Linh Phan | 1 May 04:20 2008
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Windows binary distribution for osgdem?

Hi,

  I was wondering if there is a Windows binary distribution for osgdem?

Thank you,

Linh

Ulrich Hertlein | 1 May 06:11 2008
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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
Mike Weiblen | 1 May 07:18 2008
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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)

Ben Discoe | 1 May 09:31 2008

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)

hesicong2006 | 1 May 11:13 2008

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:
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 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
<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@...">&lt;hesicong2006@...&gt;</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>
Colin Dunlop | 1 May 12:43 2008

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
> _______________________________________________
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> osg-users@... 
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> 
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Franclin Foping | 1 May 12:44 2008
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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>&nbsp;I just want to know if OSG supports 1D or 2D evaluators with the likes of glMap?<br>&nbsp;Any pseudo code will be appreciated.<br>&nbsp;Regards,<br>&nbsp;Franclin.<br></p>
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Franclin Foping | 1 May 12:46 2008
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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>&nbsp;Is it possible to change the texture coordinates of built-in shape drawable objects (Sphere, Capsule and so forth)? <br>&nbsp;Waiting for your reply.<br>&nbsp;Franclin.<br></p>
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Gordon Tomlinson | 1 May 13:12 2008

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 it’s 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

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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Jean-Sébastien Guay | 1 May 15:35 2008

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/

Gmane