E. Wing wrote:
Only Robert and Don have access. But I think we need to write it as it
were going to be committed because it is easy to start using relative
paths within scripts and if the layout changes, that will have to be
fixed. If we can agree to a stable layout, then we could request
gettin
Brandon J. Van Every wrote:
Chris Osborn wrote:
>And just in case everyone didn't already know, MS VisualStudio projects
>generated with CMake still use CMake under the hood. So users wanting to
>compile the OSG would always need CMake installed somewhere. It would be
>nice if a tool actually g
Date: Tue, 22 Aug 2006 18:02:55 +0200 (MEST)
From: Luigi Calori <[EMAIL PROTECTED]>
> I'm going to go ahead and start on Eric's To-do list. I'll repost
> that here:
> - Need to place CMakeLists.txt directly into the source tree (to mimic
> current GNUMakefile layout)
It would be great... but
Hi,
I finally implemented CEGUI as a drawable, the problems that I was having when
rendering were mostly caused by outdated data files with newer library
versions.
I have one problem when it comes to event handling: I set up an
osgGA::GUIEventHandler to inject the input into it, and I set it a
Early today Robert wrote:
Better stats collection of what happening in the OpenGL pipeline would
certainly help, but alas such support isn't widely exposed.
I've just checked in a preliminary set of tools for doing pipe
statistics into Producer. These are pretty much Nvidia specific
right now
I meant to write, that textures are not causing the
hitching problem in my last conclusion. (Not no significant
results)
HYPOTHESIS
Are display lists causing the database hitching
problem?
INVESTIGATION
4. 527 paged
files in flat hierarchy, 1GB total,
OSG_DO_PRE_COMPILE=ON, set
OSG_DA
HYPOTHESIS
Are textures causing the
database hitching problem? To test
this, I had generated the database without textures awhile
back.
INVESTIGATION
3. 527 paged
files in flat hierarchy, 429MB total, OSG_DO_PRE_COMPILE=OFF, no
textures: still get some hitching, and paging thread is sti
Hi Robert,
One other thing
apparently was a factor in fixing the hitching problem I was having. I had
to generate the database with larger tiles. I used to have a checkerboard
database of tiles, and each tile had about 4 paged files in it. If I
condense those 4 paged tiles into one larg
Hi!
I have a problem of understanding how to setup rendering of effect. I created
an Effect and Technique class that works on their children nodes (geodes).
The technique class is getting updated in each frame. Now I have to render
the effect after all geometries are already rendered, so the de
I’ve also confirmed that the
graphics context seems correct, through the debugger and also in that I can
comment out the OSG code and make direct calls to OpenGL (including creating
display lists before the first frame) and everything works fine. Remove the
OpenGL calls and substitute in a
Zach Deedler wrote:
Hi Chris,
I can look at the OpenFlight database, but we did not make it so I'm not
sure off the top of my head. Can you define heavy? A lot of vertices? A
lot of textures? A lot of objects, polygons, groups? Can it really take 5
seconds to compile a display list?
Exc
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Ben Discoe wrote:
> Hi Jan,
>
> OK. Rather than try to convince you of the value of ambient light, i'll
> conclude that there are folks who just really don't like ambient, and make
> it trivial for you to turn it off in the exporter UI. In fact, i'v
Hi Jan,
> -Original Message-
> From: Jan Ciger
> Sent: Tuesday, August 22, 2006 10:19 AM
>
> > the common case is that an artist does want/need to set
> > ambient-diffuse-specular.
>
> Diffuse/specular - that's for sure, Blender supports that
> quite well too. But ambient light? I someh
Hi,
Sorry for nearly off-topic message. I just graduaded as M.Sc,
software engineering and i'm looking for job opportunities. I have
experience on visual simulation including OSG programming.
If your company is hiring developers, please e-mail me and i'll
send a more detailed cv.
I've check
Hi Zach,
Display lists and VBO's are mutually exclusive so if you switch on both
the OSG will first try VBO but if the driver doesn't support it it will
then fallback to display list. It won't create a VBO inside a
display list though.
Robert.On 8/22/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
On 8/22/06, Kawicki, Ryan H <[EMAIL PROTECTED]> wrote:
Yes, we are using multiple graphics
contexts.
Are you setting a seperate osg::State ContextID for each context? See the FAQ item on this topic for details.
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osg-users
Hi Zach,On 8/22/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
Hi Chris,I can look at the OpenFlight database, but we did not make it so I'm notsure off the top of my head. Can you define heavy? A lot of vertices? Alot of textures? A lot of objects, polygons, groups? Can it really take 5
seconds
Probably should take a look at how osgUtil::IntersectVisitor does this,
as it has to traverse the low-level geometry data in order to figure out
where the actual intersect point is.
Don
Bill Prendergast wrote:
Hopefully this won't expose my lack of knowledge of OGL too much... ;-)
I'm walkin
Mike Jackson wrote:
Personally, I have switched from Xcode to CMake/Eclipse for my C++ dev.
CMake with Eclipse? Just using CMake from the command line to generate
the makefiles, then having Eclipse do whatever somehow? I just don't
recall any integration between CMake and Eclipse. That was
Hi Mark,On 8/22/06, [EMAIL PROTECTED] <
[EMAIL PROTECTED]> wrote:On Tue, 2006-08-22 at 13:03 -0600, Chris Hanson wrote:
> ... and cause> the draw thread to be tied up compiling MUCH longer than planned -- so much so that it> doesn't get around to completing a frame draw when required.Is this a dete
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Hello,
Ben Discoe wrote:
>>From osgexport 2.41, not consistently lit, only by accident :)
> The textured Geodes were written with no Material, just a naked Texture2D.
> Depending on the arrangement of your scene, you might have a Geode with a
> Materi
In DatabasePager.cpp, should USE_VERTEX_BUFFER_OBJECTS be setting
setUseDisplayList to false? Because it is currently setting it to
true:
switch(_drawablePolicy)
{ case
DatabasePager::DO_NOT_MODIFY_DRAWABLE_SETTINGS:
// do nothing, leave settings as they c
On Aug 22, 2006, at 3:59 PM, Brandon J. Van Every wrote:
but perhaps Apple could be more open to helping making the task of
support Xcode through cmake easier. For instance if a new Xcode
version comes out and breaks the compatibility then perhaps Apple
could release scripts for the new
Jacob Foshee wrote:
I'll also join the CMake listserv, since, yes, documentation is
definitely lacking.
It's the worst thing about CMake. The problem is, nobody has any time
to do anything about it, whether at Kitware or other open source
contributors. I think documentation must inevitably
Robert Osfield wrote:
One thing that does slightly bother me is the yet another script
language syndrome. Is there a reason why they dind't adopt Python or Lua?
Python is easily dismissed as a large external language dependency.
Many people feel it is desireable to avoid additional depende
On Tue, 2006-08-22 at 13:03 -0600, Chris Hanson wrote:
> ... and cause
> the draw thread to be tied up compiling MUCH longer than planned -- so much
> so that it
> doesn't get around to completing a frame draw when required.
Is this a detectable condition in OSG? ie dropping frames due to an
Op
Hi Jan,
I am glad you like many of the improvements i made to osgexport. Allow me
to reassure you that you'll like the rest of them as well:
> -Original Message-
> From: Jan Ciger
> Sent: Tuesday, August 22, 2006 4:56 AM
>
> > 2. Exposed the diffuse+ambient values of textured materials
Hi Chris,
I can look at the OpenFlight database, but we did not make it so I'm not
sure off the top of my head. Can you define heavy? A lot of vertices? A
lot of textures? A lot of objects, polygons, groups? Can it really take 5
seconds to compile a display list?
I'm still investigating.
THanks, RObert. That worked a treat! I've now added the step of
calling the osgUtil::Tesselator for shape files of type Polygon and
checked it in to CVS.
I've just re-read the ShapeFile spec for polygon winding and it says:
The order of vertices or orientation for a
ring indicates which side of
[EMAIL PROTECTED] wrote:
Hmmm ... perhaps Zach is experencing a backlog for these operations? Is
this time slice adjustable?
Many of these metrics are now adjustable on the DatabasePager, but I don't think this
is the actual problem.
Regards,
Marcus
--
Chris 'Xenon' Hanson aka Eric Hamm
Yes, we are using multiple graphics
contexts.
Ryan
Kawicki Software Engineer The Boeing Company Training Systems and
Services (314) 777 - 6863
From: Robert Osfield
[mailto:[EMAIL PROTECTED] Sent: Tuesday, August 22, 2006 1:24
PMTo: osg usersSubject: Re: [osg-users] Producer and
Win32
Don Burns wrote:
However, I must cast a bit of doubt here because the operations that
this does are very light weight. Their effect, however, down the line
in the draw traversal, are potentially heavy. That is, new display
lists need to be created and new textures need to be downloaded on fir
On Tue, 2006-08-22 at 19:20 +0100, Robert Osfield wrote:
> On 8/22/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
> 1. What does OSG_DO_PRE_COMPILE=ON do?
>
> The database pager is designed to load balance the creation and
> download of OpenGL objects, it achieves this by alloting a time
Hi Don & Antoine,
One trick I've used in the pass is to use the osgUtil::Tesselator to
automatically convert GL_POLYGON primitives using the GLU teselator
code inside osgUtil::Tesselator.
There is also a osgUtil::Optimizer::TESSELATE_GEOMETRY option in the Optimizer for tesselating concave poly
On 8/22/06, Kawicki, Ryan H <[EMAIL PROTECTED]> wrote:
Interesting. We had valid graphic contexts and were
still seing the same problem. The correct thread was being used to compile
the displays lists as well. We verified all of this through the
debugger.
Are you using multiple graphics
Hi zach,On 8/22/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
Hello again,
Now I have OSG_DO_PRE_COMPILE=OFF I have some questions:
What does OSG_DO_PRE_COMPILE=ON do?
The database pager is designed to load balance the creation and
download of OpenGL objects, it achieves this by alloting a
Hi Antione,
I've looked closely at your data file, the osg Shape loader and
the ShapeFile spec and I believe it all to be working correctly.
First, with respect to coordinate windings. The Spec does not
specify a parameter that indicates which way to order the
polygons. Consequently, the Shape
Interesting. We had valid graphic contexts and were
still seing the same problem. The correct thread was being used to compile
the displays lists as well. We verified all of this through the
debugger.
Ryan
Kawicki Software Engineer The Boeing Company Training Systems and
Services (314) 7
We are not using a windowing toolkit. We are using straight Win32 to
accomplish this.
Ryan Kawicki
Software Engineer
The Boeing Company
Training Systems and Services
(314) 777 - 6863
-Original Message-
From: Gian Lorenzetto [mailto:[EMAIL PROTECTED]
Sent: Monday, August 21, 2006 5:49 PM
Hi Zach,
Congratulations on narrowing this down. As a way of explanation,
the red line is an entry point to a sub-scene graph
traversal. FindCompileableGLObjectsVisitor is a
NodeVisitor, which when passed to a node->accept() kicks off a
traversal. Each of the apply methods you find in the clas
Yes, I did profile the
read and the read does take a long time... But, that is not what was
causing the stalling. It was the red line that I highlighted below.
Note, that section of code is right after the readNodeFile in
DatabasePager. The profiler helped me narrow down the issue, but in
Robert Osfield wrote:
My broadband connection is still not up and running, with the telecoms
companies playing games of hiding behind inpenterable call waiting
phone service., looks like it might be still a couple of weeks before
its sorted. I'm only online right now virtue of an open wireless
n
Hello again,
Now I have OSG_DO_PRE_COMPILE=OFF I have some questions:
What does OSG_DO_PRE_COMPILE=ON do?
How come paged files are not deleted any more with
OSG_DO_PRE_COMPILE=OFF? (When AnimationPath loops back to the beginning
the paging thread becomes idle forever, and memory us
Hi Zach,
The pre compile exists to prevent the dropping of frames - so by
dropping this you making it more likely that when a subgraph is merged
that the next frame will stall while all the OpenGL objects are
downloaded to the graphics pipe in time to be rendered.
W.r.t the read line causing the
That sounds like a wise plan to me.
On 8/22/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Luigi,
On 8/22/06, Luigi Calori <[EMAIL PROTECTED]> wrote:
> It would be great... but do you have commit access to OSG repository?
> this was the main reason to keep the folders separate
cu
FYI, on
Hi Luigi,On 8/22/06, Luigi Calori <[EMAIL PROTECTED]> wrote:
It would be great... but do you have commit access to OSG repository?this was the main reason to keep the folders separate cu
FYI, only Don Burns and myself have write access to the OSG CVS
respository. I don't have any immediate plans
Hello all,
I have fixed the database hitching
problem!
set OSG_DO_PRE_COMPILE=OFF
Can anybody tell me why the red line below
was causing me the hitching problems?
if (_doPreCompile && databaseRequest->_loadedModel.valid() &&
!_activeGraphicsContexts.empty())
Great to hear someone determined to work on CMake and OSG,
I' ve done some work based on the osgCmake project, if you like, I can
send you a zip file and some instruction (windows or linux)
Jacob Foshee wrote:
I'm going to go ahead and start on Eric's To-do list. I'll repost
that here:
- Ne
Perhaps we should put the an OSG app with muiltipipe and database paging to Intel's multithread test suite..
http://www.theregister.co.uk/2006/08/22/intel_suite_help/
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Hi Dorian,
This type of task is very application specific so no off the self tools
exist in the OSG to do it. I'd recomend looking at
osg::TriangleIndexFunctor as a basis of your own custom code, beyond
this I'm afraid you are on your own.
Robert.On 8/22/06, [EMAIL PROTECTED] <
[EMAIL PROTECTED]
I'm rendering to a floating point texture using a
frame buffer object. The render is in high dynamic range but needs to be
correctly scaled. I need to be able to read back the minimum and maximum values
in the frame. How can I go about doing this? (and as fast as possible)
I was thinkin
I'm going to go ahead and start on Eric's To-do list. I'll repost that here:
- Need to place CMakeLists.txt directly into the source tree (to mimic
current GNUMakefile layout)
- Need to create three independent build systems for each component
(OpenThreads, Producer, OSG), while also allowing for
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Hello,
Ben Discoe wrote:
..
> Here is a summary of what i did:
>
> 1. Changed default export from 'Selected' to the more commonly used 'All'.
Good idea.
> 2. Exposed the diffuse+ambient values of textured materials as a user option
> in the GUI. P
Yes, that's right. To support independent 32 and 64 bit builds I needed
to use different bin and lib directories for each architecture. I did
this by uniformly placing binaries in a subdirectory of bin/lib keyed
off $(PlatformName), rather than special-casing the directories for only
the 64 bit c
Hello,
I've got huge geometry and I would like to extract a part of this geometry
which is contained in a Bounding box.
Is-it possible? My idea was to create a new geometry, to scan all the
vertices of this geometry and when a vertex is inside
the bounding box I put it in the geometry.
Does a bet
On 8/22/06, Quinn, Gary <[EMAIL PROTECTED]> wrote:
Hi Robert.Easy one first...http://vr3.tees.ac.uk/gary/OSG_submission/osgShell.batosgShell.bat under the 20th August tarball doesn't take into account
the new OpenScenegraph/Producer/OpenThreads "bin" directory structures.I've uploaded an updated ba
Hello,
I have compiled all my projects using osg 1.1.1rc1 and they work fine.
This is including the static build OSGExp. (Using Visual Studio 2003). I
submitted one change for the collect_mangled_names.js script to
osg-submissions to fix the lib -> lib/win32 transition.
Greetings, Joran.
___
Hi Robert,
It definitely looks like some sort of graphics context problem.
Creating a producer render surface with the window handle of the wxGLCanvas
(and realizig the surface) seems to fix the problem. Seems to point to the
wxGLCanvas as the problem.
Thanks,
Gian
-Original Message-
Hi Gary,
Try to change the face attribute from "Fixed With Alpha" to "Fixed
With No Alpha".
Regards,
Brede
On 8/22/06, Quinn, Gary <[EMAIL PROTECTED]> wrote:
Hi Robert.
Easy one first...
http://vr3.tees.ac.uk/gary/OSG_submission/osgShell.bat
osgShell.bat under the 20th August tarball doesn
Hi Blender-OSG folks,
As Jan pointed out, there are difficulties that arise from Blender and
OSG/OpenGL having different lighting models. There is no way to specify
values such as ambient in Blender, so the next best option is for the
exporter to allow the user to specify them. I have made chang
Hi Gian,
My guess is your viewer was broken with 1.0 but you got lucky, and the 1.1.1-rc1 and NVidia driver just happen to reveal it.
The area to look into is making sure that the graphics context is
properly realized and ready for rendering, before you ever call draw or
init.
Robert.On 8/22/06,
Hi Tugkan,
Using texture atlas can help improve the possibility of batching in a
more coarse grained way, but this requires a modeller to get
involved. Automating this would be possible, but you'd still want
some user interaction to get the best results.
As for the threading of update, cull and
Hi Robert,
My gut feel is something to do with the window creation in wxWidgets. The weird
part is that prior to 1.0 everything worked well.
I have a simple VC++ project, using a wxGLCanvas derived class, that just loads
and displays the cow model. Compiled against 1.0 it works fine. Compiled
On 21 Aug 2006, at 22:42, Ben Discoe wrote:
To summarize, if you add a texture with "method C" (steps leading
to Open in
the UV Editor), you cannot remove it by Deleting it from the UV
Editor (as
one might logically conclude).
There's a button in the "mesh" button palette (editing button
Thanks Eric, fix merged and submitted to CVS.On 8/16/06, E. Wing <[EMAIL PROTECTED]> wrote:
The work-around of disabling this code would probably not be goodbecause I use the bounding box to help with layout so I don't overlaptext by accident. Having inaccurate bounding boxes that are too smallwill
Hi Robert,
In my experience simplifying the scene graph hierarchy (without reducing
triangle count etc...) always increased the performance. A simpler
hierarchy means OSG will do less work. But it also means improved
batching (if drawables are merged they will be drawn with single OpenGL
call
I am encourage by all the discussion about cmake, and while I am not
yet in a position to learn and start working with cmake right away I do
plan to over the coming months. If things work out well
then we could well see OpenSceneGraph moved across to using
Cmake.
One thing that does slightly b
Hi Robert.
Easy one first...
http://vr3.tees.ac.uk/gary/OSG_submission/osgShell.bat
osgShell.bat under the 20th August tarball doesn't take into account
the new OpenScenegraph/Producer/OpenThreads "bin" directory structures.
I've uploaded an updated bat file to the above URL.
The difficult one
Also consider using the osg::TriangleIndexFunctor for iteratoring
through the drawables, it simplifies the job quite a bit. Have a
look at the src/osgUtil/IntersectVisitor.cpp for an example of both a
visitor and the functor being used in action.
___
osg
Hi Gian,
I don't recall any changes with SceneView::init() between 1.0 and 1.1.1-rc1.
My guess is that the thread calling sceneview->init() or
sceneview->draw() doesn't have a valid graphics context for a frame.
FYI, Note that init() will be called automatically the first time that
draw is calle
Hi Gian,
The SceneView::init() does a traversal that compiles display lists and
texture objects, it therefore must only be called from a thread with a
valid graphics context.
Robert.On 8/21/06, Gian Lorenzetto <[EMAIL PROTECTED]> wrote:
Hi Ryan,Thanks for the info. Adding sceneview->init() his in
[EMAIL PROTECTED] wrote on 21/08/2006 22:52:34:
> Have a beer, Zach. :)
>
> This is looking a bit scary, and I'm a bit nervous about what you
> might be exposing here. Can anyone give an authoritative comparison
> on STL performance differences between Linux and Windows? I had
> actually hear
Hi,
I believe Mike is re-homing it all for the 64 bit build, I am sure he can
explain better.
Regards
Martin.
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of A.J. Jessurun
> Sent: 22 August 2006 08:35
> To: osg users
> Subject: [osg-user
The easiest way is to have a visitor to retrieve all osg::geometry in you scene.Then you can check if bounding sphere center of geometry are inside / outside your BBox. Note that You won't get the exact inside of your BBox. But It might be precise enought for your use and it is very easy to implem
Hello,
I think I missed why the binaries and lib are put in a win32
subdirectory. Could someone explain?
Greetings, Joran.
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Hi Radu,
On Mon, Aug 21, 2006 at 04:05:34PM -0400, Radu Mihai wrote:
> I think you might want to use a predefined/build-in value for casting
> pointers, so that portability problems are avoided ( want something
> that will work across platforms and arches)
>
> When I hit this problem I used 's
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