Very excited about the new features Robert, sounds like you're really cracking
on.
I had two thoughts I hope you'll consider integrating:
One is that GLSL is quite poor for initialization. The main problem with this
is if you were to enable a shader with, say, 8 uniforms, there wasn't, until
On Jun 23, 2010, at 3:35 PM, Bunfield, Dennis AMRDEC/AEgis wrote:
For Nvidia cards there is a built in 2 frames of latency. So even after
your sync you won't see the image you updated come out the DVI until 2
render frames later.
Where does this information come from Dennis? Where is this
are not aligned you
will get bad performance again, because the GPU will have to stop what
it is doing and reformat the data to send back.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Wheaton
On Jun 25, 2010, at 6:42 AM, Mathias Fröhlich wrote:
With that proposal - espcially the StateAttribute::compose call working
directly on the osg::State - I conclude that we need to relink during draw:
* we will probably loose state sorting for the shader combinations
* shaders need to be at
Has anybody compiled ffmpeg sucessfully to work with osg-2.8.3-rc2? When
building the osgmovie example I keep getting the attached linker errors no
matter how I seem to compile ffmpeg. I tried both i386 and x86_64, building
everything from scratch. I have a feeling though the ffmpeg
May not be so bad. HDMI and BluRay are standardizing on a 'top-bottom' format,
with 2 1280x720 eye images and a 30 pixel border.
There may also be a flag that has to get set in the HDMI stream, that will be
awkward, but making the top-bottom 3D should be trivial. Possibly some of the
TVs will
So, we would do the same enable calls on state sets with custom made enums, and
then also provide a shader function that will be used only if that feature is
enabled?
It sounds like a great idea... although isn't it maybe sufficiently useful that
it deserves it's own enable and set functions,
this? Ping-ponging 2 FBOs springs to mind, but that sounds really
painful.
Regards,
Bruce Wheaton
PS - Note this isn't basic multitexturing - the alpha mask has to be rendered
into the scene with geometry and blending also - in fact I will probably use
the alpha of one or more layers that will also
true for frame
sequential stereo 3D, since you'd also get unpleasant flickering at lower rates.
More to the point, this has become somewhat of a standard in projectors - it's
close to the current limit of dual-link DVI (at 1920x1080) and fast enough to
avoid artifacts.
Regards,
Bruce Wheaton
understand it's a favorite way to do
glows.
regards,
Bruce Wheaton
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Martins,
I was under the impression that the projects were 'partial' in this
way so you had an option of installing OSG frameworks.
What I do, to make standard, distributable examples, is:
Add a build stage to the target you're building, a 'Copy Files' stage.
Set the destination to
Serge, as Robert says, TwinView is what you need.
Here's the deal. On Nvidia non-Quadro cards on Linux, the only way to
guarantee no tearing on one screen is:
UBB flipping enabled,
full screen OpenGL app, no obstructions,
Vsync flag with that screen number - there's an environment
difference in Linux.
Regards,
Bruce Wheaton
On Mar 29, 2010, at 5:17 AM, Serge Lages wrote:
Hi all,
Some news on this topic, we've tested on Linux : same hardware (2
GTX285 and 4 screens), same video, same code, an ubuntu 9.04
configured with 4 screens, with VSync enabled we've got
FBO's don't support double buffering either. FBO's are frame buffer
that are ever directly connected to display outputs.
I didn't mean literally, rather that two color buffers would get
attached and used as left and right back buffers. That's quite
feasible, as far as I can tell.
If
Is a quad buffered FBO supported by default?
If so, does drawing from it to a quad buffered framebuffer correctly
keep left and right separate? I'm thinking of something like
osgdistortion, just in stereo.
Bruce
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that version
number isn't getting though at the right time?
Bruce
On Mar 31, 2010, at 8:46 PM, Paul Martz wrote:
Bruce Wheaton wrote:
I certainly defer to Stephan on this... but I presume the fix he
found is similar, or addresses the core problem. If time becomes a
factor Stephan, or you need
The Xcode project seems better - executables can now create the
correct sort of windows. Thanks Stephan!
I also got to learn something more about OSG, so that was nice.
BTW, Paul - thanks for the OSGQSG - very nice, good introduction.
Bruce
On Apr 1, 2010, at 10:05 AM, Bruce Wheaton wrote
to be enough. Did the introduction of the Cocoa
viewer change something? Is there an environment variable that needs
to be set? Since I intend to make a Mac bundle, I'd rather not have
any user installation steps.
Regards,
Bruce Wheaton
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OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for
the osgViewer framework, then recompile, the problem goes away.
I'm not 100% if this is the right place, but it seems appropriate -
the targets seem to be broken down by carbon and cocoa here in the
viewer more than
LibPNG changed their API in January. I have a current Arch Linux
install which uses the newer version, but we can presume it will crop
up more. The only two current issues are addressed by:
/OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp
176d175
#if PNG_LIBPNG_VER 10004
I certainly defer to Stephan on this... but I presume the fix he found
is similar, or addresses the core problem. If time becomes a factor
Stephan, or you need testing of a changed version, let me know.
Bruce
On Mar 31, 2010, at 2:58 PM, Paul Martz wrote:
Bruce Wheaton wrote:
OK
color correction etc. I think fitting that into the
existing ImageSequence, which seems to assume single frames of RGB,
would be too time consuming at the moment.
Regards,
Bruce Wheaton
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On Mar 24, 2010, at 1:19 AM, Stephan Huber wrote:
OpenThreads is still part of the xcode-project (there should be a
target
for it) and may not be removed. Paul removed the redundant OpenThreads
folder from the xcode folder because it doesn't make sense, to have a
separate xcode-project file
, and probably 4:2:0,
that could also have the effect of halving your texture transfers.
Regards,
Bruce Wheaton
PS - our fluctuations were 2-8 frames, occasionally, not what you're
describing.
On Mar 23, 2010, at 10:51 AM, Serge Lages wrote:
Hi all,
Still having problems playing my big video
Sorry, Paul, did the Mac OS X frameworks and Xcode stuff get updated
properly? I saw you were looking for help (afraid I'm too new to the
project to offer).
Bruce
On Mar 23, 2010, at 12:10 PM, Paul Martz wrote:
Hi all -- Things are looking pretty stable so far, so I've gone
ahead and
was working, I guess the other targets need some work?
Bruce
On Mar 23, 2010, at 1:27 PM, Paul Martz wrote:
Bruce Wheaton wrote:
Sorry, Paul, did the Mac OS X frameworks and Xcode stuff get
updated properly? I saw you were looking for help (afraid I'm too
new to the project to offer).
XCode
The phrase gets thrown around a lot, and there seems to be an
assumption that everyone knows exactly what it means in this context.
I'm new, I don't, and searching doesn't seem to solve the problem.
My presumption is that it's an effort to solve the problem of recent
'shader only' OpenGL
' management of image/stream objects?
Regards,
Bruce Wheaton
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, 2010, at 3:31 AM, Tim Moore wrote:
On Sat, Feb 27, 2010 at 3:21 AM, Bruce Wheaton
br...@spearmorgan.com wrote:
Not to blame the victim, but it sounds like some user error was
involved here. You should do your local work on branches, because it
is very easy to do so and makes it very
well with a 'master/remote' and
'slave/local' repo.
Sorry I can't offer to contribute yet, I don't really have my head
around OSG yet! Hopefully down the road. Great project, thanks for the
hard work.
Regards,
Bruce Wheaton
PS The hardest part of moving to Git was giving up Versions
On Feb 26, 2010, at 12:38 PM, Mathieu Marache wrote:
Speaking of which, here's my 2c. Git is designed to address the
exact problems discussed in this thread - it allows contributors to
safely develop parallel branches and 'grown-ups' to merge selected
branches with the main branch, and it
On Feb 26, 2010, at 5:14 PM, Tim Moore wrote:
There's no such thing as hung repo unless you're encountering a bug
in git, probably very rare these days. You can always get back to a
sane state using git reset --hard.
I've being doing that, but it doesn't move you toward the solution, it
a master node, maybe a
switch, a PAT for each scene, then load the scene and place it as a
child of the PAT node?
Let me guess - there's an example that shows this exact thing?
Thanks,
Bruce Wheaton
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and then select which one you want
rendered using
the method setSingleChildOn.
Hope this helps...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Wheaton
Sent: Monday, February 22, 2010 11:33 AM
On Feb 14, 2010, at 4:31, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Bruce,
On Fri, Feb 12, 2010 at 5:49 PM, Bruce Wheaton
br...@spearmorgan.com wrote:
The Present3D wiki asks for contributors. If it would be acceptable
for a
GUI to be written in juce then
I'm not familiar
On Feb 14, 2010, at 14:15, Danny Lesnik danny...@walla.co.il wrote:
The value of node is null. I'm a newbie in Threading Programming,
but I need to find a way to work it out.
Your problem lies in C, Danny, not in threading. You passed a pointer
into your thread class by value. Your thread
.
Please also consider thread safety - what would happen if your main
thread tries to access the node while it's being created? What are you
trying to do?
Bruce
On Feb 14, 2010, at 14:28, Bruce Wheaton br...@spearmorgan.com wrote:
On Feb 14, 2010, at 14:15, Danny Lesnik danny
not an issue, as it's an app, not library?
I would use an offshoot of the code commerically.
Regards,
Bruce Wheaton
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/Present3D over
the years. There is even an example osgstereoimage that shows how to
do it using two subgraph each with their own NodeMask which is matched
to the left eye/right eye cull masks.
Robert.
On Fri, Feb 12, 2010 at 1:08 AM, Bruce Wheaton
br...@spearmorgan.com wrote:
I'm about to drop OSG
,
or place a duplicate item of each 3D texture in the graph, set it
correctly on update, then set the stereo cullsettings correctly.
Any suggestions? Did I miss a better technique?
Regards,
Bruce Wheaton
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