Re: [osg-users] how add SDL in osg project

2009-11-25 Thread Paul Finn
Hi,Alberto Luaces

Thanks for the links that you have shared it really help me.

... 

Thank you!

Cheers,
Paul

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[osg-users] converting .osg to .obj

2009-11-25 Thread Scott Martin
Hello,

Is there a way to convert an .osg file to an .obj file, a .3ds file, or 
something similar.  I am unable to open .osg files in 3ds max or Maya and hope 
to find some kind of plugin to convert the data.

Thank you,
Scott

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Re: [osg-users] converting .osg to .obj

2009-11-25 Thread Wang Rui
Hi Scott,

The fastest way is to use osgconv application, which automatically
loads osgdb_obj plugin for writing:

# osgconv filename.osg filename.obj

It seems the osgdb_3ds plugin does not support writing at present. But
this will soon be solved by Sukender's submission, I think. :D

2009/11/25 Scott Martin smar...@martinarts.com:
 Hello,

 Is there a way to convert an .osg file to an .obj file, a .3ds file, or 
 something similar.  I am unable to open .osg files in 3ds max or Maya and 
 hope to find some kind of plugin to convert the data.

 Thank you,
 Scott

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Re: [osg-users] converting .osg to .obj

2009-11-25 Thread J.P. Delport

Hi,

see

osgconv --formats

jp

Scott Martin wrote:

Hello,

Is there a way to convert an .osg file to an .obj file, a .3ds file, or 
something similar.  I am unable to open .osg files in 3ds max or Maya and hope 
to find some kind of plugin to convert the data.

Thank you,
Scott

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Re: [osg-users] converting .osg to .obj

2009-11-25 Thread Alberto Luaces
Hi Scott,

as far as I know, a 3DS reader/writer plugin is going to be merged soon
into the SVN version.

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Re: [osg-users] picture in picture...

2009-11-25 Thread Simon Hammett
Views get rendered in order added. (at least in single threaded mode)

Just add your 'in picture' viewport last, where you want it.
You will need to turn off clearing of the colour buffer if you want to see
your main scene through the picture .

And maybe call setAllowEventFocus(false); on the views camera to prevent it
nicking
mouse  keyboard events.

2009/11/24 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
shayne.tuel...@hill.af.mil

  All,



 This is probably a silly question but what’s the best way to do a “picture
 in picture” using CompositeViewer?



 Right now I have multiple views added to my viewer and I want to have
 control as to which one gets rendered on top of the others in the main
 viewer window…



 Thanx,

 -Shayne

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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-11-25 Thread Michael Bach Jensen
Hi, Robert!

You are free to use my code as you wish :-)

Do I need to download anything extra wrt the earth.ive you linked to? It does 
not contain any PagedLOD nodes (at least the statistics view does not report 
any), and so will not have any issues.

Thanks for looking into the issue and thanks for a great scene graph, btw!

Cheers,
Michael

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Re: [osg-users] [osgOcean] Wake effects?

2009-11-25 Thread Kim Bale
Ok I reckon the water.frag has used up the maximum allowed uniforms
for that card, I've come across this issue before with the 7 series
cards. There are some tricks to get around this, so I'll see if I fix
it.

Is there any chance you could set the notify level to
osg::NotifySeverity::INFO and then pipe the output from oceanExample
to a file and send it to me? It might tell me how many I've used and
are allowed to use on that card.

You can do it easily in the command prompt (win32) by using the command

oceanExample  ocean_output.txt

Regards,

Kim.



2009/11/25 Tian Ma tianxiao...@foxmail.com:
 Hi Kim:

 My graphics card is 'NVIDIA GeForce 7300 LE'.

 The version number = r181 could work normally on this card.

 And since r182 to 185, the error emerged.


 Cheers,
 Tian



 Kim Bale wrote:
 Hi Tian,

 Last night I committed the changes that permit alpha tranparencies to
 be used in conjunction with the glare and depth of field effects. This
 required the use of multiple render targets (
 http://code.google.com/p/osgocean/source/detail?r=183 ) and some
 changes to some of the shaders.

 It looks like that's used up the maximum varying attributes of your
 card and also possibly your card doesn't support MRTs.

 What graphics card are you using? Could you set the notify level to
 osg::notifylevel::info and dump the contents to file so I can see
 exactly what the problem is?

 Cheers.

 Kim.

 2009/11/24 Tian Ma :

  Hi Kim,
 
  I update the source code from SVN today and generate the new ocean 
  project. When run the example, some errors emerge. The error image is as 
  follow link:
 
  http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG
 
  Something wrong with the water.frag?
 
  Thank you!
 
  Cheers,
  Tian
 
 
 
  Kim Bale wrote:
 
   Hello Erik,
  
   Sorry I missed your post yesterday. There isn't really any support for
   wakes on the sea surface at the moment, although it's definitely
   something that needs addressing.
  
   However, I just had a submission which uses the depth buffer to add
   breaking foam to the shoreline. This does sort for work for other
   objects on sea, like ships, but it doesn't look very pretty at the
   moment. You're more than welcome to have a play with the effect and
   see if you can do anything with it. From what I understand what you'd
   need to do is add a sort of sloped geometry which tracks you your
   boat, that would get picked up in the depth buffer and the same foam
   texture used on the wave crests is applied to it.
  
   It's been checked into the trunk, but like I say it needs a little work.
  
   There was a discussion about it here:
  
   http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
  
   Cheers.
  
   Kim.
  
  
  
   2009/11/18 Erik Johnson :
  
  
Hi,
   
I thought this would have come up before, but does anyone have 
suggestions how to render a boat's wake?  Using osgParticle provides 
an ok solution, but falls apart rapidly if the ocean waves are too 
large (the particles go underwater).
   
Would be cool to leverage the same texturing effects as the wave 
crest foam stuff - just not sure how.  :)
   
Thanks for any suggestions,
Erik
   
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Re: [osg-users] broken osgconv.exe

2009-11-25 Thread Mourad Boufarguine
Ted,

I downloaded the osg precompiled package you are using
(openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip),
and I checked that indeed, the osgdb_ive.dll depends on a zlib1.dll that was
compiled with VS 2005 SP1 (which is weird). I presume it is also the case of
libpng, curl and tiff.

So, to move on, you have to recompile osg from the sources using the vc90
dependencies, or install the VC++ 2005 redistribuable packages (there are
two if my memory serves me right ), I think you didn't install the 2005 *SP1
* redistribuable package
(http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en)
.

Regards,
Mourad

On Tue, Nov 24, 2009 at 9:03 PM, ted morris wrote:


 Yes, I think I resolved finding the 3rdparty dependencies. But for some
 reason, the osgdb_xxx pluggins listed in the last e-mail:

 osgdb_gz
 osgdb_curl
 osgdb_ive
 osgdb_png
 osgdb_tiff
 osgdb_tiffd

 dependencywalker shows that these pluggin dlls are still looking for
 MSVCR80.DLL  *and* MSVCR90.DLL

 And the other pluggins can't find MSVCR90.DLL.

 bizarre.

 thanks,
 t



 Well, I tried dependencywalker.com and opened up the pluggins.

 On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine  wrote:

  Hi Ted,

 You can use the Dependency Walker (http://www.dependencywalker.com/) to
 check the version number of the runtime, the dependencies were compiled
 against.

 I just tried it with the zlib and png dlls contained in VisualStudio 9
 (2008) SP1 prebuild dependencies (
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies),
 and I found that the release versions were compiled with the 9.0.30729
 runtime, which is actually 2008 SP1. The debug version, though, was
 compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib
 is used in both ive and gz plugins. I don't see  how you get the message
 about the 2005 runtime dependency. Double check in the output window of VS
 that the zlib and png dlls that are actually loaded are the good ones.

 Regards,
 Mourad

 On Tue, Nov 24, 2009 at 1:21 AM, ted morris  wrote:

 credist_x86 VisualStudio 2005 (v8) runtimes



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Re: [osg-users] [osgPlugins] osganimation plugin and static linking

2009-11-25 Thread Robert Osfield
Hi Kazimir,

On Tue, Nov 24, 2009 at 6:57 PM, Kazimir De Paris stratbo...@gmail.com wrote:
 Well, I ended up making it work !
 As a matter of fact, it came to me all of a sudden that I could directly 
 embed the osganimation plugin source code into my project.  And as the plugin 
 is only one single source file (ReaderWriter.cpp), it was not a big deal...

Is your application opensource under the same license as the
osgAnimation plugins (i.e. OSGPL)? If not then just copying code is
not legal and is something you should refrain from doing.

To link in plugins use the macro's as shown in the osgstaticviewer example.

Robert.
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Re: [osg-users] Mac bundle distribution can't use plugin

2009-11-25 Thread Filip Wänström
I Haven't fixed my issues yet so here comes some more info. This is
what I get when listing dependencies using otool. I have massaged the
libs extensivly using install_name_tool...

[fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
otool -L BasicApp
BasicApp:
@loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libosgUtil.61.dylib (compatibility version
61.0.0, current version 2.9.6)
@loader_path/libosgGA.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libosgText.61.dylib (compatibility version
61.0.0, current version 2.9.6)
@loader_path/libosgViewer.61.dylib (compatibility version
61.0.0, current version 2.9.6)
@loader_path/libosg.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libOpenThreads.11.dylib (compatibility version
11.0.0, current version 2.4.0)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
current version 7.9.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
current version 123.0.0)
[fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
otool -L libOpenThreads.11.dylib
libOpenThreads.11.dylib:
@loader_path/libOpenThreads.11.dylib (compatibility version
11.0.0, current version 2.4.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
current version 111.1.4)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
current version 7.4.0)
/usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
current version 1.0.0)
[fi...@mpq]:[~/Documents/Code/OSGTests/
Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
otool -L ../PlugIns/osgPlugins-2.9.6/osgdb_obj.so
../PlugIns/osgPlugins-2.9.6/osgdb_obj.so:
@loader_path/libOpenThreads.11.dylib (compatibility version
11.0.0, current version 2.4.0)
@loader_path/libosg.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libosgUtil.61.dylib (compatibility version
61.0.0, current version 2.9.6)
/System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
(compatibility version 2.0.0, current version 136.0.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
current version 111.1.4)
/System/Library/Frameworks/AGL.framework/Versions/A/AGL
(compatibility version 1.0.0, current version 1.0.0)
/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
(compatibility version 1.0.0, current version 1.0.0)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
current version 7.4.0)
/usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
current version 1.0.0)


And the output from the failing loading of the plugin is a before (in
first post). Any ideas ?
/F



On Mon, Nov 23, 2009 at 9:52 AM, Filip Wänström
filip.wanst...@gmail.com wrote:
 Hi, thanks for the answer but I am using CMake/regular makefiles to do
 all my building and using the OSX Ingest into bundle script that
 comes with osg. I just presumed it did all magic but maybe I should
 check out the actual paths in the libs. I'll be back with a report.
 /Filip

 On Fri, Nov 20, 2009 at 6:21 PM, Stephan Maximilian Huber
 ratzf...@digitalmind.de wrote:
 Hi Filip,

 check your system.log-file -- I am pretty sure the osgdb_obj pluging
 refers to the osg-dylibs in /usr/lib or similar.

 You'll have to massage the paths to the libs stored in the plugin via
 install_name_tool in a post-build-step.

 Paths to libs are hardcoded in the object-file when linked. You can
 change them to something better suited like @loader_path.../pipapo. Try
 googling for install_name_tool and @loader_path to get an idea.

 If you are using the deprecated XCode-project and embed the osg
 frameworks into your app and the obj-plugin into plugins it should work
 out of the box whithout fiddling around with install_name_tool.

 cheers,
 Stephan



 Filip Wänström schrieb:
 Hi,

 I have problems with distributing self-contained applications on the
 mac. I have reduced my issues by building a very simple example that
 basically only opens a window and loads an .obj file.

 Using OSG_NOTIFY_LEVEL=INFO (DEBUG is the same + a lot more, but
 unrelated) I get the following output:

 [fi...@mpq]:[~/Documents/Code/OSGTests/]$
 ./_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS/BasicApp
 GraphicsContext::setWindowingSystemInterface() 0xc0e930 0xa13c50
 Initiating 
 Constructing BasicApp 1
 Listing plugins
 plugin: 
 /Users/filip/Documents/Code/OSGTests/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/PlugIns/osgPlugins-2.9.6/osgdb_obj.so
 Found file: data/models/clogo.obj
 

Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Robert Osfield
HI Nico,

This is clearly a bug, as it certainly shouldn't crash with this type
of usage.  I will be investigating various bugs today and will have a
look at this one as well.

Which platform are you working on?
Robert.

On Tue, Nov 24, 2009 at 8:18 PM, Nico Kruithof n...@nghk.nl wrote:
 Hello,
 When a node with VBO's enabled outlives the lifetime of it's renderer, I get
 an access violation in GLBufferObjectSet::orphan when I try to destroy the
 node. I tried to write down the scenario:
 using namespace osg;
 ref_ptrNode node(new Node);
 ref_ptrGeometry geom(new osg::Geometry);
 // ... fill geom
 geom-setUseVertexBufferObjects(true);
 node-addDrawable(geom.get());
 {
   ref_ptrosgViewer::Viewer viewer(new osgViewer::Viewer());
   viewer-setSceneData(node);
   viewer-frame();
   // render for a while
   viewer = NULL; // The viewer is destroyed here
 }
 node = NULL; // This gives the access violation.

 Now if I don't set geom-setUseVertexBufferObjects(true); everything works
 fine. Do you still need a valid render context or a valid viewer to be able
 to clean up the VBO's?
 Nico
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Re: [osg-users] PagedLOD/ProxyNode design discussion

2009-11-25 Thread Schmidt, Richard
Hi,
got another opinion on the PagedLOD and ProxyNode topic. :-)

We have been using both nodes for stuff like pseudo loaders as well and
I would recommend to change the interface a little bit. There should be
a common interface for all pageable nodes like:

class PageingNode : public Group {}

and then:

class ProxyNode : public PageingNode {}
class PagedLOD : public PageingNode {}

and now one can easily add custom implementations on top of PageingNode
like

class MyCustomNodeWhichRefreshesTheSubgraphEvery10Seconds : public
PageableNode {}


The design of the databasepager would be cleaner as well.

Regards,
Richard


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Re: [osg-users] Mac bundle distribution can't use plugin

2009-11-25 Thread Filip Wänström
And finally, I have a founf the fix. These are happy times!

The plugin loader_path should be pointing to the libs from the path of
the plugin. This means that the otool listing should be:
$otool -L osgdb_obj.so
osgdb_obj.so:
@loader_path/../../MacOS/libOpenThreads.11.dylib
(compatibility version 11.0.0, current version 2.4.0)
@loader_path/../../MacOS/libosg.61.dylib (compatibility
version 61.0.0, current version 2.9.6)
@loader_path/../../MacOS/libosgDB.61.dylib (compatibility
version 61.0.0, current version 2.9.6)
@loader_path/../../MacOS/libosgUtil.61.dylib (compatibility
version 61.0.0, current version 2.9.6)
/System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
(compatibility version 2.0.0, current version 136.0.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
current version 111.1.4)
/System/Library/Frameworks/AGL.framework/Versions/A/AGL
(compatibility version 1.0.0, current version 1.0.0)
/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
(compatibility version 1.0.0, current version 1.0.0)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
current version 7.4.0)
/usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
current version 1.0.0)

And then it all works. I will make an example of this so that others
don't have to spend weeks to support mac deployment!
/Filip



On Wed, Nov 25, 2009 at 10:46 AM, Filip Wänström
filip.wanst...@gmail.com wrote:
 I Haven't fixed my issues yet so here comes some more info. This is
 what I get when listing dependencies using otool. I have massaged the
 libs extensivly using install_name_tool...

 [fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L BasicApp
 BasicApp:
       �...@loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libosgUtil.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
       �...@loader_path/libosgGA.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libosgText.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
       �...@loader_path/libosgViewer.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
       �...@loader_path/libosg.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
        /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.9.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 123.0.0)
 [fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L libOpenThreads.11.dylib
 libOpenThreads.11.dylib:
       �...@loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 111.1.4)
        /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.4.0)
        /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
 current version 1.0.0)
 [fi...@mpq]:[~/Documents/Code/OSGTests/
 Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L ../PlugIns/osgPlugins-2.9.6/osgdb_obj.so
 ../PlugIns/osgPlugins-2.9.6/osgdb_obj.so:
       �...@loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
       �...@loader_path/libosg.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libosgUtil.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
        /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
 (compatibility version 2.0.0, current version 136.0.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 111.1.4)
        /System/Library/Frameworks/AGL.framework/Versions/A/AGL
 (compatibility version 1.0.0, current version 1.0.0)
        /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
 (compatibility version 1.0.0, current version 1.0.0)
        /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.4.0)
        /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
 current version 1.0.0)


 And the output from the failing loading of the plugin is a before (in
 first post). Any ideas ?
 /F



 On Mon, Nov 23, 2009 at 9:52 AM, Filip Wänström
 filip.wanst...@gmail.com wrote:
 Hi, thanks for the answer but I am using CMake/regular makefiles to do
 all my building and using the OSX Ingest into bundle script that
 comes with osg. I just presumed it did all magic but maybe I should
 check out the actual paths in the libs. I'll be back with a report.
 

Re: [osg-users] PagedLOD/ProxyNode design discussion

2009-11-25 Thread Robert Osfield
Hi Chris,

I can't help but feel that you are trying to making this more complex
than it needs to be.

First up pre-loading a plugin to handle extensions is easy, as it's
already built into the core OSG. Try -e ext which preload the plugin
of the given extension.

  osgconv -e ModifyTerrain model-in.ive model-out.ive

This would preload your ModifyTerrain plugin and it then can handle
all file loads and decide what to do with them.  osgviewer supports
the same option.  Programmatically it's just a single line call to:
   
osgDB::Registry::instance()-loadLibrary(osgDB::Registry::instance()-createLibraryNameForExtension(ModifyTerrain);

Another aspect of the way the plugin mechanism works is that if you
just added the extension directly to the osgconv line the
ModifyTerrain plugin would be loaded first automatically anyway, so
there after can handle all filenames as it'll be the first plugin in
the list.

  osgconv model-in.ive.ModifyTerrain model-out.ive

Finally, changing osgconv's to add support recursion and adding your
optional extension on to internal should be trivial.  I really can't
see a need or great value in adding the extra complexity of a
getCombinedFilename() or a osgDB::ModifyFilenameCallback.  The later
really seems like a silly leave of embedding extra callbacks to modify
narrow features.  There are already plenty of ways of overriding the
read file, adding more isn't going to make the code any less
extensible or flexible, it's just going to complicate things.

Robert.

On Tue, Nov 24, 2009 at 10:28 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
 Robert Osfield wrote:
 Another possibility of how to tackle adding the proxy node would be to
 use the new support (in svn/trunk) in osgDB::Options for providing a
 custom ReadFileCallback.  Using this you can override the way that
 objects are loaded.  PagedLOD has now has a _databaseOptions field
 that you can use for this.

  This seems like the most likely to succeed, so I've been investigating how 
 this would
 interact with the recursion code for osgconv.

  The problem I see is that hooking into the ReadFileCallback would work for 
 normal
 scenegraph cull traversal loading (like osgViewer or any other app who is 
 just loading via
 the pseudoloader). However, recursive osgconv can't just let the scenegraph 
 do the loading
 for it in pagedLOD::traverse(). For one, it has to load all LODs. It also has 
 to load each
 external file individually so that it can configure the loading and saving 
 context
 properly (to preserve relative paths and such that are specific to each 
 external child).
 But ReadFileCallback does the actual loading itself, rather than just 
 providing the
 pathname of the file that the node in question (PagedLOD or ProxyNode) 
 intends to load
 (which is what the too-specific getCombinedFileNameWithSuffix() method I made 
 did).

  I feel that irrespective of anything to do with modifyterrain, pseudoloaders 
 or
 suffixes, the idea of a getCombinedFilename() method (note, without 
 WithSuffix) has
 merit. It simply decomposes the conglomerated merge-path-with-filename and
 load-merged-path methods into two discrete methods. In this way, the
 merge-path-with-filename operation doesn't have to be re-created elsewhere 
 (in osgconv),
 which would be poor design. This issue arises even if we completely ignore 
 pseudoloader
 suffixes.

  As an alternative, I investigated the potential of FindFileCallback. It is 
 more along
 the lines of the more-minimal operation this calls for, but it too is called 
 only from
 within the actual load operation, and so it's not what osgconv needs. There 
 doesn't appear
 to be a way for osgconv to ask what-file-should-the-PagedLOD-try-to-load 
 without actually
 calling for that file to be loaded. Altering FindFileCallback seems like 
 taking it farther
 afield from its intended purpose, and therefore a bad idea.

  I'm sure you understand that I'm trying to keep application-specific 
 implementations out
 of osgconv. The goal is to permit osgconv to do a bulk, recursive convert of 
 a database
 while allowing a transparent pseudoloader to function during load. I'm trying 
 to avoid
 messing with the persistent stored data attributes of the PagedLOD (like 
 child names, and
 database path) so that when the modified database (which no longer needs the 
 pseudoloader,
 because the modifications have been incorporated) is resaved, no trace of the 
 pseudoloader
 remains. This can be used to freeze terrain modifications into a database so 
 that they no
 longer need to be applied at runtime.

  I understand your wish to avoid domain-specific changes like the PagedLOD 
 suffix. Would
 it be acceptable to instead devise an osgDB::ModifyFilenameCallback class, 
 with an entry
 for it basically everywhere that FindFileCallback is available. PagedLOD's
 getCombinedFilename() would utilize this to expose 
 load-time-filename-alteration without
 disrupting the stored child filename. In this 

Re: [osg-users] Image update in ImageStream objects

2009-11-25 Thread Mourad Boufarguine
Thank you Robert, this helped me.

Mourad

On Sat, Nov 21, 2009 at 4:57 PM, Robert Osfield wrote:

 HI Mourad,

 On Fri, Nov 20, 2009 at 5:51 PM, Mourad Boufarguine
 wrote:
  When using an ImageStream object (using ffmpeg, gif, quicktime... plugins
  for instance), is there a way to catch the image uptade event without
  messing with the plugins source code ? I am willing to apply image
  processing algorithms on video streams and I want to intercept new
 images
  to do the processing only on new images.

 There is no callback mechanism for catching calls to dirty();

 Perhaps you could use an update callback that checks on each new frame
 whether the modifiedCount has changed since the last frame and then do
 your image processing then.

 Or just move the image processing down onto the GPU, the GPU is far
 better for doing image processing than the CPU so you'd likely gain in
 performance.

 Robert.
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Re: [osg-users] PagedLOD/ProxyNode design discussion

2009-11-25 Thread Robert Osfield
Hi Richard,

On Wed, Nov 25, 2009 at 9:49 AM, Schmidt, Richard
richard.schm...@eads.com wrote:
 Hi,
 got another opinion on the PagedLOD and ProxyNode topic. :-)

 We have been using both nodes for stuff like pseudo loaders as well and
 I would recommend to change the interface a little bit. There should be
 a common interface for all pageable nodes like:

 class PageingNode : public Group {}

 and then:

 class ProxyNode : public PageingNode {}
 class PagedLOD : public PageingNode {}

 and now one can easily add custom implementations on top of PageingNode
 like

 class MyCustomNodeWhichRefreshesTheSubgraphEvery10Seconds : public
 PageableNode {}

I can see value in this, but I'm not sure how easy it would be to come
up with the PagingNode base class - it can't just subclass from
osg::Group.

Robert.
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Re: [osg-users] Disabling culling for a geode

2009-11-25 Thread Robert Osfield
Hi Guy,

On Tue, Nov 24, 2009 at 10:59 PM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
 Is there a way to disable culling for a geode. Essentially, I want the geode 
 render every frame - usefull for skyboxes and skydomes. I tried calling 
 setCullingActive(false) but that does not work.

This should work just fine.  What makes you think it doesn't work?
I'm not even sure why you'd need to disable culling though as the
skybox/skydome's bouding volume should be on screen and not culled any
way.

 The only way I was able to make it work, so far, is by setting the 
 Geometry::setInitialBound(...) to something very big. But that seems odd to 
 me. Is there a better way that I am not aware of?

Yes this is odd.   You must be doing something odd with your geometry
for it behave in the way you are describing.  You should need to
modify the bounding box and shouldn't need to disable culling.

Robert.
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Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-25 Thread Thomas Hogarth
Hi everyone

Bit of an update on the IPhone port of OSG. All major libs are working, bar
osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
all working, so I've been able to load an animated, textured ive model :)

I'm now working on a basic osgViewer for IPhone, should have something basic
the next time i get an hour or so.

One issue is the executable size. As the ive plugin depends on most of the
libs I've currently included them all. This give a rough size of 6 MB, ouch.
Haven't found a way of shrinking it, but that's also as big as it's going to
get.

Cheers
Tom
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Re: [osg-users] How can I create a osgViewer windowed?

2009-11-25 Thread Robert Osfield
Hi Ricardo,

Have a look at the osgcamera example as it shows how to query display
properties and how to set up windows.

Robert.

On Tue, Nov 24, 2009 at 11:39 PM, Ricardo Ruiz osgfo...@tevs.eu wrote:
 Wonderful!

 Thanks a lot.

 BTW, is there any way to automatically center that window? or get screen size 
 and window size? Just to let my window nicer. (from OSG, not from Win32 API)

 Thanks Tueller.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=20305#20305





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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Nico Kruithof
Hi Robert,

I used windows vista 64 and 32. It happens with an up to date trunk and I
didn't have the problem with a previous version. I don't know the revision I
used to use, was probably before your openGL ES work.

Thanks for looking into this.
-- Nico


On Wed, Nov 25, 2009 at 10:47 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 HI Nico,

 This is clearly a bug, as it certainly shouldn't crash with this type
 of usage.  I will be investigating various bugs today and will have a
 look at this one as well.

 Which platform are you working on?
 Robert.

 On Tue, Nov 24, 2009 at 8:18 PM, Nico Kruithof n...@nghk.nl wrote:
  Hello,
  When a node with VBO's enabled outlives the lifetime of it's renderer, I
 get
  an access violation in GLBufferObjectSet::orphan when I try to destroy
 the
  node. I tried to write down the scenario:
  using namespace osg;
  ref_ptrNode node(new Node);
  ref_ptrGeometry geom(new osg::Geometry);
  // ... fill geom
  geom-setUseVertexBufferObjects(true);
  node-addDrawable(geom.get());
  {
ref_ptrosgViewer::Viewer viewer(new osgViewer::Viewer());
viewer-setSceneData(node);
viewer-frame();
// render for a while
viewer = NULL; // The viewer is destroyed here
  }
  node = NULL; // This gives the access violation.
 
  Now if I don't set geom-setUseVertexBufferObjects(true); everything
 works
  fine. Do you still need a valid render context or a valid viewer to be
 able
  to clean up the VBO's?
  Nico
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Re: [osg-users] Missing ShapeDrawables in .obj export

2009-11-25 Thread Robert Osfield
Hi Ben,

Does .obj support ShapeDrawable? No... it knows nothing about
ShapeDrawable so there is no way it can be exported without conveting
it into another form that .obj supports.  .obj support just meshes,
lines and points so if you want to export to .obj then you'll need to
stick to these types of objects in your scene graph.

Robert,

On Wed, Nov 25, 2009 at 5:34 AM, Ben Axelrod baxel...@coroware.com wrote:
 I have a scene that has some primitive shapes in it created with 
 ShapeDrawables.  When i save the scene to a .obj file using 
 osgDB::writeNodeFile() the ShapeDrawables don't show up in the file, but the 
 floor plane i created with simple geometry does.  If i save it to a .osg file 
 instead, then everything is in in the file.  I get the same results if i use 
 osgconv to convert my .osg file into a .obj.

 Note: i am viewing the exported files with osgviewer.  And i am using OSG 
 version 2.6.

 Any clue on why this is or how to get around it?

 Thanks,
 -Ben
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Re: [osg-users] Mac bundle distribution can't use plugin

2009-11-25 Thread Stephan Maximilian Huber
Hi Filip,

there's one major difference between your otool output and the otool
output of my packaged app:


[fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L libOpenThreads.11.dylib
 libOpenThreads.11.dylib:
 @loader_path/libOpenThreads.11.dylib (compatibility version

in my version, there's only
 libOpenThreads.11.dylib (compatibility version

for every used lib. Not sure if this makes a difference.

Check your logfiles (open Console.app), there should be a more
descriptive errormessage from the dynamic linker.

cheers,
Stephan


Filip Wänström schrieb:
 I Haven't fixed my issues yet so here comes some more info. This is
 what I get when listing dependencies using otool. I have massaged the
 libs extensivly using install_name_tool...
 
 [fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L BasicApp
 BasicApp:
 @loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
 @loader_path/libosgUtil.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
 @loader_path/libosgGA.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
 @loader_path/libosgText.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
 @loader_path/libosgViewer.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
 @loader_path/libosg.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
 @loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
 /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.9.0)
 /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 123.0.0)
 [fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L libOpenThreads.11.dylib
 libOpenThreads.11.dylib:
 @loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
 /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 111.1.4)
 /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.4.0)
 /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
 current version 1.0.0)
 [fi...@mpq]:[~/Documents/Code/OSGTests/
 Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L ../PlugIns/osgPlugins-2.9.6/osgdb_obj.so
 ../PlugIns/osgPlugins-2.9.6/osgdb_obj.so:
 @loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
 @loader_path/libosg.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
 @loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
 @loader_path/libosgUtil.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
 /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
 (compatibility version 2.0.0, current version 136.0.0)
 /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 111.1.4)
 /System/Library/Frameworks/AGL.framework/Versions/A/AGL
 (compatibility version 1.0.0, current version 1.0.0)
 /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
 (compatibility version 1.0.0, current version 1.0.0)
 /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.4.0)
 /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
 current version 1.0.0)
 
 
 And the output from the failing loading of the plugin is a before (in
 first post). Any ideas ?
 /F
 
 
 
 On Mon, Nov 23, 2009 at 9:52 AM, Filip Wänström
 filip.wanst...@gmail.com wrote:
 Hi, thanks for the answer but I am using CMake/regular makefiles to do
 all my building and using the OSX Ingest into bundle script that
 comes with osg. I just presumed it did all magic but maybe I should
 check out the actual paths in the libs. I'll be back with a report.
 /Filip

 On Fri, Nov 20, 2009 at 6:21 PM, Stephan Maximilian Huber
 ratzf...@digitalmind.de wrote:
 Hi Filip,

 check your system.log-file -- I am pretty sure the osgdb_obj pluging
 refers to the osg-dylibs in /usr/lib or similar.

 You'll have to massage the paths to the libs stored in the plugin via
 install_name_tool in a post-build-step.

 Paths to libs are hardcoded in the object-file when linked. You can
 change them to something better suited like @loader_path.../pipapo. Try
 googling for install_name_tool and @loader_path to get an idea.

 If you are using the deprecated XCode-project and embed the osg
 frameworks into your app and the obj-plugin into plugins it should work
 out of the box whithout fiddling around with install_name_tool.

 cheers,
 Stephan



 Filip Wänström schrieb:
 Hi,

 I have problems with 

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-25 Thread Robert Osfield
Hi Thomas,

On Wed, Nov 25, 2009 at 10:06 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
 Bit of an update on the IPhone port of OSG. All major libs are working, bar
 osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
 all working, so I've been able to load an animated, textured ive model :)

Yay!!

No screenshots yet though... any chance :-)

 I'm now working on a basic osgViewer for IPhone, should have something basic
 the next time i get an hour or so.

Excellent, good luck.

 One issue is the executable size. As the ive plugin depends on most of the
 libs I've currently included them all. This give a rough size of 6 MB, ouch.
 Haven't found a way of shrinking it, but that's also as big as it's going to
 get.

You can tweak the compiler options to to compile to minimize size but
I kinda doubt this will help too much.  In the end the .ive plugin's
weakness is that it's not extensible so that it has to include support
for all the OSG NodeKit's and all the Nodes in each of them so it
effectively pulls in most of the OSG.  The .osg plugin is extensible
so you only need to pull in the NodeKits you need.

Hope is on the horizon for the an extensible binary format side of
things - Wang Rui has proposed a new extensible native binary format,
so this may well be able to us to spilt the binary support for each
NodeKit over the range of classes.

It may also be possible for us to selectively disable the build of
classes in the core OSG to help keep size down.  Such a scheme will
complicate the build quite a bit so I much rather avoid this if we
can.

BTW, how much space do you effectively have on the iPhone?  I guess
there is runtime as well as download times to consider.

Robert.
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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Robert Osfield
Hi Nico,

On Wed, Nov 25, 2009 at 10:07 AM, Nico Kruithof nicokruit...@gmail.com wrote:
 I used windows vista 64 and 32. It happens with an up to date trunk and I
 didn't have the problem with a previous version. I don't know the revision I
 used to use, was probably before your openGL ES work.

Back in September I introduced a new backend for gl buffer and texture
objects, this provides gl object pools to help keep a lid on GL memory
usage.  It was an almost complete rewrite so regressions like this
likely while the code bed downs.  The upside is that the new code
fixed quite a few bugs that existed before, so it's not all bad :-)

Robert.
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-25 Thread Robert Osfield
Hi J.P.

Thanks fort he test app + data, I'll look into this today.  My guess
is that the issue will be close related to the crash that Nico has
reported.

Robert.

On Wed, Nov 25, 2009 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi Robert, J-S,

 the results of my most recent tests:

 With old texture pool (#define USE_NEW_TEXTURE_POOL 1 commented out):

 ./test cow.osg - All OK

 ./test earth_sphere_dt1.ive - All OK (see model attached)

 ./test earth.ive - sometimes corrupted model and textures, sometimes
 segfault, looks like reading bogus data from the GPU (I used the top level
 file from www.openscenegraph.org/data/earth_bayarea/earth.ive)

 With new texture pool:

 ./test cow.osg - All OK

 ./test earth_sphere_dt1.ive - textures missing on second viewer start, get
 warning:
 Warning: detected OpenGL error 'invalid operation' at After
 Renderer::compile

 ./test earth.ive - segfault or corrupted display.

 Latest test app also attached. I've tried to switch off unref of images
 after apply, hope it worked.

 regards
 jp

 J.P. Delport wrote:

 Hi J-S,

 Jean-Sébastien Guay wrote:

 Hi again,

 I haven't had a chance to check your code yet, give me a few minutes and
 I'll check if there's anything amiss that I can see.

 I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
 head. But it seems that you've pinned it down to the texture pool as I
 thought, though it would seem to be OS specific? A bit weird.

 Sorry I couldn't help more.

 can you try with terrain as the parameter to the test app. For me this
 still fails on the second creation of the viewer. When zooming into the
 terrain the newly loaded textures are OK though.

 jp


 J-S


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Re: [osg-users] picture in picture...

2009-11-25 Thread Robert Osfield
Hi Shayne,

On Tue, Nov 24, 2009 at 11:31 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 This is probably a silly question but what’s the best way to do a “picture
 in picture” using CompositeViewer?

 Right now I have multiple views added to my viewer and I want to have
 control as to which one gets rendered on top of the others in the main
 viewer window…

This is the right way to tackle it.  To control the rendering order
you can use the camera-setRenderOrder(..) method.  If you don't set
this an leave all the camera's at their default of 0 then these
cameras will be rendered in the order you added them.

Robert.
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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-11-25 Thread Robert Osfield
Hi Michael,

On Wed, Nov 25, 2009 at 9:13 AM, Michael Bach Jensen mich...@ifad.dk wrote:
 You are free to use my code as you wish :-)

Thanks.

 Do I need to download anything extra wrt the earth.ive you linked to? It does 
 not contain any PagedLOD nodes (at least the statistics view does not report 
 any), and so will not have any issues.

No, it should just work as is - as long as you have the curl plugin
compiled that is..  The curl plugin does the reading from .ive.


The top most tile database will contain lowest level of detail for the
earth and then a nested PagedLOD that invokes the loading of
subsequent tiles/

 Thanks for looking into the issue and thanks for a great scene graph, btw!

Thanks great scene graph but not quite great enough - just got fix
those darn bugs first :-)

Robert.
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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Nico Kruithof
Robert,

My response wasn't meant to emphasize that things got broken, just to give
you as detailed information as possible. I really do appreciate all the work
you put in OSG. If there is any way I could help / test let me know.

-- Nico

On Wed, Nov 25, 2009 at 11:21 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Nico,

 On Wed, Nov 25, 2009 at 10:07 AM, Nico Kruithof nicokruit...@gmail.com
 wrote:
  I used windows vista 64 and 32. It happens with an up to date trunk and I
  didn't have the problem with a previous version. I don't know the
 revision I
  used to use, was probably before your openGL ES work.

 Back in September I introduced a new backend for gl buffer and texture
 objects, this provides gl object pools to help keep a lid on GL memory
 usage.  It was an almost complete rewrite so regressions like this
 likely while the code bed downs.  The upside is that the new code
 fixed quite a few bugs that existed before, so it's not all bad :-)

 Robert.
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-25 Thread Tian Ma
Hi Kim:


Thanks for your patience!

I have done what you advised.

And the ocean_output.txt file was give as followed attatchment.

Will you please see what's the problem really is?

Cheers,
Tian



Kim Bale wrote:
 Ok I reckon the water.frag has used up the maximum allowed uniforms
 for that card, I've come across this issue before with the 7 series
 cards. There are some tricks to get around this, so I'll see if I fix
 it.
 
 Is there any chance you could set the notify level to
 osg::NotifySeverity::INFO and then pipe the output from oceanExample
 to a file and send it to me? It might tell me how many I've used and
 are allowed to use on that card.
 
 You can do it easily in the command prompt (win32) by using the command
 
 oceanExample  ocean_output.txt
 
 Regards,
 
 Kim.
 
 
 
 2009/11/25 Tian Ma :
 
  Hi Kim:
  
  My graphics card is 'NVIDIA GeForce 7300 LE'.
  
  The version number = r181 could work normally on this card.
  
  And since r182 to 185, the error emerged.
  
  
  Cheers,
  Tian
  
  
  
  Kim Bale wrote:
  
   Hi Tian,
   
   Last night I committed the changes that permit alpha tranparencies to
   be used in conjunction with the glare and depth of field effects. This
   required the use of multiple render targets (
   http://code.google.com/p/osgocean/source/detail?r=183 ) and some
   changes to some of the shaders.
   
   It looks like that's used up the maximum varying attributes of your
   card and also possibly your card doesn't support MRTs.
   
   What graphics card are you using? Could you set the notify level to
   osg::notifylevel::info and dump the contents to file so I can see
   exactly what the problem is?
   
   Cheers.
   
   Kim.
   
   2009/11/24 Tian Ma :
   
   
Hi Kim,

I update the source code from SVN today and generate the new ocean 
project. When run the example, some errors emerge. The error image is 
as follow link:

http://storage.openlab.net.cn/forums/2009-11-24/1981569/%e9%94%99%e8%af%af.JPG

Something wrong with the water.frag?

Thank you!

Cheers,
Tian



Kim Bale wrote:


 Hello Erik,
 
 Sorry I missed your post yesterday. There isn't really any support for
 wakes on the sea surface at the moment, although it's definitely
 something that needs addressing.
 
 However, I just had a submission which uses the depth buffer to add
 breaking foam to the shoreline. This does sort for work for other
 objects on sea, like ships, but it doesn't look very pretty at the
 moment. You're more than welcome to have a play with the effect and
 see if you can do anything with it. From what I understand what you'd
 need to do is add a sort of sloped geometry which tracks you your
 boat, that would get picked up in the depth buffer and the same foam
 texture used on the wave crests is applied to it.
 
 It's been checked into the trunk, but like I say it needs a little 
 work.
 
 There was a discussion about it here:
 
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6252
 
 Cheers.
 
 Kim.
 
 
 
 2009/11/18 Erik Johnson :
 
 
 
  Hi,
  
  I thought this would have come up before, but does anyone have 
  suggestions how to render a boat's wake?  Using osgParticle 
  provides an ok solution, but falls apart rapidly if the ocean 
  waves are too large (the particles go underwater).
  
  Would be cool to leverage the same texturing effects as the wave 
  crest foam stuff - just not sure how.  :)
  
  Thanks for any suggestions,
  Erik
  
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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-11-25 Thread Robert Osfield
Hi All,

I've now checked in the new testbed example, osgmultiviewpaging, for
sorting out database paging.  It's just a first cut so far, but I'll
add to it as we go on.  An svn update will get this example.

This example we'll need to add support for specifying animation paths
for each of the views, and then share animation paths/datasets details
that enable us to reproduce the memory issues.  I need members of the
community to pitch in with the testing.

Robert.
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Re: [osg-users] broken osgconv.exe

2009-11-25 Thread Mattias Helsing
Hi again Ted,

I can't find any dll that depends on msvc*80 runtime dll but may have
some clues to a solution.

On Tue, Nov 24, 2009 at 9:03 PM, ted morris ted.mor...@gmail.com wrote:

 Yes, I think I resolved finding the 3rdparty dependencies. But for some
 reason, the osgdb_xxx pluggins listed in the last e-mail:

 osgdb_gz
 osgdb_curl
 osgdb_ive
 osgdb_png
 osgdb_tiff
 osgdb_tiffd

These all depend on zlib1.dll, which on my system depend correctly on
msvcp90.dll. I'm guessing that somehow your system picks up some other
zlib1. The zlib module is very common so there is a good chance you
already got it embedded with other software. Try setting the PATH
explicitly like:
set PATH=vc90_dependencis\bin;vc90_osg\bin
before running dependency walker or osgviewer


 dependencywalker shows that these pluggin dlls are still looking for
 MSVCR80.DLL  *and* MSVCR90.DLL

No, osgdb_tiff, _curl and the other plugin in your list depends on
msvcr90.dll. However they also depend on many other modules that may,
in turn, depend on whatever runtime they were compiled against.
Hitting f9 in dependency walker will show you the full path to all
listed dlls


 And the other pluggins can't find MSVCR90.DLL.

I think this is a flaw in dependency walker. I don't have your system,
but my system reports this too where top dependency msvcp90 depends on
msvcr90. If this is the case also for you then just ignore.

I'm dropping this for now since I can't find anything wrong with the
binaries on the website. Drop me screenshots, text logs or whatever
and I'll investigate further.

cheers
Mattias


 bizarre.

 thanks,
 t



 Well, I tried dependencywalker.com and opened up the pluggins.

 On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine
 mourad.boufargu...@gmail.com wrote:

 Hi Ted,
 You can use the Dependency Walker (http://www.dependencywalker.com/) to
 check the version number of the runtime, the dependencies were compiled
 against.
 I just tried it with the zlib and png dlls contained in VisualStudio 9
 (2008) SP1 prebuild dependencies
 (http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies),
 and I found that the release versions were compiled with the 9.0.30729
 runtime, which is actually 2008 SP1. The debug version, though, was
 compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib
 is used in both ive and gz plugins. I don't see  how you get the message
 about the 2005 runtime dependency. Double check in the output window of VS
 that the zlib and png dlls that are actually loaded are the good ones.
 Regards,
 Mourad
 On Tue, Nov 24, 2009 at 1:21 AM, ted morris ted.mor...@gmail.com wrote:

 credist_x86 VisualStudio 2005 (v8) runtimes

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Re: [osg-users] TriStripVisitor issue

2009-11-25 Thread Tanguy Fautre
Hi Robert,

I've sent it to you yesterday on your Gmail address. Can you confirm
you've received it?


Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 24 November 2009 5:10 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] TriStripVisitor issue

On Tue, Nov 24, 2009 at 4:59 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 I'll do these modifications and check them tonight when I'm back home.
 To speed things up (and because we're going to backport OSG changes),
 I'm not going to do a full release on TriStripper website yet; instead
 I'll send you a zip containing the updated version.

Thanks, just send me the zip file and should be get on to do a
review/merge tomorrow.

Robert.
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Re: [osg-users] TriStripVisitor issue

2009-11-25 Thread Robert Osfield
Hi Tanguy,

On Wed, Nov 25, 2009 at 12:27 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 I've sent it to you yesterday on your Gmail address. Can you confirm
 you've received it?

Yes, I received it thanks.  Just been juggling other tasks at this end
so haven't yet dived into the code.

Cheers,
Robert.
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[osg-users] High CPU usage problems with multi-monitor(TwinView) using Nvidia card, osg2.8

2009-11-25 Thread Lv Qing
Hi,

Here is my setup:

-- Intel Core 2 6420 2.13GHZ
-- 3G RAM
-- Nvidia GeForce GTX 260 (drivers: 6.14.11.8242 2009-3-9)
-- winxp sp2,vs2005
-- osg2.8

In single monitor mode everything is working fine.When I run my application,CPU 
usage is a constant 10%~15%.

But when I use two monitors and set the Nvidia card to TwinView mode ,the CPU 
usage dramatically raise to 

50%.It is basically using an entire CPU core since I use a 2 core machine.Then 
I find the same problem happens when 

I run any OSG example or any OSG application in TwinView mode!It is OK when I 
use other multi-monitor mode such as 

pan mode.

So I think maybe it is something wrong with the OSG2.8 and the TwinView mode 
of Nvidia card?

Any one can help me?

Thank you!

Cheers,
Lv

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Re: [osg-users] TriStripVisitor issue

2009-11-25 Thread Tanguy Fautre
No stress. I just wanted to make sure I've sent it to the correct
address.

Tanguy


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 25 November 2009 1:06 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] TriStripVisitor issue

Hi Tanguy,

On Wed, Nov 25, 2009 at 12:27 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
 I've sent it to you yesterday on your Gmail address. Can you confirm
 you've received it?

Yes, I received it thanks.  Just been juggling other tasks at this end
so haven't yet dived into the code.

Cheers,
Robert.
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[osg-users] how to suspend rendering context thread

2009-11-25 Thread forest
hi all,
When I use osgMFCViewer, I create multiple rendering context,that's to 
say there are many HWND, each HWND is related to one Render thread ,so much CPU 
resource is taken up.  This is what I want to do: When one viewport is 
maximazed, the others will be hidden ,so these hidden context do not need 
continue the rendering. I want to suspend and resume some rendering thread 
depends on message CWnd::OnSize(UINT nType,   int cx, int cy ). I checked the 
MSDN and find that the parameter nType can be one of the following values
SIZE_MAXIMIZED   Window has been maximized.
 SIZE_MINIMIZED   Window has been minimized.
 SIZE_RESTORED   Window has been resized, but neither SIZE_MINIMIZED nor 
SIZE_MAXIMIZED applies.
 SIZE_MAXHIDE   Message is sent to all pop-up windows when some other window is 
maximized.
 SIZE_MAXSHOW   Message is sent to all pop-up windows when some other window 
has been restored to its former size. 
  
 My problem is that I never get SIZE_MAXHIDE or SIZE_MAXSHOW message.
 Is there anyone who has used SIZE_MAXHIDE or SIZE_MAXSHOW message? Or is there 
any other way to reduce the CPU resource usage?
  
 thanks in advance
 best regards
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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Robert Osfield
Hio Nico,

I've attempted to reproduce the cash using a scene graph that I force
to use VBO's, and the run the viewer for a frame() or run() then
destruct the viewer, then the scene graph - along the lines of your
code fragment, but it runs reliable on my Kubuntu 9.04 64bit system
with svn/trunk.

Here's lies the problem with using code fragments - I just don't know
if it you did something different in your code to what I've put
together and this accounts for the difference we are seeing, or
whether it's just thread timing/unitialized variable/different
OS/different compiler/different rev of the OSG.  Compilable examples
that can be tried on both systems eradicate many of the variables as
to the cause of the problems, I know this is more work, but it's far
quicker for trying to isolate bugs.

Until I can reproduce the problem there isn't too much I can do at my
end.  What I'll now do is look at J.P. example to see if that help
track down one or more of the problems with the VBO clean up.  Whether
any solution to J.P's observed problems will address the one you are
observing I can't say without being able to reproduce your problem.

Robert.

On Tue, Nov 24, 2009 at 8:18 PM, Nico Kruithof n...@nghk.nl wrote:
 Hello,
 When a node with VBO's enabled outlives the lifetime of it's renderer, I get
 an access violation in GLBufferObjectSet::orphan when I try to destroy the
 node. I tried to write down the scenario:
 using namespace osg;
 ref_ptrNode node(new Node);
 ref_ptrGeometry geom(new osg::Geometry);
 // ... fill geom
 geom-setUseVertexBufferObjects(true);
 node-addDrawable(geom.get());
 {
   ref_ptrosgViewer::Viewer viewer(new osgViewer::Viewer());
   viewer-setSceneData(node);
   viewer-frame();
   // render for a while
   viewer = NULL; // The viewer is destroyed here
 }
 node = NULL; // This gives the access violation.

 Now if I don't set geom-setUseVertexBufferObjects(true); everything works
 fine. Do you still need a valid render context or a valid viewer to be able
 to clean up the VBO's?
 Nico
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[osg-users] Custom code in OSG core

2009-11-25 Thread Sukender
Hi Robert, hi all,

I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I 
often have to write things like:
ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define MY_CUSTOM_CODE)

#ifdef MY_CUSTOM_CODE
...
#endif

- Can I submit such code (without the #define of course)?
- Do you think there could be a nicer way to isolate custom code?
- And finally, do you think this could be a good idea to have a CMake option 
such as USER_DEFINES? And then:
FOREACH(CUR_DEFINE ${USER_DEFINES})
ADD_DEFINITIONS(-D${CUR_DEFINE})
ENDFOREACH()

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-25 Thread Robert Osfield
Hi J.P,

I've tried out your example and found that with paged databases and
your supplied model everything works fine for the first viewer then on
the subsequent viewer I get:

Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)

For none paged databases, even ones with texturing I'm not getting any
errors though, for any of the viewer runs.  I really don't know what
this means if anything, perhaps just a coincidence. Curiously your
database uses straight osg::Geometry meshes for geometry, while the
ones of mine were built with osgTerrain::TerrainTile.  Your database
will be only loading the topmost tile so the DatabasePager won't
actually be even playing a part, so I doubt this is part of the
equation.

While I can't see a particular pattern emerging, I can at least
reproduce the issue.  I'll try and remove the multi-view element to
the equation as I wouldn't have thought use of CompositeViewer will be
a particular problem for VBO/Texture object usage.

Robert.

On Wed, Nov 25, 2009 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 Hi Robert, J-S,

 the results of my most recent tests:

 With old texture pool (#define USE_NEW_TEXTURE_POOL 1 commented out):

 ./test cow.osg - All OK

 ./test earth_sphere_dt1.ive - All OK (see model attached)

 ./test earth.ive - sometimes corrupted model and textures, sometimes
 segfault, looks like reading bogus data from the GPU (I used the top level
 file from www.openscenegraph.org/data/earth_bayarea/earth.ive)

 With new texture pool:

 ./test cow.osg - All OK

 ./test earth_sphere_dt1.ive - textures missing on second viewer start, get
 warning:
 Warning: detected OpenGL error 'invalid operation' at After
 Renderer::compile

 ./test earth.ive - segfault or corrupted display.

 Latest test app also attached. I've tried to switch off unref of images
 after apply, hope it worked.

 regards
 jp

 J.P. Delport wrote:

 Hi J-S,

 Jean-Sébastien Guay wrote:

 Hi again,

 I haven't had a chance to check your code yet, give me a few minutes and
 I'll check if there's anything amiss that I can see.

 I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
 head. But it seems that you've pinned it down to the texture pool as I
 thought, though it would seem to be OS specific? A bit weird.

 Sorry I couldn't help more.

 can you try with terrain as the parameter to the test app. For me this
 still fails on the second creation of the viewer. When zooming into the
 terrain the newly loaded textures are OK though.

 jp


 J-S


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[osg-users] Link err: multiple definintion of powf. (mingw/XP) ?

2009-11-25 Thread Montgomery, John T.
Hello,

I am trying to compile OSG with i386-pc-mingw32/4.4.0 on Windows XP
and linking libosg.dll I get a multiple definition of 'powf' error.

Because I am also a beginner with C++ etc., I am not sure how to go about 
fixing this.
I would be grateful if someone could point me in the right direction please.
Have I omitted to set an environment variable appropriately, or...?
--
Linking CXX shared library ..\..\bin\libosg.dll
Creating library file: ..\..\lib\libosg.dll.a
c:/mingw/bin/../lib/gcc/i386-pc-mingw32/4.4.0/../../../libstdc++.a(stubs.o): In 
function `powf':
/home/gfortran/gcc-home/workshop/gcc/objdir/i386-pc-mingw32/libstdc++-v3/libmath
/../../../../gcc-4.4-20081226-mingw/libstdc++-v3/libmath/stubs.c:377: multiple 
definition of `powf'
CMakeFiles\osg.dir\Image.obj:Image.cpp:(.text$powf[_powf]+0x0): first defined 
here
collect2: ld returned 1 exit status
make[2]: *** [bin/libosg.dll] Error 1
make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2
make: *** [all] Error 2
--
( I realise using MSVC would be easier, and have successfully compiled OSG that 
way,
but so much is automated I don't learn stuff as quickly.)

Thanks for any help.
:-)
John Montgomery, Glassel, Scotland.



The University of Aberdeen is a charity registered in Scotland, No SC013683.
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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-25 Thread Jason Beverage
Hi Robert,

This sounds the issue that I've been seeing with regards to context ID reuse
as mentioned in this thread (
http://groups.google.com/group/osg-users/browse_thread/thread/249e5f90cf64f299/190e5f7a8c25bdaa?lnk=gstq=++Crash+in+nVidia+driver+%3A+particles+%2B+dynamically+adding%2Fremoving+views++#190e5f7a8c25bdaa
).

I would see similar crashes / missing textures, but only when previous
context ID's were reused, and only when using paged databases.

Thanks,

Jason

On Wed, Nov 25, 2009 at 9:45 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi J.P,

 I've tried out your example and found that with paged databases and
 your supplied model everything works fine for the first viewer then on
 the subsequent viewer I get:

 Warning: detected OpenGL error 'invalid operation' at after
 RenderBin::draw(..)
 Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
 Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)

 For none paged databases, even ones with texturing I'm not getting any
 errors though, for any of the viewer runs.  I really don't know what
 this means if anything, perhaps just a coincidence. Curiously your
 database uses straight osg::Geometry meshes for geometry, while the
 ones of mine were built with osgTerrain::TerrainTile.  Your database
 will be only loading the topmost tile so the DatabasePager won't
 actually be even playing a part, so I doubt this is part of the
 equation.

 While I can't see a particular pattern emerging, I can at least
 reproduce the issue.  I'll try and remove the multi-view element to
 the equation as I wouldn't have thought use of CompositeViewer will be
 a particular problem for VBO/Texture object usage.

 Robert.

 On Wed, Nov 25, 2009 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za
 wrote:
  Hi Robert, J-S,
 
  the results of my most recent tests:
 
  With old texture pool (#define USE_NEW_TEXTURE_POOL 1 commented out):
 
  ./test cow.osg - All OK
 
  ./test earth_sphere_dt1.ive - All OK (see model attached)
 
  ./test earth.ive - sometimes corrupted model and textures, sometimes
  segfault, looks like reading bogus data from the GPU (I used the top
 level
  file from www.openscenegraph.org/data/earth_bayarea/earth.ive)
 
  With new texture pool:
 
  ./test cow.osg - All OK
 
  ./test earth_sphere_dt1.ive - textures missing on second viewer start,
 get
  warning:
  Warning: detected OpenGL error 'invalid operation' at After
  Renderer::compile
 
  ./test earth.ive - segfault or corrupted display.
 
  Latest test app also attached. I've tried to switch off unref of images
  after apply, hope it worked.
 
  regards
  jp
 
  J.P. Delport wrote:
 
  Hi J-S,
 
  Jean-Sébastien Guay wrote:
 
  Hi again,
 
  I haven't had a chance to check your code yet, give me a few minutes
 and
  I'll check if there's anything amiss that I can see.
 
  I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
  head. But it seems that you've pinned it down to the texture pool as I
  thought, though it would seem to be OS specific? A bit weird.
 
  Sorry I couldn't help more.
 
  can you try with terrain as the parameter to the test app. For me this
  still fails on the second creation of the viewer. When zooming into the
  terrain the newly loaded textures are OK though.
 
  jp
 
 
  J-S
 
 
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Re: [osg-users] Custom code in OSG core

2009-11-25 Thread Paul Martz
Hi -- I've generally found there is no need to put custom code in core 
OSG, as I can usually get by with callbacks and derived classes. Can you 
explain why those don't work for you?


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



Sukender wrote:

Hi Robert, hi all,

I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I 
often have to write things like:
ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define MY_CUSTOM_CODE)

#ifdef MY_CUSTOM_CODE
...
#endif

- Can I submit such code (without the #define of course)?
- Do you think there could be a nicer way to isolate custom code?
- And finally, do you think this could be a good idea to have a CMake option such as 
USER_DEFINES? And then:
FOREACH(CUR_DEFINE ${USER_DEFINES})
ADD_DEFINITIONS(-D${CUR_DEFINE})
ENDFOREACH()

Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] High CPU usage problems with multi-monitor(TwinView) using Nvidia card, osg2.8

2009-11-25 Thread Lv Qing
Hi,

Here is my setup:

-- Intel Core 2 6420 2.13GHZ
-- 3G RAM
-- Nvidia GeForce GTX 260 (drivers: 6.14.11.8242 2009-3-9)
-- winxp sp2,vs2005
-- osg2.8

In single monitor mode everything is working fine.When I run my application,CPU 
usage is a constant 10%~15%.

But when I use two monitors and set the Nvidia card to TwinView mode ,the CPU 
usage dramatically raise to 

50%.It is basically using an entire CPU core since I use a 2 core machine.Then 
I find the same problem happens when 

I run any OSG example or any OSG application in TwinView mode!It is OK when I 
use other multi-monitor mode such as 

horizontal pan .

So I think maybe it is something wrong with the OSG2.8 and the TwinView mode 
of Nvidia card?

Any one can help me?

Thank you!

Cheers,
Lv

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Re: [osg-users] [osgPlugins] osganimation plugin and static linking

2009-11-25 Thread Kazimir De Paris
Hey Robert,

Thank you for the information.
There is no application so far, but I am currently evaluating OpenSceneGraph 
for the purpose of being used as the 3D engine for a game development studio 
that I am planning on starting up.
I have not gone through the whole GPL license yet.  I assumed that the 
OpenSceneGraph Public License allowed me to freely distribute my binaries 
(meaning selling my games) though.

Embedding the source code was a quick hack to avoid struggling with a static 
library issue (and I think that there is no way to have the osganimation plugin 
statically linked as of today).

I have no intention to distribute source code ; I want to sell games, and 
probably use OpenSceneGraph to make them, if it suits my needs.
I will double-check whether the OpenSceneGraph license lets me do that or not.

Cheers,
StratBoy61

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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-25 Thread Jean-Sébastien Guay

Hi Robert, Jason,

I would see similar crashes / missing textures, but only when previous 
context ID's were reused, and only when using paged databases.


I'd sure like to see this fixed... I posted an example reproducing the 
issue on osg-users a while back but Robert was busy on the GLES port. 
Now that you're done, could you investigate that issue (which seems 
related to this one too) please?


Note that the issue happened both with and without the texture pool 
support for me (in fact we spotted it in our app which is built on OSG 
2.6). We worked around the issue temporarily by incrementing the context 
usage count so that context IDs are not reused, but it would be better 
of course if OSG cleaned up after itself correctly when a context was 
destroyed so that context ID reuse would work correctly.


If you want me to repost my (and Jason's) latest code that reproduced 
the issue with context ID reuse, just ask. I think you can get it from 
the link Jason posted though.


Thanks in advance,

J-S
--
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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Nico Kruithof
Ok, thanks for looking into it. I'll make a simple compiling program that
causes the crash. I extracted the code snippet from my own program. I will
check the example under ubuntu as well.

Nico

On Wed, Nov 25, 2009 at 3:25 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hio Nico,

 I've attempted to reproduce the cash using a scene graph that I force
 to use VBO's, and the run the viewer for a frame() or run() then
 destruct the viewer, then the scene graph - along the lines of your
 code fragment, but it runs reliable on my Kubuntu 9.04 64bit system
 with svn/trunk.

 Here's lies the problem with using code fragments - I just don't know
 if it you did something different in your code to what I've put
 together and this accounts for the difference we are seeing, or
 whether it's just thread timing/unitialized variable/different
 OS/different compiler/different rev of the OSG.  Compilable examples
 that can be tried on both systems eradicate many of the variables as
 to the cause of the problems, I know this is more work, but it's far
 quicker for trying to isolate bugs.

 Until I can reproduce the problem there isn't too much I can do at my
 end.  What I'll now do is look at J.P. example to see if that help
 track down one or more of the problems with the VBO clean up.  Whether
 any solution to J.P's observed problems will address the one you are
 observing I can't say without being able to reproduce your problem.

 Robert.

 On Tue, Nov 24, 2009 at 8:18 PM, Nico Kruithof n...@nghk.nl wrote:
  Hello,
  When a node with VBO's enabled outlives the lifetime of it's renderer, I
 get
  an access violation in GLBufferObjectSet::orphan when I try to destroy
 the
  node. I tried to write down the scenario:
  using namespace osg;
  ref_ptrNode node(new Node);
  ref_ptrGeometry geom(new osg::Geometry);
  // ... fill geom
  geom-setUseVertexBufferObjects(true);
  node-addDrawable(geom.get());
  {
ref_ptrosgViewer::Viewer viewer(new osgViewer::Viewer());
viewer-setSceneData(node);
viewer-frame();
// render for a while
viewer = NULL; // The viewer is destroyed here
  }
  node = NULL; // This gives the access violation.
 
  Now if I don't set geom-setUseVertexBufferObjects(true); everything
 works
  fine. Do you still need a valid render context or a valid viewer to be
 able
  to clean up the VBO's?
  Nico
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Re: [osg-users] Custom code in OSG core

2009-11-25 Thread Robert Osfield
Hi Sukender,

On Wed, Nov 25, 2009 at 2:26 PM, Sukender suky0...@free.fr wrote:
 I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I 
 often have to write things like:
 ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define 
 MY_CUSTOM_CODE)

 #ifdef MY_CUSTOM_CODE
 ...
 #endif

 - Can I submit such code (without the #define of course)?
 - Do you think there could be a nicer way to isolate custom code?
 - And finally, do you think this could be a good idea to have a CMake option 
 such as USER_DEFINES? And then:
 FOREACH(CUR_DEFINE ${USER_DEFINES})
    ADD_DEFINITIONS(-D${CUR_DEFINE})
 ENDFOREACH()

The OSG isn't the place for custom code, both for a licensing issues,
build issues and maintenance issues.  The question really should be
how to avoid need for custom code in the core OSG.  The use of custom
code embedded in the OSG code would suggest that the OSG doesn't
support particular features, or isn't extensible enough, or just the
that code is tackled in the wrong way.

Could you enumerate what custom code you are wanting to put it and
why?  Perhaps we can figure a way to avoid the need for it completely.

Robert.
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Re: [osg-users] [osgPlugins] osganimation plugin and static linking

2009-11-25 Thread Robert Osfield
HI Kazimir,

On Wed, Nov 25, 2009 at 3:05 PM, Kazimir De Paris stratbo...@gmail.com wrote:
 Thank you for the information.
 There is no application so far, but I am currently evaluating OpenSceneGraph 
 for the purpose of being used as the 3D engine for a game development studio 
 that I am planning on starting up.
 I have not gone through the whole GPL license yet.  I assumed that the 
 OpenSceneGraph Public License allowed me to freely distribute my binaries 
 (meaning selling my games) though.

 Embedding the source code was a quick hack to avoid struggling with a static 
 library issue (and I think that there is no way to have the osganimation 
 plugin statically linked as of today).

Have you succeeded in loading .osg files without animations?  If
osgAnimation is the exception then it's probably just down to
something missing the plugin that should be easily fixable.  I'm not
the author of this particular plugin.

 I have no intention to distribute source code ; I want to sell games, and 
 probably use OpenSceneGraph to make them, if it suits my needs.
 I will double-check whether the OpenSceneGraph license lets me do that or not.

The OSGPL allows you to sell your games, and without publishing your
own code, and it even allows for static link.  However, you can't just
copy and paste OSG code into your app, and just distributing binaries
doesn't walk you around this restriction.

Robert.
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Re: [osg-users] picture in picture...

2009-11-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert and Simon,

Thanks! That did the trick...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, November 25, 2009 3:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] picture in picture...

Hi Shayne,

On Tue, Nov 24, 2009 at 11:31 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 This is probably a silly question but what's the best way to do a picture
 in picture using CompositeViewer?

 Right now I have multiple views added to my viewer and I want to have
 control as to which one gets rendered on top of the others in the main
 viewer window.

This is the right way to tackle it.  To control the rendering order
you can use the camera-setRenderOrder(..) method.  If you don't set
this an leave all the camera's at their default of 0 then these
cameras will be rendered in the order you added them.

Robert.
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Re: [osg-users] Missing ShapeDrawables in .obj export

2009-11-25 Thread Ben Axelrod
Thanks Robert, 

I understand ShapeDrawable is an osg construct that obj won't understand.  But 
i was under the impression that the conversion out of the osg format would 
de-OSG all shapes.  in other words, make a mesh out of the ShapeDrawable. But 
clearly this is not the case.  Is this feature on the todo list?

Also, i know that the VRML format has some concept of primitive shapes.  Do you 
think that the osg to wrl conversion would include the primitive 
ShapeDrawables?  I would just try it, but unfortunately i did not build osg 
with vrml writing capabilities, and i won't have the opportunity to rebuild osg 
for a while.

Thanks,
-Ben


From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Wednesday, November 25, 2009 5:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Missing ShapeDrawables in .obj export

Hi Ben,

Does .obj support ShapeDrawable? No... it knows nothing about
ShapeDrawable so there is no way it can be exported without conveting
it into another form that .obj supports.  .obj support just meshes,
lines and points so if you want to export to .obj then you'll need to
stick to these types of objects in your scene graph.

Robert,

On Wed, Nov 25, 2009 at 5:34 AM, Ben Axelrod baxel...@coroware.com wrote:
 I have a scene that has some primitive shapes in it created with 
 ShapeDrawables.  When i save the scene to a .obj file using 
 osgDB::writeNodeFile() the ShapeDrawables don't show up in the file, but the 
 floor plane i created with simple geometry does.  If i save it to a .osg file 
 instead, then everything is in in the file.  I get the same results if i use 
 osgconv to convert my .osg file into a .obj.

 Note: i am viewing the exported files with osgviewer.  And i am using OSG 
 version 2.6.

 Any clue on why this is or how to get around it?

 Thanks,
 -Ben
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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Robert Osfield
Hi Nico,

I've now modified the osgcamera example so that it can be used as
tested bed for repeated construction of viewers and enabling of VBO's.
 The example is now checked into svn/trunk, could you please try it
out on your system and see what errors you can pick up.  Try the
following command line:

osgcamera -r 3 glider.osg

And:

   osgcamera -r 3 --vbo glider.osg

You can also try (which loads once and then shares the model between viewers):

   osgcamera -r 3 --vbo --shared glider.osg

Press escape each time the view comes up to close the viewer and move
on to the next one.

With the first command line I get no errors, and the glider comes up
correctly each time.  When enabling VBO's with --vbo I get the correct
model on the first frame, and on the two following viewers nothing
comes up and I get errors, the output to the console I've copied in
below.  Adding the --shared doesn't have any effect.

The good news is that I am getting GL errors which suggests that the
VBO pool isn't being cleaned up or initialized correctly for the new
contexts.  There is chance that this will result in crash on your
system, but only GL errors on mine.  Could you please test osgcamera
as above to see.

Cheers,
Robert.

+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
GLBufferObjectSet::GLBufferObjectSet _profile._size=13120
GLBufferObjectSet::GLBufferObjectSet _profile._size=640
 Viewer ended --

+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Warning: detected OpenGL error 'invalid value' at After Renderer::compile
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
 Viewer ended --

+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Warning: detected OpenGL error 'invalid value' at After Renderer::compile
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of 

Re: [osg-users] Missing ShapeDrawables in .obj export

2009-11-25 Thread Robert Osfield
Hi Ben,

On Wed, Nov 25, 2009 at 4:25 PM, Ben Axelrod baxel...@coroware.com wrote:
 I understand ShapeDrawable is an osg construct that obj won't understand.  
 But i was under the impression that the conversion out of the osg format 
 would de-OSG all shapes.  in other words, make a mesh out of the 
 ShapeDrawable. But clearly this is not the case.  Is this feature on the todo 
 list?

It's not on my TODO list.  The OSG is community work, if you have the
itch then feel free to scratch it :-)

As a pointer of how to tackle it I would suggest looking at using a
PrimtiveFunctor/TriangleFunctor to stream out the geometry data from
the drawable.  Have a look at other instances of these functors such
as in src/osgUtil/LineSegmentIntersector.cpp.

 Also, i know that the VRML format has some concept of primitive shapes.  Do 
 you think that the osg to wrl conversion would include the primitive 
 ShapeDrawables?  I would just try it, but unfortunately i did not build osg 
 with vrml writing capabilities, and i won't have the opportunity to rebuild 
 osg for a while.

I'm not up to speed of VRML or the author of the OSG's VRML plugin so
can't answer this specifically.  In general I would say it should be
supportable but have to defer to others who know more about VRML/the
OSG's VRML plugin to comment.

Robert.
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Re: [osg-users] extracting the current image and depth information

2009-11-25 Thread Eric Coppock
Hi,

Thank you JP, the osgprerender example application in particular is helping me 
figure out a lot of stuff.  It's taking me a while ... I'm coming up to speed 
on several things at once, and wading through the callbacks and the 
reference-counted object stuff is stretching my brain.

With that ... what's the easiest way to see what's in an osg::Image?  Do I have 
to create another osgViewer or is there a simpler way to display this flat 
pixel info?

Thank you!

Cheers,
Eric

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Re: [osg-users] IntersectVisitor does not recognize Nodes on different Projection

2009-11-25 Thread Thorsten Werner
Hi,

Thanks for the tip but i dont see the difference which makes it work and mine 
not. Ive changed some parts of my code but i in my opinion it should work.

Any further help is highly anticipated. 

Thank you!

Cheers,
Thorsten

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Attachments: 
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http://forum.openscenegraph.org//files/thyrgon_624.cpp


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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-25 Thread Robert Osfield
Hi J.P,

I've modified the osgcamera example to have code path for testing a
series viewers, with sharing models and reloading them for each
viewer.  I've written about it on the thread VBO's - lifetime..
I'm able to get GL errors when using VBO's, and with your test model
with a straight osgViewer::Viewer app.

Below is the output of of running with your test model.  I get even
more errors when I force the use of VBO's with --vbo.

The VBO and Texture object pools are all implemented independantly,
but they are pretty similar code paths so there is decent chance that
if an error exists in one it may well be present in the other.

What the error might be I have no clue yet...

Robert.

 osgcamera -r 3 earth_sphere_dt1.ive
+ New viewer 
 Viewer ended --

+ New viewer 
Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
 Viewer ended --

+ New viewer 
Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
 Viewer ended --
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[osg-users] Problem with Camera::inheritCullSettings

2009-11-25 Thread Paul Martz
Hi Robert -- I've encountered a problem with how parent Camera values 
inherit down to slave Cameras, and wanted to discuss it before I 
launched into coding a fix.


Quick summary: master Camera clear mask doesn't inherit down to slave 
Cameras. As a workaround, I can loop over slave Cameras and set the 
clear mask manually.


Example use case: On a multidisplay system, create a Viewer configured 
to setUpViewAcrossAllDisplays. Get the Viewer's Camera, set the clear 
color to blue and set the clear mask to 0. Then call run. The windows 
incorrectly clear to blue -- they shouldn't clear at all, because the 
clear mask is set to 0.


I managed to divine that slave Cameras get their clear colors set in 
Camera::inheritCullSettings, if the CLEAR_COLOR bit is set. If I modify 
this code to also copy the master Camera clear mask down to the slave 
Camera, then I get the expected result (no clearing occurs).


It seems like there are two ways to fix this: One is to just piggyback 
clear mask onto the CLEAR_COLOR bit, or we could also add another bit 
specifically for clear mask.


The second way, I'm not sure about. But the name inheritCullSettings 
fails to imply that clear color, possibly clear mask, read buffer, and 
draw buffer are all set in that function. So I wonder if 
inheritCullSettings is the right place to inherit these values? Or 
should master-to-slave value setting be done somewhere else?


I'd appreciate your input on this, and I'd be glad to code a solution if 
you can provide some direction. Thanks.

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

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Re: [osg-users] CompositeViewer context cleanup and missing textures

2009-11-25 Thread Robert Osfield
Hi J.P.

I've just changed USE_NEW_TEXTURE_POOL to 0 and then tested:

  osgcamera -r 3 earth_sphere_dt1.ive

And it doesn't produce any errors and model always comes up with
textures.  So it does look like the new osgcamera test is sufficient
for testing this particular bug.

Robert.
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Re: [osg-users] heightfield change height crashes

2009-11-25 Thread Thomas Maier
Hi,

i inserted the dirtyDisplayList() into an update callback which i set with 
setUpdateCallback() and it works, but only if i click into the viewer window 
and move the heightField ?

thanks for the help, i will try also the other variants, to see if they work 
better. 

Thank you!

Cheers,
Thomas

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Re: [osg-users] PagedLOD/ProxyNode design discussion

2009-11-25 Thread Chris 'Xenon' Hanson
Robert Osfield wrote:
 got another opinion on the PagedLOD and ProxyNode topic. :-)
 We have been using both nodes for stuff like pseudo loaders as well and
 I would recommend to change the interface a little bit. There should be
 a common interface for all pageable nodes like:
 class PageingNode : public Group {}
 and then:
 class ProxyNode : public PageingNode {}
 class PagedLOD : public PageingNode {}
 and now one can easily add custom implementations on top of PageingNode
 like
 class MyCustomNodeWhichRefreshesTheSubgraphEvery10Seconds : public
 PageableNode {}
 I can see value in this, but I'm not sure how easy it would be to come
 up with the PagingNode base class - it can't just subclass from
 osg::Group.

  I've seen the same situation -- the DatabasePager is really strictly tied to 
ProxyNode
and PagedLOD.

  Multiple inheritance also opens a can of worms.

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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Nico Kruithof
Hi Robert,

The first call (no --vbo) runs correctly. The second and third (with --vbo)
do not crash, but the second and third screen are wrong. I also tried the
fourth combination osgcamera -r 3 --shared glider.osg. That one worked
fine.

-- Nico

This is the output:

osgcamera -r 3 glider.osg
+ New viewer 
 Viewer ended --

+ New viewer 
 Viewer ended --

+ New viewer 
 Viewer ended --

osgcamera -r 3 --vbo glider.osg
+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
GLBufferObjectSet::GLBufferObjectSet _profile._size=13120
GLBufferObjectSet::GLBufferObjectSet _profile._size=640
 Viewer ended --

+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Warning: detected OpenGL error 'invalid value' at After Renderer::compile
 Viewer ended --

+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Warning: detected OpenGL error 'invalid value' at After Renderer::compile
 Viewer ended --

osgcamera -r 3 --vbo --shared glider.osg
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
+ New viewer 
GLBufferObjectSet::GLBufferObjectSet _profile._size=13120
GLBufferObjectSet::GLBufferObjectSet _profile._size=640
 Viewer ended --

+ New viewer 
 Viewer ended --

+ New viewer 
 Viewer ended --
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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Nico Kruithof
Hi Robert,

I realised that another difference is that I'm using the static viewer. I'll
try the texture patch, however the model I constructed didn't contain any
textures. Just vertices, normals and triangles.

-- Nico

On Wed, Nov 25, 2009 at 8:08 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nico,

 I have made a provisional fix to src/osg/Texture.cpp, this fixes the
 osgcamera runs, but I'm still testing the code so won't check the fix
 in yet.

 Could you please try the attached src/osg/Texture.cpp and see if it
 fixes the problems you are seeing at your end.

 Robert.

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Re: [osg-users] Multiple cameras with setRenderOrder(PRE_RENDER, i)

2009-11-25 Thread Ross Bohner
Hi,

Paul,

I tried your code, then prerender.cpp, then parts of shadowMap.cpp of 
osgParticle.  All failed, (seg fault when images were not attached to textures, 
and render fail when texture were not have dimentions of power of two), so 
there had to have been something wrong with the framework I was executing the 
code under.

some investigation found:

Code:

for( unsigned int i=0; i  texture.getNumImages(); ++i){
texture.getImage(i)-ensureValidSizeForTexturing( 134217728 );
}




which was forcing power of two dimensions on textures.  Interesting though was 
that it was causing seg faults for texture which did not include images.   I 
will be looking into this some more.

thank you for your help
... 

Thank you!

Cheers,
Ross[[/code]

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Re: [osg-users] PagedLOD/ProxyNode design discussion

2009-11-25 Thread Chris 'Xenon' Hanson
Robert Osfield wrote:
 I can't help but feel that you are trying to making this more complex
 than it needs to be.

  Well, not _trying_. ;) Sometimes I am through ignorance. I did not know you 
could force
preload that way without

 First up pre-loading a plugin to handle extensions is easy, as it's
   osgconv -e ModifyTerrain model-in.ive model-out.ive
 Another aspect of the way the plugin mechanism works is that if you
 just added the extension directly to the osgconv line the
 ModifyTerrain plugin would be loaded first automatically anyway,

  Ok, that definitely addresses one of the major issues. I can perhaps just 
rely on
MODIFYTERRAIN intercepting all loads, and selecting which ones it wants to 
apply to.

 Finally, changing osgconv's to add support recursion and adding your
 optional extension on to internal should be trivial.  I really can't
 see a need or great value in adding the extra complexity of a
 getCombinedFilename() or a osgDB::ModifyFilenameCallback. 

  I'm not sure we're talking on exactly the same wavelength, but I was pretty 
sure that
any approach I came up involving osgconv and suffixes would be frowned upon as 
adding
extraneous application-specific functionality to osgconv. Which, obviously we 
both wish to
avoid. Let me clarify what the issue really is, as I see it (since by 
necessity, you're
not as immersed in the problems and requirements of this design as I have to 
be).


  The part that is still left unspecified is this. the pseudoloader has to 
mark the
PagedLOD nodes (or their child filenames, either one works) to indicate which 
ones should
be modified by MODIFYTERRAIN. If MT intercepts all load requests, it needs to 
know which
ones it should actually modify, and skip the others (both for performance 
reasons, and you
might want some data loaded unmodified).

  Additionally, in order for this flagging to work (and then disappear) during 
an osgconv
conversion where the modifyterrain is being applied via the loader, the 
marking has to
disappear and not be present in the re-saved PagedLOD nodes or their child 
filenames.
Otherwise MT would RE-applied when the converted (and already modified) 
database was
reloaded, which is undesirable. The point of conversion is to apply the 
modification and
then be rid of the runtime modification overhead.

  This is why the original suffix was designed not to be saved as part of the 
PagedLOD,
and why I am avoiding tinkering with the actual child filename in the 
PerRangeData. Those
changes would stick with the converted database. One might think I could 
manually stick
the suffix on the child filename, and strip it off once the child loaded. 
However, if the
child unloaded and then reloaded during one osgViewer run, the modifyterrain 
effect would
disappear on subsequent loads after the first.



  However, I think I have a solution that can work without modifying any core 
OSG code,
and still meet all the transparency requirements.

  I'll use the plugin pre-loading technique to allow MODIFYTERRAIN to intercept 
all loads.
When MT loads a subgraph, it will (at your suggestion, and similar to how it 
does now
setting the database suffix) go through the subgraph and mark each candidate 
PagedLOD by
attaching a custom osgDB::Options. It is my understanding from a brief review 
of the .osg
saver (PagedLOD_writeLocalData) that the osgDB::Options field is not stored 
when the .osg
file format is written, and this is by intention.

  So, I will use the osgDB::Options to indicate which PagedLODs should receive 
MT
treatment. I plan to do this by adding a plugin string data to the Options 
object via
setPluginStringData with a key/value of PSEUDOLOADERSUFFIX, .modifyterrain. 
I believe
this is within the intended use of the plugin string data.

  When modifyterrain intercepts the load call, it appears to be provided the
osgDB::Options object (from the PagedLOD object), so the pseudoloader can check 
for the
presence of the PSEUDOLOADERSUFFIX=modifyterrain key/value on the Options, and 
decide
whether to post-load-process the subgraph or not.

  (The alternative to not tracking the pseudoloader-marking state directly on 
the PagedLOD
via the Options is to keep a list of child filenames needing the treatment as a 
singleton
within the MT pseudoloader, but then ModifyTerrain would have to search that 
list for each
load, which could have dire performance on large filename collections, 
depending on which
container type was used.)


  I think this is practical. Do you have any comments or suggestions on this 
method before
I code it? It should allow osgconv and osgviewer to be completely naive and 
oblivious to
the presence of a pseudoloader using this technique, which is my goal.



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Re: [osg-users] VBO's - lifetime.

2009-11-25 Thread Nico Kruithof
Hi Robert,

Not too much good news I'm afraid. I tried my application and the osgcamera.
I have to stop now. I might have some time to test tomorrow night (it's a
private project for now).

I attached the model I'm using. It loads fine in my application, but crashes
when I close it. The osgcamera doesn't work either:

osgcamerad.exe d:\tetra.osg
GLBufferObjectSet::GLBufferObjectSet _profile._size=5248
GLBufferObjectSet::GLBufferObjectSet _profile._size=5184
Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0

osgcamerad.exe -j 3 d:\tetra.osg
+ New viewer 
GLBufferObjectSet::GLBufferObjectSet _profile._size=5248
GLBufferObjectSet::GLBufferObjectSet _profile._size=5184
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0
+ New viewer 

and crashes after the first viewer.

I wrote down the callstack when the crash occurs in my application:
void BufferObject::releaseGLObjects(State* state) const, with state == 0
void GLBufferObject::releaseGLBufferObject(unsigned int contextID,
GLBufferObject* to), with contextID==0
void GLBufferObjectManager::releaseGLBufferObject(GLBufferObject* to)
void GLBufferObjectSet::orphan(GLBufferObject* to)

The osgcamera example with the slider doesn't work either. Again, the output
is correct for the first renderer, but not for the second and third. Here is
the output again:
osgcamerad.exe -r 3 d:\glider.osg
+ New viewer 
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0
+ New viewer 
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0
+ New viewer 
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0

osgcamerad.exe -r 3 --vbo d:\glider.osg
+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
GLBufferObjectSet::GLBufferObjectSet _profile._size=13120
GLBufferObjectSet::GLBufferObjectSet _profile._size=640
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0
+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Warning: detected OpenGL error 'invalid value' at After Renderer::compile
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0
+ New viewer 
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Warning: detected OpenGL error 'invalid value' at After Renderer::compile
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0


osgcamerad.exe -r 3 --vbo --shared d:\glider.osg
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
Enabling VBO
+ New viewer 
GLBufferObjectSet::GLBufferObjectSet _profile._size=13120
GLBufferObjectSet::GLBufferObjectSet _profile._size=640
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0
+ New viewer 
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0
+ New viewer 
 Viewer ended --

Texture::TextureObjectManager::flushAllDeletedTextureObjects() _contextID=0
Texture::TextureObjectManager::discardAllDeletedTextureObjects()
_contextID=0 _numActiveTextureObjects=0


tetra.osg
Description: Binary data
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[osg-users] Some overview of OSG and VPB databases

2009-11-25 Thread Chris 'Xenon' Hanson
  I've accumulated some notes over time about how OSG and VPB databases works, 
and I
thought I'd share them here for others' enlightenment, and also to ask for 
corrections. I
don't guarantee this is correct, it just seems to be correct based on my 
understanding.

  Perhaps someday this might make it into some sort of OSG Terrain Guide or 
something.




Structure of a typical VirtualPlanetBuilder/OSGDEM terrain database

Root OSG file looks like:
CoordinateSystemNode: Top-level, defines ellipsoid shape of globe
PagedLOD
Child0:TerrainTile (lowest LOD of terrain model)
Child1:Basename_root_L0_X0_Y0/Basename_L0_X0_Y0_subtile.osg
(file containing LODs that cover the same extent as 
Child 0)


A VPB TerrainTile (for example, L0_X0_Y0) looks like:
TerrainTile (lowest LOD of terrain model)
Locator (defines Coordinate System and Transform of TerrainTile)
ElevationLayer
HeightFieldLayer
HeightField: UniqueID, Origin, X/Y Interval, 
SkirtHeight, Heights [Array]
ColorLayer
ImageLayer
file Basename_L0_X0_Y0.dds


SubTile Basename_root_L0_X0_Y0/Basename_L0_X0_Y0_subtile.osg looks like:
Group
PagedLOD
Child0: TerrainTile
Child1: Basename_L1_X0_Y0_subtile.osg (Another subtile like 
this one)
PagedLOD
Child0: TerrainTile
Child1: Basename_L1_X1_Y0_subtile.osg
...more, similar PagedLODs may exist here...


In operation, the Root OSG file is loaded by the caller. This file contains a 
TerrainTile
with Color and Elevation data, so as soon as the initial root load is complete, 
there is a
lo-resolution terrain surface visisble. OSG immediately begins cull traversal 
of this
scene graph. During cull traversal, the PagedLOD node probably discovers that 
the
currently visible child (child 0, with the TerrainTile) is insufficient LOD for 
the
current view. The only alternate LOD is Child1, which is an external file. 
PagedLOD
informs the DatabasePager to begin loading this external file and continues on 
the cull.
The load operation has a priority level that hints to the DatabasePager how 
important this
node is, allowing multiple loads to be queued according to how close each one 
is to the
viewer.

After the first cull operation is complete, a number of cull/draw cycles may 
execute while
the DatabasePager thread completes loading and possibly compiling the loaded 
data for use
in the scenegraph. During each cull operation that the loaded external child is 
not yet
available, the PagedLOD re-requests the child node to be loaded. This allows 
the priority
of the node in the queue to adjust if the viewpoint moves prior to the node 
getting loaded.

When ready, the DatabasePager inserts the loaded subgraph (see structure of
Basename_L0_X0_Y0_subtile.osg) into the scenegraph. At this point, the top 
PagedLOD is
satisfied that it has an appropriate LOD, and subsequent cull operations will 
traverse the
Child1 of the top PagedLOD Node.

Child1 itself contains a non-trivial subgraph. At the top of the subgraph are 
several
PagedLOD nodes. Each of these contains its own Child0 LOD, which is not an 
external file
but a TerrainTile complete with ElevationLayer and ColorLayer already loaded in 
and
compiled as part of the Basename_L0_X0_Y0_subtile. So, when the Root-level 
Child0
TerrainTile is replaced with the root-level Child1 external file, the
Basename_L0_X0_Y0_subtile's Child0s immediately cover the exact same visual 
extent of
terrain without any more loading delay.

As soon as the Basename_L0_X0_Y0_subtile subgraph is merged into the scenegraph 
and
traversed by cull, the PagedLODs in L0_X0_Y0 will evaluate their LOD criteria 
(typically
expressed not as actual distance, but in realtive-apparent-size-on-screen) and 
most likely
discover they too, are insufficient for the current view. At this point, each 
of the
PagedLODs will decide to load their next LOD child (Child1). Because each of 
these
children will be located at different locations with respect to the viewer, 
they will each
individually determine a different priority, which the DatabasePager will 
respect when
queuing the DatabaseRequest.

PagedLOD class has several conditions. The base LOD class and the Group class 
beneath that
require that the container (a std::vector) that contains the actual LODs must be
contiguous – no empty slots are permitted in the container. The PagedLOD class 
defines a
parallel container called PerRangeDataList, which is also a vector holding the 
LOD ranges
and external filenames for each child that can be loaded. The contents of these 
two
containers are associated only by the subscript of their contents. What this 
means in
practice is that the LOD children in the Group must be loaded contiguously – no 
higher LOD
can be loaded if a lower LOD is not already loaded.

PagedLOD will 

Re: [osg-users] Some overview of OSG and VPB databases

2009-11-25 Thread Roland Smeenk
Hi Chris,

I would like to see these pieces of knowledge added to the Wiki.

thanks,

Roland

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Re: [osg-users] Some overview of OSG and VPB databases

2009-11-25 Thread Chris 'Xenon' Hanson
Roland Smeenk wrote:
 Hi Chris,
 I would like to see these pieces of knowledge added to the Wiki.

  That may be possible at some point.

 thanks,
 Roland

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Re: [osg-users] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?

2009-11-25 Thread John Price
Hi Robert and Paul,

Thank you both for your replies. Your answers affirmed my own investigations 
into gl3.

For Paul - my OSG project is being developed for Win32 x64. I have just moved 
it to Windows 7 x64. It is tied to Windows because it is designed to work in 
concert with other Windows commercial apps that will probably never be ported 
to Linux.

My project is still in development and has a long term objective. My view is 
forward looking, so I am interested in embracing gl3 as development progresses. 
I am primarily developing for nVidia hardware, and am particularly interested 
in nVidia extensions to gl3 that they refer to as Bindness Graphics.

nVidia states:
Bindless Graphics refers to changes to OpenGL that can enable close to 
an order of magnitude improvement in the CPU-limitedness of graphics 
applications.

Bindless Graphics has the following desirable properties:
•   The driver need not dereference a vertex buffer or constant buffer on 
the CPU in order for the GPU to use it. 
•   Relieves the limits on how many buffer objects can be accessed at once 
by shaders 
•   Buffer objects are accessed as C-style pointer dereferences in the 
shading language 
•   Allows for dependent pointer fetches, enabling more complex scene graph 
structures to be built into buffer objects providing significant new 
flexibility in the use of shaders. 

Measurements have shown that bindless graphics can result in more than 7x 
speedup!

Unfortunately the nVidia OpenGL SDK which usually provides code examples seems 
to be stuck at this time at the GeForce 8 gl2.1  level. Hopefully this will be 
updated sometime in the future.

As it seems that I am at about the same juncture as everyone else with respect 
to gl3, I don't feel so alone or incompetent as I did when I first began asking 
questions. I plan to take Paul's advice and begin writing gl3 code. If I come 
up with anything useful I will gladly contribute it with a submission.

I have found that the Red Book 7th Edition covers gl3 and gl3.1. I also found 
the book Beginning OpenGL Game Programming 2nd Edition by Luke Benstead has 
been updated to gl3. I have just ordered it, but don't have it yet.


Thank you!

Cheers,
John

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Re: [osg-users] Custom code in OSG core

2009-11-25 Thread Sukender
Hi Robert and Paul,

Oh, I'm sorry I shouldn't have written core OSG: it's maybe more in osg 
plugins I guess...
I have to load huge models. By huge I mean a few thouthands triangles but GB of 
textures. Of course loading such a model simply leads to a std::bad_alloc. This 
is why I posted something about lazy textures/images on the mailing list: I 
must load the model but I don't want all the textures to be loaded at the same 
time. Depending on what I want to acheive I may need:
1. To leave textures unloaded, but I want writers plugins to do as if the 
texture was loaded (= the writer simply says the texture is abcd.jpg).
2. To load low-res textures (or maybe not loaded at all), but I want hi-res 
ones to be switched when needed, especially when writing.

I don't expect solutions to be suited for realtime rendering. I only need 
those huge models to be loaded, then processed (= modifiy geometry without 
touching the texture or vice-versa, modify only a part of the scene...) and 
written to disk for future rendering.

I got a few ideas for these needs:
- Add a noTexture option to readers that stores somewhere the path of the 
texture file, and add an option to writers to do as if the texture was loaded 
(but only write to the file the path of the image). This is why I have custom 
code in reader/writers. But this is clearly an ugly solution as I need to 
modify each reader/writer.
- Create a lazy image, which is loaded only when accessing pixel data. But I 
don't know if it's easy, and how to do it (as discussed in the corresponding 
post).

And a final note: all my code is given to osg-submissions once stable... I 
won't violate the OSGPL/LGPL :)

So... any idea? If I can acheive this without modifying OSG source code, then 
I'd be very happpy...

Thank you.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Robert Osfield robert.osfi...@gmail.com a écrit :
 Hi Sukender,
 
 On Wed, Nov 25, 2009 at 2:26 PM, Sukender suky0...@free.fr wrote:
  I'm trying to add custom code in some osg plugins (especially 3DS and FBX). 
  I often have to write things like:
  ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define 
  MY_CUSTOM_CODE)
 
  #ifdef MY_CUSTOM_CODE
  ...
  #endif
 
  - Can I submit such code (without the #define of course)?
  - Do you think there could be a nicer way to isolate custom code?
  - And finally, do you think this could be a good idea to have a CMake 
  option such as USER_DEFINES? And then:
  FOREACH(CUR_DEFINE ${USER_DEFINES})
     ADD_DEFINITIONS(-D${CUR_DEFINE})
  ENDFOREACH()
 
 The OSG isn't the place for custom code, both for a licensing issues,
 build issues and maintenance issues.  The question really should be
 how to avoid need for custom code in the core OSG.  The use of custom
 code embedded in the OSG code would suggest that the OSG doesn't
 support particular features, or isn't extensible enough, or just the
 that code is tackled in the wrong way.
 
 Could you enumerate what custom code you are wanting to put it and
 why?  Perhaps we can figure a way to avoid the need for it completely.
 
 Robert.
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Re: [osg-users] [osgOcean] Wake effects?

2009-11-25 Thread Peter Bear
Would it be possible to implement sort of a config option with 2 or more 
shaders for multiple quality levels? This would allow for the use of one shader 
if you have a more powerful card, or another shader for an older card.
Peter

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[osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-25 Thread Wang Rui
Hi all,

After 3 months of long waiting (from the SIGGRAPH to present), I am very
pleased to announce that, the book *OpenSceneGraph Design and Implementation
*, which is written by Wang Rui and Qian Xuelei and predicted on the OSG
BOF, finally COMES OUT!

Wang Rui and Qian Xuelei, OpenSceneGraph Design and Implementation, Tsinghua
University Press, 2009.11;
ISBN: 978-7-302-21303-1; Price: 45.00Yuan (about $6.6); Paperback, 377
pages.

Please visit the Tsinghua University Press website for more information
about this book:
http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01DJ=45

Chinese readers may order it from:
http://product.dangdang.com/product.aspx?product_id=20732977

The book resource website:
http://code.google.com/p/osgenginebook/

You may freely download the full examples source code and have an overview
of them here. Hope the 38 very short examples may help you even without
reading the book. I try to build the website Chinese-English bilingual, so
don't worry about language limitations. :)

More snapshots could be found at http://code.google.com/p/osgenginebook/

I’d like to thank Don Burns and Robert Osfield for their creative efforts to
give birth to OpenSceneGraph, as well as over 1700 (maybe even more today?)
members of the OSG core community and over 2400 members of the osgChina
community, for their support and contribution all the time!

Many thanks to Paul Martz of the Skew Matrix, for his tremendous passion for
improving OSG documentations and great help on supporting the publication of
this book. He also took time out of his busy schedule writing the foreword.

Thanks to Wei Zhanying, Guan Yanling, Chen Xuexia and Su Yuyang of Beijing
Geo-Vision, for providing all kinds of assistance to the author during
writing.

Thanks to Xiong Jian of Tsinghua University Press, Zhu Youhong of 3DVRI, Gao
Feng of Appsoft, Xu Mingliang of Zhejiang University, CG Laboratory of
Beijing Forestry University and Yang Shixing, Xiao Peng and He Sicong of the
osgChina Team, for technical reviewing, providing images and examples, and
contributing in some other way.

Thanks to my co-author Dr. Qian Xuelei, for helping me finish some chapters
and proofread the entire text.

Finally, I should thank my parents Wang Lihang and Bao Ximei, and my fiancee
Leng Qin. I could not have done this without their patience and moral
support during the whole time.

Best wishes,

Wang Rui
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Re: [osg-users] help me with osg::Imagestream and osg::Image

2009-11-25 Thread Ivan Salguero
Hi,
yes yes but i execute osgmovie and it say me that i need a pluging what kind of 
pluging i need?? so it's weird because when i compile the code some libs las 
image and imagestream doesn't have some functions but .exe it's work correctly 
why happen that?
... 

Thank you!

Cheers,
Ivan

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Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-25 Thread Martin Scheffler
wow, time to brush up my mandarin! :) Congratulations!

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