[osg-users] [osgPlugins] Visual C++ Runtime Error in osg 2.9.9 ive uncompress
Hi, I got a (sporadic) MS VC Runtime Error (MS VS 2008, Config RelWithDebInfo) in OSG 2.9.9 as follows. The file was created with: Code: osgconv abc.dae abc.ive -O compressed Callstack of the runtime error: Code: osgdb_iverd.dll!ive::DataInputStream::DataInputStream(std::basic_istreamchar,std::char_traitschar * istream=0x0030da6c, const osgDB::Options * options=0x35106238) Line 196 C++ osgdb_iverd.dll!ReaderWriterIVE::readNode(std::basic_istreamchar,std::char_traitschar fin={...}, const osgDB::Options * options=0x35106238) Line 97 C++ osgdb_iverd.dll!ReaderWriterIVE::readNode(const std::basic_stringchar,std::char_traitschar,std::allocatorchar file=abc.ive, const osgDB::Options * options=0x) Line 74 + 0x18 bytes C++ osg66-osgDBrd.dll!osgDB::Registry::ReadNodeFunctor::doRead(osgDB::ReaderWriter rw={...}) Line 791 + 0x24 bytes C++ osg66-osgDBrd.dll!osgDB::Registry::read(const osgDB::Registry::ReadFunctor readFunctor={...}) Line 964 C++ osg66-osgDBrd.dll!osgDB::Registry::readImplementation(const osgDB::Registry::ReadFunctor readFunctor={...}, osgDB::Options::CacheHintOptions cacheHint=CACHE_NODES) Line 1128C++ The line in question is: Code: if (!uncompress(*istream, data)) Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31956#31956 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgWidget
Hi, I use VRJuggler and OSG to create an application on a VR system and I want to use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I wanted to know if it is possible to use osgWidget with osgUtil::SceneView? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31957#31957 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load texture in *.obj
Thank very much! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31959#31959 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] CubeMap reflection
Hi, I'm not very experienced with shaders and I'm trying to write a reflection shader for the cubemap exemple. I tried to compute the normals and so on, but I don't get the result I'm expecting. Do have someone a shader (and the modified c++ source code) that is working in this demo ? Thanks a lot in advance, Vincent ... Thank you! Cheers, Vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31958#31958 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load texture in *.obj
Thank very much! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31960#31960 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Load texture in *.obj
If you build your models in Maya, you can try the Maya2OSG exporter in http://maya2osg.sourceforge.net Texture coordinates and texture transformations are exported to OSG file. Best regards, Javier Taibo. On Thu, Sep 23, 2010 at 12:10 AM, John Kush dfoo...@gmail.com wrote: Hi, I'm loading a sphere with texture that was created in Maya. In osg only a black sphere. Why? Code for laoding texture: Code: osg::Image* image = osgDB::readImageFile( neptune2.jpg ); if ( image ) { osg::Texture2D* tex2d = new osg::Texture2D;//( image ); tex2d-setImage(image); tex2d-setDataVariance(osg::Object::DYNAMIC); ballNode-getOrCreateStateSet()-setTextureAttributeAndModes( 0, tex2d, osg::StateAttribute::ON); } if (!image) { std::cout Couldn't load texture. std::endl; return NULL; } Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31953#31953 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Remove textures and texture coorindates.
Hi, Is this the correct way to do it? Remove all textures from a StateSet: ss-getTextureAttributeList().clear(); ss-getTextureModeList().clear(); Remove all texture coordinates from a Geometry: geometry-getTexCoordArrayList().clear(); -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Efficient representation of triangulation.
Hi Giulio, On Wed, Sep 22, 2010 at 5:41 PM, Giulio De Vecchi giulio.devec...@libero.it wrote: Hi, in my application I have a numerical module that create 3d objects and their meshing (triangulation). What I would like to do is to render these objects in the fastest possible way. Something like: - write in a raw array the list of the vertex of the triangles - tell to OSG to read (and render) that memory area Is this possible? Where could I find documentation about this? (I searched in the forum, but I didn't find anything useful). The OSG has several ways to optimize the rendering of sets of triangles, whether you need to put much processing into this to optimize anything is debatable though - there is a reasonable chance that just passing vertex data and triangles primitives is a relatively unconditioned way will be efficient enough. I simply don't buy you assumption that you need to do it in the fastest possible way. What I'd recommend is start with the most straight-forward geometry set up can, in you case it's likely to be a single osg::Geometry, with a Vec3Array packed with your vertex data then a DrawArrays or DrawElementsUShort/UInt primitive set to pass how OpenGL should process the vertex data to generate the triangles. See osggeometry and OpenGL documentation on glDrawArrays and glDrawElements to see where this in action. Once you are rendering your mesh benchmark it, if it hits the required performance that you need i.e. your app hits the same frame rate as your screen refresh then your job is done move on. If you don't achieve the required performance then let us know some of the metrics you are working with i..e number vertices, number of triangles, frame rate you need to hit and why, and type of hardware you are targettng. Once we know this we can start introducing various techniques for improving performance. It's pointless pre-emptying this though - you need to go do the basics first. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Visual C++ Runtime Error in osg 2.9.9 ive uncompress
Hi Florian, Does the problem exist when using models form the standard OpenSceneGraph-Data set? i.e. osgconv cow.osg cow.ive -O compressed I have just done this test on my Linux system and it works fine, and I'm able to run osgviewer cow.ive just fine. FYI, very little has changed with the .ive plugin in recent times, so if a problem does exist in 2.9.9 then it's likely to occur in prior versions of the OSG. Not that this really helps us too much, but might gives some clues to what might be amiss. At your end I'd recommend double checking that the build when fine, perhaps trying other build combinations and other models. Robert. On Thu, Sep 23, 2010 at 8:15 AM, Florian Kolbe florian.ko...@in-gmbh.de wrote: Hi, I got a (sporadic) MS VC Runtime Error (MS VS 2008, Config RelWithDebInfo) in OSG 2.9.9 as follows. The file was created with: Code: osgconv abc.dae abc.ive -O compressed Callstack of the runtime error: Code: osgdb_iverd.dll!ive::DataInputStream::DataInputStream(std::basic_istreamchar,std::char_traitschar * istream=0x0030da6c, const osgDB::Options * options=0x35106238) Line 196 C++ osgdb_iverd.dll!ReaderWriterIVE::readNode(std::basic_istreamchar,std::char_traitschar fin={...}, const osgDB::Options * options=0x35106238) Line 97 C++ osgdb_iverd.dll!ReaderWriterIVE::readNode(const std::basic_stringchar,std::char_traitschar,std::allocatorchar file=abc.ive, const osgDB::Options * options=0x) Line 74 + 0x18 bytes C++ osg66-osgDBrd.dll!osgDB::Registry::ReadNodeFunctor::doRead(osgDB::ReaderWriter rw={...}) Line 791 + 0x24 bytes C++ osg66-osgDBrd.dll!osgDB::Registry::read(const osgDB::Registry::ReadFunctor readFunctor={...}) Line 964 C++ osg66-osgDBrd.dll!osgDB::Registry::readImplementation(const osgDB::Registry::ReadFunctor readFunctor={...}, osgDB::Options::CacheHintOptions cacheHint=CACHE_NODES) Line 1128 C++ The line in question is: Code: if (!uncompress(*istream, data)) Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31956#31956 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Efficient representation of triangulation.
Giulio De Vecchi writes: Hi, in my application I have a numerical module that create 3d objects and their meshing (triangulation). What I would like to do is to render these objects in the fastest possible way. Something like: - write in a raw array the list of the vertex of the triangles - tell to OSG to read (and render) that memory area Is this possible? Where could I find documentation about this? (I searched in the forum, but I didn't find anything useful). Giulio, the osggeometry example addresses how to create your own geometry from vertex data. Please check it. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Remove textures and texture coorindates.
Hi Joakim, I have never personally attempted to do these specific steps, but I guess it should work if non const get methods for the containers are available. Have you tried it? Robert. On Thu, Sep 23, 2010 at 9:04 AM, Joakim Simonsson joa...@autosim.no wrote: Hi, Is this the correct way to do it? Remove all textures from a StateSet: ss-getTextureAttributeList().clear(); ss-getTextureModeList().clear(); Remove all texture coordinates from a Geometry: geometry-getTexCoordArrayList().clear(); -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Plugin problem with SketchUp exported models...
Hi, the current Code 2.9.9 uses daeReader::findInvertTransparency to determine transparency inversion. I am currently facing issues with missing transparancy on some of the objects I am exporting from SketchUp. Though I dought this is the issue, I was wondering if daeReader::findInvertTransparency is still the right approach. Or maybe strictTransparency should override invertTransparency? Now (2.9.9) the code in daeReader::processTransparencySettings reads: Code: _invertTransparency = findInvertTransparency(database); But maybe it should read?: Code: if (_strictTransparency) { _invertTransparency = false; // already the default, but hey... } else { _invertTransparency = findInvertTransparency(database); } Hope this helps! Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31967#31967 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph 2.9.9 problem with *.osgb
I compiled OpensceneGraph 2.9.9 (Visual Studio 2010, x64), and tried the following command osgconv cow.osg cow.osgb osgviewer cow.osgb The cow.osgb file is created but it is not possible to read it in again. The error message is InputStream: Failed to read from stream. At osg::Group osg::Group osg::Geode osg::Geometry osg::Drawable osg::StateSet osg::StateSet osgviewer: No data loaded I also have OpenSceneGraph trunk Revision 11729 compiled (Visual Studio 2010, x64). In this version osgviewer can write and read the cow.osgb file without problems. John Ivar Haugland ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Remove textures and texture coorindates.
On Thu, 23 Sep 2010 10:22:30 +0200, Robert Osfield robert.osfi...@gmail.com wrote: Hi Joakim, I have never personally attempted to do these specific steps, but I guess it should work if non const get methods for the containers are available. Have you tried it? Yes, it is the non-const get methods. It seems to work. The reason I asked was to be sure that I didn't forget something... Thanks. Robert. On Thu, Sep 23, 2010 at 9:04 AM, Joakim Simonsson joa...@autosim.no wrote: Hi, Is this the correct way to do it? Remove all textures from a StateSet: ss-getTextureAttributeList().clear(); ss-getTextureModeList().clear(); Remove all texture coordinates from a Geometry: geometry-getTexCoordArrayList().clear(); -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Joakim Simonsson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.9.9 problem with *.osgb
Hi John, Thanks for the testing, I've just reproduced this regression. I will dig into see where things went wrong. Robert. On Thu, Sep 23, 2010 at 9:49 AM, John Ivar Haugland john.haugl...@gmail.com wrote: I compiled OpensceneGraph 2.9.9 (Visual Studio 2010, x64), and tried the following command osgconv cow.osg cow.osgb osgviewer cow.osgb The cow.osgb file is created but it is not possible to read it in again. The error message is InputStream: Failed to read from stream. At osg::Group osg::Group osg::Geode osg::Geometry osg::Drawable osg::StateSet osg::StateSet osgviewer: No data loaded I also have OpenSceneGraph trunk Revision 11729 compiled (Visual Studio 2010, x64). In this version osgviewer can write and read the cow.osgb file without problems. John Ivar Haugland ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instanced geometry using a (non power of two)texture1D like a vertex buffer.
Hi Jordi, I think the problem is in this line of code in your vertex shader: vec4 pos= gl_Vertex+ vec4(texture1D(texturePos,(float(gl_InstanceID)/nInstances)).xyz,0.); I think that texels are placed in the [0..1] range using their centers and not the left edge as your code assumes. That means that if you have to texels they are not placed at 0 and 0.5 or 0 and 1 but 0.25 and 0.75. It's difficut to assure what happens in 0.5. In short, the nearest texel may not be the one you are expecting (only with two images, my guess is that the 9th square overdraws the 8th). If your hardware supports it, use texelFetch1D, which admits integer coordinates. Maybe adding 0.5 to gl_InstanceID can also do the job. Finally, remember that 1D textures are limited to 8192 texels in current hardware (at least mine). You'll need a Texture Buffer Object if you need more. Regards, Juan Jordi Torres wrote: Hi all, I am trying to show instanced geometry using a texture1D like a vertex buffer. In fact I have it working more or less... but if my Texture 1D is non power of two then my shader does not render some of the instances. Attached is the code and two images, one with a non power of two texture(9 elements) that fails to draw last element, and other with 256 elements that is drawn correctly. I am using TransferFunction1D to pass my geometry array to a texture1D. Anybody knows what I'm doing wrong? Of course I have set texture-setResizeNonPowerOfTwoHint(false); Thank you in advance! Jordi. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Instanced geometry using a (non power of two)texture1D like a vertex buffer.
Hi Juan, +0.5 did the trick! Anyway I will make tests with texelFetch1D and TBO's looking for a better performance. Thank you for the tips. Muchas gracias!! 2010/9/23 Juan Hernando jherna...@fi.upm.es Hi Jordi, I think the problem is in this line of code in your vertex shader: vec4 pos= gl_Vertex+ vec4(texture1D(texturePos,(float(gl_InstanceID)/nInstances)).xyz,0.); I think that texels are placed in the [0..1] range using their centers and not the left edge as your code assumes. That means that if you have to texels they are not placed at 0 and 0.5 or 0 and 1 but 0.25 and 0.75. It's difficut to assure what happens in 0.5. In short, the nearest texel may not be the one you are expecting (only with two images, my guess is that the 9th square overdraws the 8th). If your hardware supports it, use texelFetch1D, which admits integer coordinates. Maybe adding 0.5 to gl_InstanceID can also do the job. Finally, remember that 1D textures are limited to 8192 texels in current hardware (at least mine). You'll need a Texture Buffer Object if you need more. Regards, Juan Jordi Torres wrote: Hi all, I am trying to show instanced geometry using a texture1D like a vertex buffer. In fact I have it working more or less... but if my Texture 1D is non power of two then my shader does not render some of the instances. Attached is the code and two images, one with a non power of two texture(9 elements) that fails to draw last element, and other with 256 elements that is drawn correctly. I am using TransferFunction1D to pass my geometry array to a texture1D. Anybody knows what I'm doing wrong? Of course I have set texture-setResizeNonPowerOfTwoHint(false); Thank you in advance! Jordi. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Efficient representation of triangulation.
Thanks a lot! Giulio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31973#31973 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Visual C++ Runtime Error in osg 2.9.9 ive uncompress
Hi Robert, thanks for the quick reply. For now, I am suspecting memory exhaustion since I just got the following crash as well (call stack does not seem to be very complete any more...). What speaks for this, it doesn't happen alle of the time... The scene graph has 7e6 vertices, Physical RAM usage was at 3.6 GB, and the process was holding 1.2 GB RAM at the time of the crash... Code: osg66-osgDBrd.dll!osgDB::Registry::readImage(const std::basic_stringchar,std::char_traitschar,std::allocatorchar fileName=...\texture6.jpg, const osgDB::Options * options=0x) Line 213 + 0x5 bytes C++ osg66-osgDBrd.dll!osgDB::readRefImageFile(const std::basic_stringchar,std::char_traitschar,std::allocatorchar filename=...\texture6.jpg, const osgDB::Options * options=0x) Line 264C++ osgdb_daerd.dll!osgDB::readRefImageFile(const std::basic_stringchar,std::char_traitschar,std::allocatorchar filename=üDp) Line 218 + 0x2c bytes C++ osgdb_daerd.dll!osgDAE::daeReader::processTexture(domCommon_color_or_texture_type_complexType::domTexture * tex=0x750f3a58, const osg::StateSet * ss=0x19002f00, osgDAE::daeReader::TextureUnitUsage tuu=406192626, domFx_opaque_enum opaque=-2122200076, float transparency=2.6826877e+030) Line 1112 + 0x12 bytes C++ Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31975#31975 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?
Hi Dženan, I don't know if it is still of interest for you. If not, maybe someone else can profit. Here is my solution for turning the camera arround the scene: osg::Vec3 achse; osg::Matrix rotation_matrix(view-trackball-getRotation()); if (orientation == Horizontal) { achse = osg::Vec3(0.0, 1.0, 0.0); } else { achse = osg::Vec3(1.0, 0.0, 0.0); } achse = achse * rotation_matrix; osg::Quat myRotationMatrix; myRotationMatrix.makeRotate(osg::DegreesToRadians((float)newValue), achse); view-trackball-setRotation(trackballMatrix * myRotationMatrix); This works excellent for me. - Werner - On Monday 30 August 2010 13:22:08 DXXenan ZukiXX wrote: Hi, I can tell you immediately that I gave up on this :D Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31152#31152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- TEXION Software Solutions TEXION GmbH - Rotter Bruch 26a - D 52068 Aachen - HRB 14999 Aachen Fon: +49 241 475757-0, Fax: +49 241 475757-29, web: http://www.texion.eu Geschäftsführer/Managing Director: Werner Modenbach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
Hello Lucie, I use VRJuggler and OSG to create an application on a VR system and I want to use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I wanted to know if it is possible to use osgWidget with osgUtil::SceneView? I don't think anyone has done it yet. osgWidget::WindowManager does its setup using an osgViewer::View, but I guess you should be able to derive a class that would do the same thing given an osgUtil::SceneView instead. Have a look at what osgWidget::WindowManager does in its code. Once you have osgWidget::WindowManager working with osgUtil::SceneView, everything else should work, since from there Widgets and Windows are just scene graph classes (Group, Transform, Geode) specialized to do things in 2D and in a widget-toolkit-like way. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Plugin problem with SketchUp exported models...
Hi, OK, this works for me, I could do a submission at some point. My knowledge is: 1. invert for Google SketchUp = 7.0 2. don't invert for Google SketchUp = 7.1 3. findInvertTransparency does not always yield correct results Something along the lines (code for determining version not included): Code: // _strictTransparency overrides determining _invertTransparency if (_strictTransparency) { _invertTransparency = false; // already the default, but hey... } else { // determine by authoring tool if known, otherwise use findInvertTransparency if (_authoringTool == GOOGLE_SKETCHUP) { // Google SketchUp 7.1 is known to require inversion if ((_authoringToolVersionMajor = 7) (_authoringToolVersionMinor 1)) { _invertTransparency = true; } else { // Google SketchUp = 7.1 is known to be fixed (7.1.6860 to be exact) _invertTransparency = false; } } else { _invertTransparency = findInvertTransparency(database); } } Let me know what you think. Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31979#31979 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
Hello Lucie, In fact, I succeed to display widgets with osgUtil::SceneView replacing the first parameter osgViewer::View by 0 in osgWidget::WindowManager. I use my application in an immersive system (two screens) but my problem is that the widgets appears in each window representing each screen of my immersive system. I want to display widgets in a particular window but not all windows. I don't know how to do this. Do you have an idea? There are a few ways to do this. I assume you are currently adding the WindowManager's ortho camera under the root of your scene graph? 1. You could add the WindowManager's ortho camera directly under one camera (the one for the view you want to see your widgets in). Since it's not under your scene root, other cameras won't see it. 2. You could still add the ortho camera where you do now, and use node and traversal masks so that only one camera will see the widgets. 3. You could add a cull callback to the ortho camera, in which you would check the current camera (in the osgUtil::CullVisitor that is passed to the callback) and only call the traverse() method if it's the camera you want (by name, by pointer, or whatever test you want). There may be other ways. I would generally either do 1 or 3, I wouldn't use node masks, because you only have 32 bits in a node mask and if you use them for other things you may run out of bits quickly. But whenever you want to see some things in one view (screen, window, camera) but not the other one(s), it's the same thing. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Application Verifier failure (on Windows) with getSampleOpenGLContext(...)
I did a further bit of testing, and it seems to be a driver-related problem. On the single ATI machine (winXP) I have available osgviewer runs fine under application verifier. On my main development machine (Vista64, FX2700M) I am able to get osgviewerd.exe to pass Application Verifier if I drop the Nvidia driver down to 179.76 (Dell ISV certified), but any driver after that (tested with 186.03 and up) seems to give the error in AppVerifier. As far as I can tell, there's no way to use OSG without calling ::ChoosePixelFormat and ::SetPixelFormat, which are the two specific calls in getSampleOpenGLContext which are failing. If anyone has tried running AppVerifier successfully with a later nvidia driver revision, I would really like to hear about it. Regards, Jesper D. Thomsen AnyBody Technology A/S Denmark From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jesper D. Thomsen Sent: 21. september 2010 16:12 To: OpenSceneGraph Users (osg-users@lists.openscenegraph.org) Subject: [osg-users] Application Verifier failure (on Windows) with getSampleOpenGLContext(...) Hi all, I've just updated our OSG usage from 2.6.1 to 2.8.3 in the hopes of getting application verifier to accept our OSG usage. We previously had a problem with Application Verifier and OpenThreads in 2.6.1 but this has been fixed in 2.8.3, but we now experience a new problem. Luckily it seems to happen with all OSG examples and not just our own application. The setup: I'm using Application Verifier (which we need our application to pass) on Windows Vista 64 SP2, Dell M6500 workstation with Quadro FX2700M graphics and driver revision 258.96. OSG has been built from source with Visual studio 2005 SP1. I'm testing osgviewerd.exe with Application Verifier default basic settings. Observed problem: Application Verifier breaks into the debugger during the call of CreateGraphicsContext() with last function call in OSG being int pixelFormatIndex = ::ChoosePixelFormat(hdc, pixelFormat); in osgViewer::Win32WindowingSystem::getSampleOpenGLContext(). All the OSG applications I have tested with Application Verifier breaks in ChoosePixelFormat, but I don't know if this could be an OSG problem, a hdc usage problem or an Nvidia driver problem. I have also tried Application Verifier with osgviewerd.exe in OSG 2.9.8 with the same behavior. The complete callstack for the breakpoint is: ntdll.dll!773a0004() [Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll] ntdll.dll!77407c5c() vfbasics.dll!AVrfpVectoredExceptionHandler(_EXCEPTION_POINTERS * ExceptionPointers=0x00dad994) Line 460 ntdll.dll!773ea4df() ntdll.dll!773d4461() ntdll.dll!773d4505() ntdll.dll!773ae49f() nvoglv32.dll!69d786c1() nvoglv32.dll!69d786c1() ntdll.dll!773ba957() ntdll.dll!773baaad() ntdll.dll!774319fe() osgviewerd.exe!mainCRTStartup() Line 414 C ntdll.dll!7741c1da() ntdll.dll!7741c20b() ntdll.dll!7741c20b() ntdll.dll!7741c449() vfbasics.dll!AVrfLogInTracker(_AVRF_TRACKER * Tracker=0x, unsigned short EntryType=1, void * EntryParam1=0x04ba6d40, void * EntryParam2=0x0080, void * EntryParam3=0x04ba, void * EntryParam4=0x6935bd2e, void * ReturnAddress=0x69351556) Line 300 + 0x10 bytes vfbasics.dll!AVrfpRtlAllocateHeap(void * Heap=0x69351137, unsigned long Flags=1765138528, unsigned long Size=769) Line 256 00dadf98() vfbasics.dll!AVrfpTlsGetValue(unsigned long dwTlsIndex=4294967295) Line 426 nvoglv32.dll!69b2561d() nvoglv32.dll!69b2a5e0() nvoglv32.dll!69d42336() verifier.dll!6bd559c9() vrfcore.dll!VfCoreStandardDllEntryPointRoutine(void * DllHandle=0x6950, unsigned long Reason=1, _CONTEXT * Context=0x) Line 558 + 0xc bytes vfbasics.dll!AVrfpStandardDllEntryPointRoutine(void * DllHandle=0x6950, unsigned long Reason=1, _CONTEXT * Context=0x) Line 787 + 0xa bytes ntdll.dll!773d919c() ntdll.dll!773c48e7() ntdll.dll!773ef7eb() ntdll.dll!773c446d() ntdll.dll!773c3f00()
Re: [osg-users] osgWidget
9On Thu, 2010-09-23 at 09:30 +0200, lucie lemonnier wrote: Hi, I use VRJuggler and OSG to create an application on a VR system and I want to use osgWidget. But VRJuggler uses osgUtil::SceneView instead of osgViewer, I wanted to know if it is possible to use osgWidget with osgUtil::SceneView? Thank you! osgWidget uses osgViewer::View::computeIntersections() to do picking. I don't think it will be possible to use SceneView in it's place without overcoming this dependency. In fact, I had always lamented the WindowManager's need for a View pointer, but I needed to use it for picking and so it developed thusly. Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31957#31957 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Follow us on Twitter! http://twitter.com/emperorlinux EmperorLinux, Inc. http://www.emperorlinux.com 1-888-651-6686 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
Hi Jeremy, In fact, I had always lamented the WindowManager's need for a View pointer, but I needed to use it for picking and so it developed thusly. I can look at replacing this dependency with manually running an intersector from the camera. If this is the only need for a View, it should be easy to overcome. I'll put this on my Todo list :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
On Thu, 2010-09-23 at 10:32 -0400, Jean-Sébastien Guay wrote: Hi Jeremy, In fact, I had always lamented the WindowManager's need for a View pointer, but I needed to use it for picking and so it developed thusly. I can look at replacing this dependency with manually running an intersector from the camera. If this is the only need for a View, it should be easy to overcome. I'll put this on my Todo list :-) Yep, this is the only thing the View is used for... J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] How to use PlugIns
Hi @ all, i have a question about the use of a plugin after it was build. Do I have to rebuild OSG in some manner or how do I notify OSG that there´s a plugin? In my case I need the collada PlugIn. Thanks in advance. Cheers, Tomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31985#31985 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenFlight: Reading the Extension Record
Paul, Thanks so much. That helps point me in the right direction. Hopefully adding the code will be straight forward. -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Wednesday, September 22, 2010 1:02 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenFlight: Reading the Extension Record Hi Brad -- The original author of the importer isn't around these days, though he does make an occasional rare appearance. I wrote the exporter half of the plugin. Looks like PrimaryRecords.cpp has a class, Extension, for processing an Extension record, but it doesn't appear to parse/save any of the data. Looks like it just creates a Group node and assigns it the name from the extension record, then returns. You would probably want to add some code here to handle the extension record contents the way that you require. The code you quoted below pertains to handling the PushExtension and PopExtension control records, which is only tangentially related to Extension records themselves. -Paul Brad Colbert wrote: Paul, Thanks for the quick reply. I've looked through the source and find a lot of references to Extension but doubt that is what it's for. I was hoping to catch the eye of the author here. -B P.S. One example, I think may or may not be close: Document.cpp:void Document::pushExtension() Document.cpp:OSG_WARN No current primary in Document::pushExtension(). std::endl; Document.cpp:void Document::popExtension() Document.cpp:OSG_WARN Can't decide primary in Document::popExtension(). std::endl; Document.h:// Extension stack Document.h:void pushExtension(); Document.h:void popExtension(); -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Wednesday, September 22, 2010 10:35 AM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenFlight: Reading the Extension Record Check the source code. If I recall correctly, the loader reads in comment records and stores them as UserData in the scene graph, but I'm not sure about extension records. The only way to know for certain is to check the source. -Paul Brad Colbert wrote: Hello all, We would like to store some extra meta-data along with (embedded) in our OpenFlight models. Looking at the OpenFlight spec, there appears to be this thing called an Extension Record that can contain many things, even XML which is what we are interested in. To cut-to-the-chase, does the OpenFlight loader in OSG read in any way these Extension Records or, worse, preclude the reading of the record? I know this is a pretty open question but I'm just starting to dig into this. Any information will be more than I have now, thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
Hi, Thank you Jean-Sébastien for your devices. Indeed, I put the WindowManager's ortho camera under the root of my scene graph. With VRJuggler, I can't access to the cameras because the cameras aren't included in the scene graph. So I don't know how to do this. Would you have other suggestions? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31988#31988 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] How to use PlugIns
You have to build and its dependencies http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomas Longo Sent: Thursday, September 23, 2010 4:03 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [osgPlugins] How to use PlugIns Hi @ all, i have a question about the use of a plugin after it was build. Do I have to rebuild OSG in some manner or how do I notify OSG that there´s a plugin? In my case I need the collada PlugIn. Thanks in advance. Cheers, Tomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31985#31985 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.9.9 problem with *.osgb
Hi John, et. al, On Thu, Sep 23, 2010 at 10:11 AM, Robert Osfield robert.osfi...@gmail.com wrote: Thanks for the testing, I've just reproduced this regression. I will dig into see where things went wrong. I've spent the whole day chasing this problem down. Turned out to be an issue of double setting of an id map when writing out images. To fix this I've re-factored the way that images are read/written and how the object related fields are read/written. An svn update will get these fixes. The change will break the .osgb/.osgt format unfortunately so you'll need to re-create these files. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] How to use PlugIns
hhh, thank you very much for your ultra lightspeed fast reply :D This is what I was looking for!!! Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31991#31991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Creating a Visible Pivoting Vector/Cylinder
Hi, I'm looking to write the code for a vector/a small diameter cylinder to pivot from the bottom, and traces to different points at the top with relation to data collected by a user interface device. Specifically I am tracking an IR LED with OSG in a cubic set space and would like a visible vector/cylinder to point to the LED's point in space. The vectors/cylinders are only for aesthetic purposes to get more of a feel of where the LED is in relation to the cubic defined space. Any/all help is greatly appreciated. I've been just learning this on my own and am new to OSG's specific operation! :-D ... Thank you! Cheers, Richard -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31992#31992 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget
Hello Lucie, Indeed, I put the WindowManager's ortho camera under the root of my scene graph. With VRJuggler, I can't access to the cameras because the cameras aren't included in the scene graph. So I don't know how to do this. Would you have other suggestions? The SceneView has a getCamera() method. That's what I meant. In OSG rendering, the rendering always starts at a camera. If you do viewer-setSceneData(root) or sceneView-setSceneData(root), your root node is being added as child of that camera, which is thus called the viewer's main camera. You may have other cameras in the scene graph (like osgWidget's ortho camera, or HUD cameras, etc.). J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating a Visible Pivoting Vector/Cylinder
Hi Richard, Here's what I would do to start: 0) Read the QuickStartGuide if you haven't already. 1) Make two Geodes, one with a Cylinder as the Drawable, and the other with a Cone, (these are convenience classes which the osg provides) and add each Geode as the child of a MatrixTransform or PositionAttitudeTransform node. 2) Derive a class(es) from NodeCallback, overriding the operator()(Node*, NodeVisitor*) method with the behavior you want for each component of your arrow (setting the orientation or scaling or whatever you want) based on the interface device data. Matrix::rotate(Vec3 from, Vec3 to) will create a rotation matrix which rotates your objects from some starting orientation - the original axis of your arrow - to another orientation - the desired axis of your arrow. 3) Attach the callback(s) to the appropriate transform node(s) using Node-addUpdateCallback(derivedCallbackClass) 4) Add your root node as the scene data of an osgViewer::Viewer, and either do a frame() loop or viewer.run(). The QuickStartGuide will have everything you need to know about that. Hopefully that'll get you started... Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31994#31994 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer issues
Robert, Attached is a simple stripped down app that demonstrates the problem. The program creates two windows (2 views total). The 1st has a HUD and the 2nd doesn't. Resizing the 2nd window causes the HUD in the first window to resize (it shouldn't). I am reliably producing this bug on my Win7 machine. I'm quite confident that this bug will be reproducible on all Windows. I am a little bit less sure of Linux/Mac, etc. I've included a Visual Studio 2005 project but since there is only one source file it should be easy to get it building under Linux. Thanks -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, September 22, 2010 2:25 AM To: OpenSceneGraph Users Subject: Re: [osg-users] CompositeViewer issues Hi Brad, Could you see if you can reproduce this problem with the one of the OSG examples, or a small tweak of one to reproduce this problem. If I can reproduce it reliably then there is a much better chance of spotting the culprit and finding a solution. Cheers, Robert. On Tue, Sep 21, 2010 at 10:27 PM, Brad Huber br...@procerusuav.com wrote: Hello, I recently converted our osg based application over to use Composite Viewer because we need multiple Views on the same scene graph. Im running in to a little snag which appears to be a bug in CompositeViewer. Simple way of explaining the manifestation of the issue is that I have two Windows and two Views (one view per window) and they both have event handlers attached to the views which react to the osgGA::GUIEventAdapter::RESIZE event. Resizing works hunky dory for view 0 but it does not work correctly for view 1. I believe the culprit is related to these lines of code found in CompositeViewer::eventTraversal(). osgViewer::View* masterView = getViewWithFocus() ? getViewWithFocus() : _views[0].get(); . . . viewEventsMap[masterView].insert( viewEventsMap[masterView].end(), gw_events.begin(), gw_events.end() ); The problem is that when resizing, apparently getViewWithFocus() returns NULL (I guess because the mouse is over the window frame and not the view within the window. Therefore a resize event is taken out of the graphics window queue for the 2nd window and stuck into the event queue for the 0 view (a mismatch). The effect for me is that the when I resize one window the HUD I have set up in the other window receives the resize event and changes which obviously isnt what I want J. This does seem to be somewhat intermittent and may be related to whether your mouse tends to fall off the window frame towards the view or away from the view PS I dont have a solution in hand yet. I thought I would throw this out there in case its a known issue or something. Thanks -Brad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org CompositeViewer_Playground.zi_ Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.9.9 - Problem building osgSim
Hi, When building 2.9.9 the following warnings/errors are generated: 1SphereSegment.cpp 1.\SphereSegment.cpp(1368) : warning C4091: '' : ignored on left of 'double' when no variable is declared 1.\SphereSegment.cpp(1368) : error C2143: syntax error : missing ';' before 'constant' 1.\SphereSegment.cpp(1368) : error C2106: '=' : left operand must be l-value Build environment is Windows 7, VS2008 SP1, 64bit release with QT. Does the variable rad2 in line 1368 of SphereSegment.cpp redefine a macro or typedef? Renaming this variable eliminates the compile error. Thank you! Cheers, Erin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31997#31997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSX Install Locations
2.8.3 and older use. /Library/Application Support/OpenSceneGraph/PlugIns/osgPlugins-{version}/ In your case {version} will be 2.9.9. I'm not sure that changed in 2.9.x, but I would try that. ... Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31998#31998 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] isCurrent() doesn't really work.
I was looking at the isCurrent call and way contexts and made current and released. isCurrent is not virtual, and simply checks to see if the thread on which the context was made current matches the current thread. Every OpenGL api I've looked at provides a way to get a handle to the active context, which could be compared to the handle of the context in the GraphicsContext implementation. That would mean the isContext would always work. Currently something like A-makeCurrent(); B-makeCurrent(); A-isCurrent(); won't work, but it could be fixed pretty easily. At the same time, releaseContext() could check to see if the context is actually the active context and do nothing if it isn't. In wgl, glx, agl, and cgl you can call GetCurrentContext with the respective prefix to accomplish this. Even Qt has QGLContext::currentContext(). I'll be happy to implement it in some cases, although I am still working with 2.8.3 and the changes will have to be ported to the trunk. Thanks, David Guthrie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31999#31999 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph 2.9.9 problem with *.osgb
Robert, I did an svn update. Yes, this did indeed fix the problem! Excellent!! Good to have a working binary file format again :) Thanks a lot for a very nice visualization library and all the hard work! John Ivar Haugland On Thu, Sep 23, 2010 at 6:15 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi John, et. al, On Thu, Sep 23, 2010 at 10:11 AM, Robert Osfield robert.osfi...@gmail.com wrote: Thanks for the testing, I've just reproduced this regression. I will dig into see where things went wrong. I've spent the whole day chasing this problem down. Turned out to be an issue of double setting of an id map when writing out images. To fix this I've re-factored the way that images are read/written and how the object related fields are read/written. An svn update will get these fixes. The change will break the .osgb/.osgt format unfortunately so you'll need to re-create these files. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.9 - Problem building osgSim
Hi, So this issue (and many others) arises from the GL.h file that QT installs in place of the default windows version. Reverting to the vanilla GL.h file fixes it. Does anyone understand why QT does this and are there any tips for making QT play nice with OSG? Thank you! Cheers, Erin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32001#32001 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Build error on OS X in examples_osgviewerCocoa
Hello, I've sent this e-mail to osg-users@lists.openscenegraph.org but I didn't receive it on the list. I'm re-sending it just in case. Here is my problem: When building OpenSceneGraph on OS X 10.6.4 and creating application bundles, I have the error below, on the examples_osgviewerCocoa target. It happened on OSG 2.9.8 and it's still happening on 2.9.9. This only happens when I set cmake to build application bundles, and only on examples_osgviewerCocoa. A Copy Files step is set up with a path of ../., which Xcode doesn't like. I think recreating the examples_osgviewerCocoa target should fix it for me, but there must be a way to fix it in the cmake configuration files... or is no one else getting this? Thanks Eduardo -- PBXCp /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist examples/osgviewerCocoa/Info.plist cd /Users/epoyart/OpenSceneGraph-2.9.9 /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp -exclude .DS_Store -exclude CVS -exclude .svn -strip-debug-symbols -resolve-src-symlinks /Users/epoyart/OpenSceneGraph-2.9.9/examples/osgviewerCocoa/Info.plist /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/../. pbxcp: error: open(): /Users/epoyart/OpenSceneGraph-2.9.9-build/bin/Debug/osgviewerCocoad.app/Contents/MacOS/.././Info.plist [/SourceCache/pbx_tools/pbx_tools-1706/pbxcp/file_utils.m:420]: No such file or directory Command /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp failed with exit code 1 - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with samples
Hi, I've also been experiencing the fullscreen issue with nVidia cards on Windows 7. Just wanted to let you know that I found a workaround. When creating the OpenGL context, I changed the swap method from WGL_SWAP_EXCHANGE_ARB to WGL_SWAP_COPY_ARB. This completely solved the issue for me. Hopefully nVidia will fix their drivers in a future release. Cheers, Farshid On Thu, Sep 2, 2010 at 7:00 AM, Martin Anderson poet_mar...@yahoo.co.ukwrote: Hi, Thanks for all your responses guys - that seems to answer the problem ! Will try the offered fixes when I get home from work Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31274#31274 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows 7 Aero Color Scheme issue
On Thursday 08 July 2010, Martin Naylor wrote: Hi, Yeah its certainly Aero... I two have the same issue, disabling Aero sorts its out, but mine is on a single screen. Alt-Tab will make it work as well. Have a look here http://www.opengl.org/pipeline/article/vol003_7/ Are we using GDI? I don't understand the viewer code, I might have another attempt later... http://bugreports.qt.nokia.com/browse/QTBUG-6988 might of interest. This what I posted a while back: I did mention this a while back about osgShadow. All my are examples do this now after installing a new Nvidia GTX 480 card(from a gtx 9800), with the latest drivers from Nvidia. My guess you are running Windows Vista/7, try alt tab? For a permanent fix disable the pesky Aero desktop! I tried looking for a fix last night and its something to do with swapbuffers either being called or not, I cannot remember it was late and the viewer code was baffling me! Ok it might be Never found a fix, i have looked into the viewer code, but never got to the bottom of it. Martin. I made an interesting observation recently. One and the same code (essentially osgviewer) showed the black screen when starting up in the automatically chosen DrawThreadPerContext threading mode, but worked fine when SingleThreaded was forced. What is different in the way the OpenGL context is created in these two cases? Magnus ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org