Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread J.P. Delport

Hi,

On 25/05/11 21:18, Roman Grigoriev wrote:

Hi,
found some bug when I try to run osgviewer many times on my config
after 2 or 3 smooth runs I got black screen and osgviewer simply hangs.
tried with all drivers 260 270 275 x86 - same thing.
-I tried 2.9.11 - works fine.


I've recently experienced exactly this too - osgviewer would only start 
on randomly selected invocations - other times, black screen.


I've suspected NVidia drivers or X as this started happening on 
270.41.06 drivers, but of course I upgraded OSG and distribution at that 
same time.


Debian Sid 32-bit with NVidia 7300 go. What OS/GPU are you on?

I'll also check if 2.9.11 works.

rgds
jp



Thank you!

Cheers,
Roman

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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread J.P. Delport

Hi,

saw now you included ubuntu nvidia in the subject...

What specific GPU though?

jp

On 26/05/11 08:29, J.P. Delport wrote:

Hi,

On 25/05/11 21:18, Roman Grigoriev wrote:

Hi,
found some bug when I try to run osgviewer many times on my config
after 2 or 3 smooth runs I got black screen and osgviewer simply hangs.
tried with all drivers 260 270 275 x86 - same thing.
-I tried 2.9.11 - works fine.


I've recently experienced exactly this too - osgviewer would only start
on randomly selected invocations - other times, black screen.

I've suspected NVidia drivers or X as this started happening on
270.41.06 drivers, but of course I upgraded OSG and distribution at that
same time.

Debian Sid 32-bit with NVidia 7300 go. What OS/GPU are you on?

I'll also check if 2.9.11 works.

rgds
jp



Thank you!

Cheers,
Roman

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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread Roman Grigoriev
Hi,

I tested developer releases so starting from 2.9.12 this thing happens
my config g++4.5.2 and tested with 260 270 and even beta 275 drivers
on quadro 4200m and nvidia ion2 and 8600mgt
 
Thank you!

Cheers,
Roman

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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread Alberto Luaces
Roman Grigoriev writes:

 I tested developer releases so starting from 2.9.12 this thing happens
 my config g++4.5.2 and tested with 260 270 and even beta 275 drivers
 on quadro 4200m and nvidia ion2 and 8600mgt

It happened to me just once yesterday, the rest of the time worked
fine. I'm running Debian Squeeze 64-bit, GeForce 9500 GT with driver
version 195.36.31, OSG 2.9.14.

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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread J.P. Delport

Hi,

On 26/05/11 09:20, Alberto Luaces wrote:

Roman Grigoriev writes:


I tested developer releases so starting from 2.9.12 this thing happens
my config g++4.5.2 and tested with 260 270 and even beta 275 drivers
on quadro 4200m and nvidia ion2 and 8600mgt


It happened to me just once yesterday, the rest of the time worked
fine. I'm running Debian Squeeze 64-bit, GeForce 9500 GT with driver
version 195.36.31, OSG 2.9.14.



just managed to get it to hang in gdb...

thread 1:
#0  0xb7fe2424 in __kernel_vsyscall ()
#1  0xb78ca20a in __pthread_cond_wait (cond=0x816905c, mutex=0x81694d4)
at pthread_cond_wait.c:153
#2  0xb7fb78e6 in OpenThreads::Condition::wait(OpenThreads::Mutex*) ()
   from /usr/local/lib/libOpenThreads.so.12
#3  0xb79beb5f in osgViewer::ViewerBase::renderingTraversals() ()
   from /usr/local/lib/libosgViewer.so.76
#4  0xb79bb7bc in osgViewer::ViewerBase::frame(double) ()
   from /usr/local/lib/libosgViewer.so.76
#5  0xb79bb6a8 in osgViewer::ViewerBase::run() ()
   from /usr/local/lib/libosgViewer.so.76
#6  0xb79b1534 in osgViewer::Viewer::run() ()
   from /usr/local/lib/libosgViewer.so.76
#7  0x0804b462 in main ()

thread 2:
#0  0xb7fe2424 in __kernel_vsyscall ()
#1  0xb74eff06 in __poll (fds=0xb7586ff4, nfds=1, timeout=-1)
at ../sysdeps/unix/sysv/linux/poll.c:87
#2  0xb741f0d0 in ?? () from /usr/lib/libxcb.so.1
#3  0xb74216d1 in xcb_wait_for_reply () from /usr/lib/libxcb.so.1
#4  0xb77cfe68 in _XReply () from /usr/lib/libX11.so.6
#5  0xb77432bd in ?? () from /usr/lib/libGL.so.1
#6  0xb5bb3008 in ?? ()

Not sure what this means yet... I think it's a window creation/X query 
race. Compiling older versions... All that changed in X11 window 
creation is some xrandr code was added. Gonna see what happens if I 
disable it.


jp

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[osg-users] Unit tests - osg testing procedure

2011-05-26 Thread Ariel Hutterer
Hi:
Osg have some unit tests?
How you test osg before release a version?
Thanks
Ariel
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Re: [osg-users] How to make attenuation of Points?

2011-05-26 Thread Robert Osfield
Hi Nan,

On Wed, May 25, 2011 at 8:43 PM, Nan WANG nan.c...@gmail.com wrote:
 After reading the GL_POINT_DISTANCE_ATTENUATION docs...i tried with osg

 there's no GL_POINT_DISTANCE_ATTENUATION  definition in GL.h
 only:

 GL_POINT_SMOOTH
 GL_POINT_SIZE
 GL_POINT_SIZE_RANGE
 GL_POINT_SIZE_GRANULARITY

Are you working under Windows and looking at the MS gl.h?  This header
is only OpenGL 1.1
so doesn't contain all the defines actually supported by the OpenGL
drivers at run-time, so the
OSG provides the missing #defines for you.

 regarding to GL_POINT

 Is there any example about using GL_POINT_DISTANCE_ATTENUATION to active 
 point size distance attenuation in OSG?

The osgpoints example contains code setting the
Point::setDistanceAttenuation settings.

Robert.
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Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-26 Thread Robert Osfield
Hi Dimi,

Thanks for the further explanation about what you've been testing,
this is useful.  The large number of changes to BufferObject/VBO
support is due to a revamp to make it more flexible and robust...
which it mostly achieves but clearly you've found a flaw in new
code.

From your explanation I'm starting to wonder whether it's the sharing
of a buffer object between the arrays and then substituting a new
array which hasn't been assigned to the VBO is the problem, as the
copying approach is working with this sharing the same VBO object,
only just updatig the data.

Robert.


On Wed, May 25, 2011 at 9:23 PM, dimi christop dimi_chris...@yahoo.com wrote:
 Hi Robert
 thanks for looking into it. I also have spend the last days a few hours
 looking at the src and comparing 2.8 and 2.912, there seem to be a lot of
 changes in the

 BufferObjects and VertexBufferObjects. Especially the way the Arrays are 
 Dirtied
 when setVertexArray is called. Unfortunately I got lost in the classes and
 indirections and
 could not locate anything specific.

 I managed to observe one strange thing however. If you dont call
 setVertexArray() in order to substitute a new array

 but take the pointer of it and copy over the new values (using a for loop for
 example) then a calling  dirty() on this vertexArray
 works as expected and does not invalidate all the other arrays (texcoords,
 normal, color).

 I can send you a small example as soon as I get back to work tomorrow.

 Dimi





 - Original Message 
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Wed, May 25, 2011 7:51:01 PM
 Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912

 Hi Dimi,

 I have now recreated the issue on my system using your example.  I
 used the attached CMakeLists.txt to compile, this might help others
 recreate the problem as well.

 As for the cause of the problem I can't yet say.  Unfortunately I've
 run out of working day so will need to come back to this tomorow.

 Robert.

 On Thu, May 19, 2011 at 2:21 PM, dimi christop dimi_chris...@yahoo.com 
 wrote:
 Hi Robert,

 this is exactly what I did, I called dirty on the vertexArray which is passed
 each frame
 to the geometry using
 geom-setVertexArray(vcoords);
 vcoords-dirty();

 The problem was that, it screws up all other attached geometry arrays like
 (colors, normals, texcoords) which do not change

 This behavior does not occur when the geometry is not specified as VBO or in
 2.8.
 I can try to call dirty on all arrays whether they change or not, but it does
 not seem logical.

 I attach a small example which show the problem (along with the makefile). 
 The
 example
 changes vertexArrays of a VBO geometry (a cube) at runtime using 2 different
 vertexArrays.
 You should see a pulsating colored, textured cube if it runs fine.
 Commenting/Uncommenting the dirty calls make, or disabling the VBO makes it
 clear.

 Dimi




 - Original Message 
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Thu, May 19, 2011 3:52:06 PM
 Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912

 Hi Dimi,

 The buffer object support in the OSG has been revamped and in theory
 should be robust and flexible... but like all code there is a chance
 for regressions so wide spread testing it neccessary.  Whether in this
 instance there is an actual bug, or just a different behaviour I can't
 say as I haven't tested your code.

 As a quick test I would suggest calling dirty on each array your modiy.

 Robert.

 On Thu, May 19, 2011 at 1:37 PM, dimi christop dimi_chris...@yahoo.com
 wrote:
 Hi,

 I recently upgraded my code base to 2.912 (Linux, GTX 280) , unfortunately 
 my
 GPU morphing code stopped working.
 I use VBO, GLSL and vertex attributes to copy the changing morph shapes and
 do
 the interpolation on the GPU.

 After searching for the problem I found that when I declared a geometry as
 VBO
     // Disable Display lists and setup Vertex Buffer Objects
    geom-setUseDisplayList (false);
      geom-setUseVertexBufferObjects(true);
      osg::VertexBufferObject* df = geom-getOrCreateVertexBufferObject();
      df-setUsage (GL_STREAM_DRAW);


 the subsequent commands during the update which changed the vertexArray had
 no
 effect and produced random triangles on the screen.
 geom-setVertexArray(vcoords);

 Because of the many morph shapes, I have many vertex arrays preallocated and
 pass them to the geometry based on a time. I do not copy assign to the 
 vertex
 array of the geometry for speed reasons.
 As I said in the 2.8 version everything worked fine.
 When change the code to issued a dirty on the vertex arrays
 vcoords-dirty()
 the shape morphed correctly but the color, normal, texcoord arrays (which do
not
 morph) did not show up correctly.

 Has anyone any idea what changed between the 2.8-2.912 versions. I was under
the
 impression 

Re: [osg-users] How to make attenuation of Points?

2011-05-26 Thread Nan WANG
Thanks alot Robert~
I will come to you if I have some questions regarding Points~
Thanks
... 

Thank you!

Cheers,
Nan

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Re: [osg-users] How to represent Scene Graph as a flow chart ?

2011-05-26 Thread Robert Osfield
Hi Sanat,

You can use the dot plugin to write out a .dot file for the scene
graph and then use the 3rd party application dot from graphviz to
convert this to an image.

http://www.graphviz.org/

The OSG's present3D application has a code segment that support for
visualizing scene graphs by writing the scene graph out to a .dot
file, then running dot via system(..) call and then reads the image
generated by dot back in and assigns it to a textured quad.  See
src/osgPresentation/SlideShowConstructor.cpp's
SlideShowConstructor::addGraph(..) implementation.

Robert.

On Wed, May 25, 2011 at 10:04 PM, Sanat Talmaki sanat.sch...@gmail.com wrote:
 Hi,

 I am building a GUI where users can load individual cad models and then save 
 out the built up object as a single osg model.

 I am interested in showing the user a symbolic view of the scene graph 
 similar to a flow chart where every node that is added by the user in the 
 main window is shown as an update in the secondary window. I guess somewhat 
 similar to osgedit (which I tried but couldn't build as it seems it is quite 
 out of date?)

 I was looking for some tips on how I can get started as I am not sure where 
 to get started or if any of the examples show a similar functionality.

 Thank you

 Sincerely,
 Sanat

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[osg-users] Plugins finding/loading issue on Mac OS X (imageio and FBX)

2011-05-26 Thread Alessandro Terenzi
Hi,
I want to port some apps from OSG 2.9.6 to the latest developer release
(2.9.14)...so I've built OSG's frameworks and osgviewer.app and everything
went fine on Windows, but I'm getting some troubles with plugins loading on
Mac OS X (10.5).

In osgviewer.cpp I added the following line:

osgDB::setLibraryFilePathList(../Plugins);

and I added both the Frameworks and Plugins folders to the osgviewer.app
package. But when I try to load either a DAE with JPG textures or a FBX I
get errors because plugins cannot be found, even though they seems to be
loaded as you can see from the console output:

(when loading a FBX)

...

itr='../Plugins'

FindFileInPath() : trying
/Users/alex/Desktop/osgviewer.app/Contents/Plugins/osgPlugins-2.9.14/osgdb_fbx.so
...

FindFileInPath() : USING
/Users/alex/Desktop/osgviewer.app/Contents/Plugins/osgPlugins-2.9.14/osgdb_fbx.so

Opened DynamicLibrary osgPlugins-2.9.14/osgdb_fbx.so

Warning: Could not find plugin to read objects from file
/Users/alex/Desktop/models/max/dude/dude.fbx.

./osgviewer: No data loaded


(when loading JPGs via IMAGEIO)

   itr='../Plugins'

FindFileInPath() : trying
/Users/alex/Desktop/osgviewer.app/Contents/Plugins/osgPlugins-2.9.14/osgdb_imageio.so
...

FindFileInPath() : USING
/Users/alex/Desktop/osgviewer.app/Contents/Plugins/osgPlugins-2.9.14/osgdb_imageio.so

Opened DynamicLibrary osgPlugins-2.9.14/osgdb_imageio.so

Warning: Could not find plugin to read objects from file
/Users/alex/Desktop/models/dae/test/untitled/texture0.jpg.


Why do I get opposite messages? (the first that says that the plugin has
been opened and the second that it has not been found)

I set the notify level to DEBUG_INFO and DEBUG_FP, by cannot get more
details about the error.


If I try to print the plugins search paths (by means of g
etLibraryFilePathList):


path: /lib/osgPlugins-2.9.14

path: /Users/alex/Desktop/osgviewer.app/Contents/PlugIns

path: /Users/alex/Library/Application Support/OpenSceneGraph/PlugIns

path: /Library/Application Support/OpenSceneGraph/PlugIns

path: ../Plugins


I tried also without the osgPlugins-2.9.14 folder under Plugins and also by
providing an absolute path to setLibraryFilePathList, but still the same.

Am I missing something? By the way, I built against SDK 10.5 not 10.6.


FYI, when I try to load the DAE example with JPGs textures, the DAE plugin
is correctly loaded and I can see the model, the issue is just related to
imageio plugin loading, I guess. Also, I had no problems at all with OSG
2.9.6, neither with JPGs nor with FBX.


Thank you.

Alessandro
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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread Robert Osfield
Hi Romand and J.P,

Since I updaged to Kubuntu 11.04 I too am getting intermittent X11
when opening up the viewer, the window resize when pressing 'f' has
also broken.  Frustratingly I can't reproduce it today so far...  When
I do get a crash on start up I get a warning from X11, and when I say
this previously I did a search on the web and found many dozens of
posts in various forums that discussed this same X11 error and later
versions of the Ubuntu family so it doesn't look to be an OSG specific
problem.

When I see the error again I'll post the error.

Robert.
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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread J.P. Delport

Hi,

On 26/05/11 09:29, J.P. Delport wrote:

Hi,

On 26/05/11 09:20, Alberto Luaces wrote:

Roman Grigoriev writes:


I tested developer releases so starting from 2.9.12 this thing happens
my config g++4.5.2 and tested with 260 270 and even beta 275 drivers
on quadro 4200m and nvidia ion2 and 8600mgt


It happened to me just once yesterday, the rest of the time worked
fine. I'm running Debian Squeeze 64-bit, GeForce 9500 GT with driver
version 195.36.31, OSG 2.9.14.



just managed to get it to hang in gdb...
Not sure what this means yet... I think it's a window creation/X query
race. Compiling older versions... All that changed in X11 window
creation is some xrandr code was added. Gonna see what happens if I
disable it.

jp



Changing the xrandr setting in cmake did not seem to make a difference. 
Can still get it (trunk) to hang in gdb after a few starts. For me 
2.9.11 also works fine.


Saw changes in 2.9.11 to 2.9.12 in OpenThreads too... Checking that.

jp

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Re: [osg-users] Unit tests - osg testing procedure

2011-05-26 Thread Robert Osfield
Hi Ariel,

On Thu, May 26, 2011 at 8:51 AM, Ariel Hutterer ahutt...@gmail.com wrote:
 Osg have some unit tests?

We've placed a set of unit tests in the osgunittests example, this
doesn't test the rendering though.  To test rendering I use the
OpenSceneGraph/runexamples.bat script to run a range of examples -
I'll run this quite regularily to check up on possible regressions.

 How you test osg before release a version?

Crowd sourcing is most critical element ;-)

Before every major release we'll have numberous calls for testing out
in the community.

Robert.
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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread J.P. Delport

Hi Robert,

On 26/05/11 10:41, Robert Osfield wrote:

Hi Romand and J.P,

Since I updaged to Kubuntu 11.04 I too am getting intermittent X11
when opening up the viewer, the window resize when pressing 'f' has
also broken.  Frustratingly I can't reproduce it today so far...  When
I do get a crash on start up I get a warning from X11, and when I say
this previously I did a search on the web and found many dozens of
posts in various forums that discussed this same X11 error and later
versions of the Ubuntu family so it doesn't look to be an OSG specific
problem.


yes, I've also seen some posts on newer X11 version problems. What is 
weird is that changing OSG versions avoids the hanging.


I can get this to segfault every now and again:

osgviewer --window 0 0 800 600 cow.osg
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test 
failed, requires valid graphics context.

Scaling image 'Images/reflect.rgb' from (128,128) to (0,0)
Segmentation fault

When it runs, I don't get the version test failed...

jp



When I see the error again I'll post the error.

Robert.
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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread J.P. Delport

Hi,

On 26/05/11 10:53, J.P. Delport wrote:

Hi Robert,

On 26/05/11 10:41, Robert Osfield wrote:

Hi Romand and J.P,

Since I updaged to Kubuntu 11.04 I too am getting intermittent X11
when opening up the viewer, the window resize when pressing 'f' has
also broken. Frustratingly I can't reproduce it today so far... When
I do get a crash on start up I get a warning from X11, and when I say
this previously I did a search on the web and found many dozens of
posts in various forums that discussed this same X11 error and later
versions of the Ubuntu family so it doesn't look to be an OSG specific
problem.


yes, I've also seen some posts on newer X11 version problems. What is
weird is that changing OSG versions avoids the hanging.

I can get this to segfault every now and again:

osgviewer --window 0 0 800 600 cow.osg
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test
failed, requires valid graphics context.
Scaling image 'Images/reflect.rgb' from (128,128) to (0,0)
Segmentation fault


Also get this:
osgviewer --window 0 0 800 600 cow.osg
Got an X11ErrorHandling call display=0x9514798 event=0xbfea5ca0
XIO:  fatal IO error 11 (Resource temporarily unavailable) on X server 
:0.0

  after 55 requests (55 known processed) with 0 events remaining.

rgds
jp

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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread Robert Osfield
Hi J.P,

On Thu, May 26, 2011 at 10:22 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 osgviewer --window 0 0 800 600 cow.osg
 Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test 
 failed, requires valid graphics context.
 Scaling image 'Images/reflect.rgb' from (128,128) to (0,0)
 Segmentation fault

A curious error - GraphicsWindowX11 shouldn't create a window without
a context and I would expect the makeCurrent on the context to fail
and be reported, what shouldn't happen is that the code to get to
doing the draw traversal without a context being current.

Could you try running single threaded via:

   osgviewer --window 0 0 800 600 cow.osg --SingleThreaded

To see if that makes any difference.

 Also get this:
 osgviewer --window 0 0 800 600 cow.osg
 Got an X11ErrorHandling call display=0x9514798 event=0xbfea5ca0
 XIO:  fatal IO error 11 (Resource temporarily unavailable) on X server
 :0.0
      after 55 requests (55 known processed) with 0 events remaining.

I believe this Resource temporily unavailble is the one I was
getting.  Running the same test
above things are working for me now.  Grrr  perhaps my recent OS
updates have improved things, or perhaps it's just lucky timings.

Robert.
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Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-26 Thread dimi christop
Hi Robert,

I attach the modified src file were the copying takes place in a for loop and 
does not invalidate the other arrays.
How can all arrays share a VBO you mean, that all the arrays (vertex, normal, 
texcoords, colos and so on)
are combined into a large array which is then assigned to the VBO. And 
therefore 
strides are used for rendering?

Dimi 


- Original Message 
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thu, May 26, 2011 11:28:06 AM
Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912

Hi Dimi,

Thanks for the further explanation about what you've been testing,
this is useful.  The large number of changes to BufferObject/VBO
support is due to a revamp to make it more flexible and robust...
which it mostly achieves but clearly you've found a flaw in new
code.

From your explanation I'm starting to wonder whether it's the sharing
of a buffer object between the arrays and then substituting a new
array which hasn't been assigned to the VBO is the problem, as the
copying approach is working with this sharing the same VBO object,
only just updatig the data.

Robert.


On Wed, May 25, 2011 at 9:23 PM, dimi christop dimi_chris...@yahoo.com wrote:
 Hi Robert
 thanks for looking into it. I also have spend the last days a few hours
 looking at the src and comparing 2.8 and 2.912, there seem to be a lot of
 changes in the

 BufferObjects and VertexBufferObjects. Especially the way the Arrays are 
Dirtied
 when setVertexArray is called. Unfortunately I got lost in the classes and
 indirections and
 could not locate anything specific.

 I managed to observe one strange thing however. If you dont call
 setVertexArray() in order to substitute a new array

 but take the pointer of it and copy over the new values (using a for loop for
 example) then a calling  dirty() on this vertexArray
 works as expected and does not invalidate all the other arrays (texcoords,
 normal, color).

 I can send you a small example as soon as I get back to work tomorrow.

 Dimi





 - Original Message 
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Wed, May 25, 2011 7:51:01 PM
 Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912

 Hi Dimi,

 I have now recreated the issue on my system using your example.  I
 used the attached CMakeLists.txt to compile, this might help others
 recreate the problem as well.

 As for the cause of the problem I can't yet say.  Unfortunately I've
 run out of working day so will need to come back to this tomorow.

 Robert.

 On Thu, May 19, 2011 at 2:21 PM, dimi christop dimi_chris...@yahoo.com 
wrote:
 Hi Robert,

 this is exactly what I did, I called dirty on the vertexArray which is passed
 each frame
 to the geometry using
 geom-setVertexArray(vcoords);
 vcoords-dirty();

 The problem was that, it screws up all other attached geometry arrays like
 (colors, normals, texcoords) which do not change

 This behavior does not occur when the geometry is not specified as VBO or in
 2.8.
 I can try to call dirty on all arrays whether they change or not, but it does
 not seem logical.

 I attach a small example which show the problem (along with the makefile). 
The
 example
 changes vertexArrays of a VBO geometry (a cube) at runtime using 2 different
 vertexArrays.
 You should see a pulsating colored, textured cube if it runs fine.
 Commenting/Uncommenting the dirty calls make, or disabling the VBO makes it
 clear.

 Dimi




 - Original Message 
 From: Robert Osfield robert.osfi...@gmail.com
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Sent: Thu, May 19, 2011 3:52:06 PM
 Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912

 Hi Dimi,

 The buffer object support in the OSG has been revamped and in theory
 should be robust and flexible... but like all code there is a chance
 for regressions so wide spread testing it neccessary.  Whether in this
 instance there is an actual bug, or just a different behaviour I can't
 say as I haven't tested your code.

 As a quick test I would suggest calling dirty on each array your modiy.

 Robert.

 On Thu, May 19, 2011 at 1:37 PM, dimi christop dimi_chris...@yahoo.com
 wrote:
 Hi,

 I recently upgraded my code base to 2.912 (Linux, GTX 280) , unfortunately 
my
 GPU morphing code stopped working.
 I use VBO, GLSL and vertex attributes to copy the changing morph shapes and
 do
 the interpolation on the GPU.

 After searching for the problem I found that when I declared a geometry as
 VBO
 // Disable Display lists and setup Vertex Buffer Objects
geom-setUseDisplayList (false);
  geom-setUseVertexBufferObjects(true);
  osg::VertexBufferObject* df = geom-getOrCreateVertexBufferObject();
  df-setUsage (GL_STREAM_DRAW);


 the subsequent commands during the update which changed the vertexArray had
 no
 effect and produced random triangles 

Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Hi, 

thank you, Stephan. 

I have to mention that I reinstalled Xcode 4.0.2 and removed Xcode 3.2.6. Then 
I generated a Xcode-Project with CMake 2.8.4, and now I get bugs like this one, 
again. 
In the target osgdb_qt: 


 Movies.h: CoreAudio/CoreAudio.h: No such file or directory (several times)
 ImageCompression.h: OpenGL/OpenGL.h: No such file or directory (several times)
  QuartzCore/CoreVideo.h: No such file or 
 directory (several times)
 and also errors that depends on these errors.


I´ve attached the CMakeCache.txt and I don´t know, what to do. Any help is 
appreciated.

I wanted to create an iphone-specific Xcode-project-file, because on the one 
hand Stephan has recommend that and on the other hand the project on github.com 
doesn´t include collada-Plugin.But I need this plugin. 

I already downloaded the collada-dom-2.3 and tried to install, but 
unfortunately without success. 

 /usr/bin/../libexec/gcc/darwin/x86_64/as for architecture x86_64
 /usr/bin/../libexec/gcc/darwin/i386/as for architecture i386
 lipo: can't open input file: 
 /var/folders/05/05EvlzYZHJiS-GGPxKsDck+++TU/-Tmp-//ccQXb6gI.out (No such file 
 or directory)
 make[1]: *** [build/mac-1.4/obj/ioapi.o] Error 1
 make: *** [all] Error 2


I´m sorry that I ask many questions but I want really to build OSG on 
iPhoneSimulator or Device. 
Thank you!

Cheers,
Büsra

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[osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Robert Osfield
Hi All,

I would like to go for getting OpenSceneGraph-3.0 out the door for the
end of June, this gives us four weeks to test, debug and make ready.
This gives us a little over four weeks to all we have to do.  For a
perliminary schedule I would suggest breaking the work down into two
halves/phases.


Phase 1: Merging pending submissions, testing and debugging

   Period : Now till to Friday 17th of June :

   Dev releases tempo to be upped to two or more a week.

   I'll merge submissions except where new submissions look like they
will be a high risk to the release schedule.
   New freatures will need to be low risk to be included, and as we
move closer to the end of Phase 1 I'll
   steadily raise the bar for merging new features/feature refinements
so that only really low risk submissions will
   be considered.

   All submissions considered too risky in this phase will be bumped
to after 3.0.

   Ramping up the use of nightly builds will certainly help
convergance so if you have machines available that might
   be suitable please consider contributing to cdash.openscenegraph.org.


Phase 2: Feature freeze and release candidate testing

   Period: 18th June to end of June

   This phase will begin with the creation of the OpenSceneGrap-3.0
branch which will mark the feature for the release
   and will be used as the basis of the series of OpenSceneGraph-3.0.0
release candidates.

   Straight after making the 3.0 branch I'll tag the 3.0.0-rc1 and
will call for build and runtime testing.  Ideally binaries
   will be built and made available for testing through the rc series.

   Only documentation, build and bug fixes will be merged all new
features will be ignored till after the final 3.0.0 release
   is tagged and out of the door.

   Final release, spreading the news to online news dev sites and party ;-)


Throughout the period end user testing is absolutely and utterly
crucial to the end quality of the release.  If 3.0.0 goes out the door
and doesn't work for your application it will be *your* failure to
test and report the problems in a timely manner, so please don't hold
back till after the realse, dive in and test svn/trunk, the dev
releases and release candidates as much as you can.

I will do what I can to help fix bugs over the next month but I will
be stretched so won't be able to chase everything up - the community
scales far better than I can ever do so the bulk of hunting down bugs
and addressing them, we are all part of the commuinity so don't assume
just because you've reported a problem that there is someone out there
with the skills and time to fix it, we all will be stretched by our
own work.

If you don't feel able to contribute fixes then testing and providing
high quality bug reports that aid others in quickly reproducing and
understanding the problem is important so worth the extra effort.  If
your report a problem and then others have to keep asking your
questions about the problem just to be able to reproduce it then there
is likely something wrong in the quality of your reporting.   See how
others report problems and how much information was required to help
indentify the problem, learn from the most successful posts.  Often
even basic stuff like version of the OSG, operating system, hardware
used, how the OSG was built etc are completely ignored in reports and
right away you'll get asked these questions.  Use having to ask
questions is consuming both out and your time, this is wasted time
that would be better spent actually fixing problems, so poor reporting
direclty reduces the of the software.

The place to report problems is here on the osg-users mailing
list/forum, only actual code submissions should posted to
osg-submissions.  Also don't post reports of problems directly to
particular users, including me, as broacasting the problem to the
whole community is how we leverage the power of the community.

More inportant than anything else, test, test, test.  The earlier your
test the OSG before the release the more likely that we'll have the
time to fix the issues that you find.

Thanks in advance for you help,
Robert.
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Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-26 Thread Robert Osfield
Hi Dimim

On Thu, May 26, 2011 at 10:51 AM, dimi christop dimi_chris...@yahoo.com wrote:
 I attach the modified src file were the copying takes place in a for loop and
 does not invalidate the other arrays.

Thanks.

 How can all arrays share a VBO you mean, that all the arrays (vertex, normal,
 texcoords, colos and so on)
 are combined into a large array which is then assigned to the VBO. And 
 therefore
 strides are used for rendering?

When you enable use of VBO's on the whole osg::Geometry the class will create a
single VBO for all the arrays, and single EBO for all the DrawElement
primitive sets.
Alternatively you can assign your own VBO's to the arrays, and either
have each array
with it's own VBO or have multiple arrays sharing the same VBO.

From the looks of the problems in your usage case it looks like the
mix and marching
of VBO's and arrays is problematic right now.

Robert.
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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread Magnus Kessler
On Thursday 26 May 2011 10:32:09 Robert Osfield wrote:
 Hi J.P,
 
 On Thu, May 26, 2011 at 10:22 AM, J.P. Delport jpdelp...@csir.co.za wrote:
  osgviewer --window 0 0 800 600 cow.osg
  Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test
  failed, requires valid graphics context. Scaling image
  'Images/reflect.rgb' from (128,128) to (0,0)
  Segmentation fault
 
 A curious error - GraphicsWindowX11 shouldn't create a window without
 a context and I would expect the makeCurrent on the context to fail
 and be reported, what shouldn't happen is that the code to get to
 doing the draw traversal without a context being current.
 
 Could you try running single threaded via:
 
osgviewer --window 0 0 800 600 cow.osg --SingleThreaded
 
 To see if that makes any difference.
 

  Also get this:
  osgviewer --window 0 0 800 600 cow.osg
  Got an X11ErrorHandling call display=0x9514798 event=0xbfea5ca0
  XIO:  fatal IO error 11 (Resource temporarily unavailable) on X server
  :0.0
   after 55 requests (55 known processed) with 0 events remaining.
 

Hi J.P. and Robert,

I also observe crashes with osgviewer in the latest 2.9.x code. On my machine 
(gentoo, 2.6.38 kernel, intel graphics, with drivers and Mesa from git) the 
problem manifests itself with:

osgviewer: /var/tmp/portage/x11-
libs/libX11-1.4.3/work/libX11-1.4.3/src/xcb_io.c:515: _XReply: Assertion 
`!dpy-xcb-reply_data' failed.
Aborted

Very occasionally I also got the the Resource temporarily unavailable error.

I just tried Robert's suggestion, and osgviewer runs stable in single-threaded 
mode.

Magnus

 I believe this Resource temporily unavailble is the one I was
 getting.  Running the same test
 above things are working for me now.  Grrr  perhaps my recent OS
 updates have improved things, or perhaps it's just lucky timings.
 
 Robert.

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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread Robert Osfield
I just ran OpenSceneGraph/runexamples.bat and this got all the way
through with only one error - osgtexture3D failed with the error:

XIO:  fatal IO error 11 (Resource temporarily unavailable) on X server :0.0
  after 68 requests (68 known processed) with 0 events remaining.

Running osgtexture3D again doesn't result in an error. My guess this
is thread timing issue and there is something amiss in X11/GLX libs
that the OSG is sensitive too.  Unfortunately this type of problem may
well be rather awkward to pin down.  It may well be a case for finding
a workaround, perhaps something as crude as adding a short delay in
the context setup, or some extra checks and waits for X11/GLX to do
all that it needs to before the osgViewer starts running
multi-threaded.

Robert.
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Re: [osg-users] How to represent Scene Graph as a flow chart ?

2011-05-26 Thread Sanat Talmaki
Thanks Robert..I'll definitely take a look at that.

Thanks,
Sanat.

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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread J.P. Delport

Hi,

On 26/05/11 11:32, Robert Osfield wrote:

Hi J.P,

On Thu, May 26, 2011 at 10:22 AM, J.P. Delportjpdelp...@csir.co.za  wrote:

osgviewer --window 0 0 800 600 cow.osg
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test 
failed, requires valid graphics context.
Scaling image 'Images/reflect.rgb' from (128,128) to (0,0)
Segmentation fault


A curious error - GraphicsWindowX11 shouldn't create a window without
a context and I would expect the makeCurrent on the context to fail
and be reported, what shouldn't happen is that the code to get to
doing the draw traversal without a context being current.

Could you try running single threaded via:

osgviewer --window 0 0 800 600 cow.osg --SingleThreaded

To see if that makes any difference.


I have not been able to get --SingleThreaded to misbehave yet.

Without --SingleThreaded I get one of:
* Working window
* Segfault e.g. [1]
* X error e.g. [2]
* Hang on start (black GL window) [3]

Does look like a timing issue at startup.

jp

[1]
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb5162b70 (LWP 29417)]
0xb76d152f in ?? () from /usr/lib/libGL.so.1

[2]
Starting program: /usr/local/bin/osgviewer --window 0 0 800 600 cow.osg
[Thread debugging using libthread_db enabled]
[New Thread 0xb5162b70 (LWP 29409)]
Got an X11ErrorHandling call display=0x8082628 event=0xbfffe380
XIO:  fatal IO error 11 (Resource temporarily unavailable) on X server 
:0.0

  after 55 requests (55 known processed) with 0 events remaining.
BadAccess (attempt to access private resource denied)
Major opcode: 136
Minor opcode: 5
Error code: 10
Request serial: 55
Current serial: 55
  ResourceID: 58720257
Warning: non-texture mode '3553'passed to geTexturetMode(unit,mode),
 assuming getMode(mode) instead.

Program received signal SIGSEGV, Segmentation fault.
0x0804e32c in std::string::_Rep::_S_empty_rep_storage ()

[3]
^C
Program received signal SIGINT, Interrupt.
0xb7fe2424 in __kernel_vsyscall ()
(gdb) bt
#0  0xb7fe2424 in __kernel_vsyscall ()
#1  0xb788b20a in __pthread_cond_wait (cond=0x8123224, mutex=0x812110c)
at pthread_cond_wait.c:153
#2  0xb7fb6ac5 in OpenThreads::Condition::wait(OpenThreads::Mutex*) ()
   from /usr/local/lib/libOpenThreads.so.12
#3  0xb7996461 in osgViewer::ViewerBase::renderingTraversals() ()
   from /usr/local/lib/libosgViewer.so.76
#4  0xb799413d in osgViewer::ViewerBase::frame(double) ()
   from /usr/local/lib/libosgViewer.so.76
#5  0xb79943dd in osgViewer::ViewerBase::run() ()
   from /usr/local/lib/libosgViewer.so.76
#6  0xb7985a73 in osgViewer::Viewer::run() ()
   from /usr/local/lib/libosgViewer.so.76
#7  0x0804b626 in main ()
(gdb) info threads
  2 Thread 0xb5162b70 (LWP 29392)  0xb7fe2424 in __kernel_vsyscall ()
* 1 Thread 0xb5c8f6f0 (LWP 29389)  0xb7fe2424 in __kernel_vsyscall ()
(gdb) thread 2
[Switching to thread 2 (Thread 0xb5162b70 (LWP 29392))]#0  0xb7fe2424 in 
__kernel_vsyscall ()

(gdb) bt
#0  0xb7fe2424 in __kernel_vsyscall ()
#1  0xb74b0f06 in __poll (fds=0xb7547ff4, nfds=1, timeout=-1)
at ../sysdeps/unix/sysv/linux/poll.c:87
#2  0xb73e00d0 in ?? () from /usr/lib/libxcb.so.1
#3  0xb73e26d1 in xcb_wait_for_reply () from /usr/lib/libxcb.so.1
#4  0xb7790e68 in _XReply () from /usr/lib/libX11.so.6
#5  0xb77067cc in ?? () from /usr/lib/libGL.so.1


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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Stephan Maximilian Huber
Hi Büsra,

can you test the attached CMakeModules on your end? They disable the
QtKit-plugin and the Quicktime-plugin for Iphone(dev+sim). Place them in
the folder CMakeModules. Don't forget to reconfigure your project in cmake.

cheers,
Stephan


Am 26.05.11 11:54, schrieb Büsra Gülten:
 Hi, 
 
 thank you, Stephan. 
 
 I have to mention that I reinstalled Xcode 4.0.2 and removed Xcode 3.2.6. 
 Then I generated a Xcode-Project with CMake 2.8.4, and now I get bugs like 
 this one, again. 
 In the target osgdb_qt: 
 
 
 Movies.h: CoreAudio/CoreAudio.h: No such file or directory (several times)
 ImageCompression.h: OpenGL/OpenGL.h: No such file or directory (several 
 times)
  QuartzCore/CoreVideo.h: No such file or 
 directory (several times)
 and also errors that depends on these errors.
 
 
 I´ve attached the CMakeCache.txt and I don´t know, what to do. Any help is 
 appreciated.
 
 I wanted to create an iphone-specific Xcode-project-file, because on the one 
 hand Stephan has recommend that and on the other hand the project on 
 github.com doesn´t include collada-Plugin.But I need this plugin. 
 
 I already downloaded the collada-dom-2.3 and tried to install, but 
 unfortunately without success. 
 
 /usr/bin/../libexec/gcc/darwin/x86_64/as for architecture x86_64
 /usr/bin/../libexec/gcc/darwin/i386/as for architecture i386
 lipo: can't open input file: 
 /var/folders/05/05EvlzYZHJiS-GGPxKsDck+++TU/-Tmp-//ccQXb6gI.out (No such 
 file or directory)
 make[1]: *** [build/mac-1.4/obj/ioapi.o] Error 1
 make: *** [all] Error 2
 
 
 I´m sorry that I ask many questions but I want really to build OSG on 
 iPhoneSimulator or Device. 
 Thank you!
 
 Cheers,
 Büsra
 
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 http://forum.openscenegraph.org//files/cmakecache_430.txt
 
 
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# Locate QuickTime
# This module defines
# QUICKTIME_LIBRARY
# QUICKTIME_FOUND, if false, do not try to link to gdal 
# QUICKTIME_INCLUDE_DIR, where to find the headers
#
# $QUICKTIME_DIR is an environment variable that would
# correspond to the ./configure --prefix=$QUICKTIME_DIR
#
# Created by Eric Wing. 

# QuickTime on OS X looks different than QuickTime for Windows,
# so I am going to case the two.

IF(APPLE)
  FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime/QuickTime.h)
  FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime)
ELSE()
  FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h
$ENV{QUICKTIME_DIR}/include
$ENV{QUICKTIME_DIR}
NO_DEFAULT_PATH
  )
  FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h
PATHS ${CMAKE_PREFIX_PATH} # Unofficial: We are proposing this.
NO_DEFAULT_PATH
PATH_SUFFIXES include
  )
  FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h)

  FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime
$ENV{QUICKTIME_DIR}/lib
$ENV{QUICKTIME_DIR}
NO_DEFAULT_PATH
  )
  FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime
PATHS ${CMAKE_PREFIX_PATH} # Unofficial: We are proposing this.
NO_DEFAULT_PATH
PATH_SUFFIXES lib64 lib
  )
  FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime)
ENDIF()


SET(QUICKTIME_FOUND NO)
IF(QUICKTIME_LIBRARY AND QUICKTIME_INCLUDE_DIR)
  SET(QUICKTIME_FOUND YES)
ENDIF()

IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
SET(QUICKTIME_FOUND NO)
ENDIF()

IF(APPLE)
#Quicktime is not supported under 64bit OSX build so we need to detect it 
and disable it.
#First check to see if we are running with a native 64-bit compiler (10.6 
default) and implicit arch
IF(NOT CMAKE_OSX_ARCHITECTURES AND CMAKE_SIZEOF_VOID_P EQUAL 8)
SET(QUICKTIME_FOUND NO)
ELSE()
#Otherwise check to see if 64-bit is explicitly called for.
LIST(FIND CMAKE_OSX_ARCHITECTURES x86_64 has64Compile)
IF(NOT has64Compile EQUAL -1)
SET(QUICKTIME_FOUND NO)
ENDIF()
ENDIF()
ENDIF()
# Locate Apple QTKit (next-generation QuickTime)
# This module defines
# QTKIT_LIBRARY
# QTKIT_FOUND, if false, do not try to link to gdal 
# QTKIT_INCLUDE_DIR, where to find the headers
#
# $QTKIT_DIR is an environment variable that would
# correspond to the ./configure --prefix=$QTKIT_DIR
#
# Created by Eric Wing. 

# QTKit on OS X looks different than QTKit for Windows,
# so I am going to case the two.

IF(APPLE)
  FIND_PATH(QTKIT_INCLUDE_DIR QTKit/QTKit.h)
  FIND_LIBRARY(QTKIT_LIBRARY QTKit)
ENDIF()


SET(QTKIT_FOUND NO)
IF(QTKIT_LIBRARY AND QTKIT_INCLUDE_DIR)
  SET(QTKIT_FOUND YES)
ENDIF()

IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
SET(QTKIT_FOUND NO)
ENDIF()

IF(APPLE)
# Technically QTKit is 64-bit capable, but the QTKit plug-in currently uses
# a few 32-bit only APIs to bridge QTKit and Core Video.
# As such, the plugin won't compile for 64-bit until Apple 

Re: [osg-users] [solved] Using KDtree breaks rendering

2011-05-26 Thread Torben Dannhauer
Hi Robert,

according to your answer, my problem can be divided into two aspects:

a) There must be a part of sourcecode in osgVisual which uses KdTree
b) The KdTree is corrupt/broken/wrong: Disabling the KdTree solves the problem

Regarding a)
I have not intended to implemented KdTree usage - I just enabled it to boost my 
height above terain queries. Maybe there is some OSG code (like intersection 
visitor) I use which uses KdTree if it is available.
Becuae my pseudo loader works in the plain osgviewer, a) must be true, but I 
haven't figured out the reason.

Regading b)
Nevertheless, using KdTree should not break up rendering, thefore I analysed my 
pseudoploader and I discoverey teh bug and solved it:

The rendering problem appears as soon as the pseudoloader builds the KdTree as 
well as the used native loader build the KdTree. 

I disabled the KdTree for the native loader plugin and only create the KdTree 
in the pseudoloader after all data manipulation it works - and that works as 
expected.

You can see the pseudo loader and its readNode() function here:
http://www.osgvisual.org/projects/osgvisual/browser/experimental/TerrainTest/ReaderWriterTerrainMod.cpp#L11

The way to manipulate the reader options and restore the original reader 
options makes the pseudo loader transparent.

Maybe this solution helps someone else to save some hours of debugging.


Cheers,
Torben

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Thank you Stephan again, but 


 The Extension 'cmake' was deactivated by an board admin, therefore this 
 Attachment is not displayed.


Cheers,
Büsra

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[osg-users] Registering animations in BasicAnimationManager from diferent fbxs

2011-05-26 Thread Aitor Ardanza
Hi,

I have a small problem. The idea I have is to have a fbx model with weighted 
skeleton and geometry, and then load different animations stored on another 
fbxs...

Code:

if(!m_animationManager){
m_animationManager = new osgAnimation::BasicAnimationManager;
modelNode-setUpdateCallback(m_animationManager);
}
osgGenerals::AnimationManagerFinder amFinder;
modelAnimation-accept(amFinder);
if (amFinder._am.valid()) {
for(int j=0;jamFinder._am.get()-getAnimationList().size();j++){
amFinder._am.get()-getAnimationList()[j]-setPlayMode(osgAnimation::Animation::ONCE);
amFinder._am.get()-getAnimationList()[j]-setName(animations[j].callName);
m_animationManager-registerAnimation(amFinder._am.get()-getAnimationList()[j]);
}
}



I do not know why, but if the fbx with skeleto  and geometry has no animations, 
and I start from a new BasicAnimationManager, I can't play any animation. The 
other way, if the main fbx has animations, and I register the other animations 
in its BasicAnimationManager, no problem.

Do you know if I missed something I should do?

Thank you!

Cheers,
Aitor

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Re: [osg-users] Missing sample applications for Android

2011-05-26 Thread Jens Grubert
Hi,
 unfortunately the wiki has not been updated yet. I also was not able to find 
the source of  osgViewerGles1Android - or instructions how to modify an 
existing example. I just found the  the test apk 

Could you please update the wiki as you promised back in March?

Many thanks in advance.

Cheers,
Jens

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[osg-users] Dragger Selection and osgManipulator question.

2011-05-26 Thread Miguel Lokida
Hi,

I look at the osgManipulator example and since I have not found any information 
about Dragger and Selection I have a question about this technique.

So, in the osgManipulator example, we can move, rotate... some geometries.
But, What I would like to know is what is affected by theses manipulations.

I mean, in the example (addDraggerToScene method), each geode has a selection 
as parent. Then selection is added to a root group. To this root group, we add 
a Dragger. Then we connect the Dragger and the selection (to receive commands 
from Dragger and send them to the selection).

The this root group is added as a Child to a Matrix Transform node.

What I would like to know is which node (position, rotation...) is changed ? 
The transformNode (Matrix Transform) or the selection Node (which is a 
MatrixTransform) ?

Thank you.

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Thank you so much Stephan, it works now :)

Also thanks a lot to Ulrich for your help. 

Cheers,
Büsra

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Re: [osg-users] Dragger Selection and osgManipulator question.

2011-05-26 Thread Robert Osfield
Hi Miguel,

Unfortunately the original author osgManipulator doesn't pop on the
mailing list too often so we are left trying to support it by reading
the source code and the example.  Last year I needn't to add some
functionality to osgManipulator and took the opportunity to refactor
it a bit to make it more flexible and simpler to use,  I'm still
doesn't under all the code though so still have to refer to the source
code to work out what is going on.

What I would recommend is moving to a 2.9.x dev release or svn/trunk
as these contain my updates to it.  The updates remove the need for
the Selection class completely, you can now just tell a dragger to
move a users created and specified transform node.  If you want
support on older versions of osgManipulator I'm afraid I'll have to
pass on this as I really only have a bit knowledge of the latest rev
of osgManipulator.

Robert.

On Thu, May 26, 2011 at 2:14 PM, Miguel Lokida mlok...@yahoo.fr wrote:
 Hi,

 I look at the osgManipulator example and since I have not found any 
 information about Dragger and Selection I have a question about this 
 technique.

 So, in the osgManipulator example, we can move, rotate... some geometries.
 But, What I would like to know is what is affected by theses manipulations.

 I mean, in the example (addDraggerToScene method), each geode has a selection 
 as parent. Then selection is added to a root group. To this root group, we 
 add a Dragger. Then we connect the Dragger and the selection (to receive 
 commands from Dragger and send them to the selection).

 The this root group is added as a Child to a Matrix Transform node.

 What I would like to know is which node (position, rotation...) is changed ?
 The transformNode (Matrix Transform) or the selection Node (which is a 
 MatrixTransform) ?

 Thank you.

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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-26 Thread J.P. Delport

Hi,

On 26/05/11 12:44, J.P. Delport wrote:

Hi,

On 26/05/11 11:32, Robert Osfield wrote:

Hi J.P,

On Thu, May 26, 2011 at 10:22 AM, J.P. Delportjpdelp...@csir.co.za
wrote:

osgviewer --window 0 0 800 600 cow.osg
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
test failed, requires valid graphics context.
Scaling image 'Images/reflect.rgb' from (128,128) to (0,0)
Segmentation fault


A curious error - GraphicsWindowX11 shouldn't create a window without
a context and I would expect the makeCurrent on the context to fail
and be reported, what shouldn't happen is that the code to get to
doing the draw traversal without a context being current.

Could you try running single threaded via:

osgviewer --window 0 0 800 600 cow.osg --SingleThreaded

To see if that makes any difference.


I have not been able to get --SingleThreaded to misbehave yet.

Without --SingleThreaded I get one of:
* Working window
* Segfault e.g. [1]
* X error e.g. [2]
* Hang on start (black GL window) [3]

Does look like a timing issue at startup.


It takes a bit more effort to reproduce on a faster machine it seems. 
The crashes are more frequent than successful starts on my laptop:

Centrino Duo, NVidia GeForce Go 7300

On a new quad core intel with GTS240 I can get it to die less often, 
about once or twice in 100 starts. Debian Sid 32-bit, Xorg 7.6, NVidia 
drivers 270.41.19.


ulimit -c unlimited
for ((i=0; i100; i++)) do  osgviewer --window 0 100 800 600 cow.osg  
osgviewer --window 500 0 800 600 cow.osg  sleep 0.5; killall osgviewer; 
done


Sometimes I get the weird:
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test 
failed, requires valid graphics context.


Otherwise just a segfault.

jp

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-26 Thread Jean-Sébastien Guay

Hi Farshid,


I just added the support for normal map details in the description
string. The format is the following:

Normal unit amount method flip_red flip_green swap_red_green

The method field can be one of the following strings:
Tangent
Local XYZ
Screen
World

Try it out and let me know if there are any issues.


I tried this, and I notice it's an extra line in the material 
description string. I'm wondering why you didn't just put the extra 
attributes at the end of the Map ... line for the same map (after the 
filename)?


Thanks,

J-S
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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
Hi amigoface,

Thanks for providing the model - I have updated the script and it works for 
this sample now. If you hit any more bugs let me know. 

I dropped the test and data folder from this tar file because they haven't 
changed and they are a couple of mb each. 

Cheers,
Damyon

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[osg-users] X11 cursor setting - Single- vs Multithread

2011-05-26 Thread J.P. Delport

Hi all,

the attached little app crashes if I don't run it with --SingleThreaded.

Can anyone on Linux check if the same happens for them? Also let me know 
your OSG version.


./test cow.osg

thanks
jp

PS. adding a frame() call before the cursor change also seems to work 
for the default threading case. Not sure why.


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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
I just spotted another bug with dupli groups so here is a new version.

Cheers, Damyon

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread issam boughanmi
Hi damyon !

really appreciate !



testing ...

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Re: [osg-users] X11 cursor setting - Single- vs Multithread

2011-05-26 Thread Alberto Luaces
J.P. Delport writes:

 Can anyone on Linux check if the same happens for them? Also let me
 know your OSG version.

I happens the same for me (always blocks or segfaults in several ways)
if I don't use --SingleThreaded. OSG version 2.9.14.

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[osg-users] Unicode text with osg

2011-05-26 Thread Eric Sokolowsky

Hello OSG users,

Is it possible to use international text (probably unicode) with 
osgText? I just get garbled characters when I use my application which 
uses osgText for the text. When using vi or other text editors I can see 
the international characters normally. I am using OSG 2.8.3 primarily.


Linux Fedora 14 running on 2008 15 Mac Book Pro
nVidia GeForce 8600M GT
nVidia driver 256.53

-Eric
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Re: [osg-users] osgexport for blender?

2011-05-26 Thread issam boughanmi
Hi serges ,

i just want to know the what is the status of the magrathea engine project

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Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-26 Thread Robert Osfield
Hi Dimi,

I have merged your changes for copying the data and refactored the
main() of the example so that it uses osg::ArgumentParser to read
command line arguments which then control which implementation is
used.  I cleaned up the awkward swap mechanism and renamed the file to
vbotest.cpp to better reflect what we are trying to test.

Now for the follow combinations I get:

  ./vbotest   # no arguments, just straight pointer swap
of the VertexArray - fails
  ./vobtest --ct-dirty  # dirty the colour and texture coord arrays - works
  ./vobtest --copy # copy the data to the vertex array and dirty it - works

The new main loop code looks like:

bool data_copy = arguments.read(--copy);
bool ct_dirty = arguments.read(--ct-dirty);

unsigned numFrameTillSwap=60;
osg::Vec3Array* previousVertexArray = data_copy ? 0 :
dynamic_castosg::Vec3Array*(geom-getVertexArray());

while(!viewer.done())
{
bool chooseFirst = ((viewer.getFrameStamp()-getFrameNumber()
/ numFrameTillSwap) % 2) == 0;
osg::Vec3Array* newVertexArray = chooseFirst ? v2 : v3;

if (previousVertexArray!=newVertexArray)
{
previousVertexArray = newVertexArray;

if (data_copy)
{
OSG_NOTICEcopying data array from array
newVertexArraystd::endl;
for (uint j = 0; j  v-size (); j++)
{
v-at(j) = newVertexArray-at (j);
}
v-dirty();
}
else
{
OSG_NOTICEswapping to array newVertexArraystd::endl;
geom-setVertexArray(newVertexArray);
newVertexArray-dirty();
}

if (ct_dirty)
{
c-dirty();
t-dirty();
}
}

viewer.frame();
}

return 0;
}


As to what is specifically wrong I haven't started digging into
osg::Geometry and the VBO support so can't say, but I suspect it's an
issue with management of the VBO and which arrays are assigned to
them.   Now I have a concise example that reproduces the problem I
should be able to find out what is specifically amiss.

Robert.
cmake_minimum_required(VERSION 2.6)

PROJECT(vbotest)

SET(CMAKE_MODULE_PATH ${vbotest_SOURCE_DIR};${CMAKE_MODULE_PATH})

FIND_PACKAGE(OpenThreads)
FIND_PACKAGE(osg)
FIND_PACKAGE(osgDB)
FIND_PACKAGE(osgViewer)

SET(SOURCES
vbotest.cpp
)

INCLUDE_DIRECTORIES(${OPENTHREADS_INCLUDE_DIR} ${OSG_INCLUDE_DIR})

LINK_DIRECTORIES(${OSG_LIB_DIR})

ADD_EXECUTABLE(vbotest ${SOURCES})

TARGET_LINK_LIBRARIES(vbotest ${OSG_LIBRARY} ${OSGVIEWER_LIBRARY} 
${OPENTHREADS_LIBRARY})

// GPU,CPU Moprhing example. Dimi Christopoulos, Mai 2010
//
// Example programm of a morphing cube with option to do the morphing using Vertex Buffer Objects (VBO) either on the CPU or on the GPU (GLSL).
// Shows how to setup and pass vertex attributes to GLSL in OSG and setup VBO geometry for GLSL (GPU) moprhing.
// Shows how to setup VBO and do updates for CPU morphing.
// Use the #define USE_GLSL further down to compile the example for CPU or GPU morphing.
//
// For CPU morphing 2 arrays are created which hold the 2 morph shapes. These are interpolated using C++ and afterwards
// copied to the geometry vertexArray and uploaded to Gfx memory using VBOs.
//
// For GPU morphing one morph shape array is assigned as a GLSL geometry vertex attribute and the second
// morph shape is stored directly in the geometry vertexArray. The actual interpolation occurs in the vertex GLSL shader, 
// which mixes the two arrays and passes the new vertices down the pipeline. Again VBos are used to store the geometry on the Gfx card.

#include osgViewer/Viewer
#include osgGA/TrackballManipulator
#include osg/Geode
#include osg/Geometry
#include osg/CullFace
#include osg/Image
#include osg/Texture
#include osgViewer/ViewerEventHandlers
#include osgGA/StateSetManipulator
#include osgDB/ReadFile
#include osgDB/WriteFile


// Set USE_GLSL to 1 to do interpolation on the GPU
// Set USE_GLSL to 0 to do interpolation on the CPU
#define USE_GLSL 0

// This is the number of the attribute channel used
// to pass the second vertex attributes for morphing.
// According to NVidia spec not all channels are free,
// but number 6 is guaranteed to be free. 
#define VERTEXBIND 6

// Global vars for holding the GLSL Uniform timer 
// and pointers to the vertex arrays for morphing needed 
// when doing the interpolation on the GPU 
osg::ref_ptrosg::Uniform fractionUniform;
osg::ref_ptrosg::Vec3Array v, v2, v3;
 
osg::ref_ptrosg::Geometry geom;
osg::ref_ptrosg::Vec4Array c;
osg::ref_ptrosg::Vec2Array t;

osg::ref_ptrosg::Node
createSceneGraph()
{
// Create an object to store geometry in.
geom = new osg::Geometry;

#if 1
// Disable Display lists and setup Vertex Buffer Objects
geom-setUseDisplayList (false);
geom-setUseVertexBufferObjects(true);

// Set VBO to STREAMING since 

[osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-26 Thread Eric Sokolowsky
I'm running OSG under Linux, specifically Fedora 14 on MacBook Pro 
hardware. I am having trouble running anything with the latest OSG trunk 
svn. Symptoms: X11 crashes and restarts. Since others are not reporting 
the same issue, I'm presuming that my nvidia driver is buggy. What 
version(s) of the nvidia driver are others running? It can be found by 
typing:


 cat /proc/driver/nvidia/version

Here is mine:

escher:esokolow:~$ cat /proc/driver/nvidia/version
NVRM version: NVIDIA UNIX x86_64 Kernel Module  256.53  Fri Aug 27 
20:27:48 PDT 2010

GCC version:  gcc version 4.5.1 20100924 (Red Hat 4.5.1-4) (GCC)

escher:esokolow:~$ uname -r
2.6.35.6-37.fc14.x86_64


What crashes:
osgviewer --image whatever.png

Thanks,

Eric
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Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Jean-Sébastien Guay

Hi Robert,

Good to see that the process is ramping up, it'll be great to have a new 
stable trunk release soon!



Ramping up the use of nightly builds will certainly help
convergance so if you have machines available that might
be suitable please consider contributing to cdash.openscenegraph.org.


On this subject, I've had a VC9 x86 build going for a while now (though 
it doesn't show up sometimes, I've had to babysit it a bit lately) and 
I'll be adding a VC9 x64 build today. It's just one more combination but 
every bit helps, and if others can add their own nightly builds we'll be 
able to see at a glance what the situation is for a variety of platforms 
/ compilers.


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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-26 Thread Robert Osfield
Hi Eric,

Others including myself has see X11/GLX related errors on start up of
apps, but I haven't had X11 crash and restart, I presume you mean
though whole X11 desktop crashes and restarts rather than just an OSG
app,

For point of reference he's the details of my system - later driver
and kernal than you have.

$ cat /proc/driver/nvidia/version
NVRM version: NVIDIA UNIX x86_64 Kernel Module  270.41.06  Mon Apr 18
14:53:56 PDT 2011
GCC version:  gcc version 4.5.2 (Ubuntu/Linaro 4.5.2-8ubuntu4)

$  uname -r
2.6.38-8-generic

Robert.

On Thu, May 26, 2011 at 3:52 PM, Eric Sokolowsky esok@gmail.com wrote:
 I'm running OSG under Linux, specifically Fedora 14 on MacBook Pro hardware.
 I am having trouble running anything with the latest OSG trunk svn.
 Symptoms: X11 crashes and restarts. Since others are not reporting the same
 issue, I'm presuming that my nvidia driver is buggy. What version(s) of the
 nvidia driver are others running? It can be found by typing:

  cat /proc/driver/nvidia/version

 Here is mine:

 escher:esokolow:~$ cat /proc/driver/nvidia/version
 NVRM version: NVIDIA UNIX x86_64 Kernel Module  256.53  Fri Aug 27 20:27:48
 PDT 2010
 GCC version:  gcc version 4.5.1 20100924 (Red Hat 4.5.1-4) (GCC)

 escher:esokolow:~$ uname -r
 2.6.35.6-37.fc14.x86_64


 What crashes:
 osgviewer --image whatever.png

 Thanks,

 Eric
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Re: [osg-users] Unicode text with osg

2011-05-26 Thread Farshid Lashkari
Hi Eric

On Thu, May 26, 2011 at 7:07 AM, Eric Sokolowsky esok@gmail.com wrote:

 Is it possible to use international text (probably unicode) with osgText? I
 just get garbled characters when I use my application which uses osgText for
 the text. When using vi or other text editors I can see the international
 characters normally. I am using OSG 2.8.3 primarily.


Are you specifying the correct encoding type when setting the string on the
osgText object? I am able to display Unicode characters fine on Windows
using UTF-8 encoding. I haven't tried other encodings though.

I'm not sure if this is an issue on Mac, but on Windows some characters
don't show up properly, even when the correct encoding is specified. This is
because the selected font might not support all the Unicode characters in
the string. So you might wan to make sure that the font you are using
supports all the characters you are trying to display.

Cheers,
Farshid
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-26 Thread Eric Sokolowsky

Robert Osfield wrote:

Hi Eric,

Others including myself has see X11/GLX related errors on start up of
apps, but I haven't had X11 crash and restart, I presume you mean
though whole X11 desktop crashes and restarts rather than just an OSG
app,

  


Yes, this is what I mean. X11 itself crashes and restarts. One of the 
weird issues is that this happens only for OSG trunk, not for OSG 2.8 
svn, on the same machine. Perhaps there is some OpenGL3+ weirdness going 
on here.



For point of reference he's the details of my system - later driver
and kernal than you have.

$ cat /proc/driver/nvidia/version
NVRM version: NVIDIA UNIX x86_64 Kernel Module  270.41.06  Mon Apr 18
14:53:56 PDT 2011
GCC version:  gcc version 4.5.2 (Ubuntu/Linaro 4.5.2-8ubuntu4)

$  uname -r
2.6.38-8-generic

Robert.
  


Thanks for this data point. I'll try a later driver.

Eric

On Thu, May 26, 2011 at 3:52 PM, Eric Sokolowsky esok@gmail.com wrote:
  

I'm running OSG under Linux, specifically Fedora 14 on MacBook Pro hardware.
I am having trouble running anything with the latest OSG trunk svn.
Symptoms: X11 crashes and restarts. Since others are not reporting the same
issue, I'm presuming that my nvidia driver is buggy. What version(s) of the
nvidia driver are others running? It can be found by typing:

 cat /proc/driver/nvidia/version

Here is mine:

escher:esokolow:~$ cat /proc/driver/nvidia/version
NVRM version: NVIDIA UNIX x86_64 Kernel Module  256.53  Fri Aug 27 20:27:48
PDT 2010
GCC version:  gcc version 4.5.1 20100924 (Red Hat 4.5.1-4) (GCC)

escher:esokolow:~$ uname -r
2.6.35.6-37.fc14.x86_64


What crashes:
osgviewer --image whatever.png

Thanks,

Eric
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Re: [osg-users] Unicode text with osg

2011-05-26 Thread Sergey Polischuk
Hi, Eric

I used osgText with both wstrings and normal std::strings (with utf8) in both 
linux and windows. You may need to set right locale with std::setlocale to use 
strings with utf8 text. On windows with msvs you can have troubles with text in 
code like std::string s = smth, it depends on editor text encoding settings. 
Make sure that you use font which have characters you need.

Cheers, Sergey.

26.05.2011, 18:07, Eric Sokolowsky esok@gmail.com:
 Hello OSG users,

 Is it possible to use international text (probably unicode) with
 osgText? I just get garbled characters when I use my application which
 uses osgText for the text. When using vi or other text editors I can see
 the international characters normally. I am using OSG 2.8.3 primarily.

 Linux Fedora 14 running on 2008 15 Mac Book Pro
 nVidia GeForce 8600M GT
 nVidia driver 256.53

 -Eric
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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-26 Thread Farshid Lashkari
Hi Jean-Sébastien,

On Thu, May 26, 2011 at 6:31 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 I tried this, and I notice it's an extra line in the material description
 string. I'm wondering why you didn't just put the extra attributes at the
 end of the Map ... line for the same map (after the filename)?


The reason I separated the attributes is because in Max there is a
difference between a map channel (diffuse, specular, bump, etc...) and a
bitmap type (bitmap, normal, mix, reflection, etc..). Technically, you can
have a normal bitmap on the diffuse channel, or any other channel. I might
add keywords for the other supported bitmap types in the future.

Also, placing the bitmap attributes on a separate line should make parsing
the description more future-proof. If a new Map attribute is added in the
future, that would move the bitmap attributes over one column, which could
break compatibility with older parsers. Having the bitmap attributes on a
separate line should avoid this issue.

Cheers,
Farshid
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Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-26 Thread Robert Osfield
Hi Dimi,

I have tracked down the problem to the GLBufferObject::compileBuffer()
which was not downloading all the BufferData entries when it resized
the gl buffer obejct.  I also fixed the BufferObject so that when new
a BufferData enty is added to it automatically dirties the
GLBufferObjects assigned to it.  With these change one doesn't dirty
of the array when you swap the vertex array, one simple calls
setVertexArray() and the OSG does the rest for you.

These fixes are now checked into svn/trunk.

Robert.
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-26 Thread Robert Osfield
Hi Eric,

On Thu, May 26, 2011 at 4:21 PM, Eric Sokolowsky esok@gmail.com wrote:
 Yes, this is what I mean. X11 itself crashes and restarts. One of the weird
 issues is that this happens only for OSG trunk, not for OSG 2.8 svn, on the
 same machine. Perhaps there is some OpenGL3+ weirdness going on here.

I doubt it has anything to do with GL3 as the svn/trunk doesn't do
anything special
for GL3 unless you compile the OSG specifically for the GL3 subset.

There have been a few changes to GraphisWindowX11.cpp since 2.8.x so
you revert these to see if
one of the changesets is the culprit.  It could be just a co-incidence
though, sometimes threading
problems can appear and disappear just with slight changes in timing.
I'm afraid I'll have to leave it
to you to try out different versions of GraphicsWindowX11.cpp as I
can't reproduce the problem at
my end so have no way of know which changes might be introducing problems.

Robert.
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Re: [osg-users] X11 cursor setting - Single- vs Multithread

2011-05-26 Thread Robert Osfield
Hi J.P,

I have backlog of submissions to tackle and not too much X11 exertise
to through at the problem so for now I'll hang back from exploring
this issue and let yourself and the rest of the community see if you
can devine what the issue is.

This problem does sound vaguely familiar though, I don't recall the
details, but I've got an feeling that quite a few years ago I might
have seen a similar problem with settings different aspects of the
window from different threads.  GraphicsWindowX11 holds two X11
display handles, one for the rendering thread, and one for events to
try and manage multi-threaded access to X11, I suspect that there
might be constraints to when X11 is set up fully and able to handle
the multi-threaded usage correctly, these constraints might well be
driver and timing related.  I'm afraid it's a while since I worked on
this code some I really cold on it and can't pop up with a nice
concise answer, it's all vague recollections and feelings...

Sorry for not be more precise and helpful,
Robert.

On Thu, May 26, 2011 at 2:40 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi all,

 the attached little app crashes if I don't run it with --SingleThreaded.

 Can anyone on Linux check if the same happens for them? Also let me know
 your OSG version.

 ./test cow.osg

 thanks
 jp

 PS. adding a frame() call before the cursor change also seems to work for
 the default threading case. Not sure why.

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Re: [osg-users] Plugins finding/loading issue on Mac OS X (imageio and FBX)

2011-05-26 Thread Alessandro Terenzi
Hi Stephan,
thanks for your suggestions, I solved my problem by re-building from scratch
both OSG's frameworks and every plugin. I guess I must have messed up
something when I tried to re-build only one plugin earlier.

Thanks again.
Alessandro

On Thu, May 26, 2011 at 1:04 PM, Stephan Maximilian Huber 
ratzf...@digitalmind.de wrote:

 Hi

 just an idea: Did you build the INSTALL-target? Looks like the linker
 cannot find the libs referenced by the plugin. What does otool -L report
 for a plugin-file? Any entries in console.log or syslog?

 cheers,
 Stephan


 Am 26.05.11 10:40, schrieb Alessandro Terenzi:
  Hi,
  I want to port some apps from OSG 2.9.6 to the latest developer release
  (2.9.14)...so I've built OSG's frameworks and osgviewer.app and
 everything
  went fine on Windows, but I'm getting some troubles with plugins loading
 on
  Mac OS X (10.5).
 
  In osgviewer.cpp I added the following line:
 
  osgDB::setLibraryFilePathList(../Plugins);
 
  and I added both the Frameworks and Plugins folders to the osgviewer.app
  package. But when I try to load either a DAE with JPG textures or a FBX I
  get errors because plugins cannot be found, even though they seems to be
  loaded as you can see from the console output:
 
  (when loading a FBX)
 
  ...
 
  itr='../Plugins'
 
  FindFileInPath() : trying
 
 /Users/alex/Desktop/osgviewer.app/Contents/Plugins/osgPlugins-2.9.14/osgdb_fbx.so
  ...
 
  FindFileInPath() : USING
 
 /Users/alex/Desktop/osgviewer.app/Contents/Plugins/osgPlugins-2.9.14/osgdb_fbx.so
 
  Opened DynamicLibrary osgPlugins-2.9.14/osgdb_fbx.so
 
  Warning: Could not find plugin to read objects from file
  /Users/alex/Desktop/models/max/dude/dude.fbx.
 
  ./osgviewer: No data loaded
 
 
  (when loading JPGs via IMAGEIO)
 
 itr='../Plugins'
 
  FindFileInPath() : trying
 
 /Users/alex/Desktop/osgviewer.app/Contents/Plugins/osgPlugins-2.9.14/osgdb_imageio.so
  ...
 
  FindFileInPath() : USING
 
 /Users/alex/Desktop/osgviewer.app/Contents/Plugins/osgPlugins-2.9.14/osgdb_imageio.so
 
  Opened DynamicLibrary osgPlugins-2.9.14/osgdb_imageio.so
 
  Warning: Could not find plugin to read objects from file
  /Users/alex/Desktop/models/dae/test/untitled/texture0.jpg.
 
 
  Why do I get opposite messages? (the first that says that the plugin has
  been opened and the second that it has not been found)
 
  I set the notify level to DEBUG_INFO and DEBUG_FP, by cannot get more
  details about the error.
 
 
  If I try to print the plugins search paths (by means of g
  etLibraryFilePathList):
 
 
  path: /lib/osgPlugins-2.9.14
 
  path: /Users/alex/Desktop/osgviewer.app/Contents/PlugIns
 
  path: /Users/alex/Library/Application Support/OpenSceneGraph/PlugIns
 
  path: /Library/Application Support/OpenSceneGraph/PlugIns
 
  path: ../Plugins
 
 
  I tried also without the osgPlugins-2.9.14 folder under Plugins and also
 by
  providing an absolute path to setLibraryFilePathList, but still the same.
 
  Am I missing something? By the way, I built against SDK 10.5 not 10.6.
 
 
  FYI, when I try to load the DAE example with JPGs textures, the DAE
 plugin
  is correctly loaded and I can see the model, the issue is just related to
  imageio plugin loading, I guess. Also, I had no problems at all with OSG
  2.9.6, neither with JPGs nor with FBX.
 
 
  Thank you.
 
  Alessandro
 
 
 
 
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-26 Thread Eric Sokolowsky

Robert Osfield wrote:

Hi Eric,

On Thu, May 26, 2011 at 4:21 PM, Eric Sokolowsky esok@gmail.com wrote:
  

Yes, this is what I mean. X11 itself crashes and restarts. One of the weird
issues is that this happens only for OSG trunk, not for OSG 2.8 svn, on the
same machine. Perhaps there is some OpenGL3+ weirdness going on here.



I doubt it has anything to do with GL3 as the svn/trunk doesn't do
anything special
for GL3 unless you compile the OSG specifically for the GL3 subset.

  

Ok, thanks for the info.


There have been a few changes to GraphisWindowX11.cpp since 2.8.x so
you revert these to see if
one of the changesets is the culprit.  It could be just a co-incidence
though, sometimes threading
problems can appear and disappear just with slight changes in timing.
I'm afraid I'll have to leave it
to you to try out different versions of GraphicsWindowX11.cpp as I
can't reproduce the problem at
my end so have no way of know which changes might be introducing problems.

  
Well I'm making some progress. After updating my nvidia driver X11 no 
longer crashes, but osgviewer still does. I'm going to try this on 
another mac machine also running Fedora 14. Anyone else using Fedora 14 
out there? I'll try messing with GraphicsWindowX11.cpp next.


Eric
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Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Farshid Lashkari
Hi Robert,

On Thu, May 26, 2011 at 3:15 AM, Robert Osfield robert.osfi...@gmail.comwrote:

   New freatures will need to be low risk to be included, and as we
 move closer to the end of Phase 1 I'll
   steadily raise the bar for merging new features/feature refinements
 so that only really low risk submissions will
   be considered.


Just curious, do you plan on including the new meta-data feature in 3.0?

Either way, I'm looking forward to using 3.0.

Cheers,
Farshid
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[osg-users] OSG 2.9.15 and ITK-Insight

2011-05-26 Thread BARANGER Emmanuel
Hi all,

Since 2 day I try to compil OSG, but I have this error :(


Code:
Linking CXX shared module ../../../lib/osgPlugins-2.9.15/osgdb_dicom.so
/usr/bin/ld: cannot find -lITKCommon
 
/usr/bin/ld: cannot find -lITKIO
collect2: ld a retourné 1 code d'état d'exécution
gmake[2]: *** [lib/osgPlugins-2.9.15/osgdb_dicom.so] Erreur 1
gmake[1]: *** [src/osgPlugins/dicom/CMakeFiles/osgdb_dicom.dir/all] Erreur 2
gmake: *** [all] Erreur 2



YYet I compiled ITK-Insight (version 4 of GIT ). Maybe I'd install the 
stable version?

Thank you!

Cheers,
BARANGER Emmanuel


Some aircraft for FlightGear
http://helijah.free.fr

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Re: [osg-users] Missing sample applications for Android

2011-05-26 Thread Jorge Izquierdo Ciges
It was published in the list, just search for it. I'm working in a better
and redesigned example and some other things for Android in OSG. The info
was not updated because I'm finishing some thing that will make me write
that page again.

Also there was a example in GLES 2 that was made by another guy.

2011/5/26 Jens Grubert jens.grub...@googlemail.com

 Hi,
  unfortunately the wiki has not been updated yet. I also was not able to
 find the source of  osgViewerGles1Android - or instructions how to modify an
 existing example. I just found the  the test apk

 Could you please update the wiki as you promised back in March?

 Many thanks in advance.

 Cheers,
 Jens

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Re: [osg-users] Winding up to OpenSceneGraph-3.0 release

2011-05-26 Thread Robert Osfield
HI Farshid,

On Thu, May 26, 2011 at 5:21 PM, Farshid Lashkari fla...@gmail.com wrote:
 Just curious, do you plan on including the new meta-data feature in 3.0?

I'm planning to do a review of the meta-data submissions once I've
merged all the low risk submissions.  If I don't get to do this review
this week I'll do it early next week.  If the submission looks
sensible and is a low risk then I'll merge it, or call for revisions
to get in a better state for merging.  There is always a chance that
it'll just be too ambitious for the 3.0 so will need to bumped to 3.2,
once I've done the review I'll know.

Robert.
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Re: [osg-users] Unicode text with osg

2011-05-26 Thread Eric Sokolowsky

Farshid Lashkari wrote:

Hi Eric

On Thu, May 26, 2011 at 7:07 AM, Eric Sokolowsky esok@gmail.com 
mailto:esok@gmail.com wrote:


Is it possible to use international text (probably unicode) with
osgText? I just get garbled characters when I use my application
which uses osgText for the text. When using vi or other text
editors I can see the international characters normally. I am
using OSG 2.8.3 primarily.


Are you specifying the correct encoding type when setting the string 
on the osgText object? I am able to display Unicode characters fine on 
Windows using UTF-8 encoding. I haven't tried other encodings though.

Farshid,

Thank you! This was the problem. I was using the regular setText() with 
one argument, and not the proper setText() with two arguments, the 
second being the encoding. I have changed my code and it now works as 
expected.


Eric
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[osg-users] QuadBuffer crash?Do you have?

2011-05-26 Thread Nan WANG
Hello everyone:

Recently, i have got an issue of quad buffer stereo display...I'd like to know 
whether you have the same issue as I got.

In the scene, only a cow.osg model is rendered with quad buffer mode, using 
osg::Displaysettings method.

Here is the code I implemented:


Code:

#include osg/PositionAttitudeTransform
#include osg/Group
#include osg/Node
#include osgDB/ReadFile 
#include osgViewer/Viewer
#include osgGA/TrackballManipulator
#include osgViewer/ViewerEventHandlers


int main()
{
osg::Node* cowNode = NULL;
osg::Group* root = NULL;
osgViewer::Viewer viewer;
osg::DisplaySettings::instance()-setStereo(true);

osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::QUAD_BUFFER);
osg::Vec3 cowPosit; 
osg::PositionAttitudeTransform* cowXform;

cowNode = osgDB::readNodeFile(cow.osg);

root = new osg::Group();
cowXform = new osg::PositionAttitudeTransform();

root-addChild(cowXform);
cowXform-addChild(cowNode);

cowPosit.set(5,0,0);
cowXform-setPosition( cowPosit ); 
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.setUpViewOnSingleScreen(0);

viewer.setSceneData( root );

viewer.realize();

while( !viewer.done() )
{
viewer.frame();
}
}






My problem is that, when i run the above program...
sometime the screen is frozen, which means the mouse could not move on that 
screen, in this case: screen 0; the frame is frozen also;

sometime after running few frames, the screen crashed with 2 separated views;

sometime I can successfully run it.

My environment:
Win7 VS2008, osg2.8.3 from SVN and Compiled with CMAKE2.8.3
Hardware:
Quadro Fx 5600, nVidia latest driver 270.xx, and DirectX11
KVM

Other scenes can be successfully rendered in mode QuadBuffer , such as 
Virtools, Unity3D...

Anybody can explain why i got quad buffer crash in my OSG scene?
How can I fix this problem?


Thank you!

Cheers,
Nan

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
Hi Serge,

Thanks for reporting the problems and providing the model. Here is an updated 
script that properly excludes the animation update call if the mesh doesn't 
have NLA tracks. It also fixes the problem with the only selected checkbox. 
Seems to export and look just like the blender version.

Amigoface - this should make your runway model export a lot better too - I 
don't have the model on this computer so I can't test it right now. 

Cheers,
Damyon

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osgexport_no_mercurial_20100527_r5.tar.gz
Description: GNU Zip compressed data
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