[osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

Thomas Hogarth thomas.hogarth at googlemail.com
Wed Nov 18 00:34:04 PST 2009


Hi Guys

Started to attempt a compile of osg for IPhone last night which has so far
gone quite smoothly. I have osg and OpenThreads compiling for the platform
and now need to do a test render.

I was wondering if there was a simple method for me to fire off an update
and draw of a graph without using osgViewer etc?, so that I can ensure it
really has worked before implementing an osgViewer for IPhone.

Cheers
Tom

2009/11/17 <osg-users-request at lists.openscenegraph.org>

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>
>
> Today's Topics:
>
>   1. [forum] how add SDL in osg project (Ivan Salguero)
>   2. Re: help with osgmovie (Alberto Luaces)
>   3. Re: help with osgmovie (Ivan Salguero)
>   4. Re: Best ways to render "FE" models with millions of      tris and
>      quads (Andrew Cunningham)
>   5. broken osgconv.exe (ted morris)
>   6. OSG BOF organizer? (Paul Martz)
>   7. Re: OpenGL ES-2.0,        OpenGL ES-1.1 and OpenGL 3.x support now
>      ready for         testing :-) (Thomas Hogarth)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 17 Nov 2009 20:24:44 +0000
> From: "Ivan Salguero" <r_kenshin182 at hotmail.com>
> To: osg-users at lists.openscenegraph.org
> Subject: [osg-users] [forum] how add SDL in osg project
> Message-ID: <1258489484.m2f.19752 at forum.openscenegraph.org>
> Content-Type: text/plain; charset=UTF-8
>
> Hi,
> i'm programming in  Visual Studio 2008, i'm working with osg but i need use
> osgmovie and this require SDL and i don't know how add SDL in my
> project....i need some help
> ...
>
>
> Thank you!
>
> Cheers,
> Ivan
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=19752#19752
>
>
>
>
>
>
>
> ------------------------------
>
> Message: 2
> Date: Tue, 17 Nov 2009 21:28:31 +0100
> From: Alberto Luaces <aluaces at udc.es>
> To: osg-users at lists.openscenegraph.org
> Subject: Re: [osg-users] help with osgmovie
> Message-ID: <87einw6gls.fsf at eps142.cdf.udc.es>
> Content-Type: text/plain; charset=us-ascii
>
> Hi,
>
> go to www.libsdl.org and download the compiled library for your
> developing system. Then just point the SDL variables in the CMake script
> of OSG to their locations.
>
> --
>
> Alberto
>
>
> ------------------------------
>
> Message: 3
> Date: Tue, 17 Nov 2009 20:40:38 +0000
> From: "Ivan Salguero" <r_kenshin182 at hotmail.com>
> To: osg-users at lists.openscenegraph.org
> Subject: Re: [osg-users] help with osgmovie
> Message-ID: <1258490438.m2f.19755 at forum.openscenegraph.org>
> Content-Type: text/plain; charset=UTF-8
>
> Hi,
> thanks for you answer but iam newbie and i dont understand please give me
> more details ... i downloaded the cmake but i dont know what to do with this
> .... also i dont know how add SDL in my projects ..... please more details i
> need that work before friday
> ...
>
> Thank you!
>
> Cheers,
> Ivan
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=19755#19755
>
>
>
>
>
>
>
> ------------------------------
>
> Message: 4
> Date: Tue, 17 Nov 2009 22:53:15 +0000
> From: "Andrew Cunningham" <osg at a-cunningham.com>
> To: osg-users at lists.openscenegraph.org
> Subject: Re: [osg-users] Best ways to render "FE" models with millions
>        of      tris and quads
> Message-ID: <1258498395.m2f.19759 at forum.openscenegraph.org>
> Content-Type: text/plain; charset=UTF-8
>
> Hi Robert,
>
> With optimization I mean calling something like
> osgUtil::Optimizer optimizer;
> optimizer.optimize(osgAssembly_,osgUtil::Optimizer::DEFAULT_OPTIMIZATIONS
> );
>
>
> Anyway,  I did my own optimization to create the absolute minimum number of
> PrimitiveSets and have basically got back to where I was +10% which is OK.
>
> Now here is something interesting I do not understand completely
>
> 1) I turned on display lists ( with VBO off), and the speed of rendering
> went up enormously - but with a memory penalty of course. From probably 2-5
> frames per second to 30 frames per second+ for a model of 1.5 million
> elements.
> 2) Turning on VBO ( with display lists off) did not seem to do anything.
> Certainly the rendering speed was not improved noticeably. My graphics card
> is an nVidia Quadro FX1400 which has the VBO extensions.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=19759#19759
>
>
>
>
>
>
>
> ------------------------------
>
> Message: 5
> Date: Tue, 17 Nov 2009 16:53:54 -0600
> From: ted morris <ted.morris at gmail.com>
> To: osg-users at lists.openscenegraph.org
> Subject: [osg-users] broken osgconv.exe
> Message-ID:
>        <f13af3780911171453r74bd05b6peef6ce617992e127 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Greetings, I'm having some trouble using osgconv.exe
>
> after installing
>  1)
>  openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip<file:///V:/osg/OSG_OT_2.8.2/openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip>
>  2)  3rdParty_Win32Binaries_vc90sp1.zip
>
> and setting the paths all works fine except for some of the pluggins
>
> when I run osgconv --formats I get a fail dialog box popping up four
> times indicating:
>
> "This application has failed to start because MSVCR80.dll was not found.
> Re-installing the application may
> fix this problem"
>
> for the following pluggins:
>
> Plugin
>
> C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_curl.dll
> not found.
> Plugin
>
> C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_gz.dll
> not found.
> Plugin
>
> C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_ive.dll
> not found.
> Plugin
>
> C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_tiff.dll
> not found.
>
> I also get a similar dialog but for the libpng13.dll  with the osgdb_png
> pluggin
> Plugin
>
> C:\OpenSceneGraph\RELEASE\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2/osgdb_png.dll
> not found.
>
> I tried putting msvcr80.dll   in the osg pluggins folder,
> in the binary pathed directory for 3rd party libraries:
>
> C:\OpenSceneGraph\3rdParty\bin
>
> or --
>
> C:\OpenSceneGraph\3rdParty\lib
> ...
>
> etc.,etc.,etc.
>
> with no success.
> I would like to be able to use these formats -- particularily ive and gz.
>
> help or suggestions would be greatly appreciated.
>
> thanks all,
>
> T
> -------------- next part --------------
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> >
>
> ------------------------------
>
> Message: 6
> Date: Tue, 17 Nov 2009 16:11:30 -0700
> From: Paul Martz <pmartz at skew-matrix.com>
> To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
> Subject: [osg-users] OSG BOF organizer?
> Message-ID: <4B032DA2.3060307 at skew-matrix.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Hi all -- SIGGRAPH is in Los Angeles again, 26-30 July 2010. I know it
> seems early to be thinking about it, but I just got a CFP in my inbox.
>
> Mike Weiblen and I were talking about the annual OSG BOF at SIGGRAPH,
> and we decided to step down and let someone else organize it this year.
> Would anyone like to step up to this?
>
> It's a pretty easy job. You basically put in a request for a BOF room.
> Last year I think we had 60 people, but we've had as many as 110+ in the
> past, so I'd suggest reserving a room for 120. Then you post here to
> line up speakers. I'm not sure how SIGGRAPH is handling A/V this year,
> but I'm sure they'll provide some kind of solution.
>
> Mike and I would be happy to answer any questions.
> --
> Paul Martz
> Skew Matrix Software LLC
> _http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
> +1 303 859 9466
>
>
>
> ------------------------------
>
> Message: 7
> Date: Tue, 17 Nov 2009 23:14:11 +0000
> From: Thomas Hogarth <thomas.hogarth at googlemail.com>
> To: osg-users at lists.openscenegraph.org
> Subject: Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x
>        support now ready for   testing :-)
> Message-ID:
>        <537973280911171514t7840f98p9a5e3732576c15b3 at mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> Hi Robert
>
> Great new on the ES ports. I've been fiddling with OpenGL ES on IPhone and
> had up till now been using my own very basic port of OSG. I would most
> certainly be up for trying to get the latest trunk to compile on IPhone. I
> recon osg shouldn't be too much trouble it's osgDB that scares me :)
>
> Of course if anyone else has already done this let me know how you get
> along.
>
> Cheers
> Tom
>
> PS
> I'm gonna start now, been loving deving for IPhone lately but it's been
> lacking my favorite scenegraph :)
>
>
> 2009/11/17 <osg-users-request at lists.openscenegraph.org>
>
> > Send osg-users mailing list submissions to
> >        osg-users at lists.openscenegraph.org
> >
> > To subscribe or unsubscribe via the World Wide Web, visit
> >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> > or, via email, send a message with subject or body 'help' to
> >        osg-users-request at lists.openscenegraph.org
> >
> > You can reach the person managing the list at
> >        osg-users-owner at lists.openscenegraph.org
> >
> > When replying, please edit your Subject line so it is more specific
> > than "Re: Contents of osg-users digest..."
> >
> >
> > Today's Topics:
> >
> >   1. Best ways to render "FE" models with millions of tris     and
> >      quads (Andrew Cunningham)
> >   2.  [osgPPU] Problem Passing Lookup Table to Shader (Harash Sharma)
> >   3. extracting the current image and depth information (Eric Coppock)
> >   4. Re: Best ways to render "FE" models with millions of      tris and
> >      quads (Andrew Burnett-Thompson)
> >   5. Re: help with osgmovie (Ivan Salguero)
> >   6. Re: help with osgmovie (Ivan Salguero)
> >   7. Re: [osgOcean] How could I make the underwater ground     looks
> >      more clearly? (Tian Ma)
> >   8. Text gradient in HSV or RGB (Terry Welsh)
> >   9. Re: extracting the current image and depth information
> >      (J.P. Delport)
> >  10. Re: Best ways to render "FE" models with millions of tris and
> >      quads (J.P. Delport)
> >  11. Re: Best ways to render "FE" models with millions of      tris and
> >      quads (Robert Osfield)
> >  12. [osgPPU] Problem Passing Lookup Table to Processing Unit
> >      (Harash Sharma)
> >  13. OSG Talent Available? (internship planning) (Eric Coppock)
> >  14. Re: [forum] All Forum Users, PLEASE READ IT! (Xiao Han)
> >  15. Re: [osgPPU] Problem Passing Lookup Table to Processing   Unit
> >      (Art Tevs)
> >  16. Re:  why geode==null,please read my following codes.Thanks?
> >      (Xiao Han)
> >  17. Re: why geode==null,please read my following codes.Thanks?
> >      (Wang Rui)
> >  18. Re: Best ways to render "FE" models with millions of      tris and
> >      quads (Andrew Cunningham)
> >  19. Re:  why geode==null,please read my following codes.Thanks?
> >      (Xiao Han)
> >  20. Re: why geode==null,please read my following codes.Thanks?
> >      (Andre Simoes)
> >  21. Re: OSG Talent Available? (internship planning)
> >      (Chris 'Xenon' Hanson)
> >  22. Re: why geode==null,please read my following codes.Thanks?
> >      (Thrall, Bryan)
> >  23. Re: Best ways to render "FE" models with millions of      tris and
> >      quads (Robert Osfield)
> >  24. Re: OSG Talent Available? (internship planning) (Paul Martz)
> >  25. Re:  why geode==null,please read my following codes.Thanks?
> >      (Xiao Han)
> >  26. Re: help with osgmovie (Ivan Salguero)
> >  27. OpenGL ES-2.0,    OpenGL ES-1.1 and OpenGL 3.x support now ready
> >      for       testing :-) (Robert Osfield)
> >  28. Re: OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now
> >      ready for         testing :-) (Chris 'Xenon' Hanson)
> >
> >
> > ----------------------------------------------------------------------
> >
> > Message: 1
> > Date: Mon, 16 Nov 2009 20:04:14 +0000
> > From: "Andrew Cunningham" <osg at a-cunningham.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: [osg-users] Best ways to render "FE" models with millions of
> >        tris    and quads
> > Message-ID: <1258401854.m2f.19712 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi,
> > I am struggling with the most efficient way to render "finite-element"
> > models  with the best speed/memory tradeoff. These models may have
> milllions
> > of "nodes" and "elements" ( triangles and quads), with usually simple
> > shading.
> > I am replacing some custom OpenGL code (hard to maintain, not clean C++)
> > with OSG ( easy to maintain, well written C++)
> >
> > For example, with one particular model, the old custom  code which
> > basically just held a vertex array and sent the primitives down the
> pipeline
> > used about 650M of memory. The OSG version with no optimization of the
> > primitives and using display lists used 1.3G of memory. Turning on
> > optimization, and turning off display lists brought that down to 850M.
> > Turning display lists back on, cost about 200M.
> > The big problem with optimizing the geometry , is that one loses the
> > ability to pick as all association of the primitive index with the
> original
> > geometry is lost...
> >
> > Obviously there is always a memory/speed trade-off here, but perhaps
> > someone has been this way before and has some best practices advice.
> >
> > Thanks
> >
> > Andrew
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19712#19712
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 2
> > Date: Mon, 16 Nov 2009 12:26:20 -0800 (PST)
> > From: Harash Sharma <harashsharma at yahoo.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: [osg-users]  [osgPPU] Problem Passing Lookup Table to Shader
> > Message-ID: <250972.81317.qm at web110816.mail.gq1.yahoo.com>
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> > Hi all,
> >
> > ???? I am reasonably new to shaders. I intend to implement a floating
> point
> > lookup table.?The aim is to write a fragment shader that takes an in
> coming
> > RGB Color,?Lookup a?floating value from the table and write it to the
> frame
> > buffer pixel. I tried using a GL_FLOAT type 1-D LUMINANCE texture and
> > accessing it?using a sampler, followed by GL_FLOAT type 1-D RGB texture,
> but
> > both of them put up a blank screen.
> >
> > ??? Thereafter, I tried to declare a varying float Array in the vertex
> > shader and computed it there and used the values in the fragment shader.
> But
> > now I get the following error:
> > ??? ** error C5041: cannot locate suitable resource to bind parameter
> > "<null atom>" **
> >
> > ??? Please help.
> >
> > Regards
> >
> > Harash
> >
> >
> >
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
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> >
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> > >
> >
> > ------------------------------
> >
> > Message: 3
> > Date: Mon, 16 Nov 2009 20:26:45 +0000
> > From: "Eric Coppock" <ecoppock at ball.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: [osg-users] extracting the current image and depth
> >        information
> > Message-ID: <1258403205.m2f.19714 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi all,
> >
> > Here's my second question... where I make it painfully obvious just how
> > extremely noob I am with OSG...
> >
> > I have OSGviewer incorporated into my own application, and responding
> > nicely to viewpoint changes coming from a separate flight simulator.  I
> want
> > to extract the current image ("image" may not be the right word here in
> OSG
> > world ... "view" may be even worse?)  and the current depth information
> for
> > the scene I'm looking at in the viewer window, so I can pass them to some
> > downstream processing.
> >
> > All the examples I've looked at seem to be a fair bit more complex than
> I'm
> > looking for, and I haven't found the magic button yet.  Yes I bought the
> > reference manual and read the quick-start guide.  ;)
> >
> > Thank you!
> >
> > Eric Coppock
> > Colorado, USA ;)
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19714#19714
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 4
> > Date: Mon, 16 Nov 2009 20:38:18 +0000
> > From: Andrew Burnett-Thompson <aburnettthompson at googlemail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] Best ways to render "FE" models with millions
> >        of      tris and quads
> > Message-ID:
> >        <d5bf38ba0911161238r37bc204er496f0cd1741184ca at mail.gmail.com>
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> > Hi there,
> >
> > >From my (short) experience with OSG, to reduce memory consumption, get
> the
> > number of vertices down (Optimise geometry using TRI_STRIP), share state
> > sets (or just use vertex colours for shading) and as you said turn off
> > display lists. Also reduce (or remove) Transform nodes.
> >
> > As for optimisation, yes you say that you will lose the ability to pick a
> > primitive, but could you perhaps write your own picking
> IntersectionVisitor
> > that first picks by Geode, then drills down into the triangle and updates
> > the vertex colours just for that tri?
> >
> > Take a look at IntersectionVisitor, SmoothingVisitor, TriangleFunctor as
> > these deal with triangle-level geometry.
> >
> > Hope that is helpful,
> > Andrew
> >
> > On Mon, Nov 16, 2009 at 8:04 PM, Andrew Cunningham <osg at a-cunningham.com
> > >wrote:
> >
> > > Hi,
> > > I am struggling with the most efficient way to render "finite-element"
> > > models  with the best speed/memory tradeoff. These models may have
> > milllions
> > > of "nodes" and "elements" ( triangles and quads), with usually simple
> > > shading.
> > > I am replacing some custom OpenGL code (hard to maintain, not clean
> C++)
> > > with OSG ( easy to maintain, well written C++)
> > >
> > > For example, with one particular model, the old custom  code which
> > > basically just held a vertex array and sent the primitives down the
> > pipeline
> > > used about 650M of memory. The OSG version with no optimization of the
> > > primitives and using display lists used 1.3G of memory. Turning on
> > > optimization, and turning off display lists brought that down to 850M.
> > > Turning display lists back on, cost about 200M.
> > > The big problem with optimizing the geometry , is that one loses the
> > > ability to pick as all association of the primitive index with the
> > original
> > > geometry is lost...
> > >
> > > Obviously there is always a memory/speed trade-off here, but perhaps
> > > someone has been this way before and has some best practices advice.
> > >
> > > Thanks
> > >
> > > Andrew
> > >
> > > ------------------
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=19712#19712
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users at lists.openscenegraph.org
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
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> >
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20091116/e83989db/attachment-0001.htm
> > >
> >
> > ------------------------------
> >
> > Message: 5
> > Date: Mon, 16 Nov 2009 22:20:09 +0000
> > From: "Ivan Salguero" <r_kenshin182 at hotmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] help with osgmovie
> > Message-ID: <1258410009.m2f.19719 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi,
> > now i am using osg 2.8.2 but some .lib like image doesn't have the
> methods
> > that osgmovie said ......???? ..... what i need for use osgmovie?
> > ...
> >
> > Thank you!
> >
> > Cheers,
> > Ivan
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19719#19719
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 6
> > Date: Mon, 16 Nov 2009 22:30:10 +0000
> > From: "Ivan Salguero" <r_kenshin182 at hotmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] help with osgmovie
> > Message-ID: <1258410610.m2f.19720 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi,
> > how add the sdl lib to my project?????
> > ...
> >
> > Thank you!
> >
> > Cheers,
> > Ivan
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19720#19720
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 7
> > Date: Tue, 17 Nov 2009 03:49:31 +0000
> > From: "Tian Ma" <tianxiao888 at foxmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] [osgOcean] How could I make the underwater
> >        ground  looks more clearly?
> > Message-ID: <1258429771.m2f.19723 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi Kim,
> >
> > Thank you!
> >
> > Yes, that workds. Look better now.
> >
> > Cheers,
> >
> > MT.
> >
> >
> >
> >
> > Kim Bale wrote:
> > > Hi Tian,
> > >
> > > Disabling depth of field should fix that. If it doesn't let me know
> > > and I'll see if something has got broken.
> > >
> > > Cheers,
> > >
> > > Kim.
> > >
> > >
> > > 2009/11/16 Tian Ma <>:
> > >
> > > > Hi,
> > > >
> > > > ? ?I have turn off all the underwater effects, but still blurry.
> > > >
> > > > ? ?I want to know that: which parameter or functions can make the
> > blurry underwater ground clear?
> > > >
> > > > Thank you!
> > > >
> > > > Cheers,
> > > > Tian
> > > >
> > > > ------------------
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=19683#19683
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > _______________________________________________
> > > > osg-users mailing list
> > > >
> > > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >
> > > >
> > > _______________________________________________
> > > osg-users mailing list
> > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >  ------------------
> > > Post generated by Mail2Forum
> >
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19723#19723
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 8
> > Date: Mon, 16 Nov 2009 20:50:43 -0800
> > From: Terry Welsh <mogumbo at gmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: [osg-users] Text gradient in HSV or RGB
> > Message-ID:
> >        <5062e2db0911162050t6bcd5e88xc2a3daf5501cc55c at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > I just tried using a color gradient in my osgText::Text.  The problem
> > is that I can't fade from a color with a definite hue to a gray
> > accurately.  For example, fading from green on the top to gray on the
> > bottom ((0, 1, 0) to (0.5, 0.5, 0.5)) works for the capital letters.
> > But lower-case letters end up with sort of a desaturated orange on top
> > (0.75, 0.75, 0.375) and it looks weird.  This is because osgText::Text
> > interpolates in HSV space instead of RGB space and gray is assumed to
> > have a hue of 0.
> >
> > The comments in Text.cpp say  "for linear interpolation to look
> > correct for colors and imitate what OpenGL does, we need to convert
> > over to Hue-Saturation-Value and linear interpolate in that space."
> > It's possible this is in the OpenGL spec, but I've never heard of it
> > and I've never seen an OpenGL implementation actually do this.  I
> > think we should simplify things and just interpolate in RGB space,
> > which is probably the correct way to go.
> >
> > Alternatives are:
> > 1.  to never specify a color that is exactly gray and give it a little
> > of the same hue as your other color.
> > 2.  to make Text.cpp a little smarter in computing the hues if one or
> > more of the specified colors are gray.
> >
> > Thoughts?  I think I can fix up the code pretty fast once we agree on
> > a solution.
> > --
> > Terry Welsh  /  mogumbo 'at' gmail.com
> > www.reallyslick.com  /  www.mogumbo.com
> >
> >
> > ------------------------------
> >
> > Message: 9
> > Date: Tue, 17 Nov 2009 09:01:35 +0200
> > From: "J.P. Delport" <jpdelport at csir.co.za>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] extracting the current image and depth
> >        information
> > Message-ID: <4B024A4F.8080705 at csir.co.za>
> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> >
> > Hi,
> >
> > a few pointers...
> >
> > For just a screenshot type app, look at osgscreenshot example.
> >
> > To get depth information you would have to attach a texture to a Render
> > to Texture (RTT) camera's depth buffer. An RTT camera can also give you
> > a copy of the rendered view.
> >
> > Search the archives for "RTT" "render to texture" "camera attachments"
> > "FBO" "MRT".
> >
> > Textures rendered to can be copied back to the CPU as osg::Image's.
> >
> > There are some osg examples that use render to texture, start with
> > osgprerender and then search for some of the functions it uses.
> >
> > For depth related stuff you can probably start at all the shadow
> examples.
> >
> > jp
> >
> > Eric Coppock wrote:
> > > Hi all,
> > >
> > > Here's my second question... where I make it painfully obvious just how
> > extremely noob I am with OSG...
> > >
> > > I have OSGviewer incorporated into my own application, and responding
> > nicely to viewpoint changes coming from a separate flight simulator.  I
> want
> > to extract the current image ("image" may not be the right word here in
> OSG
> > world ... "view" may be even worse?)  and the current depth information
> for
> > the scene I'm looking at in the viewer window, so I can pass them to some
> > downstream processing.
> > >
> > > All the examples I've looked at seem to be a fair bit more complex than
> > I'm looking for, and I haven't found the magic button yet.  Yes I bought
> the
> > reference manual and read the quick-start guide.  ;)
> > >
> > > Thank you!
> > >
> > > Eric Coppock
> > > Colorado, USA ;)
> > >
> > > ------------------
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=19714#19714
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users at lists.openscenegraph.org
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> >
> > --
> > This message is subject to the CSIR's copyright terms and conditions,
> > e-mail legal notice, and implemented Open Document Format (ODF) standard.
> > The full disclaimer details can be found at
> > http://www.csir.co.za/disclaimer.html.
> >
> > This message has been scanned for viruses and dangerous content by
> > MailScanner,
> > and is believed to be clean.  MailScanner thanks Transtec Computers for
> > their support.
> >
> >
> >
> > ------------------------------
> >
> > Message: 10
> > Date: Tue, 17 Nov 2009 09:07:46 +0200
> > From: "J.P. Delport" <jpdelport at csir.co.za>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] Best ways to render "FE" models with millions
> >        of tris and quads
> > Message-ID: <4B024BC2.7020500 at csir.co.za>
> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> >
> > Hi,
> >
> > Andrew Cunningham wrote:
> > > Hi, I am struggling with the most efficient way to render
> > > "finite-element" models  with the best speed/memory tradeoff. These
> > > models may have milllions of "nodes" and "elements" ( triangles and
> > > quads), with usually simple shading. I am replacing some custom
> > > OpenGL code (hard to maintain, not clean C++) with OSG ( easy to
> > > maintain, well written C++)
> > >
> > > For example, with one particular model, the old custom  code which
> > > basically just held a vertex array and sent the primitives down the
> > > pipeline used about 650M of memory. The OSG version with no
> > > optimization of the primitives and using display lists used 1.3G of
> > > memory. Turning on optimization, and turning off display lists
> > > brought that down to 850M. Turning display lists back on, cost about
> > > 200M. The big problem with optimizing the geometry , is that one
> > > loses the ability to pick as all association of the primitive index
> > > with the original geometry is lost...
> >
> > Have you tried VBOs instead of display lists? I understand your picking
> > problem and would first try to optimise everything that does not throw
> > away vertices, i.e. try to share as much as possible. The picking code
> > in osgmovie gives an example of how you can get back indices.
> >
> > jp
> >
> > >
> > > Obviously there is always a memory/speed trade-off here, but perhaps
> > > someone has been this way before and has some best practices advice.
> > >
> > > Thanks
> > >
> > > Andrew
> > >
> > > ------------------ Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=19712#19712
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________ osg-users mailing
> > > list osg-users at lists.openscenegraph.org
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > >
> >
> > --
> > This message is subject to the CSIR's copyright terms and conditions,
> > e-mail legal notice, and implemented Open Document Format (ODF) standard.
> > The full disclaimer details can be found at
> > http://www.csir.co.za/disclaimer.html.
> >
> > This message has been scanned for viruses and dangerous content by
> > MailScanner,
> > and is believed to be clean.  MailScanner thanks Transtec Computers for
> > their support.
> >
> >
> >
> > ------------------------------
> >
> > Message: 11
> > Date: Tue, 17 Nov 2009 09:07:18 +0000
> > From: Robert Osfield <robert.osfield at gmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] Best ways to render "FE" models with millions
> >        of      tris and quads
> > Message-ID:
> >        <7ffb8e9b0911170107r283155ay4663d57e08be3d37 at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi Andrew,
> >
> > For this type of task I would use VBO's and in conjunction with
> > DrawElementsUint() usage.  Breaking up the model in to spatial zones
> > so that rather than having one very large osg::Geometry you have a
> > whole series of osg::Geometry each with a modest number of vertices -
> > I've found around 10,000 a pretty useful target of models with
> > millions of vertices on screen.  The advantage of segmenting the model
> > in this way is that it aid view frustum culling and provides the
> > OpenGL driver and hardware the ability to manage the memory
> > asynchronously if and when it needs to copy the data.
> >
> > W.r.t DrawElementUint() you may well find that just using single block
> > of DrawElementUint(GL_TRIANGLES) is sufficient, and the indices you'll
> > be able to map back to your original primitives.
> >
> > Robert.
> >
> > On Mon, Nov 16, 2009 at 8:04 PM, Andrew Cunningham <osg at a-cunningham.com
> >
> > wrote:
> > > Hi,
> > > I am struggling with the most efficient way to render "finite-element"
> > models ?with the best speed/memory tradeoff. These models may have
> milllions
> > of "nodes" and "elements" ( triangles and quads), with usually simple
> > shading.
> > > I am replacing some custom OpenGL code (hard to maintain, not clean
> C++)
> > with OSG ( easy to maintain, well written C++)
> > >
> > > For example, with one particular model, the old custom ?code which
> > basically just held a vertex array and sent the primitives down the
> pipeline
> > used about 650M of memory. The OSG version with no optimization of the
> > primitives and using display lists used 1.3G of memory. Turning on
> > optimization, and turning off display lists brought that down to 850M.
> > Turning display lists back on, cost about 200M.
> > > The big problem with optimizing the geometry , is that one loses the
> > ability to pick as all association of the primitive index with the
> original
> > geometry is lost...
> > >
> > > Obviously there is always a memory/speed trade-off here, but perhaps
> > someone has been this way before and has some best practices advice.
> > >
> > > Thanks
> > >
> > > Andrew
> > >
> > > ------------------
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=19712#19712
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users at lists.openscenegraph.org
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> >
> >
> > ------------------------------
> >
> > Message: 12
> > Date: Tue, 17 Nov 2009 05:09:40 -0800 (PST)
> > From: Harash Sharma <harashsharma at yahoo.com>
> > To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
> > Subject: [osg-users] [osgPPU] Problem Passing Lookup Table to
> >        Processing Unit
> > Message-ID: <471845.88414.qm at web110812.mail.gq1.yahoo.com>
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> > Dear Mr. Art Tevs,
> >
> > ??? ??? I am trying to pass a GL_RGB texture to one of the Proceessing
> > units for Lookup table. I attach a shader to the processing unit to
> compute
> > the final color. The scheme works when I attach the shader to the
> scenegraph
> > and access the lookup texture thererin. However when I attach the shader
> to
> > the processing unit, the results are unexpected and I see the openGL
> > warning.
> >
> > ??? ??? Do I have to use UnitTexture to pass the lookup table? I am
> totally
> > stuck in dark. Please help.
> >
> > ??? ??? Thanks
> >
> > Regards
> >
> > Harash?
> >
> >
> >
> >
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
> > URL: <
> >
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20091117/1d60d135/attachment-0001.htm
> > >
> >
> > ------------------------------
> >
> > Message: 13
> > Date: Mon, 16 Nov 2009 20:20:59 +0000
> > From: "Eric Coppock" <ecoppock at ball.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: [osg-users] OSG Talent Available? (internship planning)
> > Message-ID: <1258402859.m2f.19713 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi all,
> >
> > I have two questions, but I'll post them separately as they really don't
> > belong in the same thread.  Here's the first...
> >
> > I'm horribly noob to OSG, but it's obvious this is pretty good stuff and
> a
> > capability I could really use.  I'm heading up the second year of a 3D
> > visualization related testbench project at work.  I will have budget for
> an
> > intern or two this coming summer (June-Aug 2010).  I have a pretty good
> > feeling that if I tell my HR department I need OSG expertise, they'll
> just
> > give me a blank stare and ask "OMG?  What's OMG?"   ;)
> >
> > What's the best way of getting in touch with some talented OSG
> > student-types who would be interested in a summer gig in Aerospace?  (or
> is
> > this it?)
> >
> > Thank you!
> >
> > Eric Coppock
> > Colorado, USA
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19713#19713
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 14
> > Date: Tue, 17 Nov 2009 04:49:20 +0000
> > From: "Xiao Han" <xhgis at 163.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] [forum] All Forum Users, PLEASE READ IT!
> > Message-ID: <1258433360.m2f.19724 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi,
> >
> > why I can't submit a topic in general forum?
> > What need I do?
> >
> >
> > Thank you!
> >
> > Cheers,
> > Xiao
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19724#19724
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 15
> > Date: Tue, 17 Nov 2009 14:33:17 +0000
> > From: "Art Tevs" <arti_tevs at yahoo.de>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] [osgPPU] Problem Passing Lookup Table to
> >        Processing      Unit
> > Message-ID: <1258468397.m2f.19734 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi Harash,
> >
> > First take a look into documentation of osgPPU. osgPPU is very well
> > documented, look here (http://projects.tevs.eu/osgppu and
> > http://www.tevs.eu/doc/osgPPU/namespaceosgPPU.html)
> > If this does not help you, then take a look into examples. Every example
> > has tons of comments to help new users to understand how certain things
> > works.
> >
> >
> >
> > Harash Sharma wrote:
> > >
> > > ...However when I attach the shader to the processing unit, the results
> > are unexpected and I see the openGL warning.
> > >
> > > Do I have to use UnitTexture to pass the lookup table? I am totally
> stuck
> > in dark. Please help.
> > >
> >
> >
> > Attaching a shader to a unit does works fine. In every example you can
> see
> > this behaviour. So it might be that you are doing something wrong with
> the
> > setup of your shader.
> >
> > If you want to have a texture as input to any unit, then you have to use
> > UnitTexture instead. You just put a UnitTexture under the processor and
> call
> > unitTexture::setTexture(_myTexture) with your texture. Then any unit
> which
> > is a child of that unit texture will have this texture as input.
> >
> > Regards,
> > art
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19734#19734
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 16
> > Date: Tue, 17 Nov 2009 04:37:12 +0000
> > From: "Xiao Han" <xhgis at 163.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re:  why geode==null,please read my following codes.Thanks?
> > Message-ID: <1258432632.m2f.19660 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi,everyone,
> >
> > Please why gn==null in following codes?
> >
> > "
> >                osgViewer::Viewer* viewer=new osgViewer::Viewer();
> >        osg::Group*root= new osg::Group();
> >        osg::Node*node=new osg::Node();
> >        node=osgDB::readNodeFile("road_demimg.ive");//cow.osg");
> >        osg::Geode* gn=dynamic_cast<osg::Geode*>(node);
> > "
> > Thank you!
> >
> > Cheers,
> > Xiaohan
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19660#19660
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 17
> > Date: Tue, 17 Nov 2009 22:42:07 +0800
> > From: Wang Rui <wangray84 at gmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] why geode==null,please read my following
> >        codes.Thanks?
> > Message-ID:
> >        <7b5bbab40911170642t85935d6te8bf824a2e47c102 at mail.gmail.com>
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> > Hi Xiao Han,
> >
> > Check the root of 'road_deming.ive' first, is it really a geode?
> > Cheers,
> > Wang Rui
> >
> >
> > 2009/11/17 Xiao Han <xhgis at 163.com>
> >
> > > Hi,everyone,
> > >
> > > Please why gn==null in following codes?
> > >
> > > "
> > >                osgViewer::Viewer* viewer=new osgViewer::Viewer();
> > >        osg::Group*root= new osg::Group();
> > >        osg::Node*node=new osg::Node();
> > >        node=osgDB::readNodeFile("road_demimg.ive");//cow.osg");
> > >        osg::Geode* gn=dynamic_cast<osg::Geode*>(node);
> > > "
> > > Thank you!
> > >
> > > Cheers,
> > > Xiaohan
> > >
> > > ------------------
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=19660#19660
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users at lists.openscenegraph.org
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > -------------- next part --------------
> > An HTML attachment was scrubbed...
> > URL: <
> >
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20091117/38488daa/attachment-0001.htm
> > >
> >
> > ------------------------------
> >
> > Message: 18
> > Date: Tue, 17 Nov 2009 15:44:14 +0000
> > From: "Andrew Cunningham" <osg at a-cunningham.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] Best ways to render "FE" models with millions
> >        of      tris and quads
> > Message-ID: <1258472654.m2f.19736 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi Robert et al,
> >
> > As usual, some great and helpful replies!
> >
> > - The geometry consists of probably 20 or so geonodes, so is probably
> > reasonably well subdivided , but not too much...
> >
> > - What the bleep is a VBO and how do I use it. Seriously,  I am an OpenGL
> > 1.2 guy so do not have lot of experience with more advanced OGL APIs. Is
> > this something you can just turn on in OSG? Better RTFM!
> >
> > - I need to pick the elements. That is be able to click on an individual
> > "Tri" or "Quad" and get back to the model data. This works just fine
> right
> > now using primitiveindex  returned from the picking and a lookup table,
> but
> > as I said any optimization or flattening hidden to me makes that
> impossible.
> >
> > - When you say just using a single block of
>  DrawElementUint(GL_TRIANGLES),
> > that is basically what I am doing as much as possible. When picking I can
> go
> > back to the original "model" object by knowing what "Triangle" I picked -
> > but optimization will still blow that link away.
> >
> > Andrew
> >
> >
> > ...
> >
> > Thank you!
> >
> > Cheers,
> > Andrew
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19736#19736
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 19
> > Date: Tue, 17 Nov 2009 16:12:44 +0000
> > From: "Xiao Han" <osgforum at tevs.eu>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re:  why geode==null,please read my following codes.Thanks?
> > Message-ID: <1258474364.m2f.19738 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Thanks?Wang Ray
> >
> > It?s not a geode. This is a Group.
> >
> > How can I get group's geodes? Thanks.
> >
> > Xiao Han
> >
> >
> > Wang Rui wrote:
> > > Hi Xiao Han,
> > > ?
> > > Check?the root of 'road_deming.ive' first, is it?really a geode?
> > >
> > > Cheers,
> > > Wang Rui
> > >
> > > ?
> > > 2009/11/17 Xiao Han < ()>
> > >
> > > > Hi,everyone,
> > > >
> > > > Please why gn==null in following codes?
> > > >
> > > > "
> > > > ? ? ? ? ? ? ? ?osgViewer::Viewer* viewer=new osgViewer::Viewer();
> > > > ? ? ? ?osg::Group*root= new osg::Group();
> > > > ? ? ? ?osg::Node*node=new osg::Node();
> > > > ? ? ? ?node=osgDB::readNodeFile("road_demimg.ive");//cow.osg");
> > > > ? ? ? ?osg::Geode* gn=dynamic_cast<osg::Geode*>(node);
> > > > "
> > > > Thank you!
> > > >
> > > > Cheers,
> > > > Xiaohan
> > > >
> > > > ------------------
> > > > Read this topic online here:
> > > > http://forum.openscenegraph.org/viewtopic.php?p=19660#19660 (
> > http://forum.openscenegraph.org/viewtopic.php?p=19660#19660)
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > _______________________________________________
> > > > osg-users mailing list
> > > >  ()
> > > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org(<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org%28>
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > >
> > >
> > >
> > >  ------------------
> > > Post generated by Mail2Forum
> >
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19738#19738
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 20
> > Date: Tue, 17 Nov 2009 14:20:34 -0200
> > From: Andre Simoes <andrersimoes at gmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] why geode==null,please read my following
> >        codes.Thanks?
> > Message-ID:
> >        <577caeff0911170820h7ecc63d2ybdf98af756b1df3b at mail.gmail.com>
> > Content-Type: text/plain; charset="utf-8"
> >
> > Most of the types you're trying to handle are Nodes as superclass.
> >
> > Probably you'll have to use getNode for the case and than verify the
> class
> > with dynamic_cast
> > or className() that is a member from Node if you want to retrieve the
> class
> > type.
> >
> > Andre Simoes
> >
> > 2009/11/17 Xiao Han <osgforum at tevs.eu>
> >
> > > Thanks?Wang Ray
> > >
> > > It?s not a geode. This is a Group.
> > >
> > > How can I get group's geodes? Thanks.
> > >
> > > Xiao Han
> > >
> > >
> > > Wang Rui wrote:
> > > > Hi Xiao Han,
> > > >
> > > > Check the root of 'road_deming.ive' first, is it really a geode?
> > > >
> > > > Cheers,
> > > > Wang Rui
> > > >
> > > >
> > > > 2009/11/17 Xiao Han < ()>
> > > >
> > > > > Hi,everyone,
> > > > >
> > > > > Please why gn==null in following codes?
> > > > >
> > > > > "
> > > > >                osgViewer::Viewer* viewer=new osgViewer::Viewer();
> > > > >        osg::Group*root= new osg::Group();
> > > > >        osg::Node*node=new osg::Node();
> > > > >        node=osgDB::readNodeFile("road_demimg.ive");//cow.osg");
> > > > >        osg::Geode* gn=dynamic_cast<osg::Geode*>(node);
> > > > > "
> > > > > Thank you!
> > > > >
> > > > > Cheers,
> > > > > Xiaohan
> > > > >
> > > > > ------------------
> > > > > Read this topic online here:
> > > > > http://forum.openscenegraph.org/viewtopic.php?p=19660#19660 (
> > > http://forum.openscenegraph.org/viewtopic.php?p=19660#19660)
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > _______________________________________________
> > > > > osg-users mailing list
> > > > >  ()
> > > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org(<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org%28>
> <
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org%28
> >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > >
> > > >
> > > >
> > > >  ------------------
> > > > Post generated by Mail2Forum
> > >
> > >
> > > ------------------
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=19738#19738
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users at lists.openscenegraph.org
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
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> > An HTML attachment was scrubbed...
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> >
> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20091117/bc26bdbd/attachment-0001.htm
> > >
> >
> > ------------------------------
> >
> > Message: 21
> > Date: Tue, 17 Nov 2009 09:24:31 -0700
> > From: Chris 'Xenon' Hanson <xenon at alphapixel.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] OSG Talent Available? (internship planning)
> > Message-ID: <4B02CE3F.7050805 at alphapixel.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Eric Coppock wrote:
> > > Hi all,
> > > I have two questions, but I'll post them separately as they really
> don't
> > belong in the same thread.  Here's the first...
> > > I'm horribly noob to OSG, but it's obvious this is pretty good stuff
> and
> > a capability I could really use.  I'm heading up the second year of a 3D
> > visualization related testbench project at work.  I will have budget for
> an
> > intern or two this coming summer (June-Aug 2010).  I have a pretty good
> > feeling that if I tell my HR department I need OSG expertise, they'll
> just
> > give me a blank stare and ask "OMG?  What's OMG?"   ;)
> > > What's the best way of getting in touch with some talented OSG
> > student-types who would be interested in a summer gig in Aerospace?  (or
> is
> > this it?)
> >
> >  Hey Eric, I'm in the Denver Area too, and I think I have worked with
> some
> > Ball Aero
> > folks who were doing OSG stuff way back in 2003 or so. We used to have
> > Colorado OSG Users'
> > Group meetings at my office.
> >
> >  Paul Martz, myself and occasionally Mike Weiblen are sort of the old
> guard
> > of OSG
> > community in the Colorado area. we ought to get together sometime and
> talk.
> > I know Paul
> > had a couple of interns this summer, he might be able to tell you more.
> >
> > > Thank you!
> > > Eric Coppock
> > > Colorado, USA
> >
> > --
> > Chris 'Xenon' Hanson, omo sanza lettere                  Xenon
> > AlphaPixel.com
> > PixelSense Landsat processing now available!
> > http://www.alphapixel.com/demos/
> > "There is no Truth. There is only Perception. To Perceive is to Exist." -
> > Xen
> >
> >
> > ------------------------------
> >
> > Message: 22
> > Date: Tue, 17 Nov 2009 10:26:02 -0600
> > From: "Thrall, Bryan" <bryan.thrall at flightsafety.com>
> > To: <osg-users at lists.openscenegraph.org>
> > Subject: Re: [osg-users] why geode==null,please read my following
> >        codes.Thanks?
> > Message-ID:
> >        <
> 786EBDA1AC46254B813E200779E7AD3666CE9D at srv1163ex1.flightsafety.com
> > >
> > Content-Type: text/plain;       charset="utf-8"
> >
> > Xiao Han wrote on Tuesday, November 17, 2009 10:13 AM:
> > > How can I get group's geodes? Thanks.
> >
> > The best way is to create a subclass of osg::NodeVisitor and override the
> > visit(osg::Geode) function. There are lots of examples that do this, such
> as
> > the osgcallback example.
> >
> > > Wang Rui wrote:
> > >> Hi Xiao Han,
> > >>
> > >> Check?the root of 'road_deming.ive' first, is it?really a geode?
> > >>
> > >> Cheers,
> > >> Wang Rui
> > >>
> > >>
> > >> 2009/11/17 Xiao Han < ()>
> > >>
> > >>> Hi,everyone,
> > >>>
> > >>> Please why gn==null in following codes?
> > >>>
> > >>> "
> > >>> ? ? ? ? ? ? ? ?osgViewer::Viewer* viewer=new osgViewer::Viewer();
> > >>> ? ? ? ?osg::Group*root= new osg::Group();
> > >>> ? ? ? ?osg::Node*node=new osg::Node();
> > >>> ? ? ? ?node=osgDB::readNodeFile("road_demimg.ive");//cow.osg");
> > >>> ? ? ? ?osg::Geode* gn=dynamic_cast<osg::Geode*>(node); "
> > >>> Thank you!
> > >>>
> > >>> Cheers,
> > >>> Xiaohan
> >
> >
> > --
> > Bryan Thrall
> > FlightSafety International
> > bryan.thrall at flightsafety.com
> >
> > ------------------------------
> >
> > Message: 23
> > Date: Tue, 17 Nov 2009 17:18:26 +0000
> > From: Robert Osfield <robert.osfield at gmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] Best ways to render "FE" models with millions
> >        of      tris and quads
> > Message-ID:
> >        <7ffb8e9b0911170918s4d57d443lf2f0ffeded069d87 at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi Andrew,
> >
> > On Tue, Nov 17, 2009 at 3:44 PM, Andrew Cunningham <osg at a-cunningham.com
> >
> > wrote:
> > > Hi Robert et al,
> > >
> > > As usual, some great and helpful replies!
> > >
> > > - The geometry consists of probably 20 or so geonodes, so is probably
> > reasonably well subdivided , but not too much...
> > >
> > > - What the bleep is a VBO and how do I use it. Seriously, ?I am an
> OpenGL
> > 1.2 guy so do not have lot of experience with more advanced OGL APIs. Is
> > this something you can just turn on in OSG? Better RTFM!
> >
> > Read up on the net for info on VBO's (VertexBufferObjects), it's
> > basically the modern replacement for display lists.
> >
> > To use:
> >
> >   geometry->setUseVertexBufferObjects(true);
> >
> >
> > > - I need to pick the elements. That is be able to click on an
> individual
> > "Tri" or "Quad" and get back to the model data. This works just fine
> right
> > now using primitiveindex ?returned from the picking and a lookup table,
> but
> > as I said any optimization or flattening hidden to me makes that
> impossible.
> > >
> > > - When you say just using a single block of
> > ?DrawElementUint(GL_TRIANGLES), that is basically what I am doing as much
> as
> > possible. When picking I can go back to the original "model" object by
> > knowing what "Triangle" I picked - but optimization will still blow that
> > link away.
> >
> > What do you mean when you say "optimization".  If you build your
> > geometry up in an efficient manner to start with it'll already be
> > pretty optimal, and while tristrips will be more slightly more
> > efficient than using individual triangles, as long as you index
> > primitives i.e. DrawElementsUInt(GL_TRIANGLES) then you should get
> > pretty good performance, and be able to take advantage of the vertex
> > cache on the GPU as long as you keep cluster of triangles so that
> > there common indices are clusted near by in the DrawElementUInt array.
> >
> > Robert.
> >
> >
> > ------------------------------
> >
> > Message: 24
> > Date: Tue, 17 Nov 2009 10:27:40 -0700
> > From: Paul Martz <pmartz at skew-matrix.com>
> > To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
> > Subject: Re: [osg-users] OSG Talent Available? (internship planning)
> > Message-ID: <4B02DD0C.5050909 at skew-matrix.com>
> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> >
> > Chris 'Xenon' Hanson wrote:
> > >   Paul Martz, myself and occasionally Mike Weiblen are sort of the old
> > guard of OSG
> > > community in the Colorado area. we ought to get together sometime and
> > talk. I know Paul
> > > had a couple of interns this summer, he might be able to tell you more.
> >
> > Right. I run my own OSG support and development business. It's basically
> > just me, but I rented office space earlier this year and worked directly
> > with CU Boulder to bring on two interns. Working with the university was
> > great, they let me post the job opening on their web site, circulated my
> > posting through the engineering department, and let me conduct on-campus
> > interviews. Out of 7 or 8 candidates, I selected two and brought them on
> > for a few months. It worked out quite well and I was able to get a lot
> > of good work out of them, part of which is now open source -- the
> > polygon decimation stuff in osgWorks (http://osgWorks.googlecode.com).
> >    -Paul
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 25
> > Date: Tue, 17 Nov 2009 17:56:39 +0000
> > From: "Xiao Han" <osgforum at tevs.eu>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re:  why geode==null,please read my following codes.Thanks?
> > Message-ID: <1258480599.m2f.19745 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi,
> >
> > I?m try.
> >
> > Thank you!
> >
> > Cheers,
> > Xiao
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19745#19745
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 26
> > Date: Tue, 17 Nov 2009 19:12:20 +0000
> > From: "Ivan Salguero" <r_kenshin182 at hotmail.com>
> > To: osg-users at lists.openscenegraph.org
> > Subject: Re: [osg-users] help with osgmovie
> > Message-ID: <1258485140.m2f.19747 at forum.openscenegraph.org>
> > Content-Type: text/plain; charset=UTF-8
> >
> > Hi,
> >  to compile SDL and make it accessible using cmake options
> > ...
> >
> > Thank you!
> >
> > Cheers,
> > Ivan
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=19747#19747
> >
> >
> >
> >
> >
> >
> >
> > ------------------------------
> >
> > Message: 27
> > Date: Tue, 17 Nov 2009 19:13:43 +0000
> > From: Robert Osfield <robert.osfield at gmail.com>
> > To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
> > Subject: [osg-users] OpenGL ES-2.0,     OpenGL ES-1.1 and OpenGL 3.x
> >        support now ready for   testing :-)
> > Message-ID:
> >        <7ffb8e9b0911171113jdc05f0dr64b7d1fc9c2b5882 at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hi All,
> >
> > Over the past week I've had my head down beavering away on porting the
> > OpenSceneGraph across to work on OpenGL ES 2.0, this bulk of this work
> > is now complete and checked into svn/trunk.  While doing the
> > refactoring work I also took the opportunity to add support for OpenGL
> > ES 1.1, and open the door to supporting OpenGL 3.x - a door which Paul
> > Martz walked through and completed the refit/decorating ;-)
> >
> > With the bulk of the porting work done and checked my focus will now
> > turn back towards the community, both in looking for assistance on
> > testing these new OpenGL targets out, and also porting across to
> > different embedded and desktop platforms.   For instance I now know
> > that the OSG is compiling under QNX with OpenGL ES, but alas we don't
> > yet have any CMake build support in place, also now we support OpenGL
> > ES it should be possible to provide a port to the iPhone/iTouch and
> > other embedded platforms.  Support for creating graphics GL3 contexts
> > under GLX isn't yet done as well.  I don't have the hardware/SDK to
> > try out all these different targets, but this is why the OSG community
> > has been historically very strong - almost all out platform ports have
> > been done by members of the community.  If you have the itch in any of
> > these areas please chip into this thread and we can coordinate out
> > efforts.
> >
> > Another side of my finally being able wrap up the OpenGL ES ports is
> > that I'll finally have much more scope for catching up with
> > osg-submissions, and start getting dev releases out the door and work
> > towards getting the next stable release out.  There should also be
> > more opportunities for me to chase up on various outstanding
> > design/implementation issues.  Please be patient though, I can't
> > suddenly tackle everything at once - my first priority is getting up
> > to date with submissions and a dev release out the door, and tidying
> > up the new OpenGL ES ports.
> >
> > Cheers,
> > Robert.
> >
> >
> > ------------------------------
> >
> > Message: 28
> > Date: Tue, 17 Nov 2009 12:28:58 -0700
> > From: Chris 'Xenon' Hanson <xenon at alphapixel.com>
> > To: OpenSceneGraph Users <osg-users at lists.openscenegraph.org>
> > Subject: Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x
> >        support now ready for   testing :-)
> > Message-ID: <4B02F97A.10308 at alphapixel.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> >  Congrats Robert. It's a shame champagne can't be sent my e-mail. You'd
> > probably prefer
> > The Macallan anyway. ;)
> >
> > --
> > Chris 'Xenon' Hanson, omo sanza lettere                  Xenon
> > AlphaPixel.com
> > PixelSense Landsat processing now available!
> > http://www.alphapixel.com/demos/
> > "There is no Truth. There is only Perception. To Perceive is to Exist." -
> > Xen
> >
> >
> > ------------------------------
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> > End of osg-users Digest, Vol 29, Issue 45
> > *****************************************
> >
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