Hi all.
This is abit off from the general discussion in theese mails.

I wanted to input a little suggestion on something that atleast i
would like to see an update of.
The UML-Diagram located at,
http://www.openscenegraph.org/osgwiki/pmwiki.php/ReferenceGuides/Osg,
is missing alot of classes and is as said on the page.. "somewhat out of date".
If possible atleast i would love to see a complete UML-Diagram
covering osg as of v.1.1

Regards
David

On 7/9/06, Frank Bergmann <[EMAIL PROTECTED]> wrote:




Hello Wojtek,



Sorry for taking my sweet time to answer this one … I believe the problem to
be with the choose method in VisualChooser.cpp … in line 683 the visual id
will be set to zero in case one of the tests fail. On an older (or virtual,
or remote machine) there will not be a better visual than the one already
found.



So what I did in my build was to display a warning in console mode and in
window mode my application is silent about the test-failure and work just
fine. I know that this is a hack and I would like to see this issue solved
in a better way.



Best

Frank





From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED]
 Sent: Wednesday, June 28, 2006 6:54 AM

 To: osg users
 Subject: Re: [osg-users] Working towards OpenSceneGraph-1.1 release








Hi Frank,





What you describe seems a bit difficult for me for me. I don't have easy
access to second machine to test these scenarios. In fact I have a lot of
other work to do till the end of this week. Hopefully situation will change
and I will look at the problem next week.





If you can't wait you may try to revert my changes and see if that helps.
Don submitted them around 12th April 2006. Look at the thread with following
topic:


"Attaching OGL initialized Window to RenderSurface +RenderSurface build
broken"


Wojtek






----- Original Message -----


From: Frank Bergmann


To: 'osg users'


Sent: Tuesday, June 27, 2006 7:28 PM


Subject: RE: [osg-users] Working towards OpenSceneGraph-1.1 release




Hello Wojtek,



One easy way to reproduce the failure would be to use a remote desktop
connection to your Win32 development machine. When using Remote Desktop it
will seem to windows as if a different graphics card is used. When tracing
the call I see a test for the DepthSize (VisualChooser.cpp Line 678) failing
… maybe it would be enough for me to reset the attribute from 32 to 24 bit …



And yes it occurs with the osgDemos … osgTeapot will result in an endless
loop of OpenGL errors, osgPick is an example of an application crashing
(access violation) with:



"Error: In Texture::Extensions::setupGLExtensions(..)
OpenGL version test failed, requires valid graphics context."



The same error occurs when testing the application in a virtual WIN32
machine (VMware) … while it works fine with virtual machines with linux
systems.



Thanks

Frank





From: Wojciech Lewandowski [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, June 27, 2006 6:59 AM
 To: osg users
 Subject: Re: [osg-users] Working towards OpenSceneGraph-1.1 release




Frank & Robert,





I may be somehow responsible for the above issues. I once asked Don to
provide support for render surface to use window with gl context already
created. Don implemented this feature in Linux and made empty placeholder
for Windows version. I wrote neccessary portion of code and Don put this
into repository.





I was quite a long ago and I don't remember details but may try to help you
if you provide some aditional details. Do you see this problem when using
osg Demos ? If not how you create render surface ? Do you work with non
standard windows toolkit ? Can you trace the code and see which WGL
extensions are missing ?





Wojtek Lewandowski





P.S. I don't feel responsible for use of MessageBoxes though ;-) They were
there already...






----- Original Message -----


From: Frank Bergmann


To: 'osg users'


Sent: Monday, June 26, 2006 8:07 PM


Subject: RE: [osg-users] Working towards OpenSceneGraph-1.1 release




The current CVS version works fine for me with one noticeable change since
the 1.0 release:



-          The Producer will no longer work with older graphics cards not
supporting certain WGL extensions on WIN32. Osg::notify prints:

 "Producer::VisualChooser: unable to setup a valid visual with WGL
extensions, switching to compatibility mode."

 even more annoying is a MessageBox popping up:

 "Producer: Internal Error: Can't assign Visual (PIXELFORMAT) to surface.
The parameter is incorrect."

 after clicking the message box away one of several things happens:

 Either I get an error message:

 "Error: OpenGL version test failed, requires valid graphics context." And
the program dies because of access violations …

 or


 The program continues but each draw attempt will just print that realize
has to be called first.



Obviously the "switching to compatibility mode" does not work out well. Also
the whole  notion that a dependency library will open MessageBoxes is not
something I relish, I prefer exceptions.



Under Linux (FC5, ubuntu 6.06) the problem does not exist … also OSG 1.0 and
0.9.9 on Win32 … works just fine, confirming that the problem seems to
confined to "RenderSurface_Win32.cpp".

Cheers

Frank





From: Robert Osfield [mailto:[EMAIL PROTECTED]
 Sent: Monday, June 26, 2006 7:21 AM
 To: osg users
 Subject: [osg-users] Working towards OpenSceneGraph-1.1 release



Hi All,

I would like to start working towards getting the OpenSceneGraph-1.1
 release out in July, and would very much appreciate assistance from
 the community in this effort.

1) The first phase has to be testing out the CVS version of
 OpenThreads/Produer and OpenSceneGraph on as many platforms as
 possible, fixing build issues on each of these platforms.  Testing
 against your own applications will also be invaluable.

2) The second phase will be the a series of release candidates.  This
 phase will only commense once we have general consensus that the CVS
 versions are all compiling and working ok.

3) The thrid phase will be the actual release.  This will be once we
 have a release candidate that looks solid w.r.t source code and the
 distribution tarballs themselves.  The third phase is mainly down to
 me updating the website in all the appropriate places, but its also
 about then telling all the various relevant news websites about the
 new release - something the community can certainly help significantly
 with.

I'd like everything to be complete in time for Siggraph, but the
 earlier the better as those heading to Siggraph will no doubt be busy,
 and well I'm gunna be pretty busy preparing for me house move.

Phase 1 can start right now.  I'll try and turn around build fixes
 ASAP to get things back and tested.  I am still checking in a few
 submissions, more on this on follow up emails in this thread.

Thanks in advance for your help,
 Robert.
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