Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-01-30 Thread Robert Osfield
Hi All,

I have been meaning to hold another Highland Gathering.  My original
intention was to try and organise such a gathering of minds each year
but have been so swept away with work that I haven't had a chance.
Such a Gathering would a bit different than a straight user meeting
though... rather it's a mini conference/workshop on thrashing out
ideas for the future path that the project could/should take. Obvious
topics for such a gathering would be OpenGL 3.0 + OpenGL ES support,
path to OpenSceneGraph-3.0, community, server infrastructure etc.

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


Re: [osg-users] osgAnimation/AnimationManager unused?

2009-01-30 Thread Cedric Pinson

Hi,

Yes it's not used anymore, AnimationManager.cpp has moved to 
AnimationManagerBase and BasicAnimationManager.
We can remove it, I will be available the next week. Right now it's 
difficult to have internet.


Cheers,
Cedric

Robert Osfield wrote:

Hi Paul,

On Thu, Jan 29, 2009 at 10:01 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
  

I'll go do a review of osgAnimation to see what seems to be going on.
I'll also have a look a Cedric's repository.



I can't find any use of AnimationManager in the OSG distribution, and
Cedric's repository doesn't compile AnimationManager either.
AnmationManager does have it's own unique interface elements so I
would have though it does add extra functionality, even though no
examples are using it right now, given this I've gone ahead and added
the AnimationManager.cpp into src/osgAnimation/AnimationManager.cpp to
ensure that it builds.  It builds fine on my system, so hopefully this
will be fine.

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


--
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net 
http://www.plopbyte.net


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


Re: [osg-users] Eliminating VS warnings in external projects

2009-01-30 Thread Robert Osfield
Hi Paul,

Thanks for the warning output.  Analysis of the output shows there are
only 33 unique warnings, the Regisitry and ReaderWriter essentially
pull in many of the same core OSG headers that are causing the
warnings so both have pretty well the same overlap in warnings.

What is likely is that other OSG headers will be producing warnings
with /W3.  I guess one way to test this would be to include all OSG
headers into a single main.cpp, then compile this with /W3.  Ideally
I'd like the OSG 2.8 to go out with no warnings generated by the
headers themselves - this might mean suppressing some more warning if
this looks like a safer route in terms of code changes this close to a
release.

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


Re: [osg-users] OSG with existing application

2009-01-30 Thread Robert Osfield
Hi Brad,

On Fri, Jan 30, 2009 at 12:32 AM, Brad Huber br...@procerusuav.com wrote:
 I should mention that I've already been working on bringing OSG in to the
 existing app but haven't been had luck yet.  That's why I'm hoping someone
 can point me to any helpful info.

Mixing the OSG with an exisitng OpenGL graphics context that has it's
state being manipulated by existing OpenGL is awkward, but this is a
very different problem than just opening up an OpenGL window alongside
another OpenGL or D3D graphics context that doesn't share any state.

For mixing other OpenGL code and OSG within a single graphics context
is possible, many others have done it before you, but it is a bit
awkward, this isn't thread to discuss it though so I'll not dive in
any further.

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


[osg-users] How does DEEP_COPY_ALL treat textures?

2009-01-30 Thread neil.hughes
Hi All,

Can anyone assist with an issue/misunderstanding I'm having when using 
DEEP_COPY_ALL please ?

The issue is that if I have a cube that I apply a texture to and add to the 
scenegraph. This displays very quickly and no problems. If then do a clone 
operation on the cube - say 400 times - adding each cloned node to the 
scenegraph with a changed parent transform so that I effectively have an 
arrangement of tiles in a grid like pattern, the realisation of the first frame 
is very slow. Once first frame is realised, subsequent frame rate is fine. Its 
almost as if, even though the DEEP_COPY_ALL operation has completed, the nodes 
are referencing something that the first frame needs to resolve. The only thing 
I can think of -perhaps erroneously I accept - is that the textures are having 
to be loaded. Is this the case, and if so, what can I do to speed up 
realisation of the first frame?

Thanks for any help.

Kind regards

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


[osg-users] How does DEEP_COPY_ALL treat textures?

2009-01-30 Thread neil.hughes
Hi All,

Can anyone assist with an issue/misunderstanding I'm having when using 
DEEP_COPY_ALL please ?

The issue is that if I have a cube that I apply a texture to and add to the 
scenegraph. This displays very quickly and no problems. If then do a clone 
operation on the cube - say 400 times - adding each cloned node to the 
scenegraph with a changed parent transform so that I effectively have an 
arrangement of tiles in a grid like pattern, the realisation of the first frame 
is very slow. Once first frame is realised, subsequent frame rate is fine. Its 
almost as if, even though the DEEP_COPY_ALL operation has completed, the nodes 
are referencing something that the first frame needs to resolve. The only thing 
I can think of -perhaps erroneously I accept - is that the textures are having 
to be loaded. Is this the case, and if so, what can I do to speed up 
realisation of the first frame?

Thanks for any help.

Kind regards

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


[osg-users] How does DEEP_COPY_ALL treat textures?

2009-01-30 Thread neil.hughes
Hi All,

Can anyone assist with an issue/misunderstanding I'm having when using 
DEEP_COPY_ALL please ?

The issue is that if I have a cube that I apply a texture to and add to the 
scenegraph. This displays very quickly and no problems. If then do a clone 
operation on the cube - say 400 times - adding each cloned node to the 
scenegraph with a changed parent transform so that I effectively have an 
arrangement of tiles in a grid like pattern, the realisation of the first frame 
is very slow. Once first frame is realised, subsequent frame rate is fine. Its 
almost as if, even though the DEEP_COPY_ALL operation has completed, the nodes 
are referencing something that the first frame needs to resolve. The only thing 
I can think of -perhaps erroneously I accept - is that the textures are having 
to be loaded. Is this the case, and if so, what can I do to speed up 
realisation of the first frame?

Thanks for any help.

Kind regards

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


[osg-users] OT: Re: Wiki pages for coordinating the push for upstream inclusion of OpenSceneGraph

2009-01-30 Thread Ulrich Hertlein

On 30/1/09 8:20 AM, Jean-Sébastien Guay wrote:

I don't understand The more the merrier, but I guess it means
agreed...


Plus on est de fous, plus on rit!


Could you translate that?  My french got a bit (sorry, a lot) rusty...
Something ... the more you laugh?
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OT: Re: Wiki pages for coordinating the push for upstream inclusion of OpenSceneGraph

2009-01-30 Thread Serge Lages
On Fri, Jan 30, 2009 at 11:43 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 On 30/1/09 8:20 AM, Jean-Sébastien Guay wrote:

 I don't understand The more the merrier, but I guess it means
 agreed...


 Plus on est de fous, plus on rit!


 Could you translate that?  My french got a bit (sorry, a lot) rusty...
 Something ... the more you laugh?


It's something like :
More there are fools, the more we laugh

-- 
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] How does DEEP_COPY_ALL treat textures?

2009-01-30 Thread Vincent Bourdier
Hi,

Please be more patient...
Sometime you can get an answer in 20 min, sometimes after 1 or 2 days...

Regards,
   Vincent.

2009/1/30 neil.hug...@tesco.net

 Hi All,

 Can anyone assist with an issue/misunderstanding I'm having when using
 DEEP_COPY_ALL please ?

 The issue is that if I have a cube that I apply a texture to and add to the
 scenegraph. This displays very quickly and no problems. If then do a clone
 operation on the cube - say 400 times - adding each cloned node to the
 scenegraph with a changed parent transform so that I effectively have an
 arrangement of tiles in a grid like pattern, the realisation of the first
 frame is very slow. Once first frame is realised, subsequent frame rate is
 fine. Its almost as if, even though the DEEP_COPY_ALL operation has
 completed, the nodes are referencing something that the first frame needs to
 resolve. The only thing I can think of -perhaps erroneously I accept - is
 that the textures are having to be loaded. Is this the case, and if so, what
 can I do to speed up realisation of the first frame?

 Thanks for any help.

 Kind regards

 Neil
 ___
 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] MSVC v9

2009-01-30 Thread Tanguy Fautre
I've already posted it: 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-January/022302.html

I've changed the subject line to be more explicit given the recent findings. 
Maybe this was a mistake. ;-)

Cheers,

T


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy Wallis
Sent: Friday 30 January 2009 00:56
To: OpenSceneGraph Users
Subject: Spam: Re: [osg-users] MSVC v9

Hi Tanguy,
Intriguing. I'd be keen to see your version of the program too.

Thanks for taking the time to investigate and for passing the bug on to
MS. It's a bit of a worry for them that the bug has gone unnoticed since
the release of v8, that was late 2005 wasn't it?!

Guy

Hi Tanguy,

 I've reduced the size of the example program,  removed the OSG 
 dependency, and getting ready to submit to MS.

Can you post your reduced example? I'm just curious as to what the
problem seems to be.

J-S
--

Apparently, it's also broken on VC8.

I've reduced the size of the example program,  removed the OSG
dependency, and getting ready to submit to MS.

 

T
___
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] How does DEEP_COPY_ALL treat textures?

2009-01-30 Thread Robert Osfield
Hi Neil,

A deep copy clones all the data, so none of the data is shared, so if
you clone a subgraph with a texture that texture will now copied to
400 textures.  Clearly this isn't good for performance.

Robert.

On Fri, Jan 30, 2009 at 10:06 AM,  neil.hug...@tesco.net wrote:
 Hi All,

 Can anyone assist with an issue/misunderstanding I'm having when using 
 DEEP_COPY_ALL please ?

 The issue is that if I have a cube that I apply a texture to and add to the 
 scenegraph. This displays very quickly and no problems. If then do a clone 
 operation on the cube - say 400 times - adding each cloned node to the 
 scenegraph with a changed parent transform so that I effectively have an 
 arrangement of tiles in a grid like pattern, the realisation of the first 
 frame is very slow. Once first frame is realised, subsequent frame rate is 
 fine. Its almost as if, even though the DEEP_COPY_ALL operation has 
 completed, the nodes are referencing something that the first frame needs to 
 resolve. The only thing I can think of -perhaps erroneously I accept - is 
 that the textures are having to be loaded. Is this the case, and if so, what 
 can I do to speed up realisation of the first frame?

 Thanks for any help.

 Kind regards

 Neil
 ___
 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] OT: Re: Wiki pages for coordinating the push for upstream inclusion of OpenSceneGraph

2009-01-30 Thread Sukender
On Fri, 30 Jan 2009 11:50:44 +0100, Serge Lages serge.la...@gmail.com
wrote:
 On Fri, Jan 30, 2009 at 11:43 AM, Ulrich Hertlein
 u.hertl...@sandbox.dewrote:
 
 On 30/1/09 8:20 AM, Jean-Sébastien Guay wrote:

 I don't understand The more the merrier, but I guess it means
 agreed...


 Plus on est de fous, plus on rit!


 Could you translate that?  My french got a bit (sorry, a lot) rusty...
 Something ... the more you laugh?


 It's something like :
 More there are fools, the more we laugh

Yes... you also can do a stupid pun: Plus on est de fous, moins il y a de
riz (More there are fools, the less rice there is), which sounds much
like the original sentence (Plus on est de fous, plus on rit).

Sukender, a guy that needs to go to sleep.
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] [RE] How does Deep_Copy work - take 2.

2009-01-30 Thread neil.hughes
Hi Robert et al,

First please accept my apologee for the previous email getting sent 3 times. I 
don't quite know what happened there, but it certainly wasn't intended. 
Gremlins in my system somewhere I would guess. Sorry.

In regards to the clone operation, is there a more optimum alternative that I 
should take ?

Many thanks for the help.

Neil.

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


Re: [osg-users] osgVolume ready for testing

2009-01-30 Thread Robert Osfield
Hi Paul,

On Fri, Jan 30, 2009 at 12:55 PM, Paul Melis p...@science.uva.nl wrote:
 BTW, is there currently support in osgVolume for interactively manipulating
 a transfer function?

I haven't tried it yet, but it should work automatically.
osg::TransferFunction1D holds an osg::Image that it should update and
dirty, and this osg::Image is attached to a convention texture which
should in theory just update when the image is updated.

 I noticed the call to osgVolume::applyTransferFunction() in the osgvolume
 example and that one kind of feels like it does processing on the image
 data. Is that correct?

You can apply the transfer function directly to the image, but with
GPU based shaders I've found it best to do all the compute of the
transfer function on the GPU, it's faster and produces high quality
results and... you can update the transfer function dynamically.

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


Re: [osg-users] Eliminating VS warnings in external projects

2009-01-30 Thread Matthew Fuesz
Since I want to run at /W4 without warnings, I just push all OSG include 
directives back to /W2.

That is, when including any OSG headers, I surround the #include calls with 
#pragma warning ( push, 2 ) and #pragma warning ( pop )

I have to do similar things with other third-party libraries I must leverage in 
some of my projects.


Matthew W Fuesz
Software Engineer Asc
Lockheed Martin STS

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5525#5525





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


Re: [osg-users] OT: Re: Wiki pages for coordinating the push for upstream inclusion of OpenSceneGraph

2009-01-30 Thread Jean-Sébastien Guay

I don't understand The more the merrier, but I guess it means
agreed...


Plus on est de fous, plus on rit!


Could you translate that?  My french got a bit (sorry, a lot) rusty...
Something ... the more you laugh?


It's something like :
More there are fools, the more we laugh


Well yes, if you translate literally. But it's roughly equivalent in 
meaning to the more the merrier (see, we've come full circle :-) ). 
When you translate an expression, it's important to try to keep the same 
flavor, and not just translate literally.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   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


Re: [osg-users] OT: Re: Wiki pages for coordinating the push for upstream inclusion of OpenSceneGraph

2009-01-30 Thread Sukender
On Fri, 30 Jan 2009 09:00:50 -0500, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 I don't understand The more the merrier, but I guess it means
 agreed...

 Plus on est de fous, plus on rit!
 
 Could you translate that?  My french got a bit (sorry, a lot) rusty...
 Something ... the more you laugh?
 
 It's something like :
 More there are fools, the more we laugh
 
 Well yes, if you translate literally. But it's roughly equivalent in 
 meaning to the more the merrier (see, we've come full circle :-) ). 
 When you translate an expression, it's important to try to keep the same 
 flavor, and not just translate literally.
 
 J-S

Quel bon plan ! = What a good map! :D
(Example of a bad literal translation)

Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Histroy Buffer Implementation / Suggestion

2009-01-30 Thread Adrian Egli OpenSceneGraph (3D)
Hi all,

i would like to start with a very new technology for anti-aliasing / shadow
quality increase based on history buffer technique,
http://www.cg.tuwien.ac.at/research/publications/2007/Scherzer-2007-PCS/
How should i implement this with pure openscenegraph concepts, and what is
important for the future with such a base technology. Just start with an new
example, and once we have it - porting? Or is
there still a concept how we can implement such features, event gauss blur
filter could be implement as a 2D engine pipeline (ITK Filters like :-) )
may this would be greate for special effects, aa and so on

/adrian

-- 

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


[osg-users] shutting down OSG

2009-01-30 Thread Cory Riddell
Is there a correct way to stop OSG and free all the resources that have been
acquired by without stopping the application? I thought that when my
osgViewer::Viewer instance went out of scope, everything would be released,
but that doesn't seem to be the case.

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


[osg-users] OT: Access to OSG website.

2009-01-30 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Over the past couple weeks, accessing the OSG website/SVN has become
near impossible for me from home (connection timeouts).  While at work,
the website is quite fast and responsive.  I've taken the issue up with
my ISP, but at least one co-worker on a different ISP has the same
issue.  My ISP's 'tier 2' networking people are blaming it on the OSG
server; they claim they can access it in the morning but not the rest of
the day.   Since I have no problems accessing it from work, I have to
believe that it's either my ISP (or one of their providers) or the OSG
website tracks my work habits and shuts down when I go home in the
evening.  So far I've seen the trouble going across both (ATT and Time
Warner networks in Ohio, USA).  Has any other OSG users had a similar
experience recently?  Has the server had any issues in the past week or
two?  Any information I can use to get my ISP to fix this would help.
Thanks.

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


Re: [osg-users] shutting down OSG

2009-01-30 Thread Robert Osfield
Hi Cory,

The OSG users ref counting, so if all external references to the scene
and viewer are removed then all the associated resources should be
deleted automatically.  If you app keeps any references to this data
then it'll stay around until these references are removed.

If you've enabled caching in the osgDB::Registry then it can keep
around a reference for loaded objects in its cache, so clearing this
would be required.   Also if you app loads OSG plugins as part of
loading your data then one could see this as items you might want to
unload.

BTW, what makes you think that things aren't being released?

Robert.

On Fri, Jan 30, 2009 at 2:57 PM, Cory Riddell c...@codeware.com wrote:
 Is there a correct way to stop OSG and free all the resources that have been
 acquired by without stopping the application? I thought that when my
 osgViewer::Viewer instance went out of scope, everything would be released,
 but that doesn't seem to be the case.

 cory

 ___
 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] Porting code from OSG1.2 Producer to OSG2.x

2009-01-30 Thread Yinpeng Li
Hi everyone,

I am currently porting code from OSG1.2  Producer to OSG2.x, intending to
use them with osgViewer library. Notwithstanding, there are several places
where it is hard to find a replacement for the old code or classes...

For example, what is the replacement of SceneView? And, what is the
replacement of SceneHandlerList? If there are no such replacements, How can
I circumvent these troubles? Thank you!

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


[osg-users] CDash errors/warnings

2009-01-30 Thread Robert Osfield
Hi All,

Reviewing the CDash pages of the OSG (
http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph) I
see that two of the builds are failing, neither are problems in the
OSG source code itself, one looks to be a Cmake/dependency issue, and
the other is problems in gl headers/libs.  I would like to get these
errors resolved, but as I don't have the systems in front of me I
can't do much directly, so here's me call to coordinate with those
who've fired off this problems builds with getting them fixed.   If
you are responsible for this build please raise you hand so I know how
to coordinate the fixes with.

Cheers
Robert.

First up we have:

-- Problem 1, mingw svg error:

http://www.cdash.org/CDashPublic/viewBuildError.php?buildid=8132

Site:mingw-cross.office.jester

Build Name:Win32-make

Build Time:2009-01-30T01:13:04 EST
Found 2 Errors

Warnings are here.
Build Log line 511

[ 99%] Built target osgdb_zip
make[6]: Entering directory `/data/.../build/osg-mingw'
Scanning dependencies of target osgdb_svg
make[6]: Leaving directory `/data/.../build/osg-mingw'
make[6]: Entering directory `/data/.../build/osg-mingw'
Linking CXX shared module ../../../bin/osgPlugins-2.7.9/mingw_osgdb_svg.dll

/usr/lib/gcc/i586-mingw32msvc/4.2.1-sjlj/../../../../i586-mingw32msvc/bin/ld:
cannot find -lrsvg-2

-- Problem 2, redhat libGL.so errors:

http://www.cdash.org/CDashPublic/viewBuildError.php?buildid=8092

Site:thira.inria.fr

Build Name:Linux-2.6.27.12-170.2.5.fc10.x86_64-x86_64-c++

Build Time:2009-01-29T20:49:42 EST
Found 10 Errors

Warnings are here.
Build Log line 1172

gmake[6]: Entering directory `/.../OpenSceneGraph/NightlyBuild'
Scanning dependencies of target application_osgviewer
gmake[6]: Leaving directory `/.../OpenSceneGraph/NightlyBuild'
gmake[6]: Entering directory `/.../OpenSceneGraph/NightlyBuild'
[ 99%] Building CXX object
applications/osgviewer/CMakeFiles/application_osgviewer.dir/osgviewer.o
Linking CXX executable ../../bin/osgviewer

/usr/lib/gcc/x86_64-redhat-linux/4.3.2/../../../../lib64/libGL.so:
undefined reference to `_nv001458gl'
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OT: Access to OSG website.

2009-01-30 Thread Robert Osfield
Hi Ken,

We've had lots of problems with the present server over the last few
months, Jose's made a few changes to try and keep things more stable,
but in the end the server software needs an complete update to fix the
problems.  To this end Jose is helping get us migrated to a virtual
server which will give us much more control over our server and the
ability to update the various components of the server to make it
handle the throughput better.  Fingers crossed we'll have this new
server up and running next week.

So.. my guess at your end the stability at home vs work is just a
coincides with when the server is most likely to be overloaded and to
grind to a halt.

Robert.

On Fri, Jan 30, 2009 at 3:09 PM, Sewell, Kenneth R Civ USAF AFMC
AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote:
 Over the past couple weeks, accessing the OSG website/SVN has become
 near impossible for me from home (connection timeouts).  While at work,
 the website is quite fast and responsive.  I've taken the issue up with
 my ISP, but at least one co-worker on a different ISP has the same
 issue.  My ISP's 'tier 2' networking people are blaming it on the OSG
 server; they claim they can access it in the morning but not the rest of
 the day.   Since I have no problems accessing it from work, I have to
 believe that it's either my ISP (or one of their providers) or the OSG
 website tracks my work habits and shuts down when I go home in the
 evening.  So far I've seen the trouble going across both (ATT and Time
 Warner networks in Ohio, USA).  Has any other OSG users had a similar
 experience recently?  Has the server had any issues in the past week or
 two?  Any information I can use to get my ISP to fix this would help.
 Thanks.

 Ken.
 ___
 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] Porting code from OSG1.2 Producer to OSG2.x

2009-01-30 Thread Tomlinson, Gordon
How about trying to search the mail list to see previous questions on
this
 
Or looking at the documentation on the OSG web site
 
http://www.openscenegraph.org/projects/osg/wiki/Support/Porting
 
 
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yinpeng
Li
Sent: Friday, January 30, 2009 10:11 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Porting code from OSG1.2  Producer to OSG2.x


Hi everyone,
 
I am currently porting code from OSG1.2  Producer to OSG2.x, intending
to use them with osgViewer library. Notwithstanding, there are several
places where it is hard to find a replacement for the old code or
classes...
 
For example, what is the replacement of SceneView? And, what is the
replacement of SceneHandlerList? If there are no such replacements, How
can I circumvent these troubles? Thank you!
 
Li Yinpeng
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Porting code from OSG1.2 Producer to OSG2.x

2009-01-30 Thread Robert Osfield
Hi Li,

It's probably best not for 1:1 mapping of classes as items like
SceneHandlerList don't have an equivalent as there is no need to this
extra layer of abstraction.  osgUtil::SceneView is still available in
OSG-2.x, but most likely you won't need it at all as osgViewer is
built around osg::Camera/osg::View classes that expose the OSG
functionality that once was hidden by Producer's camera abstraction.

Have a look through the OSG examples to see how things are put
together.  Also have a look at the osg-users archives for discussion
on mapping from osgProducer to osgViewer.

Robert.

On Fri, Jan 30, 2009 at 3:10 PM, Yinpeng Li
mousquetaires.ghoste...@gmail.com wrote:
 Hi everyone,

 I am currently porting code from OSG1.2  Producer to OSG2.x, intending to
 use them with osgViewer library. Notwithstanding, there are several places
 where it is hard to find a replacement for the old code or classes...

 For example, what is the replacement of SceneView? And, what is the
 replacement of SceneHandlerList? If there are no such replacements, How can
 I circumvent these troubles? Thank you!

 Li Yinpeng
 ___
 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] Installing library plugins to the osgPlugins-VERSION directory

2009-01-30 Thread Jason Beverage
Hi Art,

Thanks for your tip, it worked great!  osgEarth now installs its plugins to
the osgPlugins-version directory.

Thanks again!

J

On Thu, Jan 29, 2009 at 10:25 AM, Art Tevs stud_in...@yahoo.de wrote:

 Hi Jason,

 take a look into osgPPU's CMake files. There I use the output of osgversion
 to find out the version number of the current osg. In this way you could
 determine the version and install the plugin where you need them.

 Best regards,
 art

 --
 Read this topic online here:
 http://osgforum.tevs.eu/viewtopic.php?p=5437#5437





 ___
 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] shutting down OSG

2009-01-30 Thread Cory Riddell
After my (MFC) app ends, the output window in Visual Studio fills with a
bunch of this:

 Detected memory leaks!
 Dumping objects -{164} normal block at 0x02A54248, 128 bytes long.
  Data:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 {163} normal block at 0x02A541A8, 96 bytes long.
  Data:   c  F8 87 63 01 00 00 00 00 01 00 00 00 00 00 00 00
 {161} normal block at 0x02A54068, 64 bytes long.
  Data: OpenThread v1.2p 4F 70 65 6E 54 68 72 65 61 64 20 76 31 2E 32 70


I'm just getting started with OSG. I'm using it to render geometry from
Granite (the geometry kernel from the Pro/ENGINEER people, just getting
started with this too). Both libraries have their own reference counted
pointer types and they function a bit differently so I'm probably just
abusing one or the other.

Normally I can just pick one of the allocation numbers from the dump (161,
163, and 164 above) and tell the debugger to stop there, but for some reason
that isn't working. If I have time later today, I'm going to instrument
everything with BoundsChecker and run it again.

Cory


On Fri, Jan 30, 2009 at 9:08 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Cory,

 The OSG users ref counting, so if all external references to the scene
 and viewer are removed then all the associated resources should be
 deleted automatically.  If you app keeps any references to this data
 then it'll stay around until these references are removed.

 If you've enabled caching in the osgDB::Registry then it can keep
 around a reference for loaded objects in its cache, so clearing this
 would be required.   Also if you app loads OSG plugins as part of
 loading your data then one could see this as items you might want to
 unload.

 BTW, what makes you think that things aren't being released?

 Robert.

 On Fri, Jan 30, 2009 at 2:57 PM, Cory Riddell c...@codeware.com wrote:
  Is there a correct way to stop OSG and free all the resources that have
 been
  acquired by without stopping the application? I thought that when my
  osgViewer::Viewer instance went out of scope, everything would be
 released,
  but that doesn't seem to be the case.
 
  cory
 
  ___
  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 mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OT: Access to OSG website.

2009-01-30 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Thanks for the answer Robert.  The last message I found in the archives
regarding the server was from a few months ago, since I hadn't seen
anything lately, I assumed the server was back on its feet.  I still
have my doubts regarding my ISP, but I guess I can't lay all the blame
on them now :) 

Ken


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
 boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
 Sent: Friday, January 30, 2009 10:20 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OT: Access to OSG website.
 
 Hi Ken,
 
 We've had lots of problems with the present server over the last few
 months, Jose's made a few changes to try and keep things more stable,
 but in the end the server software needs an complete update to fix the
 problems.  To this end Jose is helping get us migrated to a virtual
 server which will give us much more control over our server and the
 ability to update the various components of the server to make it
 handle the throughput better.  Fingers crossed we'll have this new
 server up and running next week.
 
 So.. my guess at your end the stability at home vs work is just a
 coincides with when the server is most likely to be overloaded and to
 grind to a halt.
 
 Robert.
 
 On Fri, Jan 30, 2009 at 3:09 PM, Sewell, Kenneth R Civ USAF AFMC
 AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote:
  Over the past couple weeks, accessing the OSG website/SVN has become
  near impossible for me from home (connection timeouts).  While at
 work,
  the website is quite fast and responsive.  I've taken the issue up
 with
  my ISP, but at least one co-worker on a different ISP has the same
  issue.  My ISP's 'tier 2' networking people are blaming it on the
OSG
  server; they claim they can access it in the morning but not the
rest
 of
  the day.   Since I have no problems accessing it from work, I have
to
  believe that it's either my ISP (or one of their providers) or the
 OSG
  website tracks my work habits and shuts down when I go home in the
  evening.  So far I've seen the trouble going across both (ATT and
 Time
  Warner networks in Ohio, USA).  Has any other OSG users had a
similar
  experience recently?  Has the server had any issues in the past week
 or
  two?  Any information I can use to get my ISP to fix this would
help.
  Thanks.
 
  Ken.
  ___
  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 mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Histroy Buffer Implementation / Suggestion

2009-01-30 Thread Art Tevs
Hi Adrian,

for all 2D effects there exists already a pipeline with couple of examples 
(gauss blurr, depth of field, hdr and so on), however you maybe have heard 
about it already. Take a look into osgPPU.

I took a small look into the paper and saw that the main method is just to 
combine N previous images in some sense together to achieve nice results. As 
you said, using the history buffer. Using pure osg components, one could for 
example setup N cameras with corresponding textures and switch them framewise. 
Then current rendering camera use the input of other N-1 cameras to produce its 
new output. Using osgPPU, I would suggest to implement new class 
UnitHistoryBuffer, which will do this trick, by collecting the inputs in some 
buffer, e.g. 3D texture or 2D texture array. Output of this unit can then be 
combined with current rendering camera in the way as described in the paper. 
This shouldn't be a big trick, yeah, maybe I can do this for the upcoming v0.4 
release ;)

I am wonder if one could use this technique for some sreen space effects, not 
only for motionblur, but also for optical flow detection or something similar 
??? Maybe for something like hybrid ray tracing approach, where some kind of 
heuristic function could use this information to retrace only neccessary rays.

cheers,
art

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5545#5545





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


Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-01-30 Thread Art Tevs
Hi all,

Robert, yes, I also thought on something like a mini conference about OSG. This 
still can be achieved during this potential user meeting in europe. I was 
thinking on reserving small conference room in some nice place and let users 
present their software/plugins/nodekits to the attendies. Attendies could also 
discuss upcoming evolution of osg and its components. It would be also cool if 
you could also attend this small conference/workshop/meeting, so that there is 
a direct connection to the main maintainer and code guaridan. 
Afterwards we could go into some bar and drink beer or do whatever :)

There are however couple of problems still to solve:
1) how to get enough peoples interested in such an event
2) find best place, so that the travel costs are more or less fairly 
distributed over all attendies
3) make a lot of advertisment about new user meeting in europe, which will 
include some small conference
4) how to get money for all that ;) ?

As to 1, 2 and 3, I hope forum and the mailing list is a good place to solve 
all that question. As to 4, we could try to setup something like a donation 
account (on paypal for example). I am able to spend  to organize such an event 
in europe, however depending on user count my budget could be not big enough. 

Cheers,
art

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5548#5548





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


Re: [osg-users] shutting down OSG

2009-01-30 Thread Robert Osfield
Hi Cory,

I believe the are bugs in the memory tracking support in VS,
especially when using MFC, that produce many false positives.  You'll
need to get more info about this from VS experts though, the last time
I used VS was in the last Century!

Robert.

On Fri, Jan 30, 2009 at 3:32 PM, Cory Riddell c...@codeware.com wrote:
 After my (MFC) app ends, the output window in Visual Studio fills with a
 bunch of this:

 Detected memory leaks!
 Dumping objects -{164} normal block at 0x02A54248, 128 bytes long.
  Data:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 {163} normal block at 0x02A541A8, 96 bytes long.
  Data:   c  F8 87 63 01 00 00 00 00 01 00 00 00 00 00 00 00
 {161} normal block at 0x02A54068, 64 bytes long.
  Data: OpenThread v1.2p 4F 70 65 6E 54 68 72 65 61 64 20 76 31 2E 32 70

 I'm just getting started with OSG. I'm using it to render geometry from
 Granite (the geometry kernel from the Pro/ENGINEER people, just getting
 started with this too). Both libraries have their own reference counted
 pointer types and they function a bit differently so I'm probably just
 abusing one or the other.

 Normally I can just pick one of the allocation numbers from the dump (161,
 163, and 164 above) and tell the debugger to stop there, but for some reason
 that isn't working. If I have time later today, I'm going to instrument
 everything with BoundsChecker and run it again.

 Cory


 On Fri, Jan 30, 2009 at 9:08 AM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Cory,

 The OSG users ref counting, so if all external references to the scene
 and viewer are removed then all the associated resources should be
 deleted automatically.  If you app keeps any references to this data
 then it'll stay around until these references are removed.

 If you've enabled caching in the osgDB::Registry then it can keep
 around a reference for loaded objects in its cache, so clearing this
 would be required.   Also if you app loads OSG plugins as part of
 loading your data then one could see this as items you might want to
 unload.

 BTW, what makes you think that things aren't being released?

 Robert.

 On Fri, Jan 30, 2009 at 2:57 PM, Cory Riddell c...@codeware.com wrote:
  Is there a correct way to stop OSG and free all the resources that have
  been
  acquired by without stopping the application? I thought that when my
  osgViewer::Viewer instance went out of scope, everything would be
  released,
  but that doesn't seem to be the case.
 
  cory
 
  ___
  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 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] Installing library plugins to the osgPlugins-VERSION directory

2009-01-30 Thread Art Tevs
Hi Jason,

you are welcome! 

best regards,
art



Jason Beverage wrote:
 Hi Art,
 
 Thanks for your tip, it worked great! osgEarth now installs its plugins to 
 the osgPlugins-version directory.
 


--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5550#5550





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


[osg-users] OSG 2.7.9 - Crash in destroying ShadowedScene

2009-01-30 Thread Morné Pistorius
Hi guys,

I am testing the current trunk version of OSG in my application (was
previously using v2.6.1) and I get a crash on shutdown when trying to
destroy a osgShadow::ShadowedScene.  This only occurs when I have a
shadowTechnique set and is caused by destroying the shader program.  I
am using OSG in Qt derived from a QGLWidget  (yes I know I should
rather use the QWidget implementation, I am busy porting to that, but
this used to work fine in 2.6.1 so I thought I would flag it :)

I will see if this still happens when not using the GL Adapterwidget,
and report back.

Below is a stack trace of the relevant bits:

   osg54-osg.dll!osg::Referenced::~Referenced()  Line 262 + 0x5 bytes  
 C++
osg54-osg.dll!osg::Program::PerContextProgram::~PerContextProgram()
Line 425 + 0x14b bytes  C++
osg54-osg.dll!osg::Program::PerContextProgram::`vector deleting
destructor'()  + 0x3d bytes C++

osg54-osg.dll!std::_Destroy_rangeosg::ref_ptrosg::Program::PerContextProgram,std::allocatorosg::ref_ptrosg::Program::PerContextProgram
 (osg::ref_ptrosg::Program::PerContextProgram * _First=0x02eb7b48,
osg::ref_ptrosg::Program::PerContextProgram * _Last=0x02eb7b50,
std::allocatorosg::ref_ptrosg::Program::PerContextProgram  
_Al={...}, std::_Nonscalar_ptr_iterator_tag __formal={...})  Line 235
+ 0x30 bytesC++
osg54-osg.dll!osg::Program::~Program()  Line 122 + 0xa8 bytes   C++
osg54-osgShadow.dll!osg::Program::`scalar deleting destructor'()  +
0x9 bytes   C++
osg54-osg.dll!std::_Treestd::_Tmap_traitsstd::pairenum
osg::StateAttribute::Type,unsigned
int,std::pairosg::ref_ptrosg::StateAttribute,unsigned
int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int
,std::allocatorstd::pairstd::pairenum
osg::StateAttribute::Type,unsigned int const
,std::pairosg::ref_ptrosg::StateAttribute,unsigned int  ,0
::_Erase(std::_Tree_nodstd::_Tmap_traitsstd::pairenum
osg::StateAttribute::Type,unsigned
int,std::pairosg::ref_ptrosg::StateAttribute,unsigned
int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int
,std::allocatorstd::pairstd::pairenum
osg::StateAttribute::Type,unsigned int const
,std::pairosg::ref_ptrosg::StateAttribute,unsigned int  ,0
::_Node * _Rootnode=0x02eb7bf8)  Line 1078 C++
osg54-osg.dll!osg::StateSet::clear()  Line 556 + 0x26 bytes C++
osg54-osg.dll!osg::StateSet::~StateSet()  Line 173  C++
osg54-osgShadow.dll!osg::StateSet::`scalar deleting destructor'()  +
0x9 bytes   C++
osg54-osg.dll!osg::Referenced::unref()  Line 176 + 0xf bytesC++
osg54-osgShadow.dll!osgShadow::ShadowMap::~ShadowMap()  Line 91 +
0xfb bytes  C++
osg54-osgShadow.dll!osgShadow::SoftShadowMap::~SoftShadowMap()  Line
73 + 0x7e bytes C++
RiverTestApp.exe!osgShadow::SoftShadowMap::`scalar deleting
destructor'()  + 0x10 bytes C++
osg54-osg.dll!osg::Referenced::unref()  Line 176 + 0xf bytesC++

osg54-osgShadow.dll!osgShadow::ShadowedScene::setShadowTechnique(osgShadow::ShadowTechnique
* technique=0x)  Line 76C++
osg54-osgShadow.dll!osgShadow::ShadowedScene::~ShadowedScene()  Line 50 
C++
RiverTestApp.exe!VOSGShadowedScene::~VOSGShadowedScene()  + 0x10 bytes  
C++
RiverTestApp.exe!VOSGShadowedScene::`scalar deleting destructor'()
+ 0xf bytes C++

osg54-osg.dll!std::_Destroy_rangeosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node
 (osg::ref_ptrosg::Node * _First=0x02e74f50,
osg::ref_ptrosg::Node * _Last=0x02e74f5c,
std::allocatorosg::ref_ptrosg::Node   _Al={...},
std::_Nonscalar_ptr_iterator_tag __formal={...})  Line 235 + 0x30
bytes   C++
osg54-osg.dll!osg::Group::~Group()  Line 53 + 0x26 bytesC++
RiverTestApp.exe!VOSGScene::~VOSGScene()  Line 25 + 0x19 bytes  C++
RiverTestApp.exe!VRiver3DScene::~VRiver3DScene()  Line 103 + 0x21 bytes 
C++
RiverTestApp.exe!VRiver3DScene::`scalar deleting destructor'()  +
0xf bytes   C++
osg54-osg.dll!osg::Referenced::unref()  Line 176 + 0xf bytesC++
RiverTestApp.exe!osg::ref_ptrVOSGScene::~ref_ptrVOSGScene()
Line 33 + 0x1a bytesC++

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


Re: [osg-users] shutting down OSG

2009-01-30 Thread Tomlinson, Gordon
Do a search of the mail archive this problem with false leaks in MFC has
been discussed exhaustively with various methods shown on how to work
around the MFC bugs that produce false leaks 



Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, January 30, 2009 11:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] shutting down OSG

Hi Cory,

I believe the are bugs in the memory tracking support in VS, especially
when using MFC, that produce many false positives.  You'll need to get
more info about this from VS experts though, the last time I used VS was
in the last Century!

Robert.

On Fri, Jan 30, 2009 at 3:32 PM, Cory Riddell c...@codeware.com wrote:
 After my (MFC) app ends, the output window in Visual Studio fills with

 a bunch of this:

 Detected memory leaks!
 Dumping objects -{164} normal block at 0x02A54248, 128 bytes long.
  Data:  00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00
 {163} normal block at 0x02A541A8, 96 bytes long.
  Data:   c  F8 87 63 01 00 00 00 00 01 00 00 00 00 00
00 00
 {161} normal block at 0x02A54068, 64 bytes long.
  Data: OpenThread v1.2p 4F 70 65 6E 54 68 72 65 61 64 20 76 31 2E 
 32 70

 I'm just getting started with OSG. I'm using it to render geometry 
 from Granite (the geometry kernel from the Pro/ENGINEER people, just 
 getting started with this too). Both libraries have their own 
 reference counted pointer types and they function a bit differently so

 I'm probably just abusing one or the other.

 Normally I can just pick one of the allocation numbers from the dump 
 (161, 163, and 164 above) and tell the debugger to stop there, but for

 some reason that isn't working. If I have time later today, I'm going 
 to instrument everything with BoundsChecker and run it again.

 Cory


 On Fri, Jan 30, 2009 at 9:08 AM, Robert Osfield 
 robert.osfi...@gmail.com
 wrote:

 Hi Cory,

 The OSG users ref counting, so if all external references to the 
 scene and viewer are removed then all the associated resources should

 be deleted automatically.  If you app keeps any references to this 
 data then it'll stay around until these references are removed.

 If you've enabled caching in the osgDB::Registry then it can keep 
 around a reference for loaded objects in its cache, so clearing this
 would be required.   Also if you app loads OSG plugins as part of
 loading your data then one could see this as items you might want to 
 unload.

 BTW, what makes you think that things aren't being released?

 Robert.

 On Fri, Jan 30, 2009 at 2:57 PM, Cory Riddell c...@codeware.com
wrote:
  Is there a correct way to stop OSG and free all the resources that 
  have been acquired by without stopping the application? I thought 
  that when my osgViewer::Viewer instance went out of scope, 
  everything would be released, but that doesn't seem to be the case.
 
  cory
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegra
  ph.org
 
 
 ___
 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 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] OSG 2.7.9 - Crash in destroying ShadowedScene

2009-01-30 Thread Robert Osfield
Hi Morne,

Can you get osgshadow to crash?  If others can redproduce this problem
there the chances of fixing it promptly go up.

Robert.

On Fri, Jan 30, 2009 at 4:33 PM, Morné Pistorius
mpistorius@googlemail.com wrote:
 Hi guys,

 I am testing the current trunk version of OSG in my application (was
 previously using v2.6.1) and I get a crash on shutdown when trying to
 destroy a osgShadow::ShadowedScene.  This only occurs when I have a
 shadowTechnique set and is caused by destroying the shader program.  I
 am using OSG in Qt derived from a QGLWidget  (yes I know I should
 rather use the QWidget implementation, I am busy porting to that, but
 this used to work fine in 2.6.1 so I thought I would flag it :)

 I will see if this still happens when not using the GL Adapterwidget,
 and report back.

 Below is a stack trace of the relevant bits:

   osg54-osg.dll!osg::Referenced::~Referenced()  Line 262 + 0x5 bytes 
  C++
osg54-osg.dll!osg::Program::PerContextProgram::~PerContextProgram()
 Line 425 + 0x14b bytes  C++
osg54-osg.dll!osg::Program::PerContextProgram::`vector deleting
 destructor'()  + 0x3d bytes C++

 osg54-osg.dll!std::_Destroy_rangeosg::ref_ptrosg::Program::PerContextProgram,std::allocatorosg::ref_ptrosg::Program::PerContextProgram
 (osg::ref_ptrosg::Program::PerContextProgram * _First=0x02eb7b48,
 osg::ref_ptrosg::Program::PerContextProgram * _Last=0x02eb7b50,
 std::allocatorosg::ref_ptrosg::Program::PerContextProgram  
 _Al={...}, std::_Nonscalar_ptr_iterator_tag __formal={...})  Line 235
 + 0x30 bytesC++
osg54-osg.dll!osg::Program::~Program()  Line 122 + 0xa8 bytes   C++
osg54-osgShadow.dll!osg::Program::`scalar deleting destructor'()  +
 0x9 bytes   C++
osg54-osg.dll!std::_Treestd::_Tmap_traitsstd::pairenum
 osg::StateAttribute::Type,unsigned
 int,std::pairosg::ref_ptrosg::StateAttribute,unsigned
 int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int
,std::allocatorstd::pairstd::pairenum
 osg::StateAttribute::Type,unsigned int const
 ,std::pairosg::ref_ptrosg::StateAttribute,unsigned int  ,0
::_Erase(std::_Tree_nodstd::_Tmap_traitsstd::pairenum
 osg::StateAttribute::Type,unsigned
 int,std::pairosg::ref_ptrosg::StateAttribute,unsigned
 int,std::lessstd::pairenum osg::StateAttribute::Type,unsigned int
,std::allocatorstd::pairstd::pairenum
 osg::StateAttribute::Type,unsigned int const
 ,std::pairosg::ref_ptrosg::StateAttribute,unsigned int  ,0
::_Node * _Rootnode=0x02eb7bf8)  Line 1078 C++
osg54-osg.dll!osg::StateSet::clear()  Line 556 + 0x26 bytes C++
osg54-osg.dll!osg::StateSet::~StateSet()  Line 173  C++
osg54-osgShadow.dll!osg::StateSet::`scalar deleting destructor'()  +
 0x9 bytes   C++
osg54-osg.dll!osg::Referenced::unref()  Line 176 + 0xf bytesC++
osg54-osgShadow.dll!osgShadow::ShadowMap::~ShadowMap()  Line 91 +
 0xfb bytes  C++
osg54-osgShadow.dll!osgShadow::SoftShadowMap::~SoftShadowMap()  Line
 73 + 0x7e bytes C++
RiverTestApp.exe!osgShadow::SoftShadowMap::`scalar deleting
 destructor'()  + 0x10 bytes C++
osg54-osg.dll!osg::Referenced::unref()  Line 176 + 0xf bytesC++

 osg54-osgShadow.dll!osgShadow::ShadowedScene::setShadowTechnique(osgShadow::ShadowTechnique
 * technique=0x)  Line 76C++
osg54-osgShadow.dll!osgShadow::ShadowedScene::~ShadowedScene()  Line 
 50 C++
RiverTestApp.exe!VOSGShadowedScene::~VOSGShadowedScene()  + 0x10 bytes 
  C++
RiverTestApp.exe!VOSGShadowedScene::`scalar deleting destructor'()
 + 0xf bytes C++

 osg54-osg.dll!std::_Destroy_rangeosg::ref_ptrosg::Node,std::allocatorosg::ref_ptrosg::Node
 (osg::ref_ptrosg::Node * _First=0x02e74f50,
 osg::ref_ptrosg::Node * _Last=0x02e74f5c,
 std::allocatorosg::ref_ptrosg::Node   _Al={...},
 std::_Nonscalar_ptr_iterator_tag __formal={...})  Line 235 + 0x30
 bytes   C++
osg54-osg.dll!osg::Group::~Group()  Line 53 + 0x26 bytesC++
RiverTestApp.exe!VOSGScene::~VOSGScene()  Line 25 + 0x19 bytes  C++
RiverTestApp.exe!VRiver3DScene::~VRiver3DScene()  Line 103 + 0x21 
 bytes C++
RiverTestApp.exe!VRiver3DScene::`scalar deleting destructor'()  +
 0xf bytes   C++
osg54-osg.dll!osg::Referenced::unref()  Line 176 + 0xf bytesC++
RiverTestApp.exe!osg::ref_ptrVOSGScene::~ref_ptrVOSGScene()
 Line 33 + 0x1a bytesC++

 Cheers,
 Morne
 ___
 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] shutting down OSG

2009-01-30 Thread Adrian Egli OpenSceneGraph (3D)
Hi Robert, Cory,

I implement some weeks before a memory leak detector for VS 2005 and cleaned
up the code that all of my objects get right removed from memory now,
espacially i had some bad behaviour before
cleaning up my webbased rendering plugin, after removing all memory leak
even quicktime get closed without any crashes. so it's really important that
all allocated memory gets
fine removed. the plugin don't have some leaks coming through the OSG core,
and believe me: our application is much more complex than just use some
geometry nodes.
and i can say that the osg core should be free of any memory leak, i suggest
using in all user application the ref_ptr concept which robert is using in
the core of osglib then you don't get some leaks.
I also believe that there is also many false positives...

Here is the code you should use :
// memory leak check ...

---
MEM_LEAK_BASE.h
---

---
Just include this in each CPP file


#ifdef MEM_LEAK_CHK
#include DbgMemoryImpl.h
#endif


---


i hope this works also 

/adrian


2009/1/30 Robert Osfield robert.osfi...@gmail.com

 Hi Cory,

 I believe the are bugs in the memory tracking support in VS,
 especially when using MFC, that produce many false positives.  You'll
 need to get more info about this from VS experts though, the last time
 I used VS was in the last Century!

 Robert.

 On Fri, Jan 30, 2009 at 3:32 PM, Cory Riddell c...@codeware.com wrote:
  After my (MFC) app ends, the output window in Visual Studio fills with a
  bunch of this:
 
  Detected memory leaks!
  Dumping objects -{164} normal block at 0x02A54248, 128 bytes long.
   Data:  00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00
  {163} normal block at 0x02A541A8, 96 bytes long.
   Data:   c  F8 87 63 01 00 00 00 00 01 00 00 00 00 00 00
 00
  {161} normal block at 0x02A54068, 64 bytes long.
   Data: OpenThread v1.2p 4F 70 65 6E 54 68 72 65 61 64 20 76 31 2E 32
 70
 
  I'm just getting started with OSG. I'm using it to render geometry from
  Granite (the geometry kernel from the Pro/ENGINEER people, just getting
  started with this too). Both libraries have their own reference counted
  pointer types and they function a bit differently so I'm probably just
  abusing one or the other.
 
  Normally I can just pick one of the allocation numbers from the dump
 (161,
  163, and 164 above) and tell the debugger to stop there, but for some
 reason
  that isn't working. If I have time later today, I'm going to instrument
  everything with BoundsChecker and run it again.
 
  Cory
 
 
  On Fri, Jan 30, 2009 at 9:08 AM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  Hi Cory,
 
  The OSG users ref counting, so if all external references to the scene
  and viewer are removed then all the associated resources should be
  deleted automatically.  If you app keeps any references to this data
  then it'll stay around until these references are removed.
 
  If you've enabled caching in the osgDB::Registry then it can keep
  around a reference for loaded objects in its cache, so clearing this
  would be required.   Also if you app loads OSG plugins as part of
  loading your data then one could see this as items you might want to
  unload.
 
  BTW, what makes you think that things aren't being released?
 
  Robert.
 
  On Fri, Jan 30, 2009 at 2:57 PM, Cory Riddell c...@codeware.com
 wrote:
   Is there a correct way to stop OSG and free all the resources that
 have
   been
   acquired by without stopping the application? I thought that when my
   osgViewer::Viewer instance went out of scope, everything would be
   released,
   but that doesn't seem to be the case.
  
   cory
  
   ___
   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 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
 

Re: [osg-users] OSG with existing application

2009-01-30 Thread Brad Huber
FYI,

I appear to have this issue fixed/working.

I thought it might be a problem caused by conflict between D3D and
OSG/OpenGL but really it was a problem caused by a bunch of #defines in our
app which made OSG not compile...

Thanks
-Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, January 30, 2009 2:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG with existing application

Hi Brad,

On Fri, Jan 30, 2009 at 12:32 AM, Brad Huber br...@procerusuav.com wrote:
 I should mention that I've already been working on bringing OSG in to the
 existing app but haven't been had luck yet.  That's why I'm hoping someone
 can point me to any helpful info.

Mixing the OSG with an exisitng OpenGL graphics context that has it's
state being manipulated by existing OpenGL is awkward, but this is a
very different problem than just opening up an OpenGL window alongside
another OpenGL or D3D graphics context that doesn't share any state.

For mixing other OpenGL code and OSG within a single graphics context
is possible, many others have done it before you, but it is a bit
awkward, this isn't thread to discuss it though so I'll not dive in
any further.

Robert.
___
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] Plan for OpenSceneGraph-2.8 release work

2009-01-30 Thread Robert Osfield
Hi All,

Now the last of the 2.7.x dev series is done, I'm now focused on
getting the up coming OpenSceneGraph-2.8 branch stable and as well
tested as possible.  Yep this means lots of nagging about testing from
me ;-)

Since 2.7.9 was made earlier I've checked in couple of fixes from
myself and from members of the community. Changes aren't too major
though so shouldn't require another dev release.  I would like users
from the community to start hammering 2.7.9 against your own apps so
we can spot any other glitches that need fixing.

As long as no show stoppers are reported I will create the
OpenSceneGraph-2.8 other the weekend, or at the latest on Monday 2nd
February.  I'll also probably tag the OpenSceneGraph-2.8.0-rc1 at the
same time.  From here on out it's a case of testing the build and
execution across as many platforms as well, and as many applications
and usage models as possible.  If things go well with testing of the
release candidates next week, potentially could have the final stable
OSG-2.8.0 out by the end of next week.   Next week the testing out in
the community against end user applications will be absolutely crucial
for the final quality of the software, short change testing, and you
short change quality.

In effect the work I've down over the past few weeks on bedding down
the dev series is me doing all the testing and debugging that I can
easily make on software/data I have at this end.  By me declaring
2.7.9 is the last in the dev series and that next I'm making the
OpenSceneGraph-2.8 branch it's because against my own testing and the
relative limited testing of those keen enough to use svn/trunk
suggests that the software is pretty near ready.  But... this is a big
but, the tests that I can do are limited, and the number of users
testing against svn/trunk only are subset of the overall OSG
community, between us we can't get full coverage of all platforms that
OSG users use, and all usage models that OSG users applications put
the OSG through, so there is no way we can guarentee that you'll have
a completely trouble free experience.

The only way to make sure that you have a great experience with
OSG-2.8 is for you to pull down 2.7.9 and the upcoming 2.8.0-rc*
release candidate series and test it directly against your
applications.  Sure there are risks that builds might break, but this
is pretty low, sure there might risks of new bugs, but it with both
these cases it's far easier and productive to get this problems to use
while the community is all working together to fix all problems that
arise.  If want a quick turn around on resolve problems next week is
the week to do it.

The alternative of waiting for everyone else to do the testing for
you, and then upgrade once we tag OSG-2.8.0 is tagged is just a game
of roulette, no one else has your exact applications needs, no one
else has your exact computer set up, your are unique.  And what
happens if you play this game of risk and you find a build error or a
bug??  We'll bugs will get fixed but another release won't be out for
at least a couple more months can you wait that long???

So I know it's a pain have to pile on extra work, doing testing of 3rd
party software, but it's the best way for to help us to help you :-)

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


Re: [osg-users] ANN: OSG Training in Washington DC

2009-01-30 Thread John Kelso

Hi,

I second that idea.  I think any evening would work for me.

Do you have a venue for the class yet?  That last place was ring-a-ding!

John

On Thu, 29 Jan 2009, Eric Sokolowsky wrote:


Paul Martz wrote:

Hi all -- Just a reminder regarding the upcoming public OSG training course,
to be held in Washington DC, March 9-12, 2009.



While I probably won't be attending the training, I hope that there will
be a small user's group meeting one evening while you're in town. The
last one was worthwhile. I'm not available on Monday, but any of the
other days should work for me.

-Eric
___
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] Porting code from OSG1.2 Producer to OSG2.x

2009-01-30 Thread Yinpeng Li
OK, Thank for your advice
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: OSG Training in Washington DC

2009-01-30 Thread Paul Martz
Hi John -- That makes at least four of you interested in a UG meeting in DC,
so we'll have to set one up.

Bob and I hope to finalize arrangements/locations in the next couple of
weeks, and we'll post info regarding both the course location and the UG
when we have solid plans.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Kelso
Sent: Friday, January 30, 2009 12:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ANN: OSG Training in Washington DC

Hi,

I second that idea.  I think any evening would work for me.

Do you have a venue for the class yet?  That last place was ring-a-ding!

John

On Thu, 29 Jan 2009, Eric Sokolowsky wrote:

 Paul Martz wrote:
 Hi all -- Just a reminder regarding the upcoming public OSG training 
 course, to be held in Washington DC, March 9-12, 2009.


 While I probably won't be attending the training, I hope that there 
 will be a small user's group meeting one evening while you're in town. 
 The last one was worthwhile. I'm not available on Monday, but any of 
 the other days should work for me.

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


Re: [osg-users] ANN: OSG Training in Washington DC

2009-01-30 Thread Brian ...

Add me to the list of those interested in a UG meeting in DC.
 
Brian Hill From: pma...@skew-matrix.com To: 
osg-users@lists.openscenegraph.org Date: Fri, 30 Jan 2009 13:13:31 -0700 
Subject: Re: [osg-users] ANN: OSG Training in Washington DC  Hi John -- That 
makes at least four of you interested in a UG meeting in DC, so we'll have to 
set one up.  Bob and I hope to finalize arrangements/locations in the next 
couple of weeks, and we'll post info regarding both the course location and 
the UG when we have solid plans.  Paul Martz Skew Matrix Software LLC 
http://www.skew-matrix.com +1 303 859 9466  -Original Message- 
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Kelso 
Sent: Friday, January 30, 2009 12:37 PM To: OpenSceneGraph Users Subject: Re: 
[osg-users] ANN: OSG Training in Washington DC  Hi,  I second that idea. I 
think any evening would work for me.  Do you have a venue for the class yet? 
That last place was ring-a-ding!  John  On Thu, 29 Jan 2009, Eric 
Sokolowsky wrote:   Paul Martz wrote:  Hi all -- Just a reminder 
regarding the upcoming public OSG training   course, to be held in 
Washington DC, March 9-12, 2009.While I probably won't be attending 
the training, I hope that there   will be a small user's group meeting one 
evening while you're in town.   The last one was worthwhile. I'm not 
available on Monday, but any of   the other days should work for me.   
-Eric  ___  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 mailing list 
osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Windows Live™ Hotmail®…more than just e-mail. 
http://windowslive.com/howitworks?ocid=TXT_TAGLM_WL_t2_hm_justgotbetter_howitworks_012009___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] CPU usage

2009-01-30 Thread Cory Riddell
When I run the osg viewer app and load just about any osg file (like
cesna.osg), my CPU usage is a constant 23% - 30%. This is with no
interaction, it is basically using an entire CPU core. Fortunatelly I have a
4 core machine, so it hasn't been a problem so far, but I'm wondering what
this means for single core machines (which most of our customers have).

Is this typical?

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


Re: [osg-users] Plan for OpenSceneGraph-2.8 release work

2009-01-30 Thread Jean-Sébastien Guay

Hi Robert,


The only way to make sure that you have a great experience with
OSG-2.8 is for you to pull down 2.7.9 and the upcoming 2.8.0-rc*
release candidate series and test it directly against your
applications.


I'll try and do this in the beginning of next week for our apps.

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   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


Re: [osg-users] CDash errors/warnings

2009-01-30 Thread Shue, John A
Hi Robert,

I submitted my broken nightly build after you wrote this email:

http://www.cdash.org/CDashPublic/viewBuildError.php?buildid=8157

I'm on a FreeBSD 6.2-STABLE system running gcc 3.4.6 and cmake 2.6-patch
1.

The problem is with linking libosgViewer.so against libXrandr library.

I have libXrandr-1.2.2_1 installed on my system and it was correctly
found by Cmake:

OSGVIEWER_USE_XRANDR ON
X11_Xrandr_INCLUDE_PATH  /usr/local/include
X11_Xrandr_LIB   /usr/local/lib/libXrandr.so

I'm not a cmake expert, but does anyone have a clue why libXrandr isn't
found by the linker?

BTW, if I set OSGVIEWER_USE_XRANDR to OFF, everything builds properly.

-john

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, January 30, 2009 10:17 AM
To: OpenSceneGraph Users
Subject: [osg-users] CDash errors/warnings

Hi All,

Reviewing the CDash pages of the OSG (
http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph) I
see that two of the builds are failing, neither are problems in the
OSG source code itself, one looks to be a Cmake/dependency issue, and
the other is problems in gl headers/libs.  I would like to get these
errors resolved, but as I don't have the systems in front of me I
can't do much directly, so here's me call to coordinate with those
who've fired off this problems builds with getting them fixed.   If
you are responsible for this build please raise you hand so I know how
to coordinate the fixes with.

Cheers
Robert.

First up we have:

-- Problem 1, mingw svg error:

http://www.cdash.org/CDashPublic/viewBuildError.php?buildid=8132

Site:mingw-cross.office.jester

Build Name:Win32-make

Build Time:2009-01-30T01:13:04 EST
Found 2 Errors

Warnings are here.
Build Log line 511

[ 99%] Built target osgdb_zip
make[6]: Entering directory `/data/.../build/osg-mingw'
Scanning dependencies of target osgdb_svg
make[6]: Leaving directory `/data/.../build/osg-mingw'
make[6]: Entering directory `/data/.../build/osg-mingw'
Linking CXX shared module
../../../bin/osgPlugins-2.7.9/mingw_osgdb_svg.dll

/usr/lib/gcc/i586-mingw32msvc/4.2.1-sjlj/../../../../i586-mingw32msvc/bi
n/ld:
cannot find -lrsvg-2

-- Problem 2, redhat libGL.so errors:

http://www.cdash.org/CDashPublic/viewBuildError.php?buildid=8092

Site:thira.inria.fr

Build Name:Linux-2.6.27.12-170.2.5.fc10.x86_64-x86_64-c++

Build Time:2009-01-29T20:49:42 EST
Found 10 Errors

Warnings are here.
Build Log line 1172

gmake[6]: Entering directory `/.../OpenSceneGraph/NightlyBuild'
Scanning dependencies of target application_osgviewer
gmake[6]: Leaving directory `/.../OpenSceneGraph/NightlyBuild'
gmake[6]: Entering directory `/.../OpenSceneGraph/NightlyBuild'
[ 99%] Building CXX object
applications/osgviewer/CMakeFiles/application_osgviewer.dir/osgviewer.o
Linking CXX executable ../../bin/osgviewer

/usr/lib/gcc/x86_64-redhat-linux/4.3.2/../../../../lib64/libGL.so:
undefined reference to `_nv001458gl'
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
This communication, along with any attachments, is covered by federal and state 
law governing electronic communications and may contain company proprietary and 
legally privileged information.  
If the reader of this message is not the intended recipient, you are hereby 
notified that any dissemination, distribution, use or copying of this message 
is strictly prohibited.  
If you have received this in error, please reply immediately to the sender and 
delete this message.  Thank you.

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


[osg-users] osgdb_freetype.dll not getting built

2009-01-30 Thread Sinisa Kolaric
Hi

I am trying to compile OpenSceneGraph 2.6.1 on Windows XP, but it looks like 
CMake can't find FreeType in this source snapshot; the resulting VC++ 2008 
project thus does not contain a reference to this plugin. 

So when I run a sample application (for example osgautotransform.exe), I get a 
bunch of Warning: Could not find plugin to read objects from file 
...\fonts\arial.ttf, simply because osgdb_freetype.dll isn't there - it wasn't 
compiled.

I downloaded the latest version of FreeType (2.3.8) and added a reference to 
its include source manually in CMake, but the resulting VC project still 
doesn't contain a reference to it. Any ideas? Thanks,


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


Re: [osg-users] osgdb_freetype.dll not getting built

2009-01-30 Thread Jason Daly

Sinisa Kolaric wrote:

Hi

I am trying to compile OpenSceneGraph 2.6.1 on Windows XP, but it looks like CMake can't find FreeType in this source snapshot; the resulting VC++ 2008 project thus does not contain a reference to this plugin. 


So when I run a sample application (for example osgautotransform.exe), I get a bunch of 
Warning: Could not find plugin to read objects from file ...\fonts\arial.ttf, 
simply because osgdb_freetype.dll isn't there - it wasn't compiled.

I downloaded the latest version of FreeType (2.3.8) and added a reference to 
its include source manually in CMake, but the resulting VC project still 
doesn't contain a reference to it. Any ideas? Thanks,
  


If you're pointing CMake at it manually, you'll also have to tell it 
where the library file itself is (not just the includes).


--J

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


Re: [osg-users] osgdb_freetype.dll not getting built

2009-01-30 Thread Paul Martz
Check the mailing list archives. This comes up every few weeks or so.

You might also look at the CMakeModules/FindFreeType.cmake script to see if
you can figure out why it can't find your library.

If you have the precompiled binaries from Mike's repo in a sibling directory
called 3rdParty, OSG's CMake system will find it straight away. Mike's repo
is here:
 
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty
_win32binaries_vs80sp1
It contains FreeType v2.3.5.

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

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sinisa
Kolaric
Sent: Friday, January 30, 2009 3:11 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgdb_freetype.dll not getting built

Hi

I am trying to compile OpenSceneGraph 2.6.1 on Windows XP, but it looks like
CMake can't find FreeType in this source snapshot; the resulting VC++ 2008
project thus does not contain a reference to this plugin. 

So when I run a sample application (for example osgautotransform.exe), I get
a bunch of Warning: Could not find plugin to read objects from file
...\fonts\arial.ttf, simply because osgdb_freetype.dll isn't there - it
wasn't compiled.

I downloaded the latest version of FreeType (2.3.8) and added a reference to
its include source manually in CMake, but the resulting VC project still
doesn't contain a reference to it. Any ideas? Thanks,


  
___
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] Installing library plugins to the osgPlugins-VERSION directory

2009-01-30 Thread Philip Lowman
On Thu, Jan 29, 2009 at 10:39 AM, Luigi Calori l.cal...@cineca.it wrote:

 This is my FindOSG file I use for getting dll to copy , it get the version
 also... see
   #get version numbers
   EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --version-number OUTPUT_VARIABLE
 OSG_VERSION_NUMBER)
   EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --so-number OUTPUT_VARIABLE
 OSG_SO_NUMBER)
 EXEC_PROGRAM(${OSG_VERSION_APP} ARGS  --openthreads-soversion-number
 OUTPUT_VARIABLE OSG_OT_SO_NUMBER)

 I agree the FindOSG should be distributed along OSG.
 My version need to find .dll under windows to copy them into a packaged
 distribution (Firefox plugin)
 I use it under Windows and Linux not tested on Mac


A lot of work has been done recently in CVS CMake to improve the Find
modules shipped with CMake (originally written by Eric Wing) to better work
with the OSG.  I believe most of the features Luigi has added to his
FindOSG.cmake should be present there with a couple of improvements:

1. Component support
2. It should be trivial to add find modules for new nodekits (bundled with
OSG or not) without modifying the core FindOpenSceneGraph.cmake file
3. Version support and enforcement (by header file parsing)
4. Backwards compatibility with older versions of OSG that lack newer node
kits.  It will not search for nodekits until told to do so.

I left out exposing the SO version figuring that users that need this level
of detail can just include osg/Version (or osg/Config in the case of
double/float issues) and write their own configure tests.  Also SO
versioning isn't available on all versions of the OSG anyways.

Here's a brief synopsis of how to use it.  As you can see, it is very easy
for the end user.  It should work anywhere from 2.0.0 to 2.7.9 and might
even work with 1.2.0 although I don't have binaries around to test this. =)
Please see the documentation for more details.


find_package(OpenSceneGraph 2.0.0 REQUIRED osgDB osgGA osgViewer osgUtil)
include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
add_executable(foo foo.cc)
target_link_libraries(foo ${OPENSCENEGRAPH_LIBRARIES})


If you feel anything is missing or if you try it and it doesn't work please
file a bug in the CMake bug tracker.  I and others in the CMake community
will support these modules with your patches (especially now that I have
commit access =) ).  All of the above should be included in the upcoming
CMake 2.6.3 release.  If you prefer not to muck with CVS I will post when an
RC that includes the modules is available.

One minor downside to it is that if you can't set
cmake_minimum_required(VERSION 2.6.3) for your project, you'll have to
include more than one file in your CMAKE_MODULE_PATH.  This is also a bit of
a good thing, however, as developers should be able to simply distribute a 5
line FindosgFoo.cmake for their new nodekits and there will be no need to
continuously patch a FindOpenSceneGraph.cmake over the long term as it will
be distributed with CMake.  Also if your project doesn't need the osgFoo
nodekit you would never need to download the FindosgFoo.cmake file.

http://public.kitware.com/cgi-bin/viewcvs.cgi/Modules/?root=CMake
See:
FindOpenSceneGraph.cmake
Findosg_functions.cmake
Findosg.cmake  (depends on Findosg_functions.cmake)
FindosgDB.cmake (depends on Findosg_functions.cmake)
Findosg*.cmake (depends on Findosg_functions.cmake)
FindOpenThreads.cmake


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