip Arlet  wrote:

> Hi,
>
> I want to display minimap in my scene, top view of scene, centered on my
> position and rotation where my main view is heading. What is the best
> aproach here (including, if first persona manipulator moves in main view,
> it will be reflected on minimap).
>
> Thank you!
>
> Cheers,
> Filip
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=57828#57828
>
>
>
>
>
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Re: [osg-users] [vpb] osgdem crash

2013-12-20 Thread Jason Beverage
Yeah dependencies can be a mess when you're trying to avoid mixing x86 vs
x64 and Debug vs Release.  It would be great if you got more build warnings
about those issues rather than just crashing applications :)

You have a Merry Christmas as well!

Jason


On Wed, Dec 18, 2013 at 10:06 PM, Vénérée Randrianarisoa <
veneree.randrianari...@gmail.com> wrote:

> Hi Jason,
> Yes, i used the same binaries as yours on this website,I think that my
> mistake is about the platform as I have Windows 7 64bits, I installed the
> x64 though my OSG is x86. I have to check everything for release or debug
> also. I will do that after Christmas I hope so, thanks a lot and I hope you
> a Merry Christmas. Maia
> Le 18 déc. 2013 14:37, "Jason Beverage"  a
> écrit :
>
> >
> > Hi Maia,
> >
> > If you're on Windows I've been using the pre-built GDAL binaries at
> http://www.gisinternals.com/sdk/ rather than building GDAL myself.  I use
> GDAL 1.9 personally but osgEarth should work fine with later versions.
> >
> > GDAL is pretty easy to build but when you start needing extra
> dependencies it can be a little bit of a pain tracking everything down so I
> like those pre-built ones.
> >
> > Jason
> >
> >
> > On Tue, Dec 17, 2013 at 9:48 PM, Veneree <
> veneree.randrianari...@gmail.com> wrote:
> >>
> >> Hi Jason,
> >> OsgEarth needs osgQT to work and I just achieved to build osg with
> osgQT. I hope to build osgEarth successfully now. I think I was also lost
> for GDAL and need to choose the right one to be installed. May I ask you
> which one did you use ? I wanted to start with VPB as there are examples on
> it in the OSG cookbook, and at the same time I read some posts about using
> OsgEarth instead of VPB. So I will try the two. Thanks, Maia
> >>
> >> Envoyé de mon iPod
> >>
> >> Le 2013-12-16 à 21:24, Jason Beverage  a
> écrit :
> >>
> >>> Nevermind, saw your email on the osgEarth forum.  Did Glenn's patch
> work for you?
> >>>
> >>>
> >>> On Mon, Dec 16, 2013 at 9:23 PM, Jason Beverage <
> jasonbever...@gmail.com> wrote:
> >>>>
> >>>> Hi Maia,
> >>>>
> >>>> What issues are you having with osgEarth?  Is it crashing in the same
> way as VPB?
> >>>>
> >>>> Jason
> >>>>
> >>>>
> >>>> On Mon, Dec 16, 2013 at 3:10 PM, Maia Randria 
> wrote:
> >>>>>
> >>>>> Hi Sebastian,
> >>>>> Thank you for replying.
> >>>>>
> >>>>> I build VBP on my own (Cmake). I will check again for debug/release.
> >>>>> I have trouble with osgEarth too so I need to fix this.
> >>>>>
> >>>>> Thanks,
> >>>>> Maia
> >>>>>
> >>>>> --
> >>>>> Read this topic online here:
> >>>>> http://forum.openscenegraph.org/viewtopic.php?p=57694#57694
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>> ___
> >>>>> 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
> >>
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Re: [osg-users] [vpb] osgdem crash

2013-12-18 Thread Jason Beverage
Hi Maia,

If you're on Windows I've been using the pre-built GDAL binaries at
http://www.gisinternals.com/sdk/ rather than building GDAL myself.  I use
GDAL 1.9 personally but osgEarth should work fine with later versions.

GDAL is pretty easy to build but when you start needing extra dependencies
it can be a little bit of a pain tracking everything down so I like those
pre-built ones.

Jason


On Tue, Dec 17, 2013 at 9:48 PM, Veneree
wrote:

> Hi Jason,
> OsgEarth needs osgQT to work and I just achieved to build osg with osgQT.
> I hope to build osgEarth successfully now. I think I was also lost for GDAL
> and need to choose the right one to be installed. May I ask you which one
> did you use ? I wanted to start with VPB as there are examples on it in the
> OSG cookbook, and at the same time I read some posts about using OsgEarth
> instead of VPB. So I will try the two. Thanks, Maia
>
> Envoyé de mon iPod
>
> Le 2013-12-16 à 21:24, Jason Beverage  a écrit :
>
> Nevermind, saw your email on the osgEarth forum.  Did Glenn's patch work
> for you?
>
>
> On Mon, Dec 16, 2013 at 9:23 PM, Jason Beverage <
> jasonbever...@gmail.com> wrote:
>
>> Hi Maia,
>>
>> What issues are you having with osgEarth?  Is it crashing in the same way
>> as VPB?
>>
>> Jason
>>
>>
>> On Mon, Dec 16, 2013 at 3:10 PM, Maia Randria < 
>> nia.tok...@gmail.com> wrote:
>>
>>> Hi Sebastian,
>>> Thank you for replying.
>>>
>>> I build VBP on my own (Cmake). I will check again for debug/release.
>>> I have trouble with osgEarth too so I need to fix this.
>>>
>>> Thanks,
>>> Maia
>>>
>>> --
>>> Read this topic online here:
>>>  <http://forum.openscenegraph.org/viewtopic.php?p=57694#57694>
>>> http://forum.openscenegraph.org/viewtopic.php?p=57694#57694
>>>
>>>
>>>
>>>
>>>
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Re: [osg-users] [vpb] osgdem crash

2013-12-16 Thread Jason Beverage
Nevermind, saw your email on the osgEarth forum.  Did Glenn's patch work
for you?


On Mon, Dec 16, 2013 at 9:23 PM, Jason Beverage wrote:

> Hi Maia,
>
> What issues are you having with osgEarth?  Is it crashing in the same way
> as VPB?
>
> Jason
>
>
> On Mon, Dec 16, 2013 at 3:10 PM, Maia Randria wrote:
>
>> Hi Sebastian,
>> Thank you for replying.
>>
>> I build VBP on my own (Cmake). I will check again for debug/release.
>> I have trouble with osgEarth too so I need to fix this.
>>
>> Thanks,
>> Maia
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=57694#57694
>>
>>
>>
>>
>>
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Re: [osg-users] [vpb] osgdem crash

2013-12-16 Thread Jason Beverage
Hi Maia,

What issues are you having with osgEarth?  Is it crashing in the same way
as VPB?

Jason


On Mon, Dec 16, 2013 at 3:10 PM, Maia Randria  wrote:

> Hi Sebastian,
> Thank you for replying.
>
> I build VBP on my own (Cmake). I will check again for debug/release.
> I have trouble with osgEarth too so I need to fix this.
>
> Thanks,
> Maia
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=57694#57694
>
>
>
>
>
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[osg-users] osgawesomium and TextAreas

2013-11-15 Thread Jason Beverage
This is mostly for Wang Rui or anyone that has any experience
with osgawesomium in Wang's osgRecipes project.  I've started tinkering
around with it and it's really awesome.

I'm having an issue though where when I press enter on a textarea nothing
happens.  It looks like the AK_RETURN key code is being injected properly
but the text area never goes to the new line.  Does anyone have any idea
what could be going wrong?

The same thing happens with tabs, it just doesn't do anything instead of
going from element to element.

I've started playing a fun little shader editor for osgEarth but it's next
to useless b/c I can't insert newlines :)

Jason
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Re: [osg-users] osg+osm

2013-09-18 Thread Jason Beverage
You should take a look at osgEarth (http://osgearth.org).  If you are just
looking to rasterize the OSM and overlay it on some terrain you can use
something like MapServer or GeoServer to do the rasterization and expose it
as a WMS service that osgEarth can access.  You can also use MapBox.com to
generate rasterized OSM maps and access them in osgEarth.

If you need access to the raw vector data from OSM you also might be able
to use the pbf files directly in osgEarth if you use GDAL 1.10, it looks
like it has an OGR driver for it (http://www.gdal.org/ogr/drv_osm.html).
 If that works then you can use the OGR driver for osgEarth and apply any
styling you want from simple vector rendering to extrusion of building
polygons.

Jason


On Tue, Sep 17, 2013 at 3:40 PM, Preet  wrote:

> On Tue, Sep 17, 2013 at 11:09 AM, Айдар Ильдарович  wrote:
> > Hello!
> > I use OpenSceneGraph 3.0.1 in my research.
> > Please, help me, how to use and to load files of OpenStreetMap (extension
> > o5m, pbf, osm) in osgviewer.
>
> You can't do this directly. The files have to be opened and parsed
> using another library and then you need to decide how to set up your
> scene graph based on your needs. How would OpenSceneGraph know what
> you want to do with an OpenStreetMap  or  and other such
> elements?
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Re: [osg-users] Winding up to OpenSceneGraph-3.2 stable release

2013-07-01 Thread Jason Beverage
Hi Robert,

I just made some updates to osgEarth to make it compatible with the latest
changes to Geometry.  Things look good so far.

Jason


On Mon, Jul 1, 2013 at 1:13 PM, Jordi Torres  wrote:

> Hi Robert,
>
> Unfortunately it seems that latest commits have broken the build in
> Android. It compiles but it doesn't initialize the viewer. Let me dive in,
> a couple of weeks ago it was running.
>
>
> 2013/7/1 Robert Osfield 
>
>> Hi All,
>>
>> I'll be working part time this Monday and Tuesday, and on Wednesday
>> will be heading off for a two week family holiday.  My work plan for
>> the next two days merge submissions and to get another 3.1.9 dev
>> release out.  My focus will be trying to keep the code base nice and
>> stable as I have little time to go running about fixing breakages
>> introduces by submissions.
>>
>> Today I really need members of the community to pitch in and test
>> svn/trunk to make sure it builds and works well without your
>> applications, if you have bugs or build problems report them right
>> away, and if you don't report success as well so we know that we are
>> converging to a decent dev release.
>>
>> After my return from holiday my focus will be merging pending
>> submissions and then making a series of release candidates with the
>> aim for making OSG-3.2 at the end of July.  I was originally thinking
>> we'd have 3.2 in time for Siggraph but just checked the dates and it's
>> early and no longer in the first week of August, so this kinda stuffs
>> up releasing in time for Siggraph, we might be able to do a release
>> candidate though.
>>
>> One thing I'm a bit concerned about with this release cycle is just
>> how quiet the mailing list/forum is.  Normally the wind up to a stable
>> release the list is pretty active and I can have reasonable confidence
>> that the OSG is being shaken down by a good range of users across the
>> full spectrum of platforms.  We now have more platforms to support but
>> not the activity to go with it.. This makes me concerned that 3.2 will
>> go up without the testing of previous stable releases.
>>
>> One of the problems with activity might be the lack forum moderators,
>> we've made a number of calls for moderators in the past year but I
>> don't know the current status.  If people can't use the forum because
>> of lack of moderators then we need keep asking for moderators OR
>> simply stop promoting the forum from the website and point people
>> towards the mailing list as this requires very little public
>> intervention and management - it's a low cost way of us communicating,
>> it's ticked along for over a decade with few problems - I know because
>> if it did cause problems I'd be shouting about it as I maintain it.  I
>> don't use or contribute to maintenance of the forum and don't have any
>> wish to more to my workload, so If you feel that forum adds real value
>> but haven't step forward to help maintain it then do so now please :-)
>>
>> Cheers,
>> Robert.
>>
>> On 21 June 2013 16:40, Robert Osfield  wrote:
>> > Hi All,
>> >
>> > I have completed all the key bits of work that I have wanted to
>> > complete for the OSG-3.2 stable release, but there are still a few
>> > loose ends such as clearing submissions backlog and some following on
>> > work releated to the cleanup of osg::Geometry.
>> >
>> > While I have done a little bit of client work in the last month the
>> > majority of my time has been focused on work moving us towards
>> > OSG-3.2, my window of opportunity for dedicating so much time to pure
>> > open source work is limited though, I have a two week family holiday
>> > booked for the first half of July, and will likely be doing some
>> > client work end of July, then in August will be diving head long back
>> > into client work - much of this will be open source work, but it'll
>> > new feature development rather than support/release work.
>> >
>> > This gives me a short window to get 3.2 out the door, next week I'm
>> > around, then last two weeks of July are when I'll try and keep free of
>> > other commitments so I can tackle all that is required to put 3.2 to
>> > bed.  I can't make a stable release without the community though,
>> > testing across all the platforms we support, and against real
>> > applications is what we'll require to make sure OSG-3.2 is as stable
>> > and efficient as the community deserve.
>> >
>> > So please help out, lets make 3.2 our best release to date.  If you
>> > can help with testing on particular platforms please step forward, the
>> > more niche the platform the more important you'll be to making sure
>> > that your platform of choice is properly supported.  I'll be doing all
>> > my work on Kubuntu 13.04 with NVidia hardware so will be able to cover
>> > this platform, but the dozens of other combinations we support I'll
>> > need the community to pitch in.
>> >
>> > If we can I'd like to have 3.2 by the end of July, in time for
>> > Siggraph, and in time for me to relax before I 

Re: [osg-users] Intermittent crashes in osgTerrrain::Terrain::traverse(...) [SingleThreaded]

2012-05-03 Thread Jason Beverage
John,

Does this happen in your app or in just in osgviewer with the vpb database?
 I see a PositionAttitudeTransform in your stack trace and VPB doesn't
generate databases with PATs so I'm wondering if it's something else going
on.

Jason

On Wed, May 2, 2012 at 8:19 AM, John Vidar Larring wrote:

> Hi all,
>
> We currently have an crash situation that we unfortunately cannot
> consistently reproduce, but when it happens it always occurs in
> osgTerrain::Terrain::traverse(**osg::NodeVisitor&)  (see below for stack
> trace). The terrain is a "standard", but fairly large osgTerrain database
> built with VPB. The osg version is 3.0.1 and the application runs osg in
> SingleThreaded mode.
>
> I haven't checked for changes in trunk yet, but has anyone else seen a
> similar stack trace lately?
>
> Best regards,
> John
>
>
> Warning: deleting still referenced object 0x7fdfdcafdd60 of type
> 'PN3osg10ReferencedE'
> the final reference count was 1, memory corruption possible.
> *** glibc detected *** metacast: corrupted double-linked list:
> 0x7fdfdcafde80 ***
> === Backtrace: =
> /lib64/libc.so.6[0x3a51275296]
> /lib64/libc.so.6[0x3a51277f44]
> /usr/local/borealis/lib64/**libosgTerrain.so.80(_**
> ZN10osgTerrain7Terrain8travers**eERN3osg11NodeVisitorE+0x212)[**0x7fe0020f9a52]
>
> /usr/local/borealis/lib64/**libosgTerrain.so.80(_**
> ZN10osgTerrain7Terrain6acceptE**RN3osg11NodeVisitorE+0x7a)[**0x7fe0020fae4a]
>
> /usr/local/borealis/lib64/**libosg.so.80(_**ZN3osg5Group8traverseERNS_**
> 11NodeVisitorE+0x33)[**0x7fe00330ca93]
> /usr/local/borealis/lib64/**libosg.so.80(_**ZN3osg25PositionAttitudeTransf
> **orm6acceptERNS_11NodeVisitorE+**0x5c)[0x7fe00336398c]
> /usr/local/borealis/lib64/**libosg.so.80(_**ZN3osg5Group8traverseERNS_**
> 11NodeVisitorE+0x33)[**0x7fe00330ca93]
> /usr/local/borealis/lib64/**libosg.so.80(_**ZN3osg5Group6acceptERNS_**
> 11NodeVisitorE+0x59)[**0x7fe00330e819]
> /usr/local/borealis/lib64/**libosgViewer.so.80(_**
> ZN9osgViewer6Viewer15updateTra**versalEv+0xc5)[0x7fe001858f75]
> /usr/local/borealis/lib64/**libosgViewer.so.80(_**
> ZN9osgViewer10ViewerBase5frame**Ed+0x32)[0x7fe0018614f2]
> /usr/local/borealis/lib64/**libme_geoquad.so.1(_**
> ZN2Me9OsgFacade6renderERbd**d+0xf88)[**0x7fe005ae7618]
>
> --
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Re: [osg-users] Problem with osgEarth::ImageOverlay::setAlpha

2012-04-27 Thread Jason Beverage
This bug is fixed in the trunk of osgEarth, try pulling and retest.

Thanks,

Jason

On Mon, Apr 23, 2012 at 10:33 AM, Ou Yang  wrote:

> Hi,
>
> The bug has been found in ImageOverlay::init() method.
> The original code is:
>osg::Vec4Array* colors = new osg::Vec4Array(1);
>(*colors)[0] = osg::Vec4(1,1,1,_alpha);
>
>geometry->setColorArray( colors );
>geometry->setColorBinding( osg::Geometry::BIND_OVERALL );
>
> when change it to:
>osg::Vec4Array* colors = new osg::Vec4Array(4);
>(*colors)[0] = osg::Vec4(1,1,1,_alpha);
>(*colors)[1] = osg::Vec4(1,1,1,_alpha);
>(*colors)[2] = osg::Vec4(1,1,1,_alpha);
>(*colors)[3] = osg::Vec4(1,1,1,_alpha);
>
>geometry->setColorArray( colors );
>geometry->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
> the alpha value are applied correctly.
>
> I don't know if it a bug in osg core library.
> ...
>
> Thank you!
>
> Cheers,
> Ou
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47225#47225
>
>
>
>
>
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Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-15 Thread Jason Beverage
Hi Eric,

osgEarth can do everything you've mentioned you need to do.  You can
add/remove layers at runtime, cut holes in the terrain using the masking
feature and run at 60 fps.  When you say that performance was bad until
you've filled the cache in osgEarth, you're making a good point.
 Everything that VPB does in it's preprocessing step osgEarth is doing at
runtime and caching as it goes along.  So a fully cached osgEarth is very
similar to a VPB built database.

That being said, you'll get MUCH better performance (in both osgEarth at
runtime and VPB at build time) if you take some relatively simple steps to
make sure you're GIS is optimized, see
http://osgearth.org/wiki/DataPreparation
Basically you need to take the time to reproject your data up front and
ensure that it's in a fast format that can support fast tiled reads (like a
tiled geotiff with overviews or an ECW or JPEG2000).

I'm looking at a 1.2 GB ECW file in osgEarth right now with no cache at all
and it's crazy fast.

Thanks,

Jason

On Thu, Mar 15, 2012 at 12:01 PM, Eric Zaremba  wrote:

> Hi,
>
> At the question
>
> Aurelien wrote:
> > 3. Is there any "invalid elevation value" management to "cut holes" in
> source elevation data and then build a database with holes inside ? (not
> simple shape holes as square)
>
>
> You say
>
> Chris Hanson wrote:
> > I don't remember how VPB handles this anymore. I know I've done it
> though.
>
>
> The need of drill hole in my terrains is the thing which prevent me to use
> osgEarth or VPB until now. If you can remember how to do it, it will be a
> great improvement in my projects.
>
> Thank you!
>
> Cheers,
> Eric
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=46309#46309
>
>
>
>
>
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Re: [osg-users] OSG within web browsers?

2012-03-14 Thread Jason Beverage
You can also take a look at the ReadyMap SDK
https://github.com/gwaldron/godzi-webgl/wiki/ReadyMap-SDK which is an webgl
version of osgEarth based on osgJS.

Jason

On Tue, Mar 13, 2012 at 2:27 PM, Jason Daly  wrote:

>
> Chris Hanson wrote:
> >
> > I would think the osg4web work is the best place to start as it claims:
> >
> >
> > > Currently the supported browsers are Firefox and IE and the OS
> platform is Windows XP-Vista. Nevertheless, most part of the code is OS
> neutral.
> > >
> >
> >
>
>
> There's also osg.js (osgjs.org), which approaches it differently,
> providing an "OSG-like" JavaScript API on top of WebGL.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=46232#46232
>
>
>
>
>
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Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-14 Thread Jason Beverage
Christian,

That's pretty amazing stuff, very interesting!

Jason

On Tue, Mar 13, 2012 at 12:03 PM, Christian Buchner <
christian.buch...@gmail.com> wrote:

> I have just just posted this to osg-submissions. For the required 2D
> artwork, please contact me by E-mail once you have succeeded compiling
> this.
>
> It is probably a bit easier to get going on Linux than on Windows. The
> FindRVO2.cmake module needs more work to work on windows and accept
> pre-built RVO2 dependencies.
>
> Christian
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Re: [osg-users] [3rdparty] is there an osgEarth tutorial?

2012-01-03 Thread Jason Beverage
Hi Tolga,

There isn't any specific tutorial on osgEarth.  We do have the
documentation on osgearth.org, plenty of example applications and
demonstrative .earth files in the tests directory.

You can use the EarthManipulator with the setTetherNode option to
attach it to a Node if you're looking to make the manipulator follow a
node.

Thanks,

Jason

On Mon, Jan 2, 2012 at 7:29 AM, Tolga Yilmaz  wrote:
> Hi,
> Is there any tutorial about osgEarth? i especialy need a node track 
> manipulator but any tutorial will be appreciated..
>
> ...
>
>
> Thank you!
>
> Cheers,
> Tolga
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=44520#44520
>
>
>
>
>
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Re: [osg-users] tight integration of virtual file system

2011-09-06 Thread Jason Beverage
Hi Terry,

On Sun, Sep 4, 2011 at 9:29 PM, Terry Welsh  wrote:
> Excellent ZipFS plugin Jason.  Thank you for the help.  I think that
> was the hardest part of the problem.  I finally got around to working
> on this more and I have the other half of the problem mostly solved.
Thanks, glad it worked for you.  We don't use it anymore for osgEarth
but I think in general it's pretty useful.

> It looks like OSG uses zlib for all its compression/decompression.
> Just out of curiosity, how did you pick libzip instead?  Or did you
> not write ZipFS?
I did write the ZipFS plugin, we chose libzip over just using zlib b/c
it had easy access to dealing with zip archives.  If zlib itself has
something in there that we can use instead of having another
dependency that would be great but I didn't really look that hard
since libzip worked so well.

If you have a submission for the osgEarth that you need integrated
just send along the whole modified file or do a pull request on github
and I'll take a look at it.

Jason

> To recap, I'm trying to set an OSG_FILE_PATH such as
> mydirectory/data.zip and load files out of the specified archive.  At
> first I discovered the Registry class's FindFileCallback.  I thought I
> could just make one of those and have it search inside of zip files.
> However, the work that I really needed to replace happened when the
> default Registry::findDataFileImplementation would call
> osgDB::findFileInPath in FileUtils.  So I decided to override
> findFileInPath so that would look for paths containing ".zip" and try
> to locate the desired file inside the zip file.
>
> That almost worked.  I also had to modify ReaderWriterZipFS::readFile
> so that it uses OSG's directory searching.  At the beginning of the
> function I added
>
> std::string filenameWithPath =
> osgDB::Registry::instance()->findDataFile(fullFileName, options,
> CASE_SENSITIVE);
>
> and then I use filenameWithPath instead of fullFileName where appropriate.
>
> So now I can load almost all my game resources from one .zip file
> instead of a directory full of files.  I haven't tested performance
> yet, but there's no noticeable change.  .osg files load with all their
> textures.
>
> Here's the catch: .osg files don't get loaded with their shaders.  I
> believe this is because shaders don't use the standard OSG plugin
> loading paradigm.  Instead they simply use
> Shader::loadShaderSourceFromFile().  I haven't put any thought into
> this last detail yet (I hope it's not too messy), but I need a
> programming break
> --
> Terry Welsh
> mogumbo 'at' gmail.com
> www.reallyslick.com
>
>>
>> Message: 9
>> Date: Fri, 5 Aug 2011 08:50:10 -0400
>> From: Jason Beverage 
>> To: OpenSceneGraph Users 
>> Subject: Re: [osg-users] tight integration of virtual file system
>> Message-ID:
>>        
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> Hi Terry,
>>
>> osgEarth has a generic zip based plugin called ZipFS that is
>> implemented as an osgDB plugin and isn't dependent on osgEarth.  We
>> originally developed it to support using a zip file of imagery tiles
>> for a cache.
>>
>> It allows you to load files like:
>> osgDB::readNodeFile("c:/data/models.zip/cow.osg");
>>
>> I haven't used it for quite awhile but last I checked it was working
>> just fine.  You can get the osgearth source code from github at
>> https://github.com/gwaldron/osgearth
>>
>> If anything it could be a start to what you're looking for.
>>
>> Thanks,
>>
>> Jason
>>
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Re: [osg-users] [3rdparty] Osgearth with c++

2011-08-15 Thread Jason Beverage
Hi ThaPear,

First, you need to make sure that all the dependencies and plugins are
in your path when you run your program (OSG, osgEarth, GDAL, etc).  So
if you're trying to run from visual studio with the "run" button for
instance you need to either have your global path setup correctly or
copy all the required deps to your program's bin folder for it to
work.

It sounds like it's just not able to find the earth plugin.  You can
debug this by setting your OSG_NOTIFY_LEVEL env var to DEBUG and
seeing where OSG is trying to find the DLLs.

Thanks!

Jason

On Mon, Aug 15, 2011 at 10:09 AM, Tha Pear  wrote:
> Hey,
>
> I'm trying to get osgEarth working with c++ and visual studio 2010.
> I have followed all build instructions, built OSG and OSGEarth. Added all 
> directories to path, including all depencies they both have.
>
> When I navigate to the osgearth/tests directory using cmd.exe and type: 
> osgviewer X.earth it works, the window opens and I get a nice earth.
>
> However, when I try to use this line in my c++ code:
>
> Code:
> osg::ref_ptr< osg::Node > globe = osgDB::readNodeFile("data/graticule.earth");
>
> I get the following error:
> Code:
> Warning: Could not find plugin to read objects from file 
> "data/graticule.earth".
>
>
>
> I moved graticule.earth to a folder named data inside my project's working 
> directory.
>
>
> Thanks,
> ThaPear
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=42070#42070
>
>
>
>
>
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Re: [osg-users] tight integration of virtual file system

2011-08-05 Thread Jason Beverage
Hi Terry,

osgEarth has a generic zip based plugin called ZipFS that is
implemented as an osgDB plugin and isn't dependent on osgEarth.  We
originally developed it to support using a zip file of imagery tiles
for a cache.

It allows you to load files like:
osgDB::readNodeFile("c:/data/models.zip/cow.osg");

I haven't used it for quite awhile but last I checked it was working
just fine.  You can get the osgearth source code from github at
https://github.com/gwaldron/osgearth

If anything it could be a start to what you're looking for.

Thanks,

Jason



On Sat, Jul 30, 2011 at 1:13 PM, Terry Welsh  wrote:
> I would like to be able to load from .zip files and also to be able to
> prioritize which paths or .zip files to load from using the standard
> OSG_FILE_PATH mechanism.  Has anyone done any work with integrating a
> virtual file system such that .zip files can be added as paths to
> OSG_FILE_PATH and osgDB::findDataFile and osgDB::readNodeFile can
> freely navigate these files?  I suspect this would require overriding
> way too many osgDB functions.  Is it even feasible?
>
> Just finished looking over the physfs tutorial (
> http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/VFS
> ).  It's very cool, but it doesn't appear to be as tightly integrated
> as what I want to do.
> --
> Terry Welsh
> mogumbo 'at' gmail.com
> www.reallyslick.com
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Re: [osg-users] OpenThreads/Windows7 issue

2011-07-21 Thread Jason Beverage
Hi Tom,

I can say that I've been using Windows 7 64-bit for quite awhile with
OSG and have never seen an inherit issue in OpenThreads.  Is your app
heavily multi-threaded?  I have seen stack traces like that and the
error was always in my code and not OpenSceneGraph's.  Make sure that
whatever object that owns the aMutex object is not somehow being
deleted out from under you.  Look for places where you're using raw
pointers instead of ref_ptrs and convert them to ref_ptrs and see if
the issue magically goes away.

Good luck!

Jason

On Thu, Jul 21, 2011 at 12:12 PM, Tom Pearce  wrote:
> Hi Dietmar,
>
> Thanks for the reply.  The variable aMutex is definitely valid - it is 
> initialized on the stack in the constructor of the object that uses it.  The 
> call succeeds almost all the time, the program can go for minutes or hours 
> before the crash occurs.  And as I mentioned, entering and exiting a debugger 
> allows program execution to continue.  We've also seen similar issues with 
> crashes in osg-65.dll where debugging and continuing succeeds, also only on 
> Windows7.  That's why I suspect it is something with the OS and not our code, 
> as we never had/have this issue on our XP machines.  I'm fairly lost as to 
> how to go about debugging further other than trying to write very stripped 
> down hello world type programs which reproduce the crash.
>
> Cheers,
> Tom
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41550#41550
>
>
>
>
>
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Re: [osg-users] Earth using VPB

2011-05-19 Thread Jason Beverage
Hi GuiYe,

Once you get VPB built some examples of how to run osgdem are at:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem

You can also take a look at osgEarth (http://osgearth.org/) which is
an on demand terrain rendering toolkit for OpenSceneGraph.

Good luck!

Jason


2011/5/19 GuiYe :
>
>    Hi,
>   Who can tell me how to make a earth with terrain(DEM) and Satellite-Image
> using VPB as Google Earth?
>   Sorry for my poor English.
>   Thank you !
>   Good Luck!
> Cheers
> GuiYe
>
>
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Re: [osg-users] large VBOs for multiple Drawables

2011-01-03 Thread Jason Beverage
Hi Terry,

I was generating all my geometry in code so I wrote some custom code
to pack them tightly into a single vertex array.

Jason

On Mon, Jan 3, 2011 at 1:05 PM, Terry Welsh  wrote:
> Hi Jason,
> Thank you for the suggestion.  I feel like I'm missing something
> still.  Is there an Optimizer feature or something that combines
> Arrays for you?  Or did you write a bunch of custom code that
> processes your models after you load them?
> --
> Terry Welsh
> mogumbo 'at' gmail.com
> www.reallyslick.com
>
>
>
>> Message: 3
>> Date: Sun, 2 Jan 2011 21:28:12 -0500
>> From: Jason Beverage 
>> To: OpenSceneGraph Users 
>> Subject: Re: [osg-users] large VBOs for multiple Drawables
>> Message-ID:
>>        
>> Content-Type: text/plain; charset=ISO-8859-1
>>
>> Hi Terry,
>>
>> You can pack the verts of your small objects into a single
>> osg::Vec3Array and share that array across multiple osg::Geometry
>> objects then use DrawElements for each geometry with the correct
>> indices.  I've just recently done this actually for a project I'm
>> working on and it's worked out great.
>>
>> Thanks,
>>
>> Jason
>>
>> On Sat, Jan 1, 2011 at 6:21 PM, Terry Welsh  wrote:
>>> I found some email threads that hinted at this a little, but nothing
>>> seemed very specific. ?I have scenes where display lists perform a bit
>>> better than VBOs. ?My best guess is because my objects have relatively
>>> small vertex counts (usually between 20 and 200). ?Is there any way in
>>> OSG to use one large VBO to store the date for multiple Drawables in
>>> order to minimize buffer state changes?
>>> --
>>> Terry Welsh
>>> mogumbo 'at' gmail.com
>>> www.reallyslick.com
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] large VBOs for multiple Drawables

2011-01-02 Thread Jason Beverage
Hi Terry,

You can pack the verts of your small objects into a single
osg::Vec3Array and share that array across multiple osg::Geometry
objects then use DrawElements for each geometry with the correct
indices.  I've just recently done this actually for a project I'm
working on and it's worked out great.

Thanks,

Jason

On Sat, Jan 1, 2011 at 6:21 PM, Terry Welsh  wrote:
> I found some email threads that hinted at this a little, but nothing
> seemed very specific.  I have scenes where display lists perform a bit
> better than VBOs.  My best guess is because my objects have relatively
> small vertex counts (usually between 20 and 200).  Is there any way in
> OSG to use one large VBO to store the date for multiple Drawables in
> order to minimize buffer state changes?
> --
> Terry Welsh
> mogumbo 'at' gmail.com
> www.reallyslick.com
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Re: [osg-users] VBO Memory Usage

2010-12-13 Thread Jason Beverage
Hi Robert,

I took a look into this again and I think I know what the issue is
although I'm not sure about the solution.  In
GLBufferObjectManager::getGLBufferObjectSet a new GLBufferObjectSet is
created each time b/c the number of verts generated on each frame is
different so the profile doesn't match.  This means that no reuse is
happening and it also means that all the GLBufferObjectSets are
sticking around forever b/c the _glBufferObjectSetMap is never cleared
out or has items erased from it so it just keeps growing and growing.
Is there a way we could go through periodically and check to see if a
GLBufferSet in the glBufferObjectSetMap hasn't been used in a while
and delete it once some maximum number of sets has been reached?

Thanks,

Jason

On Mon, Oct 4, 2010 at 9:13 AM, Robert Osfield  wrote:
> Hi Jason,
>
> On Mon, Oct 4, 2010 at 2:07 PM, Jason Beverage  
> wrote:
>> Just pinging again to see if you have any thoughts on this.  No rush,
>> just wanted to make sure it didn't get lost.
>
> I haven't had a chance to look into the issue yet.  My guess is that
> the texture object pool is keeping the GL texture objects around in
> case they can be reused but as the sizes are never compatible it never
> achieves this and has to allocate new ones.   What will need to happen
> is for there to be an automatic scheme for deleting texture objects
> when new ones are needed and there memory has already hit the specific
> texture pool limits.   I do recall thinking about this particular
> issue when I implemented the code, and there might even be code that
> already attempts to do this.  Go have a look at the code to see if you
> can see what's going on.
>
> Robert.
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Re: [osg-users] LOD & chicken and egg problem

2010-12-05 Thread Jason Beverage
Hi Hartwig,

Try setting an initial bound on the text geode by calling
geode->setInitialBound and set it to the text's position plus a small
radius.  I've used that workaround before with AutoTransforms and
LODs.

Thanks,

Jason

On Sun, Dec 5, 2010 at 8:04 AM, Hartwig Wiesmann
 wrote:
> Hi,
>
> assume I have an LOD node. The children of this LOD node are geodes having as 
> drawables only text objects.
>
> Something like this
>
> Code:
>
>
>  lodPtr = new osg::LOD();
>  ... // some initializations
>
>  textPtr = new osg::Text();
>  ... // some initializations
>
>  geodePtr = new osg::Geode();
>  geodePtr->addDrawable(textPtr);
>  lodPtr->addChild(geodePtr,0.0,heightValue);
>
>
>
>
>
> The problem is that the text is never shown!
>
> The reason is - I believe - that the bounding box of the text cannot be 
> calculated without having an _autoTransformCache. But without a bounding box 
> LOD cannot determine whether to show or hide an item.
> And an _autoTransformCache is only calculated if the text is going to be 
> drawn.
>
> As there is no start nothing is displayed.
>
> What is the best way to solve this problem?
> One solution would be to add a "fake" drawable to the geode so that always a 
> bounding box can be calculated and therefore the _autoTransformCache is 
> calculated. But this is not really nice.
> Overwriting osgTextBase::ComputeBound to always produce at least a fake 
> initial bounding box does not work because the bounding box is cached (so I 
> have to patch osg::Drawable, too).
>
> Other suggestions? Thank you!
>
> Cheers,
> Hartwig
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=34532#34532
>
>
>
>
>
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Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-20 Thread Jason Beverage
Hi Robert,

Brad is talking about OSG's ON_DEMAND mode to  (osgviewer
--run-on-demand).  The setting of the
setNumChildrenRequiringUpdateTraversal to get an update traversal in
osgTerrain (as well in osgEarth) causes the frameloop to run
continuously instead of only when something changes.  So even if
you're sitting still and nothing needs paged in and no tiles need
processed in the osgTerrain::Terrain's update callback the frameloop
still runs as fast as it can.

Jason

On Wed, Oct 20, 2010 at 4:34 AM, Robert Osfield
 wrote:
> HI Brad,
>
> What do you mean by ON_DEMAND rendering in osgTerrain?  Is this an
> osgEarth feature, rather than an osgTerrain one?
>
> Robert.
>
> On Wed, Oct 20, 2010 at 12:01 AM, Brad Huber  wrote:
>> It appears that ON_DEMAND rendering is broken in osgTerrain as of rev
>> 11307.  The offend lines appear to be the manual setting of
>> numchildrenrequiringupdatetraversal in the constructors for
>> osgTerrain::Terrain.
>>
>>
>>
>> We are using osgEarth (using osgTerrain) and would really like to use
>> ON_DEMAND to greatly reduce our cpu/gpu footprint.
>>
>>
>>
>> Obviously this change was introduced to fix something (boundary
>> equalization?).  Is there another option?
>>
>>
>>
>> Thanks
>>
>> -Brad
>>
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Re: [osg-users] VBO Memory Usage

2010-10-04 Thread Jason Beverage
Hi Robert,

Just pinging again to see if you have any thoughts on this.  No rush,
just wanted to make sure it didn't get lost.

Thanks!

Jason

On Wed, Sep 29, 2010 at 3:15 PM, Jason Beverage  wrote:
> Hi Robert,
>
> I've noticed some issues with memory usage when using VBOs.  The
> attached example generates between 50K and 200K points per frame and
> creates a new geometry for them with VBO's enabled.  If you run the
> example, it appears as if the VBOs aren't properly being deleted and
> my graphics memory quickly gets maxed out and it crashes in about 30
> seconds.
>
> I stuck some debugging output in GLBufferObject::deleteGLObject() and
> it is never called so it appears as if the VBOs aren't being deleted
> at all.
>
> However, if you run the example with the --fixed argument, the
> Vec3Array for the points is preallocated to a large number (300K) and
> the points are just assigned to the array (vs using push_back).  This
> means that each frame is getting a Vec3Array which is the same exact
> size, but with a varying number of points to actually draw with the
> DrawArrays.   I'm assuming this is causing OSG to take advantage of
> some kind of VBO reuse as this causes the memory to be totally stable.
>
> I'm running the latest SVN version of OSG.
>
> Thanks!
>
> Jason
>
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[osg-users] VBO Memory Usage

2010-09-29 Thread Jason Beverage
Hi Robert,

I've noticed some issues with memory usage when using VBOs.  The
attached example generates between 50K and 200K points per frame and
creates a new geometry for them with VBO's enabled.  If you run the
example, it appears as if the VBOs aren't properly being deleted and
my graphics memory quickly gets maxed out and it crashes in about 30
seconds.

I stuck some debugging output in GLBufferObject::deleteGLObject() and
it is never called so it appears as if the VBOs aren't being deleted
at all.

However, if you run the example with the --fixed argument, the
Vec3Array for the points is preallocated to a large number (300K) and
the points are just assigned to the array (vs using push_back).  This
means that each frame is getting a Vec3Array which is the same exact
size, but with a varying number of points to actually draw with the
DrawArrays.   I'm assuming this is causing OSG to take advantage of
some kind of VBO reuse as this causes the memory to be totally stable.

I'm running the latest SVN version of OSG.

Thanks!

Jason


vbo_test.cpp
Description: Binary data
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[osg-users] ANN: osgEarth 1.4 Available

2010-08-27 Thread Jason Beverage
Hi all,

Cross posting this with the osgEarth forum.

We've just tagged the osgEarth 1.4 release, you can get the latest
code from SVN at:
http://svn.osgearth.org/tags/osgearth_1.4_T2010-08-27/

You can also grab tarballs from:
http://wush.net/websvn/osgearth/listing.php?repname=osgearth&path=%2Ftags%2F

Go to http://osgearth.org for download instructions and documentation.

Highlights of the osgEarth 1.4 release:

Major features:

   * osgEarthDrivers API - Every osgEarth driver now has its own
header-only API for configuring and loading layer types
programmatically.
   * osgEarthSymbology - A new library for creating, manipulating,
and symbolizing vector geometry.
   * Controls Toolkit - This osgEarthUtil namespace is a lightweight
2D UI toolkit for rendering HUDs, popups and text overlays.
   * Unlimited Image Layers - The new "composite" layering technique
lets you add a virtually unlimited number of image layers to your map
without multi-pass rendering.
   * Layer Opacity Control - New global uniforms let you control the
relative opacity of each layer at runtime.
   * Rasterizing Feature Driver - The new "agglite" driver rasterizes
vector data into image tiles and overlays them on the map. This driver
uses the "lite" version of the AGG rendering
   * Inline Geometry - You can now specify inline geometry in a
.earth file (instead of loading it from a file) using the OGC-WKT
geometry notation.
   * Vertical Datums - Properly display EGM96 (MSL) data such as DTED
using the new vdatum support
   * Blacklisting - TileSources? now blacklist tiles that have been
requested and couldn't be retrieved so they aren't requested again,
avoiding hammering servers with bad requests.
   * Data Extents - TileSources? report where they actually have data
so that osgEarth doesn't make unnecessary requests to them. Useful
when you have a server with many inset areas.

Other new features:

   * AutoClipPlaneHandler - automatically optimize your clip planes
based on distance to the horizon
   * SQLite caching - new "sqlite" cache type stores tiles in a sqlite db.
   * NASA WorldWind elevation reader
   * Graticule - lat/long lines (geocentric only - beta code)
   * OceanSurfaceNode - simple animated ocean geometry
   * WMS-T - preliminary support for time-animated layers
   * HTTP authentication support
   * Mask layers
   * UnifiedCubeProfile - for ingesting cube/quadsphere data sources
   * Triangulating Interpolator - new elevation interpolator for sim
correlation support
   * Units - new class for converting linear and angular units

Noteworthy fixes:

   * Better mime-type support in HTTPClient
   * Frame coherency for EarthManipulator tethering
   * Better memory management in sequential/preemptive modes
   * Better proxy support
   * Custom read/write mutex fixes some rare deadlock issues
   * Better vector rendering in some drivers
   * Avoiding making repeat requests for tiles that could not be
retrieved in the database pager.

Thanks for your support!

Jason
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Re: [osg-users] osgEarth processing problems

2010-08-12 Thread Jason Beverage
Hi Ting,

It doesn't make sense to change your model to cow.osg or glider.osg in
the Earth file, it only works on VPB databases.  One thing you need to
make sure of is that the VPB database you've generated was generated
with the --terrain option.  The osgEarth VPB driver only works on
databases generated with the --terrain option, not the old style
polygonal databases that VPB can generate as well.

Thanks,

Jason

On Thu, Aug 12, 2010 at 10:15 AM, ting zhang  wrote:
> Hi,Waldron
>
> You are right. The earth.ive actually didn't work in the program. I changed 
> the earth.ive into cow.osg or glider.osg in my .earth file, they both appear 
> as a globe without texture like fig.1. , which proved that the model in the 
> .earth is not loaded successfully.
> Then would you help me to analyze what is going on with my program.
>
> Thank you!
>
> Cheers,
> ting
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=30715#30715
>
>
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Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-07-28 Thread Jason Beverage
Hi Shayne,

Also, if you're intersecting against a PagedLOD database the highest
level of detail of the database is loaded and cached by the
DatabaseReadCallback in the osgSim::HeightAboveTerrain class.  So if
your intersections are grouped spatially together they have a better
chance of being able to use what is in the memory cache and don't need
to load anything from disk.  If you're doing random intersections all
over the database then there is a greater chance that it will need to
load files from disk and slow things down.

Thanks,

Jason

On Wed, Jul 28, 2010 at 4:47 AM, Robert Osfield
 wrote:
> Hi Shyane,
>
> I've not been at my desk too consistently this last few weeks due to
> school holidays, so not able to dig down into all threads.
>
> A couple of general comments.  If intersections are slow then consider
> enabling the building KdTree's on your scene graph, this will greatly
> improve performance.  In osgDB::Options and osgDB::Registry there is a
> setBuildKdTreesHint(..) method that you can use.
>
> Robert.
>
> On Tue, Jul 27, 2010 at 7:25 PM, Tueller, Shayne R Civ USAF AFMC 519
> SMXS/MXDEC  wrote:
>> Since I didn't receive any input or feedback on my previous inquiry, I'm
>> assuming no one has used osgSim very much in an extensive setting.?.?
>>
>> At any rate, I've done some further investigation. It appears that
>> performance is very poor when HAT inquiries are randomly called in different
>> portions of the code via the
>> osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the
>> other hand, if HAT points via hat.addPoint() are collected up and then
>> computed (intersections) in one place, performance improves. I'm assuming
>> that this is the correct usage for OSG? If this is true, I must say that
>> this is a major problem since HAT inquiries need to be done at different
>> times throughout the application due to dependencies on HAT for other
>> calculations.
>>
>> I would like some feedback from someone in the know on osgSim so I know what
>> the proper usage is for maximum performance. If it is true that all HAT
>> points in OSG need to be consolidated for intersection calculation, then I
>> will attempt to refactor the code to support what OSG wants.
>>
>> Thanks,
>> -Shayne
>>
>> -Original Message-
>> From: osg-users-boun...@lists.openscenegraph.org
>> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
>> Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
>> Sent: Friday, July 23, 2010 10:57 AM
>> To: OpenSceneGraph Users
>> Subject: [osg-users] osgSim HeightAboveTerrain performance...
>>
>> All,
>>
>>
>>
>> I was wanting some feedback for those who have used osgSim in querying VPB
>> database info such has HAT, LOS, etc., during runtime.
>>
>>
>>
>> I'm seeing some performance issues when using
>> osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT
>> value for a particular location in the database. At times, we need multiple
>> HAT values per frame which seems to bog the performance down. I would
>> surmise that LOS calculations are probably worse since multiple
>> intersections are computed.
>>
>>
>>
>> My question is, is how efficient is the osgSim HAT function? Is the process
>> of retrieving HAT a slow one? If so, is there a way to improve performance
>> if one or more HAT requests are issued on a per frame basis?
>>
>>
>>
>> Thanks in advance,
>>
>> -Shayne
>>
>>
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Re: [osg-users] DatabasePager Callback

2010-07-08 Thread Jason Beverage
Hi Guy,

You can use a ReadFileCallback to intercept calls to when files are
read and do whatever you need to do to the loaded node.  See the
osgcallback example for example usage.

Jason

On Thu, Jul 8, 2010 at 7:23 PM, Guy Volckaert  wrote:
> Hi,
>
> Is there a mechanism that would allow me to get notified when a subgraph gets 
> loaded by the DatabasePager. I essentially need to process the subgraph 
> before it gets added to scene.
>
> I guess this would be valid for TXPNode and PagedLOD nodes as well?
>
> Thanks,
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29851#29851
>
>
>
>
>
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Re: [osg-users] Windows 7 Aero Color Scheme issue

2010-07-08 Thread Jason Beverage
I have the same issue on Vista, but only on one of my monitors and
only if I run full screen.  Starting osgviewer with a --window
argument works fine.  My 1920x1080 monitor causes the issue in full
screen, I have another 1680x1050 monitor that works fine in full
screen.

Jason

On Thu, Jul 8, 2010 at 9:26 AM, Guy Volckaert  wrote:
> As maximuxy, I also don't have this problem with my own application (so far).
>
> Cheers,
> Guy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29827#29827
>
>
>
>
>
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Re: [osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Jason Beverage
Hi Torben,

I'll give it a go, I just got the sources and tinkering with them.  If
I get a 32 and 64 bit build working I'll post them.

Thanks,

Jason

On Mon, Jul 5, 2010 at 3:26 PM, Torben Dannhauer
 wrote:
> Hi Jason,
>
> if you have build the full package for 32 and 64 bit, it would great if you 
> could share your build. I can assist you to pack it the right way to be 
> recognized by the cmake find scripts and I could host it additionally to the 
> VS2008 packages. Just an offer to help people in similar situation to yours.
>
> Do you use VS2005 SP1?
>
> Cheers,
> Torben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29704#29704
>
>
>
>
>
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Re: [osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Jason Beverage
Thanks Torben.

On Mon, Jul 5, 2010 at 2:02 PM, Torben Dannhauer
 wrote:
> Hi Jason,
>
> I have uploaded also the source collection which I used to compile the VS2008 
> deps. The package contains instructions for all packages which are not self 
> explanatory and will work for VS2005 as well.
>
> You could download them and build it for 32 and 64 bit if you want.
>
>
>
> Cheers,
> Torben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29702#29702
>
>
>
>
>
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Re: [osg-users] osgPlanet

2010-07-05 Thread Jason Beverage
Hi Bruce,

You need to use GEOS 3.2 to avoid the errors in BufferFilter.  What
version of curl are you using?  If you use the one provided with the
3rd party dependencies at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
you shouldn't see any build issues.

Thanks,

Jason

On Mon, Jul 5, 2010 at 12:36 PM, Clay, Bruce  wrote:
> Glen:
>
>   Sorry I miss typed in my email.  It is osgEarth that I am trying to build
> and version 1.3 was the latest I saw posted does not build with
> OpenSceneGraph 2.8.3.  It is looking for a wldap32.lib which is been
> obsoleted by Microsoft and I get several errors in BufferFilter.cpp
> apparently related to Geos.  I am using version 1.3.0 of GEOS.
>
>
>
> Bruce
>
>
>
>
>
> 
>
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
> Waldron
> Sent: Monday, July 05, 2010 12:16 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] osgPlanet
>
>
>
> You can do that with osgEarth.
>
>
>
> http://osgearth.org
>
>
>
> Glenn Waldron : Pelican Mapping : +1.703.652.4791
>
> On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce  wrote:
>
> Is osgPlanet still an active project?  I downloaded version 1.3 and it does
> not build with OpenSceneGraph 2.8.3.
>
>
>
> If not is there another option to dynamically add GDAL based data to an
> osgViewer based application?
>
>
>
> Bruce
>
>
>
> This message and any enclosures are intended only for the addressee.
> Please
>
> notify the sender by email if you are not the intended recipient.  If you
> are
>
> not the intended recipient, you may not use, copy, disclose, or distribute
> this
>
> message or its contents or enclosures to any other person and any such
> actions
>
> may be unlawful.  Ball reserves the right to monitor and review all
> messages
>
> and enclosures sent to or from this email address.
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> This message and any enclosures are intended only for the addressee.  Please
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> are
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[osg-users] VS 2005 SP1 64-bit dependencies?

2010-07-05 Thread Jason Beverage
Hi all,

Does anyone have 64-bit VS 2005 SP1 pre-compiled dependencies
available?  I know the on the dependencies page there are both 32 and
64 bit dependencies available for VS 2008, I was wondering if a
similar packaged existed for VS 2005.

Thanks,

Jason
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Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-07 Thread Jason Beverage
Hi Sanat,

I use Vista 64 as well so it shouldn't be a problem.  You can set the
OSG_NOTIFY_LEVEL=DEBUG environment variable and see where it is trying
to load the plugins from, it should shed some light on the issue.

Thanks,

Jason

On Fri, May 7, 2010 at 2:45 PM, Sanat Talmaki  wrote:
> Hi Jason,
>
> Im using Vista 64 bit. (But my visual studio is installed in program files 
> x86)
>
> Could my OS be the reason why things aren't working like the are supposed to ?
>
> In that case I will need to build all the dependancies from source ??
>
> Thanks
>
> Sanat
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=27675#27675
>
>
>
>
>
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Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-07 Thread Jason Beverage
Hi Sanat,

You have to make sure that you built osgEarth against that version of
OSG, GDAL and Expat and make sure all the Dlls (osg, expat, GDAL,
osgEarth, and the osg 3rdParty dependencies bin for png, jpeg, etc)
are all in your PATH.

Jason

On Fri, May 7, 2010 at 12:22 PM, Sanat Talmaki  wrote:
> Hi Adam,
>
> I downloaded installed the osg binary and copied the dlls for osgearth, expat 
> and gdal into the plugins folder for osg.
> Yet when I run the following comand from the osg shell:
> C:\Program Files (x86)\OpenSceneGraph\bin>osgviewer clouds.earth
>
> I get the error:
> Warning: Could not find plugin to read objects from file clouds.earth
> osgviewer:No data loaded.
>
> Am I missing something here ?
>
> Thanks
>
> Cheers,
> Sanat
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=27669#27669
>
>
>
>
>
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Re: [osg-users] osgGA/SphericalManipulator : Cannot open include file

2010-05-06 Thread Jason Beverage
Hi Sanat,

Try an update, SphericalManipulator was something added post 2.8.
I've removed the includes and usage of it as it's not really necessary
anyway, just a copy and paste from other OSG examples.

Thanks!

Jason

On Thu, May 6, 2010 at 12:48 PM, Sanat Talmaki  wrote:
> Hi,
>
> I am trying to build OSGEarth on my system and I'm almost there but for these 
> errors:
>
> Error   1       fatal error C1083: Cannot open include file: 
> 'osgGA/SphericalManipulator': No such file or directory    c:\tools\OSG 
> Earth\src\applications\osgearth_ocean\osgearth_ocean.cpp   44
>
> Error   2       fatal error C1083: Cannot open include file: 
> 'osgGA/SphericalManipulator': No such file or directory    c:\tools\OSG 
> Earth\src\applications\osgearth_toc\osgearth_toc.cpp       70
>
> I looked in C:\tools\OpenSceneGraph-2.8.2\include\osgGA and could not find 
> the SphericalManipulator file there !
>
> I found this strange as I believed it would be something that would be there 
> by default. I tried downloading the file from 
> http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osgGA/SphericalManipulator?rev=10848
> and saving it in the osgGA folder. But din't work either.
>
> I'm really stuck and donno what to do. I'm so close to building osgEarth..can 
> someone please give me some hint or tip.
>
> Thanks for looking.
>
> Cheers,
> Sanat
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=27621#27621
>
>
>
>
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Re: [osg-users] [3rdparty] Digital elevation model visualization

2010-04-29 Thread Jason Beverage
Hi Lucie,

I'm not very familiar with VR-Juggler, but if it works with other OSG
applications it *probably* works with VPB and osgEarth :)

Jason

On Thu, Apr 29, 2010 at 4:54 AM, Tim Moore  wrote:
>
>
> On Thu, Apr 29, 2010 at 9:27 AM, lucie lemonnier 
> wrote:
>>
>> Hi,
>>
>> Thank you for your answer, I'll follow your advice, I'll look at osgEarth
>> and VPB.
>>
>> Cheers,
>> lucie
>>
> You might find helpful a couple of blog posts I wrote about building small
> databases with VPB:
> http://shiny-dynamics.blogspot.com/2010/02/ive-been-playing-with.html and
> http://shiny-dynamics.blogspot.com/2010/02/more-virtualplanetbuilder-fun.htm
>
> Tim
>
>
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Re: [osg-users] [3rdparty] Digital elevation model visualization

2010-04-28 Thread Jason Beverage
Hi Lucie,

I would recommend looking at both osgEarth and VirtualPlanetBuilder
for displaying geospatial data in OSG.  Both VPB and osgEarth are
built using OSG's osgTerrain library so the resulting scene graphs are
similar.  The main difference is that VPB produces optimized static
scene graph tiles from input geospatial data and osgEarth produces the
scene graph at runtime from a variety of different sources (local
geospatial data, WMS servers, TMS servers, etc).

I'm one of the developers of osgEarth, let us know if you have any questions.

Thanks!

Jason



On Wed, Apr 28, 2010 at 11:28 AM, lucie lemonnier
 wrote:
> Hi,
>
> I want to develop an application for the visualization of 3D digital terrain 
> models, and browsing through these models.
> I found some plugins to add to openscenegraph (VirtualPlanetBuilder, 
> osgEarth, Virtual Terrain Project, ...).
>  What do you recommend?
>
>
> Thank you!
>
> Cheers,
> lucie
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=27387#27387
>
>
>
>
>
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Re: [osg-users] openGL error with osgEarth?

2010-04-27 Thread Jason Beverage
Hi Akilan,

Can you post the earth files you are seeing errors on?  Perhaps you
are specifying more image layers than you have texture units.

Jason

On Tue, Apr 27, 2010 at 5:36 AM, Akilan Thangamani
 wrote:
> Hi,
>
> When I run some of my .earth files, I m getting warning saying,
> "detected openGL error, invalid enumerator, after RenderBin::draw(,)".
> I m not sure why this error is caused?
>
> Akilan. A
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=27305#27305
>
>
>
>
>
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Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Jason Beverage
Hi Akilan,

If you're talking about the FadeLayerNode in osgEarth it's basically
just doing a shader that blends multiple texture units together.  The
osgFX::MultiTextureControl does something similar without using
shaders is so that we could support fading along with imagery that
contains an alpha channel.

You should be able to use the shaders for the most part and apply them
to a regular VPB model.

Jason

On Wed, Apr 14, 2010 at 5:23 AM, Torben Dannhauer
 wrote:
> Hi,
>
> I think he intends fading out tiles (via alpha)  which are replaced by tiles 
> with higher or lower LOD.
>
> Is there any predefined method? Would be nice to test, especially regarding 
> performance :)
>
>
>
> Cheers,
> Torben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26758#26758
>
>
>
>
>
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Re: [osg-users] releaseGLObjects not called in DatabasePager by default?

2010-04-02 Thread Jason Beverage
One more observation, shouldn't the call to plod->releaseGLObjects in
capped_removeExpiredSubgraphs be
plod->releaseGLObjectsOnExpiredChildren?

Thanks!

Jason

On Fri, Apr 2, 2010 at 2:09 PM, Jason Beverage  wrote:
> Hi Robert,
>
> In the DatabasePager the releaseGLObjects method isn't being called
> expired PagedLOD's unless the OSG_RELEASE_DELAY environment variable
> is used.  The _releaseDelay variable is set to DBL_MAX by default and
> before any calls to releaseGLObjects are made in DatabasePager.cpp it
> checks to see if _releaseDelay != DBL_MAX.
>
> Is this the desired behavior?  It seems like this would leak OpenGL objects.
>
> Thanks,
>
> Jason
>
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[osg-users] releaseGLObjects not called in DatabasePager by default?

2010-04-02 Thread Jason Beverage
Hi Robert,

In the DatabasePager the releaseGLObjects method isn't being called
expired PagedLOD's unless the OSG_RELEASE_DELAY environment variable
is used.  The _releaseDelay variable is set to DBL_MAX by default and
before any calls to releaseGLObjects are made in DatabasePager.cpp it
checks to see if _releaseDelay != DBL_MAX.

Is this the desired behavior?  It seems like this would leak OpenGL objects.

Thanks,

Jason
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Re: [osg-users] looking for a terrain database building toolchain

2010-03-31 Thread Jason Beverage
Hi Torben,

I'd recommend using the trunk if you're unsure of what version of
osgEarth you're using.  Right now it's just up to you to know what
version of the source you built against.  I'd recommend updating to
the trunk if you're unsure what version you've used.

I believe that if you use a standard osgdem command line, vpb will
create a database that can be accessed via osgEarth using the "nested"
 directory structure with no split levels.  You can define split
levels with vpb using the --splits commandline and I believe those are
only used with distributed builds.  If that's incorrect perhaps Robert
can chime in and correct me :)

You should also make sure that you add a
global-geodetic element within your VPB source as
sometimes the computed profile coming from VPB can be slightly off
causing osgEarth to try to reproject the imagery, which doesn't
currently work with DDS compressed tiles.

I haven't seen the issue with osgEarth always loading the highest LOD
when using a VPB database, can you elaborate a bit on that?

Thanks,

Jason

On Tue, Mar 30, 2010 at 10:57 AM, Torben Dannhauer
 wrote:
> Hi Jason,
>
> I use a geocentric database.
>
> How can I determine the osgEarth version?
>
> I also do not understand how the split level management (flat, nested etc.) 
> is used in osgEarth, the documentation is quite unclear.
>
> It only worked to display with an old database with all files in one 
> directory. All of my new databases have subdirectories with unknown split 
> levels (I think default, but I don't familiar if default splitlevel is a 
> fixed value or calculated depening on amount of rawdata. I don't know how to 
> configure osgEarth to display an vpb database.
>
> Even it it work to display, the LOD issue still remains.
>
> Thank you!
>
> Cheers,
> Torben
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26270#26270
>
>
>
>
>
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Re: [osg-users] looking for a terrain database building toolchain

2010-03-30 Thread Jason Beverage
Hi Terry,

What version of osgEarth are you using that is loading all the tiles
at the highest LOD?  Are you using a projected database or a
geocentric database?  Can you provide an example?  I just checked with
the trunk and it seems to be working fine.

Thanks,

Jason

On Tue, Mar 30, 2010 at 6:33 AM, Torben Dannhauer
 wrote:
> Hi Terry,
>
> I have quite the same goal to reach, so I would happy to cooperate and create 
> a usefull toolchain.
>
> At the moment I use VPB to generate the database.
> I'have tried osgEarth but the VPB Plugin over there doesn't work very well, 
> it loades all tiles at highest LOD and my FPS falls down to less than 5 fps.
> So osgEarth is not an option.
>
> At the beginning, I had a lot of problems to compile my datase ( ~800GB raw 
> data.
> with 64 Bit and the newest VPB it now works quite stable, resuming works and 
> it is possible. With compressing all geotiffs with LZW the build time is 
> reduzed dramatically from several weeks to days ( 16 Cores, 12 gig ram, 
> several HDDs for source data)
> About this task, I have written a detailed documentation which I plan to 
> publish on VPB wiki.
>
> The following tasks are not solved but are only my current todo list:
>
>        adding forest to database based on openstreetmap shapes. Use of LOD to 
> blend forest on configurable distance in and out
>
>        flattening/pulling ground to specifig height of the  geocentric 
> database in configurable areas to provide complete flat areas (or other 
> height feature) for flat airports or other submodels.
>
>        adding streets and other feature of OpenStreetMap and other sources
>
>
>
> Would you like to modify database offline or online during runtime via 
> pseudoloader?
>
> Both approaches are quite interesting I think.
>
> I would be happy if we could create a Toolchain and write a detailed 
> documentation (I'd like to do this, because I struggled myself often at the 
> beginning due to lack of documentation)
>
> Cheers,
> Torben[/list]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26264#26264
>
>
>
>
>
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Re: [osg-users] [vpb] which is the best Manipulator for a globe Earth?

2010-03-28 Thread Jason Beverage
Hi Lv,

See my answer on the osgEarth forum, I've committed a fix to get the
EarthManipulator to work with VPB databases again.

Jason

On Sun, Mar 28, 2010 at 1:17 PM, Lv Qing  wrote:
> Hi,
>
> ...
>
> I have try the osgGA::TerrainManipulator to manipulat a globle Earth,it does 
> not work very well .I also tried the EarthManipulator of osgEarth,it does 
> well to a .earth model,but it seems work fail to a vpb generated (.osga) 
> model.Can there be a solution?
>
> Thank you!
>
> Cheers,
> Lv
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26233#26233
>
>
>
>
>
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Re: [osg-users] Near Far plan

2010-02-26 Thread Jason Beverage
Hi Thomas,

Why are you using two cameras for this?  It seems like you could just
change the compute near far mode on the one camera based on where you
are at on the Earth if it's necessary.

Jason

On Fri, Feb 26, 2010 at 4:50 PM, Thomas Canipel
 wrote:
> Hi,
>
>  I have actually problem with the far/near plan, by using the osgEarth, I 
> want to reprensent for example an object on the earth that could be of the 
> size of 1meter, of course by computing the near plan and the far plan  by 
> moving close to the box the object is clipped, after reading some topic on 
> the forum I try to apply the method by setting 2 camera , they share the same 
> graphic context, for one I define DO_NOT_COMPUTE_NEAR_FAR for the other one 
> COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES, then when a redraw is needed , I 
> look for the position of the camera and if its close to the earth for example 
> I switch to the camera that dont have the compute near far, and if you zoom 
> out i switch the camera again to have the one that compute the near far 
> automatically.
>
> The problem I get is after 2 changement of camera , atioglxx crash without 
> further information...  is there something wrong in the way I am doing it ?
>
>
>
> Thank you!
>
> Cheers,
> Thomas
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=24962#24962
>
>
>
>
>
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Re: [osg-users] Switching lods with PagedLOD

2010-02-26 Thread Jason Beverage
Hi Adrian,

You can also check out osgEarth (http://www.osgearth.org) for an
example of how to use a pseudo plugin to generate the terrain tiles
procedurally as Robert mentioned.  It also lets you create your
plugins for providing imagery, elevation and feature data.

Thanks,

Jason

On Fri, Feb 26, 2010 at 12:07 PM, Robert Osfield
 wrote:
> Hi Adrian,
>
> PagedLOD is designed to allow you to specify the first children as ones that
> are inline - and already attached as children that are saved as part of the
> PagedLOD's tile - these are the low res fallback children, then subsequent
> children have the external file reference which server as high res
> versions.
>
> Typically one would set up the scene graph so that the first child of the
> PagedLOD is the low res version of a tile and is stored inline - with the
> filename for the child set to "" to signify that it's inline, then the
> second child is an external file reference for a high rest tile.  This
> external high rest tile is then composed of a group of four children, with
> each child 1/4 of the tile area, and each child being a PagedLOD with the
> same pattern of inline and external children.   This builds a quad tree that
> scales perfectly and always has an inline child to fallback even when the
> required LOD level isn't yet loaded.
>
> The DatabasePager which is build into osgViewer automatically loads the
> external children on demand, you won't need to worry about it.
>
> Another trick in the trade is to use the filename as an encoding of the tile
> LOD, and X,Y location and then have a pseudo plugin generate the geometry
> and textures procedurally, this way you can easily implement multi-threaded
> procedural techniques.
>
> Robert.
>
>
>
> On Fri, Feb 26, 2010 at 4:16 PM, Adrian Lindberg  wrote:
>>
>> Hi,
>>
>> I'm making progress with the my paged lodding. But I've run into another
>> wall. When I set up the pagedLOD node I provide the files along with their
>> paths. The lodding works but the problems occur when it switches one lod
>> level for another, namely the time it takes for the new lod to load through
>> the pager.
>>
>> My application will constantly lod stuff (using Quadtrees) and it takes
>> some time to load and prepare the data so when the old lod gets out of range
>> I get a gaping hole in my geometry. What I want is for the PagedLOD to know
>> the hierarchy and therefore not unload the old lod before the new lods have
>> been paged in. I get the feeling that this type of functionality should be
>> available somewhere and overlapping ranges won't do since I'm not able to
>> guarantee anything that way.
>>
>> Do I need to write my on page nodes or does osg provide this functionality
>> out-of-the-box?
>>
>> Again, any help is much appriciated,
>> Adrian
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=24939#24939
>>
>>
>>
>>
>>
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Re: [osg-users] how can i get the OSGEarth

2010-02-21 Thread Jason Beverage
Hi,

You can download osgEarth from our website at http://www.osgearth.org/.

Thanks!

Jason

2010/2/21 bmoonlu :
> hi all:
>
>  how can i get the OSGEarth? i want it, but i can not find :) if anybody
> konws plesae tell me ,thank you:)
>
> good day:)
>
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Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-02-17 Thread Jason Beverage
Especially if you're going to provide food :)

Jason

On Wed, Feb 17, 2010 at 10:43 AM, Glenn Waldron  wrote:
> Pelican will be there, of course ;)
>
>
> Glenn Waldron : Pelican Mapping : +1.703.652.4791
>
>
> On Wed, Feb 17, 2010 at 10:32 AM, Brett Wiesner  wrote:
>>
>> Everyone,
>>
>> I appreciate this feedback. It's a good start. If I receive a "positive"
>> response from this survey, my company (MAK, who attends these conferences
>> regularly) will organize (broadcast invitations), setup (get a room/ food),
>> and chair (provide a basic agenda) these meetings at both conferences.
>>
>> We feel that there is a substantial number of OSG developers and users of
>> OSG products in this industry, and we are very interested in building
>> momentum, gathering partners, strengthening the community.
>>
>> So... if you are planning on going and haven't responded... lemme know!
>>
>> Thanks,
>> Brett
>>
>> Brett Wiesner wrote:
>>>
>>> Hey everyone,
>>>
>>> I know a lot of OSG users are building things in the ModSim space and I
>>> know that two of the bigger industry conferences are ITEC (Europe) and
>>> I/ITSEC (USA). I was wondering how many people from this list go to either
>>> of those and if there is any interest in a OSG Users Group meeting? I was
>>> thinking it would be a great opportunity to meet other OSG users. Perhaps
>>> everyone can speak a little about what they are building with OSG and share
>>> some of their experiences.
>>>
>>> So, the questions are:
>>>
>>> 1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one)
>>>
>>> 2) Would you go to a OSG Users Group Meeting?
>>>
>>> Thanks,
>>> Brett Wiesner
>>>
>>
>>
>> --
>> Product Manager, VR-Vantage
>> OSG Based Battlefield Information Station, Desktop IG and SDK
>> http://www.VR-Vantage.com
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[osg-users] Atomic Ref Counting and Visual Studio 2005 + 64 bit

2010-02-09 Thread Jason Beverage
Hi all,

I'm using Visual Studio 2005 SP1 on Windows Vista 64 bit and just
noticed that OSG isn't picking up that my machine supports atomic
reference counting, so it's falling back to defining
_OPENTHREADS_ATOMIC_USE_MUTEX in the OpenThreads/Config.

I saw a thread at
http://www.mail-archive.com/osg-submissi...@lists.openscenegraph.org/msg02238.html
mentioning this.  I changed the CheckAtomicOps.cmake to set the
_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED to true manually, and things
seem to compile after I apply this change to the intrin.h file on my
system 
(https://connect.microsoft.com/VisualStudio/feedback/details/262047/compiler-error-when-including-windows-h-and-intrin-h-in-the-same-compilation-unit)

Has anyone else run into this and is there a better workaround?

Thanks,

Jason
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Re: [osg-users] [3rdparty] [osgEarth] transparent_color image attribute not working

2010-02-05 Thread Jason Beverage
Hey again Nick,

See my answer on the osgEarth mailing list.  Remove the quotes from
your transparent_color element and you should be good to go.

Jason

On Fri, Feb 5, 2010 at 6:27 PM, Nick Schultz  wrote:
> Hi,
>
> I'm trying to display my own GeoTiffs, which are made up of 16 colors and 
> white as the background.
>
> here is a portion of  my .earth file (had to turn '<' into '[' for it to 
> display properly):
>
>
> Code:
> [image name="JF_60_2" driver="gdal"]
>                [min_level]8[/min_level]
>                C:\PugetSound\Images\jf2_tiled2.tif
>                [transparent_color] "255 255 255 0" [/transparent_color]
>                [cache_enabled]false[/cache_enabled]
>    [/image]
>
>
>
> The image is drapped correctly, however the white background is still 
> present.  I tried both 255 and 0 for the alpha channel (I'm not sure there is 
> an alpha channel in my GeoTiff, is that the problem?)
>
> I also made sure that the white space is really 255 255 255 and not some 
> offwhite.
>
> Any tips?
>
> Thanks,
> Nick
>
>
> Thank you!
>
> Cheers,
> Nick
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=23749#23749
>
>
>
>
>
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Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Jason Beverage
Hi Raymond,

Just wanted to give credit to Cedric for the osg DirectShow plugin, I
had sent out an email quite awhile about about public interest in an
open sourced Direct Show plugin but never got around to releasing one.
 Kudos to Cedric for beating me to the punch :)

Thanks,

Jason

On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
 wrote:
> the latest windows sdk has the project files for all the configuration.
> build against it
> Nick
>
> http://www.linkedin.com/in/tnick
>
>
> On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries  wrote:
>>
>> Hi, most likely Cedric and/or Jason (Beverage),
>>
>> I would like to try out your directshow plugin in svn, and now I am in the
>> process of building the BaseClasses of the windows platform sdk. Although
>> I've searched the net and the platform sdk docs, I cannot see how I can
>> produce a release version of the BaseClasses (the debug version is built
>> properly, so it seems). Can anymore please give me some advice how to do
>> that? Cedric? Jason?
>>
>> I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform SDK
>> for Windows Server 2003 R2, using Visual Studio 2008. I tried to build the
>> strmbase.lib by running nmake in the Visual Studio command prompt but then
>> it only builds the debug version. Should I hack the makefile or is there
>> another way?
>>
>> Thanks a lot already, cheers
>> Raymond
>>
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Re: [osg-users] Small GeoTIF or DEM Terrain Options

2010-02-02 Thread Jason Beverage
Hi Chris,

Can you provide a stack trace for the crash you are seeing with osgEarth?

Thanks,

Jason

On Tue, Feb 2, 2010 at 1:23 PM, Chris Innanen  wrote:
> Hi, Robert.
>
> I plan to try out your solution next, but I upgraded to osgEarth 1.3 first, 
> and now I'm getting an unexplained crash when initializing the camera.
>
>
> Code:
> mViewer = new osgViewer::Viewer();
>
> osgEarthUtil::EarthManipulator* manip = new osgEarthUtil::EarthManipulator;
> mViewer->setCameraManipulator( manip );
>
> osgEarthUtil::Viewpoint target = manip->getViewpoint();
> manip->setViewpoint( target, 3.0 );
>
>
>
> It crashes in that last line, the setViewpoint. Switching back to the 
> previous version of osgEarth, the crash goes away. I was setting up my own 
> viewpoint, but even this simplified get-it-and-set-it version crashes.
>
> Once I can set the viewpoint close to my target location, I can start messing 
> with the CullSettings, otherwise it starts too far from the planet for 
> anything to be seen at all. If anyone has any ideas on the crash, I'd love to 
> hear them, otherwise I'll have to stay with the older osgEarth.
>
> But I also have a general lack of knowledge about what are valid values for 
> the camera's frustum. I tried just changing the near and far values while 
> leaving the edges as they were, but that results in a rather stretched image. 
> Can someone point me to a tutorial on how these values relate? I haven't yet 
> found one that helps me.
>
> Thank you thank you...
>  ~ Chris Innanen
>  ~ Nonsanity
> [/code]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=23547#23547
>
>
>
>
>
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Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file

2010-02-01 Thread Jason Beverage
Glad to hear you got it working!

Jason

On Mon, Feb 1, 2010 at 7:20 AM, Martin Scheffler  wrote:
> OK, got it working now. The problem was I did not set the working directory 
> to osgEarth/bin. This caused the relative paths in the .earth file to be 
> incorrect.
> createFeatureProfile() in FeatureSourceOGR returned NULL because the file 
> could not be loaded. This was not checked in 
> FeatureModelSource::gridAndRenderFeaturesForStyle line 195:
> [code]
> FeatureGridder gridder( extent.bounds(), _gridding.get() );
> [/code]
> Causing the crash.
>
> Feature overlay works perfect now!
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=23481#23481
>
>
>
>
>
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Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file

2010-01-29 Thread Jason Beverage
Hi Martin,

Can you provide your data and a sample .earth file that is causing the issue?

Thanks!

Jason

On Fri, Jan 29, 2010 at 8:23 AM, Martin Scheffler  wrote:
> Hi,
>
> first up, osgEarth is absolutely amazing! It is a lot of fun to play around 
> with.
>
> But now to my problem: Everything crashes when I try to load a shape file!
>
> I added a shape file as seen here:
> http://osgearth.org/wiki/TileSourcePluginModelFeatureOverlay
>
> Luckily I built in debug mode from SVN head, so I found out that in
> osgEarthFeatures/FeatureModelSource.cpp
> on line 192 the call getFeatureSource()->getFeatureProfile()->getExtent(); 
> returns a NULL pointer, causing the crash.
>
> So what went wrong here? Maybe there is a plugin DLL I did not copy to the 
> correct position or something?
> Thanks for your help!
> Martin
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=23417#23417
>
>
>
>
>
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Re: [osg-users] Small GeoTIF or DEM Terrain Options

2010-01-28 Thread Jason Beverage
Chris,

What version of osgEarth are you using and are you setting a vertical
scale in the .earth file?  That looks like an issue that was fixed in
the latest release.  Try using the new 1.3 release and see if you
still have the same issue.

Thanks,

Jason

On Thu, Jan 28, 2010 at 4:38 PM, Glenn Waldron  wrote:
> Looks like a glitch. Can you provide your .earth file and possibly a piece
> of sample data?
>
>
> Glenn Waldron : Pelican Mapping : +1.703.652.4791
>
>
> On Thu, Jan 28, 2010 at 3:55 PM, Chris Innanen  wrote:
>>
>> (And because I couldn't yet post a link in the last message, here's a
>> snapshot of the clipping problem I'm seeing:)
>>
>> When I bring the camera down within 100 meters or so of the "sea floor",
>> this is what I'm seeing. The nearest chunks of the terrain are being
>> clipped.
>>
>> [Image: http://nonsanity.com/x/osgEarth_clipping.jpg ]
>>
>>  ~ Chris Innanen
>>  ~ Nonsanity
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=23385#23385
>>
>>
>>
>>
>>
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[osg-users] ANN: osgEarth 1.3 Available

2010-01-27 Thread Jason Beverage
Hi all,

We've just tagged the osgEarth 1.3 release, you can get the latest
code from SVN at:
http://wush.net/svn/osgearth/tags/osgearth_1.3_T2010-01-27

You can also grab tarballs from:
http://wush.net/websvn/osgearth/listing.php?repname=osgearth&path=%2Ftags%2F

osgEarth is a dynamic terrain-rendering toolkit for OpenSceneGraph.
Just create a simple XML file, point it at your imagery and elevation
data, load it into your favorite OSG application, and go! osgEarth
supports all kinds of data and comes with lots of examples to help you
get up and running quickly and easily.

Go to http://osgearth.org for download instructions and documentation.

Highlights of the osgEarth 1.3 release:

Vector Feature Support

*New "osgEarthFeatures" library for rendering vector layers
*Drivers for rendering features and draping vector data on the terrain
*Topological operations - buffer and resample vector datasets (using
optional GEOS library)
*Gridding - divide large datasets into cells for faster rendering
*Styling, feature classification, SQL queries
*New vector samples (repo/tests/feature_*.earth)

New Tile Loading Schemes

*"Sequential" mode - subdivides terrain without having to wait for
tile content to load
*"Preemptive" mode - loads the highest LODs first and then backfills
the lower LODs
*Load balancing - allocate threads to various map layers with weighting
*Pre-layer updates - tiles incrementally update as layer data streams in
*Cancellation support - tile downloads can be canceled when no longer
needed (e.g., culling)

Rendering and Data Management

*Multi-pass layer rendering
*No-data values for imagery/elevation
*No-data images for web sources
*Transparency key support
*Datum override in geocentric maps

Other goodness:

*New "OSG" tile driver lets you use non-georeferenced imagery and elevation
*GDAL plugin now supports palette indexed and grayscale imagery
*EarthManipulator now supports offsets when tethered to a node
*Upgrades to ElevationManager

Thanks for your support!

Jason
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Re: [osg-users] PagedLOD & DatabasePager crash

2010-01-22 Thread Jason Beverage
Hi Robert,

Just tested out your changes, the new methods get called and it seems to fix
the crash, looks good to me.

Thanks!

Jason

On Fri, Jan 22, 2010 at 12:40 PM, Robert Osfield
wrote:

> Hi Jason,
>
> I've reviewed your change and while it will prevent this particular
> crash it will add an overhead that needn't be introduced.  I've made a
> provision change to DatabasePager::RequestQueue to add a destructor
> and a DatabaseRequest::valid() flag and a
> DatabaseRequest::invalidate() that the RequestQueue calls for all it's
> active DatabaseRequest that it owns.  This mechanism should invalidate
> the DatabaseRequests that are still attached to the scene graph and
> prevent them from being used later.
>
> Using the example I was unable to reproduce a crash, but I was able to
> get the new methods to invoke.  Could you please try the attached
> DatabasePager and DatabasePager.cpp.
>
> In your example it'd also be worth adding the following to prevent
> issues with missing textures on the second view.
>
>// disable the unref after apply as we'll be need to re-create the
> textures from images when the new graphics context
>// starts up.
>viewer1->getDatabasePager()->setUnrefImageDataAfterApplyPolicy(true,
> false);
>
> Could you (and others) let me know if my changes fix the crash you are
> seeing.  If it does I'll clean up the changes and get them checked
> into svn/trunk.
>
>
> Robert.
>
>
> On Thu, Jan 21, 2010 at 5:43 PM, Jason Beverage 
> wrote:
> > Hi all,
> >
> > I can confirm that this issue exists in 2.9.6 as well and believe Colin's
> > assessment is correct.  Changing the raw pointer to the RequestQueue in
> the
> > DatabaseRequest to an observer_ptr and taking a temporary ref when using
> it
> > fixes the issue.  I'm including a full program that you can use to test
> the
> > issue (based on Brett's program but using ref_ptr instead of raw pointers
> > for the Viewer ;) )
> >
> > I'll post a fix to osg-submissions shortly.
> >
> > Thanks!
> >
> > Jason
> >
> > #include 
> > #include 
> > #include 
> >
> > int main(int argc, char** argv)
> >  {
> >  std::string modelPath =
> > "http://www.openscenegraph.org/data/earth_bayarea/earth.ive";;
> >
> >  // create a scene graph (and keep it around).
> >  osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath);
> >
> >  // create a viewer and set the scene graph data.
> >  osg::ref_ptr viewer = new osgViewer::Viewer();
> >  viewer->setSceneData(modelNode.get());
> >  viewer->setCameraManipulator(new osgGA::TrackballManipulator());
> >
> >  //Render the viewer until it's finished
> >  viewer->realize();
> >  while(!viewer->done())
> >  {
> >  viewer->frame();
> >  }
> >
> >  // Create  a new viewer and set the scene graph data to the same
> data.
> >  viewer = new osgViewer::Viewer();
> >  viewer->setCameraManipulator(new osgGA::TrackballManipulator());
> >  viewer->setSceneData(modelNode.get());
> >
> >  //Render until finished
> >  viewer->realize();
> >  while(!viewer->done())
> >  {
> >  viewer->frame();
> >  }
> >
> >  return 0;
> > }
> >
> > On Wed, Jan 20, 2010 at 3:40 PM, Robert Osfield <
> robert.osfi...@gmail.com>
> > wrote:
> >>
> >> Hi Brett,
> >>
> >> You really should learn to use ref_ptr<>'s, manually deleting ref
> >> counting objects is dangerous and only possible Viewer as I haven't
> >> put the destructor private to allow one to construct the Viewer on the
> >> stack for convenience, not to allow delete...
> >>
> >> That sermon aside, could you please try your example with svn/trunk or
> >> 2.9.6.
> >>
> >> Thanks,
> >> Robert.
> >>
> >>
> >>
> >> On Wed, Jan 20, 2010 at 8:25 PM, Brett Wiesner 
> >> wrote:
> >> > Robert,
> >> >
> >> > Here is a sample program that crashes when loading earth.ive the
> second
> >> > time. I'm using OSG 2.8.2.
> >> >
> >> > Thanks,
> >> > Brett
> >> >
> >> >  main()
> >> >  {
> >> >
> >> > std::string modelPath = "earth.ive";
> >> >
> >> > // create a scene graph (

Re: [osg-users] PagedLOD & DatabasePager crash

2010-01-21 Thread Jason Beverage
Hi all,

I can confirm that this issue exists in 2.9.6 as well and believe Colin's
assessment is correct.  Changing the raw pointer to the RequestQueue in the
DatabaseRequest to an observer_ptr and taking a temporary ref when using it
fixes the issue.  I'm including a full program that you can use to test the
issue (based on Brett's program but using ref_ptr instead of raw pointers
for the Viewer ;) )

I'll post a fix to osg-submissions shortly.

Thanks!

Jason

#include 
#include 
#include 

int main(int argc, char** argv)
 {
 std::string modelPath = "
http://www.openscenegraph.org/data/earth_bayarea/earth.ive";;

 // create a scene graph (and keep it around).
 osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath);

 // create a viewer and set the scene graph data.
 osg::ref_ptr viewer = new osgViewer::Viewer();
 viewer->setSceneData(modelNode.get());
 viewer->setCameraManipulator(new osgGA::TrackballManipulator());

 //Render the viewer until it's finished
 viewer->realize();
 while(!viewer->done())
 {
 viewer->frame();
 }

 // Create  a new viewer and set the scene graph data to the same data.
 viewer = new osgViewer::Viewer();
 viewer->setCameraManipulator(new osgGA::TrackballManipulator());
 viewer->setSceneData(modelNode.get());

 //Render until finished
 viewer->realize();
 while(!viewer->done())
 {
 viewer->frame();
 }

 return 0;
}

On Wed, Jan 20, 2010 at 3:40 PM, Robert Osfield wrote:

> Hi Brett,
>
> You really should learn to use ref_ptr<>'s, manually deleting ref
> counting objects is dangerous and only possible Viewer as I haven't
> put the destructor private to allow one to construct the Viewer on the
> stack for convenience, not to allow delete...
>
> That sermon aside, could you please try your example with svn/trunk or
> 2.9.6.
>
> Thanks,
> Robert.
>
>
>
> On Wed, Jan 20, 2010 at 8:25 PM, Brett Wiesner 
> wrote:
> > Robert,
> >
> > Here is a sample program that crashes when loading earth.ive the second
> > time. I'm using OSG 2.8.2.
> >
> > Thanks,
> > Brett
> >
> >  main()
> >  {
> >
> > std::string modelPath = "earth.ive";
> >
> > // create a scene graph (and keep it around).
> > osg::ref_ptr modelNode = osgDB::readNodeFile(modelPath);
> >
> > // create viewer1 and set the scene graph data.
> > osgViewer::Viewer* viewer1 = new osgViewer::Viewer;
> > viewer1->setUpViewOnSingleScreen(0);
> > viewer1->setSceneData(modelNode.get());
> > viewer1->setCameraManipulator(new osgGA::TrackballManipulator());
> >
> > // render a frame
> > viewer1->realize();
> > while(!viewer1->done())
> > {
> >viewer1->frame();
> > }
> >
> > // delete viewer1.
> > delete viewer1;
> > viewer1 = 0;
> >
> > // create viewer2 and set the scene graph data.
> >
> > osgViewer::Viewer* viewer2 = new osgViewer::Viewer;
> > viewer2->setUpViewOnSingleScreen(0);
> > viewer2->setSceneData(modelNode.get());
> > viewer2->setCameraManipulator(new osgGA::TrackballManipulator());
> >
> > // render a frame
> > viewer2->realize();
> >
> > while(!viewer2->done())
> > {
> >viewer2->frame();
> > }
> >
> > // check that it has textures.
> >
> > // delete viewer2.
> > delete viewer2;
> > viewer2 = 0;
> >
> >  }
> >
> > Robert Osfield wrote:
> >>
> >> Hi Colin,
> >>
> >> You make no mention of which version of the OSG you are using.  The
> >> DatabasePager and manage of GL objects when destroying contexts has
> >> improved significantly over the past year so the problems you are
> >> seeing may well be already resolved.
> >>
> >> Robert.
> >>
> >> On Thu, Jan 14, 2010 at 5:00 PM, Colin Branch  wrote:
> >>
> >>>
> >>> Greetings,
> >>>
> >>> Here's my steps:
> >>> I'm creating a compositeViewer with one or more views.
> >>> I'm loading a paged database.
> >>> While the database is paging, I delete the compositeViewer (thus taking
> >>> the
> >>> context down with it as well as the database pager).
> >>> I then create a new compositeViewer and attempt to render the sane
> >>> database
> >>> (same nodes).
> >>> I'm getting a crash in the database pager, specifically it crash in the
> >>> requestNodeFile function due to crashing on accessing invalid memory.
> >>>
> >>> The problem seems to step from the PagedLOD having a ref_ptr to a
> >>> DatabasePager::DatabaseRequest.
> >>> The databaseRequest has a raw pointer to a RequestQueue.
> >>> The RequestQueue is invalid (as it is a referenced member of the
> original
> >>> database pager, and thus is already deleted, but the DB request stayed
> >>> alive).
> >>> There appears to be no way of clearing the databaseRequest which is
> >>> referenced in the PagedLOD node.
> >>>
> >>> This appears to be a problem with how OSG handles database paging,
> >>> probably
> >>> a bug. No obvious solution pops out, mainly due to the low level nature
> >>> of
> >>> the prob

Re: [osg-users] VBO's and masking/updating geometry

2010-01-06 Thread Jason Beverage
Hi Otto,

To use VBO's in OSG, you just need to set up an osg::Geometry as you
normally would and then call:

geometry->setUseDisplayList( false );  //Disable display lists
geometry->setUseVertexBufferObjects( true ); //Enable VBO

After that everything is handled under the hood for you, you can look at the
osgTerrain library or the osgdrawinstanced example for examples.

Thanks!

Jason

On Wed, Jan 6, 2010 at 9:12 AM, Otto Cologne  wrote:

> Hi,
>
> I'm in the process of rewriting a program I did earlier but this time using
> OSG. One part contained rendering a large amount of lines which would be
> selected by various selection tools. For that I used VBO's and a bit mask.
> The rendering function (after all the initializations) then looked like this
>
>
> Code:
>
> for ( int i = 0; i < m_countLines; ++i )
> {
>if ( m_selected[i] )
>glDrawArrays( GL_LINE_STRIP, getStartIndexForLine( i ),
> getPointsPerLine( i ) );
> }
>
>
>
>
> Now i'm reading through the osg doc and  the tutorials, but the coverage on
> VBO's is rather thin. I'd appreciate some hints on how to do it if the
> functionality exists or if I have to write my own osg node.
> ...
>
> Thank you!
>
> Cheers,
> Otto
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=22147#22147
>
>
>
>
>
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Re: [osg-users] Imposible to get libecwj for Unix

2009-12-23 Thread Jason Beverage
Hi Samuel,

You can get the ECW SDK from
http://gentoo.cs.utah.edu/distfiles/libecwj2-3.3-2006-09-06.zip if ERMapper
is down.

Thanks!

Jason

On Wed, Dec 23, 2009 at 10:56 AM, Samuel Jarque  wrote:

> Hi,
>
> I need to build GDAL with ECW, so I search in google and I find this page:
> http://trac.osgeo.org/gdal/wiki/ECW.
> That's perfect, but the problem is http://www.ermapper.com/ is down and I
> can't get libecwj.
>
> If anybody knows how to get it, please reply to this post.
>
> Thank you!
>
> Cheers,
> Samuel
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=21826#21826
>
>
>
>
>
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Re: [osg-users] Terrain generation question

2009-12-11 Thread Jason Beverage
Hi Bruce,

Take a look at osgEarth (http://www.osgearth.org) and see if it can help you
out.  osgEarth can composite multiple layers at runtime, so there is no need
to create a low-res base database and high-res inset databases.  This also
allows you to add/remove layers from your scene quite easily by just editing
a simple XML file or changing the layers through the API.

Let me know if you have any questions and I'll be glad to help you out.

Thanks!

Jason

On Fri, Dec 11, 2009 at 3:44 PM, Clay, Bruce  wrote:

>  This is probably a dumb question but is there any rule of thumb or logic
> to use when creating terrain databases of differing resolutions that will
> reduce edge differences.
>
>
>
> For example if I create a full world database from the Blue Marble images
> and higher resolution local area database from NAIP 1 or 2 meter images how
> should we decide the number of tile layers to limit the transition effects?
>
>
>
> Second question – has anyone used VirtualPlanetBuilder with 6in/pixel
> rasters?  Will it work with a 1.8G SID file without choking?  I would like
> to create a terrain dataset to support driving separate from the flying
> dataset.
>
>
>
> Bruce
>
> This message and any enclosures are intended only for the addressee.  Please
> notify the sender by email if you are not the intended recipient.  If you are
> not the intended recipient, you may not use, copy, disclose, or distribute 
> this
> message or its contents or enclosures to any other person and any such actions
> may be unlawful.  Ball reserves the right to monitor and review all messages
> and enclosures sent to or from this email address.
>
>
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-25 Thread Jason Beverage
Hi Robert,

This sounds the issue that I've been seeing with regards to context ID reuse
as mentioned in this thread (
http://groups.google.com/group/osg-users/browse_thread/thread/249e5f90cf64f299/190e5f7a8c25bdaa?lnk=gst&q=++Crash+in+nVidia+driver+%3A+particles+%2B+dynamically+adding%2Fremoving+views++#190e5f7a8c25bdaa
).

I would see similar crashes / missing textures, but only when previous
context ID's were reused, and only when using paged databases.

Thanks,

Jason

On Wed, Nov 25, 2009 at 9:45 AM, Robert Osfield wrote:

> Hi J.P,
>
> I've tried out your example and found that with paged databases and
> your supplied model everything works fine for the first viewer then on
> the subsequent viewer I get:
>
> Warning: detected OpenGL error 'invalid operation' at after
> RenderBin::draw(..)
> Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
> Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
>
> For none paged databases, even ones with texturing I'm not getting any
> errors though, for any of the viewer runs.  I really don't know what
> this means if anything, perhaps just a coincidence. Curiously your
> database uses straight osg::Geometry meshes for geometry, while the
> ones of mine were built with osgTerrain::TerrainTile.  Your database
> will be only loading the topmost tile so the DatabasePager won't
> actually be even playing a part, so I doubt this is part of the
> equation.
>
> While I can't see a particular pattern emerging, I can at least
> reproduce the issue.  I'll try and remove the multi-view element to
> the equation as I wouldn't have thought use of CompositeViewer will be
> a particular problem for VBO/Texture object usage.
>
> Robert.
>
> On Wed, Nov 25, 2009 at 8:28 AM, J.P. Delport 
> wrote:
> > Hi Robert, J-S,
> >
> > the results of my most recent tests:
> >
> > With old texture pool (#define USE_NEW_TEXTURE_POOL 1 commented out):
> >
> > ./test cow.osg -> All OK
> >
> > ./test earth_sphere_dt1.ive -> All OK (see model attached)
> >
> > ./test earth.ive -> sometimes corrupted model and textures, sometimes
> > segfault, looks like reading bogus data from the GPU (I used the top
> level
> > file from www.openscenegraph.org/data/earth_bayarea/earth.ive)
> >
> > With new texture pool:
> >
> > ./test cow.osg -> All OK
> >
> > ./test earth_sphere_dt1.ive -> textures missing on second viewer start,
> get
> > warning:
> > Warning: detected OpenGL error 'invalid operation' at After
> > Renderer::compile
> >
> > ./test earth.ive -> segfault or corrupted display.
> >
> > Latest test app also attached. I've tried to switch off unref of images
> > after apply, hope it worked.
> >
> > regards
> > jp
> >
> > J.P. Delport wrote:
> >>
> >> Hi J-S,
> >>
> >> Jean-Sébastien Guay wrote:
> >>>
> >>> Hi again,
> >>>
>  I haven't had a chance to check your code yet, give me a few minutes
> and
>  I'll check if there's anything amiss that I can see.
> >>>
> >>> I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
> >>> head. But it seems that you've pinned it down to the texture pool as I
> >>> thought, though it would seem to be OS specific? A bit weird.
> >>>
> >>> Sorry I couldn't help more.
> >>
> >> can you try with terrain as the parameter to the test app. For me this
> >> still fails on the second creation of the viewer. When zooming into the
> >> terrain the newly loaded textures are OK though.
> >>
> >> jp
> >>
> >>>
> >>> J-S
> >>
> >
> > --
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> 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
> .
> >
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Re: [osg-users] HeightField Performance

2009-11-14 Thread Jason Beverage
Hi Teodor,

osgEarth uses a plugin system to access the data.  The stock drivers that
come with osgEarth (http://wush.net/trac/osgearth/wiki/TileSourcePlugins)
are simply plugins.  It's fairly straightforward to write your own plugin to
support whatever type of data you need to visualize.

Thanks,

Jason

On Sat, Nov 14, 2009 at 9:16 AM, Teodor Hanchevici <
calin.hanchev...@gmail.com> wrote:

> Thank you Jason,
>
> the disadvantage of osgEarth (so far) is the fact it relies on its own
> reader. I would like to use my reader for accessing the data, and OSG for
> rendering and interacting. Can I plug in my own IO layer in osgEarth?
>
> Cheers,
> Teodor
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=19658#19658
>
>
>
>
>
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Re: [osg-users] HeightField Performance

2009-11-13 Thread Jason Beverage
Hi Teodor,

You can also take a look at osgEarth (http://www.osgearth.org ) and see if
it would be suitable for your needs.  It is suited for runtime terrain
database generation and I actually uses osgTerrain under the hood.  There
isn't any editing capabilities in it as of right now but it's at least
another avenue to take a look a look at.

Let me know if you have any questions!

Thanks,

Jason

On Fri, Nov 13, 2009 at 6:41 PM, Teodor Hanchevici <
calin.hanchev...@gmail.com> wrote:

> Hi Chris,
>
> I will try looking into shaders. I wonder if it creating a 8x8 grid of
> HeightFields and "glue" them to something so that they move as a single
> object would solve the problem.
>
> You mentioned that the data is put into a quad-tree, is it possible to
> limit the depth of the tree somehow? I am willing to live with this. Anyway
> there will be some on the fly pre-processing of data, including building
> quad-trees since 25k x 25k data is common for me.
>
> Is the quad tree computed in the HeightField or somewhere else? I wonder if
> it is possible to create a different HeightFiled implementation that yield
> better performance. Since I am a beginner with OSG, I would appreciate your
> advice.
>
> Thank you!
>
> Cheers,
> Teodor
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=19654#19654
>
>
>
>
>
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Re: [osg-users] Crash in nVidia driver : particles + dynamically adding/removing views

2009-11-04 Thread Jason Beverage
Hi J-S,

I've been having issues adding/removing Views to a CompositeViewer using
osgEarth and VPB terrain databases and have the same issues in your
example.  There is *something* going on with regards to OSG's context ID
reuse and not cleaning up resources properly.  I played around with your
example with osgEarth / VPB and found that I can open one new window fine,
close it, and then get crashes when I load the second window.  I tested with
your program and I see the same thing with the precipitation effect.  If you
change the graphics context creation code to the following and uncomment the
incrementContextIDUsageCount then your example seems to work fine with no
shared context.  This will force a new context ID to be created the next
time a graphics context is created rather than trying to reuse the previous
one.

osg::ref_ptr traits = new
osg::GraphicsContext::Traits;
traits->x = 60;
traits->y = 60;
traits->width = 800;
traits->height = 600;
traits->windowDecoration = true;
traits->doubleBuffer = true;
osg::ref_ptr gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
//Uncomment the next line to force the next context to use a new ID rather
than reuse a previous one
//osg::GraphicsContext::incrementContextIDUsageCount(
gc->getState()->getContextID() );

There is obviously something going on as your usage doesn't seem out of line
to me, but I'm not quite sure what it is.

Thanks,

Jason

On Wed, Nov 4, 2009 at 2:50 AM, J.P. Delport  wrote:

> Hi J-S,
>
>
> Jean-Sébastien Guay wrote:
>
>> Hi all,
>>
>> Some might recall, about a year ago, I identified a bug and provided
>> examples for nVidia to fix a bug in their driver when adding/removing views
>> (graphics contexts) at run time in a multithreaded app. That's been working
>> great for a while. Now I'm getting a crash in the nvidia driver when
>> adding/and removing views dynamically at run time, but only when the scene
>> contains an osgParticle::PrecipitationEffect (or a similar effect, such as
>> the osgOcean::SiltEffect which was derived from PrecipitationEffect).
>>
>> I've put together an example app that demonstrates this. The code is
>> attached. Note that you need to link to osg, osgDB, osgGA, osgUtil,
>> osgViewer, osgText, osgParticle, and OpenThreads (as well as OpenGL32.lib on
>> Windows for the straight OpenGL calls present in SiltEffect.cpp).
>>
>> The example app can be compiled to use either
>> osgParticle::PrecipitationEffect (which comes from OSG, no modification),
>> osgOcean::SiltEffect (which comes from osgOcean) or no effect. See the
>> #define USE_EFFECT at the top of the osgviewer.cpp file. Once the app is
>> running, you can press 'a' to spawn a new view (with a new graphics
>> context). Press 'a' again to remove that second view. You can in theory do
>> this many times, and it should work as many times as you want (open, close,
>> open, close, ...).
>>
>> In my testing, the second time you spawn a new view (so pressing 'a' 3
>> times total), either the app crashes or the second view starts displaying
>> weirdly (all gray). The crash occurs in nvogl32.dll which is part of the
>> nVidia driver. Of course, when using neither PrecipitationEffect nor
>> SiltEffect, no crash occurs.
>>
>> I can confirm that this occurs both on Windows (Vista 32bit, driver
>> 190.62) and Linux (Ubuntu 64bit, 180.44). Though on Ubuntu, the app crashes
>> much less often, but the second window displays weirdly (all gray) which
>> happens sometimes on Windows too as mentioned above.
>>
>> Now, taking the SiltEffect for example, it seems that it's the drawing
>> itself that causes problems, because commenting out the last 2 lines of
>> SiltEffect::SiltDrawable::drawImplementation() (SiltEffect.cpp lines
>> 805-806) removes the crash (of course then the effect is not visible
>> anymore).
>>
>> Could someone please try this example to see if they can reproduce the
>> issue?
>>
>
> with
> #define USE_EFFECT SILT
> I get the gray screen in added view on 3rd 'a'.
>
> output:
> $ ./test cessna.osg
> Constructing PixelBufferObject for image=0x95d67e8
> _maxTexturePoolSize=0
> _maxBufferObjectPoolSize=0
> Created new TextureObject, _numOfTextureObjects 1
> GLBufferObjectSet::GLBufferObjectSet _profile._size=131072
> GLBufferObjectSet::GLBufferObjectSet _profile._size=32768
>
> >>>first 'a'<<<
> Created new TextureObject, _numOfTextureObjects 1
> GLBufferObjectSet::GLBufferObjectSet _profile._size=131072
> GLBufferObjectSet::GLBufferObjectSet _profile._size=32768
>
> >>>second 'a'<<<
>
> >>>third 'a'<<<
> Reusing orhpahned TextureObject, _numOfTextureObjects=1
> Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
> ...
>
> Debian 32-bit, Nvidia GeForce Go 7400, driver 185.18.36, OSG svn 10609.
>
> Hmm, what is strange is that the modified (extremely hacky) version
> attached does not crash and seems to work. It just uses a shared context, so
> maybe there is something in the context vs vertex array that is not working
> properly.

Re: [osg-users] [3rdparty] osgEarth - fade layers not working

2009-10-22 Thread Jason Beverage
Hi Markus,

The FadeLayerNode does let you specify the opacity of a layer.  All the
osgearth_fadelayers example is doing is calling fadeLayerNode->setOpacity
with the opacity based on the camera  elevation.  You can look at the
osgearth_toc example which changes the opacity more like using a slider.

Thanks,

Jason

On Thu, Oct 22, 2009 at 9:48 AM, Markus Lacay wrote:

> I am using a Gigabyte HD4850 (which is really an ATI Radeon HD 4850)
>
> It turns out that perhaps I was mistaken in it not "working". It just is
> not working in the way that I thought it would. When I approach earth, the
> layers do indeed fade, but the behavior that I was expecting was that I
> could call fadelayernode to make a currently visible layer partially
> transparent without the need for the camera to move. Is this possible or is
> fadelayernode just a method by which we can set a certain LOD level to be a
> point at which we fade to another layer?
>
> Sorry for the mixup.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=18529#18529
>
>
>
>
>
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Re: [osg-users] [3rdparty] osgEarth - fade layers not working

2009-10-22 Thread Jason Beverage
Hi Markus,

I just tried the osgearth_fadelayers example with osgEArth 1.2 against OSG
2.8.2 and it worked fine for me.  Does it not fade between the two layers
for you?  What kind of graphics card are you using?

Jason

On Mon, Oct 19, 2009 at 7:57 PM, Markus Lacay wrote:

> Hey all,
>
> I have a problem using osgEarthUtil::FadeLayerNode in
> osgearth_1.2_T2009-08-12 compiled against osg 2.8.2.
>
> I try using the following code:
>
>
> Code:
>
> osgEarthUtil::FadeLayerNode *fadeLayerNode =
> osgEarthUtil::FadeLayerNode(osgEarthNode->getMap());
>
> for (unsigned int i = 1; i < numImageLayers; ++i)
> fadeLayerNode->setOpacity(i, 0.0f);
>
>
>
>
>
> Yet I can still see all the layers. I've also tried setting elevation
> update callbacks and that didnt help. I am just following the example of the
> included osgearth_fadelayers, but I notice that even in this example, when I
> set all layers to opacity 0.0f, I still can see them.
>
> Any ideas? :(
>
> -Markus
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=18415#18415
>
>
>
>
>
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[osg-users] Problem with creating/deleting Viewers and paged databases

2009-10-14 Thread Jason Beverage
Hi all,

I'm having an with creating and destroying multiple viewers that load a
paged database.  I've put together a very simple example of this that
creates a viewer to display a model, waits for it to complete, then creates
another viewer.

#include 
#include 

int main(int argc, char** argv)
{
   osg::ArgumentParser arguments(&argc,argv);

   osgViewer::Viewer* viewer = new osgViewer::Viewer();
   viewer->setUpViewInWindow(100,100,500,500);
   osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments);
   viewer->setSceneData( loadedModel.get() );
   viewer->run();
   delete viewer; //Comment out this line and things run fine.

   viewer = new osgViewer::Viewer();
   viewer->setUpViewInWindow(100,100,500,500);
   loadedModel = osgDB::readNodeFiles(arguments);
   viewer->setSceneData( loadedModel.get() );
   viewer->run();
   delete viewer;
}

If I load a simple model like cow.osg, things are ok except for the fact
that the cow is white on the second run.  If I run using a paged database
such as http://www.openscenegraph.org/data/earth_bayarea/earth.ive, the app
crashes.

This happens in the SVN trunk of OSG as well as the 2.8.2 release.  Is there
something special that I need to do with the viewers when dealing with paged
databases to clean things up correctly?

Thanks,

Jason
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Re: [osg-users] Floating point image I/O in OSG

2009-10-13 Thread Jason Beverage
Hi Paul,

The DDS plugin doesn't do any compression itself, it relies on the
osg::Image to be compressed (via the graphics card or some other method like
libsquish) before it gets written.  We've used the DDS plugin to write 32bit
single band floating point heightfields with osgEarth before just fine.

Jason

On Tue, Oct 13, 2009 at 3:40 PM, Paul Martz  wrote:

> Jason Daly wrote:
>
>> FYI, DDS doesn't necessarily imply DXT compressed images.  The DDS format
>> will handle uncompressed 32-bit floating point just fine.  I think the OSG
>> DDS plugin also handles it.
>>
>
> Really? Does the OSG DDS plugin has some kind of option to turn compression
> off?
>   -Paul
>
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Re: [osg-users] VPB: How to use a vector database with osgdem?

2009-10-01 Thread Jason Beverage
Hi Chris and Alejandro,

I'm not sure what the status of of these options are in osgdem, but you can
use osgGIS to accomplish these tasks.  It works well with draping over VPB
databases.

Thanks,

Jason

On Thu, Oct 1, 2009 at 1:55 AM, Chris 'Xenon' Hanson
wrote:

> Alejandro Aguilar Sierra wrote:
> > Hello:
> > Can someone please explain how can be used the command line option
> > --vector with osgdem?
> > Is there reproducible examples of the use of --building, --forest,
> > --type-attribute, --height options?
>
>   I was just asking about the same thing. I'm curious too, I'm not sure if
> they're fully
> implemented.
>
>
> --
> Chris 'Xenon' Hanson, omo sanza lettere  Xenon
> AlphaPixel.com
> PixelSense Landsat processing now available!
> http://www.alphapixel.com/demos/
> "There is no Truth. There is only Perception. To Perceive is to Exist." -
> Xen
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Re: [osg-users] osg .net example

2009-09-22 Thread Jason Beverage
Hi Steffen,

Download the osgCppCLIDemo.rar file from here:
http://www.openscenegraph.org/projects/osg/wiki/Community/LanguageWrappers

In general, the best way (in my opinion) to use OSG in a .NET app is through
C++/CLI.  You get full access to OSG via C++ without having to worry about
language wrappers.

There is a nice snippit on how to embed an osgViewer control in a .NET
control on the FAQ here:
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembedanOSGviewerina.NETcontrol

Thanks,

Jason

On Tue, Sep 22, 2009 at 9:09 AM, Steffen, Keith  wrote:

> I will repeat the request one more time.  Is there a osg/.net demo out
> there?
>
> Keith
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Steffen, Keith
> Sent: Monday, September 21, 2009 10:59 AM
> To: OpenSceneGraph Users
> Subject: [osg-users] osg .net example
>
> Hi All,
>
> Does anyone have a good osg/.net example program that includes source code?
>
> Keith
>
>
>
>
>
> Open Systems International, Inc.
> Keith Steffen
>
> 3600 Holly Lane North, Suite 40
> Minneapolis, MN 55447-1286
> Phone: 763 551 0559
> Fax: 763 551 0750
> E-mail: kstef...@osii.com
> Website: http://www.osii.com/
>
>
>
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Re: [osg-users] Terrain generator compatible with OSG

2009-09-22 Thread Jason Beverage
Hi Felipe,

If you are looking to build terrain databases from geospatial source data I
would recommend looking at osgEarth (http://www.osgearth.org) and
VirtualPlanetBuilder (
http://www.openscenegraph.org/projects/VirtualPlanetBuilder).  These
projects allow you to generate paged terrain databases that are meant to
work with OpenSceneGraph and are both easy to use.

Thanks,

Jason

On Tue, Sep 22, 2009 at 7:02 AM, Felipe Lemus wrote:

> Hi,
>
> I am looking for a terrain generator that was compatible with OSG and if it
> was possible easy to use. Do you know some one?
> I try it with Terragen 2 and Geocontrol2 but without succes.
> I have Autodesk 3ds MAX 2010, could I save my projects in the old format
> .3ds to do that?
>
> Thank you!
>
> Cheers,
> Felipe
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17544#17544
>
>
>
>
>
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Re: [osg-users] dynamic QuadTree on spherical terrain

2009-08-25 Thread Jason Beverage
Hi Eric,

Are you talking about being able to generate the quadtree on the fly rather
than preprocessing it?  If so, then check out osgEarth (
http://www.osgearth.org), that's what it was made for :)

Thanks,

Jason

On Tue, Aug 25, 2009 at 12:55 PM, Art Tevs  wrote:

> Hi Eric,
>
> there is a fresh paper about that, what you want to do:
>
> http://wwwcg.in.tum.de/Research/Publications/TerrainRayCasting
> Oh at least, I think this is what you want to do?
>
> Cheers,
> Art[/url]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16711#16711
>
>
>
>
>
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Re: [osg-users] adding new node/object to globe node (osgEarth)

2009-08-24 Thread Jason Beverage
Hi Miroslav,

I'd also recommend you check out the osgEarthUtil::ObjectPlacer class as it
is meant to help you position your models using lat/lon coordinates.

Thanks!

Jason

On Mon, Aug 24, 2009 at 3:54 AM, Robert Osfield wrote:

> Hi Miroslav,
>
> I'm not sure where to start as I'm not sure what level of
> understanding about the coordinate systems in play, it does look like
> you are missing a few things as your transform certainly isn't
> relevent to a Earth Center Earth Fixed (ECEF) coordinate system like
> osgEarth sets up typically.
>
> The best I can do is recommend you read up on the web about ECEF, and
> have a look at the osgsimulation example as it places a loaded model
> around a ECEF globe.
>
> Robert.
>
> On Mon, Aug 24, 2009 at 8:20 AM, miroslav
> karpis wrote:
> > Hi,
> >
> > please can you help me with this? I have a node globe (from osgEarth).
> All I want now is add a new model (for example helicopter) and place it on
> top of the surface of the globe and set camera so that it points like from
> the helicopter model.
> >
> > I have tried MatrixTransfrom, but most probably am not using it right...
> >
> > Here is what I made until now..(I'm not able to see both nodes together.
> only globe, or helicopter...)
> >
> >
> > Code:
> >
> > osg::Group* root = new osg::Group();
> > osg::ref_ptr globe =
> osgDB::readNodeFile("multiple_heightfields.earth");
> > osg::ref_ptr heliNode = osgDB::readNodeFile("CH-146
> Griffon.flt");
> >
> > osg::MatrixTransform* mNavTrans = new osg::MatrixTransform();
> >
> > root->addChild(globe.get());
> > root->addChild(mNavTrans);
> >
> > double s = 100.0;
> >
> > osg::Quat rotation;
> > osg::MatrixTransform* mModelTrans = new osg::MatrixTransform();
> > mModelTrans->preMult(osg::Matrix::rotate(-90.0f, 1.0f, 0.0f, 40.0f));
> > mModelTrans->setMatrix(osg::Matrixd::scale(s,s,s));// I have tried only
> with scale but it didn't work
> >
> > mModelTrans->addChild(heliNode.get());
> > mNavTrans->addChild(mModelTrans);
> >
> > osgUtil::Optimizer optimizer;
> > optimizer.optimize(root);
> >
> >
> >
> >
> >
> > Thank you!
> >
> > Cheers,
> > miroslav[code]
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=16625#16625
> >
> >
> >
> >
> >
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Re: [osg-users] how to draw a Curved Surface on the top of terrain?

2009-08-04 Thread Jason Beverage
Hi Lipan,

You could look into using projected textures with the osgSim::OverlayNode or
if you are rendering vector data such as that from an ESRI shapefile I'd
recommend looking at osggis at http://www.osggis.org.

Jason

On Mon, Aug 3, 2009 at 7:15 AM, Pan Li  wrote:

> Hi,
>
> 1、how to draw a Curved Surface on the top of terrain? like the fig1.
> 2、how to compute the surface area of the Curved Surface?
> any examples??
> thanks a lot!!
>
> Cheers,
> lipan
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15723#15723
>
>
>
>
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