Re: [osg-users] Clamping models to an osgTerrain

2019-12-21 Thread SHAYNE TUELLER
Hi Brad,

I'm assuming you've looked at the osgSim class? It has the ability to query 
where the ground is at the highest LOD of the terrain. It has other methods you 
can use to interact with osgTerrain that may be able to help you.

Shayne

> On December 20, 2019 at 4:53 PM Brad Colbert  wrote:
> 
> Hi folks,
> 
> I googled but not found an answer that goes into this.  
> 
> I have what can be considered a town and want to clamp the buildings to 
> the terrain (obviously).
> 
> What I would prefer is to have some pre-process that runs intersectors on 
> the terrain, pushing up (or down) through the PagedLODs, placing the model at 
> the appropriate height, and then saving that tile back out.  This way the 
> models just get loaded in with the PagedLOD and are already at the right 
> height as the terrain height pops up and down based on the LOD.
> 
> Is this even possible with 3.6?  If so, any ideas, thoughts, pointers?
> 
> Best,
> Brad
> 
>  
> 
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Re: [osg-users] People currently using the ffmpeg/libavcodec plugin?

2017-11-05 Thread shayne . tueller
Were using it to stream video and display it on a quad... 

Shayne 


- Original Message -

From: "Chris Hanson"  
To: "OpenSceneGraph Users"  
Sent: Friday, November 3, 2017 8:44:45 PM 
Subject: Re: [osg-users] People currently using the ffmpeg/libavcodec plugin? 

Hmm. Well, we have some forthcoming improvements to the original ffmpeg 
plugins. Just trying to find out if anyone is using it. 

On Fri, Nov 3, 2017 at 1:04 PM, Arthur Bogard < arthur.bog...@gmail.com > 
wrote: 



I work at Digitalis. We developed that plugin a while ago and dev against 
ffmpeg proper. 

Our work was to get it working under vdpau for better performance with high res 
video. There were still several issues with high CPU usage, so we're deving a 
new plugin from scratch to be able to use nvenc and nvdec, but I'm not sure 
what the status is of it at the moment. It's probably a ways away from release. 
We needed it to be able to decode 8k x 8k streams. 

I don't know why it wasn't merged. I can't remember what conversations were 
had. 

Let us know what you think of it ours, and I think you're free to merge it in 
if it works for people. 

Arthur 

On Fri, Nov 3, 2017 at 11:26 AM, Chris Hanson < xe...@alphapixel.com > wrote: 



That's weird. 

Why isn't this a part of the main OSG distribution? 

On Fri, Nov 3, 2017 at 11:52 AM, Raymond De Vries < ree...@xs4all.nl > wrote: 



Hi Chris, 

I remember a few discussions about this subject. Please search the archives. 

One of them is https://bitbucket.org/digitalis/osg-ffmpeg-plugin if I remember 
correctly this one can do 4k.. plz keep us updated. 

Cheers! 
Raymond 

On Nov 3, 2017, at 17:07, Chris Hanson < xe...@alphapixel.com > wrote: 




Just a quick survey -- is anyone using the OSG FFMPEG plugin (which utilizes 
the libavcodec) presently, and if so, would you mind commenting on how you are 
using it and how you feel about what it does and does not do at the moment? 

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/ 
Training • Consulting • Contracting 
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GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL 
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • 
Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • 
Android 
@alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] 






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Training • Consulting • Contracting 
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL 
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • 
Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • 
Android 
@alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] 

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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 
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Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • 
Android 
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[osg-users] mixing Direct3D and OSG...

2016-12-28 Thread Shayne Tueller
Hello,

I have a Direct3D app in where I need to render a background image using OSG. 
The approach I was thinking of using is to use off-screen memory or context to 
render the OSG imagery and then try to load the results into a Direct3D surface 
somehow. Perhaps a render-to-texture sort of approach?

Is something like this feasible? Is there a better approach to doing this?

In case someone asks, porting in either direction is not possible at this 
time...

Thank you!

Shayne

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[osg-users] mixing Direct3D and OSG...

2016-12-28 Thread Shayne Tueller
Hello,

I have a Direct3D app in where I need to render a background image using OSG. 
The approach I was thinking of using is to use off-screen memory or context to 
render the OSG imagery and then try to load the results into a Direct3D surface 
somehow. Perhaps a render-to-texture sort of approach?

Is something like this feasible? Is there a better approach to doing this?

In case someone asks, porting in either direction is not possible at this 
time...

Thank you!

Shayne

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[osg-users] [build] NVTT 3rdParty x64 libs for OSG...

2016-06-09 Thread Shayne Tueller
Hi,

I was wondering if anyone out there in OSG land has had success building the 
Nvidea texture tools version 2.0.8 using VS2013 for x64 to use with the nvtt 
plugin in the OSG.

I've set the NVTT_SHARED=1 so that the libs are built as shared libraries. All 
libraries compile just fine. However, when I compile and link the nvtt.lib, I 
get a bunch of linker errors (LNK2019 and LNK2001 unresolved external symbols) 
dealing with functions found in the nvimage library. I suspect is has something 
to do with the calling convention __cdecl when the libs are built as shared 
libs.

When I set NVTT_SHARED=0, all the libs compile and link just fine but then the 
OSG no longer builds for the obvious reasons when it tries to compile the 
nvtt-dependent plugin

If anyone can help or suggest something that will result in getting rid of the 
linker errors, that would be great.

Cheers,
Shayne

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Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-09 Thread Shayne Tueller
The nvtt plugin in the OSG uses it. Other apps use it as well that use the OSG 
such as VirtualPlanetBuilder and osgEarth.

I did find the link you provided for the source for the nvidia texture tools 
but I haven't had luck in getting them built. I'm getting a bunch of linker 
errors when trying to build the libs using VS2013.

Thanks for your feedback.

Shayne

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Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-08 Thread Shayne Tueller
This does not help me.

 I need the Nvidia texture tools 64bit dependency which is not available on 
your website. I already have all the other 64 bit dependencies needed to build 
OSG 64bit. I'm just missing the Nvidia texture tools.

Since no one has any input on this, the next step is to try and build them 
myself from source. I'm sure this will be an ugly mess...

Shayne

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Re: [osg-users] osgVisual 3rdparty downloads

2016-06-08 Thread Shayne Tueller
Just so everyone knows, the 64 bit versions of the nvidia texture tools libs in 
the 3rdParty dependencies are missing for VS2013...

Shayne

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Re: [osg-users] [build] 64 bit 3rdParty libs

2016-06-08 Thread Shayne Tueller
I went to your suggested website and it does not have the dependencies I 
need...sorry.

Shayne

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Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Shayne Tueller
This is probably off topic but since OpenIG was brought up, I had a question 
about it...

Does OpenIG support CIGI? If it doesn't, adding it would go a long way in 
making it more mainstream in the IG community. It would sure make it easier for 
a host that is using CIGI to switch over...

Shayne

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Re: [osg-users] How to setup multi channel

2016-01-13 Thread Shayne Tueller
Just to chime in here on this multi-channel discussion...

I was aware of the OSGs support for master/slave cameras (channels) running on 
ONE computer but I didn't think it supported a master/slave architecture for 
running each channel on a different computer with it's own graphics 
card/context and monitor. 

If the latter is true, I would like more details on how this is done...

Shayne

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Re: [osg-users] OpenThreads won't stop on Windows...

2016-01-06 Thread Shayne Tueller
Robert,

Thanks for the feedback. 

I wasn't doing the checkCancel() in my loop in the run() method. Once I put 
that in there, it started working as expected when I called cancel() for a 
particular thread.

Interestingly, when I started pinning each thread on a different processor 
using setProcessorAffinity(), I could no longer cancel the threads (i.e. they 
wouldn't stop running). If I let the OS scheduler decide where the threads are 
running (by not calling setProcessorAffinity()) or pin the threads on the same 
processor, cancel() started working again. 

Not sure why it is doing this. For now, I'll just ignore setting the processor 
affinity for each thread so that cancel() will work properly when I shut down 
the threads...

Shayne

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[osg-users] OpenThreads won't stop on Windows...

2016-01-05 Thread Shayne Tueller
Hi,

I'm using OpenThreads in an app that's using osgEarth. When I go to stop the 
thread, I call the cancel() method but it doesn't seem to be working. The 
thread is still running. Is there something else I need to do to stop the 
thread and shut it down? I have a stopThread() method that breaks out of my 
loop in the run() method, however, the thread is sometimes paused in execution 
inside the loop when I go to shut it down. I need to stop the thread 
unconditionally when I go to exit. I thought cancel() would do it but it 
doesn't work.

Thoughts?

Thank you!

Shayne

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Re: [osg-users] _intersectionLimit doesn't seem to be working...

2015-08-19 Thread Shayne Tueller
Robert,

You bring up excellent points that explains the divergences I'm seeing in my 
results, both in terms of performance and correlation.

I do have a couple of questions then...

So, if I understand you correctly, there's no way to tell VPB to build a flat 
file (i.e. one that that does not have Paged LODs in it) in geocentric space? 
In other words, is there a way to decorate a sphere with just raw DTED data 
using VPB? I know this doesn't make sense for a visual database but it might 
make sense for other usages like viewing a raw DTED tile on a spheroid. If VPB 
won't do this, I suppose I can just use a height field and map it to a spheroid 
myself.

My second question has to do with the LODs in VPB. What is the default LOD 
setting for VPB? You mentioned that I might not have gone deep enough in my 
database? It appears to me that VPB builds LODs by default and goes deep enough 
based on the resolution of the original source data. For example, I ran VPB on 
just one tile of level 1 DTED and didn't specify any levels of detail setting 
on the command line. It built the database to level 6. I then did another build 
and specified --PagedLOD and -l 24 on the command line and it didn't do 
anything different. It still just built to level 6...

Shayne

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[osg-users] [vpb] error using VPB on DTED level 2...

2015-08-19 Thread Shayne Tueller
Hi,

I'm attempting to use VPB to build a paged geocentric database from level 2 
DTED source data. I'm only using 3 tiles of level 2 DTED so it's not a lot of 
data.

I get the following error...

Warning: Task tasks/build_subtile_L2_X1_Y5.task has failed, blacklisting 
machine and resubmitting task.

I looked at the log file for this task, it gives the following info...

E:\simData\osgDatabase\dtedlevel2\logsmore build_subtile_L2_X1_Y5.log
0.113: Adding terrainTile
0.113: getTaskName(2,1,5) no nest, 3 0
0.113: DataSet::_run() 3 0
0.126: started DataSet::createDestination(30)
0.127: Time for after_reproject 0.000145
0.127: local_extents = xMin() 38.00 40.000100
0.127: yMin() 30.00 34.000100
0.127: AR=2.999600 C1=1 R1=3
0.127: createNewDestinationGraph
0.135: Time for destinationGraph-computeMaximumSourceResolution() = 0.
00
0.135: Time for createDestinationGraph 0.007809
0.135: Time for after_computeNeighbours 0.13
0.135: completed DataSet::createDestination(30)
0.135: Error: no destination graph built, cannot proceed with build.
0.135: Time to write out DatabaseRevision::FileList - FilesAdded dtedlev
el2_subtile_L2_X1_Y5/dtedlevel2_L2_X1_Y5.ive.task.0.added, 0
0.135: Time to write out DatabaseRevision::FileList - FilesRemoved dtedl
evel2_subtile_L2_X1_Y5/dtedlevel2_L2_X1_Y5.ive.task.0.removed, 0
0.135: Time to write out DatabaseRevision::FileList - FilesModified dted
level2_subtile_L2_X1_Y5/dtedlevel2_L2_X1_Y5.ive.task.0.modified, 0
0.135: Elapsed time = 0.134646

I read another thread that was posted a while back on a similar error where 
there was a fix checked in but I don't know if that is related to this.

It seems to only do this when I build with level 2 DTED. Level 1 DTED seems 
fine.

Any ideas on what is causing this or where I can look further to debug the 
problem?

I'm using VPB version 0.9.13 and OSG version 3.2.1 on Windows 7...

Thanks,
-Shayne

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Re: [osg-users] _intersectionLimit doesn't seem to be working...

2015-08-13 Thread Shayne Tueller
So...I figured out why I was not getting just one intersection returned for my 
LOS tests. Apparently when KdTrees are enabled, intersectionLimit is ignored in 
the LineSegmentIntersector. When I turned off KdTrees, I got just one 
intersection returned but it is still abysmally slow compared with using 
KdTrees. This suggests that time spent traversing the scenegraph is the 
bottleneck vs. traversing KdTrees.

That being said, KdTrees is still unacceptably slow when doing lots of 
visibility LOS tests on terrain.

My next question is, is there a way to limit the number of intersections 
returned when using KdTrees like there is for the conventional case? Optimally, 
I would like to get the nearest intersection (or even just one intersection) 
from the start point and then have the intersector bail out to save time.

Any help or input would be appreciated...

-Shayne

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[osg-users] _intersectionLimit doesn't seem to be working...

2015-08-11 Thread Shayne Tueller
All,

I'm using the osgSim::LineOfSight class to perform visibility tests 
(intersections) on an osgTerrain database built with VPB. I'm setting the 
intersectionLimit to be LIMIT_ONE or LIMIT_NEAREST to help with performance. 
However, for each LOS test I'm doing, I'm still seeing the number of 
intersections quite high ( 1) which is puzzling. I want the intersector to 
register one hit and then bail out but this doesn't seem to be happening.  

Can anyone explain why this is happening or is this a bug?

I'm using OpenSceneGraph 3.2.1 running on Windows...

Thank you!

-Shayne
Shayne

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[osg-users] window contents into osg::Image

2015-05-13 Thread Shayne Tueller
Hi,

I have a window (windows 7) that is updated by another application's output at 
a 60Hz rate. The other application is embedding its output into this window 
based on the window's HWND handle.

I would like to capture the window's contents and pipe it to an osg::Image to 
display on a textured quad in my OSG application.

Is such a thing possible? If so, how would I do this? Is there a better way for 
me to go about doing this?

Thank you!

Shayne

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[osg-users] embed osgViewer into FLTK window...

2015-03-25 Thread Shayne Tueller
All,

I'm trying to embed an osgViewer that has a transparent background into an FLTK 
main window. The embedded osgViewer needs to have a transparent background so 
that I can see the parent window behind it.

Is this even possible?

What I'm trying to do is use the osgViewer as an overlay to render symbology on 
top of the main parent FLTK window. I've looked at the osgViewerFLTK example 
and the osgHUD example but nothing has worked so far.

Any suggestions or help would be appreciated...

Shayne

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Re: [osg-users] geographical coordination conversion

2013-04-29 Thread Shayne Tueller
The code snippet you provided maps from a geodetic coordinate system to a 
geocentric ECEF cartesian coordinate system so that the point (lat,lon,0) maps 
to the cartesian point (o,p,q) which lies on the surface of the ellipsoid.

This probably isn't what you're looking for since it sounds like you've built 
your database to cater to a cylindrical map projection.

Also in the method convertLatLongHeightToXYZ(), height is given in meters, not 
degrees...

Shayne

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Re: [osg-users] Height of the terrain on a given lang/long

2013-04-22 Thread Shayne Tueller
I'm still not clear on what you're trying to accomplish. I thought you were 
trying to get HOT for a given lat/lon pair. In this case, there's only one 
intersection. From your last post, it sounds like you're tying find 
intersections with the terrain for a given LOS between two points. Is this true?

A couple of questions so that I have a clear understanding...

1) Why would you want to have the lower LODs available for doing collision 
tests? You always want the highest LOD for doing intersection tests with the 
terrain.

2) What are you using for doing the LOS check between the line and the terrain? 
Are you using your code snippet that you posted earlier or are you using osgSim?

You should be using the methods in osgSim because it pages in all the tiles you 
need to check for intersections between two points in the case of LOS on 
terrain. The highest LOD for each tile that lies between the two points is what 
you need for intersection testing...

Shayne

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Re: [osg-users] Height of the terrain on a given lang/long

2013-04-19 Thread Shayne Tueller
On the performance issue, you need to leverage the database cache feature for 
LOS and HAT. Take a look at the osgintersection example to see how this is 
done for los and hat. Using the computeHeightAboveTerrain method is sort 
of an immediate mode for HAT queries which isn't the best for performance when 
you have a bunch of them to do per frame.

I'm not sure I understand your last issue. The readNodeFile() reads the paged 
terrain database (*.ive) file and the database pager pages in whatever LOD is 
needed without any work on your part. When you query HAT, the highest LOD is 
paged in to get the correct value, again without any extra work on your part.

Shayne

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Re: [osg-users] reading dem/image files...

2013-04-18 Thread Shayne Tueller
Just a followup post to my original inquiry...

After appending the .gdal to my .dt1 files to get the 
readHeightFieldFile() to read the DTED file format, I also had to do the 
following to get the DTED to render correctly...

osg::HeightField *grid = osgDB::readHeightFieldFile(n41.dt1.gdal);
grid-setOrigin(osg::Vec3(0.0, 0.0, 0.0));
xsize = (radius * osg::PI * grid-getXInterval()) / 180.0;
ysize = (radius * osg::PI * grid-getYInterval()) / 180.0;
grid-setXInterval(xsize);
grid-setYInterval(ysize);

where radius is the mean radius of the Earth in meters.

Hopefully this help someone who wants to do simple display of raw DTED data 
(i.e. *.dt1 files) using the default osg viewer...

-Shayne

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Re: [osg-users] Height of the terrain on a given lang/long

2013-04-18 Thread Shayne Tueller
If you want HOT (height of terrain) for a particular lat/lon, use the same code 
as above and do the following...


Code:

maxElevationInDatabase = 3962.0; // meters
earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat), 
osg::DegreesToRadians(lon), maxElevationInDatabase, X,Y,Z);
hat = osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(), 
osg::Vec3d(X,Y,Z));
hot = maxElevationInDatabase - hat;




The caveat is that you need the maximum height in your database (Mt Everest 
perhaps?)

-Shayne

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Re: [osg-users] reading dem/image files...

2013-04-11 Thread Shayne Tueller
osgEarth is sort of an overkill for my little app that just displays raw DTED 
(*.dt1) geocells for inspection.

I did find an earlier thread that addresses my question. The plugin is found if 
you append .gdal onto the file name (i.e. w112_n42.dt1.gdal). The plugin is 
now found and the file is read but the displayed data is garbled and all wrong. 
For a sanity check, I did the following...

osgviewer --dem w112_n42.dt1.gdal

and I get the same results of garbled data.

Any ideas?

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Thanks to everyone for their input so far.

I guess if one presents information or a tutorial for building OSG on Android 
for Windows, it should be complete, accurate, and thorough. It appears that 
vital information or detail is missing in the tutorial regarding the role of 
the Android NDK or getting it set up in building the OSG in this context.

Anway, I did add the environment variables that were missing which allowed me 
to progress further but now I'm getting the following error when I run the 
make...

Android NDK: Parsing Application.mk
Android NDK:   APP_PIE is
C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: *** non-numeric 
second argument to `wordlist' function: ''.  Stop.
make[2]: *** [Android-OpenSceneGraph] Error 2
make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
make: *** [all] Error 2

Any idea on what this error is referring to?

Just as a sanity check, has anyone else had success in building OSG for Android 
using the tutorial given above? I thought I'd ask before investing too much 
time in something that may not work...

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Jan,

My comments or inquries were in reference to the tutorial as presented in this 
thread. Of course I don't expect the OSG wiki doc to go into explicit detail 
regarding the Android NDK. My point is that if someone posts a tutorial (in 
this case the main gist of this thread), there should be more detail so that a 
novice can come in, follow its steps, and be successful in completing the 
desired task. Obviously there are some steps missing, hence the reason for this 
discussion.

It appears that I would be best served by following your recommendation of 
following the steps provided on the wiki. It's becoming obvious that taking 
this course of action will give me the greatest chance of success in getting 
the OSG working for Android rather than following what is presented here.

Again, thanks to all who have taken the time out to address my questions and 
concerns. I'm sure there will be more...

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller

 Careful. Many people (including me) are reading this via the mailing 
 list, not forum - there is a gateway between the two, so forum posts go 
 to the list and list posts show up on the forum.
 
 Thus I had no clue which tutorial as presented in this thread are you 
 referring to. For me the thread started with your questions about the 
 OSG not building. And only now I see that in addition to the Wiki page 
 there is another, two months old mail (in another e-mail thread) from 
 Nathan Collins from the 4th February explaining how to build OSG using 
 MinGW tools (unsupported way, btw). Or is there yet another tutorial 
 that you have actually used?


I'm aware of that. I actually use both the email list and the forum 
interchangeably. I assumed most people did as well to see the full context of 
discussion. Apparently that is not the case. For individuals who mainly use the 
email list, I will try to be more explicit in referring back to the forum.

In answer to your question...no, I'm not referring to another tutorial. This 
was the only one. I tried it out and it didn't work so well (so far). I simply 
asked why and I got answers. Nothing more, nothing less.


 Right, correct. However, please do address that to Nathan - you haven't 
 specified that it was actually his tutorial, so it is likely that nobody 
 has realized that that is the one you are talking about. Nathan also 
 seems to be using the mailing list, not forum, so he likely missed the 
 question entirely.


Hmmm...you must have missed the email list response from Alistair Baxter on 
4/3/13 @ 2:11am who was addressing my questions in behalf of Nathan Collins who 
is out of town. He apparently saw what I wrote and the context that it was 
written in. He knew what I was talking about...


 On the other hand, OSG and NDK is *not* meant for complete novices, 
 especially OSG on Android is still a bit rough for various reasons. So 
 let's be reasonable here - a novice is actually expected to read the 
 documentation before starting on something (like the Cygwin issue ...)


Not sure what to say regarding this comment...


 Give that a shot. That tutorial is tried, it does work and is using the 
 official (Google supported) way of building applications for Android. 
 However, you may still encounter bugs - like the last compilation error you 
 had. That is the nature of the beast, because the NDK is quite fast moving 
 target and Google is prone to fix one bug and introduce two new ones in every 
 release. Furthermore, their documentation for it is pretty much non-existent.


Pretty hard to read documentation that is pretty much non-existent...even for a 
novice...;^)

-Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Shayne Tueller
Hi,

I went through this tutorial and got stuck when invoking the make command to 
build OSG. It errors out with the message 

ANDROID_NDK-NOTFOUND\ndk-build ...

I'm supposing that there was a step omitted in the tutorial that tells the 
cmake configure utility on where to find the android ndk (i.e. defining the 
path to find ndk-build).

Is this correct or am I missing something? I would like to try and get this to 
work.

Thanks for any help in advance...

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Shayne Tueller
Hi Jan,

So are you saying that Cygwin is the best way to compile OSG for Android on 
Windows? I don't think the tutorial in this thread uses Cygwin which makes this 
all the more confusing...

I'll try setting the ANDROID_NDK environment variable to the path where it 
resides and issue the make command again.

Thanks for your help.

-Shayne

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Re: [osg-users] How to acquire the screen coordinates of a 3D object?

2013-02-07 Thread Shayne Tueller
It looks like you forgot to concatenate the window matrix from the Viewport 
object onto the MVPW matrix in what you call the automatic version. You also 
need to remove the matrix mutiply of the window matrix with the 
screenPosition4d object. This should not happen after the perspective divide.

Look again closely at the orginal code snippet you used for your automatic 
version to see the error.

I think it would be helpful for you to understand the OpenGL transformation 
pipeline since that is what the OSG is using under the hood. Paul Martz does a 
great job of explaining this in his book.

http://www.opengldistilled.com/

Shayne

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Re: [osg-users] Local coordinates

2013-02-06 Thread Shayne Tueller
A couple of observations:

1) The units will be in millions because your database is a round earth 
database using the WGS84 spheroid ECEF CS with units in meters.

2) I don't understand how your second code blocks maps correctly to the 
geocentric cartesian round earth database built with osgdem using the 
--geocentric flag.

I use this code block to map from geodetic to geocentric CS just fine without 
precision problems. My models move smoothly on the terrain surface...


Code:
void Model::UpdateOrientation()
{
orientation.makeRotate(osg::DegreesToRadians(roll), osg::Vec3f(0.0,1.0,0.0), // 
roll
osg::DegreesToRadians(pitch), osg::Vec3f(1.0,0.0,0.0), // pitch
osg::DegreesToRadians(-heading), osg::Vec3f(0.0,0.0,1.0)); // yaw (-heading)
}

void Model::UpdatePosition()
{
_ellipsoid-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadians(lat),
 osg::DegreesToRadians(lon), altitude, position);
}

void Model::Update()
{
osg::Matrixd t_matrix;
t_matrix = osg::Matrixd::rotate(orientation) * position;
transform-setMatrix(t_matrix);
}



Shayne[/code]

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Re: [osg-users] How to acquire the screen coordinates of a 3D object?

2013-01-31 Thread Shayne Tueller
If you're new to the OSG, it is really helpful to look at the examples and also 
search the OSG forums for the problems you're looking for. Many of the 
questions most new folks ask, have already been addressed and answered in the 
forum.

Hopefully the link below will help you...

http://forum.openscenegraph.org/viewtopic.php?t=9172highlight=

Shayne

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Re: [osg-users] osgSim::HeightAboveTerrain not returning any hits

2013-01-24 Thread Shayne Tueller
What code exactly are you referring to? What is the error you're seeing?

Without an example or more detail, it is difficult for us to resolve your 
problem.

*.ive files are typically databases built with VirtualPlanetBuilder or similar 
tools.

I don't have any experience with the TerraPage (*.txp) format or loader so I 
can't offer any input here...

-Shayne

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Re: [osg-users] Help me! i have problem for Height Above Terrain!!

2013-01-24 Thread Shayne Tueller
You may also want to search in the forum for discussion threads that address 
this topic (GetHeightAboveTerrain). It has been discussed many times with 
solutions.

-Shayne

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Re: [osg-users] problem with material alpha

2012-10-15 Thread Shayne Tueller
Hi,

It's unclear what exactly you're attempting to do or what it means when you say 
it doesn't work for some models. I can only venture a guess as to what the 
problem is. I'm assuming you're trying to change the transparency of the object?

For the models in question, cow.osg already has lighting and materials 
associated with the stateset which probably explains why your code works here. 
On the other hand, axes.osg has no materials (color only). You can see this 
by viewing the contents of each osgt file.

Remember, materials (and material alpha) only make sense when lighting is 
enabled. If lighting is disabled, color (r,g,b,a) is what is used.

Shayne

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Re: [osg-users] Difficulty Positioning Camera Manipulator in Geocentric Database

2012-10-15 Thread Shayne Tueller
Hi Rob,

That is interesting. I don't use the setHomePosition() method and my stuff 
works fine specifying the manipulator matrix explicitly (setByMatrix()). 

I am using CompositeViewer and setting the camera for each view added to the 
viewer. One camera is using the Flightmanipulator and the other is controlled 
manually or placed  stationary on the ground. Not sure if this makes any 
difference...

-Shayne

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Re: [osg-users] problem with material alpha

2012-10-12 Thread Shayne Tueller
Hi,

Materials (and material alpha) only get used when lighting is enabled. Make 
sure that lighting is enabled in the applicable stateset...

-Shayne

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Re: [osg-users] Difficulty Positioning Camera Manipulator in Geocentric Database

2012-10-09 Thread Shayne Tueller
Hi Rob,

In my app, I have an option to navigate on a geocentric database using the 
standard Flight Manipulator. Below is the code snippet to do this...

Before you enter the render loop (i.e. viewer.run()), do the following to 
configure and set the initial position of your ownship using lat, lon, altitude 
with a heading, pitch, roll of 0.0...

view-setCameraManipulator(new osgGA::FlightManipulator());
osg::Matrixd position;
earth-computeLocalToWorldTransformFromLatLongHeight(
osg::DegreesToRadians(lat), osg::DegreesToRadians(lon), 
altitude, position);
osg::Matrixd rotation2YUp;
rotation2YUp.makeRotate(M_PI_2, osg::Vec3d(1.0, 0.0, 0.0));
position = rotation2YUp * position;
view-getCameraManipulator()-setByMatrix(position);

After you do this, the Flight Manipulator will move your ownship along like 
usual. 

If you need to extract positional info from the manipulator, you can get it 
from the ownship update callback. For example, in your callback, you can 
extract out the ownship position in geocentric coordinates from the flight 
manipulator by doing the following...

osg::Vec3d geocentric_eye = 
view-getCamera()-getInverseViewMatrix().getTrans();

Hope this helps...
Shayne

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Re: [osg-users] VPB in VS10...

2012-09-24 Thread Shayne Tueller
Chris,

See my previous post. 

The template compile errors that I'm getting are strange. Perusing the forum, I 
did find something similar when someone was compiling osgPhysics against OSG...

Thanks,
Shayne

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Re: [osg-users] VPB in VS10...

2012-09-21 Thread Shayne Tueller
Ok...I'm pretty sure I got the projects built correctly using CMake in Windows 
for VPB.

When I open the solution and try to do ALL_BUILD, I get a ton of compile errors 
which are:

error C2784:  could not deduce template argument for 'type' from 'type'
The compiler cannot determine a template argument from the supplied function 
arguments.

These are all coming from the OSG header files that VPB is indirectly 
referencing. If I just try to compile HeightFieldMapper.cpp in the vpb project, 
I get the same compile errors.

Anyone have any ideas why this is happening?

-Shayne

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Re: [osg-users] Using OSG Embedded in an Existing OpenGL Project

2012-09-17 Thread Shayne Tueller
To render OSG in an existing OGL viewport, you still need to create an OSG 
viewer because that is what kicks off the OSG traversals when the frame() 
method is called. You also need to manage (i.e. Push and Pop) OGL state 
correctly since OSG and OGL share the same render context so that you don't 
trash your existing OGL rendering state.

Anyway, here's basically what you do to setup and render OSG stuff in an OGL 
viewport/window. This uses CompositeViewer so you could render multiple OSG 
viewports embedded inside an OGL window...:)

osgViewer::CompositeViewer *viewer = new osgViewer::CompositeViewer();
osgViewer::GraphicsWindowEmbedded *gw = new osgViewer::GraphicsWindow(ogl_x, 
ogl_y, ogl_w, ogl_h); 

osgViewer::View *view = new osgViewer::View;
view-getCamera-setGraphicsContext(gw);
view-getCamera-setViewport(osg_x, osg_y, osg_w, osg_h); // somewhere inside 
OGL viewport/window that has origin in LL corner
.
.
// set rest of the view OSG camera state and matrices as usual
.
.
view-setSceneData(scenegraph);
viewer-addView(view);
viewer-realize();
.
.

// do this during rendering loop for each OGL frame...
PushOGLState();
viewer-frame(); // render OSG embedded viewport in OGL window
PopOGLState();

Hope this helps...

Shayne[/code]

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Re: [osg-users] LineSegmentIntersector question...

2012-09-13 Thread Shayne Tueller
Ok...so I upgraded to OSG 3.0.1 and tried this intersection limit test in my 
app (setIntersectionLimit())

I first tried LIMIT_ONE. Performance did improve over the NO_LIMIT case but I 
noticed that the number of intersections calculated were as high as 6 for some 
of the line segments. I would have expected just one intersection calculated. 
Why is more than one intersection being done in this case?

Next I tried LIMIT_NEAREST. This resulted in many more intersections 
calculated. Some segments got as high as 27 intersections. That would suggest 
that this option is calculating intersections and then sorting through to 
determine which one is closest to the line segment starting point?

I should point out that I'm intersecting my line segments with a terrain 
database...

-Shayne

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Re: [osg-users] LineSegmentIntersector question...

2012-09-13 Thread Shayne Tueller
Farshid,

I'm actually modifying the osgSim::LineOfSight class for my tests. I went into 
LineOfSight.cpp and modified the computeIntersections() method to support 
setIntersectionLimit() since there's currently no way to control this for the 
Line of Sight stuff in OSG. I added the call setIntersectionLimit() for each 
LineSegmentIntersector instanced in the computeIntersections() method. This 
was done at the top of the method where the iterator loop is for each entry of 
_LOSlist. I believe this is the correct way to do it...

I then called LineOfSight::computeIntersections() in my app to test it out 
against my terrain database.

I would include the actual code snippet but my email machine doesn't have the 
code on it so I hope that the above description of what I did makes sense...

It does make sense on how the LIMIT_NEAREST option works. Thanks for that 
explanation.

-Shayne

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Re: [osg-users] LineSegmentIntersector question...

2012-09-13 Thread Shayne Tueller
Farshid,

If I understand the code correctly, each intersector in the LOS code is 
associated with a start end pair defining the line segment. In other words, 
it's a 1 to 1 mapping. If I have 45 LOS queries, the code generates 45 
LineSegmentIntersectors. Each intersector in turn is added to an 
IntersectorGroup so that this one group contains 45 LineSegmentIntersectors. 
Perhaps Robert can chime in here to verify that this is the case.

When I retrieve the intersection count for EACH individual intersector, I'm 
getting the number of intersections  1. This seems incorrect for the LIMIT_ONE 
case. For this case, I would expect the number of intersections to be always 1 
(if a hit is found) for each intersector.

I will investigate the code further to see what is going on or what might be 
wrong...

-Shayne

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Re: [osg-users] Geographic earth in OSG?

2012-05-16 Thread Shayne Tueller
When you instance an Ellipsoid object, the default is already an oblate 
spheroid (WGS84 with polar and equatorial radii defined in meters). 

I suspect your problem has something to do with your shape drawable where 
you're using a sphere in your code. For starters, I would suggest that you 
reference off the ellipsoid directly to position objects on the earth.

I have never had any problems mapping geodetic to geocentric coordinates and 
vice versa when I reference the EllipsoidModel object with its conversion 
methods (i.e. convertLatLongHeightToXYZ). Entities are placed on the surface of 
the spheroid correctly as expected (assuming Height is 0.0).

-Shayne

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Re: [osg-users] Geographic earth in OSG?

2012-05-15 Thread Shayne Tueller
osg::EllipsoidModel *ellipsoid = new osg::EllipsoidModel();
ellipsoid-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),

osg::DegreesToRadian(lon),

Shayne

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Re: [osg-users] Trying to build OSG terrain

2012-05-15 Thread Shayne Tueller
Hi,

If you're having build errors, make sure you're using the correct version of 
VPB (i.e. osgdem or vpbmaster) with the correct version of OSG. You cannot 
arbitrarily mix and match different versions...

-Shayne

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Re: [osg-users] Strategies for reducing visual terrain-tile-popping with osgTerrain

2012-04-24 Thread Shayne Tueller
Hi,

The popping is the effect of an abrupt change from one LOD to another. The 
typical solution is to geomorph the terrain over several frames with the LOD 
change. It smooths out the transition so that LOD changes are subtle.

High end visual IGs have been doing geomorphing a long time with terrain skins. 
With the advent of shader technology, this technique is making its way into the 
standard desktop PCs.

As others have pointed out, its complicated but it can be done. Here's an 
interesting article on it that may shed light on the problem and how to address 
it.

http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/terrain-geomorphing-in-the-vertex-shader-r1936

-Shayne

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Re: [osg-users] Why no games with OSG?

2012-04-24 Thread Shayne Tueller
Hi,

As others have pointed out, OSG is not a game engine. It's a scene graph and 
should be used in this context (no pun intended). There are plenty of rendering 
technologies that use OSG under the hood. When I went to IITSEC last year, 
there were a lot of vendors using OSG underneath for rendering.

In terms of gaming, take a look at Delta3D which is an open source gaming 
engine using OSG technology...

http://www.delta3d.org/

-Shayne

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[osg-users] Release built OSG libs with debug built app...

2012-02-27 Thread Shayne Tueller
All,

I believe this issue has been addressed before but I can't find the previous 
discussion. Therefore I will ask again...

Is there a way to get Release-built OSG libs to play nicely with an app that is 
built with Debug? Right now if I link with Release-built OSG libs, my app 
(built with Debug option) doesn't work. If I link with Debug-built OSG libs, 
things work fine. If I built my app with Release, then it also works fine.

Because OSG is so slow when using the Debug libs, I would like to avoid using 
them since I have no need to debug down into OSG code. I do need to debug my 
app.

I'm using VS 2008 SP1 on Windows 7...

Thank you!
Shayne

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Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-10 Thread Shayne Tueller
Just a followup on this problem...

If I run osgdem directly on the dted files, things build just fine.

If I run vpbmaster on exactly the same dted files, it blows up with the error 
no destination graph built, cannot proceed with build in one of the tasks.

It's not clear to me why osgdem works and vpbmaster does not on the same data 
set... :? 

Shayne

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Re: [osg-users] World to Screen Space

2011-12-07 Thread Shayne Tueller
Hi,

This topic has been discussed in various forms. Please see

http://forum.openscenegraph.org/viewtopic.php?p=18256#18256

-Shayne

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Re: [osg-users] [vpb] How to get the coordinate system information?

2011-11-17 Thread Shayne Tueller
Hi,

If you build the database using the --geocentric option, and your source data 
uses WGS-84, you can use the EllipsoidModel class to convert from one CS to 
another.

Shayne

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Re: [osg-users] Lighting problem

2011-11-15 Thread Shayne Tueller
Hi,

What you're seeing is the specular highlights based on your light source and 
material properties. To turn this off, set your specular material rgb and 
shininess to 0.0.

Since OSG uses OpenGL under the hood, it would be helpful to understand the 
OpenGL lighting model...:)

Shayne

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Re: [osg-users] Intersection of two lines

2011-09-07 Thread Shayne Tueller
I am not aware of a function in OSG to do this, however, you can do it yourself.

If you have a starting point and direction for each line, you can define each 
line parametrically as

Line 1: P + rA
Line 2: Q + sB

where P,Q are the starting points and A,B are the unit direction vectors. The 
scalars r,s are what we want to solve for. This can be done by equating the two 
lines

P + rA = Q + sB or rA - sB = Q - P

For 2D, this is a simple 2x2 linear system. The scalars r,s can be uniquely 
solved for by using Cramer's rule (stable for small systems). Of course, this 
assumes that the lines are not parallel or on top of each other (check for this 
first). Once the scalars r,s are solved for, plug them back into Line 1 or Line 
2 to get the point of intersection in your coordinate system.

For 3D, the system above turns into an overdetermined system of equations (i.e. 
3 equations and 2 unknowns) which does not have a solution except when the 
system contains linearly dependent equations.

For the case where there is no solution, you can solve for a point of 
intersection in a least squares sense using the method of normal equations. 
This method is numerically stable for small systems. To do this, write the 
system above as

Cx = d

where C is a 3x2 matrix, x is a 2x1 column vector containing the scalars r,s we 
want to solve for, and d is 3x1 column vector. Using the method of normal 
equations, we can rewrite the system to be

CtCx = Ctd

where Ct is the transpose of C. This new system now becomes a 2x2 linear system 
which can be solved like the 2D case above.

Hope this helps...

-Shayne

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Re: [osg-users] How to compute the coordinates of specific point ?

2011-02-25 Thread Shayne Tueller
Do you have a code snippet you can show us on how you're currently using this 
model for collision detection?

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[osg-users] [vpb] vpbmaster build question...

2011-01-31 Thread Shayne Tueller
All,

I fired off a VPB build using vpbmaster on a 16 processor machine running Linux 
Fedora core 13. The number of tasks generated was 5314 for this build. As 
predicted, vpbmaster fired off 16 osgdem threads to work on the build.

As the build went along I noticed that the number of osgdem threads running had 
slowly decreased until that now there are only 0 to 2 threads running with 
about 2500 tasks remaining. I never see any more osgdem threads than 2 being 
generated to work on the build. This seems a bit strange.

Is this correct behavior? I would have thought that up to 16 threads would have 
been working as the build process went along to completion. There is no 
indication of any errors in the output so far.

Has anyone else seen this or know what might be going on?

Thank you!
-Shayne

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Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-21 Thread Shayne Tueller
Hi,

This may be a dumb question in relation to this thread, but does one still need 
to employ the Mesa tools to bypass the graphics card when using VPB to build 
databases with the NVTT?

-Shayne

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Re: [osg-users] Calculating altitude with LineSegmentIntersector

2011-01-12 Thread Shayne Tueller
More accurately, the method is:

osgSim::HeightAboveTerrain::computeHeightAboveTerrain(...)

Sorry for the mistake in the previous post...

-Shayne

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[osg-users] [vpb] VPB vs osgEarth...

2010-12-23 Thread Shayne Tueller
All,

Up to this point, we've used VPB for building our databases that our OSG app 
uses. However, I've contemplated taking a look at osgEarth for future 
consideration.

My question is, is what advantages are there for using osgEarth vs. VPB?

I understand that source content (DTED, GeoTiff, etc.) is loaded on the fly 
in osgEarth but doesn't that hurt performance when compared to a statically 
built database done with VPB?

Thanks for any input in advance...
-Shayne

... 


Thank you!

Cheers,
Shayne

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Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-18 Thread Shayne Tueller
All,

After further invesigation on why my thread is hanging, I narrowed it down to 
when OSG creates an IntersectorGroup() object via the 'new' operator in the 
intersection code.

Just for a sanity check, I did the following in the run() method of my thread:

char *start = (char *)malloc(4)

and it never returns after I issue the malloc() call. It would appear that 
'new' or malloc() hangs the thread.

Do I need to do use some sort of special memory management scheme in 
OpenThreads when it comes to dynamic memory allocation?

As stated earlier, I'm new to threaded programming so I'm probably failing to 
do something that is needed in the case of dynamic memory allocation in a 
thread...

Thank you!

Shayne

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[osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-15 Thread Shayne Tueller
All,

I have a two process application where one process loads the scenegraph for 
rendering via CompositeViewer while the other process loads a subset of the 
same scenegraph (terrain) for extracting database information. No rendering is 
going on in the second process. 

In the second process, I'm starting a thread using OpenThreads to perform 
intersection calculations with the terrain. The thread seems to start ok and go 
into the run() method until it requests an intersection with the terrain. Once 
LineSegmentIntersector is called, the thread hangs and seems to be in some sort 
of wait state that never comes back. I don't understand why the thread stops 
running when I do an intersection calculation. Is it possible that 
LineSegmentIntersector is modifying the scenegraph when it does its 
calculations? Would that cause the thread to stop running?

This is my first attempt at using OpenThreads so I'm probably missing 
something...

Thanks for any help in advance...

Shayne

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Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-15 Thread Shayne Tueller
Hi Robert,

Thanks for the reply. 

If LineSegmentIntersector does nothing to the scenegraph, I'm definitely not 
modifying the scenegraph in the process that spawned the thread so there must 
be something else going on that is causing the thread to stop running.

I have gone into the debugger and the thread goes into a wait state which never 
returns. Obviously I will need to dig deeper to find out why. 

My purpose of inquiry to the forum was to make sure I wasn't forgetting 
something with using OpenThreads or in understanding how LineSegmentIntersector 
works on the scenegraph.

It is curious that the thead stops running when using LineSegmentIntersector to 
compute intersections. Otherwise it runs fine...

For the record, I'm currently using 64bit Linux Fedora core 13. This exact same 
software runs fine on Fedora core 10 and RedHat 5.4...weird.

Shayne

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