Re: [osg-users] First Steps in Valgrind: Problems in osg::GLBufferObjectManager::getGLBufferObjectManager ?

2010-07-30 Thread Torben Dannhauer
Hi Robert,

wow, thats fast! :)

No, everything is dry, sorry for my english..
I meant a real memory leak, or is Valgrind just a little bit too sensitive (I 
am from the windows world, I'm used to get false positives from the memory 
debugger *g*

I'll try to link my application against the debug build. 

Thank you

Cheers,
Torben

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Re: [osg-users] First Steps in Valgrind: Problems in osg::GLBufferObjectManager::getGLBufferObjectManager ?

2010-07-30 Thread Robert Osfield
Hi Torben,

On Sat, Jul 31, 2010 at 7:13 AM, Torben Dannhauer
 wrote:
> Is this a real leak?

Is there any water pooling on the floor?

> I compiled osg with the debug symbols, but it seems not to replace my 
> previous release build, so I get no line numbers inside the files on the call 
> stack. how can A force my application to use my osg debug build?

The OSG builds the release and debug builds with different postfixes,
for release there is no postfix by default, while debug uses d.  This
scheme is used on all platforms.  There is also Cmake options to allow
you to tweak this.  So just link to the appropriate lib.

Robert.
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Re: [osg-users] Some basic questions about OSG before integrating

2010-07-30 Thread Robert Osfield
Hi Igor,

You can reuse the source code, but you'll need to publish it under
license that the code came with, typically OSGPL in the case of most
plugins, but also LGPL and GPL'd plugins are there.

The other route is to use the OSG to load the data and then convert to
your own format.  The OSG itself kinda uses this approach from some of
the image plugins like the GDAL and Quicktime plugins where the 3rd
party lib loads a range of formats and we convert this into a OSG
native format.

Robert.

On Sat, Jul 31, 2010 at 12:40 AM, Igor Lebedev  wrote:
> Hi,
>
> Is it ok if i just use some source code of osg in my engine?(like file 
> importers or some basic functions that require tons of wasted time to 
> reinvent a bicycle) Should i do credits or something? I know it's free and 
> open source, but who knows...
>
> I've just achieved major compatibility problem of osg. OSG's structure is 
> incompatible with my brain.
>
> Thank you!
>
> Cheers,
> Igor
>
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>
>
>
>
>
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[osg-users] First Steps in Valgrind: Problems in osg::GLBufferObjectManager::getGLBufferObjectManager ?

2010-07-30 Thread Torben Dannhauer
Hi,

... Yesterday I got osgVisual compiling and Working on linux :) 
So now I'm able to use Valgrind, seems to be much more sophisticated than the 
MSVC memory debugger!

I get plenty of errors, I don't know I they are real problems or what causes 
them.

Maybe someone give me a hint how to process..

The errors are:

several times

Code:

==2517== Invalid read of size 8 



==2517==at 0x643F79A: 
osg::GLBufferObjectManager::getGLBufferObjectManager(unsigned int) (in 
/usr/local/lib64/libosg.so.2.9.9)   

   
==2517==by 0x6442848: osg::GLBufferObject::deleteAllBufferObjects(unsigned 
int) (in /usr/local/lib64/libosg.so.2.9.9)  

 
==2517==by 0x64C250B: osg::deleteAllGLObjects(unsigned int) (in 
/usr/local/lib64/libosg.so.2.9.9)   



==2517==by 0x64C6247: osg::GraphicsContext::close(bool) (in 
/usr/local/lib64/libosg.so.2.9.9)   



==2517==by 0x4EA8F9C: osgViewer::Viewer::~Viewer() (in 
/usr/local/lib64/libosgViewer.so.2.9.9) 


 
==2517==by 0x4715A6: osg::Referenced::unref() const (Referenced:198)



==2517==by 0x47BD1C: osg::ref_ptr::~ref_ptr() 
(ref_ptr:35)


   
==2517==by 0x483B2A: osgVisual::dataIO_cluster::~dataIO_cluster() 
(dataIO_cluster.h:57)   


  
==2517==by 0x481B79: osgVisual::dataIO_clusterENet::~dataIO_clusterENet() 
(dataIO_clusterENet.cpp:34) 

  
==2517==by 0x4715A6: osg::Referenced::unref() const (Referenced:198)



==2517==by 0x4A93B0: osg::ref_ptr::~ref_ptr() 
(ref_ptr:35)

   
==2517==by 0x4A6AE0: osgVisual::visual_dataIO::~visual_dataIO() 
(visual_dataIO.cpp:31)  



==2517==  Address 0xbfaae70 is not stack'd, malloc'd or (recently) free'd





and serveral times this error:

Code:

==2517== 768 (24 direct, 744 indirect) bytes in 1 blocks are definitely lost in 
loss record 73 of 93


==2517==at 0x4C2596C: operator new(unsigned long) (vg_replace_malloc.c:220) 

Re: [osg-users] Some basic questions about OSG before integrating

2010-07-30 Thread Igor Lebedev
Hi,

Is it ok if i just use some source code of osg in my engine?(like file 
importers or some basic functions that require tons of wasted time to reinvent 
a bicycle) Should i do credits or something? I know it's free and open source, 
but who knows...

I've just achieved major compatibility problem of osg. OSG's structure is 
incompatible with my brain.  

Thank you!

Cheers,
Igor

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Re: [osg-users] RPM packages for OSG 2.8.3 under Red Hat Enterprise Linux 5

2010-07-30 Thread Robert Osfield
Hi Eric,

On Fri, Jul 30, 2010 at 6:28 PM, Eric Sokolowsky  wrote:
> I have been out of the loop as far as OSG development goes for a good while
> now. However, I have made RPM packages for RHEL5 if they would be useful to
> anyone. I also anticipate making packages for openSUSE 11.3 in the near
> future. Robert, where can I upload them?

You could use ftp to upload.  Could you coordinate with Jose Luis
Hidalgo on this as I'm about to head out on holiday for a week.

Cheers,
Robert.
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[osg-users] screen grabs with overlapping windows

2010-07-30 Thread Don Leich

Hi all,

I've got a Qt GUI with multiple graphics windows doing OSG rendering.
When doing screen grabs there is a problem where windows that overlap
the graphics will corrupt the rendered pixels.  What would be a resonable
way to avoid the problem and reliably grab uncorrupted pixels?

-Don Leich

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[osg-users] RPM packages for OSG 2.8.3 under Red Hat Enterprise Linux 5

2010-07-30 Thread Eric Sokolowsky
All,

I have been out of the loop as far as OSG development goes for a good while
now. However, I have made RPM packages for RHEL5 if they would be useful to
anyone. I also anticipate making packages for openSUSE 11.3 in the near
future. Robert, where can I upload them?

-Eric
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Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)

2010-07-30 Thread Jan Ciger
On Fri, Jul 30, 2010 at 6:28 PM, Jan Ciger  wrote:
> However, the only thing that uses Boost is OpenVRML and according to
> what they have on the web page, 1.41 Boost should work with 0.18.4 and
> upwards. It would probably pay off to post the exception to the
> OpenVRML forum/mailing list and ask there as it doesn't seem to be
> anything OSG related.

One more thing - if the exception is from the filesystem module, it
could mean that boost is told to open something that it cannot find.
What kind of exception are you getting?

Jan
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Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)

2010-07-30 Thread Jan Ciger
On Fri, Jul 30, 2010 at 11:50 AM, Thomas Beer  I have built all libraries myself using the same compiler settings (in both,
> 32 and 64 bit configurations) and tried boost versions 1.42 and 1.43 (and an
> additional test with 1.38 pre built 32 bit). Always the same issue about an
> exception thrown somewhere from boost::filesystem before main/dllmain
> app/vrmlplugin/openvrml was reached (thus most probably coming from a static
> initialization). Which boost version was tested with the plugin on MSVC?

I am not Windows user (at least not when OSG is concerned), so I am
not sure which Boost works. I think 1.39 was working for me in Linux.

However, the only thing that uses Boost is OpenVRML and according to
what they have on the web page, 1.41 Boost should work with 0.18.4 and
upwards. It would probably pay off to post the exception to the
OpenVRML forum/mailing list and ask there as it doesn't seem to be
anything OSG related.

Regards,

Jan
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Re: [osg-users] Optimizer is awesome!

2010-07-30 Thread Robert Osfield
Hi Cory,

On Fri, Jul 30, 2010 at 3:02 PM, Cory Riddell  wrote:
> It is definitely a patch for a problem. We aren't loading anything from
> a database. Rather we are using a commercial geometric modeling kernel
> to create and tesselate fairly complex bodies. OSG's Optimizer is
> cleaning up the output from the tesselation library.

I would recommend iterating through the various optimizer passes to
see how each of the different visitors affect the scene graphs you
have, it's likely only one or two are the key to the big differences
you see.

Once you've isolated which ones are the key ones you can look at how
the scene graph changes before and after to see what the optimizer has
to work with and what it generates.  This will teach you a lot about
what is wrong with the scene graph you have to start with, and
hopefully point you in the direction of spotting more efficient ways
to process the data and to produce even more efficient scene graphs.

Doing your own targeted optimization will almost certainly be able to
produce better results than the Optimizer and to be able to do faster.

Robert.
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Re: [osg-users] Different textures on each face of a geometry?

2010-07-30 Thread Trajce (Nick) Nikolov
you can control the part of the image you want to display thru the uv
coordinates in your geometry

-Nick


On Fri, Jul 30, 2010 at 6:33 PM, Ku Krapox  wrote:

> Hi Robert,
>
> Thanks for your reply. :)
> Your solution looks great, I think it'll do the trick!
>
> I have another question : Is there a way to create an osg::Texture2D
> containing only one part of an image, instead of loading the whole image?
> Typically I want to create textures with only one half of an image.
>
> Is this doable? Or is there an easier way to display only one half of an
> image on my geometry, by configuring the StateSet maybe?...
>
> Thanks!
>
> Cheers,
> Ku
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=30431#30431
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>
>
>
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Re: [osg-users] Different textures on each face of a geometry?

2010-07-30 Thread Ku Krapox
Hi Robert,

Thanks for your reply. :) 
Your solution looks great, I think it'll do the trick!

I have another question : Is there a way to create an osg::Texture2D containing 
only one part of an image, instead of loading the whole image? Typically I want 
to create textures with only one half of an image.

Is this doable? Or is there an easier way to display only one half of an image 
on my geometry, by configuring the StateSet maybe?...

Thanks!

Cheers,
Ku

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Re: [osg-users] Optimizer is awesome!

2010-07-30 Thread Cory Riddell
On 7/30/2010 4:06 AM, Robert Osfield wrote:
> The Optimizer has a range of optimization traversals that deal with
> various problems commonly exist in databases, in an ideal scene graph
> the optimizer wouldn't do anything for you, so one should view it like
> patch for a problem.  

It is definitely a patch for a problem. We aren't loading anything from
a database. Rather we are using a commercial geometric modeling kernel
to create and tesselate fairly complex bodies. OSG's Optimizer is
cleaning up the output from the tesselation library.

Cory
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Re: [osg-users] Different textures on each face of a geometry?

2010-07-30 Thread Robert Osfield
Hi Ku,

You can't assign two textures in quite the way you are looking for,
but your can certainly achieve the results you are looking for, an
even doing by several different ways.

One of the easiest ways ways would be to have one osg::Geometry that
has the planar geometry you want, then have two osg::Geode that you
attach this geometry to.  Then on each of these osg::Geode you assign
a StateSet with the Texture you want.  The final trick to make it all
work is to enable GL_CULL_FACE and swap which face is culled by the
OpenGL triangle rasterization step by using osg::CullFace and assign
one branch to cull the FRONT and the other the BACK.

Robert.

On Fri, Jul 30, 2010 at 1:21 PM, Ku Krapox  wrote:
> Hi all,
>
> I'm trying to create a simple, planar figure, covered by two rectangular 
> textures, one on each face.
> For now I couldn't find a better way than creating two geometries very close 
> to each other and fill each one with a different texture.
>
> It looks fine while the geometry doesn't change too much, but if I displace 
> the vertices the two geometries start to overlap which result in an ugly mix 
> of the two textures. And I can't do anything about it because of the complex 
> deformation of my object...
>
> So I had this idea : is there a way to display different textures on each 
> side of a single geometry? With osg::Geometry::setTexCoordArray maybe??
> If not, I could get by with the normals of my geometries... Is there a way to 
> get the normals of a vertex array, as vectors?
>
> An if not, how to achieve this simple effect, of a two-sided geometry with 
> different images on each side?... :?
>
> Thank you!
>
> Cheers,
> Ku
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=30428#30428
>
>
>
>
>
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[osg-users] Different textures on each face of a geometry?

2010-07-30 Thread Ku Krapox
Hi all,

I'm trying to create a simple, planar figure, covered by two rectangular 
textures, one on each face.
For now I couldn't find a better way than creating two geometries very close to 
each other and fill each one with a different texture.

It looks fine while the geometry doesn't change too much, but if I displace the 
vertices the two geometries start to overlap which result in an ugly mix of the 
two textures. And I can't do anything about it because of the complex 
deformation of my object...

So I had this idea : is there a way to display different textures on each side 
of a single geometry? With osg::Geometry::setTexCoordArray maybe??
If not, I could get by with the normals of my geometries... Is there a way to 
get the normals of a vertex array, as vectors?

An if not, how to achieve this simple effect, of a two-sided geometry with 
different images on each side?... :? 

Thank you!

Cheers,
Ku

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Re: [osg-users] OSG on IPhone

2010-07-30 Thread Florian Kolbe
Hi Robert,
   thanks for your detailed replies.

I am running an up-to-date Xcode 3.2.3 and iOS SDK 4.0.1 on an up-to-date snow 
leopard.

As for the FreeType stuff, I think the case-sensitivty was a wrong 
interpretration of the compiler error on my hand. It seems there was a 
discrepancy between the search paths for includes and the paths actually 
existing in the repo. 
Something like 3rdParty/include vs. some Openframeworks folder (don't have the 
sandbox handy right now).

Eventually I was able to build and run a universal binary for device (tried it 
on iPod Touch 2G with iOS 4), though I also experimented with the link line 
(towards IVE plugin).

Cheers,
   Florian

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Re: [osg-users] a limit of osg::ReaderWriter interface

2010-07-30 Thread Martin Scheffler
Hi all,

something is definitely wrong with the gz plugin.

>osgconv physics_crate.ive physics_crate.ive.gz

>osgconv physics_crate.ive.gz physics_crate.osg
DataInputStream::readUInt(): Failed to read unsigned int value.

Also, physics_crate.ive.gz cannot be opened with winzip or 7zip.

Cheers,
Martin

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Re: [osg-users] lights and scale

2010-07-30 Thread Serge Lages
Hi,

make a research on GL_NORMALIZE and you'll find your solution.

Cheers,

On Fri, Jul 30, 2010 at 12:18 PM, Gianni Ambrosio wrote:

> Hi,
> I load an obj file with the plug-in and set a scale of 0.001 on the parent
> PositionAttitudeTransform node. The object rendering is not so nice in this
> case. On the contrary, if I don't set the scale factor the object is nicely
> rendered.
> Now, since I need to scale the graphic, what should I do to see the object
> as if it was not scaled?
>
> Regards
> Gianni
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=30424#30424
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>
>
>
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[osg-users] lights and scale

2010-07-30 Thread Gianni Ambrosio
Hi,
I load an obj file with the plug-in and set a scale of 0.001 on the parent 
PositionAttitudeTransform node. The object rendering is not so nice in this 
case. On the contrary, if I don't set the scale factor the object is nicely 
rendered.
Now, since I need to scale the graphic, what should I do to see the object as 
if it was not scaled?

Regards
Gianni

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Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)

2010-07-30 Thread Thomas Beer

> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
> Sent: Thursday, July 29, 2010 2:15 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg
2.9.8,
> VS2008, openvrml 0.4.13)
> 
> If you are getting exceptions/crashes, it could be that Boost, OpenVRML
> and/or OSG were not compiled using the same compiler and same settings
> (debug vs. release ...). In order to make sure that everything is set up
> correctly you may need to rebuild all the libraries yourself to ensure
> consistency, instead of downloading a pre-built binary.

I have built all libraries myself using the same compiler settings (in both,
32 and 64 bit configurations) and tried boost versions 1.42 and 1.43 (and an
additional test with 1.38 pre built 32 bit). Always the same issue about an
exception thrown somewhere from boost::filesystem before main/dllmain
app/vrmlplugin/openvrml was reached (thus most probably coming from a static
initialization). Which boost version was tested with the plugin on MSVC?

Thanks!

Regards,
Thomas



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Re: [osg-users] Optimizer is awesome!

2010-07-30 Thread Robert Osfield
Hi Cory,

The Optimizer has a range of optimization traversals that deal with
various problems commonly exist in databases, in an ideal scene graph
the optimizer wouldn't do anything for you, so one should view it like
patch for a problem.  Sometimes you can't fix the problem directly
because you database loaders just represent data in inefficient way in
which case you are stuck with having to use the Optimizer to fix
things.

However if you have control over the scene graph building you should
be able to avoid any need to invoke the Optimizer and build the scene
graph in a efficient way.  A well designed scene graph will be more
efficient than an Optimizer optimized one as you'll be able make sure
everything is well balanced and best suits your data and your range of
hardware targets.

Robert.

On Thu, Jul 29, 2010 at 7:39 PM, Cory Riddell  wrote:
> I'm getting to the point where I have to start tuning my app a bit and
> so I added a call to Optimizer::optimize() today. Wow!
>
> On a typical model, my app was able to push just under 40 fps at
> 1920x1200 (debug build). After running the optimizer, it's pushing
> around 100 fps.
>
> The trade off of course is that it takes 20 seconds to run through all
> optimizations. That's a little long, but now I can start looking at the
> individual optimizations and see what the cost and benefit of each is.
>
> Cory
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Re: [osg-users] Visual Studio 2010 3rd Party

2010-07-30 Thread Christiansen, Brad
Forgot to mention, I have only built the 32 bit binaries. If there is demand 
for 64 bit then I will look at building them too.

I have now tested my VPB build (with the force option to work-around the link 
error) and it works fine.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Friday, 30 July 2010 2:03 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 3rd Party

Hi,

I have finished building the 3rd party libs using VS2010. I have compiled OSG 
without issue, though I have not done any testing. VPB fails to link against 
osgDB due to a duplicate symbol for the destructor of an iostream. I had this 
issue last time I used 2010. I have forced the link and am about to do some 
testing of VPB.

The way I have structured things seems to result in the auto-detection of the 
libs in cmake to fail in many cases so I had to manually specify locations but 
this isn't too big an issue for now. I would love to get some feedback on 
whether all the libs are working ok.

What is included:
freetype
gdal (no debug)
gif
glut
jpeg
collada (no debug, takes a lot of effort to build this one!)
curl (no ssl for now)
png
tif
squish
zlib

This isn't a complete list but it is a good starting point. It would be great 
if people could add some of the others over time. once they have been tested I 
will look at getting them posted to the OSG wiki.

http://members.iinet.net.au/~bchrist/3rdPartyLib.zip

Good luck,

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Alexander
Sent: Thursday, 29 July 2010 11:22 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 3rd Party

That would be fantastic!!  I appreciate it!

Thank you!

Cheers,
Jason

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Re: [osg-users] QInputDialog and OSG

2010-07-30 Thread Aitor Ardanza
Solved updated to 4.6.3!

Thank you!

Cheers,
Aitor

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Re: [osg-users] QInputDialog and OSG

2010-07-30 Thread Aitor Ardanza
Hi,

Sorry, I have Qt 4.6.2 version.

Thank you!

Cheers,
Aitor

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