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