Wang Rui | 1 May 14:55 2010
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Re: Another OSG+Qt integration example

Hi Robert,

Ha, I've almost forgot this submission. How did you dig it out of the
vast archives? ;)

In my memory this example had a problem of not working properly with
FBO. Qt uses a separated QGLFramebufferObject class to do it. I will
soon build the latest Qt distribution to see if this could be solved.
Under Windows, the example is fine with multi-threaded. I'm also going
to have more tests with my Ubuntu tonight.

BTW, this made me recall another osgposter example, which discussed
the implementation of high-res rendering. Is it possible to reopen
that thread someday? :) But I'd like to first have a review myself.

Cheers,

Wang Rui

2010/4/30 Robert Osfield <robert.osfield@...>:
> Hi Wang Rui,
>
> Sorry about the very long delay on reviewing this example, just dug it
> up from my email archives.  I've taken the latest code drop from this
> thread and merged it with svn/trunk and checked it in.    I got Qt
> makeCurrent errors and crash after the first frame if I just used the
> code directly, and had to set the viewer widget to run SingleThreaded
> to get it work without problems. Using SingleThreaded does mean the
> performance isn't great though, but this might be down to the ATI
> driver not working well with multiple contexts on my Linux machine.
(Continue reading)

Robert Osfield | 1 May 15:28 2010
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Re: Another OSG+Qt integration example

Hi Wang Rui,

On Sat, May 1, 2010 at 1:55 PM, Wang Rui <wangray84@...> wrote:
> Ha, I've almost forgot this submission. How did you dig it out of the
> vast archives? ;)

Search and rescue ;-)

> In my memory this example had a problem of not working properly with
> FBO. Qt uses a separated QGLFramebufferObject class to do it.

FBO should be done entirely on the OSG side as it's pure OpenGL, I
would expect pbuffer would need extra work though.

> I will
> soon build the latest Qt distribution to see if this could be solved.
> Under Windows, the example is fine with multi-threaded. I'm also going
> to have more tests with my Ubuntu tonight.
>
> BTW, this made me recall another osgposter example, which discussed
> the implementation of high-res rendering. Is it possible to reopen
> that thread someday? :) But I'd like to first have a review myself.

I'll have to catch up with you on this the week after next as next
week I'm away on trip all week giving an OSG training course.

Cheers,
Robert
Wang Rui | 1 May 16:07 2010
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Re: Another OSG+Qt integration example

Hi Robert,

2010/5/1 Robert Osfield <robert.osfield@...>:
> On Sat, May 1, 2010 at 1:55 PM, Wang Rui <wangray84@...> wrote:
> FBO should be done entirely on the OSG side as it's pure OpenGL, I
> would expect pbuffer would need extra work though.
>

I may have made a mistake. I'll go deeper soon.

>
> I'll have to catch up with you on this the week after next as next
> week I'm away on trip all week giving an OSG training course.
>

All right. Some improvements on the serializer mechanism should be
finished, too, at that time.

Good luck with the teaching work. :)

Wang Rui
Kai Xia | 3 May 07:22 2010
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Re: support for Texture2DMultisample

Hi,

for the errors above,
I add the below commond:
this->setImplicitBufferAttachmentRenderMask(osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT);	
 and changed the LinearDepthSampler`s internal format from GL_FLOAT_RG16F_NV to GL_LUMINANCE_ALPHA16F_ARB

then no openGL errors appeared, but the program was running very slow(about 2~3fps) and depth test seemed
not correct (may be affected by alpha channel)

what I thought is: GL_TEXTURE_2D_MULTISAMPLE is a new token introduced by OpenGL3.2, and osg may not
implement GL3 externsions.
I see a GL3 check item in CMake which is false in default, Is it nessary to active it and recomplie osg lib to use
GL3 externsions in osg?

Thank you!

Cheers,
Kai

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=27510#27510
Alex Perry | 4 May 01:03 2010

Re: osgvnc ... add password support

On Tue, Apr 20, 2010 at 5:05 AM, Robert Osfield
<robert.osfield@...> wrote:
> I'm just diving into reviewing your submission, I don't feel it's
> ready to merge as is, but I'll work towards this.  There are a couple
> of clarifications worth making to get the right code checked in.

Thank you.

> On Mon, Apr 12, 2010 at 8:22 AM, Alex Perry <alex.perry@...> wrote:
>> I've noticed that setFrameLastRendered() doesn't seem to be called,
>> but the code in the repository relies on the callback.  I can't find a
>> reference to that behavior in the documentation.
>
> The Image::setFrameLastRendered() is called from the
> osgViewer::InteractiveImageHandler::cull(..) method.  The
> osgWidget::VncClient node will attach this to geometry that is used
> internally to render the textured quad for the vnc image.

Since the .ac loader doesn't seem to have a way to attach an osg node
from a file, my scene graph doesn't contain the vnc client node.  I
have no objections to retrofitting the loader to add that capability,
but that seemed a much larger scope.

> In theory the setFrameLastRendered should be called on each frame that
> the quad is on screen.  When you've been doing your testing of
> VncClient/ReaderWriterVNC.cpp what have you been using?

Yesterday, I came up with a suspicion for what might be going on.
SimGear rewrites the scene graph, replacing Geode with EffectGeode,
and thereby enables effects (for bumpmaps and the like).  A side
(Continue reading)

Marcin Hajder | 4 May 09:33 2010
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Re: support for Texture2DMultisample

Hi Kai,

I think you don't need to use GL3 flag. What OS are you working on ?

Can you use GL_RGB16F_ARB or GL_RGBA16F_ARB internal format for Texture2DMultisample ?

Also, you don't need to use Camera::setImplicitBufferAttachmentRenderMask for Texture2DMultisample
render target. I am going to prepare simple example soon, I will let you know about that.

regards,
Marcin

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27525#27525
Michael Platings | 4 May 12:47 2010
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Fix for OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION & getImplicitBufferAttachmentResolveMask

Hi Robert,
the attached change allows osg to build without the OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION option.
While I was at it I also fixed a copy-paste error so getImplicitBufferAttachmentResolveMask() does what it says on the tin :)
Cheers
-Michael

Attachment (Camera): application/octet-stream, 41 KiB
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Stephan Maximilian Huber | 4 May 13:36 2010
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Fix for crash when PixelBufferCarbon::closeImplementation get called more than once

Hi Robert,

attached you'll find a fix for a crash when closeImplementation gets
called more than once.

cheers,
Stephan
Attachment (PixelBufferCarbon.cpp.zip): application/x-zip-compressed, 2968 bytes
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Sukender | 5 May 14:31 2010
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3DS writer fix: texture wrap mode

Hi Robert,

Here is a tiny fix about texture wrap mode not being written correctly in 3DS files.
Changes rev. 11406

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Attachment (3ds_2010-05-05.zip): application/x-zip-compressed, 27 KiB
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Alex Perry | 5 May 20:27 2010

Add mouse navigation to osgpdf

Attached files purely add a mouse handler to the pdf plugin.  This
permits page changes using the mouse when keyboard input is
inconvenient (based on scene graph usage context).  Let me know if
.tgz would be more convenient than individual files.
Attachment (PdfReader): application/octet-stream, 5779 bytes
Attachment (ReaderWriterPDF.cpp): text/x-c++src, 12 KiB
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Gmane