[osg-users] Scene.cpp deadlock

2012-03-12 Thread PC John
Hi,

I found a deadlock in Scene.cpp. The problem exhibits itself when calling 
std::exit() instead of standard way of terminating of the application.

The deadlock is seen on Windows only. On Linux, I get sigsegv or, at least, 
valgrind gives me info about using already freed memory.

After the investigation, I found that the problem is using of static variables 
in getSceneCache() and getSceneCacheMutex() in Scene.cpp. The destructors of 
these static variables are registered by the compiler (gcc) using atexit() 
approach. (I could not believed it and made additional tests, but all the 
same.) As a result, the mentioned variables are destructed too early and 
before all global variables, resulting sigsegv and deadlocks...

I moved the static variables to global scope and the problem disappeared. Is 
it the correct fix of the problem? Should I submit a patch?

Comments? Ideas?
John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Scene.cpp deadlock

2012-03-12 Thread PC John
Hi Robert,

 I suspect this issue is down to the Scene object being destructed
 after the sceneCacheMutex and s_sceneCache are destructed

Exactly. I managed to modify osgviewer app to exhibit this problem. I just 
moved viewer object from local scope to global and added std::exit(0); after 
viewer's construction. Valgrind reports following:

==15282== Invalid read of size 4
==15282==at 0x5A99004: pthread_mutex_lock (pthread_mutex_lock.c:50)
==15282==by 0x656E199: OpenThreads::Mutex::lock() (PThreadMutex.cpp:130)
==15282==by 0x519CECF: 
OpenThreads::ScopedLockOpenThreads::Mutex::ScopedLock(OpenThreads::Mutex) 
(ScopedLock:31)
==15282==by 0x57DB40F: osgViewer::Scene::~Scene() (Scene.cpp:45)
==15282==by 0x57DB579: osgViewer::Scene::~Scene() (Scene.cpp:57)
==15282==by 0x52F486B: osg::Referenced::signalObserversAndDelete(bool, 
bool) const (Referenced.cpp:323)
==15282==by 0x403018: osg::Referenced::unref() const (Referenced:198)
==15282==by 0x580F250: osg::ref_ptrosgViewer::Scene::~ref_ptr() (in 
/usr/local/lib64/libosgViewerd.so.3.1.0)
==15282==by 0x57FEF7C: osgViewer::View::~View() (View.cpp:177)
==15282==by 0x581AEA8: osgViewer::Viewer::~Viewer() (Viewer.cpp:216)
==15282==by 0x581AFDF: osgViewer::Viewer::~Viewer() (Viewer.cpp:249)
==15282==by 0x52F486B: osg::Referenced::signalObserversAndDelete(bool, 
bool) const (Referenced.cpp:323)
==15282==by 0x403018: osg::Referenced::unref() const (Referenced:198)
==15282==by 0x4036F2: osg::ref_ptrosgViewer::Viewer::~ref_ptr() (in 
/usr/local/bin/osgviewerd)
==15282==by 0x6204820: __run_exit_handlers (exit.c:78)
==15282==by 0x62048A4: exit (exit.c:100)
==15282==by 0x402C62: main (osgviewer.cpp:48)

==15282==  Address 0x92dc618 is 24 bytes inside a block of size 48 free'd
==15282==at 0x4C27FF2: operator delete(void*) (vg_replace_malloc.c:387)
==15282==by 0x656E267: 
OpenThreads::PThreadMutexPrivateData::~PThreadMutexPrivateData() 
(PThreadMutexPrivateData.h:38)
==15282==by 0x656E131: OpenThreads::Mutex::~Mutex() (PThreadMutex.cpp:115)
==15282==by 0x6204820: __run_exit_handlers (exit.c:78)
==15282==by 0x62048A4: exit (exit.c:100)
==15282==by 0x402C62: main (osgviewer.cpp:48)

So, the mutex is already destructed when Scene is about to be destroyed. I 
guess the user should have the right to place 
osg::ref_ptr osgViewer::Viewer  viewer;
to the global scope, so the issue needs to be fixed.

Ideas?

Do you think moving static s_sceneCacheMutex and
s_sceneCache of Scene.cpp into the global scope would be the proper fix?

John


On Monday 12 of March 2012 10:25:07 Robert Osfield wrote:
 Hi John,
 
 I suspect this issue is down to the Scene object being destructed
 after the sceneCacheMutex and s_sceneCache are destructed as both of
 these are constructed till after the first Scene object is
 constructed.  To force these objects to be constructed first I think
 it is probably best to move the static s_sceneCacheMutex and
 s_sceneCache into the global scope to ensure they get created before
 the first Scene object ever gets created.
 
 Robert.
 
 On 12 March 2012 10:03, PC John pec...@fit.vutbr.cz wrote:
  Hi,
  
  I found a deadlock in Scene.cpp. The problem exhibits itself when
  calling
  std::exit() instead of standard way of terminating of the application.
  
  The deadlock is seen on Windows only. On Linux, I get sigsegv or, at
  least, valgrind gives me info about using already freed memory.
  
  After the investigation, I found that the problem is using of static
  variables in getSceneCache() and getSceneCacheMutex() in Scene.cpp. The
  destructors of these static variables are registered by the compiler
  (gcc) using atexit() approach. (I could not believed it and made
  additional tests, but all the same.) As a result, the mentioned
  variables are destructed too early and before all global variables,
  resulting sigsegv and deadlocks...
  
  I moved the static variables to global scope and the problem
  disappeared. Is it the correct fix of the problem? Should I submit a
  patch?
  
  Comments? Ideas?
  John
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
  g
 
 ___
 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 performance drop between Qt 4.7 and 4.8

2012-03-12 Thread PC John
Hi Marco,
I can not test it right now, but when Qt 4.8 will be made available with the 
new Ubuntu release in April, I will probably dig in the problem if I notice it 
on my application.
John

On Monday 12 of March 2012 11:10:51 Marco Fiocco wrote:
 I've even disabled the vsync but it does not improve the frame rate.
 You can verify this just by running osgViewerQt right away.
 Marco
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] light position through uniform

2012-02-02 Thread PC John
Hi,

I want to place a light into the scene without using fixed pipeline. Thus, I 
created uniforms to pass light parameters to shaders. These works fine except 
light position and light direction.

I want to pass light position in eye coordinates. I expect, I have to multiply 
light_local_position by local_to_world_matrix first, and then? I think, I 
should apply camera transformation as well, thus multiply it by perspective 
matrix as well, if I am not mistaken. Another problem follows: Can I store the 
the result (eyeCoordinateLightPosition) to the regular osg::Uniform while I am 
doing all above in the cull traversal? (I am worrying that the Uniform is 
added to rendering graph and the next frame cull traversal may modify the 
uniform before rendering graph is rendered, or is this scenario handled 
somehow?)

Thanks for explanation or pointing me to the right path.

John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] best format for paged database

2011-12-09 Thread PC John
Thanks Brad,
osga is really what I was looking for. It can store everything and it contains 
index, so the only overhead on open is to read the index (and not the whole 
file as with some other formats). I am going to try it.
John


On Thursday 08 of December 2011 20:20:16 Christiansen, Brad wrote:
 Hi,
 
 Just a comment regarding My initial wish was to have everything in one
 file.. You can achieve this by placing all you data into an archive
 format. I have used osga before and I have seen quite a bit of activity
 around the zip plugin recently. I ended up creating my own OSG archive
 based on SQLite but I havent managed to submit that code yet.
 
 One thing to note when using archives and PagedLODs, you have to make sure
 that rescources in sperate files are specified relative to the root of the
 archive, not relative to the loading file. I wrote a simple visitor to do
 this before adding all my data to the archive.
 
 Cheers,
 Brad

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] best format for paged database

2011-12-08 Thread PC John
Hi Torben and Xenon,

I was studying OSG sources... (as usual way to study OSG)

 BTW: What are your performance requirements?

Main requirement: I need to load base level geometry and base resolution 
textures ASAP, f.ex 1s. I will probably inline base-level texture data into 
the base-level scene database.

Then, paging of geometry: Seems that high-res geometry need to stay in 
separate file, otherwise it would be loaded at start-up, slowing down the 
opening process, that has to complete in 1s.

The last goal - to page in and page out textures depending on spatial 
proximity. The testing model is 72MB of jpegs and they take approximately 
4.5GB when decompressed to memory while using several resolutions for each 
texture.

What archtecture would you propose?
I guess, I will need to place high-res textures to external files. And high-res 
geometry as well to avoid them being parsed on start-up and prolonging opening 
process. (My initial wish was to have everything in one file.)

John

On Wednesday 07 of December 2011 09:02:25 Chris 'Xenon' Hanson wrote:
 On 12/7/2011 12:29 AM, PC John wrote:
  Thanks Chris and J.P.,
  I am wondering that flt and vpb and similar formats does not support
  paging
   VPB isn't a format. VPB is a tool. It generates data in any OSG-writable
 format, including .osg/.ive/.osgt/.osgb. It does support terrain paging
 with PagedLOD.
  (PagedLOD). In that case, osgb seems to be the best format. Can it store
  texture data internally, or all jpegs and pngs have to stay as separate
  files (possibly increasing data fragmentation)?
 
   It can do either way.
 
  osgEarth is definitely the project to look at. Thanks,
 
   Yes.
 
   If you're not interested in building it from scratch (it can be difficult
 the first time), my company, AlphaPixel offers subscriptions to a
 binaries-download system that builds projects like osgEarth every night,
 whenever the source has changed.
  John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] best format for paged database

2011-12-06 Thread PC John
Hi,

what is the best file format for paged scene database? The database may be both 
- small and big (gigabytes) and it may or may not contain geospatial data.

The special requirement is that it should be possible to store non-standard 
data like reflective color (not present in OpenGL), for instance as a user 
data.

I was considering to store collision geometry there as well, but this is not 
the strict requirement.

Thanks in advice,
John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] best format for paged database

2011-12-06 Thread PC John
Thanks Chris and J.P.,

I am wondering that flt and vpb and similar formats does not support paging 
(PagedLOD). In that case, osgb seems to be the best format. Can it store 
texture data internally, or all jpegs and pngs have to stay as separate files 
(possibly increasing data fragmentation)?

osgEarth is definitely the project to look at. Thanks,
John

On Wednesday 07 of December 2011 07:23:40 J.P. Delport wrote:
 Hi,
 
 you can also check out osgEarth. I like the fact that it can convert
 data (imagery and terrain) into a tms compatible format (jpg, png,
 tiff). How you display the data is up to you, you can add shaders to do
 fancy things per layer if you want.
 
 regards
 jp
 
 On 06/12/2011 17:44, Chris 'Xenon' Hanson wrote:
  On 12/6/2011 2:24 AM, PC John wrote:
  what is the best file format for paged scene database? The database
  may be both - small and big (gigabytes) and it may or may not contain
  geospatial data. 
 Well, generally the only paged formats OSG supports (excepting
 specialized formats like 
  TerraPage) are its own .OSG/.IVE/.OSGT/.OSGB.
  
 .OSG and .IVE are deprecated. .OSGT is text and is slower, which
 leaves .OSGB as the 
  primary contender.
  
  The special requirement is that it should be possible to store
  non-standard data like reflective color (not present in OpenGL), for
  instance as a user data.
  
 Well, given that this can be stored in the scene graph, it can be
 stored in the .OSGB 
  format as well. But it is up to you to design the scene graph structure
  to store, and utilize this data.
  
  I was considering to store collision geometry there as well, but
  this is not the strict requirement.
  
 You could store this geometry there too, masked so that it does
 not render but can be 
  accessed during intersection testing.
  
  Thanks in advice,
  John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] setCenterByMousePointerIntersection

2011-07-13 Thread PC John
What about:

viewer-setCameraManipulator( new OrbitManipulator( DEFAULT_SETTINGS | 
SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT ) );

Cheers,
John

  Original message 
 From:  Joe Kilner uns...@joek.net
 Subject:  [osg-users] setCenterByMousePointerIntersection
 Date:  8. 7. 2011  18:31:58
 
 Hi,
 
 I am often loading large scenes in to a Viewer with a TrackballManipulator
 and would really like a nice way to reset the orbit point while viewing
 the model.
 
 I had a look in the code and found something looking like what I want has
 been implemented already and can be activated by passing the flag
 SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT when creating the manipulator.
 
 However, I can't get it to work and am not really sure how (or even if) the
 feature should be used. Can anyone shed any light?
 
 Thank you!
 
 Joe
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=41275#41275
 
 
 
 
 
 ___
 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] Quad buffered 3d, frame sequential stereo and Panasonic TV compatability

2011-04-08 Thread PC John
Hi Graham,
neither I succeed with Samsung UE40C7000.
You can see some thoughts at
http://forums.developer.nvidia.com/index.php?showtopic=5885st=0gopid=18408;

Feel free to contribute to the thread.
I am too looking for the solution :-) .
John

  Original message 
 From:  Graham Ericson gray...@gmail.com
 Subject:  [osg-users] Quad buffered 3d, frame sequential stereo and Panasonic 
TV compatability
 Date:  29. 3. 2011  21:02:36
 
 Hi,
 
 I've seen this topic come up once or twice, but I can't figure out what's
 going wrong in my setup. I have a new Panasonic Viera 3D TV (ST30 series)
 that I'm driving with a Quadro 380 FX in windows XP with OSG 2.2. I'm
 trying to view models in 3D, either with the vertical split or quad buffer
 option, and neither is working (though horizontal split works fine, oddly
 enough.)
 
 The graphics card is connected to the TV via HDMI. I'm using the TV's
 emitter and glasses. When I choose the frame sequential input option on
 the TV with a quad buffered input from the computer, the glasses don't
 activate, meaning the TV doesn't recognize that it is receiving a 3D
 input.
 
 If I can't get quad buffered/ frame sequential stereo to work, I'm OK with
 using vertical split stereo.
 
 I've worked with the GT25 Viera series in the past and have been able to
 get satisfactory results with vertical split stereo, but with the new
 model the vertical split mode looks off. The new TV recognizes the two
 images and combines them, but the result is headache-inducing. I've tried
 playing with all the TV settings and flipping the eye orientations on both
 the computer end and the TV end. Aside from eye swapping, none of my OSG
 variables (eye separation, screen dimensions etc.) have changed from the
 setup that ran the old TV well.
 
 Any clues as to how to get something working here? I figure the worst case
 scenario is returning the new TV and finding an old model to buy online
 somewhere, but as this is for an institution that would be quite a hassle.
 
 Thank you!
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38032#38032
 
 
 
 
 
 ___
 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] Interest in new releases of 2.8.x?

2011-03-29 Thread PC John
  There is one research group at our university waiting for any new
  official release. They ask me from time to time about it. However, they
  are not apparently reading mailing list too often as they are busy with
  their own things. I guess that number of people would welcome the new
  release if someone would do it.
 
   Is there any feature they specifically want in a new release, or are they
 just wanting the 3.0 stable release?

If I remember correctly, it was mostly related to CMake scripts. Probably 
those responsible for finding the libraries on the disk. These should not be 
difficult to include in 2.8.4. I sent them email and will be back with the 
response soon.

John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-29 Thread PC John
Is there any feature they specifically want in a new release, or are
they just wanting the 3.0 stable release?
 
 If I remember correctly, it was mostly related to CMake scripts. Probably
 those responsible for finding the libraries on the disk. These should not
 be difficult to include in 2.8.4. I sent them email and will be back with
 the response soon.

Ok. They have problems with 2.8.3 CMake scripts and other issues in VS2010. 
That is exactly what you are going to fix. So, your release should be very 
welcomed :-) .

John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Interest in new releases of 2.8.x?

2011-03-28 Thread PC John
There is one research group at our university waiting for any new official 
release. They ask me from time to time about it. However, they are not 
apparently reading mailing list too often as they are busy with their own 
things. I guess that number of people would welcome the new release if someone 
would do it.

Personally, I stick with developer releases.
John

  Original message 
 From:  Chris 'Xenon' Hanson xe...@alphapixel.com
 Subject:  Re: [osg-users] Interest in new releases of 2.8.x?
 Date:  26. 3. 2011  21:22:50
 
 On 3/16/2011 11:27 AM, Chris 'Xenon' Hanson wrote:
  On 3/16/2011 11:21 AM, Robert Osfield wrote:
  I'm all for an 2.8.4 release.
  
Excellent.
 
   Was there anyone else interested in a 2.8.4 release? Is anyone else using
 2.8.3 at this point or is everyone on trunk now?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] saving camera view state

2011-03-21 Thread PC John
What about keeping your cameraManipulator using ref_ptr (instead of deleting 
and creating another one.

By the way, your code deals with HOME position, not with current manipulator 
position.

If you will be still lost, look at lexolight.sf.net sources. It uses two 
manipulators and you can swap between them by using Ctrl. So, the scenario is 
not the same but the similar to yours - copying manipulator settings from one 
to the other.

Hope it helps,
John

  Original message 
 From:  suneel suresh compres...@gmail.com
 Subject:  [osg-users] saving camera view state
 Date:  20. 3. 2011  20:44:38
 
 Hi, i have a case where i need to delete the camera manipulator and i do so
 by
 
 viewer-setCameraManipulator(NULL);
 
 This freezes the camera movement and camera is locked for some editing
 features. Now when i toggle the edit button i do
 
 viewer-setCameraManipulator(new osgGA::TrackballManipulator);
 
 But this resets the viewing and looses the current view. So I tried to do
 the following
 
 Code:
 
 if(isPickMode)
 {
  viewer-getCameraManipulator()-getHomePosition(vec3_eye, vec3_center,
 vec3_up); viewer-setCameraManipulator(NULL);
 }
 else
 {
  viewer-setCameraManipulator(new osgGA::TrackballManipulator);
  viewer-getCameraManipulator()-setHomePosition(vec3_eye, vec3_center,
 vec3_up); }
 
 
 
 
 But this still resets the view position. How can it set it to the exact
 camera view position?
 
 p.s= new to osg
 ...
 
 Thank you!
 
 Cheers,
 suneel
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=37754#37754
 
 
 
 
 
 ___
 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] requestRedraw bug during ON_DEMAND rendering

2011-03-14 Thread PC John
Hi all,

I am using osgViewer::Viewer in ON_DEMAND RunFrameScheme, e.g. there is no 
continual re-rendering and 100% CPU loading, but the scene is rendered only 
when really needed.

Bug: The window is not repainted when obscured by another window and re-shown 
again.

I was trying to fix the problem and these are my findings:
- when window is damaged and needs to be repainted, it receives WM_PAINT 
(Win32) or Expose (Linux) message, or paintEvent() is called on Qt. I tried to 
call requestRedraw() inside these, but it is just an empty function inside 
osgViewer::GraphicsWindow. Is it a bug, intended behaviour or unimplemented 
functionality? In the first and third case, I am going to contribute the missed 
functionality by testing all windows from 
osgViewer::Viewer::checkNeedToDoFrame().

John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] unexecpted result with SetHomePosition

2011-02-13 Thread PC John
Hi Vincent,

void CameraManipulator::setHomePosition(const osg::Vec3d eye, const 
osg::Vec3d center, const osg::Vec3d up, bool autoComputeHomePosition=false)

takes eye parameter as a position of the camera.
Center is any position that camera is looking at, giving the orientation of 
the camera.
However, for orientation of the camera, you have to provide even up vector, 
that is given as a third parameter. You can not orient the camera without up 
vector.
The last parameter is a flag whether to recompute home position when you for 
instance, change the scene.

You may be interested to take a look at
void CameraManipulator::computeHomePosition(const osg::Camera *camera, bool 
useBoundingBox)

method as well to automatically set home position for your scene.
John

  Original message 
 From:  vincent sauvage sauv...@iut.u-clermont1.fr
 Subject:  [osg-users] unexecpted result with SetHomePosition
 Date:  11. 2. 2011  17:04:12
 
 Hi,
 
 my question concern setHomePosition of MatrixManipulator and subclasses.
 
 Parameters are quite explicite and in therory first one indicate position
 of camera, the seond parametre = target of camera ? Am i wrong... i surely
 forget some detail since  : in practice, position and direction of camera
 do not corespond to the parameter given to that method .
 
 I read old topic and some source example. .. but results are sometimes so
 strange when changing the parameters values, that make me think i should
 konw some important thing or tip about this method 
 
 Thank you for your help !
 
 Cheers,
 vincent
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=36563#36563
 
 
 
 
 
 ___
 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] extension detection

2011-02-05 Thread PC John
Hi,

I am currently puzzled by some code inside OSG to detect extensions. Example 
code:

_isSomethingSupported = OSG_GLES2_FEATURES || OSG_GL3_FEATURES ||
  isGLExtensionOrVersionSupported(contextID, GL_EXT_something, 2.1);

Question 1:
Why we are sometimes testing for version? e.g. 2.1?
As the extension is in extension string anyway, is it correct to consider the 
version number as redundant while not harmful and mostly informative for 
programmer?

Problem 1:
If there is a reference to the OpenGL number (e.g. 2.1), it is not possible to 
disable the functionality by osg::setGLExtensionDisableString(). Is it true?

Question 2:
Why we are using OSG_GL3_FEATURES ? The extension should be included in the 
extension string in my opinion. Or, am I mistaken?

Problem 2: The same as problem 1 - functionality can not be disabled if using 
OSG_GL3_FEATURES.

Question 3:
Is the extension string of OpenGL ES the same as on standard OpenGL? Will it, 
for instance, contain GL_ARB_multitexture of OpenGL 1.3?

Thx,
John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] NVIDIA OptiX cross-format

2011-01-04 Thread PC John
Hi Holger,

I would prefer to have an export to OptiX native format. And if there is none, 
to have a class that would take OSG scene graph as a data source, setups OptiX 
node graph and does OptiX rendering, returning final image. That would be a 
very cool class for anyone interested in photorealistic raytracing!

Keep me updated if you reach any nice results.
John


  Original message 
 From:  Holger Helmich holger.helm...@gmx.de
 Subject:  [osg-users] NVIDIA OptiX cross-format
 Date:  3. 1. 2011  17:29:07
 
 Hi,
 
 i am working on an OptiX integration into an OSG based application. I am
 wondering if there are other projects about this issue. Currently i study
 to set up an serialized OptiX format (e.g. binary or XML) including reader
 and writter, what could be something like done for OSG
 (http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Ser
 ializationSupport) this year.
 
 The idea would be to set up an open format (if there is none) for OptiX's
 node graph. Of course it is not possible as OSG input, but would probably
 be a first step.
 
 Thank you!
 
 Cheers,
 Holger
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=35267#35267
 
 
 
 
 
 ___
 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] textures in osga

2010-11-11 Thread PC John
Hi,
I want to put textures and geometry files to one archive file.
I looked at osga plugin, but I am not sure if it can be used for such a 
purpose. If I read particular geometry file from osga, it may trigger loading 
of a texture that is used by the geometry (e.g. standard material texture). 
Will the texture be loaded correctly from osga in such a case? Or, is this too 
advanced scenario for osga?

Thx,
John
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org