[osg-users] [3rdparty] osgART Mac OS Lion

2012-03-16 Thread Erick Bazan
Hi,

I'm trying to install osgART on Lion but I'm having problems with it, I'm 
already got OSG running on Lion thanks to someone on this forum and some other 
plug-ins: osgWorks, osgBullet. 

I think ARtoolkit is pretty old and drop support for newer versions of Mac, 
however I want to know if is possible to compile it. I tried installed via 
cmake but all I get in my code is Plugin '-1' unknown!
Could not initialize video plugin!


Any help pointing that is possible to use osgART with Mac Lion is welcomed

Thank you!

Cheers,
Erick

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Re: [osg-users] [build] problem compiling osg 3.0.0 for Android

2012-03-16 Thread Bernd Kampl
Hi,

Thank you for your Answer, it clears up some things. I got it to work. The 
problem was in linking to the standard library. Like you wrote:

NDK r7 has a strange bug with the order of linking std libraries just add 
-lgnustl_static at the end and it will be solved. 

For anyone having the same problem, the solution was to edit the Android.mk 
file in the project/jni/ folder (project being osgViewerExample[1/2]) on the 
LOCAL_LDLIBS to change it to this:

from
LOCAL_LDLIBS:= -llog -lGLESv2 -lz
to
LOCAL_LDLIBS:= -llog -lGLESv2 -lz -lgnustl_static

I'm about to write a tutorial with screenshots to get openscenegraph to run.

Thank you!

Cheers,
Bernd

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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Mark Green
Hi Sergey,

The model works with osgviewer, and replacing the link to my model with a link 
to a model supplied with osg (cow.osg) gives the same segmentation fault.

Cheers,
Mark

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Re: [osg-users] Incorrect volume image

2012-03-16 Thread Robert Osfield
Hi Clement,

On 16 March 2012 03:13,  clement@csiro.au wrote:
     When I loaded an image with using osgvolume, it cannot show probably.  I 
 found the error listed as 
 http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/OpenGLConformance
  about GL_SGIS_generate_mipmap doesn't work.  I would like to know whether 
 there is a any solution to fix the problem.  My graphic card details is as 
 below.  Thanks.

The note on the OpenGLConformance page is for an ATI graphics card,
not Intel GMA graphics.

In general one doesn't use mipmapping with volumes, and osgVolume by
default just uses linear interpolation filters with the Texture3D so
won't be invoking any mipmap generation, either on the CPU side or GPU
side.

I therefore don't think the issue you have is to do with the
GL_SGIS_generate_mipmap. What is the reason why you suggested this?

As I've said before Intel graphics isn't something that is going to
handle volume rendering, it neither has the hardware capability or
driver quality up to the task.  If you want to do volume rendering you
should use an ATI or NVidia graphics card.  Even a $50 card will be
pretty capable, it's certainly far far less work just buy the
appropriate hardware for the task than just and chase up problems with
hardware that will never be capable of doing doing proper volume
rendering.

Robert.
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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Robert Osfield
Hi Mark,

On 16 March 2012 08:53, Mark Green hlgamead...@hotmail.com wrote:
 The model works with osgviewer, and replacing the link to my model with a 
 link to a model supplied with osg (cow.osg) gives the same segmentation fault.

If you are using windows you'll need to make sure you aren't mixed
release and debug libraries as this is common mistake.

Also when looking at this type of stuff just saying something crashes
without providing a stack trace that at least points to roughly where
the problem might be is rather optimistic.  How are we supposed to
guess what is wrong with your application if we have far less
importation to hand than you do?

Robert.
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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Mark Green
Hi Robert,

I'm working on linux, and with my limited experience on it I'm unaware how to 
obtain said stacktrace (Visual Studio has been too awesome on windows).

Meanwhile however I've stripped the entire program down to the bare minimum to 
see if there were any influences from other code, and this is what I've got now 
and which is giving me the same segmentation fault. Other classes are still 
being compiled but they are never referenced or called, and building it is 
going fine.


Code:

#include iostream
#include string
#include osgDB/ReadFile
using namespace std;

int main( int argc, char **argv )
{
string s = /home/username/OSG-Project/cow.osg;
std::cout   test  s  std::endl;
osg::ref_ptrosg::Node Scene = osgDB::readNodeFile(s);
std::cout   test2   std::endl;
  return 0;
}








Cheers,
Mark

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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Sergey Polischuk
Hi, Mark

This is probably building\linking issue. Either you build with includes from 
one osg version and linking to other, or something along these lines
Check if you are building with includes from same osg version as you linking 
to, and running with same libs, you linking with(you can get libraries which 
will be used on program start with ldd program). 
To get backtrace you should run your program with gdb
gdb --args program and arguments
type run
and type bt when it crashes

16.03.2012, 13:35, Mark Green hlgamead...@hotmail.com:
 Hi Robert,

 I'm working on linux, and with my limited experience on it I'm unaware how to 
 obtain said stacktrace (Visual Studio has been too awesome on windows).

 Meanwhile however I've stripped the entire program down to the bare minimum 
 to see if there were any influences from other code, and this is what I've 
 got now and which is giving me the same segmentation fault. Other classes are 
 still being compiled but they are never referenced or called, and building it 
 is going fine.

 Code:

 #include iostream
 #include string
 #include osgDB/ReadFile
 using namespace std;

 int main( int argc, char **argv )
 {
 string s = /home/username/OSG-Project/cow.osg;
 std::cout   test  s  std::endl;
   osg::ref_ptrosg::Node Scene = osgDB::readNodeFile(s);
 std::cout   test2   std::endl;
   return 0;
 }

 Cheers,
 Mark

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Re: [osg-users] Texture repeats and overlaps when I don't want it to

2012-03-16 Thread Sergey Polischuk
Hi

output looks ok to me, have no idea what's wrong

16.03.2012, 04:48, Zachary Hilbun osgfo...@tevs.eu:
 Hi,

 This is a dump of how I do the mapping.  I am mapping a square texture to a 
 circle.

 texcoords-push_back (osg::Vec2 (x, y));

 Map vertex 1, 0 to texture 1, 0.5
 Map vertex 0.998027, 0.0627905 to texture 0.999013, 0.531395
 Map vertex 0.992115, 0.125333 to texture 0.996057, 0.562667
 Map vertex 0.982287, 0.187381 to texture 0.991144, 0.593691
 Map vertex 0.968583, 0.24869 to texture 0.984292, 0.624345
 Map vertex 0.951057, 0.309017 to texture 0.975528, 0.654508
 Map vertex 0.929776, 0.368125 to texture 0.964888, 0.684062
 Map vertex 0.904827, 0.425779 to texture 0.952414, 0.71289
 Map vertex 0.876307, 0.481754 to texture 0.938153, 0.740877
 Map vertex 0.844328, 0.535827 to texture 0.922164, 0.767913
 Map vertex 0.809017, 0.587785 to texture 0.904508, 0.793893
 Map vertex 0.770513, 0.637424 to texture 0.885257, 0.818712
 Map vertex 0.728969, 0.684547 to texture 0.864484, 0.842274
 Map vertex 0.684547, 0.728969 to texture 0.842274, 0.864484
 Map vertex 0.637424, 0.770513 to texture 0.818712, 0.885257
 Map vertex 0.587785, 0.809017 to texture 0.793893, 0.904508
 Map vertex 0.535827, 0.844328 to texture 0.767913, 0.922164
 Map vertex 0.481754, 0.876307 to texture 0.740877, 0.938153
 Map vertex 0.425779, 0.904827 to texture 0.71289, 0.952414
 Map vertex 0.368125, 0.929776 to texture 0.684062, 0.964888
 Map vertex 0.309017, 0.951057 to texture 0.654508, 0.975528
 Map vertex 0.24869, 0.968583 to texture 0.624345, 0.984292
 Map vertex 0.187381, 0.982287 to texture 0.593691, 0.991144
 Map vertex 0.125333, 0.992115 to texture 0.562667, 0.996057
 Map vertex 0.0627905, 0.998027 to texture 0.531395, 0.999013
 Map vertex -6.04903e-16, 1 to texture 0.5, 1
 Map vertex -0.0627905, 0.998027 to texture 0.468605, 0.999013
 Map vertex -0.125333, 0.992115 to texture 0.437333, 0.996057
 Map vertex -0.187381, 0.982287 to texture 0.406309, 0.991144
 Map vertex -0.24869, 0.968583 to texture 0.375655, 0.984292
 Map vertex -0.309017, 0.951057 to texture 0.345491, 0.975528
 Map vertex -0.368125, 0.929776 to texture 0.315938, 0.964888
 Map vertex -0.425779, 0.904827 to texture 0.28711, 0.952414
 Map vertex -0.481754, 0.876307 to texture 0.259123, 0.938153
 Map vertex -0.535827, 0.844328 to texture 0.232087, 0.922164
 Map vertex -0.587785, 0.809017 to texture 0.206107, 0.904508
 Map vertex -0.637424, 0.770513 to texture 0.181288, 0.885257
 Map vertex -0.684547, 0.728969 to texture 0.157726, 0.864484
 Map vertex -0.728969, 0.684547 to texture 0.135516, 0.842274
 Map vertex -0.770513, 0.637424 to texture 0.114743, 0.818712
 Map vertex -0.809017, 0.587785 to texture 0.0954915, 0.793893
 Map vertex -0.844328, 0.535827 to texture 0.077836, 0.767913
 Map vertex -0.876307, 0.481754 to texture 0.0618467, 0.740877
 Map vertex -0.904827, 0.425779 to texture 0.0475865, 0.71289
 Map vertex -0.929776, 0.368125 to texture 0.0351118, 0.684062
 Map vertex -0.951057, 0.309017 to texture 0.0244717, 0.654508
 Map vertex -0.968583, 0.24869 to texture 0.0157084, 0.624345
 Map vertex -0.982287, 0.187381 to texture 0.00885639, 0.593691
 Map vertex -0.992115, 0.125333 to texture 0.00394264, 0.562667
 Map vertex -0.998027, 0.0627905 to texture 0.000986636, 0.531395
 Map vertex -1, -2.54207e-15 to texture 0, 0.5
 Map vertex -0.998027, -0.0627905 to texture 0.000986636, 0.468605
 Map vertex -0.992115, -0.125333 to texture 0.00394264, 0.437333
 Map vertex -0.982287, -0.187381 to texture 0.00885639, 0.406309
 Map vertex -0.968583, -0.24869 to texture 0.0157084, 0.375655
 Map vertex -0.951057, -0.309017 to texture 0.0244717, 0.345491
 Map vertex -0.929776, -0.368125 to texture 0.0351118, 0.315938
 Map vertex -0.904827, -0.425779 to texture 0.0475865, 0.28711
 Map vertex -0.876307, -0.481754 to texture 0.0618467, 0.259123
 Map vertex -0.844328, -0.535827 to texture 0.077836, 0.232087
 Map vertex -0.809017, -0.587785 to texture 0.0954915, 0.206107
 Map vertex -0.770513, -0.637424 to texture 0.114743, 0.181288
 Map vertex -0.728969, -0.684547 to texture 0.135516, 0.157726
 Map vertex -0.684547, -0.728969 to texture 0.157726, 0.135516
 Map vertex -0.637424, -0.770513 to texture 0.181288, 0.114743
 Map vertex -0.587785, -0.809017 to texture 0.206107, 0.0954915
 Map vertex -0.535827, -0.844328 to texture 0.232087, 0.077836
 Map vertex -0.481754, -0.876307 to texture 0.259123, 0.0618467
 Map vertex -0.425779, -0.904827 to texture 0.28711, 0.0475865
 Map vertex -0.368125, -0.929776 to texture 0.315938, 0.0351118
 Map vertex -0.309017, -0.951057 to texture 0.345491, 0.0244717
 Map vertex -0.24869, -0.968583 to texture 0.375655, 0.0157084
 Map vertex -0.187381, -0.982287 to texture 0.406309, 0.00885639
 Map vertex -0.125333, -0.992115 to texture 0.437333, 0.00394264
 Map vertex -0.0627905, -0.998027 to texture 0.468605, 0.000986636
 Map vertex -1.83691e-16, -1 to texture 0.5, 0
 Map vertex 0.0627905, -0.998027 to texture 0.531395, 0.000986636
 Map vertex 

Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Mark Green
Ah this looks like it might be it, using that ldd command shows that  
libosgDB.so.65 = /usr/local/lib/libosgDB.so.65 (0xb7c21000) is being build, 
while the execution shows that /usr/local/lib/osgPlugins-2.8.3/osgdb_osg.so 
is being found. 

The Makefile which was created/generated by someone else had been left 
untouched by me since compiling and executing went fine. It currently looks 
like this (I added the /osgPlugins-2.8.3 part just now, hoping that it would 
fix it, but the same error is given, ldd doesn't give different results 
either). 


Code:
OBJ = main.o Configuration.o support.o OsgObject.o Lights.o Cameras.o EsimIf.o 
TransformAccumulator.o 

SOURCES=*.cc
Header=*.h
LIBS= -losg -losgDB -losgGA -losgUtil -losgViewer 
-L/usr/local/lib/osgPlugins-2.8.3 -lz -lpthread  -lm -lrt -L/usr/Project/lib 
-lesClient
CPPFLAGS= -g -I. -D__STRICT_ANSI__ -I/usr/local/include -I/usr/Project/include 
-I/usr/Project/include/esim

all: $(OBJ)
g++ -o execu $(OBJ) $(LIBS)

clean:
rm -f *.o
rm -f execu

%.o: %.cc
g++ $(CPPFLAGS) -c $ -o $*.o











hybr wrote:
 Hi, Mark
 
 This is probably building\linking issue. Either you build with includes from 
 one osg version and linking to other, or something along these lines
 Check if you are building with includes from same osg version as you linking 
 to, and running with same libs, you linking with(you can get libraries which 
 will be used on program start with ldd program). 
 To get backtrace you should run your program with gdb
 gdb --args program and arguments
 type run
 and type bt when it crashes
 
 16.03.2012, 13:35, Mark Green :
 
  Hi Robert,
  
  I'm working on linux, and with my limited experience on it I'm unaware how 
  to obtain said stacktrace (Visual Studio has been too awesome on windows).
  
  Meanwhile however I've stripped the entire program down to the bare minimum 
  to see if there were any influences from other code, and this is what I've 
  got now and which is giving me the same segmentation fault. Other classes 
  are still being compiled but they are never referenced or called, and 
  building it is going fine.
  
  Code:
  
  #include iostream
  #include string
  #include osgDB/ReadFile
  using namespace std;
  
  int main( int argc, char **argv )
  {
  string s = /home/username/OSG-Project/cow.osg;
  std::cout   test  s  std::endl;
    osg::ref_ptrosg::Node Scene = osgDB::readNodeFile(s);
  std::cout   test2   std::endl;
    return 0;
  }
  
  Cheers,
  Mark
  
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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Robert Osfield
Hi Mark,

On 16 March 2012 10:13, Mark Green hlgamead...@hotmail.com wrote:
 Ah this looks like it might be it, using that ldd command shows that  
 libosgDB.so.65 = /usr/local/lib/libosgDB.so.65 (0xb7c21000) is being build, 
 while the execution shows that /usr/local/lib/osgPlugins-2.8.3/osgdb_osg.so 
 is being found.

 The Makefile which was created/generated by someone else had been left 
 untouched by me since compiling and executing went fine. It currently looks 
 like this (I added the /osgPlugins-2.8.3 part just now, hoping that it 
 would fix it, but the same error is given, ldd doesn't give different results 
 either).


Is there any chance you have a mixed OSG version on the system?

As a general note, I'd recommend moving to 3.0.1 rather than 2.8.3,
API wise it should be close enough that it should primarily just be a
recompile against the newer version of the OSG.

One the stack trace front the quickest tool to use would be to run
your application with the gnu debugger gdb, i.e.

  gdb osgviewer
   run cow.osg

To list the stack trace simply type where into the gdb console.
There are IDE's available tool, personally I haven't required much
more than gdb over the last decade.  Prior to using gdb I used to use
VisualStudio under Windows and CaseVision under IRIX, but in the end
found them constraining and awkward to fit with the way I've found
most productive.  Another tool that is very useful is valgrind for
tracking memory and threading issues.  Editing wise I use KDE's text
editor Kate.

Robert.


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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Mark Green
Hi Robert,

According to my employers OSG had never been installed on that particular 
machine before installing 2.8.3. However, the program was originally written 
for 1.2.0 on another computer and it and its Makefile have been directly copied 
to the new machine (where I would have to update the code to account for for 
example the missing osgProducer).
How could I control if their recollection of events is correct or if there are 
any 1.2.0 parts on that machine? 

The stacktrace after execution was:


 #0 0x0001 in ?? () 
 #1 0xb649378c in OSGReaderWriter::readNode () from 
 /usr/local/lib/osgPlugins-2.8.3/osgdb_osg.so 
 #2 0xb7c88a3c in osgDB::Registry::ReadNodeFunctor::doRead () from 
 /usr/local/lib/libosgDB.so.65 
 #3 0xb7c7e3a2 in osgDB::Registry::read () from /usr/local/lib/libosgDB.so.65 
 #4 0xb7c80527 in osgDB::Registry::readImplementation () from 
 /usr/local/lib/libosgDB.so.65 
 #5 0xb7c84a92 in osgDB::Registry::readNodeImplementation () from 
 /usr/local/lib/libosgDB.so.65 
 #6 0xb7c5fb99 in osgDB::readNodeFile () from /usr/local/lib/libosgDB.so.65 
 #7 0x0804aded in osgDB::readNodeFile (filename=@0xbf9b7298) at 
 /usr/local/include/osgDB/ReadFile:106 
 #8 0x0804ac29 in main () at main.cc:77


Cheers,

Mark


robertosfield wrote:
 Hi Mark,
 
 On 16 March 2012 10:13, Mark Green  wrote:
 
  Ah this looks like it might be it, using that ldd command shows that  
  libosgDB.so.65 = /usr/local/lib/libosgDB.so.65 (0xb7c21000) is being 
  build, while the execution shows that 
  /usr/local/lib/osgPlugins-2.8.3/osgdb_osg.so is being found.
  
  The Makefile which was created/generated by someone else had been left 
  untouched by me since compiling and executing went fine. It currently looks 
  like this (I added the /osgPlugins-2.8.3 part just now, hoping that it 
  would fix it, but the same error is given, ldd doesn't give different 
  results either).
  
  
 
 Is there any chance you have a mixed OSG version on the system?
 
 As a general note, I'd recommend moving to 3.0.1 rather than 2.8.3,
 API wise it should be close enough that it should primarily just be a
 recompile against the newer version of the OSG.
 
 One the stack trace front the quickest tool to use would be to run
 your application with the gnu debugger gdb, i.e.
 
 gdb osgviewer
 
  run cow.osg
  
 
 To list the stack trace simply type where into the gdb console.
 There are IDE's available tool, personally I haven't required much
 more than gdb over the last decade.  Prior to using gdb I used to use
 VisualStudio under Windows and CaseVision under IRIX, but in the end
 found them constraining and awkward to fit with the way I've found
 most productive.  Another tool that is very useful is valgrind for
 tracking memory and threading issues.  Editing wise I use KDE's text
 editor Kate.
 
 Robert.
 
 
 Robert.
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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Robert Osfield
Hi Mark,

On 16 March 2012 10:56, Mark Green hlgamead...@hotmail.com wrote:
 Hi Robert,

 According to my employers OSG had never been installed on that particular 
 machine before installing 2.8.3. However, the program was originally written 
 for 1.2.0 on another computer and it and its Makefile have been directly 
 copied to the new machine (where I would have to update the code to account 
 for for example the missing osgProducer).

Porting from osgProducer::Viewer to osgViewer::Viewer shouldn't be too
difficult, it all depends upon how much code your application used
Producer directly.

 How could I control if their recollection of events is correct or if there 
 are any 1.2.0 parts on that machine?

With OSG-2.x onwards we started using CMake and the scripts put
version numbers of libs and the plugins directories, normally this
should prevent mixing of libs.

 The stacktrace after execution was:


 #0 0x0001 in ?? ()
 #1 0xb649378c in OSGReaderWriter::readNode () from 
 /usr/local/lib/osgPlugins-2.8.3/osgdb_osg.so
 #2 0xb7c88a3c in osgDB::Registry::ReadNodeFunctor::doRead () from 
 /usr/local/lib/libosgDB.so.65
 #3 0xb7c7e3a2 in osgDB::Registry::read () from /usr/local/lib/libosgDB.so.65
 #4 0xb7c80527 in osgDB::Registry::readImplementation () from 
 /usr/local/lib/libosgDB.so.65
 #5 0xb7c84a92 in osgDB::Registry::readNodeImplementation () from 
 /usr/local/lib/libosgDB.so.65
 #6 0xb7c5fb99 in osgDB::readNodeFile () from /usr/local/lib/libosgDB.so.65
 #7 0x0804aded in osgDB::readNodeFile (filename=@0xbf9b7298) at 
 /usr/local/include/osgDB/ReadFile:106
 #8 0x0804ac29 in main () at main.cc:77

What you are doing with the OSG code is very simply and wouldn't be
expected to crash, so there is something amiss with you libs or
plugins.  I can't say what this might be from the stack trace.

Personally I'd download the source code to OpenSceneGraph-3.0.1 and
build and install it yourself.  Then just rebuild and run your
application against this, this way you can make sure that everything
is built and running correctly against each other.

Robert.
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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Mark Green

robertosfield wrote:
 
 Porting from osgProducer::Viewer to osgViewer::Viewer shouldn't be too
 difficult, it all depends upon how much code your application used
 Producer directly.


That's good to hear, I've seen some parts that weren't immediatly obvious but 
I'm sure it'll be manageable then. Most of it was reconstructable with 
seemingly the same functionality and it ended up compiling without errors, the 
only part I couldn't directly find a equivalent functionality for that i nthe 
original application they used rendersurface to be able to set the videocard or 
screen on which the windows should be projected. But I guess that would be 
something for  a different thread if I can't figure that out.
 

 
 What you are doing with the OSG code is very simply and wouldn't be
 expected to crash, so there is something amiss with you libs or
 plugins.  I can't say what this might be from the stack trace.
 
 Personally I'd download the source code to OpenSceneGraph-3.0.1 and
 build and install it yourself.  Then just rebuild and run your
 application against this, this way you can make sure that everything
 is built and running correctly against each other.
 
 Robert.
 


Allright, I will try that next week. Thank you for your help, and I'll be sure 
to report progress back to aid any googlers from the future. 


Cheers,

Mark



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Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-16 Thread Robert Osfield
Hi Mark,

On 16 March 2012 12:37, Mark Green hlgamead...@hotmail.com wrote:
 That's good to hear, I've seen some parts that weren't immediatly obvious but 
 I'm sure it'll be manageable then. Most of it was reconstructable with 
 seemingly the same functionality and it ended up compiling without errors, 
 the only part I couldn't directly find a equivalent functionality for that i 
 nthe original application they used rendersurface to be able to set the 
 videocard or screen on which the windows should be projected. But I guess 
 that would be something for  a different thread if I can't figure that out.

For fine control over the creation of windows and which screen to
place them on have a look at the osgcamera example, in particular it's
the set up of osg::GraphicsContext::Traits that provides the fine
control of what windows you want created.

Robert.
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[osg-users] Nodes in osg::Group affect each other state.

2012-03-16 Thread Eldar Insafutdinov
Hi all,

I am new to OSG, so maybe my question is silly, but I'm trying to apply some 
little knowledge on how scene graphs should work here. I've managed to reduce 
the problem I have to a reasonably sized testcase which I attached to the post.

I have two nodes there: a quad with a texture applied to it and a node that 
contains 2 lines of green colour. Now when I place them both in an osg::Group, 
the presence of the lines node makes the texture disappear from the 
quad(comment/uncomment line 97). I am pretty sure it is something very basic 
that I am missing and it can't be a problem in the OSG code.

Thank you!

Cheers,
Eldar

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Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-16 Thread Doug Domke
Clearing the modelview and projection matrices helped a great deal.  Thanks 
hybr!  It now works as intended ... up to a point that is difficult to explain.

I get the digital zoom effect until about 13x.  At that point, the video 
suddenly starts translating instead of zooming.  And instead of showing video 
that is off-center (which would still be confusing and wrong to me since there 
is nothing that is doing a translation), the video is still clipped such that 
inside my stencil quad I see a repeat of other items in the application (I get 
buttons and such drawing in my video quad).

If I disable the GL_STENCIL_TEST now, the video viewport grows exactly as 
expected.  At some point, it does grow beyond the size of my application 
window.  Perhaps this is a problem for the stencil for some reason?  Can anyone 
provide additional insight for me?

Thanks again!
Doug

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[osg-users] [osgPlugins] TerraPage plugin for Geocentric terrains, terrapage 2.3?

2012-03-16 Thread Nico Bocio
Hi,

Does anyone know if the actual terrapage plugin support geocentric terrains of 
terrapage 2.3 version?

Thank you!

Cheers,
Nico

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Re: [osg-users] Incorrect volume image

2012-03-16 Thread Clement.Chu
Hi Robert,

   Last time I got the problem is related to hardware, so texture3D is not 
supported by the graphic card.  Now I tested on other machines.  I ran the 
testing code and there is no any error message on console, but the display 
image is not correct.  The image problem is same as the image shown on  
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/OpenGLConformance
 about GL_SGIS_generate_mipmap doesn't work, so I guess the problem is 
related to mipmap.  Do you think this problem is also related to the hardware?


Regards,
Clement





From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Friday, 16 March 2012 8:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Incorrect volume image

Hi Clement,

On 16 March 2012 03:13,  clement@csiro.au wrote:
 When I loaded an image with using osgvolume, it cannot show probably.  I 
 found the error listed as 
 http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/OpenGLConformance
  about GL_SGIS_generate_mipmap doesn't work.  I would like to know whether 
 there is a any solution to fix the problem.  My graphic card details is as 
 below.  Thanks.

The note on the OpenGLConformance page is for an ATI graphics card,
not Intel GMA graphics.

In general one doesn't use mipmapping with volumes, and osgVolume by
default just uses linear interpolation filters with the Texture3D so
won't be invoking any mipmap generation, either on the CPU side or GPU
side.

I therefore don't think the issue you have is to do with the
GL_SGIS_generate_mipmap. What is the reason why you suggested this?

As I've said before Intel graphics isn't something that is going to
handle volume rendering, it neither has the hardware capability or
driver quality up to the task.  If you want to do volume rendering you
should use an ATI or NVidia graphics card.  Even a $50 card will be
pretty capable, it's certainly far far less work just buy the
appropriate hardware for the task than just and chase up problems with
hardware that will never be capable of doing doing proper volume
rendering.

Robert.
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Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-16 Thread Doug Domke
UGH!  I just found that I was mistaken about the video growing properly without 
the stencil.  It actually doesn't.  Once its viewport exceeds a certain size, 
it no longer renders as expected.  I think I've come as far as I can here.

Thanks anyway.
Doug

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[osg-users] [ANN] iOS Developer with OSG experience needed!

2012-03-16 Thread Guy DeRosa
Hello dear OSG-community,

Hi all,

I don't mean to tread on toes, perhaps this will be of interest to one of you, 
or someone you know. I'm finding it very hard to find a candidate with OSG 
knowledge! Job spec below:

iOS Developer

Our client, based in Central London is urgently looking for a skilled iOS 
Developer to assist in a project currently set to last for a month.
A relatively new, yet established and exciting Digital Agency, there are big 
opportunities for extended work.

The ideal candidate will need:

•   Expertise in iOS Development 
•   Have 1+ years’ experience in Objective-C programming
•   Experience with OSG Toolkit
•   A gaming background

With a knowledge of:

•   ARToolkit
•   3ds Max
•   Open GL

You will also be available for work ASAP. 

If you are interested, please contact me immediately with a CV! :)
Thank you!


Best regards,
Guy

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[osg-users] [build] [Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10

2012-03-16 Thread Bernd Kampl
I decided to write a very easy step-for-step tutorial on how to build OSG for 
Android. I'm going to share it here. Corrections are of course welcome.

This Tutorial is to show how to compile OpenSceneGraph for Android and how to 
build the Example Application osgViewer on Ubuntu 11.10. It is meant as 
additional help and does not exempt the developer from reading
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android
 
and
http://developer.android.com/sdk/ndk/index.html 
Screenshots are available here: http://imgur.com/a/VEyrg 
Initial requirements are an already working Android Development Environment. I 
am using Eclipse Indigo, Android SDK r16, Android NDK r7b. Further required are 
cmake and g++.

Install Synaptic using the Software Center (SCREENSHOT1).

Install the package openjdk-6-jdk using Synaptic (SCREENSHOT2).
Install the following packages using Synaptic or apt-get.
cmake (sudo apt-get install cmake)
g++


Download Eclipse and extract it. I'm using
/home/USER/Android/eclipse/
My version is Eclipse Indigo.

Download the Android SDK (my version: r16) and extract it into
/home/USER/Android/android-sdk-linux/

Install the ADT-Plugin into eclipse. This works like this: start eclipse and on 
the top panel go to Help → Install New Software. In the Field labeled „Work 
with:“ fill in:
https://dl-ssl.google.com/android/eclipse/
and press Enter (SCREENSHOT3). After it has loaded the sources („Developer 
Tools“ is visible) (screenshot), check the „Developer Tools“ and click Next 
until everything is installed.

After restarting eclipse go to Window → Android SDK Manager. Install AT LEAST 
Android 2.2 (API 8). This is the minimum required version for OSG on Android. 
(SCREENSHOT4). I installed it to
/home/USER/Android/android-sdks/
to have it all in one place.

Extract the Android NDK to
/home/USER/Android/android-ndk-r7b/


Developers with an already working environment should be able to start here.
Installing OpenSceneGraph 3.0.1 for Android with OpenGL ES 1.x

Download OpenSceneGraph-3.0.1 and extract it to
/home/USER/Android/OpenSceneGraph-3.0.1/

Download the 3rd Party Dependencies and extract it to
/home/USER/Android/OpenSceneGraph-3.0.1/3rdparty/

Set the environment variable ANDROID_NDK so that the cmake building script can 
find it. Go to
/home/USER/
and open the file .bashrc. You might need to make it visible. Do this with 
CTRL+H.
Edit the file (add the following lines to the end):
export ANDROID_NDK=/home/USER/Android/android-ndk-r7b
export ANDROID_SDK=/home/USER/Android/android-sdks
where USER is the username. (SCREENSHOT5). I added a variable for the SDK too, 
so that we don't always have to type the full path when accessing the SDK 
folder from the command line. Save it.

Open a Terminal. Type the following commands (replace USER with your username):
mkdir /home/USER/Android/OpenSceneGraph-3.0.1/build
cd /home/USER/Android/OpenSceneGraph-3.0.1/build

This created a directory build in the OpenSceneGraph-directory. This is where 
we will place our build in. The next command will create the necessary 
makefiles. Change the last parameter according to the number of cpu-cores you 
have. I set it to 4, because I have a quadcore.
cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF 
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF 
-DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON 
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON 
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF 
-DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON 
-DOSG_GLES2_AVAILABLE=OFF -DJ=4

After that we can build it:
make
...This will take a while, so go and grab a snack.

The following command will then install the libraries and headers into 
/usr/local into the folders /usr/local/obj and /usr/local/include: 
sudo make install

After this is finished, we are ready to start the eclipse project. Before 
starting eclipse, copy the folder osgAndroidExampleGLES1 from
/home/USER/Android/OpenSceneGraph-3.0.1/examples
to
/home/USER/workspace/osgAndroidExampleGLES1
(or wherever else your eclipse workspace is).

Start eclipse and go to New → Project and choose “Android Project“. Next, then 
choose „Create project from existing source“ and set the location to
/home/USER/workspace/osgAndroidExampleGLES1
The Project Name should be osgAndroidExampleGLES1. (SCREENSHOT6)
Next, the build target should be Android 2.2 or higher.

Expand the project and open the folder jni. Open the file Android.mk
Change line 7 to:
OSG_ANDROID_DIR := /usr/local
Change line 21 to:
LOCAL_DLIBS := -llog -lGLESv1_CM -ldl -lz -lgnustl_static
and save it. (SCREENSHOT7)

In a Terminal window, go to the project directory
cd /home/USER/workspace/osgAndroidExampleGLES1
We need to update the build.xml. Type
$ANDROID_SDK/tools/android list targets
and look for „android-8“ (Name: Android 2.2) in the output. Remember the id. My 

Re: [osg-users] Incorrect volume image

2012-03-16 Thread Robert Osfield
Hi Clement,

On 16 March 2012 14:38,  clement@csiro.au wrote:
   Last time I got the problem is related to hardware, so texture3D is not 
 supported by the graphic card.  Now I tested on other machines.

It's still crappy Intel graphics graphics.  You absolutely should
expect crappy results with volume on any Intel graphics system.   I
have said this several times now, but it seems the message hasn't sunk
in yet.  So... I'll say it again.  IT'S POINTLESS TRYING TO DO VOLUME
RENDERING ON INTEL GRAPHICS HARDWARE, THEY ARE TOTALLY AND UTTERLY
INCAPABLE OF HANDLING IT.

I ran the testing code and there is no any error message on console, but the 
display image is not correct.  The image problem is same as the image shown on 
 http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/OpenGLConformance
 about GL_SGIS_generate_mipmap doesn't work, so I guess the problem is 
related to mipmap.  Do you think this problem is also related to the hardware?

What did I say in my previous email?  1) It has nothing to do with
mipmapping because mipmapping isn't used for volume rendering, 2)
Intel graphics hardware and driver are woefully inadequate.

I know this isn't the message you want to hear, but you'll get the
same message every time you try and attempt to volume rendering with
Intel hardware.  If you can't take this on board or other things I
suggest, then how much point is there in me even trying to reply to
your support posts?

Robert.
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Re: [osg-users] [ANN] iOS Developer with OSG experience needed!

2012-03-16 Thread Chris Hanson

 Our client, based in Central London is urgently looking for a skilled iOS
 Developer to assist in a project currently set to last for a month.
 A relatively new, yet established and exciting Digital Agency, there are
 big opportunities for extended work.


  You don't really say whether you're requiring on-site work, and what the
opportunity might be for non-UK citizens (work visa, etc). You're dealing
with an international list, most of the users are not in the UK so
clarifying this would help you get the most useful responses.


-- 
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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
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Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-16 Thread Christiansen, Brad
Hi,

Thanks for the response. I have a little more details of the problem but am 
still completely stumped.

This is my test:
Start my application and leave it running for a while.  Frame rate, memory use 
etc all stable.
Enable silverlinng.
As reported by gDebugger, after the initial expected increase,  the number of 
reported OpenGL calls, vertices, texture objects (and every other counter they 
have)
stays completely stable expect for the frame rate which reduces at a steady 
rate, a few frames each second.

In the earlier thread, it was noted that changing the threading model seemed to 
;reset' the frame rate. I looked into this some more and it seems the behaviour 
is 'reset' when the draw thread is recreated started. If you return back to a 
thread that had previously 'decayed', it continues to decay from where it left 
off.
e.g. singlthreaded decays to 50fps
switch to draw thread per context and frame rate goes back to 100fps when a new 
thread is created and it starts decaying again
switch back to single threaded (no new threads are created) and you are back at 
50 fps and still decaying
switch to draw thread per context and frame rate goes back to 100fps when a new 
thread is created and it starts decaying again

It seems that a delay is being added to the current GL thread by silverlining. 
What ever it is doing, it is not making extra gl calls etc.

Any ideas what could cause this sort of behaviour? I don't!

Cheers,

Brad


When running in gDebugger,
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson
Sent: Thursday, 15 March 2012 10:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
 wrote:
Hi,
I have come across the exact problem discussed on the forum here: 
http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011.
The discussion described the problem I am seeing perfectly but unfortunately 
there is no resolution posted.


  I think Mike Weiblen integrated OSG with SilverLining as well, he might be 
able to comment but he's terribly busy.

  Have you checked to see if gDebugger shows any issues?

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
Training * Consulting * Contracting
3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * 
GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
Digital Imaging * GIS * GPS * Telemetry * Cryptography * Digital Audio * LIDAR 
* Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android



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Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-16 Thread Wojciech Lewandowski
Hi, Brad,

We have SilverLining source code license. I may find few hours in next week
to look at the problem, if the issue can be reproduced on one of my
machines (ie Nvidia GF580/GF9400 or GF540M). I would like to have as much
info as possible to replicate the issue, though. I would like to know:

- System version
- OSG version
- Graphics board and driver version (dual monitor setup ? GPU panel tweaks)
- Compiler/linker VS studio version
- SilverLining version. If not yet tested I would be grateful if you could
test it with latest trial SilverLining SDK to be sure its not fixed already.

What exactly is done with SilverLining ? What cloud types / wind settings /
lighnting etc are used ?. Each type of SilverLining Cloud entities  has its
own specific parameters and can be drawn with different algorithm and use
differen graphics resources. So it may be important to know what
SilverLining resourses are in use. Probably the best would be if you could
send the sample source you are testing.

Cheers,
Wojtek Lewandowski


2012/3/16 Christiansen, Brad brad.christian...@thalesgroup.com.au

 Hi,

 ** **

 Thanks for the response. I have a little more details of the problem but
 am still completely stumped.

 ** **

 This is my test:

 Start my application and leave it running for a while.  Frame rate, memory
 use etc all stable.

 Enable silverlinng.

 As reported by gDebugger, after the initial expected increase,  the number
 of reported OpenGL calls, vertices, texture objects (and every other
 counter they have)

 stays completely stable expect for the frame rate which reduces at a
 steady rate, a few frames each second.

 ** **

 In the earlier thread, it was noted that changing the threading model
 seemed to ;reset' the frame rate. I looked into this some more and it seems
 the behaviour is 'reset' when the draw thread is recreated started. If you
 return back to a thread that had previously 'decayed', it continues to
 decay from where it left off.

 e.g. singlthreaded decays to 50fps

 switch to draw thread per context and frame rate goes back to 100fps when
 a new thread is created and it starts decaying again

 switch back to single threaded (no new threads are created) and you are
 back at 50 fps and still decaying

 switch to draw thread per context and frame rate goes back to 100fps when
 a new thread is created and it starts decaying again

 ** **

 It seems that a delay is being added to the current GL thread by
 silverlining. What ever it is doing, it is not making extra gl calls etc.*
 ***

 ** **

 Any ideas what could cause this sort of behaviour? I don’t!

 ** **

 Cheers,

 ** **

 Brad

 ** **

 ** **

 When running in gDebugger, 

 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Chris Hanson
 *Sent:* Thursday, 15 March 2012 10:23 PM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Frame Rate Decay w/ SilverLining Integration*
 ***

 ** **

 On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad 
 brad.christian...@thalesgroup.com.au wrote:

 Hi, 

 I have come across the exact problem discussed on the forum here:
 http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May
 2011.

 The discussion described the problem I am seeing perfectly but
 unfortunately there is no resolution posted.

 ** **

 ** **

   I think Mike Weiblen integrated OSG with SilverLining as well, he might
 be able to comment but he's terribly busy.

 ** **

   Have you checked to see if gDebugger shows any issues?

 ** **

 -- 

 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/

 Training • Consulting • Contracting

 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4
 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL

 Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
 LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android

 ** **
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 DISCLAIMER: This e-mail transmission and any documents, files and previous
 e-mail messages attached to it are private and confidential. They may
 contain proprietary or copyright material or information that is subject to
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 recipient only. Any unauthorised viewing, use, disclosure, copying,
 alteration, storage or distribution of, or reliance on, this message is
 strictly prohibited. No part may be reproduced, adapted or transmitted
 without the written permission of the owner. If you have received this
 transmission in error, or are not an authorised recipient, please
 immediately notify the sender by return email, delete this message and all
 copies from your e-mail system, and destroy any printed copies. Receipt by
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[osg-users] osgDB::Options osgviewer

2012-03-16 Thread Paul Leopard
Is there any way to set the options for plugins (osgDB::Options) when using 
osgviewer?

Thanks,
Paul

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Re: [osg-users] osgDB::Options osgviewer

2012-03-16 Thread Farshid Lashkari
Hi Paul,

Have you tried the following:

osgDB::Registry::instance()-setOptions(options);

This should set the global default options.

Cheers,
Farshid

On Fri, Mar 16, 2012 at 11:41 AM, Paul Leopard paul.leop...@gmail.comwrote:

 Is there any way to set the options for plugins (osgDB::Options) when
 using osgviewer?

 Thanks,
 Paul

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Re: [osg-users] osgDB::Options osgviewer

2012-03-16 Thread Chris Hanson
  And you can set them on the command-line with -O:

-O option_stringProvide an option string to reader/writers used to load
databases

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Re: [osg-users] osgDB::Options osgviewer

2012-03-16 Thread Paul Leopard

Chris Hanson wrote:
   And you can set them on the command-line with -O:
 
 
 -O option_string Provide an option string to reader/writers used to load 
 databases
 


That's exactly what I'm looking for, a way to specify options from the command 
line. Thanks so much ... I searched and searched and just didn't see it ...

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[osg-users] Maintaining a reference to an osg node outside of osg

2012-03-16 Thread Preet
Hiya,

Typically I use osg::ref_ptr to let osg handle reference counting.
Right now I'm trying to create a 'rendering engine' for another
library with osg. The idea for the other library is to maintain an API
that allows different rendering engines -- osg, ogre, vtk, etc. The
other library has virtual methods that are called when objects need to
be added and removed from the scene, ie:

void RemoveObjectFromScene(SomeStruct myStruct)

The objects can be thought of as having a 1:1 relation with osg nodes.
I'd like to maintain a reference to the osg node corresponding to the
object so I don't have to traverse the scene graph to find a given
node (there are a lot of objects and this would get way too expensive
I think). I can modify SomeStruct as long as its library-agnostic --
so no osg specific stuff goes in there. Could I use a void * or
something similar to store a reference?

SomeStruct
{
   void * mysteryPtr;
}

{
osg::ref_ptrosg::Node myNode = new osg::node;   // 1 ref to myNode
m_persistant_root_node-addChild(myNode);   // 2 refs to myNode

mysteryPtr = myNode.get();   // 2 refs to myNode (no change!)
}
// 1 refs to myNode since ref_ptr has gone out of scope as long as
m_persistent_root_node is alive
// mysteryPtr has NO bearing to any ref counting, except for the
fact that's its a valid pointer to osg::node as
// long as we have  0 refs to it

I'd be very grateful if someone could verify the above logic. If I'm
in the wrong here, I'd appreciate any advice pointing me in the right
direction.


Regards,

Preet
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Re: [osg-users] Texture repeats and overlaps when I don't want it to

2012-03-16 Thread Zachary Hilbun
Hi,

What I have found on this is that if I use a different PNG, the problem goes 
away.  The only differences I know of between the 2 images is that the iamge 
that repeatedly partially overlaps itself is larger and has a transparent 
background.

Any ideas on why the different PNG image makes it work?

Thank you!

Cheers,
Zachary

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[osg-users] Problems rendering to and capturing/readin GL_RGBA16

2012-03-16 Thread Chris Hanson
  A specialized tool I'm working on needs to have a 16-bit Alpha channel
for post-render analysis. I render to a screen-sized texture (1920x1080
NPOT) and then read it back to the CPU side and assess the values.

  I originally developed it with 8-bit per gun RGBA (32-bit total) where it
works fine, but precision is very poor. I then switched my RTT camera
destination texture to use GL_RGBA16:
RTTtex-setInternalFormat( GL_RGBA16 );
RTTtex-setSourceFormat(GL_RGBA);
RTTtex-setSourceType(GL_UNSIGNED_SHORT);

  This seems to work lovely, but now reading back to the texture and
fetching pixels from the texture seems problematic.

  I capture with a post-draw callback (m_tex is the RTT texture):

void CameraImageCaptureCallback::operator()( osg::RenderInfo ri ) const
{
osg::Image* image = m_tex-getImage();
// Get the texture image.
m_tex-apply( *( ri.getState() ) );
image-readImageFromCurrentTexture( ri.getContextID(), false,
GL_UNSIGNED_SHORT );
}


  I _think_ the UNSIGNED_SHORT is appropriate here (it was UNSIGNED BYTE
when I was using regular 8-bit-per-channel rendering).

  To run this callback, I:

   osg::ref_ptr CameraImageCaptureCallback  captureCB;
   outputImage = new osg::Image;
   outputImage-setPixelFormat(GL_RGBA);
   outputImage-setDataType(GL_UNSIGNED_SHORT); // different when in 8-bit
mode
   osg::Texture2D *accumTex = GetAccumulationTexture(); // this is the
texture that rendering writes to
   accumTex-setImage( outputImage );
   captureCB = new CameraImageCaptureCallback(accumTex);
   GetPrerenderCamera()-setPostDrawCallback( captureCB.get() );

   // Run the viewer one more time to capture to the attached image.
   vpEnv.viewer-frame();


  Later, I examine the image pixel by pixel with:
alpha = lessonOutput-getColor(xLoop, yLoop).a();

  All of this works dandy in 8-bit mode, but add 8 more bits and it goes to
heck.

  This message:
http://forum.openscenegraph.org/viewtopic.php?t=9879

  leads me to believe that some parts of OSG may not be supporting
GL_RGBA16 properly, and in fact, I don't see it listed in the tokens in
Image::computeNumComponents() though less-well-known tokens
like GL_RGB16I_EXT are there.

  I tried using GL_RGB16I_EXT as my RTT texture format, but OSG fails to
setup the RTT FBO, so I didn't succeed with that avenue. I was able to
use GL_RGB16F_ARB but it seemed to behave very oddly all around, often
refusing to clear the buffer when told to, so I abandoned that.

  A I missing any steps to setup for a GL_RGBA16 texture? I got very
confused around all of the formats and internal formats and knowing what I
needed to preconfigure in the osg::Image versus what OSG was going to setup
for me. After the readImageFromCurrentTexture

 call, the Image's pixelFormat is set to GL_RGBA16, which makes calls like
getColor fail because GL_RGBA16 isn't recognized.


  Is there a better way to render to a 16-bit int format? Am I just missing
a critical step?

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Re: [osg-users] Maintaining a reference to an osg node outside of osg

2012-03-16 Thread Chris Hanson

 I'd be very grateful if someone could verify the above logic. If I'm
 in the wrong here, I'd appreciate any advice pointing me in the right
 direction.


  You should be able to do that (and you could probably use RTTI features
to figure out what the OSG type/class mystery pointer was pointing to) as
long as you realize that if an OSG node is disposed of, your mystery
pointer is going to give you a mystery crash.

  You could also consider having it be a pointer to an entry in a table
(stored/maintained outside of your struct/library code) of ref_ptrs or
observer pointers.


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Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-16 Thread Christiansen, Brad
Hi Woktej,

Thanks for you offer to help out, but I have managed to track it down enough to 
have a good enough solution for now.
For anyone else who stumbles across this issue,  my work around is to disable 
VBOs in silverlining. If I did this by using  the SILVERLINING_NO_VBO 
environment variable it crashed so I simply hard coded them to off in 
SilverLiningOpenGL.cpp. I narrowed down the source of the issue to calls to 
AllocateVertBuffer in the same file.  Even if the buffers are never used, 
simply allocating them for the 6 faces of the sky box is enough to cause things 
to go wrong.

I am using version 2.35 of SilverLining.
VS2010 SP1
OSG trunk as of a month or two ago
Windows 7
Nvidia GTX460M Driver Version 267.21

The same problem was also occurring on another machine. I think that had a 
450GT in it, but otherwise the same.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech 
Lewandowski
Sent: Saturday, 17 March 2012 1:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

Hi, Brad,

We have SilverLining source code license. I may find few hours in next week to 
look at the problem, if the issue can be reproduced on one of my machines (ie 
Nvidia GF580/GF9400 or GF540M). I would like to have as much info as possible 
to replicate the issue, though. I would like to know:

- System version
- OSG version
- Graphics board and driver version (dual monitor setup ? GPU panel tweaks)
- Compiler/linker VS studio version
- SilverLining version. If not yet tested I would be grateful if you could test 
it with latest trial SilverLining SDK to be sure its not fixed already.

What exactly is done with SilverLining ? What cloud types / wind settings / 
lighnting etc are used ?. Each type of SilverLining Cloud entities  has its own 
specific parameters and can be drawn with different algorithm and use differen 
graphics resources. So it may be important to know what SilverLining resourses 
are in use. Probably the best would be if you could send the sample source you 
are testing.

Cheers,
Wojtek Lewandowski


2012/3/16 Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi,

Thanks for the response. I have a little more details of the problem but am 
still completely stumped.

This is my test:
Start my application and leave it running for a while.  Frame rate, memory use 
etc all stable.
Enable silverlinng.
As reported by gDebugger, after the initial expected increase,  the number of 
reported OpenGL calls, vertices, texture objects (and every other counter they 
have)
stays completely stable expect for the frame rate which reduces at a steady 
rate, a few frames each second.

In the earlier thread, it was noted that changing the threading model seemed to 
;reset' the frame rate. I looked into this some more and it seems the behaviour 
is 'reset' when the draw thread is recreated started. If you return back to a 
thread that had previously 'decayed', it continues to decay from where it left 
off.
e.g. singlthreaded decays to 50fps
switch to draw thread per context and frame rate goes back to 100fps when a new 
thread is created and it starts decaying again
switch back to single threaded (no new threads are created) and you are back at 
50 fps and still decaying
switch to draw thread per context and frame rate goes back to 100fps when a new 
thread is created and it starts decaying again

It seems that a delay is being added to the current GL thread by silverlining. 
What ever it is doing, it is not making extra gl calls etc.

Any ideas what could cause this sort of behaviour? I don't!

Cheers,

Brad


When running in gDebugger,
From: 
osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org
 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Chris Hanson
Sent: Thursday, 15 March 2012 10:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
 wrote:
Hi,
I have come across the exact problem discussed on the forum here: 
http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011.
The discussion described the problem I am seeing perfectly but unfortunately 
there is no resolution posted.


  I think Mike Weiblen integrated OSG with SilverLining as well, he might be 
able to comment but he's terribly busy.

  Have you checked to see if gDebugger shows any issues?

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Re: [osg-users] Maintaining a reference to an osg node outside of osg

2012-03-16 Thread John Kaniarz
What you're trying to do is the PIMPL design pattern.  I'll leave the details 
to Google :)

You may also want to brush up on the Factory design pattern for generating your 
opaque handles.

In a direct answer to your question, no you can't use a void* to store a 
ref_ptr (without some trickery). You can, however, store a pointer to a 
ref_ptr as a void* . Then when you need to use it, convert it like this to 
avoid having to double dereference it every time you use it.


Code:
ref_ptr Node node = *reinterpret_cast ref_ptr Node *(mysteryPtr);



And don't forget to delete the pointer to the ref_ptr when you're done. if 
you leak the ref_ptr the node will never get collected.

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Re: [osg-users] Maintaining a reference to an osg node outside of osg

2012-03-16 Thread Preet
Hi,

On Fri, Mar 16, 2012 at 4:43 PM, John Kaniarz john.kani...@us.army.mil wrote:
 What you're trying to do is the PIMPL design pattern.  I'll leave the details 
 to Google :)

 You may also want to brush up on the Factory design pattern for generating 
 your opaque handles.

 In a direct answer to your question, no you can't use a void* to store a 
 ref_ptr (without some trickery). You can, however, store a pointer to a 
 ref_ptr as a void* . Then when you need to use it, convert it like this to 
 avoid having to double dereference it every time you use it.


If I do this, then I need to maintain the underlying ref_ptr object
no? This isn't particularly convenient. What was wrong with assigning
the osg::Node's pointer to mysteryPtr instead? Basically with ...

osg::ref_ptrosg::Node someNode;
mysteryPtr = someNode.Get();

As long as the pointer returned by the Get() method is valid for the
lifetime of the object I'm safe right? Then if I want to do anything
with object:

osg::ref_ptrosg::Node someNode = some_cast_callosg::Node*(mysteryPtr);
someNode-partyAllDay();


 Code:
 ref_ptr Node node = *reinterpret_cast ref_ptr Node *(mysteryPtr);



 And don't forget to delete the pointer to the ref_ptr when you're done. if 
 you leak the ref_ptr the node will never get collected.

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Re: [osg-users] Texture repeats and overlaps when I don't want it to

2012-03-16 Thread Zachary Hilbun
Hi,

This turned out to be a problem with the image itself rather than my code.  On 
most PNG viewers, it looks like a normal image.  When I viewed it using 
Internet Explorer, it overlaps itself the same way it does on my texturing.

I got this image from my client so I don't know how it was created.  It could 
be that it is an animated PNG and the overlap is what you see if you try to 
view it in a viewer that doesn't support  animated PNG.  I'll talk to them and 
see what the problem is.

If it's an animated PNG, I may be looking for an editor to allow me to save it 
as a single PNG image.

Thank you!

Cheers,
Zachary

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[osg-users] Question with offscreen rendering.

2012-03-16 Thread Paul Griffiths
Hi,

These are the steps I would like to produce.

1. Have multiple nodes(well call these nodes 'roots')
2. Each 'root' and it's tree renders to it's own off-screen buffer.
3. Have a few 2d triangles(black) rendered in 2d space over the top.
4. Where ever there is black convert the area to transparent(a sort of custom 
clip plane idea.)
5. Render each off screen buffer to the screen(in a certain order).

I'm quite sure osg can do all of the above, but I'm not sure of number 4?

Is it possible(and I mean very quickly) to convert solid black to transparent 
when I come to rendering the off-screen buffers to the main screen?

... 

Thank you!

Cheers,
Paul

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