[osg-users] RTT and Shaders using vertex attribute aliasing
Hi all, I have a simple RTT setup. works great but when I setup OSG to turn on the vertex attribute aliasing and allow OSG to provide gl_ inputs via the osg_ prefix my shader breaks. No errors. Can't even get a red colour on my test quad. Can anyone see what I'm doing wrong? Can I still use glFragData? vert: #version 430 compatibility layout (location = 1) in vec3 Position; layout (location = 0) in vec2 TexCoord; uniform mat4 osg_ModelViewMatrix; uniform mat4 osg_ModelViewProjectionMatrix; uniform vec4 osg_Vertex; in float time; void main() { gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; } frag: //test #version 430 compatibility void main() { gl_FragData[0] = vec3(1.0,0.0,0.0,0.0); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Correct way to modify scene graph [SEC=UNCLASSIFIED]
Hi Russell, I suppose setting the threading model to SingleThreaded is not an option, maybe set Root Node to DYNAMIC variance? I can't remember the actual call. good luck, On 09/11/17 14:49, Thamm, Russell wrote: *UNCLASSIFIED* Hi I am in the process of porting an MFC application from plib to osg. Currently, if I want to actually modify the scene graph (adding, deleting nodes etc) while the render thread is running I do the following: parentNode->setNodeMask(0); modify scene graph below parent node parentNode->setNodeMask(~0); This seems to work but is there a better way? Cheers Russell *IMPORTANT*: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lookup texture coordinate issue
It's sorted.My tex coordinate generation was wrong.. :P On 17/05/14 09:50, Paul Pocock wrote: Hi, I have a 4x4 float texture containing positions ranging from 0 ..10. I have a lookup float texture a 64x64x64 packed as a 2D texture 64x4096 containing some vectors in each texel. the 64x64x64 is packed into a 64x4096 2d image: data[y * height + z+0] = value; data[y * height + z+1] = value; data[y * height + z+2] = value; data[y * height + z+3] = value; I wish to use the value from the 4x4 texture as a lookup into my 64x4096 texture. However when I try to generate texture coords to lookup into my vector texture I just get garbage. Here is how I am generating tex coords: width=64, height=4096 //get our position vec2 texCoord = gl_TexCoord[0].xy; vec4 position = texture2D(positions, texCoord); //generate tex coords float u = (float(position.x * width))/width ; float v = float( position.y * height + position.z)/height ; vec4 vector = texture2D(noise, vec2(u,v)); It seems correct way to index into my LUT.Does anyone know what I'm doing wrong? Regards P ___ 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] Lookup texture coordinate issue
Hi, I have a 4x4 float texture containing positions ranging from 0 ..10. I have a lookup float texture a 64x64x64 packed as a 2D texture 64x4096 containing some vectors in each texel. the 64x64x64 is packed into a 64x4096 2d image: data[y * height + z+0] = value; data[y * height + z+1] = value; data[y * height + z+2] = value; data[y * height + z+3] = value; I wish to use the value from the 4x4 texture as a lookup into my 64x4096 texture. However when I try to generate texture coords to lookup into my vector texture I just get garbage. Here is how I am generating tex coords: width=64, height=4096 //get our position vec2 texCoord = gl_TexCoord[0].xy; vec4 position = texture2D(positions, texCoord); //generate tex coords float u = (float(position.x * width))/width ; float v = float( position.y * height + position.z)/height ; vec4 vector = texture2D(noise, vec2(u,v)); It seems correct way to index into my LUT.Does anyone know what I'm doing wrong? Regards P ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Transform Feedback
Hi, Has Transform feedback been integrated into OSG? Are there any examples around that anyone knows about? Thanks and Regards Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO - Write to texture array using sampleBuffer
Had it worked out - Thanks for your reply though :) On 17/04/14 18:14, Robert Osfield wrote: Hi Paul, The way to bind a texture to the output of shader is to use an FBO. Robert, On 19 March 2014 11:44, paul cooper paul.ta...@internode.on.net wrote: Hi all, I would like to use shaders - especially a sampleBuffer to write to a floating point texture containing data. Do I have to setup an FBO and attach it to a camera? Is there another way to write to a buffer using shaders besides using an FBO? Regards Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58656#58656 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Question about osgmultiplerendertargets
Hi Am I assuming correctly that the image and texture in createScene() is using COLOR_BUFFER0 that is written to by the shaders set up in createRTTQuad? I tested by loading an image in createRTTQuad and texturing that quad_geom. I printed out data from the image and it always the same constant value for the whole image. I assumed my loaded texture would be written to the texture that was set up to render to. Am I missing something? Regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgmultiplerendertargets
Sorry my bad - it was the texure coordinates :P On 05/04/14 09:40, Paul Pocock wrote: Hi Am I assuming correctly that the image and texture in createScene() is using COLOR_BUFFER0 that is written to by the shaders set up in createRTTQuad? I tested by loading an image in createRTTQuad and texturing that quad_geom. I printed out data from the image and it always the same constant value for the whole image. I assumed my loaded texture would be written to the texture that was set up to render to. Am I missing something? Regards ___ 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] Floating point FBO Instancing texture
Hi all, I'm instancing geometry using a floating point texture containing worldspace positions. The position texture and instancing work. Resolution is constant at 1024x768 Now I'm trying to use a FBO (pre-render) to write to a position texture and use that in the instancing shader (It will later be used for updating positions) It doesn't work.. I'm using the exact same data in the FBO texture cos I'm passing the original floating point texture into the fbo shader and setting gl_FragData[0]. The instance shaders are simple and take the FBO texture. I am not familiar with fbo's. Should I set the RTT camera with a scene? is there another way to write to images using shaders without fbo's? I'm calling dirty() on the image with a callback (not sure if necessary with FBO) Have included code below for the main setup and important shader fbo pass. Thanks for any help.. P vertex -- passthrough vert shader fragment #version 400 compatibility uniform sampler2D positionTexture; uniform float time; void main(void) { vec4 position = texture2D(positionTexture, gl_TexCoord[0].xy); gl_FragData[0] = position; } Main setup: --- positionimage = create2DImage(Positions.tiff); updatepositionimage = create2DImage(Positions.tiff); //Textures used in positionTexture = createFloatTexture(positionimage-s(), positionimage-t()); newPositionTexture = createFloatTexture(updatepositionimage-s(), updatepositionimage-t()); rttCamera = createRTTCamera( positionimage-s(), positionimage-t()); //Textures sent to the instancing shader rttCamera-attach( osg::Camera::COLOR_BUFFER0, positionTexture ); rttCamera-attach( osg::Camera::COLOR_BUFFER1, directionTexture); rttCamera-addChild( scene ); Creating RTT Camera: - osg::Camera* createRenderTTCamera( int width, int height ) { osg::ref_ptrosg::Camera camera = new osg::Camera; camera-setClearColor( osg::Vec4(0.5,0.5,0.5,1.0) ); camera-setClearMask( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); camera-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT ); camera-setRenderOrder( osg::Camera::PRE_RENDER ); camera-setViewport( 0, 0, width, height); return camera.release(); } Creating FBO texture: - osg::Texture2D* createFBOFloatTexture(unsigned int width, unsigned int height) { osg::ref_ptrosg::Texture2D texture = new osg::Texture2D; texture-setTextureSize( width, height ); texture-setDataVariance(osg::Object::DYNAMIC); texture-setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT); texture-setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT); texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST); texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST); texture-setInternalFormat( GL_RGBA32F_ARB ); texture-setSourceFormat( GL_RGBA ); texture-setSourceType( GL_FLOAT ); texture-setResizeNonPowerOfTwoHint(false); return texture.release(); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgShadow needs osg::LightSource?
Hi all, Am just getting into osgShadow and was wondering do I have to add an osg::LightSource to my scene to generate shadows? Is it not possible to just give a Vec3 light position to ShadowMap or ShadowedScene? Regards Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to add shadows to deferred shading?
Hi Michael, Great work, I ended up using osgShadow in my deferred rendering implementation. It would be great if we could get your work into the OSG as an example of deferred rendering/shadowing using GLSL. Regards Paul On 27/10/13 23:09, michael kapelko wrote: I decided to simply use more suitable geometry for shadows. The result: http://youtu.be/-63E6SKsMo0 2013/10/27 michael kapelko korn...@gmail.com mailto:korn...@gmail.com Hi. I finally came up with the way to use OSG shadows in deferred shading. Since ShadowedScene produces the result in Screen space (same as other G-buffers), I can simply use it like a texture with shadows in Screen space. This is what I got: http://youtu.be/EzPe5dVwWrs But looking at the incorrectly shadowed walls, I think I should not simply multiply shadow color with diffuse one, but instead check brightness and only multiply if it's high enough. Thanks. 2013/10/25 michael kapelko korn...@gmail.com mailto:korn...@gmail.com Hi. I've decided to try to take shadow map from osgShadow::ShadowMap. I've derived own ShadowMap class to access the shadow texture: http://goo.gl/M3o04y I display it, but it's completely white. I tried to place the light nearer to the moving objects (even at the same height), but the texture is still white. What am I doing wrong? Thanks. 2013/10/21 michael kapelko korn...@gmail.com mailto:korn...@gmail.com Hi. Can the third bug be related to different view projection matrices? My shadow camera uses ortho. Thanks. 2013/10/21 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de mailto:marcel.purs...@student.hpi.uni-potsdam.de Hi, the shadow on the wall is probably created, because the wall is outside of the shadow cameras view frustum. How do you setup the wrapping of your depth texture? You could fix it, if you set the mode to clamp to border and set the border color to your far plane. This way everything that cannot be seen from your light source will not be shadowed(as in is outside of the view frustum). The shadow on your torus looks like a self shadowing problem. You will always have some errors because of the limited floating point precision. You should use a small offset in your depth comparison to get rid of this artifacts. A bit of tweaking will be necessary to get a good value. The last bug is indeed a bit strange. I'm not sure how it is produced. But it is view dependent, so it must have to do something with the view matrix of your main camera. Thank you! Cheers, Marcel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56910#56910 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation - Seperate animations from keyframe ranges
Hi all - I have grouped my animations in one long sequence using 3ds 2010 but would like to seperate these out in OSG as named seperate animations based on a start stop key frame value . Is this possible to do using osgAnimation? Best Regards Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB calculating sub-tile lat/lon
Thanks Robert, I found if I add the args --cs +proj=latlong +datum=WGS84 I can store that info per tile. I'll see if that may get results.. Thanks again for your help Best Regards Paul On 04/08/2013 06:35 PM, Robert Osfield wrote: Hi Paul, I haven't ever tried to work out the lat/long extents of tiles of an built paged database, and while VirtualPlanetBuilder (VPB) obviously computes these extents they aren't stored explictly with the osgTerrain tiles. However, with an osgTerrain::TerrainTile based database (which is now the default one generated by VPB) the TileLocator (attached to the TerrainTile) provides the details of how it converts the local normalized units (0 to 1 range across the tile) into final coordinate frame so it'd effectively provide the means for computing this extents so have a look at it. Robert. On 8 April 2013 00:50, Paul Pocock paul.ta...@internode.on.net mailto:paul.ta...@internode.on.net wrote: Hi all, I was wondering what would be the best way to get the lat/lon extents of subtiles in Virtualplanetbuilder? I have a geocentric database and want to read the upper left and lower right lat/lon of the highest LOD tiles in the quadtree. Would I need to use the CoordinateSystemNode in some way? Best Regards Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB calculating sub-tile lat/lon
Hi all, I was wondering what would be the best way to get the lat/lon extents of subtiles in Virtualplanetbuilder? I have a geocentric database and want to read the upper left and lower right lat/lon of the highest LOD tiles in the quadtree. Would I need to use the CoordinateSystemNode in some way? Best Regards Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgdem bathymetry problem
Thanks Sebastion - will try when I get home.. Thanks again On 01/11/2013 06:52 PM, Sebastian Messerschmidt wrote: Hi Paul, any easy workaround is to put your elevation and/or imagery into separate directories and use them as parameters. cheers Sebastian Hi all, I'm trying to compile blue marble terrain and bathymetry data from two seperate files however its always the last data entered on the command-line that is getting compiled. I thought anything after -d would contribute.. the command I'm using is: Osgdem -d bm-bath-geo.tif bm-srtm-geo.tif -v 10. -l 6 -o world.I've Does anyone have a suggestion or if anyone has compiled multiple data sources show me the correct array of commands? Thanks Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Particle in shader get/set geometry [SEC=UNCLASSIFIED]
Cool, thanks Robert. May have to keep an eye on the latest dev release page from now on. Regards. On 09/22/2010 06:26 PM, Robert Osfield wrote: Hi Paul, In the OpenSceneGraph-2.9.9 dev release, and svn/trunk there is work by Wang Rui on osgParticle this provides support for using shaders with particles systems, there is also an example osgparticleshader that will illustrate how to use it. Robert. On Wed, Sep 22, 2010 at 5:49 AM, Paul Pocock paul.poc...@dsto.defence.gov.au wrote: Hi -just a quick one - Im delving into osg::Particle at the moment and I wish to do some glsl processing on the geometry or whatever particle template is used. Is this trivial ? and is there a way to set/get the drawables in an osg Particle system? Regards IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::Particle in shader get/set geometry [SEC=UNCLASSIFIED]
Hi -just a quick one - Im delving into osg::Particle at the moment and I wish to do some glsl processing on the geometry or whatever particle template is used. Is this trivial ? and is there a way to set/get the drawables in an osg Particle system? Regards IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compute Terrain Intersection for .flt databases[SEC=UNCLASSIFIED]
Thanks Robert/Shayne, turns out I was computing HAT correctly but was using wrong texture filtering ( I store the positions in a texture ). thus the computed heights were displayed incorrectly in the vert shader. Thanks again. On 09/08/2010 12:27 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Paul, For HAT, you only need one point. LOS requires a start and end point. Both require that the points be specified in the database coordinates (i.e. geocentric Cartesian coordinates for round earth databases). I haven't worked with .flt databases but the osgSim methods appear to work for paged databases built by VPB... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Pocock Sent: Thursday, September 02, 2010 11:06 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Compute Terrain Intersection for .flt databases[SEC=UNCLASSIFIED] Hi - Whats the best way to get the z down intersect point onto a paged database. I'm getting what looks like loss of precision errors. I am not sure if it is because I am using osgUtil::IntersectVisitor (Which I believe is deprecated?) or my lack of knowledge of osgSim::HeightAboveTerrain. Is it my proper understanding that I provide two points x,y,z (beginning and end) for HAT? Even doing this gives some very strange results... Is there a very basic example out there to achieve this? Is it a trivial problem? Regards Paul IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Compute Terrain Intersection for .flt databases [SEC=UNCLASSIFIED]
Hi - Whats the best way to get the z down intersect point onto a paged database. I'm getting what looks like loss of precision errors. I am not sure if it is because I am using osgUtil::IntersectVisitor (Which I believe is deprecated?) or my lack of knowledge of osgSim::HeightAboveTerrain. Is it my proper understanding that I provide two points x,y,z (beginning and end) for HAT? Even doing this gives some very strange results... Is there a very basic example out there to achieve this? Is it a trivial problem? Regards Paul IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO's and geometry instancing [SEC=UNCLASSIFIED]
Thanks for the reply Paul, Turns out my billboarding calculations in the vertex shader were screwing everything up. Works fine now. Regards On 08/03/2010 11:32 PM, Paul Martz wrote: Paul Pocock wrote: Hi, Are there any caveats to be mindful of when trying to implement instancing using VBO's? I'm using a static tri stored in a VBO - however I'm facing massive bottlenecks in the frag shader - with obvious fillrate issues dragging my frames down drastically. and I can't see any obvious state changes that could affect this. I'm using Nvidia 8800GTX with latest drivers and I'm not dropping into software mode at all. Do I have to set up my program so I populate my vbo with texture data? or am I fine with the standard setup - the OSG should be able to handle that for me shouldn't it? When you say instancing do you mean you're using the draw instanced feature, or you're using multiparenting? Because display lists are now deprecated, I use buffer objects for most everything these days, and never experience a fill bottleneck, neither with the draw instanced feature, nor with multiparenting. Does the problem go away when you change from using buffer objects to using display lists? Does the problem go away when you change your scene graph to render N copies of your object, rather than N instances? IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VBO's and geometry instancing [SEC=UNCLASSIFIED]
Hi, Are there any caveats to be mindful of when trying to implement instancing using VBO's? I'm using a static tri stored in a VBO - however I'm facing massive bottlenecks in the frag shader - with obvious fillrate issues dragging my frames down drastically. and I can't see any obvious state changes that could affect this. I'm using Nvidia 8800GTX with latest drivers and I'm not dropping into software mode at all. Do I have to set up my program so I populate my vbo with texture data? or am I fine with the standard setup - the OSG should be able to handle that for me shouldn't it? Regards Paul IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Uniform Array Setup [SEC=UNCLASSIFIED]
Hi All, I've been trying out geometry instancing however am experiencing OpenGL errors. I'm using NV 8800GTX with latest 256.35 Linux drivers so it should work. I am thinking it is my set up. I have set up everything correctly as per osgdrawinstanced example so i'm thinking it is the way I'm passing the uniform to the shader? maybe the use of Vec4Array? If someone could pass a casual eye over the relevant code below and see something noticeable I would be grateful. I was also wondering if it is a driver bug - if there are alternate solutions to pass array data to the vertex shader? - Regards //Set up osg::ref_ptrosg::Vec4Array m_positions = new osg::Vec4Array; // Fill up the Array etc ... size: 10 //v-push_back(osg::Vec4(position,1.0)); osg::Uniform* centres = new osg::Uniform( centres, m_positions ); osg::Uniform* centres = new osg::Uniform(); centres-setName(centres); centres-setType(osg::Uniform::FLOAT_VEC4); centres-setNumElements(m_positions-size()); stateset-addUniform(centres); //Vertex shader uniform vec4[10] centres; vec3 centre = centres[gl_InstanceID].xyz; vec3 pos = gl_Vertex + centre; gl_Position = gl_ModelViewProjectionMatrix * vec4(pos,1.0); IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reading/Writing osg::Image data [SEC=UNCLASSIFIED]
Thanks Ulrich, I eventually got it going, posting for reference: Size I allocated was the issue. Regards Reading: === unsigned char* data = new unsigned char[texSize*texSize*texSize*4]; std::ifstream fin(filename.c_str(),std::ios::in | std::ios::binary); fin.read((char*)data ,(texSize*texSize*texSize*4)); fin.close(); osg::ref_ptrosg::Image image = new osg::Image; image-setImage(texSize, texSize, texSize,4, GL_RGBA, L_UNSIGNED_BYTE,data,osg::Image::USE_NEW_DELETE); Writing: = std::ofstream fout (data/textures/image3d/imagedata3d_128,std::ios::app | std::ios::out | std::ios::binary); unsigned int size = image-getTotalSizeInBytesIncludingMipmaps(); fout.write( (char*)image-data(), size ); // Check if ( fout.fail() ) std::coutFailed to write image-datastd::endl; fout.close(); On 06/24/2010 12:21 PM, Ulrich Hertlein wrote: Hi Paul, On 23/06/10 11:53 , Paul Pocock wrote: I'm trying to write 3d texture data to file but when loading back into osg::Image I'm getting rubbish: Writing to file with 3d texture data: unsigned int size = image-getTotalSizeInBytesIncludingMipmaps(); fout.write( (char*)image-data(), size ); Reading from file: unsigned char* data = new unsigned char[texSize*texSize*texSize*4]; std::ifstream fin(image3ddata2,std::ios::binary); fin.read((char*)data ,(sizeof(unsigned char)* 4 * texSize * texSize * texSize)); osg::ref_ptrosg::Image image = new osg::Image; image-setImage(texSize,texSize,texSize,4, GL_RGBA, GL_UNSIGNED_BYTE,data, osg::Image::USE_NEW_DELETE); Can anyone see anything I'm doing wrong? Either Writing or Reading? I cannot spot anything obviously wrong with the code. Can you check if the file on disk is okay, so that either part (writing or reading) can be ruled out? I'd also try to set the memory to some pattern before reading, in case the file isn't fully read or something. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Reading/Writing osg::Image data [SEC=UNCLASSIFIED]
Hi All, I'm trying to write 3d texture data to file but when loading back into osg::Image I'm getting rubbish: Writing to file with 3d texture data: unsigned int size = image-getTotalSizeInBytesIncludingMipmaps(); fout.write( (char*)image-data(), size ); Reading from file: unsigned char* data = new unsigned char[texSize*texSize*texSize*4]; std::ifstream fin(image3ddata2,std::ios::binary); fin.read((char*)data ,(sizeof(unsigned char)* 4 * texSize * texSize * texSize)); osg::ref_ptrosg::Image image = new osg::Image; image-setImage(texSize,texSize,texSize,4, GL_RGBA, GL_UNSIGNED_BYTE,data, osg::Image::USE_NEW_DELETE); Can anyone see anything I'm doing wrong? Either Writing or Reading? Best Regards Paul IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Sec:u Re: GPU Monitoring for OSG
I integrated NVPerf a while ago - I'll upload it sometime .. needs cleaning up IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Sec:u osgEphemeris Horizon sky shading missing?
Hi - I'm interested in hearing from anyone who uses osgEphemeris in any of their projects and if they have noticed that the horizon sky shading or the light properties which bend around corners feature is now broken ? I'm using SuSe 11.1 and Nvidia 180.51 with OSG 2.8.0, the last time I noticed it working was with OSG 2.2.0 but haven't gone back to confirm. Would be interested to know if this is working for others.. Best Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgViewer::Viewer Thread Handle
Hi Everyone, Just a quick one,I want to set up a flag where you can assign cpu affinity for the cull, draw, update threads. Is there a way I can get a handle on these threads? is there a getDrawThread method? Best Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 64/32 bit ?
Thanks Dimi, I had done that - unfortunately by default ccmake loads all the 64 bit libs by default, it would be better I think if you could specify a flag like --Build-32bit so it will search for 32 bit libs (if installed) on a 64 bit machine. Would be good if it could set the LIB_POSTFIX to 32 which I believe will create a lib32 in install dir? Further investigation will tell Thanks Paul dimi christop wrote: Hi, Fire up cmake . and specify in the compile and linking options the -m32 flag. -m32 specifies that the exe and libs should be 32 bit. Dimi - Original Message From: Internode paul.ta...@internode.on.net To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, May 20, 2009 1:55:58 PM Subject: [osg-users] 64/32 bit ? How can you reliably specify a 32 bit build on a 64 bit platform in cmake? Have tried but can't find any flags. Sorry should post on cmake forums. Best Regards Paul ___ 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 IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgEphemeris skyDome issue
Sorry for posting this here on osg-users, the osgEphemeris List is rather quiet. My understanding was that the skyDome centre would always be the camera eye point - however having tried setSkyDomeCenter at init and calling it every frame the user can still traverse outside the skydome. Perhaps this is normal behaviour? Trying to set the skyDomeRadius to some massive figure just introduces culling problems. Has anyone else has had this problem? Best Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] graph visualization tools?
I had something like this - it was crude but had functionality not unlike Performers graph viz tool ,however I stored relevant info in osg::Node, Not getting too far into implementation details - I had to run two nodeVisitors - One to gather info on the scenegraph and the other to build and display it nicely on the screen. Pic is from an earlier OSG 2.1.9 version, haven't altered 2.8.0 to cater for graph visualization. Paul Martz wrote: The tool I had for that was kind of cool because it actually used 3D sphereoids and osgText labels, so you could spin the resulting graphs around in 3-space with the cool cube mapping and it looked quite impressive. Unfortunately, the tool was somewhat limiting; the graphs you see in the book are quite simple and that's a reflection of the tool's limitations. Making it as general-purpose as GraphViz would've really taken a lot of work. What I'd really like to see is a plugin interface to GraphViz that would let me draw my own graph nodes, labels, and arrows. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Tuesday, March 24, 2009 2:25 PM To: OpenSceneGraph Users Subject: [osg-users] graph visualization tools? I am about to write a little Python tool for myself to take an osg file, extract basic node information, and create a .dot file for graphviz. I want very simple tree diagrams like Paul Martz made in the quick start guide (he had green, yellow, and pink ovals for nodes). I'm guessing this is something that might already be floating around out there but I haven't been able to find it. If you know of such a tool, I would appreciate a link to it. Thanks, Cory Riddell ___ 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 IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. inline: graph.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Loading Particle Effect from file Problem
HI all, I was wondering if anyone has had this problem and if so what was their solution. I have a particle system loading from sn .osg file, attach it to a transform and add a NodeVisitor callback to the transform. Unfortuately The Particle System does not like it. There is an article on this here: http://faculty.nps.edu/jasullivan/osgTutorials/osgParticleHelper.htm The solution refered to here unfortuately does not work. Any ideas ? would be great to load particles from an .osg file! IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Another Viewer/CompositeViewer Question
Many Thanks again Robert ... Robert Osfield wrote: Hi Paul, On Thu, Jan 29, 2009 at 4:10 AM, Paul Pocock paul.poc...@dsto.defence.gov.au wrote: Am I to assume correctly that osgViewer::Viewer (slave cameras) as opposed to CompositeViewer is more appropriate for a cave or powerwall environment? This is correct. Although you could have a CompositeViewer that has View with slaves which render a cave/powerwall, and another View that render in insert into it, or a side display. All the slave functionaity in Viewer comes from osg::View, so it's all identical to what CompositeViewer can do, except the later can do one or many of them. In you case Viewer is probably sufficient for your needs, but even if you did end up using CompositeViewer, the apporpriate thing to do would still be use a View containing slave cameras for a cave/powerwall setup so this part wouldn't change. Do the slave cameras inherit the master cameras ProjectionMatrix/View Frustrum or do these need to be setup independently? The can do both. But default the slave cameras will inherit the part projection and view matrix, then multiply these by the offset matrices that you pass in when you add slaves. You can mix and match different types of slaves as well - for instance the osgViewer::View::setUpViewAs3DSpehericalDisplay has six RTT slave Camera that render to a cube map that are relative to the master Camera, and then one post render slave Camera that works in absolutely reference frame which does the final distortion correction render using the cube map. The Camera::setReferanceFrame(..) method on the slave controls where the salve inherits the view and project matrix or not. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Another Viewer/CompositeViewer Question
So If I share a graphicsContext across all my slave cameras and update the main cameras Frustrum and Viewport each frame, I don't have to manually set the slave cameras Frustrum and Viewport as well ? is this done automatically? So if I fire off the master camera (Renderer) Then the slaves will Render the same view with the same Frustrum projection and with the same viewport? This question relates to using slave cameras on a cluster with osgViewer as the main rendering window Regards Paul Robert Osfield wrote: Hi Paul, On Thu, Jan 29, 2009 at 4:10 AM, Paul Pocock paul.poc...@dsto.defence.gov.au wrote: Am I to assume correctly that osgViewer::Viewer (slave cameras) as opposed to CompositeViewer is more appropriate for a cave or powerwall environment? This is correct. Although you could have a CompositeViewer that has View with slaves which render a cave/powerwall, and another View that render in insert into it, or a side display. All the slave functionaity in Viewer comes from osg::View, so it's all identical to what CompositeViewer can do, except the later can do one or many of them. In you case Viewer is probably sufficient for your needs, but even if you did end up using CompositeViewer, the apporpriate thing to do would still be use a View containing slave cameras for a cave/powerwall setup so this part wouldn't change. Do the slave cameras inherit the master cameras ProjectionMatrix/View Frustrum or do these need to be setup independently? The can do both. But default the slave cameras will inherit the part projection and view matrix, then multiply these by the offset matrices that you pass in when you add slaves. You can mix and match different types of slaves as well - for instance the osgViewer::View::setUpViewAs3DSpehericalDisplay has six RTT slave Camera that render to a cube map that are relative to the master Camera, and then one post render slave Camera that works in absolutely reference frame which does the final distortion correction render using the cube map. The Camera::setReferanceFrame(..) method on the slave controls where the salve inherits the view and project matrix or not. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Another Viewer/CompositeViewer Question
Am I to assume correctly that osgViewer::Viewer (slave cameras) as opposed to CompositeViewer is more appropriate for a cave or powerwall environment? Do the slave cameras inherit the master cameras ProjectionMatrix/View Frustrum or do these need to be setup independently? Kind Regards IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgVR - anyone using this NodeKit?
Is anyone using Michael Gronager's old nodekit? IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean(?)
Hi Kim, I used the same 15x15 grid tiles and 64x64 using a pagedLOD system. The FFT height maps were pre-generated. My biggest problems were seams in the tiles and trying to introduce reflections. I handled the seam problems between tiles by slightly overlapping them at the edges, not an ideal solution but it served our purposes based on the amount of effort we could put into this. I also used a distance based system so only the fragment shader was active until you got to about 100- 200 metres away and then the vertex shader would kick in and give form to the waves. Got around 25 fps on a NVidia 7800, 1.8Mhz cpu I don't know how we are going to coordinate this effort but I can put everything I've done together and post it. On Thu, 2008-11-06 at 17:01 +, Kim C Bale wrote: Right blimey, I didn't expect so much interest. In answer to J-S and Paul the actual ocean surface rendering is something I find particularly interesting. There are many different approaches for this (Gerstner, perlin noise, FFT etc), each of which have their own advantages and disadvantages. An idea I had a while back at the start of this project was to create a nodekit designed specifically for ocean surface simulation and rendering. Something similar to osgShadow, where various techniques are implemented and can be chosen based on the application. So yes it would be interesting to try and tie in Paul's work. This type of nodekit I think would be fairly easy to design. The ocean technique I have implemented is based the FFT technique described by Tessendorf in his paper Simulating Ocean Waves. It is the same algorithm that was used in the film Titanic, albeit without the 5.1 billion polygons they used. The technique produces a tileable height map that can be stitched together to form a large expanse of ocean water. Whilst it provides very nice looking waves, the fact that it's tileable makes it rather difficult to represent local interactions with the waves themselves. Unfortunately wave interactions were not a requirement, so I have not taken these into account. However, Tessendorf details an approach called IWave that can be used to provide these. These tiles can either be pre-computed, or computed in real-time. One disadvantage of this technique is the use of Fast Fourier Transforms to generate the height maps. FFTs are pretty heavy on the CPU and can be a major bottleneck. However, for grid sizes of 128x128 it is still perfectly feasible to generate them in real-time. The advantage of this is that you can change ocean parameters wind/wave direction, gravity, depth etc on the fly. Personally, I decided to pre-compute as these real-time changes were not required. In my simulation there is no coast line, you are presented with an infinite plane of sea. So, I have not considered sea/coast interaction but again this can be achieved with the IWave technique. The sea surface shader is quite lengthy, largely because it needs to take into account both sides of the surface. It uses cube mapping for global reflections and a projective texture map for local reflections. I use a series of pre-computed normal maps based on the height maps to add additional detail and the colour itself is computed based on the angle at which you look at the ocean surface. Finally a refraction shader is used if looking upward from under the surface. The whitecaps are a bit of a cheat really, there are a couple of clever ways of computing these based on the heightmap, but I found that simply overlaying a foam texture where the wave peaked above a certain height provided the best results in my case. So, regarding performance, I can happily run a grid of 15x15 ocean tiles comprised of 64x64 height values. As the poly count gets pretty high, I use GeoMipMapping to reduce the detail of tiles in the distance. Using that with the pre-computed height maps I can get 55-60 fps which drops to about 45-50fps when I render the scene twice on a 8800 GTS. There are a number of optimisations that I haven't made though. The problem with GeoMipMapping of course is that detail is relative to the position of the camera. So if you have multiple cameras you have to re-compute the geomipmapping for each one. I was fortunate as my secondary camera is very close to my primary one so that was not an issue. Aside from the ocean I have: God-rays - Created by rendering geometrically modelled rays to an FBO and then blending them into the scene as a post render. 2D fogging equation - a pre-computed fogging texture is used to simulate the underwater fogging based on distance from surface and viewer. Depth of field - Not exclusive to underwater scenes obviously, but does a nice job of creating a watery blur in the distance Wobbly screen distortion - Post render effect, similar to the effect seen in BioShock, that warps the view in a watery fashion.
[osg-users] Setting number of Cull, Draw threads
Just a simple question, is there a limit on the number of threads I set for one graphics Context? Does OSG set this limit and can't be over -ridden ? Regards IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG and Chromium/VR Juggler
Hi, I simply want to run OSG on a PC Cluster of 9 Nodes in a Master/ 0..N Slaves configuration. If people who have used either Chromium http://chromium.sourceforge.net/ or VR Juggler http://www.vrjuggler.org/ please report their experiences with these. Kind Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgEXP Shader Support
Does osgEXP import osg shader programs ? or export 3D max shaders applied to a model? If not is there any plan to integrate this into osgEXP? Kind Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Projective Texture Problem: GLSL Version
Hi. I need some help on getting projective texturing working properly. Fixed Functionality is no problem however in GLSL am having a number of problems. I can get the texture onto my quad however I can't position it correctly. The texture appears basically in the Middle of my plane - however I require it to be scaled and positioned anywhere - in this case it will be the wake of a ship. I've included the basic setup of my code - with relevant sections. Hopefully someone may see something I'm missing. Kind Regards Paul SETTING UP /// _group = new osg::Group; osg::Vec3 position(1500.0f,1500.0f,0.0f); osg::Vec3 direction( 0.0f,0.0f,-1.0f); osg::Vec3 up(0.0f,1.0f,0.0f); //create the _camera _camera = new osg::Camera; _camera-setClearMask(GL_DEPTH_BUFFER_BIT); _camera-setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); _camera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); // set viewport _camera-setViewport(0,0,256,256); // set the _camera to render before the main _camera. _camera-setRenderOrder(osg::Camera::PRE_RENDER); // tell the _camera to use OpenGL frame buffer object where supported. _camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); // attach the texture and use it as the color buffer. _camera-attach(osg::Camera::DEPTH_BUFFER, _projectionTexture); // add subgraph to render //_camera-addChild(_nodeprojectedonto.get()); _group-addChild(_camera); osg::StateSet* stateset = _group-getOrCreateStateSet(); osg::Vec4 centerColour(0.5f,0.5f,0.5f,1.0f); osg::Vec4 borderColour(1.0f,1.0f,1.0f,1.0f); // set up forest _projectionTexture _projectionTexture = new osg::Texture2D(); _projectionTexture-setImage(createForestImage(centerColour, 64)); _projectionTexture-setBorderColor(osg::Vec4(borderColour)); _projectionTexture-setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_BORDER); _projectionTexture-setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_BORDER); _projectionTexture-setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_BORDER); stateset-setTextureAttributeAndModes(textureUnit, _projectionTexture, osg::StateAttribute::ON); //TEXUNIT2 // set up tex gens stateset-setTextureMode(textureUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON); stateset-setTextureMode(textureUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON); stateset-setTextureMode(textureUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON); stateset-setTextureMode(textureUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON); osg::TexGenNode* _texgenNode = new osg::TexGenNode; _texgenNode-setTextureUnit(textureUnit); //TEXUNIT2 osg::TexGen* texgen = _texgenNode-getTexGen(); texgen-setMode(osg::TexGen::EYE_LINEAR );/ _group-addChild(_texgenNode); texGenMatUniform-setUpdateCallback(new TexGenUpdateCallback(_viewer,projection-getTexGenNode())); stateset-addUniform( texGenMatUniform); //set a wake texture stateset-setTextureAttributeAndModes(TEXUNIT2, projection-getTexture(),osg::StateAttribute::ON); stateset-addUniform( new osg::Uniform(PROJECTION,TEXUNIT2) ); CALLBACK /// class TexGenUpdateCallback: public osg::Uniform::Callback { public: TexGenUpdateCallback(osg::ref_ptrosgViewer::Viewer _viewer,osg::TexGenNode* texgenNode) : viewer(_viewer), _texgenNode(texgenNode){} virtual void operator() ( osg::Uniform* uniform, osg::NodeVisitor* nv ) { if( _enabled ) { //Camera position //osg::Matrix MVPT = (viewer-getCamera()-getProjectionMatrix() * viewer-getCamera()-getViewMatrix() ); //_texgenNode-getTexGen()-setMode(osg::TexGen::EYE_LINEAR); //_texgenNode-getTexGen()-setPlanesFromMatrix(MVPT); // compute the matrix which takes a vertex from local coords into tex coords // will use this later to specify osg::TexGen.. osg::Matrix MVP = viewer-getCamera()-getViewMatrix() * viewer-getCamera()-getProjectionMatrix(); osg::Matrix MVPT = MVP * osg::Matrix::translate(1.0,1.0,1.0) * osg::Matrix::scale(1.0,1.0,1.0); _texgenNode-getTexGen()-setMode(osg::TexGen::EYE_LINEAR); _texgenNode-getTexGen()-setPlanesFromMatrix(MVPT); uniform-set(MVPT); //std::cerr TexGenUpdateCallback std::endl; } } private: bool _enabled;
[osg-users] osgSim::OverlayNode Question
Hi - Can osgSim::OverlayNode be used for Decal effects, or general projective texturing? Are there examples where it is used in OSG? Regards IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GLSL Setting up gl_EyePlane
Hi,Just a small one - Are the gl_EyePlanes automatically setup when calling texgen-setPlanesFromMatrix(...)? I'm trying to replicate simple Projective texturing using glsl. Regards IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Access to osg::Image data
osgvolume is a perfect reference - Thanks Robert On Thu, 2008-04-17 at 09:15 +0100, Robert Osfield wrote: Hi Paul, I'm afraid there is too little code in your excerpt to guess at what might be wrong, what is wrong is part of the code you haven't included. The osgvolume example does various ops on a 3D osg::Image so I'd recommend review this example. Robert. On Thu, Apr 17, 2008 at 6:45 AM, Paul Pocock [EMAIL PROTECTED] wrote: I'm trying to set the individual rgba in a 3D texture - however having problems : Ive set up the for loops and grabbed the image ptr thus: ptr = image-data(); for.. for .. for .. *(ptr++) = (GLubyte) (height); *(ptr++) = (GLubyte) (height); *(ptr) = (GLubyte) (height); ..but not getting the results I should - Is this how I should access the data form osg::Image? Kind Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Access to osg::Image data
I'm trying to set the individual rgba in a 3D texture - however having problems : Ive set up the for loops and grabbed the image ptr thus: ptr = image-data(); for.. for .. for .. *(ptr++) = (GLubyte) (height); *(ptr++) = (GLubyte) (height); *(ptr) = (GLubyte) (height); ..but not getting the results I should - Is this how I should access the data form osg::Image? Kind Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Texturing in GLSL shader
Thanks for your help Sebastian, I'm using texgen-setPlanesFromMatrix to set up eye-planes. I assume that's correct (looking at osgspotlight and other examples..) Regards On Mon, 2008-04-14 at 08:37 +0200, Sebastian Messerschmidt wrote: Hi Paul, In the vertex shader try this vec4 ecPosition = gl_Vertex * gl_ModelViewMatrix; gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ; gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ; gl_TexCoord[0].p = dot(ecPosition, gl_EyePlaneR[0]); gl_TexCoord[0].q = 1.0; Then use the the projective sampler in the fragment shader. This achieves EYE_LINEAR texturing like in fixed function IIRC (don't forget to setup the eye-Planes from the camera-matrix) cheers Sebastian psy Messerschmidt Paul Pocock schrieb: Hi, I need some advice on projective texturing. I can get it going in Fixed Functionality - however not on the GPU. I've set up a texGenNode and passing the matrix as a uniform to the shader. I'm also passing the ViewMatrix but sufficed to say I'm not getting the desired effect. Any advice would be appreciated. Regards uniform mat4 TexGenMat; uniform mat4 ViewMat; [Vertex shader] vec4 positionEye = gl_ModelViewMatrix * gl_vertex vec4 positionWorld = ViewMat * positionEye; index = TexGenMat * positionWorld; [fragment shader] vec4 ProjMapColor = texture2DProj(PROJECTION_TEXTURE, index); IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Texturing in GLSL shader
Managed to achieve Projective Texturing in shader - just changed the gl_TexCoord[0].q = 1.0 to dot( ecPosition,gl_EyePlaneQ[0]; so: gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ; gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ; gl_TexCoord[0].p = dot(ecPosition, gl_EyePlaneR[0]); gl_TexCoord[0].q = dot( ecPosition,gl_EyePlaneQ[0]; Thanks agian for your help On Mon, 2008-04-14 at 08:37 +0200, Sebastian Messerschmidt wrote: Hi Paul, In the vertex shader try this vec4 ecPosition = gl_Vertex * gl_ModelViewMatrix; gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ; gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ; gl_TexCoord[0].p = dot(ecPosition, gl_EyePlaneR[0]); gl_TexCoord[0].q = 1.0; Then use the the projective sampler in the fragment shader. This achieves EYE_LINEAR texturing like in fixed function IIRC (don't forget to setup the eye-Planes from the camera-matrix) cheers Sebastian psy Messerschmidt Paul Pocock schrieb: Hi, I need some advice on projective texturing. I can get it going in Fixed Functionality - however not on the GPU. I've set up a texGenNode and passing the matrix as a uniform to the shader. I'm also passing the ViewMatrix but sufficed to say I'm not getting the desired effect. Any advice would be appreciated. Regards uniform mat4 TexGenMat; uniform mat4 ViewMat; [Vertex shader] vec4 positionEye = gl_ModelViewMatrix * gl_vertex vec4 positionWorld = ViewMat * positionEye; index = TexGenMat * positionWorld; [fragment shader] vec4 ProjMapColor = texture2DProj(PROJECTION_TEXTURE, index); IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Projective Texturing in GLSL shader
Hi, I need some advice on projective texturing. I can get it going in Fixed Functionality - however not on the GPU. I've set up a texGenNode and passing the matrix as a uniform to the shader. I'm also passing the ViewMatrix but sufficed to say I'm not getting the desired effect. Any advice would be appreciated. Regards uniform mat4 TexGenMat; uniform mat4 ViewMat; [Vertex shader] vec4 positionEye = gl_ModelViewMatrix * gl_vertex vec4 positionWorld = ViewMat * positionEye; index = TexGenMat * positionWorld; [fragment shader] vec4 ProjMapColor = texture2DProj(PROJECTION_TEXTURE, index); IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi-Node?
How does Chromium stack up ? Its based on WireGl I believe and from what I've heard isn't the fastest API out there - If your forwarding calls every frame and rendering large databases in real-time wouldn't it be a pretty heavy load on your system? On Tue, 2008-02-19 at 07:29 +1100, Somerville, Andrew wrote: Hey Paul, You might want to checkout Chromium. It can take the place of the OpenGL library and pipe the rendering to multiple machines without changing your osg code. http://en.wikipedia.org/wiki/Chromium_(software) Andy -Original Message- From: [EMAIL PROTECTED] on behalf of Tanja Paul Sent: Sat 2/16/2008 6:26 PM To: OpenSceneGraph Users Subject: [SPAM] Re: [osg-users] Multi-Node? Thanks Robert - Yes I meant multiple displays, thanks for your response. I saw a thread a while back in regards to openProducer, cant recall it but I believe Don was saying openProducer supported multiple channels or a cluster of machines. Does anyone know if OpenProducer has this support. Regards. - Original Message - From: Robert Osfield [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, February 15, 2008 3:35 AM Subject: Re: [osg-users] Multi-Node? Hi Paul, When you say Multiple Nodes what exactly do you mean... Do you simply mean a compute by Node, or graphics card or an osg::Node object in the scene graph... osgViewer does support multiple threaded, multiple displays on a single machine. It doesn't directly support a cluster of machines, one needs to implement this at the application level. Robert. On Mon, Feb 11, 2008 at 4:21 AM, Paul Pocock [EMAIL PROTECTED] wrote: Hi, I need to be able to run OpenSceneGraph on Multiple Nodes and was wondering if OSG 2.X is able to handle a multi-channel (Gen locked) setup? - or does a whole lot of synchronization software have to be written for it? Regards IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi-Node?
Thanks Robert - osgcluster seems a good starting point. Regards On Sat, 2008-02-16 at 11:07 +, Robert Osfield wrote: Hi Paul, On Feb 16, 2008 11:26 PM, Tanja Paul [EMAIL PROTECTED] wrote: Thanks Robert - Yes I meant multiple displays, thanks for your response. I saw a thread a while back in regards to openProducer, cant recall it but I believe Don was saying openProducer supported multiple channels or a cluster of machines. Does anyone know if OpenProducer has this support. Producer only supports multiple displays on a single machine, it has no cluster support. osgViewer that exist in 2.x replaces osgProducer/Producer and has the multi threaded muiltiple display capability that Producer has plus extra OSG centric high level viewer classes, threading models and support for distortion correction. osgVierwer like Producer doesn't have out of the box support cluster though. There are various ways to do clustering. The osgcluster example is a very very basic example that uses UDP packets to sync the view matrices and frames update. 3rd party solutions like Equalizer and VR Juggler has cluster support and integrate with the OSG. Lots of companies roll their own clustering solution too. Robert. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multi-Node?
Hi, I need to be able to run OpenSceneGraph on Multiple Nodes and was wondering if OSG 2.X is able to handle a multi-channel (Gen locked) setup? - or does a whole lot of synchronization software have to be written for it? Regards IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Design pattern
Hi, is there a current image file of the Design patterns used in osg? I knew there was one around but couldn't find it. Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD node page callback
Hi Robert, I was wondering how you would use osg::Observer and are there any examples. Would you construct it as osg::observer_ptrosg::Object pagedLODObserver ? and catch page unloads by testing for objectDeleted() ? On Thu, 2008-01-24 at 09:01 +, Robert Osfield wrote: Hi Michael, To monitor file loads you just need to assign a custom osdDB::Registry::ReadCallback to the Registry.. To catch unloads you have two routes, add an custom osg::Observer to PagedLOD objects to get informed when they get deleted or to create your own DatabasePager subclass. Robert. On Jan 23, 2008 10:47 PM, Guerrero, Michael (CIV) [EMAIL PROTECTED] wrote: Hi, I'm searching for a convenient way to be alerted when a PagedLOD node gets either paged in or out. Is there a preferred method of doing this? Thanks, Michael ___ 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 IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] BoundingBox Problem
Hi, Wondering if anyone from the list can help me. I have a 3x3 grid of tiles from a terrain database, my aim is to get an outline representation of this 3x3 by just using lines to represent each tile. My solution is the following: osg::BoundingBox bbox ; bbox.expandBy(node-getBound()); vertices-push_back(bbox.corner(0)); vertices-push_back(bbox.corner(1)); vertices-push_back(bbox.corner(1)); vertices-push_back(bbox.corner(3)); vertices-push_back(bbox.corner(2)); vertices-push_back(bbox.corner(3)); vertices-push_back(bbox.corner(3)); vertices-push_back(bbox.corner(2)); vertices-push_back(bbox.corner(0)); vertices-push_back(bbox.corner(2)); My problem stems from the fact that the square is way to big. I believe it stems from the fact I'm using BoundingSphere to calculate extents.Is there an obvious solution to this problem - To get a square that is precisely the dimensions of the terrain tile? Thanks in Advance Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgPagedLOD DatabasePager
Hi, I have a few questions as to the functionality of the DatabasePager and PagedLODS in general.If I am mistaken could someone please help me out – but my Understanding of the DatabasePager is this If we have a 4x4 grid of pagedLOD tiles We start out with osg::PagedLOD loading tiles into the _activePagedLODList if it is within the range as specified by setRange(). So In DatabasePager - if you start within range you get: _activePagedLODList.size()=16 _inactivePagedLODList.size()=0 the relevant pagedLOD files then request the loading of their children based on range? In regards to active/inactive PagedLODs From a Previous Post: “PagedLODs are registered as inactive when their frame count gets out of synch with the overall viewer. Once they become inactive, their children are released. In other words, if each child has an identical bounding sphere, none of them will get freed until the lowest child is culled” What other factors affect moving the pagedLOD's to the _inactive list? If it is Culled? If it is in the _inactivePagedLODList then it is no longer resident in main memory? - (or it is up to the OS - based on the OS policy?) IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgconv batch processing
I have a number of objects I would like to convert to .ive and was wondering if there is a way to do batch processing with osgconv? IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] gDEBugger and OpenSceneGraph
Can all those who have tried gDEBugger http://www.gremedy.com/gDEBuggerLinux.php?sdk with OpenSceneGraph post their experiences. I'm running i586 suse-linux and have had mixed results (understandably - it is in beta), namely blank screen when running any OSG application - Performance counters appear to be working however. Be interested to hear what experiences others have had Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CMake Search Paths ?
Hi, This may be an issues with the developers of cmake but I've had a difficult experience building OSG 2.2 official release on IRIX 6.5 using the cmake build process. Problems namely with specifying my own /include /lib paths. it seems to want to ignore any arguments I pass to it , I don't think Cmake even reads the PATH env variable . To solve this I've had to hard code the paths in CMakeCache and CmakeLists.txt and other areas in order for OSG to build with the headers and libs I want. Even using the SET command in CmakeLists.txt doesn't seem to fix the problem. It seems to me that Cmake has a set of hardcoded directories that it will search. Is there a simpler way to give cmake user defined search paths? Other modules I had to alter to make cmake search the directories I specify: In CmakeModules/ for all search paths: FIND_LIB /usr/nekoware/lib /usr/freeware/lib64 FIND_INCLUDE /usr/nekoware/include /usr/freeware/include /src/osgPlugins/jpeg/CMakeFiles/osgdb_jpeg.dir added: /usr/nekoware/lib/libjpeg.so I also wonder if cmake builds osg on 64 bit platforms in 64 bit? or does it build in 32 bit? How can you tell or know what cmake is doing? Regards Paul IMPORTANT: This email remains the property of the Australian Defence Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Statistics meaning clarification
In regards to osg stats I understand the following to mean: - Frame Rate - in /Hz - Event - Event traversal - Update =96 The update thread updates a node of the scenegraph,update traversal performed once each frame. - Cull -time taken in milliseconds for the cull traversal thread to complete - Draw - ime taken in milliseconds for the draw traversal thread to complete - GPU - ? Could someone confirm this for me ? Another Question: Where has the functionality gone to dump any loaded scenes to .osg . you used to be able to hit the 'o' key to perform that function - not any more. Best Regards Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org