1 May 2008 04:20
1 May 2008 06:11
Re: Render to 3D texture example and questions
Hi, Quoting hesicong2006 <hesicong2006@...>: > But I found it has very slow performance. In this example, with > 256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see Keep in mind that you're rendering 256 cameras (i.e. separate images) every frame. Apart from maybe re-using Geodes or using Geometry instead of ShapeDrawable there's nothing that leaps out. Are you runnin debug mode? I'm getting 19fps, cull=2ms, draw=49ms on a GeForce 8600M (Mac OSX). /ulrich
1 May 2008 07:18
Re: Can't build OSG 2.4 on Windows following GettingStarted guide
Hi Ben, um ok. On http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies the second paragraph (_before_ mention of the almost 3 year old .zip archive) clearly informs: <quote> The most up to date windows dependency package, that is required for OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can be download/browsed via svn at: https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/ </quote> That is the correct and current URL, many folks have been using it during the 2.3 development cycle, and have successfully built 2.4.0 with it. Not sure why you feel you're not able to build 2.4.0. Also, for the convenience of folks that have difficulty access svn, I recently posted a .zip snapshot of the currrent 3rdParty. I annouced it on this list a day or two ago. You may find it at http://mew.cx/osg/ A direct link is http://mew.cx/osg/3rdParty_Win32binaries_vs80sp1_2008-04-28.zip That old 2005 .zip was preserved to support folks building older OSGversions, but since that audience is steadily shrinking, it should be marked deprecated or removed. Robert mentioned he would be travelling these few days since the 2.4.0 release, and probably has not seen my recent posts, to update those wiki pages (which are kept under strict access control, I can not edit them). IMHO you're experiencing a bit of propogation delay in getting all the bits updated after a major release, it doesn't happen(Continue reading)
1 May 2008 09:31
Re: Can't build OSG 2.4 on Windows following GettingStarted guide
Mike,
Thanks very much for all you do with putting up the dependencies.
> um ok. On Dependencies
> the second paragraph (_before_ mention of the almost 3 year old .zip
> archive) clearly informs: "[..] required for
> OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can
> be download/browsed via svn at:"
Uh, having people log into source control to grab some headers/libs is mighty strange; nigh unheard of.
(IMHO Libs are binaries and should never go into source control in any case.) Like many people, i skipped
over the strange mention of SVN to find the actual downloadable header/libs. The very first mention of
them is:
3rdParty_Win32binaries_2005_05_10.zip
This is the zip that people are effectively directed to.
> Also, for the convenience of folks that have difficulty access svn, I
> recently posted a .zip snapshot of the current 3rdParty. I annouced
> it on this list a day or two ago.
Yes, but that's vc8 only. I have to build both vc71 and vc8.
> Not sure why you feel you're not able to build 2.4.0.
Ultimately, by doing detective work, i was able to get closer: I grabbed the new freetype and built it
myself. But IMHO there's really no good reason to require people to do that.
> That old 2005 .zip was preserved to support folks building older
(Continue reading)
1 May 2008 11:13
Re: Render to 3D texture example and questions
Yes, I'm running in debug mode under Windows Server 2008 with 174.74
driver and enabled Aero.
NVIDIA OpenGL SDK 10 gives me a 3D texture rendering demo. This demo first bind one of the slice of 3D texture and then perform some render to update the texture. Three 128*128*128 3D texture are used, but it shows above 60 fps. What I have to do in my OSG program is to simulation the way the demo does, so I have to create 256 cameras and bind every slice to them. I think this will be a huge rendering work for GPU and also for OSG.
So I'm wondering if some works can do to reduce the cameras or I have to write my special 3D texture rendering camera?
Ulrich Hertlein wrote:
NVIDIA OpenGL SDK 10 gives me a 3D texture rendering demo. This demo first bind one of the slice of 3D texture and then perform some render to update the texture. Three 128*128*128 3D texture are used, but it shows above 60 fps. What I have to do in my OSG program is to simulation the way the demo does, so I have to create 256 cameras and bind every slice to them. I think this will be a huge rendering work for GPU and also for OSG.
So I'm wondering if some works can do to reduce the cameras or I have to write my special 3D texture rendering camera?
Ulrich Hertlein wrote:
Hi, Quoting hesicong2006 <hesicong2006-9Onoh4P/yGk@public.gmane.org>:But I found it has very slow performance. In this example, with 256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I seeKeep in mind that you're rendering 256 cameras (i.e. separate images) every frame. Apart from maybe re-using Geodes or using Geometry instead of ShapeDrawable there's nothing that leaps out. Are you runnin debug mode? I'm getting 19fps, cull=2ms, draw=49ms on a GeForce 8600M (Mac OSX). /ulrich
<div> Yes, I'm running in debug mode under Windows Server 2008 with 174.74 driver and enabled Aero. <br><br> NVIDIA OpenGL SDK 10 gives me a 3D texture rendering demo. This demo first bind one of the slice of 3D texture and then perform some render to update the texture. Three 128*128*128 3D texture are used, but it shows above 60 fps. What I have to do in my OSG program is to simulation the way the demo does, so I have to create 256 cameras and bind every slice to them. I think this will be a huge rendering work for GPU and also for OSG. <br> So I'm wondering if some works can do to reduce the cameras or I have to write my special 3D texture rendering camera? <br><br> Ulrich Hertlein wrote: <blockquote cite="mid:%3C1209615081.481942e94393d@...%3E" type="cite"> Hi, Quoting hesicong2006 <a class="moz-txt-link-rfc2396E" href="mailto:hesicong2006@..."><hesicong2006@...></a>: <blockquote type="cite"> But I found it has very slow performance. In this example, with 256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see </blockquote> Keep in mind that you're rendering 256 cameras (i.e. separate images) every frame. Apart from maybe re-using Geodes or using Geometry instead of ShapeDrawable there's nothing that leaps out. Are you runnin debug mode? I'm getting 19fps, cull=2ms, draw=49ms on a GeForce 8600M (Mac OSX). /ulrich </blockquote> </div>
1 May 2008 12:43
Re: osgMovie problem
Hi Ariel, I just tried setting OSG_NOTIFY_LEVEL to DEBUG and tried this again with a 2.4 svn checkout and I get this: G:\users\colin\OSG>osgmovie Sample.mov GraphicsContext::setWindowingSystemInterface() 00DD8730 1018C218 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() itr='G:\users\colin\OSG\build\WIN32_VC8\bin' FindFileInPath() : trying G:\users\colin\OSG\build\WIN32_VC8\bin\osgplugins-2.4.0\osgdb_qt.dll ... FindFileInPath() : USING G:\users\colin\OSG\build\WIN32_VC8\bin\osgplugins-2.4.0\osgdb_qt.dll Opened DynamicLibrary osgPlugins-2.4.0/osgdb_qt.dll FindFileInPath(Sample.mov): returning Sample.mov Quicktime initialized successfully QT-ImageStream: loading quicktime movie from Sample.mov MovieData :: opening movie 'Sample.mov' movietime: 0 rate: 0 state 0 playing: 0 done 0 1/0 View::setSceneData() Reusing exisitng scene00DDD790 CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Viewer::realize() - No valid contexts found, setting up view across all screens. GraphicsContext::getWindowingSystemInterface() 00DD8730 1018C218 GraphicsContext::registerGraphicsContext 00E1CB60 movietime: 0 rate: 0 state 1 playing: 0 done 0 1/1 new cmd: 1 applying loop mode 1 movietime: 0 rate: 1 state 0 playing: 1 done 0 1/1 movietime: 0 rate: 1 state 0 playing: 1 done 0 1/1 Seems to work fine. As Stephan stated make sure that you have the QuickTime SDK etc and double check that the plugin actually builds and exists in bin\osgplugins-2.4.0\osgdb_qt.dll Also is your .mov file somewhere that OSG can find it in the OSG_FILE_PATH or in the CWD? Again setting the debug level will be the best judge as to what is going wrong. Cheers, Colin. Ariel wrote: > Hi Stephan: > I do ... > But not work > Ariel > > /-------Original Message-------/ > > /*From:*/ Stephan Huber <mailto:ratzfatz@...> > /*Date:*/ 04/30/08 08:32:41 > /*To:*/ OpenSceneGraph Users <mailto:osg-users@...> > /*Subject:*/ Re: [osg-users] osgMovie problem > > Ariel Hutterer schrieb: > > Hi: > > I use osg 2.4 and windows XP. > > Try to see a movie . > > I wrote osgmovie mymovie.mov > > I receive Message: > > "unable to read file ..." > > I has installed in my computer quicktimesdk . > > So someone can help me? > > What is the problem??? > > Did you compile the osg-quicktime-plugin? Use ccmake to set the include > and lib paths to your quicktime sdk and rebuild the osg-quicktime-plugin > > HTH, > Stephan > _______________________________________________ > osg-users mailing list > osg-users@... > <mailto:osg-users@...> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > Free Animations for your email - By IncrediMail! Click Here! > <http://www.incredimail.com/index.asp?id=101219&rui=79475568> > > > ------------------------------------------------------------------------ > > _______________________________________________ > osg-users mailing list > osg-users@... > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
1 May 2008 12:44
1D or 2D evaluators in OSG
Hi,
I just want to know if OSG supports 1D or 2D evaluators with the likes of glMap?
Any pseudo code will be appreciated.
Regards,
Franclin.
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<div> <p>Hi,<br> I just want to know if OSG supports 1D or 2D evaluators with the likes of glMap?<br> Any pseudo code will be appreciated.<br> Regards,<br> Franclin.<br></p> <p> __________________________________________________<br>Do You Yahoo!?<br>En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités <br>http://mail.yahoo.fr Yahoo! Mail </p> </div>
1 May 2008 12:46
Alter texture coordinates of built-in shape drawables
Hi,
Is it possible to change the texture coordinates of built-in shape drawable objects (Sphere, Capsule and so forth)?
Waiting for your reply.
Franclin.
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<div> <p>Hi,<br> Is it possible to change the texture coordinates of built-in shape drawable objects (Sphere, Capsule and so forth)? <br> Waiting for your reply.<br> Franclin.<br></p> <p> __________________________________________________<br>Do You Yahoo!?<br>En finir avec le spam? Yahoo! Mail vous offre la meilleure protection possible contre les messages non sollicités <br>http://mail.yahoo.fr Yahoo! Mail </p> </div>
1 May 2008 13:12
Re: Can't build OSG 2.4 on Windows following GettingStarted guide
Ben YOU can update the Wiki page if you think it wrong..... and place the correct info up there it is a wiki after all ;) I have disagree with your view that binaries should never go into source control. I believe having 3rdparty files that do not typically change are perfect candidates for source control and we follow that doctrine at work and its a system that is well proven and works well, ( for us ) and have seen the same usage many times __________________________________________________________ Gordon Tomlinson Email : gordon@... YIM/AIM : gordon3dBrit MSN IM : gordon3dBrit@... Website : www.vis-sim.com www.gordontomlinson.com __________________________________________________________ -----Original Message----- From: osg-users-bounces@... [mailto:osg-users-bounces@...] On Behalf Of Ben Discoe Sent: Thursday, May 01, 2008 3:31 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Can't build OSG 2.4 on Windows following GettingStarted guide Mike, Thanks very much for all you do with putting up the dependencies. > um ok. On Dependencies > the second paragraph (_before_ mention of the almost 3 year old .zip > archive) clearly informs: "[..] required for > OpenSceneGraph-2.3 and later, is maintained by Mike Weiblen, and can > be download/browsed via svn at:" Uh, having people log into source control to grab some headers/libs is mighty strange; nigh unheard of. (IMHO Libs are binaries and should never go into source control in any case.) Like many people, i skipped over the strange mention of SVN to find the actual downloadable header/libs. The very first mention of them is: 3rdParty_Win32binaries_2005_05_10.zip This is the zip that people are effectively directed to. > Also, for the convenience of folks that have difficulty access svn, I > recently posted a .zip snapshot of the current 3rdParty. I annouced > it on this list a day or two ago. Yes, but that's vc8 only. I have to build both vc71 and vc8. > Not sure why you feel you're not able to build 2.4.0. Ultimately, by doing detective work, i was able to get closer: I grabbed the new freetype and built it myself. But IMHO there's really no good reason to require people to do that. > That old 2005 .zip was preserved to support folks building older > OSGversions, but since that audience is steadily shrinking, it should > be marked deprecated or removed. I wouldn't take it away quite yet, as it's the only option available for vc71 people. But you should explain about how they need to go find the freetype source and build it themselves. Thanks, Ben _______________________________________________ osg-users mailing list osg-users@... http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
1 May 2008 15:35
Re: Can't build OSG 2.4 on Windows following GettingStarted guide
Hi Gordon, > Ben YOU can update the Wiki page if you think it wrong..... and place the > correct info up there it is a wiki after all ;) That particular page is protected, I assume only Robert and the webmaster can edit it... I agree that getting the files from SVN is not a big deal. If you don't want to, just browse to the same link (it's http after all) and download the files manually, or download them all recursively with wget. This does not fix anything for the OP since he's using VS71 and that branch is essentially frozen as I understand, but I still wanted to mention that for people who don't want to use SVN for some reason to get the VS80 dependencies. However, Mike, do the zips you posted contain source? Since you no longer have access to a VS71 build environment, I think it would be nice to make the source of the dependencies package available (in one complete package), so people who do can build them themselves if they want to. So perhaps a separate source zip would be nice. And I would suggest two changes to the page once Robert gets back from his trip: A) Make the text much clearer where it says that the new dependencies package is REQUIRED for OSG 2.3+. Maybe move the old dependencies package to an archived page for people who still use 2.2-. B) Upload the zips to the wiki directly, instead of linking to Mike's site. It not only looks more "official" that way, but the side benefit would be that others could contribute pre-built dependencies for build environments Mike doesn't have access to (if the page is un-protected, of course). J-S -- -- ______________________________________________________ Jean-Sebastien Guay jean-sebastien.guay@... http://www.cm-labs.com/ http://whitestar02.webhop.org/
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