Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-06 Thread Sebastian Messerschmidt
Am 06.03.2012 20:05, schrieb Sebastian Messerschmidt: Am 06.03.2012 19:34, schrieb Christian Buchner: well in our production code each text node would show an individual text (some radio related parameters). The thing is: the cull traversal should not even be looking at objects in the osg::Swit

Re: [osg-users] 3D Frame Packing with OSG

2012-03-06 Thread Jason Daly
On 03/06/2012 01:42 PM, Jan Ciger wrote: OK, it is this thread: http://lists.nongnu.org/archive/html/bino-list/2011-03/msg00058.html Interesting stuff, if this works, a 3D projector or TV could be an interesting option these days. Here's another one with specific ModeLine values: http://li

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-06 Thread Jason Daly
On 03/06/2012 11:58 AM, Ethan Fahy wrote: Thanks for the info guys. I'll have to think about the best way forward a bit. I'm still hesitant to add generic vertex attributes just because it seems like it would add to a given node's memory usage and since I don't use the node's color values fo

Re: [osg-users] 3D Frame Packing with OSG

2012-03-06 Thread Jan Ciger
On Tue, Mar 6, 2012 at 6:03 PM, Jason Daly wrote: > Hi, Jan, > > I don't have links, nor do I have personal experience. I haven't actually > read the HDMI 1.4a spec either, so I very well may be wrong. > > That said, most of the information I Googled came from the bino project. > There were sev

Re: [osg-users] 3D Frame Packing with OSG

2012-03-06 Thread Jan Ciger
Hello, On Tue, Mar 6, 2012 at 6:03 PM, Jason Daly wrote: > Hi, Jan, > > I don't have links, nor do I have personal experience. I haven't actually > read the HDMI 1.4a spec either, so I very well may be wrong. > > That said, most of the information I Googled came from the bino project. > There w

Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-06 Thread Sebastian Messerschmidt
Hello Christian, Don't forget that the cull traversal also collects all the draw-calls /objects to be rendered. So cull should better be called cull&collect. Also from your example: You're creating one individual node per switch children. This means the scenegraph is not able to share any geom

Re: [osg-users] Bringing OSG to Google's Native Client NaCl

2012-03-06 Thread Michael Guerrero
For anyone following this: Colt McAnlis just posted his GDC talk about NaCl here: http://www.youtube.com/watch?feature=player_embedded&v=R281PhQufHo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46074#46074 ___

Re: [osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Martin Haffner
Laurens Voerman wrote: > Hi Martin, > It's not very pritty, but from reading the code I think this will work: > > animationManager->playAnimation( myAnimation ); > myAnimation->setStartTime(myAnimation->getStartTime() -3.0); > > Regards, Laurens. > > > > -- > Post generated b

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-06 Thread Ethan Fahy
Thanks for the info guys. I'll have to think about the best way forward a bit. I'm still hesitant to add generic vertex attributes just because it seems like it would add to a given node's memory usage and since I don't use the node's color values for anything other than lookup table purposes

Re: [osg-users] 3D Frame Packing with OSG

2012-03-06 Thread Jason Daly
On 03/06/2012 10:56 AM, Jan Ciger wrote: >From what I've read in several forums. If you create the 1280x1470 format (or 1920x2205 format) directly, you can get a GeForce card to render 3D content on a 3D monitor. Jason, could you post links to this info, please? I am interested in

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-06 Thread Jason Daly
On 03/06/2012 07:39 AM, Ethan Fahy wrote: I was also wary of using generic attributes after reading the bottom of this page: http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php Just seemed like more trouble than it was worth. But I'm really just learning OpenGL and osg so

Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-06 Thread Christian Buchner
Here is my repro case for the 1 children of a switch node causing massive cull times. Just enable the stats with the 's' key. Even though most children are turned off, they seem to be processed in the cull traversal - the culling dominates the render time. I do not understand enough of OpenSc

Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-06 Thread Christian Buchner
We had 1 children in an osg::Switch, all osgText::Text objects (which themselves were children of a PositionAttitudeTransform object). Nearly all of them were disabled in the parent osg::Switch. The culling pass would take forever (especially noticeable in debug builds of the software). Beside

Re: [osg-users] Help compiling example program

2012-03-06 Thread Alberto Luaces
"James Morgan" writes: > Hi, > > I see. I guess I just assumed the libraries and headers were installed > with 'apt-get install openscenegraaph' because I wasn't sure what else > openscenegraph might comprise... > In the description for openscenegraph, it says: "This package contains utilities an

Re: [osg-users] camera manipulator proposal

2012-03-06 Thread Robert Osfield
HI Ricky, On 6 March 2012 14:36, Riccardo Corsi wrote: > I totally agree on the general approach. > Still, if you want to go for the change on the  osgGA::CameraManipulator > base class as a first step, > I'd be glad to help with that. Why not have a bash at modifying osgGA::CameraManipulator to

Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-06 Thread Robert Osfield
HI Christian, On 6 March 2012 11:07, Christian Buchner wrote: > I found that an osg::Switch object will still have all its children > run through the cull traversal. So we migrated away from osg::Switch > to conditionally display thousands of child nodes. A rather curious statement. If a switch

Re: [osg-users] Help compiling example program

2012-03-06 Thread James Morgan
Hi, I see. I guess I just assumed the libraries and headers were installed with 'apt-get install openscenegraaph' because I wasn't sure what else openscenegraph might comprise... Anyway, I have another problem now. Trying to compile the example program (using g++) gives me lots of undefined re

Re: [osg-users] 3D Frame Packing with OSG

2012-03-06 Thread Jan Ciger
On Mon, Mar 5, 2012 at 8:48 PM, Jason Daly wrote: > On 03/03/2012 10:38 AM, Christian Buchner wrote: > >> Geforce cards support stereoscopic 3D through HDMI as part of the >> 3DVision support for DirectX gaming only. >> It is called 3DTV Play and it isn't free (there's a 14 day trial >> version a

Re: [osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Laurens Voerman
Hi Martin, It's not very pritty, but from reading the code I think this will work: animationManager->playAnimation( myAnimation ); myAnimation->setStartTime(myAnimation->getStartTime() -3.0); Regards, Laurens. On 3/6/2012 12:21 PM, Martin Haffner wrote: Hi, I have a little question about osgA

Re: [osg-users] camera manipulator proposal

2012-03-06 Thread Riccardo Corsi
Hi Robert, I totally agree on the general approach. Still, if you want to go for the change on the osgGA::CameraManipulator base class as a first step, I'd be glad to help with that. Ricky On Tue, Mar 6, 2012 at 11:44, Robert Osfield wrote: > Hi Riccardo, > > The current osgGA::CameraManipulat

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-06 Thread Christian Buchner
For using generic vertex attributes, you could refer to these (partial) code snippets. I pass some custom texture coordinates as a float2 attribute with each vertex. Can be easily changed to float4, if needed. osg::Geometry *meshGeom; // so we use a float attribute array instead osg::

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-06 Thread Ethan Fahy
I'm using colors just because it seemed like a simple approach and because all the colors of everything in my scene are replaced wholesale by lookup tables so there's no need to keep any color data once it's been swapped in the shaders. I was also wary of using generic attributes after reading

Re: [osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Magnus Kessler
On Tuesday 06 Mar 2012 12:21:39 Martin Haffner wrote: > Hi, > > I have a little question about osgAnimation. When I want to start an > animation from the beginning I make this call: > > Code: > animationManager->playAnimation( myAnimation ); > > > > Lets say I want to play animation myAnimati

[osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Martin Haffner
Hi, I have a little question about osgAnimation. When I want to start an animation from the beginning I make this call: Code: animationManager->playAnimation( myAnimation ); Lets say I want to play animation myAnimation, but this time starting at second N (for example 3) and NOT from the st

Re: [osg-users] Performance question: Switch / NodeMask / WriteToFile

2012-03-06 Thread Christian Buchner
I found that an osg::Switch object will still have all its children run through the cull traversal. So we migrated away from osg::Switch to conditionally display thousands of child nodes. Node masks could be a better solution for what you are trying to achieve. This will at least get rid of the ba

Re: [osg-users] 3D Frame Packing with OSG

2012-03-06 Thread Christian Buchner
I don't think 3DVision relies on the depth buffer. As far as I remember the driver will render the left and right eye perspective separately, thus cutting performance in half. This has some similarities to enabling stereo modes in OSG. Christian ___ osg-

Re: [osg-users] DataBasePager expired removal question

2012-03-06 Thread Sebastian Messerschmidt
Hi Ulrich, Don't worry, thanks for the advice anyways. I need a coffee, you've already figured that out. Sorry for the noise :-} ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensc

Re: [osg-users] camera manipulator proposal

2012-03-06 Thread Robert Osfield
Hi Riccardo, The current osgGA::CameraManipulator's are a bit of mess, the way they just control the view matrix is one of their flaws. I merged a set of sweeping changes from Jan Perciva back in May 2010 that added a new inheritance hierarchy and more features, but in hindsight I feels these hav

Re: [osg-users] Qt with osg (specifically QGraphicsViewAdapter) bugs

2012-03-06 Thread Darius Meškauskas
Hi, Also found out that it needs Code: _graphicsView->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); _graphicsView->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); in QGraphicsViewAdapter::QGraphicsViewAdapter or else there are two invisible scrollbars. Hope this will be helpful