Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-07 Thread jamie robertson
Hi Robert,

Another minor observation is that intersections no longer seem to work on 
osgText. You can see this in the osgpick example when you click on any of the 
text.

Cheers,

Jamie

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-06 Thread Robert Osfield
Hi Jamie,

Thanks for the testing, fixes and test model.

I have just tried your model on my Linux/NVidia system and see the
same black text when I enable stats.  While it's not good news to see
a problem it's a relief to be able to reproduce it.

Robert.

On 6 April 2017 at 20:48, jamie robertson  wrote:
> Hi,
>
> I just tested it with windows 10 / VS2013. I had to make a couple of minor 
> changes to the osgcluster and osgbindlesstext in order to get those examples 
> to compile. I've posted the modified files in submissions.
>
> It works ok for the most part but I've noticed a few models (which used to 
> work ok with 3.3.5), when loaded now cause all the stats viewer and HUD text 
> to go black.
>
> I've attached an example model which causes this on my machine if it's any 
> help.
>
> Thanks
>
> Jamie
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-06 Thread jamie robertson
Hi,

I just tested it with windows 10 / VS2013. I had to make a couple of minor 
changes to the osgcluster and osgbindlesstext in order to get those examples to 
compile. I've posted the modified files in submissions.

It works ok for the most part but I've noticed a few models (which used to work 
ok with 3.3.5), when loaded now cause all the stats viewer and HUD text to go 
black. 

I've attached an example model which causes this on my machine if it's any help.

Thanks

Jamie

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-06 Thread Robert Osfield
On 5 April 2017 at 21:38, Konstantin  wrote:
> I've sent upgraded osgtext3D example to osgsubmissions.

Thanks, the change nicely reproduce the bug. I will work to resolve
this bug before I tag 3..5.6.  I have other work to do this week so
might not get to it right away.

Cheers,
Robert
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-05 Thread Konstantin
Hi, Robert!

I've sent upgraded osgtext3D example to osgsubmissions.

Best wishes!
KOS


2017-04-05 18:12 GMT+03:00 Robert Osfield :

> Hi KOS,
>
> On 5 April 2017 at 15:41, Konstantin  wrote:
> > First... Thanks :)
> > I've compiled 3.5.6 with GL3 core on Macmini (OpenGL 3.3) with no
> problems.
>
> Thanks for the testing.
>
> > BUT.
> > I have application based on OpenSceneGraph 3.4.0 (built with GL3 profile)
> > and it works well on Mac (in OpenGL 2.1 compatibility context)
> >
> > When I've switched to 3.5.6 (GL3 core) I have multiple problems:
> >
> > (*) Multiple VAO errors in console (OSG_NOTIFY_LEVEL=DEBUG_FP) when
> > ShaderComposition is ON (like vao not binded, so Program compilation was
> > failed).
>
> I would have thought VAO and glProgram would be orthogonal.
> Unfortunately I don't have OSX access so can't test things out myself,
> so have to rely on OSX users to test and provide guidance.
>
> Could you post the errors?  Is possible to reproduce the error with OSG
> example?
>
> As a general note, osg::ShapeComposition is deprecated, #pragmat(tic)
> shader composition and upcoming extensions to it are the way forward
> for OSG applications so I'd recommend looking in migrating over to the
> new shader functionality.  If you have any questions then I'd suggest
> starting up another thread.
>
> > (*) Strange things with lighting: Don't know how to explain it now, but
> like
> > something was changed in the osgUtil::PositionalStateContainer.
>
> I just checked with git log on the PositionStateContainer header and
> source files and nothing other than typo fixes has been changed with
> them in 5 years.  So if there is a change in behaviour it will be
> coming from elsewhere.
>
> Can you reproduce the problem with any of the OSG examples?
>
>
> > (*) Problems with osgAnimation::RigGeometry (I think because of VAO)
>
> Again can you reproduce this with any of the OSG examples?
>
>
> > (*) osgText::Text3D setCharacterSize  don't change geometry in dynamic
> (I've
> > added handler to osgtext3d example, changed text3d node's DataVariance to
> > DYNAMIC and test some functions)
>
> Could you post these changes to osgtext3d so I can see the problem,
> hopefully it'll appear under linux and I'll be able to investigate.
>
> > PS
> > ShaderHint=SHADER_NONE in DisplaySettings
> > My ShaderComposer can create version #150
>
> The shaders version numbers used for GL3 fallback shaders were chosen
> by a fellow OSX/GL3 core profile user, is it safe/preferable to got
> for GLSL version #150?  If we need to adapt the shaders in some way
> I'm happy to consider changes - the more widely the shaders the work
> the better.
>
> --
>
> For all these issues, I'd like to resolve them, but am hampered by not
> having an OSX system.  This means we'll need help from OSX users to
> both provide clear tests that reproduce the issues and then for us as
> a group to work out solutions, code them up and then do another round
> of testing.
>
> Cheers,
> Robert
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-05 Thread Konstantin
Hello, Robert!

First... Thanks :)
I've compiled 3.5.6 with GL3 core on Macmini (OpenGL 3.3) with no problems.

BUT.
I have application based on OpenSceneGraph 3.4.0 (built with GL3 profile)
and it works well on Mac (in OpenGL 2.1 compatibility context)

When I've switched to 3.5.6 (GL3 core) I have multiple problems:

(*) Multiple VAO errors in console (OSG_NOTIFY_LEVEL=DEBUG_FP) when
*ShaderComposition* is ON (like vao not binded, so Program compilation was
failed).
(*) Strange things with lighting: Don't know how to explain it now, but
like something was changed in the osgUtil::PositionalStateContainer.
(*) Problems with osgAnimation::RigGeometry (I think because of VAO)
(*) osgText::Text3D setCharacterSize  don't change geometry in dynamic
(I've added handler to osgtext3d example, changed text3d node's
DataVariance to DYNAMIC and test some functions)


PS
ShaderHint=SHADER_NONE in DisplaySettings
My ShaderComposer can create version #150

KOS


2017-04-04 16:57 GMT+03:00 Remo Eichenberger :

> Hi,
>
> and the callstack:
>
>
> Code:
>
> osg147-osgd.dll!osg::MixinVector::front() Line
> 139  C++
> osg147-osgTextd.dll!osgText::Text::accept(osg::PrimitiveFunctor &
> pf) Line 1276 C++
> osg147-osgUtild.dll!osgUtil::RenderBin::getStats(osgUtil::Statistics
> & stats) Line 586  C++
> osg147-osgUtild.dll!osgUtil::RenderStage::getStats(osgUtil::Statistics
> & stats) Line 1446   C++
> osg147-osgUtild.dll!osgUtil::RenderStage::getStats(osgUtil::Statistics
> & stats) Line 1440   C++
> osg147-osgUtild.dll!osgUtil::SceneView::getStats(osgUtil::Statistics
> & stats) Line 1564 C++
> osg147-osgViewerd.dll!collectSceneViewStats(unsigned int
> frameNumber, osgUtil::SceneView * sceneView, osg::Stats * stats) Line 597
> C++
> osg147-osgViewerd.dll!osgViewer::Renderer::cull() Line 685
> C++
> osg147-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals()
> Line 882 C++
> osg147-osgViewerd.dll!osgViewer::ViewerBase::frame(double
> simulationTime) Line 750  C++
>
>
>
>
> Cheers,
> Remo[/code]
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-04 Thread Philippe Renon
master does not compile on mys2 anymore due to recent changes in osgcluster 
example. 

Error is :

D:/M/mingw-w64-openscenegraph-git/src/OpenSceneGraph/examples/osgcluster/broadcaster.cpp:139:17:
 error: 'ifr' was not declared in this scope
 strcpy( ifr.ifr_name, _ifr_name.c_str());
 ^~~
make[2]: *** 
[examples/osgcluster/CMakeFiles/example_osgcluster.dir/build.make:63: 
examples/osgcluster/CMakeFiles/example_osgcluster.dir/broadcaster.cpp.obj] 
Error 1
make[1]: *** [CMakeFiles/Makefile2:9169: 
examples/osgcluster/CMakeFiles/example_osgcluster.dir/all] Error 2


There is also a warning in the same area:

D:/M/mingw-w64-openscenegraph-git/src/OpenSceneGraph/examples/osgcluster/broadcaster.cpp:
 In member function 'bool Broadcaster::init()':
D:/M/mingw-w64-openscenegraph-git/src/OpenSceneGraph/examples/osgcluster/broadcaster.cpp:109:50:
 warning: comparison of unsigned expression < 0 is always false [-Wtype-limits]
 if( (_so = socket( AF_INET, SOCK_DGRAM, 0 )) < 0 )

On Windows, socket() will return INVALID_SOCKET in case of failure to create 
the socket 
(https://msdn.microsoft.com/en-us/library/windows/desktop/ms740506(v=vs.85).aspx).

PS : I also get the stats crash on msys2 (i.e. reported in the post just 
before).

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-04 Thread Remo Eichenberger
Hi,

and the callstack:


Code:

osg147-osgd.dll!osg::MixinVector::front() Line 139  
C++
osg147-osgTextd.dll!osgText::Text::accept(osg::PrimitiveFunctor & pf) 
Line 1276 C++
osg147-osgUtild.dll!osgUtil::RenderBin::getStats(osgUtil::Statistics & 
stats) Line 586  C++
osg147-osgUtild.dll!osgUtil::RenderStage::getStats(osgUtil::Statistics 
& stats) Line 1446   C++
osg147-osgUtild.dll!osgUtil::RenderStage::getStats(osgUtil::Statistics 
& stats) Line 1440   C++
osg147-osgUtild.dll!osgUtil::SceneView::getStats(osgUtil::Statistics & 
stats) Line 1564 C++
osg147-osgViewerd.dll!collectSceneViewStats(unsigned int frameNumber, 
osgUtil::SceneView * sceneView, osg::Stats * stats) Line 597  C++
osg147-osgViewerd.dll!osgViewer::Renderer::cull() Line 685  C++
osg147-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals() Line 
882 C++
osg147-osgViewerd.dll!osgViewer::ViewerBase::frame(double 
simulationTime) Line 750  C++




Cheers,
Remo[/code]

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-04-04 Thread Remo Eichenberger
Hi 

I have sometimes crashes on stats (osgText) with Windows:

Expression: vector iterator not dereferencable at


Code:

void Text::accept(osg::PrimitiveFunctor& pf) const
{
pf.setVertexArray(_coords->size(), &(_coords->front()));
for(TextureGlyphQuadMap::const_iterator titr=_textureGlyphQuadMap.begin();
titr!=_textureGlyphQuadMap.end();
++titr)
{
const GlyphQuads& glyphquad = titr->second;
if (!glyphquad._primitives.empty())
{
>>>pf.drawElements(GL_TRIANGLES, glyphquad._primitives[0]->size(), 
>>> &(glyphquad._primitives[0]->front()));
}
}
}




Code:

>>> reference front() { return _impl.front(); }




It means:


Code:

glyphquad._primitives[0]




Sorry, I have this on a large application. I can't reproduce it on a simpler 
setup.

Cheers,
Remo

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-30 Thread Philippe Renon
I went ahead and just commented out some openthread logging.

See https://github.com/openscenegraph/OpenSceneGraph/pull/238

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-30 Thread Philippe Renon
Hi Robert,

I am really sorry to insist so heavily, but please take a quick look at 
https://github.com/openscenegraph/OpenSceneGraph/issues/209.

I am ready to make the changes, test them and submit a PR but need some 
directions.
OpenThread has been outputting some unwanted debugging information since at 
least the 3.5.5 release and we would really like to see them go away in 3.5.6. 

Cheers,
Philippe.

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Philippe Renon
Latest master tested ok on msys2.

All that remains is some OpenThread related spam on the console :

$ ./build/librepilot-gcs_release/bin/librepilot-gcs.exe -reset
setProcessorAffinity() : affinity.activeCPUs.size()=1, numprocessors=4
   setting CPU : 0
affinityMask = 1
setProcessorAffinity() : affinity.activeCPUs.size()=1, numprocessors=4
   setting CPU : 0
affinityMask = 1
setProcessorAffinity() : affinity.activeCPUs.size()=3, numprocessors=4
   setting CPU : 1
   setting CPU : 2
   setting CPU : 3
affinityMask = 14
setProcessorAffinity() : affinity.activeCPUs.size()=3, numprocessors=4
   setting CPU : 1
   setting CPU : 2
   setting CPU : 3
affinityMask = 14

And the related (closed) issue : 
https://github.com/openscenegraph/OpenSceneGraph/issues/209

Cheers,
Philippe.

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Robert Osfield
Thannks Remo, PR with fix now checked into OSG master. Crossing
fingers and toes that we're good to go now.

On 29 March 2017 at 14:14, Robert Osfield  wrote:
> Hi Remo,
>
> Could you try and fix this compiler specific issue as I don't have the
> your compiler/build combination to test against.  I presume the code
> is fine as others aren't reported problems even with VisualStudio, so
> I suspect it must be a specific compiler or build combination issue
> that others aren't hitting upon.
>
> Robert.
>
> On 29 March 2017 at 13:22, Remo Eichenberger  wrote:
>> Hi Robert
>>
>> Thanks. I've another. On Win64 I have the following compile error:
>>
>>
>> Code:
>> \src\osg\State.cpp(99): fatal error C1017: invalid integer constant 
>> expression
>>
>>
>>
>> See at:
>>
>> https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osg/State.cpp#L99
>>
>> I've build it with the defaults and some not important settings:
>>
>>
>> Code:
>>
>> -DAPPEND_OPENSCENEGRAPH_VERSION:BOOL=OFF
>> -DWIN32_USE_MP:BOOL=ON
>>
>>
>>
>>
>> Cheers
>> Remo
>>
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>> http://forum.openscenegraph.org/viewtopic.php?p=70601#70601
>>
>>
>>
>>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Robert Osfield
Hi Remo,

Could you try and fix this compiler specific issue as I don't have the
your compiler/build combination to test against.  I presume the code
is fine as others aren't reported problems even with VisualStudio, so
I suspect it must be a specific compiler or build combination issue
that others aren't hitting upon.

Robert.

On 29 March 2017 at 13:22, Remo Eichenberger  wrote:
> Hi Robert
>
> Thanks. I've another. On Win64 I have the following compile error:
>
>
> Code:
> \src\osg\State.cpp(99): fatal error C1017: invalid integer constant expression
>
>
>
> See at:
>
> https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osg/State.cpp#L99
>
> I've build it with the defaults and some not important settings:
>
>
> Code:
>
> -DAPPEND_OPENSCENEGRAPH_VERSION:BOOL=OFF
> -DWIN32_USE_MP:BOOL=ON
>
>
>
>
> Cheers
> Remo
>
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>
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Remo Eichenberger
Hi Robert

I use VS2013. It could be that:

http://stackoverflow.com/questions/26959188/fatal-error-c1017-invalid-integer-constant-expression-when-using-if-false

Cheers,
Remo

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Stuart Mentzer
Hi Robert,


robertosfield wrote:
> Hi Stuart,
> 
> On 28 March 2017 at 19:46, Stuart Mentzer <> wrote:
> 
> > osgWrappers/serializers/osgVolume/MultipassTechnique.cpp was added since my 
> > prior (successful) build with VC++ 2015 (at rev 6308b4). VC++ needs the 
> > definition of osg::Texture2D (and other types used in members) to 
> > instantiate MultipassTechnique.
> > 
> 
> That is a really useful clue.  My best guess is that we need to add an
> #include  to the MultipassTechnique header.
> 
> I have checked this change into OSG master.  Could you test it and let
> me know if it resolves the build errors?
> 
> Thanks,
> Robert.


The VC++ 2015 build now completes without error and seems fine with my 
application.

Cheers,
Stuart

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Remo Eichenberger
Hi Robert

Thanks. I've another. On Win64 I have the following compile error:


Code:
\src\osg\State.cpp(99): fatal error C1017: invalid integer constant expression



See at:

https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osg/State.cpp#L99

I've build it with the defaults and some not important settings:


Code:

-DAPPEND_OPENSCENEGRAPH_VERSION:BOOL=OFF
-DWIN32_USE_MP:BOOL=ON




Cheers 
Remo

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Robert Osfield
Hi Remo,

On 29 March 2017 at 11:32, Remo Eichenberger  wrote:
> The shaders on StateSet.cpp and osgvertexattributes doesn't compile on MacOSX 
> Core Profile / GL3:

StateSet.cpp is an easy fix because there are already separate shaders
for GL2 and GL3, I've now checked in texture2D -> texture change into
OSG master for the GL3 so it should resolve this issue.

The osgvertexattributes example is written for GL2 right now and there
aren't any GL3 style shaders so there isn't such a straight forward
fix, and at this point in time I don't feel changing shaders in
examples is a priority.  The examples are meant to be just examples of
how to use features rather than covering all the possible usage cases
like the core OSG needs to aim for.  Perhaps this example should be
limited to GL2.

Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Remo Eichenberger
Hi

The shaders on StateSet.cpp and osgvertexattributes doesn't compile on MacOSX 
Core Profile / GL3:

texture2D() should be texture()


Cheers,
Remo

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Robert Osfield
I have now checked in a fix for the osg::ShadeDrawable bug with the
windings being reversed on some shapes.

There is still time for testing folks, let me know if things are
working fine or not.  If things looks good I'll tag the dev release
this afternoon.

Thanks for you assistance,
Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-29 Thread Robert Osfield
Hi Stuart,

On 28 March 2017 at 19:46, Stuart Mentzer  wrote:
> osgWrappers/serializers/osgVolume/MultipassTechnique.cpp was added since my 
> prior (successful) build with VC++ 2015 (at rev 6308b4). VC++ needs the 
> definition of osg::Texture2D (and other types used in members) to instantiate 
> MultipassTechnique.

That is a really useful clue.  My best guess is that we need to add an
#include  to the MultipassTechnique header.

I have checked this change into OSG master.  Could you test it and let
me know if it resolves the build errors?

Thanks,
Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Stuart Mentzer

robertosfield wrote:
> Hi Stuart,
> 
> I don't recall resent changes to the files mentioned in your compiler
> output, this makes a bit more difficult to point point what might have
> caused this problem.
> 
> When was the last time you build OSG master?  Was it with the same
> OS/Compiler set?  Did you come across problems then?
> 
> Robert.


Hi Robert,

osgWrappers/serializers/osgVolume/MultipassTechnique.cpp was added since my 
prior (successful) build with VC++ 2015 (at rev 6308b4). VC++ needs the 
definition of osg::Texture2D (and other types used in members) to instantiate 
MultipassTechnique.

Cheers,
Stuart

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Robert Osfield
On 28 March 2017 at 17:46, Li Chi  wrote:
> Just as you said, I did a test for changing DrawElementsUShort to 
> DrawElementsUInt in function 'void BuildShapeGeometryVisitor::End()', 
> everything looks good now.

I have introduced what is done in osgTerrain into src/osg/Shape.cpp to
handle shapes with more than 2^16 vertices.  You can now test this
with osgshape by passing --large on the command line.

This fix is now checked into git master.

I still have the issue with the windings to fix so back face culling
behaves as before.

Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Li Chi
Hi Robert,

Just as you said, I did a test for changing DrawElementsUShort to 
DrawElementsUInt in function 'void BuildShapeGeometryVisitor::End()', 
everything looks good now.

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Robert Osfield
On 28 March 2017 at 16:18, Li Chi  wrote:
> Hi Robert,
>
> osgShape does work when use the default columns and rows, but I the number of 
> columns and rows is getting bigger, like (380x390) the rendering result is 
> getting wrong, like the attached picture.

OK, code wasn't written with the assumption that users wouldn't such
large grids using ShapeDrawable.  ShapeDrawable was never meant for
high performance rendering, it's meant for just as an easy way of
rendering things like sphere, cones and cubes.  osgTerrain is the tool
for rendering big height fields.

The actual problem with handling 380x390 will likely be down to using
DrawElementsUShort internally rather than DrawElementsUInt, that later
takes more memory and is less efficient when you have less than 2^16
vertices.

Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Li Chi
Hi Robert,

osgShape does work when use the default columns and rows, but I the number of 
columns and rows is getting bigger, like (380x390) the rendering result is 
getting wrong, like the attached picture.

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Robert Osfield
Hi Li,

I have just added the StateSetManipulator to the osgshapde example to
see if back face culling is the reason, what I found is that the
windings on the triangles are the reverse of what they should be.  Is
this probably down to a recent change to avoid using GL_QUADS for
GLES/GL3 builds.  I'll have a look at fixing this.

This winding issue "might" be what is causing the problems you are
seeing, it would be worth disabling back facing culling in your app to
see if that changes things.

Robert.



On 28 March 2017 at 16:02, Robert Osfield  wrote:
> Hi Li,
>
> How are you rendering the height field?
>
> Does the osgshape example work OK for you?
>
> Robert.
>
> On 28 March 2017 at 15:13, Li Chi  wrote:
>> Hi Robert,
>>
>> When I create a heightfield (640x320) the generated mesh distorted, please 
>> take a look at the attached picture.
>>
>> ...
>>heightfield->allocate(640, 320);
>>heightfield->setXInterval(1.0f);
>>heightfield->setYInterval(1.0f);
>>heightfield->setSkirtHeight(1.0f);
>> ...
>>
>> ENV: Win10 + VS2015
>>
>> Thank you!
>>
>> Cheers,
>> Li
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=70581#70581
>>
>>
>>
>>
>> Attachments:
>> http://forum.openscenegraph.org//files/heightfield_176.png
>>
>>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Robert Osfield
Hi Li,

How are you rendering the height field?

Does the osgshape example work OK for you?

Robert.

On 28 March 2017 at 15:13, Li Chi  wrote:
> Hi Robert,
>
> When I create a heightfield (640x320) the generated mesh distorted, please 
> take a look at the attached picture.
>
> ...
>heightfield->allocate(640, 320);
>heightfield->setXInterval(1.0f);
>heightfield->setYInterval(1.0f);
>heightfield->setSkirtHeight(1.0f);
> ...
>
> ENV: Win10 + VS2015
>
> Thank you!
>
> Cheers,
> Li
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70581#70581
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/heightfield_176.png
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Li Chi
Hi Robert,

When I create a heightfield (640x320) the generated mesh distorted, please take 
a look at the attached picture.

...
   heightfield->allocate(640, 320);
   heightfield->setXInterval(1.0f);
   heightfield->setYInterval(1.0f);
   heightfield->setSkirtHeight(1.0f);
...

ENV: Win10 + VS2015

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Philippe Renon
Just noticed that DisplaySettings::SHADER_NONE has been quietened down.
Testing afresh...

Cheers,
Philippe

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Robert Osfield
Hi Stuart,

I don't recall resent changes to the files mentioned in your compiler
output, this makes a bit more difficult to point point what might have
caused this problem.

When was the last time you build OSG master?  Was it with the same
OS/Compiler set?  Did you come across problems then?

Robert.

On 28 March 2017 at 13:25, Stuart Mentzer  wrote:
> Hi Robert,
>
> Getting an error with a VC++ 2015 64-bit build on Windows 10:
>
> cd /d 
> C:\Projects\OSG\OpenSceneGraph.VC.r\OSG\src\osgWrappers\serializers\osgVolume 
> && C:\PROGRA~2\MICROS~1.0\VC\bin\amd64\cl.exe/TP 
> -D_CRT_SECURE_NO_DEPRECATE -D_SCL_SECURE_NO_WARNINGS 
> -Dosgdb_serializers_osgvolume_EXPORTS 
> -IC:\Projects\OSG\OpenSceneGraph\include 
> -IC:\Projects\OSG\OpenSceneGraph.VC.r\OSG\include  /DWIN32 /D_WINDOWS /W3 /GR 
> /EHsc /W4 /wd4589 /wd4706 /wd4127 /wd4100 /Zp16 /nologo /EHsc /DNOMINMAX 
> /DNDEBUG /O2 /GS- /MD   
> /FoCMakeFiles\osgdb_serializers_osgvolume.dir\MultipassTechnique.cpp.obj 
> /FdCMakeFiles\osgdb_serializers_osgvolume.dir/ /FS -c 
> C:\Projects\OSG\OpenSceneGraph\src\osgWrappers\serializers\osgVolume\MultipassTechnique.cpp
>
> C:\Projects\OSG\OpenSceneGraph\include\osg/ref_ptr(41): error C2027: use of 
> undefined type 'osg::Texture2D'
> C:\Projects\OSG\OpenSceneGraph\include\osg/FrameBufferObject(264): note: see 
> declaration of 'osg::Texture2D'
> C:\Projects\OSG\OpenSceneGraph\include\osg/ref_ptr(41): note: while compiling 
> class template member function 'osg::ref_ptr::~ref_ptr(void)'
> C:\Projects\OSG\OpenSceneGraph\include\osgVolume/MultipassTechnique(116): 
> note: see reference to function template instantiation 
> 'osg::ref_ptr::~ref_ptr(void)' being compiled
> C:\Projects\OSG\OpenSceneGraph\include\osgVolume/MultipassTechnique(70): 
> note: see reference to class template instantiation 
> 'osg::ref_ptr' being compiled
> C:\Projects\OSG\OpenSceneGraph\include\osg/ref_ptr(41): error C2227: left of 
> '->unref' must point to class/struct/union/generic type
> src\osgWrappers\serializers\osgVolume\CMakeFiles\osgdb_serializers_osgvolume.dir\build.make:352:
>  recipe for target 
> 'src/osgWrappers/serializers/osgVolume/CMakeFiles/osgdb_serializers_osgvolume.dir/MultipassTechnique.cpp.obj'
>  failed
> make[2]: *** 
> [src/osgWrappers/serializers/osgVolume/CMakeFiles/osgdb_serializers_osgvolume.dir/MultipassTechnique.cpp.obj]
>  Error 2
>
> I didn't have a chance to look into the code to debug it but looks like maybe 
> a missing include.
>
> Cheers,
> Stuart[/code]
>
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>
>
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Philippe Renon
I am testing 3.5.6 under msys2.

osg 3.5.6 compiles fine under msys2, but then compiling osgearth against osg 
3.5.6 fails.

The reason of the failure is that osgversion.exe outputs some debug string that 
cause osgearth to fail determining the proper osg version.

$ osgversion.exe
DisplaySettings::SHADER_NONE
OpenSceneGraph Library 3.5.6

Robert, on a similar note, it would be great if you could take a minute to look 
at my question in https://github.com/openscenegraph/OpenSceneGraph/issues/209

regards,
Philippe.


Philippe

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Glenn Waldron
OK Robert, will do. Thanks for the insight -gw

Glenn Waldron

On Tue, Mar 28, 2017 at 7:01 AM, Robert Osfield 
wrote:

> Hi Glenn,
>
> I don't think the BufferData will be serialized correctly prior to
> 3.5.6 so the second block in your revised code won't help,  I would
> suggest just leaving your original TextureBuffer serializer
> implementation in place for versions prior to 3.5.6.
>
> Cheers,
> Robert.
>
> On 27 March 2017 at 17:28, Glenn Waldron  wrote:
> > Robert,
> >
> > Only one :) And I will let them know the details. It's only used for
> > caching, so preserving existing files is not critical.
> >
> > In the meantime I preserved our "old" way of doing it for pre-3.5.4
> version
> > (before getBufferData was available), and copied your updated method for
> > 3.5.5-3.5.6 versions. Hopefully that plugs the holes.
> >
> > https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/
> TextureBufferSerializer.cpp
> >
> >
> > Glenn Waldron
> >
> > On Mon, Mar 27, 2017 at 11:13 AM, Robert Osfield <
> robert.osfi...@gmail.com>
> > wrote:
> >>
> >> Hi Glenn,
> >>
> >> I have just had a look at osgEarth's implementation of the
> >> TextureBuffer serializer and it's different from the core OSG one, the
> >> later is a more complete implementation.
> >>
> >> For backwards compatibility of older .osgb/.osgx/.osgt files generated
> >> by osgEarth applications that leverage the osgEarth's TexutreBuffer
> >> serializer we'd have a potential conflict.  Perhaps one way to resolve
> >> this would be to version OSG's new TextureBuffer so that for older
> >> versions the osgEarth style implementation is used, while on recent
> >> versions the latest is used.
> >>
> >> How many files/osgEarth users do you think might be affected by this
> >> issue?
> >>
> >> Robert
> >>
> >> Robert.
> >>
> >>
> >>
> >> On 27 March 2017 at 15:16, Glenn Waldron  wrote:
> >> > Robert,
> >> >
> >> > Yes, it's in the latest stable release - version 2.8.
> >> >
> >> > I will add the versioning to our master branch as well as the 2.8
> >> > branch.
> >> >
> >> > Thanks!
> >> >
> >> >
> >> > Glenn Waldron
> >> >
> >> > On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield
> >> > 
> >> > wrote:
> >> >>
> >> >> Hi Glenn,
> >> >>
> >> >> On 27 March 2017 at 14:22, Glenn Waldron  wrote:
> >> >> > Agreed, we did this out of temporary necessity; the right thing
> >> >> > moving
> >> >> > forward is for osgEarth to check the OSG version when
> >> >> > creating/registering
> >> >> > the osg::TextureBuffer serializer.
> >> >>
> >> >> Testing for an OSG version of 3.5.6 or later would probably be
> >> >> appropriate.
> >> >>
> >> >> Are the osgEarth TextureBuffer serilializer part of a stable release
> >> >> of osgEarth?
> >> >>
> >> >> Robert.
> >> >> ___
> >> >> osg-users mailing list
> >> >> osg-users@lists.openscenegraph.org
> >> >>
> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-
> openscenegraph.org
> >> >
> >> >
> >> >
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> >
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Stuart Mentzer
Hi Robert,

Getting an error with a VC++ 2015 64-bit build on Windows 10:

cd /d 
C:\Projects\OSG\OpenSceneGraph.VC.r\OSG\src\osgWrappers\serializers\osgVolume 
&& C:\PROGRA~2\MICROS~1.0\VC\bin\amd64\cl.exe/TP -D_CRT_SECURE_NO_DEPRECATE 
-D_SCL_SECURE_NO_WARNINGS -Dosgdb_serializers_osgvolume_EXPORTS 
-IC:\Projects\OSG\OpenSceneGraph\include 
-IC:\Projects\OSG\OpenSceneGraph.VC.r\OSG\include  /DWIN32 /D_WINDOWS /W3 /GR 
/EHsc /W4 /wd4589 /wd4706 /wd4127 /wd4100 /Zp16 /nologo /EHsc /DNOMINMAX 
/DNDEBUG /O2 /GS- /MD   
/FoCMakeFiles\osgdb_serializers_osgvolume.dir\MultipassTechnique.cpp.obj 
/FdCMakeFiles\osgdb_serializers_osgvolume.dir/ /FS -c 
C:\Projects\OSG\OpenSceneGraph\src\osgWrappers\serializers\osgVolume\MultipassTechnique.cpp

C:\Projects\OSG\OpenSceneGraph\include\osg/ref_ptr(41): error C2027: use of 
undefined type 'osg::Texture2D'
C:\Projects\OSG\OpenSceneGraph\include\osg/FrameBufferObject(264): note: see 
declaration of 'osg::Texture2D'
C:\Projects\OSG\OpenSceneGraph\include\osg/ref_ptr(41): note: while compiling 
class template member function 'osg::ref_ptr::~ref_ptr(void)'
C:\Projects\OSG\OpenSceneGraph\include\osgVolume/MultipassTechnique(116): note: 
see reference to function template instantiation 
'osg::ref_ptr::~ref_ptr(void)' being compiled
C:\Projects\OSG\OpenSceneGraph\include\osgVolume/MultipassTechnique(70): note: 
see reference to class template instantiation 'osg::ref_ptr' 
being compiled
C:\Projects\OSG\OpenSceneGraph\include\osg/ref_ptr(41): error C2227: left of 
'->unref' must point to class/struct/union/generic type
src\osgWrappers\serializers\osgVolume\CMakeFiles\osgdb_serializers_osgvolume.dir\build.make:352:
 recipe for target 
'src/osgWrappers/serializers/osgVolume/CMakeFiles/osgdb_serializers_osgvolume.dir/MultipassTechnique.cpp.obj'
 failed
make[2]: *** 
[src/osgWrappers/serializers/osgVolume/CMakeFiles/osgdb_serializers_osgvolume.dir/MultipassTechnique.cpp.obj]
 Error 2

I didn't have a chance to look into the code to debug it but looks like maybe a 
missing include.

Cheers,
Stuart[/code]

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Robert Osfield
Hi All,

I have now merged submissions/PR's and resolved all the build and bug
errors I'm aware of, and have updated ChangeLog and AUTHORS.txt for
3.5.6 dev release,so I'm ready to pull the trigger on the dev release.

If anyone has any issues you've seen let me know.  If no problems are
reported I'll make the 3.5.6 dev release later this afternoon.

Cheers,
Robert
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-28 Thread Robert Osfield
Hi Glenn,

I don't think the BufferData will be serialized correctly prior to
3.5.6 so the second block in your revised code won't help,  I would
suggest just leaving your original TextureBuffer serializer
implementation in place for versions prior to 3.5.6.

Cheers,
Robert.

On 27 March 2017 at 17:28, Glenn Waldron  wrote:
> Robert,
>
> Only one :) And I will let them know the details. It's only used for
> caching, so preserving existing files is not critical.
>
> In the meantime I preserved our "old" way of doing it for pre-3.5.4 version
> (before getBufferData was available), and copied your updated method for
> 3.5.5-3.5.6 versions. Hopefully that plugs the holes.
>
> https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/TextureBufferSerializer.cpp
>
>
> Glenn Waldron
>
> On Mon, Mar 27, 2017 at 11:13 AM, Robert Osfield 
> wrote:
>>
>> Hi Glenn,
>>
>> I have just had a look at osgEarth's implementation of the
>> TextureBuffer serializer and it's different from the core OSG one, the
>> later is a more complete implementation.
>>
>> For backwards compatibility of older .osgb/.osgx/.osgt files generated
>> by osgEarth applications that leverage the osgEarth's TexutreBuffer
>> serializer we'd have a potential conflict.  Perhaps one way to resolve
>> this would be to version OSG's new TextureBuffer so that for older
>> versions the osgEarth style implementation is used, while on recent
>> versions the latest is used.
>>
>> How many files/osgEarth users do you think might be affected by this
>> issue?
>>
>> Robert
>>
>> Robert.
>>
>>
>>
>> On 27 March 2017 at 15:16, Glenn Waldron  wrote:
>> > Robert,
>> >
>> > Yes, it's in the latest stable release - version 2.8.
>> >
>> > I will add the versioning to our master branch as well as the 2.8
>> > branch.
>> >
>> > Thanks!
>> >
>> >
>> > Glenn Waldron
>> >
>> > On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield
>> > 
>> > wrote:
>> >>
>> >> Hi Glenn,
>> >>
>> >> On 27 March 2017 at 14:22, Glenn Waldron  wrote:
>> >> > Agreed, we did this out of temporary necessity; the right thing
>> >> > moving
>> >> > forward is for osgEarth to check the OSG version when
>> >> > creating/registering
>> >> > the osg::TextureBuffer serializer.
>> >>
>> >> Testing for an OSG version of 3.5.6 or later would probably be
>> >> appropriate.
>> >>
>> >> Are the osgEarth TextureBuffer serilializer part of a stable release
>> >> of osgEarth?
>> >>
>> >> Robert.
>> >> ___
>> >> osg-users mailing list
>> >> osg-users@lists.openscenegraph.org
>> >>
>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
>> >
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>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert,

Only one :) And I will let them know the details. It's only used for
caching, so preserving existing files is not critical.

In the meantime I preserved our "old" way of doing it for pre-3.5.4 version
(before getBufferData was available), and copied your updated method for
3.5.5-3.5.6 versions. Hopefully that plugs the holes.

https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/TextureBufferSerializer.cpp


Glenn Waldron

On Mon, Mar 27, 2017 at 11:13 AM, Robert Osfield 
wrote:

> Hi Glenn,
>
> I have just had a look at osgEarth's implementation of the
> TextureBuffer serializer and it's different from the core OSG one, the
> later is a more complete implementation.
>
> For backwards compatibility of older .osgb/.osgx/.osgt files generated
> by osgEarth applications that leverage the osgEarth's TexutreBuffer
> serializer we'd have a potential conflict.  Perhaps one way to resolve
> this would be to version OSG's new TextureBuffer so that for older
> versions the osgEarth style implementation is used, while on recent
> versions the latest is used.
>
> How many files/osgEarth users do you think might be affected by this issue?
>
> Robert
>
> Robert.
>
>
>
> On 27 March 2017 at 15:16, Glenn Waldron  wrote:
> > Robert,
> >
> > Yes, it's in the latest stable release - version 2.8.
> >
> > I will add the versioning to our master branch as well as the 2.8 branch.
> >
> > Thanks!
> >
> >
> > Glenn Waldron
> >
> > On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield <
> robert.osfi...@gmail.com>
> > wrote:
> >>
> >> Hi Glenn,
> >>
> >> On 27 March 2017 at 14:22, Glenn Waldron  wrote:
> >> > Agreed, we did this out of temporary necessity; the right thing moving
> >> > forward is for osgEarth to check the OSG version when
> >> > creating/registering
> >> > the osg::TextureBuffer serializer.
> >>
> >> Testing for an OSG version of 3.5.6 or later would probably be
> >> appropriate.
> >>
> >> Are the osgEarth TextureBuffer serilializer part of a stable release
> >> of osgEarth?
> >>
> >> Robert.
> >> ___
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> openscenegraph.org
> >
> >
> >
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Thanks for clarification Stuart, good to hear things working under
VS2015 and 17 :-)

On 27 March 2017 at 15:59, Stuart Mentzer  wrote:
> Hi Robert,
>
>
> robertosfield wrote:
>> HI Stuart,
>>
>> On 27 March 2017 at 13:44, Stuart Mentzer <> wrote:
>>
>> > With this fix OSG + osgQt master branches build and work fine for my 
>> > application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.
>> >
>>
>> I haven't done any testing under Windows so can't comment on whether
>> OSG master will building under Qt5.8.0+VS20015, I do these calls for
>> testing to get feedback from the community on things like this - there
>> is one of me and many different platforms so I have to rely on the
>> community to cover the wide range of build combinations.
>>
>> If there are reports of issues then I can help work to resolve them.
>
>
> Just to clarify, since maybe you misread my comment as a question, I did the 
> Qt 5.8.0+VS2015 build with today's masters and I am reporting that all seems 
> well.
>
>
> robertosfield wrote:
>>
>>
>> > I also built OSG with Visual C++ 2017 for kicks and it seemed to build 
>> > cleanly but I didn't test it with my application because I need osgQt and 
>> > that won't build with VC++ 2017 until Qt 5.9.0 comes out.
>> >
>>
>> Was it a recent OSG master that you tested?
>
>
> I did this VC++ 2017 build with master as of 2 days ago.
>
> Cheers,
> Stuart
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70566#70566
>
>
>
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Glenn,

I have just had a look at osgEarth's implementation of the
TextureBuffer serializer and it's different from the core OSG one, the
later is a more complete implementation.

For backwards compatibility of older .osgb/.osgx/.osgt files generated
by osgEarth applications that leverage the osgEarth's TexutreBuffer
serializer we'd have a potential conflict.  Perhaps one way to resolve
this would be to version OSG's new TextureBuffer so that for older
versions the osgEarth style implementation is used, while on recent
versions the latest is used.

How many files/osgEarth users do you think might be affected by this issue?

Robert

Robert.



On 27 March 2017 at 15:16, Glenn Waldron  wrote:
> Robert,
>
> Yes, it's in the latest stable release - version 2.8.
>
> I will add the versioning to our master branch as well as the 2.8 branch.
>
> Thanks!
>
>
> Glenn Waldron
>
> On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield 
> wrote:
>>
>> Hi Glenn,
>>
>> On 27 March 2017 at 14:22, Glenn Waldron  wrote:
>> > Agreed, we did this out of temporary necessity; the right thing moving
>> > forward is for osgEarth to check the OSG version when
>> > creating/registering
>> > the osg::TextureBuffer serializer.
>>
>> Testing for an OSG version of 3.5.6 or later would probably be
>> appropriate.
>>
>> Are the osgEarth TextureBuffer serilializer part of a stable release
>> of osgEarth?
>>
>> Robert.
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Stuart Mentzer
Hi Robert,


robertosfield wrote:
> HI Stuart,
> 
> On 27 March 2017 at 13:44, Stuart Mentzer <> wrote:
> 
> > With this fix OSG + osgQt master branches build and work fine for my 
> > application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.
> > 
> 
> I haven't done any testing under Windows so can't comment on whether
> OSG master will building under Qt5.8.0+VS20015, I do these calls for
> testing to get feedback from the community on things like this - there
> is one of me and many different platforms so I have to rely on the
> community to cover the wide range of build combinations.
> 
> If there are reports of issues then I can help work to resolve them.


Just to clarify, since maybe you misread my comment as a question, I did the Qt 
5.8.0+VS2015 build with today's masters and I am reporting that all seems well.


robertosfield wrote:
> 
> 
> > I also built OSG with Visual C++ 2017 for kicks and it seemed to build 
> > cleanly but I didn't test it with my application because I need osgQt and 
> > that won't build with VC++ 2017 until Qt 5.9.0 comes out.
> > 
> 
> Was it a recent OSG master that you tested?


I did this VC++ 2017 build with master as of 2 days ago.

Cheers,
Stuart

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert,

Yes, it's in the latest stable release - version 2.8.

I will add the versioning to our master branch as well as the 2.8 branch.

Thanks!


Glenn Waldron

On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield 
wrote:

> Hi Glenn,
>
> On 27 March 2017 at 14:22, Glenn Waldron  wrote:
> > Agreed, we did this out of temporary necessity; the right thing moving
> > forward is for osgEarth to check the OSG version when
> creating/registering
> > the osg::TextureBuffer serializer.
>
> Testing for an OSG version of 3.5.6 or later would probably be appropriate.
>
> Are the osgEarth TextureBuffer serilializer part of a stable release
> of osgEarth?
>
> Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
HI Stuart,

On 27 March 2017 at 13:44, Stuart Mentzer  wrote:
> With this fix OSG + osgQt master branches build and work fine for my 
> application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.

I haven't done any testing under Windows so can't comment on whether
OSG master will building under Qt5.8.0+VS20015, I do these calls for
testing to get feedback from the community on things like this - there
is one of me and many different platforms so I have to rely on the
community to cover the wide range of build combinations.

If there are reports of issues then I can help work to resolve them.

> I also built OSG with Visual C++ 2017 for kicks and it seemed to build 
> cleanly but I didn't test it with my application because I need osgQt and 
> that won't build with VC++ 2017 until Qt 5.9.0 comes out.

Was it a recent OSG master that you tested?


> I did no code migrations for 3.5.6 but if there are any notes on suggested 
> migration that it would be great to get a link. I believe new approaches to 
> Qt5 integration are being worked on but I didn't look into that either.

For most OSG applications I would expect the port from OSG-3.4 to
OSG-3.5.6 to be just an issue of rebuild.

I haven't kept a list of possible changes that might affect builds as
there are thousands of changes since 3.4 almost all of which won't
affect most OSG users as they are internal code changes, or public
API's that exist to assist internal implementations rather than act as
general public controls.  When I check in that may affect the
community build against the OSG I raise the topics on the mailing list
forum to provide information and get feedback.

For users of the community I generally recommend they do occassional
builds against OSG dev versions of master so we can keep tabs on
issues as close to when they arise so we can quickly turn around
fixes.  If problems do pop up fire a quick post to the mailing
list/forum.

Cheers,
Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Glenn,

On 27 March 2017 at 14:22, Glenn Waldron  wrote:
> Agreed, we did this out of temporary necessity; the right thing moving
> forward is for osgEarth to check the OSG version when creating/registering
> the osg::TextureBuffer serializer.

Testing for an OSG version of 3.5.6 or later would probably be appropriate.

Are the osgEarth TextureBuffer serilializer part of a stable release
of osgEarth?

Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Li Chi
Hi Robert,

I've tested the newest code, it looks like the SHADER problem has been solved.

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Glenn Waldron
Robert,
Agreed, we did this out of temporary necessity; the right thing moving
forward is for osgEarth to check the OSG version when creating/registering
the osg::TextureBuffer serializer.


Glenn Waldron

On Mon, Mar 27, 2017 at 3:27 AM, Robert Osfield 
wrote:

> Hi Li,
>
> On 26 March 2017 at 23:26, Li Chi  wrote:
> > Sorry for bothering, I found the cause of the warning
> "ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists.
> ".
> >
> > Because osgEarth already has the osg::TextureBuffer serializer in
> TextureBufferSerializer.cpp file, so when use osg and osgEarth together,
> the warning message printed out.
>
> This might be a bit awkward to resolve, it shouldn't really be
> osgEarth's place to implement serializers for core OSG classes because
> it has the potential of overlapping with core OSG implementations.  If
> osgEarth has a stable release this is in then we'll need to come up
> with some workaround - either making osgDB resilient to these
> conflicts or having osgEarth check OSG versions and not implement
> stuff, however, this is fraught with potential problems as the order
> and parameters serialized out could easily be different.
>
> Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Stuart Mentzer
Hi Robert,

With this fix OSG + osgQt master branches build and work fine for my 
application on Windows 10 with Visual C++ 2015 and Qt 5.8.0.

I also built OSG with Visual C++ 2017 for kicks and it seemed to build cleanly 
but I didn't test it with my application because I need osgQt and that won't 
build with VC++ 2017 until Qt 5.9.0 comes out.

I did no code migrations for 3.5.6 but if there are any notes on suggested 
migration that it would be great to get a link. I believe new approaches to Qt5 
integration are being worked on but I didn't look into that either.

Cheers,
Stuart

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Li,

To resolve the shader selection issue I have replaced the #define/#if
usage with a new DisplaySetttings::setShaderHint() and
OSG_SHADER_HINT=GL2|GL3|GLES2|GLES3|NONE controls that enable one to
toggle the functionality at runtime.  This change is now checked into
master.  The commit was:

   
https://github.com/openscenegraph/OpenSceneGraph/commit/6308b497f287a6d94fe198947168c406491ee47b
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-27 Thread Robert Osfield
Hi Li,

On 26 March 2017 at 23:26, Li Chi  wrote:
> Sorry for bothering, I found the cause of the warning 
> "ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists. ".
>
> Because osgEarth already has the osg::TextureBuffer serializer in 
> TextureBufferSerializer.cpp file, so when use osg and osgEarth together, the 
> warning message printed out.

This might be a bit awkward to resolve, it shouldn't really be
osgEarth's place to implement serializers for core OSG classes because
it has the potential of overlapping with core OSG implementations.  If
osgEarth has a stable release this is in then we'll need to come up
with some workaround - either making osgDB resilient to these
conflicts or having osgEarth check OSG versions and not implement
stuff, however, this is fraught with potential problems as the order
and parameters serialized out could easily be different.

Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-26 Thread Li Chi
Hi Robert,

Sorry for bothering, I found the cause of the warning 
"ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists. ".

Because osgEarth already has the osg::TextureBuffer serializer in 
TextureBufferSerializer.cpp file, so when use osg and osgEarth together, the 
warning message printed out.

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-26 Thread Li Chi
Hi robert,

Maybe this is a bug, osg::TextBuffer serializer wrapper was called two times.
This is the warning message printed out in console window:

ObjectWrapperManager::addWrapper(): 'osg::TextureBuffer' already exists.


Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-25 Thread Robert Osfield
Hi Li,

On 25 March 2017 at 16:39, Li Chi  wrote:
> Hi Robert,
>
> The following line is still not working.
>
> #define SHADERS_GL2 (!defined(OSG_GL_FIXED_FUNCTION_AVAILABLE) && 
> !defined(OSG_GL3_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))
>
> #if SHADERS_GL2  // <== still return true (this is wrong)
>
> and besides StateSet.cpp and Font.cpp, I found StatesHandler.cpp has the same 
> problem too.

Aarr!!! :-)

Perhaps I should push this into CMake to decide the options and place
the SHADERS_GL3, SHADERS_GL2 into include/osg/Config, at least
compilers wouldn't be able to get their sticky fingers in the mix.

Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-25 Thread Li Chi
Hi Robert,

The following line is still not working.

#define SHADERS_GL2 (!defined(OSG_GL_FIXED_FUNCTION_AVAILABLE) && 
!defined(OSG_GL3_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))

#if SHADERS_GL2  // <== still return true (this is wrong)

and besides StateSet.cpp and Font.cpp, I found StatesHandler.cpp has the same 
problem too.

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-25 Thread Robert Osfield
Hi Li,

Thanks for the suggestions. I've restructured #defines a bit,
hopefully this will work, I've just checked the following changes into
git master.  Could you test this out?

Cheers,
Robert.

$ git diff
diff --git a/src/osg/StateSet.cpp b/src/osg/StateSet.cpp
index 1c939e0..c6285ba 100644
--- a/src/osg/StateSet.cpp
+++ b/src/osg/StateSet.cpp
@@ -40,9 +40,8 @@
 using namespace osg;


-#define FIXED_FUNCTION defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
 #define SHADERS_GL3 (defined(OSG_GL3_AVAILABLE) ||
defined(OSG_GLES3_AVAILABLE))
-#define SHADERS_GL2 !FIXED_FUNCTION && !SHADERS_GL3
+#define SHADERS_GL2 (!defined(OSG_GL_FIXED_FUNCTION_AVAILABLE) &&
!defined(OSG_GL3_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))
 #define IS_ES (defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE))

 #if SHADERS_GL3
diff --git a/src/osgText/Font.cpp b/src/osgText/Font.cpp
index 90a8db7..d5dc0f8 100644
--- a/src/osgText/Font.cpp
+++ b/src/osgText/Font.cpp
@@ -32,9 +32,8 @@
 using namespace osgText;
 using namespace std;

-#define FIXED_FUNCTION defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
 #define SHADERS_GL3 (defined(OSG_GL3_AVAILABLE) ||
defined(OSG_GLES3_AVAILABLE))
-#define SHADERS_GL2 !FIXED_FUNCTION && !SHADERS_GL3
+#define SHADERS_GL2 (!defined(OSG_GL_FIXED_FUNCTION_AVAILABLE) &&
!defined(OSG_GL3_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))
 #define IS_ES (defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE))

 #if SHADERS_GL3
@@ -329,7 +328,7 @@ Font::Font(FontImplementation* implementation):
 _stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
 _stateset->setMode(GL_BLEND, osg::StateAttribute::ON);

-#if FIXED_FUNCTION
+#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)

 OSG_INFO<<"Font::Font() Fixed function pipeline"<

Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-25 Thread Li Chi
Hi Osfield,

I make a series of tests, and maybe the cause of the problem is this:

In a c++ program:

#define OSG_GL_FIXED_FUNCTION_AVAILABLE
#if defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)// <== this line returns true

but if you write like the following lines:

#define OSG_GL_FIXED_FUNCTION_AVAILABLE
#define FIXED_FUNCTION defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
#if !FIXED_FUNCTION 
// <== this line returns true (wrong)

so, I think '#if defined(...)' or ''#if !defined(...)'' must be used in one 
line (must be used together), as least MSVC++ is doing so.


Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Robert Osfield
Hi Li,

Thanks. With a quick looks pretty similar to the one I have, but I'm
not seeing these problems.  It's end of day here so I will need to
look to it tomorrow.

Cheers,
Robert

On 24 March 2017 at 19:20, Li Chi  wrote:
> Hi Robert,
>
> Please take a look at the attached include/osg/GL file.
>
> Thank you!
>
> Cheers,
> Li
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Li Chi
Hi Robert,

Please take a look at the attached include/osg/GL file.

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Robert Osfield
Hi Li,

On 24 March 2017 at 17:48, Li Chi  wrote:
> Just as you said, I comment out #if SHADERS_GL3 AND #elif SHADERS_GL2 's 
> codes, recompiling and rerunning, everything looks fine now.

Sounds the #if's at the top of StateSet.cpp aren't choosing the
correct code paths on your system for some reason.  Could you post the
generate include/osg/GL file as this might provides some clues to why
it isn't working correctly.

Robert.
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Li Chi
Hi Robert,

Just as you said, I comment out #if SHADERS_GL3 AND #elif SHADERS_GL2 's codes, 
recompiling and rerunning, everything looks fine now.

Thank you!

Cheers,
Li

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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Werner Modenbach

Hi Robert,

just a little side info.
I tried our application with the 3.5.5(?) branch about 2 weeks ago
and everything was fine except hud texts were all coming out in black.
I don't know if that is a useful hint.

Thanks

- Werner -

Am 24.03.2017 um 18:27 schrieb Robert Osfield:

HI Li,

My best guess is that the first cut of fallback shaders I've added for
GLES2/GLES3 and GL3core are being enabled accidentally for some
reason.  These shaders shaders are add in the
StateSet::setGlobalDefaults() method implementation found in
OpenSceneGraph/src/osg/StateSet.cpp.  Could you put an #if 0 #endif
around all the shader code in StateSet::setGlobalDefaults(), do a
build and see if that restores the rendering back to normal.

These fallback shaders are there just to make sure there users see
something on screen when no fixed function pipeline isn't available.
I'm currently working on a experimental shader_pipeline branch of the
OSG that has support for intergrating #pragmat(ic) shader composition
with fixed function StateAttribute to get pure shader based builds to
work in the same way as fixed function systems so that old fixed
function based models work in shaders without problems and no need for
generating shaders manually.

For this dev release that shader_pipeline work won't be merged, I was
hoping that the fallback shaders in OSG master wouldn't affect
standard OSG builds, if it isn't I'll need to have a look at how the
#idef's are all put together.

Robert.

On 24 March 2017 at 16:15, Li Chi  wrote:

Hi Robert,


What CMake build options did you select when building?

I'm using the default OPENGL and OSG options, please see the attached file.


What type of hardware and drivers are you using?

Display Driver: Intel HD 530 and Nvidia GTX 970m, and I got the same results.
I simply run: osgViewer.exe cow.osg


Do any of the OSG examples work? Does stats work?

Stats work fine.
Other examples can normally startup, but the result pictures are same as the 
previous post.


Do previous versions of the OSG work OK?

Last week's version(master branch) works fine.


Thank you!

Cheers,
Li

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Attachments:
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Robert Osfield
HI Li,

My best guess is that the first cut of fallback shaders I've added for
GLES2/GLES3 and GL3core are being enabled accidentally for some
reason.  These shaders shaders are add in the
StateSet::setGlobalDefaults() method implementation found in
OpenSceneGraph/src/osg/StateSet.cpp.  Could you put an #if 0 #endif
around all the shader code in StateSet::setGlobalDefaults(), do a
build and see if that restores the rendering back to normal.

These fallback shaders are there just to make sure there users see
something on screen when no fixed function pipeline isn't available.
I'm currently working on a experimental shader_pipeline branch of the
OSG that has support for intergrating #pragmat(ic) shader composition
with fixed function StateAttribute to get pure shader based builds to
work in the same way as fixed function systems so that old fixed
function based models work in shaders without problems and no need for
generating shaders manually.

For this dev release that shader_pipeline work won't be merged, I was
hoping that the fallback shaders in OSG master wouldn't affect
standard OSG builds, if it isn't I'll need to have a look at how the
#idef's are all put together.

Robert.

On 24 March 2017 at 16:15, Li Chi  wrote:
> Hi Robert,
>
>>> What CMake build options did you select when building?
> I'm using the default OPENGL and OSG options, please see the attached file.
>
>>> What type of hardware and drivers are you using?
> Display Driver: Intel HD 530 and Nvidia GTX 970m, and I got the same results.
> I simply run: osgViewer.exe cow.osg
>
>>> Do any of the OSG examples work? Does stats work?
> Stats work fine.
> Other examples can normally startup, but the result pictures are same as the 
> previous post.
>
>>> Do previous versions of the OSG work OK?
> Last week's version(master branch) works fine.
>
>
> Thank you!
>
> Cheers,
> Li
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70536#70536
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/cmake_138.png
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Li Chi
Hi Robert,

>> What CMake build options did you select when building? 
I'm using the default OPENGL and OSG options, please see the attached file.

>> What type of hardware and drivers are you using? 
Display Driver: Intel HD 530 and Nvidia GTX 970m, and I got the same results.
I simply run: osgViewer.exe cow.osg

>> Do any of the OSG examples work? Does stats work? 
Stats work fine.
Other examples can normally startup, but the result pictures are same as the 
previous post.

>> Do previous versions of the OSG work OK? 
Last week's version(master branch) works fine.


Thank you!

Cheers,
Li

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70536#70536




Attachments: 
http://forum.openscenegraph.org//files/cmake_138.png


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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Robert Osfield
Hi Li,

Thanks for the testing.  Strange rendering issues, almost like
fallback shaders are being applied inappropriately.

What CMake build options did you select when building?

What type of hardware and drivers are you using?

Do any of the OSG examples work?  Does stats work?

Do previous versions of the OSG work OK?

Robert.


On 24 March 2017 at 14:49, Li Chi  wrote:
> Hi,
>
> Please see the attached pictures.
>
> ENV:
> Visual Studio 2015
> Windows 10
> 32bit Compile
>
> Thank you!
>
> Cheers,
> Li
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70534#70534
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/cow_853.png
> http://forum.openscenegraph.org//files/cessna_436.png
>
>
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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Li Chi
Hi,

Please see the attached pictures.

ENV:
Visual Studio 2015
Windows 10
32bit Compile

Thank you!

Cheers,
Li

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http://forum.openscenegraph.org//files/cessna_436.png


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Re: [osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-24 Thread Philippe Renon
Hi,

Would be great to address 
https://github.com/openscenegraph/OpenSceneGraph/issues/209 in this release.

Thank you!

Cheers,
Philippe

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[osg-users] Please test OpenSceneGraph master in prep for 3.5.6 dev release

2017-03-23 Thread Robert Osfield
Hi All,

There has been a lot of work done to the OSG over the last couple of
months to improve support for VAO, GL3+, GLES2+GLES3, some pretty big
parts of the OSG internals have been rewritten to enable this. With
the culmination of this work we are now getting close to the next
stable release.

In general the public API should remain compatible but there have had
to be a few tweaks in some places like osgText that might affect you
in your code relies with internal data structures that no longer
exist.  If there are issues you spot let me know and together we
should be able to come up with a way of adjusting your code for these
changes.

To draw a line under these recent developments I would like to make
the 3.5.6 this week, but before I tag it we need testing across
platforms.  Could you please pull down OpenSceneGraph git master and
let me know if everything builds and run successfully, or if there are
errors let me know where the problems are. The best place to provide
feedback on successes and failures is here on this thread.

All going well I'll tag 3.5.6 at the end of this week.

Thanks in advance for your help,
Robert.
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