Re: [osg-users] Render to FBO and multiSamples

2012-01-26 Thread J.P. Delport
Hi, maybe check code in osgfpdepth example. jp On 26/01/2012 12:13, Aurelien Albert wrote: Hi, I've done all the tests, and they are all ok. May the problem comes from the depth buffer attachment ? When I use : Code: p_camera-attach(osg::Camera::COLOR_BUFFER, p_renderTextureColor, 0, 0,

Re: [osg-users] Request for input

2012-01-26 Thread J.P. Delport
Hi, On 26/01/2012 20:02, Tim Moore wrote: Btw, the Linux tool oprofile is mentioned later in the thread, but I find the newer tool perf to be more useful. niiice, new tools :) I've used gprof2dot with oprofile before to get a nice graphic view of execution. I see it supports perf too now,

Re: [osg-users] Request for input

2012-01-25 Thread J.P. Delport
Hi, On 26/01/2012 01:20, Jason Daly wrote: On 01/25/2012 04:59 PM, Jason Daly wrote: Hi, all, This is a general request to the community for some advice and expertise. This is a bit lengthy, but if you can spare a few minutes to look over this and send along your thoughts, we would really

Re: [osg-users] Vertex index from primitive index

2012-01-22 Thread J.P. Delport
Hi, I think there is some code in the osgmovie and InteractiveImageHandler that gets vertices and texture coordinates from intersected geometry. jp On 22/01/2012 13:49, Aurelien Albert wrote: Hi, I'm using PolytopeIntersector to handle some picking functionnality. The resturned

Re: [osg-users] Help: wrong ouput from frag shader

2012-01-19 Thread J.P. Delport
On 01/19/2012 07:39 AM, J.P. Delport wrote: Hi, On 18/01/2012 20:24, wang shuiying wrote: Hi, J.P. the camera isn't rendering to a texture. Yes it is. It is just made for you automatically. FBO renders to a texture and the image is read from this texture when you attach it to the camera. I

Re: [osg-users] Help: wrong ouput from frag shader

2012-01-18 Thread J.P. Delport
Hi, On 18/01/2012 20:24, wang shuiying wrote: Hi, J.P. the camera isn't rendering to a texture. Yes it is. It is just made for you automatically. FBO renders to a texture and the image is read from this texture when you attach it to the camera. I suggest attaching a texture (to the same

Re: [osg-users] Help: wrong ouput from frag shader.

2012-01-17 Thread J.P. Delport
Hi, what format is the texture you are rendering to? If it is UNSIGNED CHAR then your data would be discretised. e.g. 45/255 = 0.176471 jp On 17/01/2012 21:11, wang shuiying wrote: Hello, when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader, then I get through a related image:

Re: [osg-users] Help:what is openGl shader version 140?

2012-01-17 Thread J.P. Delport
Hi, try without the version and just #extension GL_ARB_texture_rectangle : enable jp On 17/01/2012 20:15, wang shuiying wrote: Hello, my shader compile stage throws out such warnings: 0(8) : warning C7532: global type sampler2DRect requires #version 140 or later 0(8) : warning C: ... or

Re: [osg-users] Dynamic surface coloring

2012-01-15 Thread J.P. Delport
Hi, try image-dirty() after you've changed it. It's normally not needed to texture-setImage(image); again. jp On 15/01/2012 11:12, Kevin Williams wrote: As an experiment I have got a single triangle, and applied a list of colours as a texture across it. (I modifed the osgtexture1d

Re: [osg-users] Problem with corrupted textures when sharing instances of models loaded from IVE format.

2012-01-14 Thread J.P. Delport
Hi, On 13/01/2012 18:37, Chris Denham wrote: Ah ha, Another interesting experiment doing the round trip from osg to ive and back. e.g. osgconv -O noTexturesInIVEFile cow.osg cow.ive osgconv cow.ive cow2.osg cow2.osg has the same problem and cow.ive, and on comparison on cow.osg and cow2.osg I

Re: [osg-users] Dynamic surface coloring

2012-01-12 Thread J.P. Delport
Hi, On 12/01/2012 19:40, Kevin Williams wrote: Thanks Robert. I'm not sure what you mean with your second suggestion. I don't understand how a vertex has a texture associated with it, and not a triangle? Texture coordinates are always assigned to vertices. A triangle's colour depens on the

[osg-users] osgQtBrowser/Widgets white rectangle

2012-01-11 Thread J.P. Delport
Hi all, I've updated to latest OSG svn and have Qt 4.7.4 on Debian 64-bit with NVidia graphics. For both osgQtBrowser and osgQtWidgets I get a white rectangle where the Qt widgets are supposed to be. osgViewerQt works fine. Anyone else seeing this? thanks jp -- This message is subject to

Re: [osg-users] Help: can the fourth element of gl_FragColor be changed by shader?

2012-01-03 Thread J.P. Delport
Hi, On 03/01/2012 15:55, wang shuiying wrote: Hello, In my programme, the fourth element of gl_FragColor is changed by fragment shader to be a random number between 0 and 1. But when I access this element by the corresponding image, the element is always 1. What image are you talking about

Re: [osg-users] Help: can the fourth element of gl_FragColor be changed by shader?

2012-01-03 Thread J.P. Delport
Hi, On 03/01/2012 23:39, wang shuiying wrote: Hello, (1)to J.P. the related source code is as following: // camera and image setup osg::Camera::RenderTargetImplementation renderTargetImplementation; renderTargetImplementation = osg::CameraNode::FRAME_BUFFER; ^ If you want FBO, you probably

Re: [osg-users] video: editing osgParticle system with dtEntity property editor

2011-12-18 Thread J.P. Delport
Hi, On 16/12/2011 21:45, Martin Scheffler wrote: Hi, here's a video showing the capabilities of the dtEntity property editor: http://www.youtube.com/watch?v=0X0EH3YQmPI Looks really good. Qt and OSG looks like the way forward. The property editor can be used to modify game objects on the

Re: [osg-users] ATI cards and textures issues

2011-12-09 Thread J.P. Delport
Hi, On 09/12/2011 10:19, lucie lemonnier wrote: Hi, Thanks for your reply! I work with an ATI FirePro v8800 on Windows 7. we had endless problems with a FirePro M8900 on one of the newer Dell laptops. Try the changes to OSG I mentioned in the thread link I sent. Good luck, jp Cheers,

Re: [osg-users] Trouble creating an osg::Image for use as a 2D texture

2011-12-08 Thread J.P. Delport
Hi, On 08/12/2011 02:15, michael.a.bo...@l-3com.com wrote: Hello, I am trying to encode some position information in a Texture2D for consumption by a vertex shader. I found a pretty good example in the OSG examples directory of something similar, osgtexture1d and I have successfully

Re: [osg-users] ATI cards and textures issues

2011-12-08 Thread J.P. Delport
Hi, On 08/12/2011 16:19, lucie lemonnier wrote: Hi, I developed an application that loads textures dynamically. I tested my application with a NVidia card and my application works fine but when I test my application on ATI card, the textures doesn't change. Can you help me? Does anyone have

Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-06 Thread J.P. Delport
Hi, On 06/12/2011 15:01, bart gallet wrote: Hi jp, thanks for your response Must rendering happen in parallel, or just the processing by each agent? That was the plan - I thought this way I can easily swap in/out other agents. OK I see. You can still encapsulate an agent and its

Re: [osg-users] best format for paged database

2011-12-06 Thread J.P. Delport
Hi, you can also check out osgEarth. I like the fact that it can convert data (imagery and terrain) into a tms compatible format (jpg, png, tiff). How you display the data is up to you, you can add shaders to do fancy things per layer if you want. regards jp On 06/12/2011 17:44, Chris

Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-06 Thread J.P. Delport
Hi, On 06/12/2011 23:15, bart gallet wrote: thanks Chris I almost don't dare to ask, but I'll do it anyways, so then I will have come to a full circle :) I'd like to run a viewer for rendering to an FBO in a separate thread, so that it is in the background since it's not for displaying. Will

Re: [osg-users] Multipass rendering with different clip planes

2011-12-06 Thread J.P. Delport
Hi, maybe check out the old depth partition example - basically draw a scene with a massive depth range. I think functionality is now somehow integrated into Viewer/View as well. cheers jp On 07/12/2011 03:03, Glenn Waldron wrote: Paul, I don't want to create clip planes in the glClipPlane

Re: [osg-users] Running a viewer in a thread other than main thread

2011-12-05 Thread J.P. Delport
Hi, On 06/12/2011 04:47, bart gallet wrote: Hi Chris Thanks for your reply. Yeah, it definitely feels like an off-road excursion ;) Last time I used OSG was when you still had to use Performer. I am trying to simulate a bunch of autonomous systems/agents that use cameras to control their

Re: [osg-users] NVIDIA Driver Problem?

2011-11-29 Thread J.P. Delport
Hi, On 29/11/2011 11:34, Robert Osfield wrote: Hi Paul, On 15 November 2011 13:04, Paul Palumbopaul1...@yahoo.com wrote: The probably is evident when the X server is restarted between these calls to create the osgViewer::Viewer. I don't think it matters any if the restart is inside the

Re: [osg-users] Help: Data accuracy from Frame buffer is not very good

2011-11-29 Thread J.P. Delport
Hi, I'd suggest attaching a texture with a GL_RGBA32F_ARB internal format to the camera as well (in addition to the image). I'm not sure you are getting a float FBO. See the osgprerender example with the --hdr switch. jp On 29/11/2011 16:12, wang shuiying wrote: Hallo, I want to simulate

Re: [osg-users] Help: Data accuracy from Frame buffer is not very good

2011-11-29 Thread J.P. Delport
Hi, On 29/11/2011 23:46, wang shuiying wrote: Hello, J.P. Delport I followed your advice but it still doesn't work well. And I also changed the internal format of the Image as GL_RGBA32F_ARB, but the points remain the same. What is the name of the osgprerender example with the --hdr switch

Re: [osg-users] NVIDIA Driver Problem?

2011-11-14 Thread J.P. Delport
Hi, before I go restart X-servers all over the lab, can you give a bit more info... :) On 14/11/2011 20:13, Paul Palumbo wrote: Can somebody do a test for me? I'm using OSG 3.0.0 and this works with NVIDIA Driver (Linux) 260.19.21 but doesn't seem to work with newer versions of the driver

Re: [osg-users] using view dependent overlays

2011-11-13 Thread J.P. Delport
Hi, see this discussion: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/4260 I can also suggest you use/look at the code of the osgEarth overlay classes, I think it handles the view-dependent overlays a bit better. rgds jp On 11/11/2011 23:36, Blake Mason wrote: I was

Re: [osg-users] CoordinateSystemNode question about Local Coordinate Frame

2011-11-09 Thread J.P. Delport
Hi, I think maybe computeLocalCoordinateFrame just assumes you want a coordinate frame at 0 height. The separate functions convertXYZToLatLongHeight [1] for going from ECEF to LLA and computeLocalToWorldTransformFromLatLongHeight work fine AFAIK. You can also modify the transform so you

Re: [osg-users] Independent update/cull traversals for different parts of a scene

2011-11-09 Thread J.P. Delport
Hi, I don't claim this is the ultimate solution, but I've got this piece of hacky code to work around an autotransform limitation when multiple views are present. Maybe you can experiment with it a bit. I think I originally got it from one of the examples that did some manual terrain

Re: [osg-users] osg::Image pixel format conversion

2011-11-01 Thread J.P. Delport
Hi, is the image coming from the GPU? If so, you can let OpenGL convert it for you on the way to CPU if you don't mind too much about transfer speed. Also, double check the image writing code if a certain format does not support BGRA. jp On 01/11/2011 02:40, Blake Mason wrote: I have a

Re: [osg-users] 3D models used in OSG ?

2011-11-01 Thread J.P. Delport
Hi Ryan, On 31/10/2011 23:48, Ryan Pavlik wrote: My workflow for simple applications is: Create/find models in Google SketchUp (the 3D warehouse is very useful). Export to OSG - https://github.com/rpavlik/sketchupToOSG - this works even with the free SketchUp by automating the export to

Re: [osg-users] how to make gl_Color.a changeble through programmable fragment shader?

2011-10-27 Thread J.P. Delport
Hi, look at some of the code paths in osgprerender for where it uses float data and see if that works for you. jp On 27/10/2011 12:17, wang shuiying wrote: Hi, Robert Thank you for your reply. Sorry that I don't think I expressed my problem clearly. I want to simulate radar using osg

Re: [osg-users] transparency is hard! Drawing order of drawables inside a Geode?

2011-10-27 Thread J.P. Delport
Hi, On 27/10/2011 11:17, Christian Buchner wrote: Regardless which render bin order you're using, the order of the rendered triangles in a transparent object is still wrong, but there even isn't a right rendering order for triangles, because the ordering has to happen on fragment level. For

Re: [osg-users] Suggestion for Cuda + OSG, smooth particle hydrodynamic

2011-10-25 Thread J.P. Delport
Hi, On 23/10/2011 04:25, brian tse wrote: Hi, I am very new to CUDA and OSG, please accept my apologies if this is a stupid questions. I am trying to build SPH algorithm using Cuda to calculate the particle forces and update its position. I would like to ask is there a way in Cuda to pass the

Re: [osg-users] How can i do masking out some part of my terrain? Is that possible?

2011-10-20 Thread J.P. Delport
Hi, I know osgEarth has a stencilling technique for drawing vector overlays. Maybe you can have a look at how they do it. Their site has reference to a research paper for the technique too. http://www.osgearth.org/wiki/TileSourcePluginModelFeatureStencil regards jp On 20/10/2011 09:21,

Re: [osg-users] OSG question on asynchronous texture readback

2011-10-19 Thread J.P. Delport
Hi, the GPURegionOfInterestCallback does not do async read at the moment, but you can have a look at the osgscreencapture example. Specifically check the code path for the --double-pbo command line option. Also see this page, it has the best explanation of async pbo I've come across.

Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-17 Thread J.P. Delport
Hi Aurelien, I'm not sure how to get you manual method working. It might have to do with multiple contexts? How are you running the shader? In pre-render pass? If so, you'll have to make sure the cuda code also executes in the pre-render stage. All I can add is that I'm mixing GLSL passes

Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-17 Thread J.P. Delport
Hi, On 17/10/2011 15:26, Aurelien Albert wrote: Hi, The Shader is executed as a normal osg shader program : by setting it on the node stateset. The Cuda code is executed before any rendering (before the pViewer-frame() call) By diggging in the osgCuda code source, it seems like

Re: [osg-users] [osgCompute] Use an osgCuda::Texture2D in a shader

2011-10-17 Thread J.P. Delport
Hi, I think search in the osgCuda code for Memcpy2D. I think the cuda shadow buffer that osgCuda makes is copied to the texture in the unmap(). There is possibly some other things like updating the texture dirty count as well so that OSG knows the texture has been changed. I'm sorry I can't

Re: [osg-users] RTT and new color_buffer binding per frame.

2011-10-12 Thread J.P. Delport
Hi Alexej Sergey, also note that if you only want to change a texture attachment and the formats and sizes stay the same, you can in the cull callback change it. Like so: void KeepHistoryPass::CameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::Camera* fboCam

[osg-users] [osgCompute] Render order

2011-10-12 Thread J.P. Delport
Hi, I want to mix some FBO pre-render cameras and osgCuda. Basically I need to do the following in a single frame: - do some FBO rendering - some cuda ops - again some FBO rendering - some cuda ops - again some FBO rendering For each cuda ops part I have a Computation node. Ideally I'd like

Re: [osg-users] VBO Bug ?

2011-10-12 Thread J.P. Delport
Hi, On 12/10/2011 15:55, Wojciech Lewandowski wrote: Could you guys check if this problem also happens in other systems ? I'm getting the good result. Debian Sid 64-bit Nvidia Quadro 2000M Driver 280.13 jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail

Re: [osg-users] [osgCompute] Render order

2011-10-12 Thread J.P. Delport
Hi, reply to self... On 12/10/2011 16:45, J.P. Delport wrote: Hi, I want to mix some FBO pre-render cameras and osgCuda. Basically I need to do the following in a single frame: - do some FBO rendering - some cuda ops - again some FBO rendering - some cuda ops - again some FBO rendering

Re: [osg-users] VBO Bug ?

2011-10-12 Thread J.P. Delport
Hi, On 12/10/2011 18:45, Wojciech Lewandowski wrote: So if you are on Linux and have a minute please let me know how the test passed on your machine ;-) tested on two more for you, both Debian 32-bit. 1: dual nvidia GTS250s, driver 270.41.19, good result across 4 screens. 2: nvidia 9600GT,

Re: [osg-users] [osgCompute] FBO RTT - CUDA Kernel - FBO RTT Setup

2011-10-10 Thread J.P. Delport
the code to see how an FBO texture is passed into osgCuda. jp CD J.P. Delport wrote: Hi, On 05/10/2011 22:23, Conan Doyle wrote: Hi, My schedule lightened up a bit... I have an extra 24 hours to work on my osg/cuda problem, so I would like to incorporate CUDA into osg the correct way

Re: [osg-users] [osgCompute] FBO RTT - CUDA Kernel - FBO RTT Setup

2011-10-10 Thread J.P. Delport
does the cuda_auto_contrast example takes as input. I had an avi (not sure of any specfics) on my machine and the example read it and display it (as far as I could tell) but it was scrolling in a funky way other wierness... CD J.P. Delport wrote: Hi, On 07/10/2011 17:32, Conan Doyle wrote: I

Re: [osg-users] [osgCompute] cudaMemcpy2D inconsistency

2011-10-07 Thread J.P. Delport
Hi Jens, On 07/10/2011 13:02, Jens Orthmann wrote: Thank you very much J.P.. We simply have overseen it. We have changed the implementation of osgCuda::TextureMemory::setup() in the current SVN version according to your correct implementation. thanks jp Great work! Best regards, Jens

Re: [osg-users] retrieve texture id

2011-10-07 Thread J.P. Delport
J.P. Delport wrote: Hi, pls send the error message s you are getting. Also pls send output of gcc -v and g++ -v. Did you build the CUDA examples that came with 4.0? What did you build OSG with? jp On 06/10/2011 23:16, Conan Doyle wrote: Things are moving along nicely, until I tried to build

Re: [osg-users] retrieve texture id

2011-10-07 Thread J.P. Delport
Studio 2008). Is that supported? Not sure. jp CD J.P. Delport wrote: Hi, On 07/10/2011 15:17, Conan Doyle wrote: The CUDA Examples built fine. I built OSG with 4.4.0 The core of osgCompute built but the examples didn't. make sure you checked out the data part of osgCompute as well

Re: [osg-users] retrieve texture id

2011-10-06 Thread J.P. Delport
/gmane.comp.graphics.openscenegraph.user/71107 cheers jp On 05/10/2011 15:10, Conan Doyle wrote: 64 bit. I modified this post after your reply to say that I am using Cuda 4.0, which is a requirement. I have a feeling there may need to be some mods made to osgCuda to support 4.0. CD J.P. Delport wrote: Hi, I think it should

Re: [osg-users] [osgCompute] FBO RTT - CUDA Kernel - FBO RTT Setup

2011-10-06 Thread J.P. Delport
Hi, On 05/10/2011 22:23, Conan Doyle wrote: Hi, My schedule lightened up a bit... I have an extra 24 hours to work on my osg/cuda problem, so I would like to incorporate CUDA into osg the correct way, which I think may be osgCUDA. Here's what I am currently doing Step 1 App renders scene to

Re: [osg-users] [osgCompute] FBO RTT - CUDA Kernel - FBO RTT Setup

2011-10-06 Thread J.P. Delport
Hi, On 06/10/2011 09:06, J.P. Delport wrote: Questions: 1. Is this something I can use osgCUDA to do? 2. Would it be similar to the osgTexDemo? 3. Can I use an FBO, or do I have to switch to a PBO RTT? 1. Absolutely 2. Not sure, but I will forward you an example from the osgCuda devs too. I

Re: [osg-users] retrieve texture id

2011-10-06 Thread J.P. Delport
of gcc. I made all of the changes in the CMake files to point to the correct version of cuda, and check it thrice. Any suggetsion? CD J.P. Delport wrote: Hi, I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++ 4.4 (which is a requirement for nvcc). I had to make only

Re: [osg-users] Multipass render to texture order again

2011-10-05 Thread J.P. Delport
Hi, are you running SingleThreaded? Cameras (siblings) under the same node are normally rendered in the order they have been attached (you can force this with TRAVERSAL_ORDER bin too). jp On 05/10/2011 11:05, Sebastian Messerschmidt wrote: Hi, I know this has been discussed more then once

Re: [osg-users] Multipass render to texture order again

2011-10-05 Thread J.P. Delport
Hi, only other option I can think of is that some cameras don't get rendered because of culling. Try camera-setCullingActive(false); jp On 05/10/2011 11:47, Sebastian Messerschmidt wrote: Am 05.10.2011 11:39, schrieb Sebastian Messerschmidt: Hi JP I've tried single and multithreaded, but

Re: [osg-users] [osgCompute] trunk compile

2011-10-05 Thread J.P. Delport
Hi, On 05/10/2011 14:04, Mick Keller wrote: ...I just committed the changes to the trunk. Thank you. The FindCuda-script has not been updated yet. Best regards, Mick thanks. Tt appears that the latest CMake versions (at least 2.8.5 that I have on Debian Sid) includes a FindCUDA script as

Re: [osg-users] retrieve texture id

2011-10-05 Thread J.P. Delport
of osgCuda, on RHEL 5.4. Is that a workable combination? CD J.P. Delport wrote: Hi, an alternative to doing this manually would be to look at osgCompute/osgCuda. Even if you don't use osgCuda you can learn from there how to do what you want. cheers jp On 05/10/2011 01:28, Conan Doyle wrote: Hi

Re: [osg-users] retrieve texture id

2011-10-04 Thread J.P. Delport
Hi, an alternative to doing this manually would be to look at osgCompute/osgCuda. Even if you don't use osgCuda you can learn from there how to do what you want. cheers jp On 05/10/2011 01:28, Conan Doyle wrote: Hi, [dumbquestion] I am integrating some cuda into my osg app and one call

[osg-users] [osgCompute] trunk compile

2011-10-03 Thread J.P. Delport
Hi, I just compiled osgCompute trunk with the latest OSG trunk and Cuda 4.0 on a 64-bit machine with gcc/g++ 4.4. I had to make some minor changes, I think the diff below should be OK to notice them. gl-GL for case sensitive Linux and cstring or string.h is needed for memcpy. Also, I had

Re: [osg-users] GLSL shaders and projective texturing

2011-09-29 Thread J.P. Delport
I think Paul Martz did already. http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/9237/focus=9304 jp On 29/09/2011 13:46, Per Nordqvist wrote: I also struggled with this issue once and I believe osgspotlight suffers from exactly the same quadrant defect if you look closely. Would

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread J.P. Delport
Hi, I can't help you with your specific drawable question, but what would you like to achieve? In the osggameoflife example there is an example of ping-pong using multiple cameras and switches. You can also swap output textures if they are exactly the same using a callback. See here for

Re: [osg-users] Setting up FBO in drawable

2011-09-28 Thread J.P. Delport
the bill: I need a real single pass ping pong rendering here if I want to achieve good performances. Cheers, Manu. 2011/9/28 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za Hi, I can't help you with your specific drawable question, but what would you like to achieve

Re: [osg-users] Question on decreasing latency for database pagers...

2011-09-06 Thread J.P. Delport
Hi, for forcing load from disk to CPU mem you can check what osgposter or osgSim HeightAboveTerrain does. This does not however force tiles to GPU memory. jp On 06/09/2011 13:25, Boon Wah wrote: Hi Robert, In VPB, I have set my tile-image-size to 2048 and tile-terrain-size to be

Re: [osg-users] Rendering ONLY to texture...

2011-09-02 Thread J.P. Delport
Hi, On 02/09/2011 01:19, Frank Sullivan wrote: Thanks guys, that is very helpful. I am having a bit of trouble with this, and I was wondering if you might be able to help. For some reason, my call to glReadPixels seems to be a no-op. That is, none of the memory that my data* points to is

Re: [osg-users] An Open Scene Graph solicitation has been posted on FedBizOpps

2011-08-22 Thread J.P. Delport
Wow, so this is how a government dept submits a bug report :) Should be nice to hunt this one down, I was just wondering over the weekend what happened to it. References here: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/62225

Re: [osg-users] Multi GPU Rendering

2011-08-19 Thread J.P. Delport
I'm sure it can, but effectiveness will depend on what you mean by part. We e.g. use multiple gpu with video streams on multiple monitors. You can also google for equalizer opengl. jp On 18/08/2011 14:37, Miguel Lokida wrote: Hello, I would like to know if OSG can benefit of a PC with

Re: [osg-users] CullingSet::computePixelSizeVector and AutoTransform

2011-08-16 Thread J.P. Delport
Hi, I've probably asked the questions below at the wrong time of year. Anyone have any ideas/comments? thanks jp On 06/07/2011 11:39, J.P. Delport wrote: Hi all, I'm having some issues with AutoTransform (scale to screen) and wide aspect viewports. To reproduce do something like: export

Re: [osg-users] I cannot render into an 16 or 32 Bit image

2011-08-12 Thread J.P. Delport
Hi, search for hdr in osgprerender and osgmultiplerendertargets examples. jp On 12/08/2011 09:54, Martin Großer wrote: Hello Guys, I am a little bit dissatisfied. I want to render into an Image. I need the pixel data on the cpu memory. That is the reason why I don't use a texture as

Re: [osg-users] Changing eye position in cull traversal

2011-08-11 Thread J.P. Delport
Hi, you could also try setting the LODscale: view-getCamera()-setLODScale(scale); I'm doing this when creating an ortho camera for osgEarth scenes and placing the camera far from the earth. jp On 10/08/2011 16:14, Emmanuel Roche wrote: Thanks for those inputs Sergey, but actually I tried

Re: [osg-users] ANN: osgNVPR (NVidia Path Rendering)

2011-08-05 Thread J.P. Delport
Hi Jeremy, if this could be combined with osgEarth it would be very cool for overlays. rgds jp On 04/08/2011 21:23, Jeremy Moles wrote: NVidia recently added an extension to their 275+ series of drivers called GL_NV_path_rendering. This turns path (sometimes called vector graphics) rendering

Re: [osg-users] Qt, Manipulator keyEvent, Seeking for Help in an Emergency

2011-08-05 Thread J.P. Delport
Hi, AFAIK alt must be pressed with some other key before you'll get an event. jp On 05/08/2011 09:59, ramy panda wrote: Hi, In my codes, i rewrite keyPressEvent function like below: void AdapterWidget::keyPressEvent( QKeyEvent* event ) { _gw-getEventQueue()-keyPress(

Re: [osg-users] When Patents Attack

2011-07-27 Thread J.P. Delport
On 26/07/2011 18:57, Paul Martz wrote: On 7/26/2011 8:44 AM, Jeremy Moles wrote: http://www.thisamericanlife.org/ For those of you who live in the US, this was a great, GREAT episode of This American Life on NPR last weekend. It talks about how absolutely insane the patent system is in the US.

Re: [osg-users] Vertices Selection

2011-07-22 Thread J.P. Delport
Hi, check in MovieEventHandler::handle in osgmovie example. There is an example of how you can get vertex indices for the part of the geometry that was picked. jp On 22/07/2011 09:58, Miguel Lokida wrote: Hi, I would like to know if it is possible to selects vertices of an osg::Geometry

Re: [osg-users] How to update image data

2011-07-20 Thread J.P. Delport
data is now somewhere else. jp Clement From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport [jpdelp...@csir.co.za] Sent: Wednesday, 20 July 2011 1:00 AM To: OpenSceneGraph Users

Re: [osg-users] How to antialisze procedural shader?

2011-07-19 Thread J.P. Delport
Hi, On 19/07/2011 10:46, Torben Dannhauer wrote: Hi, currently I'm working on a pixel-based distortion for projection on nonplanar surfaces. The output looks ok , but I would like to enable antialiasing. My Programm renders to texture, modifies this texture with a fragment shader and after

Re: [osg-users] How to update image data

2011-07-19 Thread J.P. Delport
see the dirty() function On 19/07/2011 14:10, clement@csiro.au wrote: Hi, I used the Image to display data. I used setImage and assigned I defined unsigned char pointer. My question is how to let viewer to know to update the view after completed updated the data into image.

Re: [osg-users] How to update image data

2011-07-19 Thread J.P. Delport
? From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport [jpdelp...@csir.co.za] Sent: Tuesday, 19 July 2011 11:39 PM To: OpenSceneGraph Users Subject: Re: [osg-users] How to update image data see

Re: [osg-users] RTT into a single color channel

2011-07-18 Thread J.P. Delport
...@janelia.hhmi.or mailto:bolst...@janelia.hhmi.or**g* office: +1.571.209.4623 web: http://www.hhmi.org/janelia/ On Jul 14, 2011, at 10:45 AM, J.P. Delport wrote: Hi, On 14/07/2011 16:37, Jason Daly wrote: On 07/14/2011 10:08 AM, Bolstad, Mark wrote: I like the idea of combining the passes into one

Re: [osg-users] AutoTransform and multiple views

2011-07-18 Thread J.P. Delport
Hi, On 18/07/2011 13:19, David Cofer wrote: Hi, I am using the Drag handlers with an autotransform on them (see code below). I have it set to AutoscaleToScreen. This works great as long as I only have 1 view of the scene. When I have multiple views though, I get a problem where zooming in on

Re: [osg-users] ATI FirePro M8900

2011-07-15 Thread J.P. Delport
on this. If you got this far, let it be a reminder to spend a bit more and get the NVidia GeForce/Quadro next time. jp PS. Wish I could find an AMD support email address to copy this too, but they're hiding behind web forms with lots of required fields. Bah. On 12/07/2011 08:35, J.P. Delport

Re: [osg-users] Getting RGB-values out of frame

2011-07-15 Thread J.P. Delport
Hi, On 15/07/2011 11:14, Diana Kittelmann wrote: Hi, I'm implementing a lidar scanner simulator ins osg and got kind oft stucked. I'm loading a world from file as my scene and let my sensor fly through the world, everything works fine. From a 3d Party I got a Vertex- and Fragment Shader to

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread J.P. Delport
Hi, On 13/07/11 17:04, Bolstad, Mark wrote: For an application that we are developing, I need to be able to render three different objects into the three color channels separately, then render to the display. I'm currently using a setup similar to osgdistortion. The question is how to render

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread J.P. Delport
Hi, On 14/07/2011 14:58, Jean-Sébastien Guay wrote: Hi Mark, JP, I think easiest would be to render to 3 luminance textures and then combine in another step into rgb. Why not render 3 passes into the same RGB texture but just write to one channel per pass using color masking? You'd save the

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread J.P. Delport
Hi, On 14/07/2011 16:08, Bolstad, Mark wrote: I like the idea of combining the passes into one, but if I had a blue object and had to mask it into the red channel, wouldn't it just be black? I had talked to a professor who had suggested a one-line fragment shader to do RGB- Luminance and use

Re: [osg-users] RTT into a single color channel

2011-07-14 Thread J.P. Delport
Hi, On 14/07/2011 16:37, Jason Daly wrote: On 07/14/2011 10:08 AM, Bolstad, Mark wrote: I like the idea of combining the passes into one, but if I had a blue object and had to mask it into the red channel, wouldn't it just be black? Yes, it would be black on the red and green passes, but it

Re: [osg-users] ATI FirePro M8900

2011-07-12 Thread J.P. Delport
setting to do that I think. It put an end to Geometric nightmare and random crashes. I really don't know what's pro in Ati FirePro... Luc De :J.P. Delport jpdelp...@csir.co.za A : osg users osg-users@lists.openscenegraph.org Date: 07/11/2011 05:18 PM Objet : [osg-users] ATI FirePro M8900

Re: [osg-users] GPU Data Access

2011-07-12 Thread J.P. Delport
Hi, On 11/07/11 17:47, Martin Großer wrote: Hello, I have written a little application, which renders a scene into a texture. I use the frame buffer object, but my problem is, I need the data on the cpu after the rendering. I know that is the bottleneck, but I hope someone can give me a clever

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread J.P. Delport
Hi, this is known behaviour. Currently OSG caters for the common case where the size and attachments of the RTT camera does not change frequently. There are workarounds. I suggest you search the list archives for runCameraSetup. You can also check how osgPPU handles resizes. rgds jp On

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread J.P. Delport
Hi, Are you recreating the texture so that it fits the new view size? Are you modifying the RTT camera viewport? Above is however not needed when using FBO RTT, the texture size can stay the same no matter what the final view window size is, unless you want to match it pixel for pixel. I

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread J.P. Delport
Hi Alessandro, On 07/07/11 15:46, Alessandro Terenzi wrote: Well, no, I was not re-creating the texture, so if I understood it correctly: if I want to use the FRAME_BUFFER target I also need to re-create the texture every time a resize occurs and also call runCameraSetup as well, right? If you

[osg-users] CullingSet::computePixelSizeVector and AutoTransform

2011-07-06 Thread J.P. Delport
Hi all, I'm having some issues with AutoTransform (scale to screen) and wide aspect viewports. To reproduce do something like: export OSG_WINDOW=0 0 800 600 osgautotransform Then zoom out until only Autoscale with no min, max limits is visible. Then make the aspect of the window

Re: [osg-users] Hello OSG

2011-07-05 Thread J.P. Delport
Hi all, I've recently fixed some of these in our own code. See here: http://code.google.com/p/flitr/source/detail?r=34 It was for ffmpeg on Debian sid: apt-cache policy ffmpeg ffmpeg: Installed: 5:0.8-0.1 It should give some hints on where to start. I'm too busy to help currently. cheers jp

Re: [osg-users] non-solid texture color and osg::Image.setImage

2011-06-22 Thread J.P. Delport
Hi, for an RGBA texture you would need data to be of size width*height*4. Also, not sure what your magic 4 is in image - setImage. Put GL_RGBA instead of 4. Try: image - setImage (width, height, 1, GL_RGBA,

Re: [osg-users] non-solid texture color and osg::Image.setImage

2011-06-22 Thread J.P. Delport
Hi, On 22/06/11 11:29, Sergey Alekseev wrote: Hi, JP, thanks you for your answer. I have made as you wrote and have received - the same solid texture color. Only has changed color of a texture: from dark lila to dark grey. how are you applying the texture to geometry? Are your texture

Re: [osg-users] Dynamically changing render targets

2011-06-20 Thread J.P. Delport
Hi, other option is described in this thread: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/65564/ cheers jp On 20/06/11 14:26, Robert Osfield wrote: H Dnaiel, The normal way to manage rendering to multiple textures is to have two different Camera, if you want to switch

Re: [osg-users] [osgPlugins] Difficulties to load images from memory

2011-06-14 Thread J.P. Delport
Hi, std::string has a constructor that you can pass a char* and size to. string ( const char * s, size_t n ); This ignores \0's. You can then it into a stringstream or possibly even directly put it into stringstream.str() HTH jp On 14/06/11 16:35, Daniel Cámpora wrote: Hello community,

Re: [osg-users] too much computation

2011-06-08 Thread J.P. Delport
it in a HUD, or you can make an orthographic camera. HTH jp On Tue, Jun 7, 2011 at 1:27 PM, J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za wrote: Hi, another option instead of drawing geometry would be to put your data into a texture (image) and then just visualise

Re: [osg-users] too much computation

2011-06-07 Thread J.P. Delport
Hi, another option instead of drawing geometry would be to put your data into a texture (image) and then just visualise that. Using nearest sampling would give you little squares too. jp On 07/06/11 12:38, Sebastian Messerschmidt wrote: From the first look I'd advise to split up the

Re: [osg-users] ANN: Godzi - 3D mapping for WebGL

2011-06-03 Thread J.P. Delport
Awesome! On 02/06/11 17:30, Glenn Waldron wrote: Friends, Slightly off-topic perhaps, but hopefully of interest! I'd like to make you aware of our brand new FOSS project - Godzi. (http://godzi.org) Inspired by osgEarth, and built atop Cedric's excellent OSGJS library (http://osgjs.org), Godzi

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