Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Robert Osfield
HI Michael,


On 8/2/07, Michael Ebner [EMAIL PROTECTED] wrote:
 1.) How do i get access to a RenderStage object, to set the sorting
 (i.e. osgUtil::RenderBin::SORT_FRONT_TO_BACK) so that my transparent
 object are rendered correctly?

This is bit of backward solution to your transparent object problem -
you aren't setting up your scene graph correctly, you should be
setting the transparent subgraphs to fall into the transparent
rendering bin via:

  stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

This is how the OSG has managed transparent state since the turn of
this century.  There is more fine grained control of render bins
available via StateSet as well, but this is whole big topic, but on
another occassion.  First just fix your scene graphs.


 2.) How can i get access to osgUtil::Statistics which i formerly
 accessed through RenderStage?

In 2.0 osgViewer there isn't a convenient way to get access to the
SceneView used for rendering.  In the latest in SVN the Camera's now
have a osgViewer::Renderer objects that you can use to get access to
the SceneView and from their the RenderStage and the Statistics.

 3.) Is there any way to use the new Multi-Threading Model, although the
 viewer is used as osgViewer::GraphicsWindowEmbedded gw =
 viewer_-setUpViewerAsEmbeddedInWindow(...) ?

GraphicsWindowEmbedded does not support multi-threading.  To use the
new threading models you'll need to use a full blown GraphicsWindow
implementation.

 4.) What exactly is the advantage of putting sutff that is rendered
 outside of osg into the Camera's Pre/PostDrawCallback? (as mentioned in
 a previous posting)

Previous posting? Lost me there, there are lots of postings on lots of
topics, some mention Camera pre/post draw callbacks.

As general note, integrating other OpenGL code with app can be done
via custom Drawable (as per osgteapot example), via pre/post draw
callbacks, via custom GraphicsOperations that you attach to the
GraphicsWindow/GraphicsThread, or just in the main loop if you are
running single theaded.  The advantage of using subclassing OSG
centric methods for adding your OpenGL code is that it can help manage
the threading for you and ordering.

Robert.

Robert.
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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Michael Ebner
Hello Robert,

Robert Osfield wrote:
 stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 
 This is how the OSG has managed transparent state since the turn of
 this century.  There is more fine grained control of render bins
 available via StateSet as well, but this is whole big topic, but on
 another occassion.  First just fix your scene graphs.

I was already setting the TRANSPARENT_BIN, but had z write disabled and 
the RenderBin::SORT_FRONT_TO_BACK did the sorting. But it is working 
now, thanks.


 GraphicsWindowEmbedded does not support multi-threading.  To use the
 new threading models you'll need to use a full blown GraphicsWindow
 implementation.

Could you explain that to me in more detail? I took a quick look at the 
GraphicsWindowEmbedded and GraphicsWindowWin32 implementation and this 
seems all to be about setting up a window and providing a context to the 
Viewer.
The Viewer is handling the threads based on the context(s) provided, so 
it should not make a difference if he gets them from embedded or full 
blown GraphicsWindow? Or am i missing something here?

I'm using SDL for window and input handling and read in:
http://www.mail-archive.com/[EMAIL PROTECTED]/msg12744.html

about a GraphicsWindowSDL class, is it going to be submitted to SVN?

Thanks for help and keep up the good work!

greetings,
Michael.


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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-03 Thread Robert Osfield
HI Zullizum,

Could you break the various problems you've seen out into separate
emails send to osg-users so we can work through them one at a time,
and if there are bugs resolve them before 2.2.

Robert.

On 8/3/07, Zulizman Berdu [EMAIL PROTECTED] wrote:
 Hi,

 Mine also might have the same problem. I'm using terrapage for terrain in my
 application and it works fine in OSG 1.2. When I switch to OSG 2.0 and OSG
 2.1.3 the terrain start flickering. The code to avoid the auto calculate for
 near/far plane clipping seems not function anymore. The following are my
 code snippet,

 The code for OSG 1.2 :
 m_Viewer.getCullSettings().setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);


 The code for OSG 2.0 :
 m_Camera = m_Viewer.getCamera();
 m_Camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

 Is there anything that i miss here ? Hope this can be resolved before ver
 2.2 coming out :)

 Thanks,
 -Zulizman-

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Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0

2007-08-02 Thread Zulizman Berdu
Hi,

Mine also might have the same problem. I'm using terrapage for terrain in my
application and it works fine in OSG 1.2. When I switch to OSG 2.0 and OSG
2.1.3 the terrain start flickering. The code to avoid the auto calculate for
near/far plane clipping seems not function anymore. The following are my
code snippet,

The code for OSG 1.2 :
m_Viewer.getCullSettings().setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);


The code for OSG 2.0 :
m_Camera = m_Viewer.getCamera();
m_Camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);

Is there anything that i miss here ? Hope this can be resolved before ver
2.2 coming out :)

Thanks,
-Zulizman-
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