Re: [osg-users] Rewrite of DatabasePager::removeExpiredSubgraphs(double)

2008-03-31 Thread Serge Lages
Hi Robert,

Thanks for these changes, it was really needed. I added the method
setMaximumNumOfRemovedChildPagedLODs for this purpose some time ago,
allowing to unload a lot more quickly PagedLODs.

For the DatabasePager::requestNodeFile() problem, my current workaround is
to limite the number of files in queue (with a custom PagedLOD which check
the number of files in queue before calling it). It works but I hope you'll
provide a better solution. :)

Cheers,

On Sat, Mar 29, 2008 at 2:10 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Maciej,

 On Sat, Mar 29, 2008 at 10:41 AM, Maciej Krol [EMAIL PROTECTED] wrote:
  Great improvement! Memory usage dropped almost 6 fold for our paged
 scenes,
  from oscillating around 350MB to rock solid 60MB (WinXP).

 Wow, far better than I was even expecting, great to hear that thing a
 now load balancing far better - this is one of the key points of doing
 paging.

 Thanks for the feedback,
 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] (VPB) osgdem not providing terrain heights with --tile-terrain-size --tile-image-size options

2008-03-31 Thread Robert Osfield
Hi Scott,

If you want low res elevation data but high res imagery, and you have
high res elevation data and imagery then why not just swop out the
high res elevation data for data at the res you want.  gdal has tools
to changing the res of data, why not try this out.

You can use -l to limit levels, and --tile-terrain-size to do
something similar but explain how all this works is far more work than
doing the above.

Robert.

On Mon, Mar 31, 2008 at 5:22 AM, Hulet, Scott S [EMAIL PROTECTED] wrote:
 Robert,

  If I limit the number of levels, will I not be displaying lower
  resolution imagery as well?  I would like larger terrain trinagles (and
  regions) at the finest level, but maintain my highest resolution input
  imagery.  For instance, it would be acceptable if I had 400m terrain
  tiles at the finest res level with 512x512 image tiles.  This would
  equate to .78125 meters/texel resolution.


   The tile dimensions aren't controlled in size, it's purely done in
   post dimensions.  If you don't need high res heights then just set the
   --tile-terrain-size size to something like 16 and then limit the
   number of levels provide using -l numlevels.

  Scott S. Hulet mailto:[EMAIL PROTECTED]

 Simulation Training and Support

  They never forget who they're dying for...
  We can never forget who we're working for...

  Lockheed Martin Corp - STS Akron
  1210 Massillon Road
  Mailpoint C2E, AB-33
  Akron, OH 44315-0001

  Phone Numbers: 330.796.6616 (Desk)
330.796.1059 (Lab)
330.242.2385 (Cell)



   Fax: 330.796.4050
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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


[osg-users] Set clear depth value

2008-03-31 Thread hesicong2006
Hi eveyone:
I'm now trying to render a scene with Depth function set to 
osg::Depth::Function::GREATER, and I get an empty screen. I have found 
that the viewer set glClearDepth to 1. Because no fragment will be 
greater than 1, so I get an empty screen.

I'm using osgViewer::Viewer, but I found I can't set the glClearDepth 
value. All I can found is the osgUtil::RenderStage::setClearDepth() 
function. Is there any way to set clear depth value to another value in 
a simple way? Thanks in advanced!

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


Re: [osg-users] Real-Time Reflections

2008-03-31 Thread Robert Osfield
Hi Paul,

If you can make do with planar reflections then you can use the
stencil buffer as pre the osgreflect example.  However, RTT is far
more flexible, but it still does have its own restrictions.

Robert.

On Mon, Mar 31, 2008 at 6:55 AM, Paul Pocock
[EMAIL PROTECTED] wrote:
 Hi, I've been endeavoring to reflect a subgraph in GLSL i.e produce
  real-time reflections - The only way I can see to do it is to do a RTT.
  This produces its own complexity. Has anyone used a different technique?

  Regards


  IMPORTANT: This email remains the property of the Australian Defence 
 Organisation and is subject to the jurisdiction of section 70 of the CRIMES 
 ACT 1914.  If you have received this email in error, you are requested to 
 contact the sender and delete the email.


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

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


Re: [osg-users] Rewrite of DatabasePager::removeExpiredSubgraphs(double)

2008-03-31 Thread Robert Osfield
Hi Serge,

On Mon, Mar 31, 2008 at 9:02 AM, Serge Lages [EMAIL PROTECTED] wrote:
 Thanks for these changes, it was really needed. I added the method
 setMaximumNumOfRemovedChildPagedLODs for this purpose some time ago,
 allowing to unload a lot more quickly PagedLODs.

Have you had a chance to test the new version?

 For the DatabasePager::requestNodeFile() problem, my current workaround is
 to limite the number of files in queue (with a custom PagedLOD which check
 the number of files in queue before calling it). It works but I hope you'll
 provide a better solution. :)

I haven't profiled the issue too closely yet but my guess is that the
O(n) look up in the pending database requests lists is what is slowing
things down.  If this is the case then providing a more efficient
search based on prior sorted lists would be
the way forward.  One could take the opposite tack and attach the
DatabaseRequestObject to the PagedLOD as something like UserData.

Multi-threading inside DatabasePager is also one of these items that
is begging to be addressed.  I may not have a chance before 2.4 to
roll such changes in.

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


Re: [osg-users] Set clear depth value

2008-03-31 Thread Robert Osfield
Hi Hesicong,

On Mon, Mar 31, 2008 at 9:39 AM, hesicong2006 [EMAIL PROTECTED] wrote:
 Hi eveyone:
  I'm now trying to render a scene with Depth function set to
  osg::Depth::Function::GREATER, and I get an empty screen. I have found
  that the viewer set glClearDepth to 1. Because no fragment will be
  greater than 1, so I get an empty screen.

  I'm using osgViewer::Viewer, but I found I can't set the glClearDepth
  value. All I can found is the osgUtil::RenderStage::setClearDepth()
  function. Is there any way to set clear depth value to another value in
  a simple way? Thanks in advanced!

One could grab the SceneView's RenderStage from via the
Camera-getRenderer() but this is rather convoluted.

The better solution would be to extend osg::Camera to include a
s/etClearDepth() in addition to the present setClearMask and
setClearColor as logically they all belong together.  The same should
apply to the other parts of the clear operation.

The OSG is developed on a need be basis, this means that things are
only added when their is a real need, this is good for keeping the API
minimal and focused on real users needs, but.. it does mean that if
you push the envelope by needing a feature that has yet been added
then it's time to highlight it and discuss what to do about it.  So...
we've already ticked most of these boxes, all is left now is to code
the solution!

Changes to osg::Camera, osgUtil::SceneView and possibly
osg::CullSettings will be required but these aren't too extensive.

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


Re: [osg-users] (no subject)

2008-03-31 Thread Robert Osfield
Hi Maya,

Sorry about this, changed the API but missed updating the wrappers.
They are now updated and checked in.

Robert.

On Mon, Mar 31, 2008 at 12:34 AM, maya leonard [EMAIL PROTECTED] wrote:

  Hi Robert

  While trying to compile the latest svn version from today I get the
 following compile errors for osgDB and osgTerrain Wrappers.

  Thanks
  Maya

  3-- Build started: Project: Wrapper osgDB, Configuration: Release x64
 --
  2Compiling...
  3Compiling...
  3DatabasePager.cpp
  2Terrain.cpp
  3.\osgDB\DatabasePager.cpp(296) : error C2039:
 'setMaximumNumOfRemovedChildPagedLODs' : is not a member of
 'osgDB::DatabasePager'
  3
 D:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\include\osgDB/DatabasePager(42)
 : see declaration of 'osgDB::DatabasePager'
  3.\osgDB\DatabasePager.cpp(296) : error C2065:
 'setMaximumNumOfRemovedChildPagedLODs' : undeclared identifier
  3.\osgDB\DatabasePager.cpp(301) : error C2039:
 'getMaximumNumOfRemovedChildPagedLODs' : is not a member of
 'osgDB::DatabasePager'
  3
 D:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\include\osgDB/DatabasePager(42)
 : see declaration of 'osgDB::DatabasePager'
  3.\osgDB\DatabasePager.cpp(301) : error C2065:
 'getMaximumNumOfRemovedChildPagedLODs' : undeclared identifier
  3.\osgDB\DatabasePager.cpp(306) : error C2039:
 'setMinimumNumOfInactivePagedLODs' : is not a member of
 'osgDB::DatabasePager'
  3
 D:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\include\osgDB/DatabasePager(42)
 : see declaration of 'osgDB::DatabasePager'
  3.\osgDB\DatabasePager.cpp(306) : error C2065:
 'setMinimumNumOfInactivePagedLODs' : undeclared identifier
  3.\osgDB\DatabasePager.cpp(311) : error C2039:
 'getMinimumNumOfInactivePagedLODs' : is not a member of
 'osgDB::DatabasePager'
  3
 D:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\include\osgDB/DatabasePager(42)
 : see declaration of 'osgDB::DatabasePager'
  3.\osgDB\DatabasePager.cpp(311) : error C2065:
 'getMinimumNumOfInactivePagedLODs' : undeclared identifier
  3Build log was saved at
 file://d:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\src\osgWrappers\osgwrapper_osgDB.dir\Release\BuildLog.htm
  3Wrapper osgDB - 8 error(s), 0 warning(s)
  2.\osgTerrain\Terrain.cpp(73) : error C2039: 'setTerrainTechnique' : is
 not a member of 'osgTerrain::Terrain'
  2
 D:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\include\osgTerrain/Terrain(26)
 : see declaration of 'osgTerrain::Terrain'
  2.\osgTerrain\Terrain.cpp(73) : error C2065: 'setTerrainTechnique' :
 undeclared identifier
  2.\osgTerrain\Terrain.cpp(78) : error C2039: 'getTerrainTechnique' : is
 not a member of 'osgTerrain::Terrain'
  2
 D:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\include\osgTerrain/Terrain(26)
 : see declaration of 'osgTerrain::Terrain'
  2.\osgTerrain\Terrain.cpp(78) : error C2065: 'getTerrainTechnique' :
 undeclared identifier
  2.\osgTerrain\Terrain.cpp(83) : error C2039: 'getTerrainTechnique' : is
 not a member of 'osgTerrain::Terrain'
  2
 D:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\include\osgTerrain/Terrain(26)
 : see declaration of 'osgTerrain::Terrain'
  2.\osgTerrain\Terrain.cpp(83) : error C2065: 'getTerrainTechnique' :
 undeclared identifier
  2Build log was saved at
 file://d:\Projects\OpenSceneGraph\osg64bit\OpenSceneGraph\src\osgWrappers\osgwrapper_osgTerrain.dir\Release\BuildLog.htm
  2Wrapper osgTerrain - 6 error(s), 0 warning(s)

 
 Windows Live Hotmail is giving away Zunes. Enter for your chance to win.
 ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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


Re: [osg-users] Help! Some error in my scene, but I don't how to fix it.

2008-03-31 Thread Wu Xiaodong
 The error could be caused by the wrong triangle normals.

Thanks all the same.

Xiaodong





2008/3/31 Robert Osfield [EMAIL PROTECTED]:

 HI Xiaodong Wu

 Without more information one can't say what the problem might be.  Is
 it the black triangles that you weren't expecting?  If so then it's
 probably the source data/the data import/ or your model construction
 that is at fault, this type of issue is unlikely to be actual OSG
 problem unless there is a bug in one of the loaders.

 Robert.

 2008/3/31 Wu Xiaodong [EMAIL PROTECTED]:
 
 
  Hi. I got some error in my scene,  I snap the screen. which is attached.
 
  I  load a triangle mesh into my scene, then the error was caused. I try
 to
  disable the culling by the code..-setCullingActive( 0 ); , which
 cannot
  fix the error,
 
  I need help, for i don't know how it was caused, and how to fix it.
 
  Thanks.
 
 
  Xiaodong Wu
 
  ---
  Xiaodong Wu
  吴晓东
  'Xiao' means the time and the view when the sun rises and 'dong' means
 the
  east in Chinese
 
  ___
   osg-users mailing list
   osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Xiaodong Wu
吴晓东
'Xiao' means the time and the view when the sun rises and 'dong' means the
east in Chinese
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] How to work with Delta3d in MFC SDI ?

2008-03-31 Thread Kama
Hi, all,
In OSGViewerMFC MDI or SDI, it begin a thread in OnInitialUpdate() of MFC_View: 
 mThreadHandle = (HANDLE)_beginthread(COSG::Render, 0, mOSG) ,
and in Render(void* ptr) function, it  likes this:
 while(!viewer-done())
 {
  osg-PreFrameUpdate();
  viewer-frame();
  osg-PostFrameUpdate();
 }

Well, if i do it with Delta3d in MFC SDI, how to put the Delta3d's function 
corresponding to make it work like that ?
I had a try with dtABC::Widget refered to the example testWidget, then i made 
it like this :
1. class MyWidget : public dtABC::Widget
2. void MyWidget::InitWinData(HWND hwnd, int x, int y, int w, int h)
{
  dtABC::WinData windata( hwnd, x, y, w, h );

  SendMessage( dtABC::Widget::msgWindowData, windata );
 SendMessage( setpath, path );
 SendMessage( loadfile, m_ModelFile );
}
3. void MyWidget::Render(void* ptr)
{
// I don't konw witch function i should put here!
}

4.void CD3DMFCView::OnInitialUpdate()
{
 CView::OnInitialUpdate();

 m_MyViewWidget-InitWinData();
   
   // Here, should i begin a thread like OSGViewerMFC does in its 
OnInitialUpdate() ?
   // m_ThreadHandle = (HANDLE)_beginthread(MyWidget::Render, 0, 
m_MyViewWidget); 
}

Thank you indeed for your patient

Best regardes !!!

2008-03-31 



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


Re: [osg-users] Set clear depth value

2008-03-31 Thread Robert Osfield
Hi Hesicong,

On Mon, Mar 31, 2008 at 9:54 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
  Changes to osg::Camera, osgUtil::SceneView and possibly
  osg::CullSettings will be required but these aren't too extensive.

These changes were straight forward so I've added them to osg::Camera,
and made the required changes to SceneView to get it to pass on the
changes to RenderStage automatically.

Could you try out the svn version of the OSG and let me know how you get on.

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


Re: [osg-users] Testing of OSG and VPB SVN in prep for nex dev releases and 2.4 stable release

2008-03-31 Thread Robert Osfield
Thanks to Nicolas and David for build feedback.

It'd be useful to have feedback from Windows, OSX, Solaris etc before
I go tag another dev release.

Thanks in advance for your efforts.
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Testing of OSG and VPB SVN in prep for nex devreleases and 2.4 stable release

2008-03-31 Thread Andy Skinner
Sorry, just getting to it.  I can do all those you mention, but give me
some time.

andy

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, March 31, 2008 6:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of OSG and VPB SVN in prep for nex
devreleases and 2.4 stable release

Thanks to Nicolas and David for build feedback.

It'd be useful to have feedback from Windows, OSX, Solaris etc before
I go tag another dev release.

Thanks in advance for your efforts.
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Multiple Render Targets - Request for Comments/Testing

2008-03-31 Thread J.P. Delport

Hi,

over the weekend I have consolidated previous hacks to enable MRT into 
what I hope would be an acceptable patch for OSG.


I would like to have it tested a bit before sending it to submissions.

Attached are the changes to OSG's Camera and RenderStage.

Camera got a new method called setDrawBuffers (instead of the normal 
setDrawBuffer), which mirrors the OpenGL extension glDrawBuffers.


setDrawBuffers takes a vector of BufferComponents and this vector is 
then translated in RenderStage to a vector of GLenums that is passed to 
glDrawBuffers.


The new calls are orthogonal to current use cases, so hopefully no other 
code/examples would be affected.


The attached example shows sample usage. The example is very contrived, 
but I hope it explains the concept. I have some other examples that I 
can contribute later.


Please let fly with comments/observations.

regards
jp

PS. How do I add an example to OSG? The CMakelists in the examples 
directory contains a list of directories, but when is the CMakelists in 
a specific example directory created?


--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.




OSG_MRT_200803.tgz
Description: application/compressed-tar
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Testing of OSG and VPB SVN in prep for nex devreleases and 2.4 stable release

2008-03-31 Thread Andy Skinner
So far, my windows and OSX compilations have been fine.

The Solaris compilation failed on
OpenFlight/LightSourcePaletteManager.cpp, needing an include for the
sprintf call.  Adding #includestdio.h to the list of #includes in that
file works fine.  I'm up to about 85% now.

andy


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, March 31, 2008 6:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of OSG and VPB SVN in prep for nex
devreleases and 2.4 stable release

Thanks to Nicolas and David for build feedback.

It'd be useful to have feedback from Windows, OSX, Solaris etc before
I go tag another dev release.

Thanks in advance for your efforts.
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] problem with the debug version of OSG25-OSGVIEWERD.DLL and visual studio 2008

2008-03-31 Thread Vincent Bourdier
Hi,

osg25-osgviewerD.dll : debug version...
osg25-osgviewer.dll : release version...

maybe you have to put the configuration of your visual project in debug
mode...

Regards,
   Vincent.

2008/3/31, Sébastien Champmartin [EMAIL PROTECTED]:

 Hi !
 When i execute the program visual studio says to me that the application
 did not manage to reset correctly (it compiles correctly) and dependency
 walker says :
 Error: The Side-by-Side configuration information for c:\windows
 \system32\OSG25-OSGVIEWERD.DLL contains errors, this application couldn't
 start because the application configuration is not correct...

 Same thing for OSG25-OSGTEXTD.DLL and OT9-OPENTHREADSD.DLL.

 how can i find anoter version of these DLLs if it fixes the problem ?
 otherwise what can i do ?


 --
 Plus de 15 millions de français utilisent Windows Live Messenger ! Téléchargez
 Messenger, c'est gratuit ! http://www.windowslive.fr/messenger/

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


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


Re: [osg-users] problem with the debug version of OSG25-OSGVIEWERD.DLL and visual studio 2008

2008-03-31 Thread Sébastien Champmartin
Unfortunately, it is the case yet.


Date: Mon, 31 Mar 2008 14:55:14 +0200From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] problem with the debug version of 
OSG25-OSGVIEWERD.DLL and visual studio 2008Hi,osg25-osgviewerD.dll : debug 
version...osg25-osgviewer.dll : release version...maybe you have to put the 
configuration of your visual project in debug mode...Regards,   Vincent.
2008/3/31, Sébastien Champmartin [EMAIL PROTECTED]: 


Hi ! When i execute the program visual studio says to me that the application 
did not manage to reset correctly (it compiles correctly) and dependency walker 
says : Error: The Side-by-Side configuration information for c:\windows 
\system32\OSG25-OSGVIEWERD.DLL contains errors, this application couldn't 
start because the application configuration is not correct... 
Same thing for OSG25-OSGTEXTD.DLL and OT9-OPENTHREADSD.DLL. 
how can i find anoter version of these DLLs if it fixes the problem ? otherwise 
what can i do ? 


Plus de 15 millions de français utilisent Windows Live Messenger ! Téléchargez 
Messenger, c'est gratuit 
!___osg-users mailing [EMAIL 
PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Votre contact a choisi Hotmail, l'e-mail ultra sécurisé. Créez un compte 
gratuitement !
http://www.windowslive.fr/hotmail/default.asp___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Performance drop higher RAM usage after switching from OSG 1.2 to latest SVN

2008-03-31 Thread Judd Tracy
Robert Osfield wrote:
 Hi Marco,

 On Fri, Mar 28, 2008 at 5:52 PM, Marco Jez [EMAIL PROTECTED] wrote:
   
 Hi everybody, long time no see!
 

 Welcome back ;-)

   
 The good news: little changes were needed to make my apps compile with OSG
 2.3. The bad news: the same apps now consume much more RAM, and they also
 run slower. In brief, here are the results for one of my largest
 applications (with lots of compressed DDS textures):

 Compiler: Visual C++ 7.1
 OSG+OpenThreads: 1.2
 Total RAM usage: 380 MB
 Frame rate (reference view): 30 FPS

 Compiler: Visual C++ 9.0
 OSG+OpenThreads: 1.2

 Total RAM usage: 380 MB
 Frame rate (reference view): 27 FPS


 Compiler: Visual C++ 9.0
 OSG+OpenThreads: latest SVN (2.3.6)

 Total RAM usage: 760 MB
 Frame rate (reference view): 23 FPS

 The OS is Windows XP Professional SP2.
 In all tests, VSync was ON, and the refresh rate was 75 Hz. The test scene
 doesn't contain any paged LODs.

 This is only a quick report, more details to come. Before I try to
 understand what's going on, is there anything that I might have overlooked,
 as for example any optimizations whose default values have changed since OSG
 1.2?
 

 Check the CMake build options for release vs debug.

 The other possibility is the default enabling of theadsafe ref/unref
 for the majority of scene graph objects.  I certainly don't see big
 differences under Linux with enabled - just a couple of percent in
 cull traversal for big scenes, but you never know the Windows
 OpenThreads::Mutex might be dog slow compared to Pthreads.  You can
 enable threadsafe ref/unref in 1.2 and find out, its more awkward to
 disable under 2.x though as a number of objects explicitly set the
 thread safe ref/unref.

 The wider use of thread safe ref/unref is what you have to pay for
 greater stability when multi-threading, and with 2.x threading is much
 more prevalent once you start using osgViewer.  The new threading
 models should mean you should get better performance once you start
 utilising them.

 Robert.
   
I hate taking this thread off subject, but if thread safe ref/unref are 
causing performance problems you might want to look at how boost does 
their shared_ptr.  They have implemented atomic (without using a mutex) 
ref/unref operations for most if not all of their platforms they support.

-- 
Judd Tracy
Institute for Simulation and Training
University of Central Florida
407-882-1405

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


Re: [osg-users] A simple osgActiveX (Embed OSG viewer into HTML VB.NET) example

2008-03-31 Thread xyc508
Hi,
 
I have downloaded osgActiveX ,I use osgText::text to write text on the screen 
,firstly it display the text,but after the model loaded ,the text 
disappear,what's the reason? could give some help? Thanks.
 
xyc508
 

在2008-03-25,Brian [EMAIL PROTECTED] 写道:
Hi Wang Rui,
Thanks for sharing your code.  I have been writing a plugin for Firefox using 
OSG.
Does your current version handle URLs or just local files?

Brian




在2008-03-18,Wang Rui [EMAIL PROTECTED] 写道: 


Hello all,
 
The attached .zip file is a very simple project which attempted to embed an OSG 
viewer into HTML pages and Visual Basic projects. Both are implemented using 
ActiveX (.OCX) controls. There was a classic project named osgAX which had done 
much better in a similar way, but it seemed to be discontinued. (And I could 
not find the source code anymore) I wish to start a new OSG ActiveX project for 
web browsing. So this naive osgActiveX comes into being. Hope it will help 
rookies of OSG like me. :)
There are only two methods to operate the OSG ActiveX control at present: 
GetFileName, which provides both a input interface to load 3D/2D files from the 
local path or a URL address and an output interface to get the current running 
model file; ResetOSG, which simply reset the attributes of OSG viewer when 
resizing.
 
Please rename the .zip_ file to .zip (GMail refuse to attach the .ocx files 
directly, sorry for the inconvenient). Be sure to rebuild the project and use 
regsvr32.exe to make the ocx file available.
 
The 'osgActiveX' was first distributed on www.osgChina.org. Is it possible to 
distribute the project on the English website, too?
Thanks a lot for criticizing and advising.
 
Wang Rui



中 国 最 强 网 游 --- 网 易 梦 幻 西 游 ,166 万 玩 家 同 时 在 线
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





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


Re: [osg-users] Performance drop higher RAM usage after switchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Marco Jez
Hi Robert,

 Another possibility I missed is the use of doubles in osg::Plane by
 default, whereas 1.2 used float by default in osg::Plane.

thanks for the hint. However, I think the problem could be related to the 
compile/apply of GL objects instead. If I disable the GLObjectsVisitor that 
my app runs after loading a new scene, both builds of the application start 
in similar conditions with little difference in memory consumption. At this 
point I start moving the camera around, and display lists and textures get 
compiled as they are displayed for the first time. Here the difference 
between the OSG-1.2-based build and the newer one becomes clear: the newer 
one eats much more memory, roughly twice as much, while the amount of data 
loaded (geometry+imagery) is the same.

All textures are DXT-compressed, and they come with mipmaps already stored 
in the image file (DDS). In order to minimize the influence of other 
optimizations, I've turned off the UnRefImageAfteretc. flag on all 
textures. Except for the different version of OpenThreads and 
OpenSceneGraph, both builds share the same code and 3rd-party libraries.

Any other clues?

Thanks,
Marco

 

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


[osg-users] question about compiling OSG with visual C++

2008-03-31 Thread Sébastien Champmartin
Hi !
I use Cmake to generate a solution for visual C++ 2008 and i compile in debug 
mode the code files. The question is : at the end of the compilation, what 
executable have i to specify ? i made an error about this by indicating a wrong 
file but i don't know why i have to specify a file and what file has it to be ?
It generated some (all ?) libs and dlls filles.
_
Créez gratuitement votre disque dur virtuel Windows Live SkyDrive !
http://skydrive.live.com___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Performance drop higher RAM usage afterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Marco Jez
Hi Robert,

 To avoid
 threading problems apparent in 1.2 the OSG-2.x versions initialization
 the GL objects arrays to a larger default, if you app isn't setting
 the number of context down to the number you are using then perhaps
 this is where the discrepancy is occurring.

My viewer is already setting the maximum number of contexts to one, so 
that's not the case... I keep debugging.

Cheers,
Marco
 

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


[osg-users] osg user meeting in Paris

2008-03-31 Thread Art Tevs
Hi folks,

as far as we all already know there will be a training
course in Paris from 25 to 30 April.

However there were still no information if and where
an official user meeting afterwards will take place.
Hence couple of questions:


1. Will there be an official osg-user-meeting?

2. Which date and time?

3. Which location?


Paul, maybe you can clarify this ;-)


Best regards,
Art




  Lesen Sie Ihre E-Mails jetzt einfach von unterwegs.
www.yahoo.de/go
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Performance drop higher RAM usage afterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Robert Osfield
Hi Marco,

Could you try running a latest 2.3.x dev release or SVN version's
osgviewer on the dataset.

Robert.

On Mon, Mar 31, 2008 at 3:54 PM, Marco Jez [EMAIL PROTECTED] wrote:
 Hi Robert,


   To avoid
   threading problems apparent in 1.2 the OSG-2.x versions initialization
   the GL objects arrays to a larger default, if you app isn't setting
   the number of context down to the number you are using then perhaps
   this is where the discrepancy is occurring.

  My viewer is already setting the maximum number of contexts to one, so
  that's not the case... I keep debugging.

  Cheers,


 Marco


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

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


Re: [osg-users] Performance drop higher RAM usageafterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Wojciech Lewandowski
Hi Marco,

Since I am currently struggling with Windows/ OSG  FBO / multi monitor / 
mutlti threaded problems here are my 2 cents:

Have you tested with --SingleThreaded option ? In my configuration 
multithreaded configs usually eat more RAM. However its not twice as in 
SingleThreaded.

I have read somewhere that NVidia OpenGL dirver creates shadow threads for 
each thread of  the application. Maybe these threads duplicate some 
resources...

Cheers,
Wojtek Lewandowski

- Original Message - 
From: Marco Jez [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, March 31, 2008 4:54 PM
Subject: Re: [osg-users] Performance drop  higher RAM 
usageafterswitchingfrom OSG 1.2 to latest SVN


 Hi Robert,

 To avoid
 threading problems apparent in 1.2 the OSG-2.x versions initialization
 the GL objects arrays to a larger default, if you app isn't setting
 the number of context down to the number you are using then perhaps
 this is where the discrepancy is occurring.

 My viewer is already setting the maximum number of contexts to one, so
 that's not the case... I keep debugging.

 Cheers,
 Marco


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

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


Re: [osg-users] Performance drop higher RAM usage after switchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Marco Jez
Hi J-S,

 Err, are you sure about that last one? SVN OSG cannot use the same 3rd
 party libs as 1.2 (at least, if you used the 3rdParty libs zip that was
 downloadable from the OSG site). In particular, there were some changes
 in osgText that made it incompatible with the version of freetype that
 was included in the old 3rd party libs zip.

I'm using the new 3rdParty archive with both versions of OSG. I had to 
recompile the 3rdParty libraries since the binaries weren't totally 
compatible with Visual Studio 2008, but that's all.

Cheers,
Marco
 

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


Re: [osg-users] GraphicsWindowCarbon Bugfixes and enhancements

2008-03-31 Thread Stephan Maximilian Huber
Sorry for the noise, wrong list :-[

st.


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


Re: [osg-users] [VPB] vpbmaster doesn't exit on Win32

2008-03-31 Thread Glenn Waldron
Following up here is a stack trace from the debugger.

On Sat, Mar 29, 2008 at 1:12 PM, Glenn Waldron [EMAIL PROTECTED] wrote:

 Not sure whether this has been reported, but vpbmaster does not exit under
 Win32. Once the build completes you have to kill it from the Windows task
 manager. I have not had time to look into it yet - just wanted to throw it
 out there for now..

 Glenn

 --
 Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791

   OpenThreadsd.dll!OpenThreads::cooperativeWait(void * 
 waitHandle=0x16c8, unsigned long timeout=0x)  Line 54 + 0x10 
 bytes C++
OpenThreadsd.dll!OpenThreads::Win32ConditionPrivateData::broadcast()  
Line 71 + 0x15 bytes  C++
OpenThreadsd.dll!OpenThreads::Condition::broadcast()  Line 100  C++
osgd.dll!OpenThreads::Block::release()  Line 69 + 0x13 bytesC++
osgd.dll!osg::OperationQueue::releaseOperationsBlock()  Line 221
C++
osgd.dll!osg::OperationThread::cancel()  Line 325   C++
osgd.dll!osg::OperationThread::~OperationThread()  Line 266 C++
vpbd.dll!osg::OperationThread::`scalar deleting destructor'()  + 0x1a 
bytes C++
osgd.dll!osg::Referenced::unref()  Line 155 + 0x23 bytesC++

vpbd.dll!osg::ref_ptrosg::OperationThread::~ref_ptrosg::OperationThread()  
Line 30 + 0x24 bytes C++

vpbd.dll!std::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Node::~_Node()  + 0x19 bytes C++

vpbd.dll!std::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Node::`scalar deleting destructor'()  + 0x16 bytes   C++

vpbd.dll!std::_Destroystd::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  
::_Node(std::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Node * _Ptr=0x039f8588)  Line 61   C++

vpbd.dll!std::allocatorstd::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  
::_Node::destroy(std::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Node * _Ptr=0x039f8588)  Line 161 + 0x9 bytesC++

vpbd.dll!std::listosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::clear()  Line 827  C++

vpbd.dll!std::listosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Tidy()  Line 1185 C++

vpbd.dll!std::listosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  
::~listosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ()  Line 516 C++
vpbd.dll!vpb::Machine::~Machine()  Line 159 + 0x52 bytesC++
vpbd.dll!vpb::Machine::`vector deleting destructor'()  + 0x57 bytes 
C++
osgd.dll!osg::Referenced::unref()  Line 155 + 0x23 bytesC++
vpbd.dll!osg::ref_ptrvpb::Machine::~ref_ptrvpb::Machine()  Line 30 
+ 0x24 bytes C++

vpbd.dll!std::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Node::~_Node()  + 0x19 bytes C++

vpbd.dll!std::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Node::`scalar deleting destructor'()  + 0x16 bytes   C++

vpbd.dll!std::_Destroystd::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  
::_Node(std::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Node * _Ptr=0x039f9938)  Line 61   C++

vpbd.dll!std::allocatorstd::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  
::_Node::destroy(std::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Node * _Ptr=0x039f9938)  Line 161 + 0x9 bytesC++

vpbd.dll!std::listosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::clear()  Line 827  C++

vpbd.dll!std::listosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Tidy()  Line 1185 C++

vpbd.dll!std::listosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  
::~listosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine  
()  Line 516 C++
vpbd.dll!vpb::MachinePool::~MachinePool()  Line 438 + 0x1e bytes
C++
vpbd.dll!vpb::MachinePool::`vector deleting destructor'()  + 0x54 bytes 
C++
osgd.dll!osg::Referenced::unref()  Line 155 + 0x23 bytesC++
vpbd.dll!osg::ref_ptrvpb::MachinePool::operator=(vpb::MachinePool * 
ptr=0x)  Line 54 + 0x11 bytes C++
vpbd.dll!vpb::System::~System()  Line 83C++
vpbd.dll!vpb::System::`vector deleting destructor'()  + 0x57 bytes  
C++
osgd.dll!osg::Referenced::unref()  Line 155 + 0x23 bytesC++
vpbd.dll!osg::ref_ptrvpb::System::~ref_ptrvpb::System()  

Re: [osg-users] Performance drop higher RAMusageafterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Marco Jez
Hi Wojtek,

 Have you tested with --SingleThreaded option ? In my configuration
 multithreaded configs usually eat more RAM. However its not twice as in
 SingleThreaded.

I'm using my own single-threaded viewer, so I don't even have to choose. :-)

 I have read somewhere that NVidia OpenGL dirver creates shadow threads for
 each thread of  the application. Maybe these threads duplicate some
 resources...

This could be an hint *if* OSG (in particular, SceneView and anything 
controlled by it) were spawning threads behind the scene, but since I'm 
running a single GL context I don't think this is the case. Maybe Robert 
could add a word here.

Marco
 

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


Re: [osg-users] problem with the debug version of OSG25-OSGVIEWERD.DLL and visual studio 2008

2008-03-31 Thread Sébastien Champmartin
Hi, 
it's my own application with which i have this problem i use the release .h, 
libs and dlls for windows which i have downloaded thanks to the official web 
site, for the debug version i tried to compile it myself (i use CMake) but it 
rejoins a mail that i have sent where i ask what is the executable needed at 
the end of the compilation (although i get libs and dlls but i wonder if i get 
all).



 Date: Mon, 31 Mar 2008 16:22:00 +0100 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with the 
 debug version of OSG25-OSGVIEWERD.DLL and visual studio 2008  Hi 
 Sébastien,  are you using any MSVS 3rd-party pre-builds from MSVS 2003 or 
 2005 or 2005 SP1 with your 2008 OSG code? Also you have not stated your OS 
 or whether building from source/cmake options etc - can you clarify?  If 
 you are mixing these debug runtimes you may well see this sort of behaviour. 
 You can look for MSVCR80(D) or MSVSR71(D) entries in depends?  Cheers,  
 Colin.  Sébastien Champmartin wrote:  Hi !  When i execute the program 
 visual studio says to me that the application   did not manage to reset 
 correctly (it compiles correctly) and dependency   walker says :  Error: 
 The Side-by-Side configuration information for c:\windows   
 \system32\OSG25-OSGVIEWERD.DLL contains errors, this application   
 couldn't start because the application configuration is not correct...
 Same thing for OSG25-OSGTEXTD.DLL and OT9-OPENTHREADSD.DLL.how can i 
 find anoter version of these DLLs if it fixes the problem ?   otherwise 
 what can i do ?  
   
 Plus de 15 millions de français utilisent Windows Live Messenger !   
 Téléchargez Messenger, c'est gratuit !   
 http://www.windowslive.fr/messenger/  
    
  ___  osg-users mailing list 
  osg-users@lists.openscenegraph.org  
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
 ___ osg-users mailing list 
 osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Découvrez les profils Messenger de vos amis !
http://home.services.spaces.live.com/___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Testing of OSG and VPB SVN in prep for nex dev releases and 2.4 stable release

2008-03-31 Thread Jean-Sébastien Guay
Hi Robert,

 It'd be useful to have feedback from Windows, OSX, Solaris etc before
 I go tag another dev release.

Windows Vista, VS2005 (8.0) - OSG and VPB both build fine updated as of 
this morning. Did a quick test run in OSG and examples seem to run fine.

J-S
-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] 3rdParty win32 binaries activity

2008-03-31 Thread Mike Weiblen
Hi all,

fyi I'm updating/scrubbing my 3rdParty win32 binaries repo in prep for
the upcoming stable release.

It is a work-in-progress, so expect some variability in the top of
trunk.  If you wish to peek, see
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1

status:
- the PACKAGE_VERSIONS script has been updated to point to the newest
versions of several of the libs
- but not all binaries are regenerated yet.
- preliminary curllib added but has issues.

cheers
-- mew


-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Performance drop higherRAMusageafterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Wojciech Lewandowski
Ooops, I did not notice you have your own Viewer. Sorry for the noise.
Cheers,

Wojtek



- Original Message - 
From: Marco Jez [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, March 31, 2008 5:45 PM
Subject: Re: [osg-users] Performance drop  higherRAMusageafterswitchingfrom 
OSG 1.2 to latest SVN


 Hi Wojtek,

 Have you tested with --SingleThreaded option ? In my configuration
 multithreaded configs usually eat more RAM. However its not twice as in
 SingleThreaded.

 I'm using my own single-threaded viewer, so I don't even have to choose. 
 :-)

 I have read somewhere that NVidia OpenGL dirver creates shadow threads 
 for
 each thread of  the application. Maybe these threads duplicate some
 resources...

 This could be an hint *if* OSG (in particular, SceneView and anything
 controlled by it) were spawning threads behind the scene, but since I'm
 running a single GL context I don't think this is the case. Maybe Robert
 could add a word here.

 Marco


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

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


Re: [osg-users] [VPB] vpbmaster doesn't exit on Win32

2008-03-31 Thread Robert Osfield
Hi Glenn,

Thanks for the track trace, unfortunately on its own doesn't pinpoint
what might be wrong with the thread cancellation.  Could you get the
trace traces for the other threads that are still running?

Robert.

On Mon, Mar 31, 2008 at 4:43 PM, Glenn Waldron [EMAIL PROTECTED] wrote:
 Following up here is a stack trace from the debugger.


 On Sat, Mar 29, 2008 at 1:12 PM, Glenn Waldron [EMAIL PROTECTED] wrote:
  Not sure whether this has been reported, but vpbmaster does not exit under
 Win32. Once the build completes you have to kill it from the Windows task
 manager. I have not had time to look into it yet - just wanted to throw it
 out there for now..
 
  Glenn
 
  --
  Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791

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


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


Re: [osg-users] Warning on Add shader to the scene

2008-03-31 Thread Mike Weiblen
Hi Gordon,
does this fix your error?
-- mew


On Tue, Mar 25, 2008 at 12:29 PM, Mike Weiblen
[EMAIL PROTECTED] wrote:
 ah, ok I do remember that thread.  And you're saying this is the symptom
  associated that setting?

  If so, then the situation is a driver incorrectly reporting invalid
  value on a valid but unused value.  I guess it's not too offensive to
  compensate by tweaking the unused value to avoid the complaint.

  Gordon, if that is the issue, could you try changing the ctor
  initialization value of _geometryVerticesOut from 0 to 1
  (src/osg/Program.cpp @ line 99).  See how that works, and send to
  osg-submissions as appropriate.

  cheers
  -- mew



-- 
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Performance drop higher RAMusageafterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Robert Osfield
Hi Marco,

On Mon, Mar 31, 2008 at 4:45 PM, Marco Jez [EMAIL PROTECTED] wrote:
  This could be an hint *if* OSG (in particular, SceneView and anything
  controlled by it) were spawning threads behind the scene, but since I'm
  running a single GL context I don't think this is the case. Maybe Robert
  could add a word here.

SceneView itself isn't multi-threaded, it'll only run multi-threaded
if the application that manages it is multi-threaded on its behalf -
this is what osgViewer does as it manages multiple SceneView
internally, each one is just single threaded though.

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


Re: [osg-users] osg user meeting in Paris

2008-03-31 Thread Paul Martz
Bonjour, Art -- Oui, the OSG training is definitely on and will take place
as scheduled.

Regarding the users group meeting, I definitely want to have one. Ideally,
it should be in a quiet and informal setting, so that we could have maybe
some food and drinks while we discuss OSG and perhaps display our work using
laptops. Monday 28 April, 6pm-9pm would be a good time.

I admit I haven't had any time to research a location. I again call on any
Paris locals to investigate possible locations. If there is something
suitable, but it requires payment, then email me offline - perhaps I can
cover the cost, if it isn't too much.

Cordialement,

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Art Tevs
 Sent: Monday, March 31, 2008 9:00 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] osg user meeting in Paris
 
 Hi folks,
 
 as far as we all already know there will be a training course 
 in Paris from 25 to 30 April.
 
 However there were still no information if and where an 
 official user meeting afterwards will take place.
 Hence couple of questions:
 
 
 1. Will there be an official osg-user-meeting?
 
 2. Which date and time?
 
 3. Which location?
 
 
 Paul, maybe you can clarify this ;-)
 
 
 Best regards,
 Art
 
 
 
 
   Lesen Sie Ihre E-Mails jetzt einfach von unterwegs.
 www.yahoo.de/go
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
 negraph.org

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


Re: [osg-users] [VPB] vpbmaster doesn't exit on Win32

2008-03-31 Thread Glenn Waldron
Robert,

Here are all 5 thread stack traces.

Glenn

On Mon, Mar 31, 2008 at 12:02 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Glenn,

 Thanks for the track trace, unfortunately on its own doesn't pinpoint
 what might be wrong with the thread cancellation.  Could you get the
 trace traces for the other threads that are still running?

 Robert.

 On Mon, Mar 31, 2008 at 4:43 PM, Glenn Waldron [EMAIL PROTECTED] wrote:
  Following up here is a stack trace from the debugger.
 
 
  On Sat, Mar 29, 2008 at 1:12 PM, Glenn Waldron [EMAIL PROTECTED]
 wrote:
   Not sure whether this has been reported, but vpbmaster does not exit
 under
  Win32. Once the build completes you have to kill it from the Windows
 task
  manager. I have not had time to look into it yet - just wanted to throw
 it
  out there for now..
  
   Glenn
  
   --
   Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
 703-652-4791
 
  ___
   osg-users mailing list
   osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
MAIN VPBMASTER THREAD:

   OpenThreadsd.dll!OpenThreads::cooperativeWait(void * 
 waitHandle=0x16c8, unsigned long timeout=0x)  Line 54 + 0x10 
 bytes C++
OpenThreadsd.dll!OpenThreads::Win32ConditionPrivateData::broadcast()  
Line 71 + 0x15 bytes  C++
OpenThreadsd.dll!OpenThreads::Condition::broadcast()  Line 100  C++
osgd.dll!OpenThreads::Block::release()  Line 69 + 0x13 bytesC++
osgd.dll!osg::OperationQueue::releaseOperationsBlock()  Line 221
C++
osgd.dll!osg::OperationThread::cancel()  Line 325   C++
osgd.dll!osg::OperationThread::~OperationThread()  Line 266 C++
vpbd.dll!osg::OperationThread::`scalar deleting destructor'()  + 0x1a 
bytes C++
osgd.dll!osg::Referenced::unref()  Line 155 + 0x23 bytesC++

vpbd.dll!osg::ref_ptrosg::OperationThread::~ref_ptrosg::OperationThread()  
Line 30 + 0x24 bytes C++

vpbd.dll!std::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Node::~_Node()  + 0x19 bytes C++

vpbd.dll!std::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Node::`scalar deleting destructor'()  + 0x16 bytes   C++

vpbd.dll!std::_Destroystd::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  
::_Node(std::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Node * _Ptr=0x039f8588)  Line 61   C++

vpbd.dll!std::allocatorstd::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  
::_Node::destroy(std::_List_nodosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Node * _Ptr=0x039f8588)  Line 161 + 0x9 bytesC++

vpbd.dll!std::listosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::clear()  Line 827  C++

vpbd.dll!std::listosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ::_Tidy()  Line 1185 C++

vpbd.dll!std::listosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  
::~listosg::ref_ptrosg::OperationThread,std::allocatorosg::ref_ptrosg::OperationThread
  ()  Line 516 C++
vpbd.dll!vpb::Machine::~Machine()  Line 159 + 0x52 bytesC++
vpbd.dll!vpb::Machine::`vector deleting destructor'()  + 0x57 bytes 
C++
osgd.dll!osg::Referenced::unref()  Line 155 + 0x23 bytesC++
vpbd.dll!osg::ref_ptrvpb::Machine::~ref_ptrvpb::Machine()  Line 30 
+ 0x24 bytes C++

vpbd.dll!std::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Node::~_Node()  + 0x19 bytes C++

vpbd.dll!std::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Node::`scalar deleting destructor'()  + 0x16 bytes   C++

vpbd.dll!std::_Destroystd::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  
::_Node(std::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Node * _Ptr=0x039f9938)  Line 61   C++

vpbd.dll!std::allocatorstd::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  
::_Node::destroy(std::_List_nodosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::_Node * _Ptr=0x039f9938)  Line 161 + 0x9 bytesC++

vpbd.dll!std::listosg::ref_ptrvpb::Machine,std::allocatorosg::ref_ptrvpb::Machine
  ::clear()  Line 827  C++


Re: [osg-users] osg user meeting in Paris

2008-03-31 Thread Serge Lages
Bonjour à tous,

As I've said early but without giving any news, It should be possible to
make it at our offices in Paris. We are located
herehttp://maps.google.fr/maps?f=qhl=frgeocode=q=5+rue+d%27uz%C3%A8s+parissll=47.15984,2.988281sspn=13.09218,33.09082ie=UTF8ll=48.871998,2.34498spn=0.012364,0.032315z=15iwloc=addr.
We have a big assembly hall available, and we should be able to bring some
food and drinks. :)

But it depends on the number of people we are, I think that if we are less
than 20 it's possible, more than that we should look for another place.

On Mon, Mar 31, 2008 at 6:29 PM, Paul Martz [EMAIL PROTECTED] wrote:

 Bonjour, Art -- Oui, the OSG training is definitely on and will take place
 as scheduled.

 Regarding the users group meeting, I definitely want to have one. Ideally,
 it should be in a quiet and informal setting, so that we could have maybe
 some food and drinks while we discuss OSG and perhaps display our work
 using
 laptops. Monday 28 April, 6pm-9pm would be a good time.

 I admit I haven't had any time to research a location. I again call on any
 Paris locals to investigate possible locations. If there is something
 suitable, but it requires payment, then email me offline - perhaps I can
 cover the cost, if it isn't too much.

 Cordialement,

 Paul Martz
 Skew Matrix Software LLC
 http://www.skew-matrix.com
 +1 303 859 9466


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf
  Of Art Tevs
  Sent: Monday, March 31, 2008 9:00 AM
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] osg user meeting in Paris
 
  Hi folks,
 
  as far as we all already know there will be a training course
  in Paris from 25 to 30 April.
 
  However there were still no information if and where an
  official user meeting afterwards will take place.
  Hence couple of questions:
 
 
  1. Will there be an official osg-user-meeting?
 
  2. Which date and time?
 
  3. Which location?
 
 
  Paul, maybe you can clarify this ;-)
 
 
  Best regards,
  Art
 
 
 
 
Lesen Sie Ihre E-Mails jetzt einfach von unterwegs.
  www.yahoo.de/go
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
  negraph.org

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




-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Performance drop higher RAMusageafterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Marco Jez
 For now I'm ujst putting some logging code in OSG 1.2 and 2.3 to show the
 number of compiled GL objects, which I suppose should be the same in both
 versions. I'll let you know if I find any discrepancies.

Here are the results: upon firing the GLObjectsVisitor, the app built with 
OSG 1.2 calls glGenTextures() 1795 times, while the newer build calls it 
2734 times. I'll study the osgViewer code, maybe my viewer is setting up 
things incorrectly... If so, I wonder why it works fine with OSG 1.2.

Cheers,
Marco
 

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


Re: [osg-users] Warning on Add shader to the scene

2008-03-31 Thread Gordon Tomlinson
I have not hat the chance to check this due to pressures at work 
And my home PC blew up so I cannot get to check this right now

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Monday, March 31, 2008 12:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Warning on Add shader to the scene

Hi Gordon,
does this fix your error?
-- mew


On Tue, Mar 25, 2008 at 12:29 PM, Mike Weiblen [EMAIL PROTECTED]
wrote:
 ah, ok I do remember that thread.  And you're saying this is the 
 symptom  associated that setting?

  If so, then the situation is a driver incorrectly reporting invalid  
 value on a valid but unused value.  I guess it's not too offensive to  
 compensate by tweaking the unused value to avoid the complaint.

  Gordon, if that is the issue, could you try changing the ctor  
 initialization value of _geometryVerticesOut from 0 to 1  
 (src/osg/Program.cpp @ line 99).  See how that works, and send to  
 osg-submissions as appropriate.

  cheers
  -- mew



--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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


Re: [osg-users] Performance drop higher RAMusageafterswitchingfrom OSG 1.2 to latest SVN

2008-03-31 Thread Robert Osfield
Hi Marco,

On Mon, Mar 31, 2008 at 5:35 PM, Marco Jez [EMAIL PROTECTED] wrote:
  Here are the results: upon firing the GLObjectsVisitor, the app built with
  OSG 1.2 calls glGenTextures() 1795 times, while the newer build calls it
  2734 times. I'll study the osgViewer code, maybe my viewer is setting up
  things incorrectly... If so, I wonder why it works fine with OSG 1.2.

It's a bit of long shot, but you could have a look at what the
osgUtil::Optimizer is doing with the data, perhaps OSG-2.x is being
more conservative with collapsing duplicate state.

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


[osg-users] Memory leaks with osg::ref_ptr

2008-03-31 Thread Tamer El Nashar
Any ideas why the class from the code below would cause memory leaks?  
I've read as many tutorials as i could find, to learn the proper use of 
the osg::ref_ptr, and i tried all the tricks up my sleeve.  However I'm 
still getting a memory leak in the member variable m_Text;

Thanks in advance.

Tamer ElNashar
VRSonic Inc.



//GLTextString.h
///
class GLTextString : pblic osg::Geode
{
private:
osg::ref_ptrosgText::Text m_Text;

public:
static osg::Vec4 m_Color;
static osg::Vec4 m_BackdropColor;

GLTextString(std::string str, float fontSize = 20.0f, std::string 
font = fonts/tahoma.ttf);
protected:
virtual ~GLTextString();

public:
osg::ref_ptrosgText::Text GetText(void) { return m_Text; }
void SetText(string text) { m_Text-setText(text); }
};


//GLTextString.cpp
///

osg::Vec4 GLTextString::m_Color = osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f);
osg::Vec4 GLTextString::m_BackdropColor = osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f);

GLTextString::GLTextString(std::string str, float fontSize, string font)
{
osg::Vec3 pos(0, 0, -.5 );

m_Text = new osgText::Text;
m_Text-setColor(m_Color);
m_Text-setFont(fonts/tahoma.ttf);
m_Text-setCharacterSize(fontSize);
m_Text-setPosition(pos);
m_Text-setAxisAlignment(osgText::Text::SCREEN);
m_Text-setBackdropType(osgText::Text::DROP_SHADOW_BOTTOM_RIGHT);
m_Text-setBackdropColor(m_BackdropColor);

if (!str.empty())
m_Text-setText(str);
   
addDrawable(m_Text.get());

// turn lighting off for the text and disable depth test to ensure 
its always ontop.
osg::StateSet* stateset = getOrCreateStateSet();
stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

// Disable depth test, and make sure that the string is drawn after 
everything
// else so that it always appears on top.
stateset-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);

setStateSet(stateset);
}

GLTextString::~GLTextString()
{
}
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OSG training in Paris

2008-03-31 Thread Paul Martz
Bonjour, hello all --
 
We have had several recent registrations for the OSG Training in Paris,
25-30 April. The course is beginning to fill up, but there are still a few
seats open. I wanted to let everyone know that the 10% discount expires in 2
days, so please register before 3 April if you want the discount price.
 
Merci,
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Memory leaks with osg::ref_ptr

2008-03-31 Thread Thrall, Bryan
Tamer El Nashar wrote on Monday, March 31, 2008 1:56 PM:
 Any ideas why the class from the code below would cause memory leaks?
 I've read as many tutorials as i could find, to learn the proper use
 of 
 the osg::ref_ptr, and i tried all the tricks up my sleeve.  However
 I'm still getting a memory leak in the member variable m_Text;

How are you detecting the memory leaks?

The only interesting thing about your class I see is the m_Text object
will have two references: the m_Text member, and the entry in
osg::Geode's Drawable list. However, when GLTextString goes out of
scope, both those should disappear and the osgText::Text will be
deleted...

Probably not related, but returning osg::ref_ptr causes extra
reference counting overhead (which can be significant if it happens a
lot, and is even worse when reference counting thread-safety is
enabled). You could just return osgText::Text*.

HTH

 
 //GLTextString.h
 ///
 class GLTextString : pblic osg::Geode
 {
 private:
 osg::ref_ptrosgText::Text m_Text;
 
 public:
 static osg::Vec4 m_Color;
 static osg::Vec4 m_BackdropColor;
 
 GLTextString(std::string str, float fontSize = 20.0f, std::string
 font = fonts/tahoma.ttf);
 protected:
 virtual ~GLTextString();
 
 public:
 osg::ref_ptrosgText::Text GetText(void) { return m_Text; }
 void SetText(string text) { m_Text-setText(text); }
 };
 
 
 //GLTextString.cpp
 ///
 
 osg::Vec4 GLTextString::m_Color = osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f);
 osg::Vec4 GLTextString::m_BackdropColor = osg::Vec4(1.0f, 1.0f, 1.0f,
 1.0f); 
 
 GLTextString::GLTextString(std::string str, float fontSize, string
 font) {
 osg::Vec3 pos(0, 0, -.5 );
 
 m_Text = new osgText::Text;
 m_Text-setColor(m_Color);
 m_Text-setFont(fonts/tahoma.ttf);
 m_Text-setCharacterSize(fontSize);
 m_Text-setPosition(pos);
 m_Text-setAxisAlignment(osgText::Text::SCREEN);
 m_Text-setBackdropType(osgText::Text::DROP_SHADOW_BOTTOM_RIGHT);
 m_Text-setBackdropColor(m_BackdropColor);
 
 if (!str.empty())
 m_Text-setText(str);
 
 addDrawable(m_Text.get());
 
 // turn lighting off for the text and disable depth test to ensure
 its always ontop.
 osg::StateSet* stateset = getOrCreateStateSet();
 stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF);
 
 // Disable depth test, and make sure that the string is drawn
 after everything
 // else so that it always appears on top.
 stateset-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
 
 setStateSet(stateset);
 }
 
 GLTextString::~GLTextString()
 {
 }

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to work with Delta3d in MFC SDI ?

2008-03-31 Thread Michael Bosse'
What version of Delta3d are you using? Also, this question may be better
suited for the Delta3d forums http://www.delta3d.org/forum/index.php

On Mon, Mar 31, 2008 at 5:06 AM, Kama [EMAIL PROTECTED] wrote:

  Hi, all,
 In OSGViewerMFC MDI or SDI, it begin a thread in OnInitialUpdate() of
 MFC_View:
 * mThreadHandle = (HANDLE)_beginthread(COSG::Render, 0, mOSG) ,*
 and in *Render(void* ptr)* function, it  likes this:
 * while(!viewer-done())
  {
   osg-PreFrameUpdate();
   viewer-frame();
   osg-PostFrameUpdate();
  }*
 **
 Well, if i do it with Delta3d in MFC SDI, how to put the Delta3d's
 function corresponding to make it work like that ?
 I had a try with dtABC::Widget refered to the example testWidget, then i
 made it like this :
 1. class MyWidget : public dtABC::Widget
 2. void MyWidget::InitWinData(HWND hwnd, int x, int y, int w, int h)
 {
   dtABC::WinData windata( hwnd, x, y, w, h );

   SendMessage( dtABC::Widget::msgWindowData, windata );
  SendMessage( setpath, path );
  SendMessage( loadfile, m_ModelFile );
 }
 3. void MyWidget::Render(void* ptr)
 {
 // I don't konw witch function i should put here!
 }

 4.void CD3DMFCView::OnInitialUpdate()
 {
  CView::OnInitialUpdate();

  m_MyViewWidget-InitWinData();

// Here, should i begin a thread like OSGViewerMFC does in its
 OnInitialUpdate() ?
// m_ThreadHandle = (HANDLE)_beginthread(MyWidget::Render, 0,
 m_MyViewWidget); 
 }

 Thank you indeed for your patient

 Best regardes !!!

 2008-03-31
 --
 Kama

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




-- 
It is only necessary to make war with five things: with the maladies of the
body, with the ignorances of the mind, with the passions of the body, with
the seditions of the city, with the discords of families. - Tacitus

The desire for safety stands against every great and noble enterprise. -
Tacitus

Those who would give up essential liberty to purchase a little temporary
safety deserve neither liberty nor safety. - Benjamin Franklin

Numquam ponenda est pluralitas sine necessitate. - William of Ockham
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Memory leaks with osg::ref_ptr

2008-03-31 Thread Tamer El Nashar




im using visual studio 2003, and im using the following code to detect
my memory leaks:

// Memory leak information
#ifdef _DEBUG
#define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
#include crtdbg.h
#else
#define DEBUG_NEW new
#endif

Here is a class that i use to call GLTextString, its still leaking.  I
changed the code in GLTextString to look like this: osgText::Text*
GetText(void) { return m_Text.get(); } and it still leaks.  In the
following code lines like:

osg::ref_ptrosg::ShapeDrawable drawable = new
osg::ShapeDrawable(cylinder.get(), hints.get());

also leak!  So im completely lost with osg::ref_ptr thing now.  Again
my sleeves are empty! :)


//TwoDAxis.h
///
TwoDAxis::TwoDAxis(double size, string upLabel, string rightLabel)
{
    osg::ref_ptrosg::Geode geode = new osg::Geode();

    osg::ref_ptrosg::StateSet stateset = new osg::StateSet();
    stateset-setMode(GL_LIGHTING, osg::StateAttribute::ON);
    stateset-setMode(GL_BLEND, osg::StateAttribute::ON);
    stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

    geode-setStateSet(stateset.get());

    osg::ref_ptrosg::TessellationHints hints = new
osg::TessellationHints;
    hints-setDetailRatio(0.5f);

    float coneRadius = size * 0.12;
    float coneHeight = size * 0.12;

    float cylinderRadius = size * 0.05;

    // right axis
    osg::Vec3 right(size, 0, 0);

    osg::ref_ptrosg::Cylinder cylinder = new
osg::Cylinder(right/2.0f, cylinderRadius, size);
    cylinder-setRotation(osg::Quat(M_PI_2, osg::Vec3d(0, 1, 0)));
    osg::ref_ptrosg::ShapeDrawable drawable = new
osg::ShapeDrawable(cylinder.get(), hints.get());
    drawable-setColor(Colors::m_AxisRightColor);
    geode-addDrawable(drawable.get());

    osg::ref_ptrosg::Cone cone = new osg::Cone(right,
coneRadius, coneHeight);
    cone-setRotation(osg::Quat(M_PI_2, osg::Vec3d(0, 1, 0)));
    drawable = new osg::ShapeDrawable(cone.get(), hints.get());
    drawable-setColor(Colors::m_AxisRightColor);
    geode-addDrawable(drawable.get());

    osg::ref_ptrGLTextString rightText = new
GLTextString(rightLabel, size * 0.3);
    rightText-GetText()-setAutoRotateToScreen(true);
    rightText-GetText()-setPosition(right + osg::Vec3(8, 0, 0));
    geode-addDrawable(rightText-GetText());

    // up axis
    osg::Vec3 up(0, size, 0);

    cylinder = new osg::Cylinder(up/2.0f, cylinderRadius, size);
    cylinder-setRotation(osg::Quat(M_PI_2, osg::Vec3d(1, 0, 0)));
    drawable = new osg::ShapeDrawable(cylinder.get(), hints.get());
    drawable-setColor(Colors::m_AxisUpColor);
    geode-addDrawable(drawable.get());

    cone = new osg::Cone(up, coneRadius, coneHeight);
    cone-setRotation(osg::Quat(-M_PI_2, osg::Vec3d(1, 0, 0)));
    drawable = new osg::ShapeDrawable(cone.get(), hints.get());
    drawable-setColor(Colors::m_AxisUpColor);
    geode-addDrawable(drawable.get());

    osg::ref_ptrGLTextString upText = new GLTextString(upLabel,
size * 0.3);
    upText-GetText()-setAutoRotateToScreen(true);
    upText-GetText()-setPosition(up + osg::Vec3(0, 8, 0));
    geode-addDrawable(upText-GetText());

    // Node
    osg::ref_ptrosg::Sphere sphere = new
osg::Sphere(osg::Vec3(0, 0, 0), size * 0.1);
    drawable = new osg::ShapeDrawable(sphere.get(), hints.get());
    drawable-setColor(Colors::m_AxisNodeColor);
    geode-addDrawable(drawable.get());

    addChild(geode.get());
}


Thrall, Bryan wrote:

  Tamer El Nashar wrote on Monday, March 31, 2008 1:56 PM:
  
  
Any ideas why the class from the code below would cause memory leaks?
I've read as many tutorials as i could find, to learn the proper use
of 
the osg::ref_ptr, and i tried all the tricks up my sleeve.  However
I'm still getting a memory leak in the member variable m_Text;

  
  
How are you detecting the memory leaks?

The only interesting thing about your class I see is the m_Text object
will have two references: the m_Text member, and the entry in
osg::Geode's Drawable list. However, when GLTextString goes out of
scope, both those should disappear and the osgText::Text will be
deleted...

Probably not related, but returning osg::ref_ptr causes extra
reference counting overhead (which can be significant if it happens a
lot, and is even worse when reference counting thread-safety is
enabled). You could just return osgText::Text*.

HTH

  
  

//GLTextString.h
///
class GLTextString : pblic osg::Geode
{
private:
osg::ref_ptrosgText::Text m_Text;

public:
static osg::Vec4 m_Color;
static osg::Vec4 m_BackdropColor;

GLTextString(std::string str, float fontSize = 20.0f, std::string
font = "fonts/tahoma.ttf");
protected:
virtual ~GLTextString();

public:
osg::ref_ptrosgText::Text GetText(void) { return m_Text; }
void SetText(string text) { m_Text-setText(text); }
};


//GLTextString.cpp

Re: [osg-users] How to work with Delta3d in MFC SDI ?

2008-03-31 Thread Kama
Thanks a lot !
I'm sorry to bother you all in this OSG-Users Group, but i have no idea to work 
it out, and the very bad thing is that i can not access the Delta3d forums in 
our country

I use Delta3d2.0.0, the very thing i want to know is what functions of Delta3d 
should i put in the static thread  function, which likes OSGViewerMFC example 
does that.

2008-04-01 



Kama 

On Mon, 31 Mar 2008 16:02:22, Michael Bosse' [EMAIL PROTECTED]wrote:

What version of Delta3d are you using? Also, this question may be better
suited for the Delta3d forums http://www.delta3d.org/forum/index.php


On Mon, Mar 31, 2008 at 5:06 AM, Kama [EMAIL PROTECTED] wrote:

  Hi, all,
 In OSGViewerMFC MDI or SDI, it begin a thread in OnInitialUpdate() of
 MFC_View:
 * mThreadHandle = (HANDLE)_beginthread(COSG::Render, 0, mOSG) ,*
 and in *Render(void* ptr)* function, it  likes this:
 * while(!viewer-done())
  {
   osg-PreFrameUpdate();
   viewer-frame();
   osg-PostFrameUpdate();
  }*
 **
 Well, if i do it with Delta3d in MFC SDI, how to put the Delta3d's
 function corresponding to make it work like that ?
 I had a try with dtABC::Widget refered to the example testWidget, then i
 made it like this :
 1. class MyWidget : public dtABC::Widget
 2. void MyWidget::InitWinData(HWND hwnd, int x, int y, int w, int h)
 {
   dtABC::WinData windata( hwnd, x, y, w, h );

   SendMessage( dtABC::Widget::msgWindowData, windata );
  SendMessage( setpath, path );
  SendMessage( loadfile, m_ModelFile );
 }
 3. void MyWidget::Render(void* ptr)
 {
 // I don't konw witch function i should put here!
 }

 4.void CD3DMFCView::OnInitialUpdate()
 {
  CView::OnInitialUpdate();

  m_MyViewWidget-InitWinData();

// Here, should i begin a thread like OSGViewerMFC does in its
 OnInitialUpdate() ?
// m_ThreadHandle = (HANDLE)_beginthread(MyWidget::Render, 0,
 m_MyViewWidget); 
 }

 Thank you indeed for your patient

 Best regardes !!!

 2008-03-31
 --
 Kama
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osg static linking with plugins program can not close normally

2008-03-31 Thread wangzhuhhjj
Hi,Guys
   I am trying to staticly linking osg. When using dlls of dynamic linking, 
my programm is all ok, but when i use static link , i find that my program can 
not be closed normally, when app close, the process is still on in the process 
monitor, after some time, the program crash on free function.
 I found that if i do not load the dlls using mangled names(the plugins i'm 
using are: ive/png/freetype/tga), that's ok, so i think the problem may lies on 
the loading and deloading the plugins, maybe memory free, any ideas? thanks a 
lot!

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


[osg-users] C++/OpenGL job openings

2008-03-31 Thread Don Burns
This list has some of the best C++/OpenGL people I know, so I thought I'd
post it here.  In case you are wondering who DPD is, DPD is the company that
Andes Computer Engineering has been collaborating with for the past year.




Digital Production  Design (DPD) has two immediate openings for OpenGL/C++
programmers. *
*

*Job Title:  *C++/OpenGL Programmer

*Location:*  Sunnyvale, CA

*Position Type:* Full-Time Employee

*Education:*Bachelor in Computer Science or related field

*Experience:  *3-5 years

*Summary:*

To develop a world-class, real-time visual application using the latest 3D
visual technology.

*Duties and Responsibilities* include the following. Other duties may be
assigned.

   - Review of and contribution to Requirements, Specification and Design
   documents.
   - Implementation in C++
   - Testing
   - Bug tracking, Management and Resolution
   - Management of Development Environment
   - Communication with other developers, testers and content creators.

*Q**ualifications*

   - Bachelor's in CS or related field.
   - 3 years programming in C++, OpenGL, OpenGL Shading Language.
   - Experience in structured development environment
   - Experience with cross-platform development (develop on one/deploy on
   another)
   - Experience with open source platforms
   - Experience with networking, XML a plus.
   - Bilingual (Spanish) a plus

*Benefits include:*

   - Health Benefits
   - 401K
   - Holiday Pay

*Work Environment:*

DPD, is developing a world-class, real-time visual application,  using the
latest in 3D visual technology.  This is a unique opportunity for candidates
to be involved in the development of an exciting system that will have
far-reaching global impact.  We offer a pleasant working environment, good
interaction with other co-workers, competitive salaries and benefits
packages.


*Submit resume to:*
Meghan Scott  :  [EMAIL PROTECTED]

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


[osg-users] OperationsThread(OSG 2.0) example

2008-03-31 Thread Rahul Srivastava
Hi Robert,

Is there an example for using OperationsThread/Operation for OSG 2.0? I 
tried looking at the GraphicsContext source which uses a graphicsThread 
but could not figure out how it used the operations thread.

-- 
Rahul Srivastava,
Member of Technical Staff,
Visualization Experts Limited.
www.vizexperts.com
+91-98738-85880 (M)

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