[osg-users] Geometry::getVertexPointer()

2006-11-04 Thread Randall Hopper
 Got a question I've been meaning to ask for a while.

 Don's excellent "Using Reference Pointers" paper mentioned that it was
OSG's policy was to always use ref_ptr's unless there was a circular
reference possibility.

 However, all of the Geometry::get*Array() functions that return Array
objects return naked pointers instead of osg::ref_ptr's.  Why is
that?

Thanks,

Randall
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[osg-users] osgfadetext

2006-11-04 Thread Markus Hein

Hi All,

has someone  the same memory problem with osgText::FadeText:?

I'm using the current code from CVS.

When running osgfadetext example, my system is rapidly running out of 
memory .
I changed the example code, so it uses osgText::Text and tried again. 
Now it runs

without problems, and memory use is constant.

I could reproduce the same issue on another machine. I wonder if it is a 
driver issue

or it has something to do  with osgText::FadeText ?

thanks, Markus


running Linux 2.6.18-kanotix-1 i686
Videocard   nVidia GeForce 7600 GS  X.Org 7.1.1  [ 1280x1024 @50hz ]
GLX Version 2.1.0 NVIDIA 96.26 | Client Shell | Infobash v2.50


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Re: [osg-users] OS Poll

2006-11-04 Thread Robert Osfield

On 11/4/06, c sklu <[EMAIL PROTECTED]> wrote:

Ahh, I understand what you were saying, if only StateSets and
Drawables contained OpenGL commands


Pretty well all OpenGL stata is managed in osg::StateAttribute
subclasses, and all primitive drawing in osg::Geometry.  Having OpenGL
ES versions of this would not be dififcult to implement, one wouldn't
need a extra layer of abstraction like Ogre3D has.  IMHO, the key to
the OSG's extensibility is not having this extra layer of abstraction,
there is a 1:1 mapping to OpenGL, adding new state just means adding
an extra StateAttribute and often nothing else needs changing at all,
its all located in just that extra class.  This also helps keep the
footprint down and performance up.

The biggest problem is likely to fixed math profile OpenGL ES version,
as the OSG uses floats all of the place.  If you can target the float
path then this isn't so much of problem.  The next challange is memory
footprint.  One might have to be quite aggressive in culling parts of
the OSG API, static linking would certainly help do this.  Templates
would also be something you'd have to look closely at.  Perhaps
compilers tuned for memory could help cope with this.

Art path routes would also be something that would need exploring -
since the standard OSG plugins map to standard Node, StateAttribute
and Drawables, perhaps a custom converter could be employed.

I'm up for porting the OSG to OpenGL ES, but would need a comerical
project to fund my efforts on it, as I can't afford to run off an do
this stuff just for fun, but fun it'd be.  Perhaps members of the
community could take on the task.

Long term I think that a revamped and slimed down "OSG like" scene
graph API would be the ideal platform, such as what I wrote about in
the Siggraph 2006 presentation.  Like OpenGL 3.0 this is quite a way
off though.

As for Direct3D, nope, that would be a killer for the OSG's.  For
starters OpenGL is a hardware abstraction layer (HAL).  To support
Direct3D and OpenGL you'd need to add a HAL abstraction layer, then
scene graph would sit ontop of the HAL abstractation layer - a
Hardware Abstraction Layer Abstraction Layer.  Now you'd need various
implementations under this HALAL, you need a Direct3D 7.0, Direct3D
8.0, Direct3D 9.0, Direct3D 10.0, and OpenGL, and OpenGL ES, ok that 6
combinations of backends to support, so rather than an nice 1:1
mapping, you have a 1:6 mapping, if you are wanting to control what
happens down on the hardware in you scene graph you'll need to start
hardwiring specific paths to specifc backends.   It will start to get
messy over time.

Also developing and maintaining all these backends really forces up
the testing matrix you need to have, this will make making releases
more a hassel.  You'll also spread all your developer resources
between all these combinations.

Next up is the performance hit of having a HALAL, it won't be freem,
the bigger your database the more CPU bound you will mean, and the
greater the extra hit of the HALAL will be.

Finally extensibility, if you want support new OpenGL extension then
you'll need implement the extension itself, then extend the HAHAL too,
so that doubling the amount of work, and then you need to think about
the implementations for the other pathways.  The extensions to the
HALAL also require the core API to be modified, so you can't just do
it on you local version, you have to dig into the core source code.
Consider how osgGL2 was developed - it existed extirely independantly
from the core OSG, the same applies to osgNV.  A HALAL would force
these extensions to be part of the core right away.

So software engineering wise it is a very bad solution.  In terms of
portability what does it buy you?  Xbox is the only platform I can
think of.

If you are stuck with only decent Direct3D support then perhaps a
wrapper mapping OpenGL to Direct3D is a work around.  This pushes the
HALAL into a layer that is entirely indepdent of the OSG, and doesn't
require any compromise in the software engineering of the scene graph.
Yes there will be a performance hit, but then the HALAL itself has a
performance hit, its really just where do you pay for that hit?  Such
a HALAL is also portable between high level API's so not only OSG
would benefit.

The advantage of going this route would be that you only pay for the
HALAL hit if you don't have decent OpenGL available, everywhere else
keeps the clean and fast 1:1 mapping for maximum performance.

Robert.

Robert.
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Re: [osg-users] modelVeiwProj martix

2006-11-04 Thread Robert Osfield

Hi Ben,

Its a standard part of the GLSL.  See the glsl_*.osg example data and GLSL docs.

Robert.

On 11/4/06, Benoît Poulard <[EMAIL PROTECTED]> wrote:

Hi,
how can I give to a shader program the modelViewProj matrix?
I don't know how to get it?

Thank's

Ben

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Re: [osg-users] OS Poll

2006-11-04 Thread c sklu

Ahh, I understand what you were saying, if only StateSets and
Drawables contained OpenGL commands

On 11/4/06, Paul Martz <[EMAIL PROTECTED]> wrote:

> Even the Drawables aren't completely compatible with OpenGL
> ES.

Currently, that's correct. That's why you'd need to derive your own OpenGL
ES-compatible Drawable classes that limit their OpenGL usage to OpenGL ES
commands.
   -Paul

>
> On 11/4/06, Paul Martz <[EMAIL PROTECTED]> wrote:
> > If OpenGL commands were limited to StateSets and Drawables, then it
> > would be possible to derive your own "OpenGL ES" versions of these
> > classes. As a result, the RenderGraph would be composed solely of
> > classes that limit themselves to OpenGL ES commands and
> features.

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RE: [osg-users] OS Poll

2006-11-04 Thread Paul Martz
> Even the Drawables aren't completely compatible with OpenGL 
> ES.

Currently, that's correct. That's why you'd need to derive your own OpenGL
ES-compatible Drawable classes that limit their OpenGL usage to OpenGL ES
commands.
   -Paul

> 
> On 11/4/06, Paul Martz <[EMAIL PROTECTED]> wrote:
> > If OpenGL commands were limited to StateSets and Drawables, then it 
> > would be possible to derive your own "OpenGL ES" versions of these 
> > classes. As a result, the RenderGraph would be composed solely of 
> > classes that limit themselves to OpenGL ES commands and 
> features.

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Re: [osg-users] OS Poll

2006-11-04 Thread c sklu

Even the Drawables aren't completely compatible with OpenGL ES. I'm no
expert but I tried compiling OSG for Windows Mobile with various ogles
distributions and things like glBegin/End aren't recognized, so
probably only vertex arrays or others are accepted...

On 11/4/06, Paul Martz <[EMAIL PROTECTED]> wrote:

If OpenGL commands were limited to StateSets and Drawables, then it would be
possible to derive your own "OpenGL ES" versions of these classes. As a
result, the RenderGraph would be composed solely of classes that limit
themselves to OpenGL ES commands and features. It might be nice, down the
road, to implement a selectable rendering backend (a la a factory pattern).

With current OSG, I imagine memory footprint is a significant issue. A
smaller, cleaner, core OSG with limited functionality would be required.
Robert has mentioned doing this in the past.
   -Paul


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of c sklu
> Sent: Saturday, November 04, 2006 3:20 AM
> To: osg users
> Subject: Re: [osg-users] OS Poll
>
> Any chance of things getting ported to OpenGL ES? I've been
> experimenting with developing for Windows Mobile (shudder...)
> and am trying to avoid having to write raw OpenGL code, or I
> don't even want to think about Direct3D. There is one toolkit
> I've found, Ogre3D which allows to switch rendering backends
> which is nice because OpenGL performance on my PDA is pretty
> poor compared to Direct3D.
>
> Chris
>
> On 11/1/06, Don Burns <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >
> > > Oh, and I would like to see OSG running on a Palm :)
> >
> >
> >  I think either the respondents didn't read the "you use with OSG"
> > part of the question, or they are just showing off. :)
> >
> >  -don
> >
> >
> >
> > ___
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> >
> >
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RE: [osg-users] OS Poll

2006-11-04 Thread Paul Martz
If OpenGL commands were limited to StateSets and Drawables, then it would be
possible to derive your own "OpenGL ES" versions of these classes. As a
result, the RenderGraph would be composed solely of classes that limit
themselves to OpenGL ES commands and features. It might be nice, down the
road, to implement a selectable rendering backend (a la a factory pattern).

With current OSG, I imagine memory footprint is a significant issue. A
smaller, cleaner, core OSG with limited functionality would be required.
Robert has mentioned doing this in the past.
   -Paul


> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of c sklu
> Sent: Saturday, November 04, 2006 3:20 AM
> To: osg users
> Subject: Re: [osg-users] OS Poll
> 
> Any chance of things getting ported to OpenGL ES? I've been 
> experimenting with developing for Windows Mobile (shudder...) 
> and am trying to avoid having to write raw OpenGL code, or I 
> don't even want to think about Direct3D. There is one toolkit 
> I've found, Ogre3D which allows to switch rendering backends 
> which is nice because OpenGL performance on my PDA is pretty 
> poor compared to Direct3D.
> 
> Chris
> 
> On 11/1/06, Don Burns <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >
> > > Oh, and I would like to see OSG running on a Palm :)
> >
> >
> >  I think either the respondents didn't read the "you use with OSG" 
> > part of the question, or they are just showing off. :)
> >
> >  -don
> >
> >
> >
> > ___
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> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
> >
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[osg-users] modelVeiwProj martix

2006-11-04 Thread Benoît Poulard
Hi, how can I give to a shader program the modelViewProj matrix?I don't know how to get it?Thank'sBen
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Re: [osg-users] OS Poll

2006-11-04 Thread c sklu

Any chance of things getting ported to OpenGL ES? I've been
experimenting with developing for Windows Mobile (shudder...) and am
trying to avoid having to write raw OpenGL code, or I don't even want
to think about Direct3D. There is one toolkit I've found, Ogre3D which
allows to switch rendering backends which is nice because OpenGL
performance on my PDA is pretty poor compared to Direct3D.

Chris

On 11/1/06, Don Burns <[EMAIL PROTECTED]> wrote:





> Oh, and I would like to see OSG running on a Palm :)


 I think either the respondents didn't read the "you use with OSG" part of
the question, or they are just showing off. :)

 -don



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Re: [osg-users] OSG + ARToolkit

2006-11-04 Thread Anders Backman

Or why not try osgAR?

http://www.gvu.gatech.edu/ael/resources/osgar.html




Hello Fernando,



You might want to take a look at the amire(authoring mixed reality) project,
it does a whole lot more than what you want, but it definitely has an
ARToolkit + OSG integration …

The last time I worked on the project has been three years ago, so I'm not
sure what happened to it afterwards … but you can find it in sourceforge:



http://amire.sourceforge.net/



I hope that helps,



Best

Frank






From: Fernando Giovanini [mailto:[EMAIL PROTECTED]
 Sent: Friday, November 03, 2006 9:33 PM
 To: osg-users@openscenegraph.net
 Subject: [osg-users] OSG + ARToolkit




Hi,
 I've been looking for how to integrate OSG and ARToolkit. And it seems
 to work. But I couldn't find any tip in the mailing-list archive.
 I need to grab the image using a cam, show it in a SceneView window. I
 read that it can be done using a billboard ou TextureRectangle ou even a
 [EMAIL PROTECTED], but I can't figure out how to do that.
 Can you help me a little?

Thanks
 Fernando.
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Re: [osg-users] ModelView matrix math explanation

2006-11-04 Thread c sklu

Another shameless plug, I've found the book:

http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Development/dp/1584500379/sr=8-3/qid=1162633178/ref=sr_1_3/002-1104861-1482427?ie=UTF8&s=books

to have the best description of the projection and modelview matrices
as well as a derivation  and an explanation for all the matrix
transformations involved and the corresponding OpenGL functions. There
are basically the following coordinate spaces:

- world/modeling space
   
- eye space - coordinates centered on the camera: +X to right, +Y up, -Z forward
   
- normalized device space: -1<=x,y,z<= 1, but +Z forward, so is left-handed
   
- viewport space


Chris

On 11/1/06, Jean-Sebastien Guay <[EMAIL PROTECTED]> wrote:

Hello,

A bit unrelated to OSG, but still in graphics... Does anyone have a good
reference to the relationship between the ModelView matrix, the Perspective
matrix and the view frustum?

I remember that it's something like multiplying an object's vertices by the
ModelView matrix brings them in the range [-1,1] for each axis, or something
like that, but I can never remember. I seem to remember finding a website on
the subject a while back, but I can't find anything now.

The general goal is to transform a ray the same way as OpenGL transforms
vertices, so that I can make a raytraced picture that corresponds to the
realtime OpenGL rendering. I just can't seem to remember the details!

Thanks,

J-S
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Re: [osg-users] Hidden Line Removal

2006-11-04 Thread c sklu

Hi,

I just posted an email to this group a little while ago pointing to
this website:

http://www.opengl.org//resources/code/samples/advanced/advanced96/node54.html#SECTION000121000

I basically implemented this word for word (translating OpenGL to OSG)
and it worked perfectly. I think I got it down to only having to
traverse the (part of the) scene twice, but then I'd have to look at
my code again. Point is, it was pretty trivial using OSG using
standard node hierarchy construction and StateSet attributes.

Chris

On 11/3/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

Another possibility is to adapt a toon shader, but I'm not sure you'd get
very crisp results. It'd avoid drawing the geometry twice, and wouldn't
pick out _every_ edge. Anyone fancy rewriting a version of Elite that
emulates the original BBC micro version...

John Donovan
Sony Computer Entertainment Europe
http://www.scee.com


[EMAIL PROTECTED] wrote on 03/11/2006 15:34:05:

> Unfortunately, due to differences in polygon versus line
> rasterization, a "less or equal" depth test will still produce z-
> fighting. (You'd need the old SGI plane equation extension to make
> this work, to force line line fragments to have Z values that match
> the polygon's plane equation. Most hardware doesn't support this
extension.)
>
> Instead, I'd modify the algorithm below slightly: In the second pass
> (when rendering in line mode), enable polygon offset to ensure the
> lines don't z-fight with the polygon.
>
> (As an additional note, this algorithm will only work if you have
> polygonal geometry.)
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> 303 859 9466
>
>
>
> The OSG does not have such a built-in feature afaik
> Maybe you can draw your object in the z-buffer (disabling the color
> buffer output) and then draw the wireframe in the color buffer with
> a "less or equal" depth function.
> Well, this is the approach I would use; implementing the technique
> described in the article seems very difficult, but it might be
> possible with a (very complex) shader.
>
> Thibault
>
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Re: [osg-users] read buffers back with own CameraNode

2006-11-04 Thread Robert Osfield

Hi Oliver,

You can implement your own custom RenderBin's and RenderStage's.  This
is where the StateSet::RenderBinDetails comes in - it provides the
name of the RenderBin/Stage.  osgUtil::RenderBin also has methods for
registering prototypes of the RenderBin/Stages, these prototype are
cloned.

However, it would probably be best to just tweak the existing
osgUtil::RenderStage to do what you need then submit it for
review/inclusion with the core OSG.

Robert.

On 11/4/06, Oliver Kutter <[EMAIL PROTECTED]> wrote:


 Hi Robert,

 Is it possible to implement my own RenderStage with some new functions I
need, which inherits from osgUtil/RenderStage and set it to the SceneView
with setRenderStage(...)? Is then the new RenderStage completely responsible
for the render-to-texture part? Can I also use it to manually read back the
z-buffer?

 regards
 Oliver

 Robert Osfield schrieb:
Hi Oliver,

 The rendering is done in the OSG's rendering back end, which is
 populated by the cull traversal.  The CameraNode just controls how
 this rendering back end is set up.  The place in particular where all
 the RTT stuff happens is in src/osgUtil/RenderStage.cpp.

 For read back the thing to do is attach an osg::Image.  I recall a use
 having a problem with  this for z buffer read back a while back, I
 don't recall enough what the resolution if any was.

 Robert.

 On 11/2/06, Oliver Kutter <[EMAIL PROTECTED]> wrote:

Hi,

 I want to do some buffer read back, e.g. read out z-buffer values or
 texture values from fbo render targets. How can I do this?
 My idea was to inherit from osg::CameraNode and implement an own
 CameraNode. But I can't find out where the rendering is done. When and
 where is the rendering of the camera done?

 Or can I do it anyway else?

 regards,
 Oliver
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Re: [osg-users] read buffers back with own CameraNode

2006-11-04 Thread Oliver Kutter




Hi Robert,

Is it possible to implement my own RenderStage with some new functions
I need, which inherits from osgUtil/RenderStage and set it to the
SceneView with setRenderStage(...)? Is then the new RenderStage
completely responsible for the render-to-texture part? Can I also use it to manually read back
the z-buffer?

regards
Oliver 

Robert Osfield schrieb:
Hi Oliver,
  
  
The rendering is done in the OSG's rendering back end, which is
  
populated by the cull traversal.  The CameraNode just controls how
  
this rendering back end is set up.  The place in particular where all
  
the RTT stuff happens is in src/osgUtil/RenderStage.cpp.
  
  
For read back the thing to do is attach an osg::Image.  I recall a use
  
having a problem with  this for z buffer read back a while back, I
  
don't recall enough what the resolution if any was.
  
  
Robert.
  
  
On 11/2/06, Oliver Kutter <[EMAIL PROTECTED]> wrote:
  
  Hi,


I want to do some buffer read back, e.g. read out z-buffer values or

texture values from fbo render targets. How can I do this?

My idea was to inherit from osg::CameraNode and implement an own

CameraNode. But I can't find out where the rendering is done. When and

where is the rendering of the camera done?


Or can I do it anyway else?


regards,

Oliver

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