Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Chris 'Xenon' Hanson
On 3/22/2011 9:12 PM, Simon Kolciter wrote: > Well, the problem is that the normal vertices are PER_VERTEX, not > PER_PRIMITIVE. > In Geometry shader, I only have access to the current primitive, not the > whole mesh, right? Correct. > I need to > 1. calculate the normal vector of each face (

Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Simon Kolciter
Well, the problem is that the normal vertices are PER_VERTEX, not PER_PRIMITIVE. In Geometry shader, I only have access to the current primitive, not the whole mesh, right? I need to 1. calculate the normal vector of each face (triangle) and add it to the normal vectors of all 3 vertices 2. n

Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-22 Thread Jitrapon Tiachunpun
Hi again, Thank you for your reply! I've tried to set the path to what you have suggested me. In my case, I set it to point at the hl2 root as you said.. well, apparently some models are successfully loaded with all textures correctly applied onto them. However, some still lack all the textur

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-22 Thread Jean-Sébastien Guay
Hi Tim, I appreciate the comments. Up to this point I do not yet know what a shader does for a living... except that I presumed it "shaded" surfaces somehow. So... that will be my first step... I wouldn't have known that they were involved in "cutting" (culling) unwanted sections of objects,

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-22 Thread Jason Daly
On 03/22/2011 04:44 PM, tim paige wrote: And... I'm sure you or others might suggest the ultimate shading tutorial... This one seems good. I haven't read the whole thing, but I've used sections of it in the past... http://www.lighthouse3d.com/opengl/glsl/ That, together with the osgshader

[osg-users] Problem DatabasePager, setTargetFrameRate and setMaximumNumOfObjectsToCompilePerFrame with osg 2.9.11

2011-03-22 Thread Joaquin Maroto
In an old version of osg I called to these functions: setTargetFrameRate(); setMaximumNumOfObjectsToCompilePerFrame(); of the DatabasePager to control the maximum time that the simulation could take to make the dynamic load. The values I passed to this functions were smaller when I needed to

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-22 Thread tim paige
J-S, Thanks for the hints... I appreciate the comments. Up to this point I do not yet know what a shader does for a living... except that I presumed it "shaded" surfaces somehow. So... that will be my first step... I wouldn't have known that they were involved in "cutting" (culling) unwanted s

Re: [osg-users] NodeTrackerManipulator and PositionAttitudeTransform

2011-03-22 Thread tim paige
Hi Tom... Thanks for taking a look and actually saying something... It is appreciated. I had found the link you were showing me and learned a few more details that I was able to use to move my little boat around and about quite effectively, although some of those basic questions remain unanswer

Re: [osg-users] Accessing Geometry user Data in Geometry / Vertex / Fragment Shader

2011-03-22 Thread Chris 'Xenon' Hanson
On 3/22/2011 1:14 PM, Harash Sharma wrote: > For one of the applications I working on, I need to attach some data to all > the geometry > nodes of the scenegraph. The data may be different for all the nodes. I need > to use this > data for some calculations during rendering. Is there a way to acc

[osg-users] Accessing Geometry user Data in Geometry / Vertex / Fragment Shader

2011-03-22 Thread Harash Sharma
Hi All, For one of the applications I working on, I need to attach some data to all the geometry nodes of the scenegraph. The data may be different for all the nodes. I need to use this data for some calculations during rendering. Is there a way to access this data in the geometry / vertex / f

Re: [osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-22 Thread Robert Osfield
Hi Sukender, You explanation of what you are doing in your app is way too light for us to be able to guess what might be amiss. Are you running the viewer? Is it just data preperation? I haven't got a clue. Robert. On Tue, Mar 22, 2011 at 5:42 PM, Sukender wrote: > Hi all, > > Here's someth

Re: [osg-users] NodeTrackerManipulator and PositionAttitudeTransform

2011-03-22 Thread Tom Pearce
Hi Tim, I've never used NodeTrackerManipulator personally, nor have I used oceanExample (or even PositionAttitudeTransform, I always just use MatrixTransform). So obviously I won't be much help. However, I think maybe it would make sense for you to make a small test application (small scene,

Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Jason Daly
On 03/22/2011 12:31 PM, Chris 'Xenon' Hanson wrote: You should be able to do what you're looking for on-GPU. There are some cache and read/write issues when you need to write to a data store and then immediately read it back and use it for drawing. Others can comment on that. I haven't do

Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone

2011-03-22 Thread Robert Timm
Hi there, there are another two tiny patches I want to provide. They fix two OpenGL errors (printed as OSG warnings to stdout/stderr) which appeared on my machine when using a OpenGL ES 2 build. 1. One warning was written repeatedly to the terminal (while font rendering): > Warning: detected Op

[osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-22 Thread Sukender
Hi all, Here's something strange: - I create PageLODs that will load files on disk when needed - I create Groups of PagedLODs - I write those groups to disk (OSGB/T format). They thus contain only few data (just nodes and paths where data is). - I create a PagedLOD which loads this newly file on

Re: [osg-users] Texture Buffer Objects status?

2011-03-22 Thread Fred Smith
Hi Juan, Only textures need to be bound during rendering, not texture buffers. Right now, with your code, I am getting the following OpenGL calls during rendering: Code: // Primitive 1 glBindTexture(GL_TEXTURE_BUFFER, id); glTextureBufferEXT(GL_TEXTURE_BUFFER, format, buffer_id); glCallList(lis

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-22 Thread Jean-Sébastien Guay
Hi Tim, When boat is placed in ocean at a specific waterline... when viewing from above, that waterline is also in the boat. Although my boat is in no immediate danger of sinking... what must I learn in order to exclude the effect of the surface of the ocean from invading my space? We do two

Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Peter Hrenka
Hi Chris, Am 22.03.2011 17:34, schrieb Chris 'Xenon' Hanson: > On 3/22/2011 10:27 AM, Peter Hrenka wrote: >> You could use a geometry shader to calculate >> the normals on the GPU. The geometry shader >> basically "sees" the whole primitive and can >> can therefore perform the normal calculation >

[osg-users] PagedLOD should not always prepend database path?

2011-03-22 Thread Sukender
Hi all, PagedLOD::traverse() reads: if (_databasePath.empty()) //... else { // prepend the databasePath to the child's filename. nv.getDatabaseRequestHandler()->requestNodeFile(_databasePath+_perRangeDataList[numChildren]._filename,

Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Chris 'Xenon' Hanson
On 3/22/2011 10:27 AM, Peter Hrenka wrote: > You could use a geometry shader to calculate > the normals on the GPU. The geometry shader > basically "sees" the whole primitive and can > can therefore perform the normal calculation > of a deforming geometry. I have been told by some hardware engin

Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Chris 'Xenon' Hanson
On 3/22/2011 9:58 AM, Simon Kolciter wrote: > 1. Push the list of vertices and primitive indices to the GPU. > 2. Call GLSL function. Fine so far. > 3. Pull the resulting list of normals from the GPU. Good lord, why? You're going to USE them on-GPU aren't you? Pulling them back across the b

Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-22 Thread Chris 'Xenon' Hanson
On 3/22/2011 9:22 AM, Vincent Bourdier wrote: > So first of all why not just give a patch to apply, provided with the sources > or on the > download wiki page ? Oh, we could. But many organizations assign special importance to a named and blessed release, and won't let their developers run pat

Re: [osg-users] GLSL for non-rendering operation

2011-03-22 Thread Peter Hrenka
Hi Simon, Am 22.03.2011 16:58, schrieb Simon Kolciter: > Hi, > > I have a model the geometry of which is being modified in real time and > therefore, the PER_VERTEX normal vectors have to be updated as well. > > The modification of normals takes too much computing force, so I thought of > push

[osg-users] GLSL for non-rendering operation

2011-03-22 Thread Simon Kolciter
Hi, I have a model the geometry of which is being modified in real time and therefore, the PER_VERTEX normal vectors have to be updated as well. The modification of normals takes too much computing force, so I thought of pushing the computation onto the GPU. My question: Is it possible to use

[osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-22 Thread tim paige
Hi, When boat is placed in ocean at a specific waterline... when viewing from above, that waterline is also in the boat. Although my boat is in no immediate danger of sinking... what must I learn in order to exclude the effect of the surface of the ocean from invading my space? Thank you! Chee

Re: [osg-users] [osgOcean] PositionAttitudeTransform and NodeTrackerManipulator seem confused (I helped)

2011-03-22 Thread tim paige
Hi, I have found my object finally by turning off by NOT relying on setAutoComputeHomePosition, and these other "set" creatures. Code: osgGA::NodeTrackerManipulator* nt = new osgGA::NodeTrackerManipulator(); nt->setNode(trackedNode); nt->setTrackNode(trackedNode); nt->setTrackerMode(osgGA::N

Re: [osg-users] NodeTrackerManipulator and PositionAttitudeTransform

2011-03-22 Thread tim paige
Hi, It got rather lonely out here, but during my quiet time I have found that perhaps one shouldn't use autocomputehomeposition. It seemed to take me to the edge of my universe, and I finally found myself by racing forward forever until my object appeared in the view. In experimenting with pos

Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-22 Thread Vincent Bourdier
Hi, So first of all why not just give a patch to apply, provided with the sources or on the download wiki page ? Regards, Vincent. Le 22/03/2011 16:14, Chris 'Xenon' Hanson a écrit : On 3/22/2011 7:42 AM, Vincent Bourdier wrote: So for this header issue, there is no planed change on 2.8

Re: [osg-users] large urban or forest zone : how to ?

2011-03-22 Thread Sergey Polischuk
Hi, Issam My 2 cents: In general for efficient culling you should use quadtree-like more or less regular graph structure (like 2d grid organized into tree). If there are lot of low poly repeating entities you can try to use instancing to get speedup. Depending on scene size and complexity you m

Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-22 Thread Chris 'Xenon' Hanson
On 3/22/2011 7:42 AM, Vincent Bourdier wrote: > So for this header issue, there is no planed change on 2.8.3 ? > The only fix is to add the include by hand ? > Thanks. We've been discussing a 2.8.3.1 binary-compatible release to include JUST this fix. But there's been very little feedback on wh

Re: [osg-users] LogicOp not available in OpenGL 3 version of OSG 2.9.11?

2011-03-22 Thread Juan Hernando
Hi Robert, I don't recall the specifics of LogicOp, but my guess is that the OSG_GL_FIXED_FUNCTION_AVAILABLE was probably introduced to enable the GLES1+GLES2 builds. You could try changing the defines uses to so that only GLES builds disable LogicOp. OK thanks, that makes sense. I'll try to sen

[osg-users] ReaderWriterTIFF seeking problem in libtiff when using stringstream

2011-03-22 Thread Oliver Neumann
Hi, As part of a Bugfix for osgearth I found a problem within osg's tiff plugin (ReaderWriterTIFF.cpp): http://forum.osgearth.org/sqlite3-caching-with-TIFFs-Bugfix-td6049357.html#a6192153 In essence: When using the ReaderWriter on a std::stringstream the seeking operation should not seek over

Re: [osg-users] large urban or forest zone : how to ?

2011-03-22 Thread issam boughanmi
Hi Robert well what i want to do is populating my pagedlod terrain for a flight-sim application i read in one of your posts that the problem is not how to render lot of entities but how to generate them i will grab the unfinished and abondoned dtTerrain library from delta3d that generate vege

Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-22 Thread Vincent Bourdier
Hi, So for this header issue, there is no planed change on 2.8.3 ? The only fix is to add the include by hand ? Thanks. Regard, Vincent. Le 17/03/2011 19:32, D.J. Caldwell a écrit : Sorry, everyone. I hit "Send" too fast before I could remember something else import to my experience. Ther

Re: [osg-users] large urban or forest zone : how to ?

2011-03-22 Thread Robert Osfield
Hi Issam, Rendering forest and urban areas is a huge topic, and how you'd go about the task will depend a great deal on what content you have, what hardware target you have and what your performance aims are. I'm not about go write an 100 page essay on all the different ways you can tackle it, s

Re: [osg-users] LogicOp not available in OpenGL 3 version of OSG 2.9.11?

2011-03-22 Thread Robert Osfield
Hi Juan, I don't recall the specifics of LogicOp, but my guess is that the OSG_GL_FIXED_FUNCTION_AVAILABLE was probably introduced to enable the GLES1+GLES2 builds. You could try changing the defines uses to so that only GLES builds disable LogicOp. Robert. On Tue, Mar 22, 2011 at 10:47 AM, Jua

[osg-users] LogicOp not available in OpenGL 3 version of OSG 2.9.11?

2011-03-22 Thread Juan Hernando
Dear all, I'm porting an application from OpenGL 2.x to OpenGL 4.x and I've found out that LogicOp only works if OSG_GL_FIXED_FUNCTION_AVAILABLE is defined. I've checked the OpenGL spec for versions 4.1 and 3.3 and logical operations are part of it (no mention about deprecation). Furthermore,

[osg-users] large urban or forest zone : how to ?

2011-03-22 Thread issam boughanmi
hi i need some advices on how to achieve this tasks which classes i must use to make this : osg::lod, osg::pagedlod, osgsim::impostors, osgUtil::Simplifier ??? i need ideas or a schema on a scene graphe structure and thechniques to do this i saw the osgforest sample don't use any lod or

Re: [osg-users] How to set a normal to every face

2011-03-22 Thread Robert Osfield
Hi Ke? Could you sign your post so we know how to address you, thanks. In svn/trunk or the OSG-2.9.11 dev release you'll find a new version of the osgUtil::SmoothingVisitor that supports a new aglorithm that uses a user defined crease angle to determine whether vertices that sit along edges that