Re: [osg-users] AddSlave & removeSlave camera seem inconsistent

2019-04-11 Thread Robert Osfield
Hi Bruce, On Thu, 11 Apr 2019 at 00:37, Bruce Clay wrote: > Is there a way to programmatically determine the index when a slave camera is > added to insure the correct one is removed? I just looked t include/osg/View header and found : unsigned int

Re: [osg-users] Where is CreateContextAttribs() being used?

2019-04-11 Thread Robert Osfield
Hi Marlin, A great for CreateContextttribs in the OSG shows: $ grep -r CreateContextAttribs . Binary file ./lib/libosgViewer.so.3.6.4 matches Binary file ./src/osgViewer/CMakeFiles/osgViewer.dir/GraphicsWindowX11.cpp.o matches ./src/osgViewer/GraphicsWindowX11.cpp:typedef GLXContext

Re: [osg-users] Getting LigtModel from viewer

2019-04-08 Thread Robert Osfield
Hi Claudio, On Mon, 8 Apr 2019 at 10:57, Claudio Benghi wrote: > Your solution works very well, the code I'm using to get the LightModel is > > > Code: > > osg::LightModel *lightModel = dynamic_cast > (viewer->getCamera()->getStateSet()->getAttribute(osg::StateAttribute::LIGHTMODEL)); > > > > >

Re: [osg-users] Getting LigtModel from viewer

2019-04-08 Thread Robert Osfield
Hi Claudio, On Mon, 8 Apr 2019 at 00:16, Claudio Benghi wrote: > I'd like to be able to toggle the setTwoSided() value of the LightModel that > gets instantiated with the default osg::viewer class. > > I've looked at the code a while but I can't find a way to get the instance of > LightModel

Re: [osg-users] Looking for big datasets to properly challenge OSGand VSG, Please help :-)

2019-04-06 Thread Robert Osfield
Hi Qi Yu, On Sat, 6 Apr 2019 at 12:47, Garfield Pig wrote: > > Hi Robert, > I has bought a 3dmax building scene about smart city from taobao several > month ago,size 75GB. > > BaiduNetDisk: ResourceDownloadSite > passcode: 5om0 > > I am in china,I'm not sure whether you can use baidu

Re: [osg-users] Looking for big datasets to properly challenge OSG and VSG, Please help :-)

2019-04-05 Thread Robert Osfield
Hi Andrea, On Fri, 5 Apr 2019 at 11:52, Andrea Martini wrote: > concerning your question about big dataset, at link : > > http://kos.informatik.uni-osnabrueck.de/3Dscans/ > > at bullet 25, there is a file wue_city.tar.xz of about 5GB got by SLAM > process. > > This data set contains 6 3D laser

[osg-users] Looking for big datasets to properly challenge OSG and VSG, Please help :-)

2019-04-03 Thread Robert Osfield
Hi All, Over the years I've collected a few vis-sim test datasets that I've been able to use for my own testing, but they aren't really big enough to properly challenge modern computer systems. Analysis performance on a datasets that already rendering at 2000fps+ doesn't really tell much about

Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-03 Thread Robert Osfield
Hi François, On Wed, 3 Apr 2019 at 13:55, François Cami wrote: > Just to set expectations there: > * there is no reclocking support for GPUs newer than Maxwell v2 in Nouveau > * Turing support in Nouveau requires fairly recent builds (early 2019) > * there is no acceleration, only llvmpipe. > >

Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-03 Thread Robert Osfield
Hi Chirs et. al. On Wed, 3 Apr 2019 at 13:08, Chris Hanson wrote: > He's GPU side. I tech-reviewed for the OpenGL SuperBible that he was one of > the authors of. > > He might still be able to advise us on troubleshooting if we can't pin it > down. He's been very helpful before. Thanks for

Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-03 Thread Robert Osfield
Hi All, I've now installed 18.04 on my new AMD2700+Geforce2060 system and did a range of more tests and learnt a few things along the way. First up I tried out the open source graphics drivers that come with 18.04 and they do a really poor job at supporting the 2060, screen resolution pegged at

Re: [osg-users] [osgPlugins] Animated Gifs on iOS

2019-04-02 Thread Robert Osfield
Hi Alessandro, On Tue, 2 Apr 2019 at 18:12, Alessandro Terenzi wrote: > I'm thinking to create a osg::ImageSequence if the actual Gif file contains > more than 1 image and return that instead of a osg::Image object... > > I will test this approach more in depth and submit the improvement if

Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-02 Thread Robert Osfield
Hi François Thanks for the suggestion and links. I had been wondering about there was an issue with thread affinity and your links illustrates how this can be even worse than normal with the two group of cores on the Ryzen. I have followed your suggestion of using taskset to set the affinity to

Re: [osg-users] EditorConfig file?

2019-04-02 Thread Robert Osfield
Hi Chris, On Mon, 1 Apr 2019 at 22:17, Chris Djali wrote: > It's been a couple of weeks, and I've not had any response about any official > policy on indentation in the case of existing files that already break the > global rule. Should I just go for the stance of "it's supposed to be spaces

Re: [osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-02 Thread Robert Osfield
Hi Chris, On Mon, 1 Apr 2019 at 21:41, Chris Hanson wrote: > I don't have any modern Apples to Apples comparisons to cite. > > I do know, that if you recall, we ran into threading issues when dealing with > the massive plenoptic display IG back in 2015 or so on AMD cards, and it > needed

[osg-users] CPU Performance issues with AMD 2700 vs Intel Corei7 4770S

2019-04-01 Thread Robert Osfield
Hi All, I have recently got a new dev machine, a AMD2700 + Geforce 2060 system. I wanted a quiet mulit-core system as well as to get some experiment working with AMD chips as I've been using Intel Corei7 chips for the last 8 years. The machine uses passive cooling for everything except the

Re: [osg-users] Removing objects with shared GL state from scene graph

2019-03-29 Thread Robert Osfield
Hi Chris, Which version of the OSG are you working with? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] [build] Particular Build Problems with OSG.

2019-03-28 Thread Robert Osfield
Hi Zachary, On Thu, 28 Mar 2019 at 07:52, Zachary1234 wrote: > > To build OSG you need to manually direct the cygwin installer to load > > version 3.3.3 of the gcc compiler family. This part is very likely put of date, this page will have been written in the OSG-2.x days, long before OSG-3.x

Re: [osg-users] [build] Particular Build Problems with OSG.

2019-03-27 Thread Robert Osfield
On Wed, 27 Mar 2019 at 16:34, Trajce Nikolov NICK wrote: > osg is cmake based for configuration. so instead of ./configure;make;make > install you should do something like > > cmake . > make > make install The old Cygwin install docs was out of date and referred to pre OSG-2.0 build. I've

Re: [osg-users] [build] Particular Build Problems with OSG.

2019-03-27 Thread Robert Osfield
Hi Zachary, You will need to post us the errors you are seeing without this there is no way for us to know what is wrong. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [ANN] Windows Binaries of OSG 3.4.0 : Visual C++ 2015 and Intel C++ 2016

2019-03-25 Thread Robert Osfield
HI Zachary, On Mon, 25 Mar 2019 at 05:14, Zachary1234 wrote: > -I am after a public download for Win64 OSG library stable (with Headers) > which will be compatible with TDM, or compatible with G++ Windows > (secondarily). Can someone perhaps pursue creating this kind of a build, > and offering

Re: [osg-users] EditorConfig file?

2019-03-14 Thread Robert Osfield
Hi Chris, The OSG codebase uses four spaces for tabs. I don't have any strong opinions on adding EditorConfig file. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OSGPL - Legal questions on version and compatibility

2019-03-06 Thread Robert Osfield
On Wed, 6 Mar 2019 at 10:42, Matthias Schütze wrote: > Currently, I am checking the possibilities to update my company's proprietary > application from using OSG 3.0.1 to use a newer version. On GitHub, I could > see that with OSG 3.4 the license document changed from OSGPLv0.0 to > OSGPLv1.0.

Re: [osg-users] updatecallback deprecation proposal

2019-03-06 Thread Robert Osfield
Hi Julien, The complexity is about retaining backwards compatibility. Changing it would break end users code and likely silently for us as only a small percentage of end users test releases prior to them be released so we don't find out we've broken their code until it's too late, so we need to

Re: [osg-users] Help about obtaining a particular OSG build.

2019-03-04 Thread Robert Osfield
On Mon, 4 Mar 2019 at 15:02, Zachary1234 wrote: > Yes, I have been going through this, > but am at a point where the building process over here is failing. > > > I am simply looking for a TDM compatible build, and unfortunately > not debugging or error assistance in the process. If you are using

Re: [osg-users] Deep cloning an active root scene node

2019-03-01 Thread Robert Osfield
Hi Rob, There is a limit to how well you'll be able to get things to scale given the hardware limits you have to work around. If you don't want the main rendering loop to wait for the rendering of all these extra views then you'll need to use a separate viewer(or compositeviewer) with it's own

Re: [osg-users] Deep cloning an active root scene node

2019-02-28 Thread Robert Osfield
Hi Rob, The OSG is design to allow you to rendering multiple views at once, there is no need to clone the scene graph, you simply add another View to a CompositeView to add the extra rendering. You can toggle optional View's on/off as you need them. Robert. On Thu, 28 Feb 2019 at 17:51, Robert

Re: [osg-users] show mouse cursor in embedded osg

2019-02-28 Thread Robert Osfield
On Thu, 28 Feb 2019 at 17:32, Sebastian Schmidt wrote: > How can i show the default osg mouse cursor in a embedded opengl context > (GraphicsWindowEmbedded) ? > i tried embeddedWindow->useCursor(true), but i didnt work. GraphicsWindowEmbedded is essentially a non op facade that makes it

Re: [osg-users] Cannot pick HUD text

2019-02-28 Thread Robert Osfield
On Thu, 28 Feb 2019 at 16:10, Chris Hanson wrote: > I think it used to work. Strange. I am not where I can test it right now. Can > anyone else confirm? I can pick the coloured rectangles in the HUD of osgpick built from the 3.6 branch. Robert. ___

Re: [osg-users] I need any ideas on how to wait for all outstanding frame-calls

2019-02-27 Thread Robert Osfield
Hi Christoph, > What I try to do is have a rendering on demand mode for a viewer showing a > geotiff (using osgearth). Currently it takes several frame-calls to have the > image in a clear state. And is state is the item I want to wait for, before > start doing something else. A quick reply

Re: [osg-users] Nvidia RTX

2019-02-21 Thread Robert Osfield
Hi All, I haven't looked at GL/Vulkan interoperability yet so can't provide any clarity on this, but I can say is that there are NVidia demos show this so it should be possible. During the dev of the VSG I've found it useful to work on a osg2vsg utility library and program to help map OSG image

Re: [osg-users] Nvidia RTX

2019-02-19 Thread Robert Osfield
On Tue, 19 Feb 2019 at 17:17, Chris Hanson wrote: > Any of my OSG homies do anything with Nvidia RTX yet? I did a simple search > and didn't see any overlap between OSG and RTX. RTX feature support is on my ROADMAP.md for the VSG ;-) It will likely take till early summer before we've completed

Re: [osg-users] How do I continuously read the mouse position as the mouse is moving, without a click event in osg

2019-02-09 Thread Robert Osfield
Hi Kris, On Fri, 8 Feb 2019 at 12:46, Kris Bartowski wrote: > I read it during frame events, becouse i tought that maybe every frame the > current mouse position is updated. The OSG source code is a resource that you can use to answer all the questions you might have, so I would recommend just

Re: [osg-users] Question about security of shader developments

2019-01-30 Thread Robert Osfield
Hi Werner, You can compile shaders into source, the osgText, osgVolume and osgParticle NodeKits all have local shaders directories i.e src/osgText/shaders. The .cpp files found in these shaders directory are generated from shaders found in OpenSceneGraph-Data/shaders, and converted to ,cpp's

Re: [osg-users] WxWidgets Examples?

2019-01-30 Thread Robert Osfield
On Tue, 29 Jan 2019 at 23:06, Zachary1234 wrote: > The latest version of OSG apparently comes with some source code examples > explaining how to draw to the screen and integrate with WxWidgets. Can > someone tell me were that example file is, > and where the WxWidgets source code example(s)

Re: [osg-users] Two basic OSG use Questions.

2019-01-29 Thread Robert Osfield
On Mon, 28 Jan 2019 at 22:55, Zachary1234 wrote: > Can someone still answer my second question in terms of WxWidgets, please? I have no knowledge of WxWidgets, and I think it's rarely used these days amongst the OSG community. You title for you thread "Two basic OSG use Questions" provides

[osg-users] OpenSceneGraph-3.6.4 release candidate 3 tagged

2019-01-26 Thread Robert Osfield
Hi All, I have a few more fixes to the 3.6 branch, so have gone ahead and tagged 3.6.4-rc3: https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.4-rc3 Please test and let me know of positive/negative results. All going well I'll tag the stable 3.6.4 early next week.

Re: [osg-users] Capturing all visible nodes

2019-01-25 Thread Robert Osfield
HI Isaac, Good to hear you've made progress. W.r.t your second/third issues, from what you've written I can't work out exactly what the problems is and what you result you are after so can't provide any specific advice. A screen shot of what you have, with pointers with what is wrong and what

Re: [osg-users] Deleting still referenced object

2019-01-25 Thread Robert Osfield
Hi Richard, I'll tag another 3.6.4 release candidate today, this will be based on the OpenSceneGraph-3.6 branch. Hopefully with your own simgear changes and 3.6 things will work fine and I can go for the final 3.6.4 release in knowledge that things are working fine. Cheers, Robert.

Re: [osg-users] Capturing all visible nodes

2019-01-23 Thread Robert Osfield
Hi Issac, On Wed, 23 Jan 2019 at 01:16, Isaac Wolf wrote: > Robert, the end goal is to take a picture of an object in real life and apply > it as a texture to a 3D model by orienting the geometry in the program to be > roughly the same as in the picture. > > My plan was to capture all the

Re: [osg-users] Loading osgt from string / Compile resources into binary

2019-01-23 Thread Robert Osfield
Hi Michael, > is it possible to somehow compile resources like models/nodes into an > executable? > How about putting the content of an osgt file as a string into my source code? > But as far as I've seen, there is no readNodeFromString method in osgDB. You can pass a std::stringstream to the

Re: [osg-users] Deleting still referenced object

2019-01-22 Thread Robert Osfield
Hi Richard, Sorry to hear your are battling this issue. I've read through, and had a quick look at simgear master but could find the loadUsingReaderWriter() implementation in ModelRegistry.cxx that you mention. Are you working on a branch or not checked something in yet? As a general comment,

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-21 Thread Robert Osfield
HI Julien, On Mon, 21 Jan 2019 at 14:51, Julien Valentin wrote: > This mod fix the issue but it's surely not clean enough for you > > Code: > void VertexArrayState::generateVertexArrayObject() > { > _ext->glGenVertexArrays(1, &_vertexArrayObject); > if(_vertexArrayObject ==

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-21 Thread Robert Osfield
On Mon, 21 Jan 2019 at 10:56, Julien Valentin wrote: > If you have any real argument against this change, please expose it > publically. The Issue code your wrote is a mess of bad programming practices. How would we know where a problem is when the Issue code has so many problems of it's own.

Re: [osg-users] Capturing all visible nodes

2019-01-19 Thread Robert Osfield
HI Isaac, Rather get into potentially convoluted approaches I think it would be far more productive to take a step back and work out what you actually need. Could you explain why you want what nodes are the in view frustum, and what you plan to do with them, and what the final result of all this

Re: [osg-users] [Any feedback welcome] possible lack of robustness of the VAO path

2019-01-19 Thread Robert Osfield
You have created a scheme where you are caching a nodes that can't be seen directly by the viewer so it isn't able to do the normal clean up that it does prior to cleaning up the graphics contexts. Try doing a releasreGLObjects() on the nodes cached on the callback prior to removing them. You

Re: [osg-users] Deleting still referenced object

2019-01-15 Thread Robert Osfield
HI Richard, On Tue, 15 Jan 2019 at 00:16, Richard Harrison wrote: > I've just changed simgear (again thanks for the code, that really > illustrated it well) and I'm currently flying one of my long test routes. Fingers and toes crossed. > Is there any other documentation of things that are

Re: [osg-users] Deleting still referenced object

2019-01-14 Thread Robert Osfield
trace the call seems to come from the flightgear code: > > ot21-OpenThreads.dll!OpenThreads::Mutex::lock() Line 115 C++ > osg160-osgDB.dll!osgDB::ObjectCache::getFromObjectCache(const > std::basic_string,std::allocator > & > fileName, const osgDB::Options * options) Line 99

Re: [osg-users] Deleting still referenced object

2019-01-10 Thread Robert Osfield
HI Richard, On Fri, 11 Jan 2019 at 01:36, Richard Harrison wrote: > I'm a FlightGear core developer and I can confirm that this is something that > we know about and I'm trying to fix. This month I'm working towards a 3.6.4 stable release, given that an issue has been observed between 3.4.x

Re: [osg-users] Deleting still referenced object

2019-01-10 Thread Robert Osfield
Hi Richard, The info you've provided doesn't give us much to go on to understand what might be going on your system, we'll need a high level view of your platform, OSG version, OSG usage model etc. If you aren't already using 3.6.x then I'd strongly recommend upgrading as this will wrap up all

[osg-users] OpenSceneGraph-3.6.4-rc2 tagged

2019-01-09 Thread Robert Osfield
Osfield Updated for 3.6.4-rc2 Wed, 9 Jan 2019 08:51:29 + Author : Robert Osfield Added cmake package configuration files to gitignore Wed, 9 Jan 2019 08:43:08 + Author : Robert Osfield Replaced use of heap with use of stack created ifstream to avoid potential memory leak Wed, 9 Jan 2019

Re: [osg-users] Get Animation current time

2019-01-08 Thread Robert Osfield
Good to hear you've resolved the problems and got things working really efficiently ;-) On Tue, 8 Jan 2019 at 14:11, Diego Mancilla wrote: > > Hello Robert, > > Thank you again. > > It turns out that I forgot to initialize the _timeMultiplier variable on the > constructor of my AnimationPath

Re: [osg-users] Get Animation current time

2019-01-08 Thread Robert Osfield
HI Diego, I can point you in the right direction but I can't sit beside you and walk through your code in a debugger. When figuring out a crash this is what is needed. The only thing I can add is that using raw C pointer is generally a red flag and one should be very cautious about doing so.

Re: [osg-users] Get Animation current time

2019-01-04 Thread Robert Osfield
Hi Diego, On Fri, 4 Jan 2019 at 16:16, Diego Mancilla wrote: > I have another question rather technical. As per now a have a lot of moving > objects. I'm using standard AnimationPath instances for each one of them. > Also y have a lot a control points for each one (20k+). So filling the >

[osg-users] Happy New Year, Happy New 3.6.4-rc1 :-)

2019-01-04 Thread Robert Osfield
are working well across all platforms I'll tag the 3.6.4 stable release, hopefully in the next two weeks. Cheers, Robert. -- ChangeLog since 3.6.3: Fri, 4 Jan 2019 08:10:15 + Author : Robert Osfield Added use of sizeof to make code a bit more flexible Fri, 4 Jan 2019 08:08:07 + Author : Robert

Re: [osg-users] Selecting a mesh of 3d model (say 3ds model)

2019-01-03 Thread Robert Osfield
Hi Nebi, The OSG provide low level features that allow you to determine the vertices and mesh associated with an ray or polytopes intersection, but doesn't provide high level features of how you want to represent these. Have a look at the osgpick example. Cheers, Robert. On Wed, 2 Jan 2019 at

Re: [osg-users] osg-users Digest, Vol 138, Issue 27

2019-01-02 Thread Robert Osfield
graph.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of osg-users digest..." > > > Today's Topics: > >1. Question about .dll only usage. (A Z) > 2. Re: Question about .dll only usage. (Chris Hanson) >3.

Re: [osg-users] [propal] compare VertexArrayState with current int state::setCurrentVAS

2019-01-02 Thread Robert Osfield
Hi Julien, Minimizing the CPU cost of administration of vertex array objects and vertex buffer objects is core consideration to the design and implementation of the VertexArrayState. Any extra cost over what there exist already is not acceptable. Cheers, Robert. On Mon, 31 Dec 2018 at 16:11,

Re: [osg-users] Question about .dll only usage.

2018-12-31 Thread Robert Osfield
Hi ??? The OSG has no dll specific mechanism, and while I have no WIndows expertise my understanding is part of the point of the dll is that it doesn't have a public interface, this is in the .lib. However, the OSG has support of class introspection via the serializers that are provided for the

Re: [osg-users] Get Animation current time

2018-12-30 Thread Robert Osfield
Hi Diego, On Fri, 28 Dec 2018 at 14:31, Diego Mancilla wrote: > So: > 1 - Can I, from the osg::FrameStamp instance "reconstruct" the current > animation time from the AnimationPath instances or from anywhere else? The FrameStamp is set up in the Viewer::advance(..) method, you can pass a

Re: [osg-users] Get Animation current time

2018-12-28 Thread Robert Osfield
HI Diego, The OSG uses an osg::FrameStamp for each new frame, this is accessible from the Viewer and the different traversals like UpdateVisitor/EventVisitor/CulllVisitor and the draw traversal. Individual animations like AnimantionPath can have their own local animation speed that take the

Re: [osg-users] Precipitation problems

2018-12-20 Thread Robert Osfield
HI Bruce, When I wrote the osgParticle::PrecipitationEffect is was specifically for local ground based usage, I didn't attempt the handle the case of a geocentric scene. Off the top of my head I don't know if would be possible to adapt it - I'd need to sit down spend time review the code and

Re: [osg-users] osgText crash with multiple Viewers

2018-12-18 Thread Robert Osfield
Hi Ravi, My guess is that the new text implementation isn't the cause of the crash, only it's the straw that broke the camels back, and actually there is an underlying limitation with the OSG w..r.t you specific usage case. Could you create a small test program that reproduces the crash.

Re: [osg-users] Returning FILE_REQUESTED from a ReaderWriter

2018-12-16 Thread Robert Osfield
Hi Aaron, I had forgetting about the FILE_REQUESTED enum result. None of the OSG plugins have ended up using it.Potentially you could write your own ReaderWriter and use it if you so wished, mostly you can probably just ignore it as an a feature possibility that was never explored. For

Re: [osg-users] Question about libtiff usage

2018-12-13 Thread Robert Osfield
Hi Brian, On Wed, 12 Dec 2018 at 21:52, Brian Davis-LGC wrote: > Hi, all. > > I see that libtiff is a dependency of OpenSceneGraph. > > Does anyone know what function it provides and if OSG will work if > libtiff.dll is removed? > > The OSG's tif plugin uses libtiff to read .tf image files.

Re: [osg-users] osgUtil::LineSegmentIntersector performance issues

2018-12-04 Thread Robert Osfield
Hi Andrea, The osg::KdTree is design for the purpose of accelerating intersection testing. What you need to do is run the KdTreeBuilder visitor on your subgraph to generate KdTree for each osg::Geometry in the subgraph, these then get assigned automaticaly to each osg::Geometry as a Shape. The

Re: [osg-users] osg::Cylinder height change not shown in OSG 3.6.3

2018-11-27 Thread Robert Osfield
Hi Stuart, The new ShapeDrawable is written completely differently, and is now subclassed from osg::Geometry and has ShapeDrawable::build() function that computes all the appropriate vertex arrays etc, So try just calling shapedrawabl->build() when you update the shape. I should however suggest

Re: [osg-users] Change color of node read from dxf file

2018-11-21 Thread Robert Osfield
On Wed, 21 Nov 2018 at 20:58, Chris Hanson wrote: > I guess I missed that one. I don't even know what it means to add a Node > as a child of a Drawable so I can't comment on why this works the way it > does. > Geode is really just a Group of Drawable, now that Drawable is a Node, it's

Re: [osg-users] possible (probable) state leakage in the master

2018-11-19 Thread Robert Osfield
Hi Nick, I am working 100% on VSG most of my available work time right now. On the OSG side I'll be focused on bug fixes for the 3.6 branch, rather than pushing development on OSG master. My recommendation is that you test the OSG-3.6 branch and see if the problem exists there, if it does

Re: [osg-users] Extension '' is not supported

2018-11-09 Thread Robert Osfield
I traced it back to a line in SceneGraph.cpp's SceneView::init(): // force the initialization of the OpenGL extension string // to try and work around a Windows NVidia driver bug circa Oct 2006. osg::isGLExtensionSupported(_renderInfo.getState()->getContextID(),""); So the confirms

Re: [osg-users] Extension '' is not supported

2018-11-09 Thread Robert Osfield
I have just run the following: $ osgviewer cow.osgt | grep "OpenGL extension '' is not supported" OpenGL extension '' is not supported. OpenGL extension '' is not supported. So I get the odd warning. It suggests that code somewhere is attempting to to check an extension name that with an empty

Re: [osg-users] [ANN] OSG 3.6.3 Windows VC++ Binaries Posted

2018-11-02 Thread Robert Osfield
Hi Stuart, On Tue, 30 Oct 2018 at 12:55, Stuart Mentzer wrote: > Yes, that would make it easier for people to find them. > Great. I have kept it simply with just a one line with a link to the above download page and link to the company profile.

Re: [osg-users] [forum] Unable to run example (QTCreator, CMake, Windows)

2018-11-02 Thread Robert Osfield
Hi Dylan, Try using OSG_DIR to point to your install location. Robert. On Fri, 2 Nov 2018 at 07:10, Dylan Webster wrote: > Hello, > > I have built OSG on my Windows 10 machine and am now trying to run the > "osgCMakeExample" example with QTCreator and CMake. No luck! I've defined > an

Re: [osg-users] What's the status of .osg files?

2018-11-02 Thread Robert Osfield
Hi Alexandre, Officially .osg and .ive are deprecated in favour of the native serializer baed formats which are .osgt (ascii), .osgb (binary) and .osgx (xml version). The new serializer based formats were introduced in 3.0. While the .osg and .ive formats are deprecated we're not about to

Re: [osg-users] [ANN] OSG 3.6.3 Windows VC++ Binaries Posted

2018-10-30 Thread Robert Osfield
Hi Stuart, That's a great contribution. Are you OK will me adding a link to the Downloads page pointing at these binaries? Cheers. Robert. On Mon, 29 Oct 2018 at 20:55, Stuart Mentzer wrote: > Hello dear OSG-community, > > OSG 3.6.3 Windows binaries built with Visual C++ 2017 are now

Re: [osg-users] Shadow frustum culling

2018-10-29 Thread Robert Osfield
Hi Gadalia, The OSG doesn't culling per Camera with each camera's own view frustum used for culling, this means the shadow camera should only cull things that are in it's frustum. If it's culling objects that you think should be in the frustum then perhaps it's just set up with the wrong

Re: [osg-users] Porting application from OSG 3.0 to OSG 3.6

2018-10-26 Thread Robert Osfield
Hi Daniel, On Fri, 26 Oct 2018 at 11:30, Daniel Trstenjak wrote: > Looking at the 'NEWS.txt' I could only find one obvious one: > - removing slow path API from osg::Geometry (OSG 3.2) > > Are there any other major breaking changes I should be aware of? > There is 7 years of work between 3.0

Re: [osg-users] Adding Constraints to Draggers

2018-10-25 Thread Robert Osfield
Hi Max, On Thu, 25 Oct 2018 at 17:20, Max Power wrote: > But how is the situation currently? Are osgmanipulator and especially the > dragger classes are still used today? Or do most people rather write > everything from scratch instead of using osgmanipulator? > As far as I'm aware

Re: [osg-users] Adding Constraints to Draggers

2018-10-25 Thread Robert Osfield
Hi Max, I'm afraid the original author of osgManipulator has moved company, where he developed it, over a decade ago so to know exactly how to use it we all just have to look at the code an figure it out. I haven't personally use osgManipulator in the way you are wanting to use it so can't

Re: [osg-users] Compute line numbers for Glyphs in Text class

2018-10-25 Thread Robert Osfield
Hi Ferran, On Wed, 24 Oct 2018 at 18:58, Ferran Pallarès wrote: > Any hint on how I could achieve this in the latest release? > It should be possible to use GlyphQuads::_coords to work out where the glyphs are. They will be aligned on the XY plane, and the Text::CharacterSize should enable

Re: [osg-users] osg::observer_ptr and osg::ref_ptr

2018-10-23 Thread Robert Osfield
Hi Kristofer, On Tue, 23 Oct 2018 at 13:30, Kristofer Krus wrote: > Ah, that's clever. So the observer_ptr basically acts like ref_ptr when it > comes to the ObserverSet object and deletes that object when the last > observer_ptr object is destructed? :D > Yep, that's the idea. The ObseverSet

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-19 Thread Robert Osfield
Hi Riccardo, On Fri, 19 Oct 2018 at 15:38, Riccardo Corsi wrote: > I've tracked the issue down to the fact that it is necessary to call > viewer.setReleaseContextAtEndOfFrameHint(false); > for the Oculus to work properly. > Is it running single context, single threading and then using GL calls

Re: [osg-users] osg::observer_ptr and osg::ref_ptr

2018-10-18 Thread Robert Osfield
HI Kristofer, There is an intermediate ObserveSet object that both the object being observed and the observer_ptr<> share, the the observed gets deleted it resets the ObserverSet so that when then the observer_ptr<> is accessed it can check to see if the pointer is still valid. The ObserverSet

Re: [osg-users] [osgPlugins] osg3.6.3 plugin issues

2018-10-18 Thread Robert Osfield
On Thu, 18 Oct 2018 at 08:10, Jai Singla wrote: > I have built osg3.6.3 with VS2017 and newer dependencies > https://download.osgvisual.org/3rdParty_VS2017_v141_x64_V11_small.7z > > and it is successfully built. but, osgviewer --image *.png, *.tiff etc. > does not work ?? pls help > I'm not a

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Robert Osfield
On Wed, 17 Oct 2018 at 12:17, Riccardo Corsi wrote: > the error I've reported is what I get with the env var already ON. > Unfortunately it doesn't add any more details. > Try adding GL checks around any of the Oculus related code. Robert. ___

Re: [osg-users] OpenGL viewport error (with Oculus)

2018-10-17 Thread Robert Osfield
Hi Riccardo, The OSG doesn't do fine grained GL error checking by default so when it does check for a GL error this error may have occurred many GL operations before, so while the error may have been reported just after a viewport is set it could well be prior operations that are the cause. You

Re: [osg-users] Question about obtaining built .dlls.

2018-10-15 Thread Robert Osfield
On Mon, 15 Oct 2018 at 05:11, A Z wrote: > -I'm in a situation where I can't just build them from source. If you have a compiler you can build the OSG from source. If you don't have a compiler then the OSG isn't for you. > Help here would be very greatly appreciated! > > poweruserm. Is this

Re: [osg-users] About Interleaved Array Support

2018-10-10 Thread Robert Osfield
On Wed, 10 Oct 2018 at 12:40, Julien Valentin wrote: > AFAIK Memory alignement compliance yield in greater performance..No? On some GPU architectures it might do, others it will be little or no difference. One must always benchmark with proper scenes and across a range of platforms to know

Re: [osg-users] About Interleaved Array Support

2018-10-10 Thread Robert Osfield
Hi Julien, I considered interleaved support in the past and decided against it as the value it provided isn't that great and it limits how many classes can process the geometry as it's an non standard form. Modern graphics card cope just fine with non interleaved data so what is your motivation?

Re: [osg-users] porting from osg-3.4.0 to osg-3.6.3

2018-10-09 Thread Robert Osfield
Hi Herman, On Tue, 9 Oct 2018 at 16:05, Herman Varma wrote: > Yes VTP calls setEventVisitor > > m_pOsgViewer->setEventVisitor(NULL); That's an easy one then, just comment that line out. The motivation behind the above line is a bit mus-guided as the OSG keeps track whether a scene graph has

Re: [osg-users] porting from osg-3.4.0 to osg-3.6.3

2018-10-09 Thread Robert Osfield
I wrote: > That's an easy one then, just comment that line out. > > The motivation behind the above line is a bit mus-guided as the OSG keeps > track whether a scene graph has an even callbacks and for the subgraphs that > don't contain any it doesn't do any traversal, so if you don't use event

Re: [osg-users] porting from osg-3.4.0 to osg-3.6.3

2018-10-09 Thread Robert Osfield
Hi Herman, Thanks for the stack trace, the crash site and value of nv suggest that for some reason the application is setting up the viewer without an EventVIsitior. The osgViewer assigns one by default so this must have been reset, or the call to handle customized in some way that is

Re: [osg-users] osgshxtext

2018-10-08 Thread Robert Osfield
HI Deping, This seems like quite a niche feature so not appropriate for the core OpenSceneGraph. I would recommend create a small project for it on github then others can pull it down and help develop it further Cheers, Robert. On Mon, 8 Oct 2018 at 04:15, wrote: > > Hi OSG developers, > > OSG

Re: [osg-users] porting from osg-3.4.0 to osg-3.6.3

2018-10-08 Thread Robert Osfield
Hi Herman, >From the details provided there isn't anything we suggest, the only thing we can do is suggest that you provide more information. The first thing would be to post a stack trace, at least then we might have an idea what bit of code is failing and with what error. Robert. On Sun, 7

Re: [osg-users] Problems porting from osg-3.4.0 to osg-3.6.0

2018-10-05 Thread Robert Osfield
Hi Harman, The new code looks OK to me. Can't say anything more about the issues you are having though as you don't provide any specifics. If you can keep VTP compiling against new and older versions of the OSG for a while then you could possibly put some debug output on bits of code that you

Re: [osg-users] osg apps on gpu cluster

2018-10-03 Thread Robert Osfield
Hi Per, On Wed, 3 Oct 2018 at 15:27, Per Nordqvist wrote: > There is one more variant I wonder about: > If I run two osg apps on one screen, with multiple graphics cards, > can I then share the loads between the GPUs? > Something like "GPU Affinity"? There are various implementation of doing

Re: [osg-users] Resizing FBO camera while rendering

2018-10-03 Thread Robert Osfield
Hi Rômulo, On Tue, 2 Oct 2018 at 22:10, Rômulo Cerqueira wrote: > Do you have any tip how can I solve this issue? I haven't personally implemented what you are after so I provided tips as to what direction to go in. Robert. ___ osg-users mailing list

Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Robert Osfield
Hi Rômulo, On Tue, 2 Oct 2018 at 18:45, Rômulo Cerqueira wrote: > I use the method setupViewer() "to resize" the FBO as well (by instantiating > the viewer, camera, texture and callback again). This approach was the best > way so far to minimize this problem. What I was trying to work out is

Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Robert Osfield
On Tue, 2 Oct 2018 at 16:20, Rômulo Cerqueira wrote: > > So you are setting a whole new graphics context and associated data on > > each resize? Is it only the FBO that is forcing you to do this? Robert. ___ osg-users mailing list

Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Robert Osfield
Hi Rômulo, On Tue, 2 Oct 2018 at 12:40, Rômulo Cerqueira wrote: > I use the method setupViewer() "to resize" the FBO as well (by instantiating > the viewer, camera, texture and callback again). This approach was the best > way so far to minimize this problem. So you are setting a whole new

Re: [osg-users] Problems porting from osg-3.4.0 to osg-3.6.0

2018-10-02 Thread Robert Osfield
Hi Herman, With the change to subclassing Drawable from Node rather than Object, the dirty flag is now inherited from Node, it's a bit awkward as it's now _boundingSphereComputed, but it's essentially the same thing. However, your own code should worry about the dirty flag, that's the job of the

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