Re: [osg-users] receiving network stream using osg and ffmpeg...
Hi, From what I remember, the original mail on the list about the ffmpeg plugin mentioned such a setup. Maybe you can look that message up? Plz keep us posted about your findings. hth Raymond On 9/26/2013 1:56 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Has anyone had any luck in receiving streaming video from a network URL such as rtp://@192.168.178.23:1234 in osgmovie? What is the correct command line syntax for doing this? I can play canned files just fine with osgmovie -e ffmpeg movie.avi But when I attempt to receive a stream from the network and play it, I can't get it to work. Any thoughts, examples, or suggestions would be appreciated... Thanks, -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Version numbers in dynamic libraries
Tony Vasile writes: Hi, Tried setting the values on the command line and the applications that are built still refer to the .so.80 version of the dynamic library. Any other suggestions? You have to rebuild everything —OSG and your program— from scratch. Nevertheless, I wonder why you would want to do this. Removing version information from the libraries only leads to silent and difficult to debug problems when accidentally several or different versions of the library are present. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgarchive and PagedLOD
Anyone any idea? The problem is that as soon as PagedLOD nodes get paged in they are in the scenegraph. Thus saving the graph will save the _databasePath. cheers Sebastian Hi folks, I found some problem which I'm not able to solve easily. I try to pack a large number of files in to an osga archive. This works pretty well, but it will fail if I try to archive nodes which contain PagedLODs. They get loaded by the DatabasePager, which is not what I want, as the paged nodes will be added to the archive as well. First of all this doubles the amount of data in the archive, as all PagedLOD get loaded and the resulting graph is being saved to the archive. Secondly this will applications which try to load the archive, as the saved paged nodes will contain the source path in the _databasePath member. I didn't check but I guess same is true for images. (my original files contain no paths, as they files are all in one directory) Is there a way to prevent osgDB::readNode from resolving PagedLODs without adding a custom NodeLoadCallback? Also: will loading a file which is referenced inside the archive work without additional tricks? cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SharedStateManager performance issues
Hi there I have a tiled DB that is loaded using the DatabasePager. Everything ok and fully performant. Now I generate some custom drawables and attach them to the tiles sub-scene graph. Suddenly I notice a heavy load problem (stutter) in the moment when the node is being added to the main scene. Actually I figured out that during the call addLoadedDataToSceneGraph of the DatabasePager, the SharedStateManager calls its share method on the loadedModel. Time measurements brough forth that his is actually where a lot of time is spent (40-50ms) which gives me a frame loss. Now I'm about to debug the SharedStateManager to figure out what kind of Data in my Stateset or Textures causes this lengthy opereration. Does anybody have a clue what generally makes the SharedStateManager use so much time? Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56492#56492 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SharedStateManager performance issues
@Robert, would it be possible to call Code: if (osgDB::Registry::instance()-getSharedStateManager()) osgDB::Registry::instance()-getSharedStateManager()-share(databaseRequest-_loadedModel.get()); in the db loading thread scope instead of during the scene update? This would not resolve the problem of lengthy share operations, but at least would move the time consumption into the db thread instead of the scene-update... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56493#56493 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SharedStateManager performance issues
Hi Daniel, I'm not the author of SharedStateManager so to answer questions I'd need to dive into the code like yourself to provide answers. In general moving operations to background threads make sense, but only if they can be done in a thread safe way. In the case of the SharedStateManager::share() I wouldn't assume they it would be safe, I'd need to look closely at the implementation. Rather busy with script work right now so don't have time or bring capacity to dive in. The very hight cost of the share() method taking so long is what looks odd to me, and suggest a problem somewhere, it should never be that high to look for and remove duplicate state. I don't have any specific suggestions as to what might be the cause - I don't have your data to test. The only thing I can suggest is make sure you aren't benchmarking with a debug build as this will totally throw off the performance results. I don't know whether you figures are for debug or release, if they are for debug then retest with a release build. Robert. On 26 September 2013 12:10, Daniel Schmid daniel.sch...@swiss-simtec.chwrote: @Robert, would it be possible to call Code: if (osgDB::Registry::instance()-getSharedStateManager()) osgDB::Registry::instance()-getSharedStateManager()-share(databaseRequest-_loadedModel.get()); in the db loading thread scope instead of during the scene update? This would not resolve the problem of lengthy share operations, but at least would move the time consumption into the db thread instead of the scene-update... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56493#56493 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Oculus Rift integration
robertosfield wrote: Hi Jan, I just had a quick look over the osgoculusviewer code and first thought is that it should be possible to convert the code across to the new a osgViewer::ViewConfig subclass which could sit alongside the new include/osgViewer/config configurations. The implementation would use a series of View slave Camera's and would make support available to any OSG viewer application that assigns the OculusRift config. Robert. Hi Robert, I am trying to convert the code to the osgViewer::ViewConfig concept. I am halfway there, but I seem to have reached a small bump in the road. I get the screen correctly setup with slave cameras. But I am unsure how to handle the orientation changes detected by the Oculus Rift unit. In the previous solution we used a subclass of osg::Group that contained a traverse method responsible for getting the orientation from the Rift and modifying the slave cameras. http://github.com/bjornblissing/osgoculusviewer/blob/master/src/hmdcamera.cpp#L43 But this approach seem to fail with the osgViewer::ViewConfig since the traverse method only gets called during setup. Do you have any suggestions how to best implement this? Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56495#56495 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Oculus Rift integration
Hi Bjorn, The orientation of the view would normally come under the View::getCamera()'s ViewMatrix, usually it's the job of the CameraManipulators to do this, so you could implement the local offsets using a custom CameraManipulator written specifically for the OcculusRift. Alternatively you could you track the view matrix offset and apply this to the left/right slave camera view offsets, so that it automatically gets handled regardless of the the CameraManipulator applied to the viewer. Does this make sense? Robert. On 26 September 2013 14:25, Björn Blissing bjorn.bliss...@vti.se wrote: robertosfield wrote: Hi Jan, I just had a quick look over the osgoculusviewer code and first thought is that it should be possible to convert the code across to the new a osgViewer::ViewConfig subclass which could sit alongside the new include/osgViewer/config configurations. The implementation would use a series of View slave Camera's and would make support available to any OSG viewer application that assigns the OculusRift config. Robert. Hi Robert, I am trying to convert the code to the osgViewer::ViewConfig concept. I am halfway there, but I seem to have reached a small bump in the road. I get the screen correctly setup with slave cameras. But I am unsure how to handle the orientation changes detected by the Oculus Rift unit. In the previous solution we used a subclass of osg::Group that contained a traverse method responsible for getting the orientation from the Rift and modifying the slave cameras. http://github.com/bjornblissing/osgoculusviewer/blob/master/src/hmdcamera.cpp#L43 But this approach seem to fail with the osgViewer::ViewConfig since the traverse method only gets called during setup. Do you have any suggestions how to best implement this? Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56495#56495 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] AMD's Mantle
I'm just throwing this out there for those who like to keep abreast of industry developments. http://www.anandtech.com/show/7371/understanding-amds-mantle-a-lowlevel-graphics-api-for-gcn Mantle is basically a VERY thin layer between the graphics core (hence, mantle) and application. Since it is targeted at the gaming world, it uses HLSL as its shading language. I would actually be somewhat interested in a GLSL version of mantle, just for research purposes. I'd be curious as to how much different an application could perform on this minimalist architecture as compared to an API like OpenGL (2.x or 3-4). It would seem like, while messy, a scene graph could be initially ported to Mantle without too much trouble, but it would be a nightmare to maintain. -- 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 • osgEarth • Terrain • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph Oculus Rift integration
robertosfield wrote: Hi Bjorn, The orientation of the view would normally come under the View::getCamera()'s ViewMatrix, usually it's the job of the CameraManipulators to do this, so you could implement the local offsets using a custom CameraManipulator written specifically for the OcculusRift. Alternatively you could you track the view matrix offset and apply this to the left/right slave camera view offsets, so that it automatically gets handled regardless of the the CameraManipulator applied to the viewer. Does this make sense? Robert. Hi Robert, I was also thinking about a special CameraManipulator for the Rift. The drawback with making a special manipulator would be that the simple solution of just applying a ViewConfig would be lost. Since you will have to apply a view config and then apply a special view manipulator. I kind of like the idea of letting the user choose what type of camera manipulator they want and still getting the Rift orientations. So with this in mind I am thinking about your second suggestion; to track the view matrix offset and correspondingly update the slave view offsets. Which was pretty much my original idea. But this gives rise to some almost philosophical questions, some of the standard manipulators would work well with Rift Orientation changes overloaded such as DriveManipulator, FlightManipulator. Others are more questionable such as OrbitManipulator and TrackBallManipulator. And then there are manipulators which would become very weird with Rift Orientation stacked such as FirstPersonManipulator. Although this would be up to each developer to try what works for them. So my idea was to follow you second suggestion to track the main camera view matrix. But I am not sure how to best do this. Should I connect a callback to the main camera inside the configure method in my ViewConfig class? Or are there simpler ways to do this? Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56499#56499 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] receiving network stream using osg and ffmpeg...
Raymond, I scoured the forum to find something and didn't find anything in particular that addressed my questions. Do you have a link to the discussion you're referring to? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Raymond de Vries Sent: Thursday, September 26, 2013 1:13 AM To: OpenSceneGraph Users Subject: Re: [osg-users] receiving network stream using osg and ffmpeg... Hi, From what I remember, the original mail on the list about the ffmpeg plugin mentioned such a setup. Maybe you can look that message up? Plz keep us posted about your findings. hth Raymond On 9/26/2013 1:56 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: Has anyone had any luck in receiving streaming video from a network URL such as rtp://@192.168.178.23:1234 in osgmovie? What is the correct command line syntax for doing this? I can play canned files just fine with osgmovie -e ffmpeg movie.avi But when I attempt to receive a stream from the network and play it, I can't get it to work. Any thoughts, examples, or suggestions would be appreciated... Thanks, -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB ifstream / ofstream conflict
Hi, I am now running against the same issue. I checked to see that everything is compiled with /MD. I'm trying to build osg 3.2.0 x64 with VS2012 - 3rd-Party Binaries from: www.helleboreconsulting.com/index.php/open-source/openscenegraph - OSG built by myself - my project runs into: Code: 4* CIL library *(* CIL module *) : error LNK2005: public: void __cdecl std::basic_ifstreamchar,struct std::char_traitschar ::close(void) (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined in osgDBrd.lib(osg100-osgDBrd.dll) 4* CIL library *(* CIL module *) : error LNK2005: public: void __cdecl std::basic_ofstreamchar,struct std::char_traitschar ::close(void) (?close@?$basic_ofstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined in osgDBrd.lib(osg100-osgDBrd.dll) 4..\..\..\setup\bin\sphinx-api3d-lib.dll : fatal error LNK1169: one or more multiply defined symbols found Interestingly - it is again osgDB... Regards, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56501#56501 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] migration from 32 bit OSG 2.8.1 to OSG current 64 bit release on RHTE 6
Greetings All! Well, the hard work is over! I've tossed all remaining remnants of the old SGI based code and now my project is now a %100 OSG project!! Yey!! What I have resisted until now to do was to migrate to the current version of OSG and move to 64bit mode until I finished development. Now a required move to a 64bit RHTE 6 OS has made that a necessity and I'm thinking of moving to the newest stable release. I'm currently using 2.8.1 so I know there was a change in native OSG model formats and about Qt. My question is what problems should I expect along the way (if any) and what is the best version to move to? ... Thank you in advance! D Glenn David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56502#56502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB adding noise to imagery
Hi folks, We are building a database using an additional texture layer as a height field. I'm finding that the image stored in database is coming across with what appears to be 1bit noise. A constant image of say, 125 / 255 after going through VPB is coming out with some values of 124 / 255. The pattern looks a bit like quantization noise but we are setting --disable-error-diffusion just in case and the target has compression disabled using -RGBA. Does anyone in OSG land have an idea where I can look to see what is causing this? I'm attaching captured images where I've applied the same stretching formula. One is from the rendering of the database and the other is from Mathcad, where I loaded the source image and displayed it with the same stretch. The database image capture shows the speckles where as the source image does not. [Source.png] [Subset_VPB_pow10_1000.jpg] -B --- Brad Colbert Renaissance Sciences Corporation (480) 290-3997 inline: image001.jpginline: image003.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB adding noise to imagery
HI Brad, My guess is that it's an artefact of using OpenGL/ST3C compression that the OSG uses by default to keep the tile sizes. You can disable compression when doing the VPB build by choosing an RGB output format. Run osgdem --help to see all the options. Robert. On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote: Hi folks, ** ** We are building a database using an additional texture layer as a height field. I'm finding that the image stored in database is coming across with what appears to be 1bit noise. A constant image of say, 125 / 255 after going through VPB is coming out with some values of 124 / 255. The pattern looks a bit like quantization noise but we are setting --disable-error-diffusion just in case and the target has compression disabled using -RGBA. ** ** Does anyone in OSG land have an idea where I can look to see what is causing this? ** ** I'm attaching captured images where I've applied the same stretching formula. One is from the rendering of the database and the other is from Mathcad, where I loaded the source image and displayed it with the same stretch. The database image capture shows the speckles where as the source image does not. ** ** [image: Source.png] ** ** [image: Subset_VPB_pow10_1000.jpg] ** ** ** ** -B ** ** --- Brad Colbert Renaissance Sciences Corporation (480) 290-3997 ** ** ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org image001.jpgimage003.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB adding noise to imagery
Hi Robert, Maybe I'm using the wrong switch? From my email below the target has compression disabled using -RGBA. Does this need to be specified after each -layer # switch? -B From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, September 26, 2013 11:27 AM To: OpenSceneGraph Users Subject: Re: [osg-users] VPB adding noise to imagery HI Brad, My guess is that it's an artefact of using OpenGL/ST3C compression that the OSG uses by default to keep the tile sizes. You can disable compression when doing the VPB build by choosing an RGB output format. Run osgdem --help to see all the options. Robert. On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote: Hi folks, We are building a database using an additional texture layer as a height field. I'm finding that the image stored in database is coming across with what appears to be 1bit noise. A constant image of say, 125 / 255 after going through VPB is coming out with some values of 124 / 255. The pattern looks a bit like quantization noise but we are setting --disable-error-diffusion just in case and the target has compression disabled using -RGBA. Does anyone in OSG land have an idea where I can look to see what is causing this? I'm attaching captured images where I've applied the same stretching formula. One is from the rendering of the database and the other is from Mathcad, where I loaded the source image and displayed it with the same stretch. The database image capture shows the speckles where as the source image does not. -B --- Brad Colbert Renaissance Sciences Corporation (480) 290-3997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB adding noise to imagery
Hi folks, I tried --RGB-16 and I get the same effect. There is some kind of sampling going on and it's hard to tell what it is. The same pattern is in all color channels. Any ideas? -B From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Arthur Bogard Sent: Thursday, September 26, 2013 12:11 PM To: OpenSceneGraph Users Subject: Re: [osg-users] VPB adding noise to imagery I've found that RGB-16 solves my issues, but not RGBA On Thu, Sep 26, 2013 at 6:39 PM, Brad Colbert bcolb...@rscusa.com wrote: Hi Robert, Maybe I'm using the wrong switch? From my email below the target has compression disabled using -RGBA. Does this need to be specified after each -layer # switch? -B From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, September 26, 2013 11:27 AM To: OpenSceneGraph Users Subject: Re: [osg-users] VPB adding noise to imagery HI Brad, My guess is that it's an artefact of using OpenGL/ST3C compression that the OSG uses by default to keep the tile sizes. You can disable compression when doing the VPB build by choosing an RGB output format. Run osgdem --help to see all the options. Robert. On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote: Hi folks, We are building a database using an additional texture layer as a height field. I'm finding that the image stored in database is coming across with what appears to be 1bit noise. A constant image of say, 125 / 255 after going through VPB is coming out with some values of 124 / 255. The pattern looks a bit like quantization noise but we are setting --disable-error-diffusion just in case and the target has compression disabled using -RGBA. Does anyone in OSG land have an idea where I can look to see what is causing this? I'm attaching captured images where I've applied the same stretching formula. One is from the rendering of the database and the other is from Mathcad, where I loaded the source image and displayed it with the same stretch. The database image capture shows the speckles where as the source image does not. -B --- Brad Colbert Renaissance Sciences Corporation (480) 290-3997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB adding noise to imagery
I've found that RGB-16 solves my issues, but not RGBA On Thu, Sep 26, 2013 at 6:39 PM, Brad Colbert bcolb...@rscusa.com wrote: Hi Robert, Maybe I'm using the wrong switch? From my email below the target has compression disabled using -RGBA. Does this need to be specified after each -layer # switch? -B From: osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, September 26, 2013 11:27 AM To: OpenSceneGraph Users Subject: Re: [osg-users] VPB adding noise to imagery HI Brad, My guess is that it's an artefact of using OpenGL/ST3C compression that the OSG uses by default to keep the tile sizes. You can disable compression when doing the VPB build by choosing an RGB output format. Run osgdem --help to see all the options. Robert. On 26 September 2013 17:39, Brad Colbert bcolb...@rscusa.com wrote: Hi folks, We are building a database using an additional texture layer as a height field. I'm finding that the image stored in database is coming across with what appears to be 1bit noise. A constant image of say, 125 / 255 after going through VPB is coming out with some values of 124 / 255. The pattern looks a bit like quantization noise but we are setting --disable-error-diffusion just in case and the target has compression disabled using -RGBA. Does anyone in OSG land have an idea where I can look to see what is causing this? I'm attaching captured images where I've applied the same stretching formula. One is from the rendering of the database and the other is from Mathcad, where I loaded the source image and displayed it with the same stretch. The database image capture shows the speckles where as the source image does not. -B --- Brad Colbert Renaissance Sciences Corporation (480) 290-3997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB ifstream / ofstream conflict
Hi Florian, You can get around the fatal error by adding /FORCE: MULTIPLE to your linker options. This seems to be some odd VS2010 and beyond conformance problem. Basically I get this error in almost any application linking to osgDB and using fstream. It is somehow related to the derived stream class and its virtual functions. cheers Sebastian Hi, I am now running against the same issue. I checked to see that everything is compiled with /MD. I'm trying to build osg 3.2.0 x64 with VS2012 - 3rd-Party Binaries from: www.helleboreconsulting.com/index.php/open-source/openscenegraph - OSG built by myself - my project runs into: Code: 4* CIL library *(* CIL module *) : error LNK2005: public: void __cdecl std::basic_ifstreamchar,struct std::char_traitschar ::close(void) (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined in osgDBrd.lib(osg100-osgDBrd.dll) 4* CIL library *(* CIL module *) : error LNK2005: public: void __cdecl std::basic_ofstreamchar,struct std::char_traitschar ::close(void) (?close@?$basic_ofstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined in osgDBrd.lib(osg100-osgDBrd.dll) 4..\..\..\setup\bin\sphinx-api3d-lib.dll : fatal error LNK1169: one or more multiply defined symbols found Interestingly - it is again osgDB... Regards, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56501#56501 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB ifstream / ofstream conflict
I had the same problem with VS2010 and there are two ways to get around it. 1. Use /FORCE:multiple 2. Create a typdef: Code: #pragma once // Compatibility layer for VS2010 bug. The compiler tries to link the same // multiple symbols in for the OSG fstream classes which inherit from the STL // classes. The workaround is to use OSG fstream classes in all places rather // than STL. #ifdef WIN32 // Replace STL fstream with OSG fstream #include osgDB/fstream #define ifstream osgDB::ifstream #define ofstream osgDB::ofstream #else #include fstream #define ifstream std::ifstream #define ofstream std::ofstream Cheers, Braden -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56510#56510 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org