Re: [osg-users] Camera composition

2010-03-26 Thread Ufuk Gun
if you are going to render whole scene again, i did not understand where
culling is?
and also i dont believe culling far plane is a good idea if you are
rendering large area, the increment of performance will not be dramatic.

i suggest you to draw terrain in different levels of details. i render 100km
x 100km terrain by LOD instead of culling them.

On Fri, Mar 26, 2010 at 3:15 PM, Joseba Rodriguez 
jrodrig...@landersimulation.com wrote:

 Hi,

 I have a large terrain with other geometries on it, and im trying to do
 some culling on this scene. One of the things i´ve been trying is to keep a
  minimun far plane distance, but mountains on terrain are cut due to the far
 plane.
 For solving this i tried to render terrain and the geometry over it on
 different cameras with different fal planes, but i just get a black screen
 when i change the camera projection matrix.
 The idea is something like this:

 - Viewer - MainCamera
 |- Camera1 - (terrain in render bin -5, big far)
 |- Camera2 - all the other things in scene, small
 far.

 Any idea of how can i make this?


 Thank you!

 Cheers,
 J

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[osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi,
i have .ive models which are created in ~osg::2.2.0. i realized that there
are textures which are not 2^n size in these models.
normally i call this command:
 osgconv --compressed model.ive model.ive

but when i compress it, i can not open this model with the old version of
osg. it says:
 The version found in the file is newer than this library can handle.

then i tried to compress models with version 2.2.0 but this time i got this
error:
 Failed to create pbuffer, failing back to normal graphics window.
 Error: Unable to create graphis context - cannot run compression
 Data written to 'model.ive'.

do you have any advice about this situation. how can i compress my .ive
files.
i thougt i can convert them to .osg format but this time textures are lost.
then i tried to get images from .ive file in order to put them near the .osg
file but i could not get any image.

any advice would be great.
thanks...

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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Robert,
unfortunately i have to use older version of osg because currenty i am
fixing bugs of one our simulators which is developed in 2007and 2008.
we implemented this simulator in delta3D 1.4 which uses the older version of
osg.
i want to upgrade this system to the newer versions but i am afraid of
getting many errors.
there are many changes between versions like producer.

that's why i am trying to find some backward compatible solution...

On Mon, Mar 15, 2010 at 2:31 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 HI Ufuk,

 Is there a reason that you are using a version of the OSG so many
 years out of date?

 In very old versions of the OSG there was a problem under Windows with
 osgconv attempting to create a graphics context due a crappy windows
 issue of the MS compiler not pulling in symbols that it should have,
 the only work around is to explicitly reference these symbols.  Modern
 versions of the OSG has this hack in them to workaround the Windows
 problem.

 Robert.

 On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com wrote:
  Hi,
  i have .ive models which are created in ~osg::2.2.0. i realized that
 there
  are textures which are not 2^n size in these models.
  normally i call this command:
  osgconv --compressed model.ive model.ive
  but when i compress it, i can not open this model with the old version of
  osg. it says:
  The version found in the file is newer than this library can handle.
  then i tried to compress models with version 2.2.0 but this time i got
 this
  error:
  Failed to create pbuffer, failing back to normal graphics window.
  Error: Unable to create graphis context - cannot run compression
  Data written to 'model.ive'.
  do you have any advice about this situation. how can i compress my .ive
  files.
  i thougt i can convert them to .osg format but this time textures are
 lost.
  then i tried to get images from .ive file in order to put them near the
 .osg
  file but i could not get any image.
  any advice would be great.
  thanks...
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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi jp,
it sounds weird but it might work.
i will try because it seems i have no other option :)

thanks...

On Mon, Mar 15, 2010 at 2:56 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi,

 this might be a radical solution, but you should be able to get virtualbox
 with Ubuntu 8.04 LTS to build OSG 2.2 without problems and hopefully do the
 convertions you need. Once you have it running you can just archive the
 virtual machine for future use.

 jp

 Ufuk Gun wrote:

 Hi Robert,
 unfortunately i have to use older version of osg because currenty i am
 fixing bugs of one our simulators which is developed in 2007and 2008. we
 implemented this simulator in delta3D 1.4 which uses the older version of
 osg. i want to upgrade this system to the newer versions but i am afraid of
 getting many errors.
 there are many changes between versions like producer.
 that's why i am trying to find some backward compatible solution...

 On Mon, Mar 15, 2010 at 2:31 PM, Robert Osfield 
 robert.osfi...@gmail.commailto:
 robert.osfi...@gmail.com wrote:

HI Ufuk,

Is there a reason that you are using a version of the OSG so many
years out of date?

In very old versions of the OSG there was a problem under Windows with
osgconv attempting to create a graphics context due a crappy windows
issue of the MS compiler not pulling in symbols that it should have,
the only work around is to explicitly reference these symbols.  Modern
versions of the OSG has this hack in them to workaround the Windows
problem.

Robert.

On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com
mailto:ufuk...@gmail.com wrote:
  Hi,
  i have .ive models which are created in ~osg::2.2.0.
i realized that there
  are textures which are not 2^n size in these models.
  normally i call this command:
  osgconv --compressed model.ive model.ive
  but when i compress it, i can not open this model with the old
version of
  osg. it says:
  The version found in the file is newer than this library can
handle.
  then i tried to compress models with version 2.2.0 but this time
i got this
  error:
  Failed to create pbuffer, failing back to normal graphics window.
  Error: Unable to create graphis context - cannot run compression
  Data written to 'model.ive'.
  do you have any advice about this situation. how can i compress
my .ive
  files.
  i thougt i can convert them to .osg format but this time textures
are lost.
  then i tried to get images from .ive file in order to put them
near the .osg
  file but i could not get any image.
  any advice would be great.
  thanks...
  --
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Re: [osg-users] filpped view

2010-03-15 Thread Ufuk Gun
Hi Nick,
you can render scene to a texture and when you place this texture you can
modify the texture coordinates as it seems like mirrored.

we made such a thing in rearview mirror in a car simulation.

if you are going to mirror whole scene, some monitors are able to mirror its
display on the hardware. so you may not do anything for this case.

On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi community,
  is there a way to flip (mirror along the x axis) a view in a composite
  viewer?

 Just flip the left/right values of the projection matrix.  If face
 culling is enabled then you'll need to swap the face that gets culled
 using osg::FrontFace.

 Robert.
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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Jean-Sébastien,
thank you so much for your advice. i did not know that option.
now i will convert all my .ive files to .osg with latest version of OSG than
convert these .osg files to .ive files with older version of OSG.
than everything will be great!

thanks :)

On Mon, Mar 15, 2010 at 3:32 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Ufuk,


  i thougt i can convert them to .osg format but this time textures are
 lost.
 then i tried to get images from .ive file in order to put them near the
 .osg file but i could not get any image.


 You can convert the .ive to .osg while keeping the textures by using the
 option -O OutputTextureFiles. See the source for the .osg plugin (in newer
 versions of osgconv you can use --format osg to see what options the .osg
 plugin supports, but in older versions you need to check the source code).

 Hope this helps you get a few steps further...

 J-S
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Re: [osg-users] osg version problem advice?

2010-03-15 Thread Ufuk Gun
Hi Robert,

Yes, this is an another option for this case. i will check if there is a
huge difference or not.
if not i may write a bug fix to 2.2.

thanks Robert...

On Mon, Mar 15, 2010 at 4:15 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Ufuk,

 An option you have open to your is to backport fixes to the OSG to
 your version of the OSG - this is one of the strengths of the open
 source.  Just do a diff between osgconv in later versions of the OSG
 with what you have, it may well compile directly.

 Robert.

 On Mon, Mar 15, 2010 at 12:47 PM, Ufuk Gun ufuk...@gmail.com wrote:
  Hi Robert,
  unfortunately i have to use older version of osg because currenty i am
  fixing bugs of one our simulators which is developed in 2007and 2008.
  we implemented this simulator in delta3D 1.4 which uses the older version
 of
  osg.
  i want to upgrade this system to the newer versions but i am afraid of
  getting many errors.
  there are many changes between versions like producer.
  that's why i am trying to find some backward compatible solution...
 
  On Mon, Mar 15, 2010 at 2:31 PM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  HI Ufuk,
 
  Is there a reason that you are using a version of the OSG so many
  years out of date?
 
  In very old versions of the OSG there was a problem under Windows with
  osgconv attempting to create a graphics context due a crappy windows
  issue of the MS compiler not pulling in symbols that it should have,
  the only work around is to explicitly reference these symbols.  Modern
  versions of the OSG has this hack in them to workaround the Windows
  problem.
 
  Robert.
 
  On Mon, Mar 15, 2010 at 12:20 PM, Ufuk Gun ufuk...@gmail.com wrote:
   Hi,
   i have .ive models which are created in ~osg::2.2.0. i realized that
   there
   are textures which are not 2^n size in these models.
   normally i call this command:
   osgconv --compressed model.ive model.ive
   but when i compress it, i can not open this model with the old version
   of
   osg. it says:
   The version found in the file is newer than this library can handle.
   then i tried to compress models with version 2.2.0 but this time i got
   this
   error:
   Failed to create pbuffer, failing back to normal graphics window.
   Error: Unable to create graphis context - cannot run compression
   Data written to 'model.ive'.
   do you have any advice about this situation. how can i compress my
 .ive
   files.
   i thougt i can convert them to .osg format but this time textures are
   lost.
   then i tried to get images from .ive file in order to put them near
 the
   .osg
   file but i could not get any image.
   any advice would be great.
   thanks...
   --
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Re: [osg-users] PagedLOD usage??

2010-02-16 Thread Ufuk
Hi Chris,
Thank you so much for your help. i was just thinking about writing my own
pagedLOD mechanism.
it works really nice now.

thanks again :)

On Mon, Feb 15, 2010 at 6:09 PM, Chris 'Xenon' Hanson
xe...@alphapixel.comwrote:

 On 2/15/2010 6:25 AM, Ufuk wrote:
  do you think i miss something? should i use PagedLOD for my purpose or i
  should implement something different??*

   PagedLOD should do the trick for you.

  Often, you will put in the first LOD as already-leaded, and leave its
 filename blank.
 Then, add the higher LODs without using addChild -- you don't want to add a
 Node, you just
 want to fill out the filename and ranges in the PagedLOD perRangeData. The
 DatabasePager
 will load them for you when needed.

  If you want the first LOD loaded for you, do not create and add a blank
 Node as you are
 doing here. Just add a perRangeData to the PagedLOD node, and start the
 main OSG program
 loop running. Make sure you are using something derived from osgViewer and
 that you have
 all the DatabasePager bits hooked up properly or background loading won't
 work.

 --
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[osg-users] PagedLOD usage??

2010-02-15 Thread Ufuk
Hi all,
sorry, this question seems very odd but i could not solved the problem.
i need simple paged lod mechanism and i can see that there is a class for
this purpose in osg named osg::PagedLOD

i have terrain pages with different resolutions. since there are many of
them, i don't want to load all of them at the beginning of the program. i
want them to be loaded when the camera goes there. osg::LOD works perfect
but it loads all the models at the beginning of the program.
i call the functions like that:

//CALL OF osg::LOD
osg::Node* node = osgDB::readNodeFile(filename);
lod-addChild(node, min, max);

//CALL OF osg::PagedLOD
osg::Node* node = new osg::Node();
pagedLOD-addChild(node, min, max, filename);


when i use PagedLOD instead of LOD, i dont load the node file at the
beginning. but the problem is when i use pagedLOD i cant see anything. it
just works when i use LOD.

do you think i miss something? should i use PagedLOD for my purpose or i
should implement something different??*

any idea would be great :)

thanks

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[osg-users] apply LOD when pivot point is different then center of geometry?

2010-02-09 Thread Ufuk
Hi all,
i have terrain models which have vertex coordinates like (-55000, 42600,
593). The pivot point of this model is (0,0,0). when i dont move transform
it, it is placed where it should be.
then i want to apply LOD to these models because there are many of them.
when i add child to osg::LOD than i cant see the model.
then i set the center of bounding of model as the center of osg::LOD but it
did not effect.

what else i should do? or should i do something different?

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Re: [osg-users] Compress image

2009-08-27 Thread Ufuk
Hi Ulrich,the reason of the problem is not image or cimage. yes you are
right they are different but i think i wrote it wrong here.
anyway when i debug i saw that cImage resoultion did not change.

but today i checked the code again and i saw that i wrote the code like:

cImage-scaleImage(image-s() * scaleFactor, image-t() *
scaleFactor, image-r() * scaleFactor);

scaling of first 2 is ok but not the third one. image-r() should not be
changed. so i corrected like that:

cImage-scaleImage(image-s() * scaleFactor, image-t() *
scaleFactor, image-r() );

now it works... :)



On Fri, Aug 21, 2009 at 12:26 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 Hi Ufuk,

 disregarding the follow-ups regarding mipmapping:

 you're saving the original image.  The scaled down image is 'cimage', not
 the original 'image'.  Change the 'writeImageFile' to use 'cimage' and you
 should be good.

 Cheers,
 /uli

 On 20/08/09 4:39 PM, Ufuk wrote:

 is there any function that
 com/
 void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
 scaleFactor, const std::string  filename )
 {
osg::ref_ptrosg::Image  cImage = new osg::Image(*image);

cImage-scaleImage(image-s() * scaleFactor, image-t() * scaleFactor,
 image-r() * scaleFactor);

osgDB::writeImageFile(*image, filename);
 }

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Re: [osg-users] Compress image

2009-08-21 Thread Ufuk
Hi All,i decided to use a tool for this purpose. now i am lazy to integrate
a scaling function into my code..
i found ImageMagick and i will use converter.exe of this library.
now i changed my function like:

///
void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
scaleFactor, const std::string outputFilename )
{
std::ostringstream command;
command  converter.exe   image-getFileName()   -resize  
image-s() * scaleFactor image-t() * scaleFactor
outputFilename;
system(command.str().c_str());
}
///

thanks to all...

On Fri, Aug 21, 2009 at 9:12 AM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi Ufuk,

 Ufuk wrote:

 actually i just want to have a scale code of image..

 half and quarter resolution would be enough for me.. i wanted to scale
 them when i create terrain.


 if you are working with terrain I would suggest you also look at the GDAL
 functions/lib. E.g. have a look at the gdaladdo man page, it is a command
 line app that builds overview images, but you could use the same
 functionality directly from your application if you link to GDAL. You might
 also find some other helpful functions.

 jp


 i have a terrain editor and viewer which are 2 separate programs.
 on editor, in saving process, i want to store lower resolution textures
 too and i wanted to create in my program.

 my terrain viewer program will load all textures and use low resolution
 textures for pages which are far away from the camera..

 i don't want to use .dds because in terrain editor, user can use any
 texture he wants. so i don't want to give up texture selection dynamism
 here.. i can't limit users just with my textures which are selected before.

 On Thu, Aug 20, 2009 at 5:58 PM, Ümit Uzun umituzu...@gmail.com mailto:
 umituzu...@gmail.com wrote:

Hi Ufuk;

If you want to create mippaped images on your disk instead of
programmaticaly. I suggest you to use GIMP to mipmap(rescale each
different resolution image separately) and when you need you can
call related resolution image :)

Is this your expected or you want to create one image which has all
resoluted images in it? If you want kind of this operation you can
use dds format. But I don't know osg does support reading mipmapped
dds format.


Regards.

Ümit Uzun


2009/8/20 Ufuk ufuk@gmail.com mailto:ufuk@gmail.com

Hi Ümit,
yes, i need mipmapping but i want to store these mipmapped
textures on disk. i dont want so many calculations on rendering...
so i wanted to store these images on disk.

do you know a way to do this or i should write a code?


On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun umituzu...@gmail.com
mailto:umituzu...@gmail.com wrote:

Hi Ufuk;

Compress word doesn't define your expected operation very
well. This operation's name is Mipmapping. You should
generate automatic mipmapping for your texture in runtime
and the you can choose any resolution you have created to
use your program.

Regards.

Ümit Uzun


2009/8/20 Ufuk ufuk@gmail.com mailto:ufuk@gmail.com
 

is there any function that compress image in osg?

for example i have an 256x256 image and i want to
compress it to 128x128 or 64x64...

i checked for osg::Image::scaleImage() but it did not
change the resolution.. maybe i did something wrong?

Here is the code:


  
 ///
void simUtil::SimImageUtils::scaleAndSaveImage(
osg::Image* image, float scaleFactor, const std::string
filename )
{
   osg::ref_ptrosg::Image cImage = new
 osg::Image(*image);

   cImage-scaleImage(image-s() * scaleFactor,
image-t() * scaleFactor, image-r() * scaleFactor);

   osgDB::writeImageFile(*image, filename);
}

  
 ///

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Re: [osg-users] Reference count catcher?

2009-08-20 Thread Ufuk
Hi Chris  Gordon,i did not know visual studio has an ability like that.
i believe i don't know how to use visual studio.. i realized that there are
many features that i did not know especially about these breakpoints.

Hi Jean-Sebastian,
thank you for your answer.. i will search the previous posts of you in the
archives.. it will be really useful for me because even if i use ref_ptr all
the time, i have memory leaks and i can't find them..
it will be useful for me...

thanks...

On Wed, Aug 19, 2009 at 10:27 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Ufuk,

  thank you for your attention.. :)
 actually i didn't know that it is deleted on suitable time. i always
 expected it to be deleted when i set to NULL.


 Perhaps it's as simple as: the render back-end had a ref_ptr to your
 geometry because it was busy rendering it. So when you set your pointer to
 NULL, the ref count went down to 1, and at the end of rendering the current
 frame the render back-end released all its ref_ptrs and your geometry was
 deleted.

 Also, search the archives, I have posted a while back a modification to
 osg::Referenced that allowed you to have certain functions called each time
 a ref_ptr increments or decrements its reference count, along with Win32
 functions that captured the call stack at that point. I had developed it as
 a way of tracking a memory leak that was caused by circular ref_ptrs. The
 modifications in question were not general enough to be integrated (in
 particular they had no Linux/MacOS X implementation), but they were
 certainly useful for me, and it could be instructive to you if you want to
 know exactly who has each reference to your object.

 Hope this helps,

 J-S
 --
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[osg-users] Compress image

2009-08-20 Thread Ufuk
is there any function that compress image in osg?
for example i have an 256x256 image and i want to compress it to 128x128 or
64x64...

i checked for osg::Image::scaleImage() but it did not change the
resolution.. maybe i did something wrong?

Here is the code:

///
void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
scaleFactor, const std::string filename )
{
   osg::ref_ptrosg::Image cImage = new osg::Image(*image);

   cImage-scaleImage(image-s() * scaleFactor, image-t() * scaleFactor,
image-r() * scaleFactor);

   osgDB::writeImageFile(*image, filename);
}
///

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Re: [osg-users] Compress image

2009-08-20 Thread Ufuk
Hi Ümit,yes, i need mipmapping but i want to store these mipmapped textures
on disk. i dont want so many calculations on rendering...
so i wanted to store these images on disk.

do you know a way to do this or i should write a code?


On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Ufuk;

 Compress word doesn't define your expected operation very well. This
 operation's name is Mipmapping. You should generate automatic mipmapping for
 your texture in runtime and the you can choose any resolution you have
 created to use your program.

 Regards.

 Ümit Uzun


 2009/8/20 Ufuk ufuk@gmail.com

 is there any function that compress image in osg?
 for example i have an 256x256 image and i want to compress it to 128x128
 or 64x64...

 i checked for osg::Image::scaleImage() but it did not change the
 resolution.. maybe i did something wrong?

 Here is the code:


 ///
 void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
 scaleFactor, const std::string filename )
 {
osg::ref_ptrosg::Image cImage = new osg::Image(*image);

cImage-scaleImage(image-s() * scaleFactor, image-t() * scaleFactor,
 image-r() * scaleFactor);

osgDB::writeImageFile(*image, filename);
 }

 ///

 --
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Re: [osg-users] Compress image

2009-08-20 Thread Ufuk
actually i just want to have a scale code of image..
half and quarter resolution would be enough for me..
i wanted to scale them when i create terrain.

i have a terrain editor and viewer which are 2 separate programs.
on editor, in saving process, i want to store lower resolution textures too
and i wanted to create in my program.

my terrain viewer program will load all textures and use low resolution
textures for pages which are far away from the camera..

i don't want to use .dds because in terrain editor, user can use any texture
he wants. so i don't want to give up texture selection dynamism here.. i
can't limit users just with my textures which are selected before.

On Thu, Aug 20, 2009 at 5:58 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Ufuk;

 If you want to create mippaped images on your disk instead of
 programmaticaly. I suggest you to use GIMP to mipmap(rescale each different
 resolution image separately) and when you need you can call related
 resolution image :)

 Is this your expected or you want to create one image which has all
 resoluted images in it? If you want kind of this operation you can use dds
 format. But I don't know osg does support reading mipmapped dds format.


 Regards.

 Ümit Uzun


 2009/8/20 Ufuk ufuk@gmail.com

 Hi Ümit,yes, i need mipmapping but i want to store these mipmapped
 textures on disk. i dont want so many calculations on rendering...
 so i wanted to store these images on disk.

 do you know a way to do this or i should write a code?


 On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Ufuk;

 Compress word doesn't define your expected operation very well. This
 operation's name is Mipmapping. You should generate automatic mipmapping for
 your texture in runtime and the you can choose any resolution you have
 created to use your program.

 Regards.

 Ümit Uzun


 2009/8/20 Ufuk ufuk@gmail.com

  is there any function that compress image in osg?
 for example i have an 256x256 image and i want to compress it to 128x128
 or 64x64...

 i checked for osg::Image::scaleImage() but it did not change the
 resolution.. maybe i did something wrong?

 Here is the code:


 ///
 void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
 scaleFactor, const std::string filename )
 {
osg::ref_ptrosg::Image cImage = new osg::Image(*image);

cImage-scaleImage(image-s() * scaleFactor, image-t() *
 scaleFactor, image-r() * scaleFactor);

osgDB::writeImageFile(*image, filename);
 }

 ///

 --
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[osg-users] Reference count catcher?

2009-08-19 Thread Ufuk
i have an osg::Geometry. i store it in a class with ref_ptrwhen i delete it,
i expect it to be deleted.
in debug, i saw that the reference count is 2 before this destructor.
even if i set this value to null, there reference count remains 1.
so it is not deleting...


what i want to ask is, how can i find who stores reference of my geometry.
someone stores and increments the reference count without my information...

do you know a way of doing this?

i just want to be informed when my geometry reference count is increased so
that i can find the memory leak in my project.



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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Ufuk
Hi Ismail,thanks for the advice..
i think what you tell probably works but it is very long process... i
already thought this but i wanted to try my chance here for an easier way..
these recompiling stuff is not easy for me now...

anyway there should be an easier way? if i cant find an easier way,
i definitely try what you have said..



On Wed, Aug 19, 2009 at 3:06 PM, Ismail Pazarbasi pazarb...@gmail.comwrote:

 2009/8/19 Ufuk ufuk@gmail.com:
  i have an osg::Geometry. i store it in a class with ref_ptr
  when i delete it, i expect it to be deleted.
  in debug, i saw that the reference count is 2 before this destructor.
  even if i set this value to null, there reference count remains 1.
  so it is not deleting...
 
  what i want to ask is, how can i find who stores reference of my
 geometry.
  someone stores and increments the reference count without my
 information...
  do you know a way of doing this?
  i just want to be informed when my geometry reference count is increased
 so
  that i can find the memory leak in my project.
 
 
  --
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 Hi Ufuk,

 I don't know whether there already is a solution, but I'd suggest you to:
 1. Add virtual qualifier before osg::Referenced::ref method:
  inline virtual void ref() const;
 2. Rebuild OSG
 3. override this method in your custom Geometry class
 class MyGeometry : public osg::Geometry
 {
 public:
  inline virtual void ref() const
  {
osg::Geometry::ref();
  }
 };
 4. Place breakpoint to that method and see callers.

 You can do the same for unref method as well. I haven't tested this
 but seems like to give you some hints.

 Ismail
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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Ufuk
Hi Daniel,
 Set a watchpoint on the memory address of the _refCount member of this
particular geometry object.

your idea seems very good but i don't know how to watch a specific memory
address in visual studio. if you know could you tell me because i could not
find.



Hi Ümit,

actually i have a terrain. terrain has a geode and geode has a geometry.
i create geometry = refCount = 1
i add it to geode = refCount = 2
i add geode to scene = refCount = 2
application runs.. i see terrain
on runtime or when i want to delete, i check geometry refcount and see
refCount = 3
i remove geometry from geode = refCount = 2
i set my osg::ref_ptr to NULL =refCount = 1 and my geometry did not
deleted...
when should it be deleted??




On Wed, Aug 19, 2009 at 3:46 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Ufuk;

 As I know, If you create a new object with using ref_ptr, object's default
 ref_ptr should be initialized to 1. And after you have attached it to your
 scene, ref_ptr count gets 2. And after you delete your geometry from your
 scene graph ref count gets 1 again. And then this ref_ptr object will be
 deleted automatically when intelligent ref_ptr decided to it is unneccessary
 some times later. And then it will be deleted automaticly. Be cool.
 ref_ptr's target is counting pointer usage and finding unneccesary pointers.

 Regards.

 Ümit Uzun



 2009/8/19 Ufuk ufuk@gmail.com

 Hi Ismail,thanks for the advice..
 i think what you tell probably works but it is very long process... i
 already thought this but i wanted to try my chance here for an easier way..
 these recompiling stuff is not easy for me now...

 anyway there should be an easier way? if i cant find an easier way,
 i definitely try what you have said..



 On Wed, Aug 19, 2009 at 3:06 PM, Ismail Pazarbasi pazarb...@gmail.comwrote:

 2009/8/19 Ufuk ufuk@gmail.com:
  i have an osg::Geometry. i store it in a class with ref_ptr
  when i delete it, i expect it to be deleted.
  in debug, i saw that the reference count is 2 before this destructor.
  even if i set this value to null, there reference count remains 1.
  so it is not deleting...
 
  what i want to ask is, how can i find who stores reference of my
 geometry.
  someone stores and increments the reference count without my
 information...
  do you know a way of doing this?
  i just want to be informed when my geometry reference count is
 increased so
  that i can find the memory leak in my project.
 
 
  --
  Ufuk
 
  ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 

 Hi Ufuk,

 I don't know whether there already is a solution, but I'd suggest you to:
 1. Add virtual qualifier before osg::Referenced::ref method:
  inline virtual void ref() const;
 2. Rebuild OSG
 3. override this method in your custom Geometry class
 class MyGeometry : public osg::Geometry
 {
 public:
  inline virtual void ref() const
  {
osg::Geometry::ref();
  }
 };
 4. Place breakpoint to that method and see callers.

 You can do the same for unref method as well. I haven't tested this
 but seems like to give you some hints.

 Ismail
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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Ufuk
Hi Gordon,
i cant place a break point into osg::Referenced class. if i put i get every
classes which are referenced.
and since the compile time, i can not know the address of my geometry i cant
add such an if.
anyway it is the whole rebuild of osg library.

if i venture this, i do the method that ismail has told before... it seems a
better idea..

On Wed, Aug 19, 2009 at 4:30 PM, Tomlinson, Gordon 
gtomlin...@overwatch.textron.com wrote:



 err one way you could put a break point in the reference pointer class
 where the ref count gets increased
 you can make this a conditional with some like if the THIS pointer = the
 address of the object your looking at etc




 *Gordon
 Product Manager 3d
 *__
 *Gordon Tomlinson
 **Email * : gtomlinson @ overwatch.textron.com
 __


  --
 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ufuk
 *Sent:* Wednesday, August 19, 2009 7:50 AM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] Reference count catcher?

 i have an osg::Geometry. i store it in a class with ref_ptr when i delete
 it, i expect it to be deleted.
 in debug, i saw that the reference count is 2 before this destructor.
 even if i set this value to null, there reference count remains 1.
 so it is not deleting...


 what i want to ask is, how can i find who stores reference of my geometry.
 someone stores and increments the reference count without my information...

 do you know a way of doing this?

 i just want to be informed when my geometry reference count is increased so
 that i can find the memory leak in my project.



 --
 Ufuk

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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Ufuk
Hi Daniel,
thanks for link. i searched but all i found was normal debugging and
breakpoints... it really useful for me. i did not know such an ability of
visual studio. i will try to use this way...

---

Hi Ümit,
maybe you are right about being cool...
i realized that the destructor of my geometry is called but it is called
without my control..
it is deleted after a time. i still wonder who gets this geometry and
release this.
anyway it is not a big problem for me now..


thanks for all your answers...






On Wed, Aug 19, 2009 at 4:38 PM, Daniel Trstenjak 
daniel.trsten...@science-computing.de wrote:


  if you know could you tell me because i could not find.

 google's your friend:
 http://social.msdn.microsoft.com/Forums/en-US/vcgeneral/thread/0ce702d6-5428-4b9b-8113-7fa3afe5b66f

 --

  Daniel Trstenjak Tel   : +49 (0)7071-9457-264
  science + computing ag   FAX   : +49 (0)7071-9457-511
  Hagellocher Weg 73   mailto: daniel.trsten...@science-computing.de
  D-72070 Tübingen WWW   : http://www.science-computing.de/
 --
 Vorstand/Board of Management:
 Dr. Bernd Finkbeiner, Dr. Roland Niemeier,
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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Ufuk
Hi Ümit,thank you for your attention.. :)
actually i didn't know that it is deleted on suitable time. i always
expected it to be deleted when i set to NULL.
it is good to learn something today :)

thanks again...


On Wed, Aug 19, 2009 at 5:01 PM, Ümit Uzun umituzu...@gmail.com wrote:

 Hi Ufuk;

 I am sure this working way is true, because Paul Martz had written a mail
 about rep_ptr's working mechanism and in this mail, he had talked about
 ref_ptr's automatic destruction in suitable time when realize related
 object's unnecessity for working program but I can't find this mail archieve
 ling to send you.

 Whatever, I am glad to solved at last :)

 Regards.
 Ümit Uzun


 2009/8/19 Ufuk ufuk@gmail.com

 Hi Daniel,

 thanks for link. i searched but all i found was normal debugging and
 breakpoints... it really useful for me. i did not know such an ability of
 visual studio. i will try to use this way...

 ---

 Hi Ümit,
 maybe you are right about being cool...
 i realized that the destructor of my geometry is called but it is called
 without my control..
 it is deleted after a time. i still wonder who gets this geometry and
 release this.
 anyway it is not a big problem for me now..


 thanks for all your answers...






 On Wed, Aug 19, 2009 at 4:38 PM, Daniel Trstenjak 
 daniel.trsten...@science-computing.de wrote:


  if you know could you tell me because i could not find.

 google's your friend:
 http://social.msdn.microsoft.com/Forums/en-US/vcgeneral/thread/0ce702d6-5428-4b9b-8113-7fa3afe5b66f

 --

  Daniel Trstenjak Tel   : +49 (0)7071-9457-264
  science + computing ag   FAX   : +49 (0)7071-9457-511
  Hagellocher Weg 73   mailto: daniel.trsten...@science-computing.de
  D-72070 Tübingen WWW   : http://www.science-computing.de/
 --
 Vorstand/Board of Management:
 Dr. Bernd Finkbeiner, Dr. Roland Niemeier,
 Dr. Arno Steitz, Dr. Ingrid Zech
 Vorsitzender des Aufsichtsrats/
 Chairman of the Supervisory Board:
 Michel Lepert
 Sitz/Registered Office: Tuebingen
 Registergericht/Registration Court: Stuttgart
 Registernummer/Commercial Register No.: HRB 382196


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Re: [osg-users] isVertexBufferObjectSupported() ?

2009-05-05 Thread Ufuk
Hi,
Actually i dont think it is about hardware or driver because i did a project
similar to this with this hardware and it is still working on my computer.
it returns true on isVertexBufferObjectSupported() but this project was
made in like osg ~1.6. The function on Geometry was virtual void
drawImplementation(State state) const; on osg1.6 but now it is virtual
void drawImplementation(RenderInfo renderInfo) const; on 2.8

so do you think there could be other reasons?



On Mon, May 4, 2009 at 5:52 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Ufuk,

 The OSG checks for support of extensions such as vertex buffer
 objects, and will osg::State is one class that does this, so if you
 are isVertexBufferObjectSupported() is returning false then
 wait for it there is very good chance that your OpenGL
 driver/hardware doesn't support vertex buffer objects.

 Robert.

 On Mon, May 4, 2009 at 3:45 PM, Ufuk ufuk@gmail.com wrote:
  Hi,
  i am trying to make a terrain editor.
  here i wanted to implement my own drawImplementation of geometry but i
 could
  not get manage.
  i always get state.isVertexBufferObjectSupported() as false... when i
 ignore
  this false, i got another problems..
  i think my problem is this isVertexBufferObjectSupported().
  i want to know that what makes it true or false. what should i do to get
 it
  as true???
  --
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Re: [osg-users] isVertexBufferObjectSupported() ?

2009-05-05 Thread Ufuk
Thanks Robert, i know that you cant know the problem without seeing the code
:) i just want to know that when isVertexBufferObjectSupported() function
returns true or false? to use this support should i enable something?

anyway now i will try to make a simpler example, then maybe i could show you
the codes..
thanks again...

On Tue, May 5, 2009 at 11:48 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Ufuk,

 I really can't guess what might be wrong because I know absolutely
 nothing about your application, I simply don't have magically powers
 to divine this stuff.

 What I do know is that the vertex buffer objects support does usually
 work, others do not report problems with it, so there likely something
 quite specific about your setup that is introducing this problem.  Try
 using standard examples based on osgViewer as a sanity test then work
 back to an test problem that more closely resembles how you use the
 OSG.

 Robert.

 On Tue, May 5, 2009 at 8:57 AM, Ufuk ufuk@gmail.com wrote:
  Hi,
  Actually i dont think it is about hardware or driver because i did a
 project
  similar to this with this hardware and it is still working on my
 computer.
  it returns true on isVertexBufferObjectSupported() but this project was
  made in like osg ~1.6. The function on Geometry was virtual void
  drawImplementation(State state) const; on osg1.6 but now it is virtual
  void drawImplementation(RenderInfo renderInfo) const; on 2.8
 
  so do you think there could be other reasons?
 
 
 
  On Mon, May 4, 2009 at 5:52 PM, Robert Osfield robert.osfi...@gmail.com
 
  wrote:
 
  Hi Ufuk,
 
  The OSG checks for support of extensions such as vertex buffer
  objects, and will osg::State is one class that does this, so if you
  are isVertexBufferObjectSupported() is returning false then
  wait for it there is very good chance that your OpenGL
  driver/hardware doesn't support vertex buffer objects.
 
  Robert.
 
  On Mon, May 4, 2009 at 3:45 PM, Ufuk ufuk@gmail.com wrote:
   Hi,
   i am trying to make a terrain editor.
   here i wanted to implement my own drawImplementation of geometry but i
   could
   not get manage.
   i always get state.isVertexBufferObjectSupported() as false... when i
   ignore
   this false, i got another problems..
   i think my problem is this isVertexBufferObjectSupported().
   i want to know that what makes it true or false. what should i do to
 get
   it
   as true???
   --
   Ufuk
  
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Re: [osg-users] isVertexBufferObjectSupported() ?

2009-05-05 Thread Ufuk
İsmail,Thanks for your answer,
probably you are right because it is a qt application. maybe i could not set
the context id.

i think state.getContextID() does not match with the current context...

i will check for it now.. if you know something about it please help me :)

thanks again... :)


On Tue, May 5, 2009 at 3:10 PM, Ismail Pazarbasi pazarb...@gmail.comwrote:

 Ufuk,

 bool isVertexBufferObjectSupported() const { return

 _isVertexBufferObjectSupportResolved?_isVertexBufferObjectSupported:computeVertexBufferObjectSupported();
 }

 If you have seen the code that checks whether extension is supported:
 bool State::computeVertexBufferObjectSupported() const
 {
_isVertexBufferObjectSupportResolved = true;
_isVertexBufferObjectSupported =
 osg::isGLExtensionSupported(_contextID,GL_ARB_vertex_buffer_object);
return _isVertexBufferObjectSupported;
 }

 there are two things that may go wrong, as far as I can see:
 1. Context ID is not selected or not owned by current thread (see last
 OpenGL error)
 2. Extension isn't supported

 To evaluate latter case, that is, that you certainly have the
 extension, you can write a simple test case or download OpenGL
 Extension Viewer application ( http://www.realtech-vr.com/glview/ ).

 To evaluate first case, well.. I don't know any better way but in my
 application, I have a screenshot operation. It's a GraphicsOperation
 that is added to the context. OpenGL graphics context will be selected
 and owned by that graphics thread when operation is running. Anywhere
 outside that thread (depending on threading model) may fail. To see
 what went wrong, check last OpenGL error after that call (which, too,
 may return an error if it isn't called from legal places).

 HTH
 Ismail

 On Tue, May 5, 2009 at 1:30 PM, Ufuk ufuk@gmail.com wrote:
  Thanks Robert,
  i know that you cant know the problem without seeing the code :) i just
 want
  to know that when isVertexBufferObjectSupported() function returns true
 or
  false? to use this support should i enable something?
  anyway now i will try to make a simpler example, then maybe i could show
 you
  the codes..
  thanks again...
 
  On Tue, May 5, 2009 at 11:48 AM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  Hi Ufuk,
 
  I really can't guess what might be wrong because I know absolutely
  nothing about your application, I simply don't have magically powers
  to divine this stuff.
 
  What I do know is that the vertex buffer objects support does usually
  work, others do not report problems with it, so there likely something
  quite specific about your setup that is introducing this problem.  Try
  using standard examples based on osgViewer as a sanity test then work
  back to an test problem that more closely resembles how you use the
  OSG.
 
  Robert.
 
  On Tue, May 5, 2009 at 8:57 AM, Ufuk ufuk@gmail.com wrote:
   Hi,
   Actually i dont think it is about hardware or driver because i did a
   project
   similar to this with this hardware and it is still working on my
   computer.
   it returns true on isVertexBufferObjectSupported() but this project
   was
   made in like osg ~1.6. The function on Geometry was virtual void
   drawImplementation(State state) const; on osg1.6 but now it is
   virtual
   void drawImplementation(RenderInfo renderInfo) const; on 2.8
  
   so do you think there could be other reasons?
  
  
  
   On Mon, May 4, 2009 at 5:52 PM, Robert Osfield
   robert.osfi...@gmail.com
   wrote:
  
   Hi Ufuk,
  
   The OSG checks for support of extensions such as vertex buffer
   objects, and will osg::State is one class that does this, so if you
   are isVertexBufferObjectSupported() is returning false then
   wait for it there is very good chance that your OpenGL
   driver/hardware doesn't support vertex buffer objects.
  
   Robert.
  
   On Mon, May 4, 2009 at 3:45 PM, Ufuk ufuk@gmail.com wrote:
Hi,
i am trying to make a terrain editor.
here i wanted to implement my own drawImplementation of geometry
 but
i
could
not get manage.
i always get state.isVertexBufferObjectSupported() as false... when
 i
ignore
this false, i got another problems..
i think my problem is this isVertexBufferObjectSupported().
i want to know that what makes it true or false. what should i do
 to
get
it
as true???
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[osg-users] isVertexBufferObjectSupported() ?

2009-05-04 Thread Ufuk
Hi,i am trying to make a terrain editor.
here i wanted to implement my own drawImplementation of geometry but i could
not get manage.
i always get state.isVertexBufferObjectSupported() as false... when i ignore
this false, i got another problems..
i think my problem is this isVertexBufferObjectSupported().

i want to know that what makes it true or false. what should i do to get it
as true???

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[osg-users] cannot set child stateset in pagedLOD?

2009-04-17 Thread Ufuk
Hi,
i have an .osg file which is like this:

PagedLOD {
  nodeMask 0x
  cullingActive TRUE
  Center 512 512 0
  Radius 724.077
  RangeMode DISTANCE_FROM_EYE_POINT
  RangeList 5 {
1448.15 5792.62
0 1448.15
0 1448.15
0 1448.15
0 1448.15
  }
  NumChildrenThatCannotBeExpired 0
  FileNameList 5 {
ter_0_0_0.ive
ter_1_0_0.osg
ter_1_1_0.osg
ter_1_0_1.osg
ter_1_1_1.osg
  }
  num_children 0
}

and every .osg file which is in this file is like this file. they have 1 ive
file and 4 osg files.

by this method, we are loading child nodes in paging.

here i want to render all of these in a shader. So i set the parent node
stateSet but childs does not effect :(

do you have any idea why i cant set the child node's stateset by changing
the stateset of parent?



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Re: [osg-users] NightVision (Green and Blurry?)

2009-03-25 Thread Ufuk
Thanks to all...i will check spaceMonkey and osgPPU
and Patrick, i will wait for your openEOIR. i am very curious about your
project.


2009/3/24 Patrick Castonguay pcastong...@rogers.com

 With ref to osgPPU, I have use it to create a Infra-Red / BlackWhite /
 Color basic camera operator training prototype (which I name openEOIR, I
 should release the code next month or so on source forge) and it worked
 really well and was easy to get going with the RenderToTexture (It has great
 examples)...

 Cheers

 *Patrick *
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[osg-users] NightVision (Green and Blurry?)

2009-03-24 Thread Ufuk
Hi,I want to render all the scene in night vision mode.
i read the previous posts but i could not find the way of rendering scene in
a bit green and blurry.
actually i also need to render light sources to much bright but i am not
sure if it can be done?

do you know any idea how can i do this? if there any of you did such a
thing, please help me?

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[osg-users] about osgCuda

2009-03-14 Thread Ufuk
Hi,i read the topic about osgCuda. I am happy to hear that someone is
working on merging these projects.
i am also trying to do a project with cuda on osg. anyway i got so many
build problems..
when i include something, i got another errors..
so do you have any sample projects or any other start points to share in
this topic?


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Re: [osg-users] Mirrored camera

2009-03-02 Thread Ufuk
Hi Joakim,

in examples osgcamera, in function:
void multipleWindowMultipleCameras(osgViewer::Viewer viewer, bool
multipleScreens)

i tried this code sample:


if (i != 2)
viewer.addSlave(camera.get(),
osg::Matrix::scale(aspectRatioScale, 1.0,
1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() );
else
viewer.addSlave(camera.get(), osg::Matrix::scale(-1.0 *
aspectRatioScale, 1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0),
osg::Matrix() );

camera which has id 2 become mirrored.

is it something that you want?


On Mon, Mar 2, 2009 at 4:46 PM, Joakim Simonsson joa...@autosim.no wrote:

 On Mon, 02 Mar 2009 15:37:07 +0100, Mathias Fröhlich 
 m.froehl...@science-computing.de wrote:


 Hi,

 On Monday 02 March 2009 15:24, Joakim Simonsson wrote:

 Is it possible to use two cameras, where one is mirrored, that share the
 same scene?

 You should be able to have that attached either to the camera itself, the
 mirrored one (is this true, or are the StateSets at the camera something
 special - I dont remember by heart?).


 I tried to attach that stateattribute to the mirrored camera only. But it
 does not seem to work.

  Or attach a group to the camera that is
 not shared , apply that state at this group and attach the shared graph to
 those two groups.


 I'll go for the group approach.


 Thanks for your help.


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Re: [osg-users] Model refrences to another model?

2009-02-20 Thread Ufuk
Hi again,
i also recognized that when i put all the data into \bin directory, i can
load all models but if i give the path of models it does not load..
should i have a data directory or how should i set this?


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[osg-users] Model refrences to another model?

2009-02-18 Thread Ufuk
Hi,i have a question about loading models.
i was checking the trian3d (http://www.triangraphics.de/index.php?l=eng) and
there are some models that they produced. These terrain models has one
master model which references to child of this model. It also includes some
level of details.
actually i am asking this question because i have not seen such a thing
before. (probably ignorance of me)
and i searched it in the mail group but i could not find any thing about it
or i do not know how to search.

anyway, when i loaded the master model, child models should be loaded
automatically when needed but i could not do this. Do you know any thing
about this? should i do some extra thing to load other models?

i downloaded models from the address:
http://www.triangraphics.de/index.php?1=Downloadl=eng

i hope it is not so weird question...

thanks...

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[osg-users] need tagged attributes of terrain?

2009-02-11 Thread Ufuk
Hi,
i need a data format that provides me tagged attribute values of a terrain
like if it is grass, sand, gravel or asphalt.
i have to do a vehicle simulator that will driven on the terrain. Here i do
not know how should i store the terrain. If i store the terrain as a model,
then which formats do you suggest for this tagged values? or do you have any
other ideas about this?

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[osg-users] multi camera

2009-02-09 Thread Ufuk
Hi,
i am trying to apply multi camera on my project. I am referencing Examples
osgcamera.
Here i did almost the same with your examples but there are few changes.
Maybe this changes causes problems because in your examples runs in 60fps
even there are 6 windows. My fps is 60fps/numberOfWindows :(
so i want to ask some questions about this.

Here is my code about multi window:


void MyApplication::multipleWindowMultipleCameras()
{
const int numberOfWindows = 4;

osg::GraphicsContext::WindowingSystemInterface* wsi =
osg::GraphicsContext::getWindowingSystemInterface();
unsigned int screenWidth, screenHeight;
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0),
screenWidth, screenHeight);

double aspectRatioScale = (double)numberOfWindows / 2;
double translate_x = double(numberOfWindows) - 1;

simBase::SimCamera* camera; //SimCamera encapsulates osgCamera.

for (int i = 0; i  numberOfWindows ; i++, translate_x -= 2.0)
{
if (i == 0)
{
camera = getCamera(); //myApplication main camera.
}
else
{
camera = new simBase::SimCamera(); //new camera which shows
other parts of scene.
}

osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
traits-screenNum = 0;
traits-x = (i * screenWidth) / numberOfWindows;
traits-y = 0;
traits-width = screenWidth/numberOfWindows - 1;
traits-height = screenHeight;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;

osg::ref_ptrosg::GraphicsContext gc =
osg::GraphicsContext::createGraphicsContext(traits.get());

osg::Camera* osgCamera = camera-getOSGCamera();
osgCamera-setGraphicsContext(gc.get());
osgCamera-setViewport(new osg::Viewport(0,0,  screenWidth /
numberOfWindows, screenHeight));
GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
osgCamera-setDrawBuffer(buffer);
osgCamera-setReadBuffer(buffer);

simBase::SimView* view = getView(); //SimView encapsulates
osgViewer::View.
if (i != 0) //if i apply this process to main camera, then i see
nothing on the scene. So i disabled this for first camera.
 view-addSlave(camera, osg::Matrix::scale(aspectRatioScale,
1.0, 1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() );
}
}


One important distance here is: i use osgViewer::View directly. I dont use
osgViewer::Viewer.  and MyApplication has a osgViewer::CompositeViewer.
Even if i call the function as
getCompositeViewer()-getView(0)-addSlave(osgCamera,
osg::Matrix::scale(aspectRatioScale, 1.0,
1.0)*osg::Matrix::translate(translate_x, 0.0, 0.0), osg::Matrix() );

So i wonder, is it really that much different to use CompositeViewer or
Viewer.
Our design looks like a bit Delta3D (maybe you know) so i wanted to get some
advices about this..

I wanted to know if Viewer has capability show multiscreen better than
CompositeViewer or something else...


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[osg-users] Multiple GPU

2009-02-04 Thread ufuk gun
Hi,
I have to do a simulation project which needs 8 screens. This system likes a
dome.

so i want to ask few questions about this:

1) i want to use multiple gpu's. So is there a limit on number of gpu's on a
pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8 screen
with viewer?

2) how can i set which gpu render which screen. is there an auto management
system in viewer? if i have screens which have resolutions like 8x1280x1024
or 4x2560x1024 or any other combination of this, should i do an extra thing
for this?

3) do you think i will have a critical frame rate problem if i render 8
screens.
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Re: [osg-users] Multiple GPU

2009-02-04 Thread ufuk gun
Hi,
Thank you so much for your answers. :)
i will research and try your advices. I wanted to learn where to start.
i will let you know what i have done about this.

thanks again :)
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