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