Re: [Opensg-users] OpenSG2: Compute Shader...
Hi, On Thu, 2017-05-11 at 08:23 +0200, Johannes wrote: > Hello Carsten and Gerrit, > > I'm really happy to hear from you again :-) > > > small comment, the *Ref* classes are meant to refer to/reference > > OpenSG external OpenGL objects, so validating them through OpenSG > > and translating them to an OpenSG managed OpenGL Id is not the > > intended behavior. > So I misinterpreted the idea of these guys. My scenario is referencing > within OpenSG. > > > I'll revert that part right away. If Johannes has a > > scenario where the previous behavior is not doing the right thing > > we can figure out a correct change with more calm. > As the example currently works not with the GeoVectorBufferRefProperty > but with the ShaderStorageBufferObjRefChunk the revert is not hurting. > But I think that the scenario that I describe above is a valid and > important one. So we should support it. Additionally, now we have a > semantically interface break between the 'Ref' classes. We should find a > solution that supports both scenarios equally. > > > There is one example actually using 2 ids, OSGTextureObjRefChunk. > I do not know this one and have to look it up. > > > This one has a oglGlId and an osgGlId if the OSG id is set the > > normal OSG validation/mapping is done. If the oglGlId is set > > only the GL calls are made. If both are set, the OpenSG id wins > > > > If there is a need to reference OpenSG internal properties this > > might be the way to go. > This sounds promising. But I we would transfer that into the geo > property ref classes we would still break backward compatibility because > of API naming. I'm actually ok with this as it won't compile (which is a pretty obvious hint that something changed ;)). The original commit unfortunately silently broke stuff as only the inner workings changed. kind regards gerrit -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Compute Shader...
Hi, On Wed, 2017-05-10 at 13:43 -0500, Carsten Neumann wrote: > Hi Gerrit, > > On 2017-05-10 13:22, Gerrit Voß wrote: > > sorry for being mostly silent, I'm chasing one deadline after another > > since beginning of the year. > > not worries, good to hear it's still you doing the chasing instead of > the deadlines hunting you ;) > > > On Wed, 2017-05-10 at 11:11 -0500, Carsten Neumann wrote: > >> On 2017-05-04 01:56, Johannes wrote: > >>> is this still in the pipeline? > >> > >> yes, thank you for the reminder though. Since this modifies existing > >> code (as opposed to mostly adding new classes) I wanted to take a little > >> closer look. > >> - For OSGComputeShaderAlgorithm is it possible to combine the > >> useMemoryBarrier and memoryBarrier fields, i.e. if memoryBarrier is > >> GL_NONE that means no memory barrier? That would allow controlling the > >> barrier with a single field instead of requiring the setting of two. > >> - Can you imagine a situation where a barrier is needed/useful before > >> the compute shader? If so, should we have > >> preMemoryBarrier/postMemoryBarrier fields instead? > >> - In OSGGeo{Integral/Vector}BufferRefProperty you add getOpenGLId helper > >> functions, but then they appear to not be used. Did I miss something? > > > > small comment, the *Ref* classes are meant to refer to/reference OpenSG > > external OpenGL objects, so validating them through OpenSG and > > translating them to an OpenSG managed OpenGL Id is not the intended > > behavior. > > > > So the changes to OSGGeo{Integral/Vector}BufferRefProperty will break > > existing code and kind of duplicate what the normal properties do. > > > > What was the reason behind these changes ? > > Oh right, I missed the part about this being external GL ids that do not > need mapping. I'll revert that part right away. If Johannes has a > scenario where the previous behavior is not doing the right thing we can > figure out a correct change with more calm. Sorry about the (potential) > breakage. There is one example actually using 2 ids, OSGTextureObjRefChunk. This one has a oglGlId and an osgGlId if the OSG id is set the normal OSG validation/mapping is done. If the oglGlId is set only the GL calls are made. If both are set, the OpenSG id wins ;) If there is a need to reference OpenSG internal properties this might be the way to go. kind regards gerrit -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Commits 53e16c and 0177b7
Hello, sorry for taking so long to answer, it's currently silly season ;) On Mon, 2016-09-26 at 11:18 +, Johannes Brunen wrote: > Hello, > > I have just discovered that one of my contributions (OSGGLEXT.h, > OSGGLFuncProtos.h) which Carsten has pushed with commit 53e16c to the master > tree has been 'reverted' by Gerrit with commit 0177b7. I did made the > changes in order to stay as close as possible to the official glext.h and > wglext.h files. The commit of Gerrit has the following log message: > > "changed: some clean-up, check if most of these files can be auto-generated" > > Gerrit, did that mean, that you regularily update these files from the > official header files with some code generation machinery? I would be fine > with that if I could do the same on my local setup. Otherwise I think that it > is easier the way I did choose. > > What is your position? currently I pull on demand and split the defines and functions. The reason behind that is that on Linux (where I spend most of my time) I can directly build against OpenGL 4.x libraries. OSGGLFuncProtos.h is build in a way that I can switch between the window based extension mechanism and direct linking. What I usually do if I need newer functionality which is not inside either OSGGLExt.h or OSGGLFuncProtos.h depends on the system I'm on. On Linux I just define GL_GLEXT_PROTOTYPES before anything else and am done with it. On Windows I use glew (set OSG_ENABLE_GL_INCLUDE_GLEW to TRUE and make sure glew is available). The only trick is that one has to intialize glew at the right time. Once I'm done testing I pull the required things over to OSGGLExt and OSGGLFuncProtos. The problem with just dumping things in there was the following: In file included from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLDefineMapper.h:47:0, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLDefineMapper.cpp:45: /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLEXT.h:1523:18: error: conflicting declaration ‘typedef uint64_t GLuint64EXT’ typedef uint64_t GLuint64EXT; ^ In file included from /usr/include/GL/gl.h:1630:0, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGL.h:71, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGBaseTypeTraits.h:49, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGBaseTypes.h:837, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGSingletonHolder.h:45, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLDefineMapper.h:46, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLDefineMapper.cpp:45: /usr/include/GL/glext.h:3901:28: note: previous declaration as ‘typedef long long unsigned int GLuint64EXT’ typedef unsigned long long GLuint64EXT; ^ In file included from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLDefineMapper.h:47:0, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLDefineMapper.cpp:45: /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLEXT.h:2998:17: error: conflicting declaration ‘typedef int64_t GLint64EXT’ typedef int64_t GLint64EXT; ^ In file included from /usr/include/GL/gl.h:1630:0, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGL.h:71, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGBaseTypeTraits.h:49, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGBaseTypes.h:837, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGSingletonHolder.h:45, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLDefineMapper.h:46, from /home/gerrit/Projects/OpenSG/svn/OpenSG/Source/Base/Base/OSGGLDefineMapper.cpp:45: /usr/include/GL/glext.h:3900:26: note: previous declaration as ‘typedef long long int GLint64EXT’ typedef signed long long GLint64EXT; that's how I bumped into it and that's why I like it a little bit more controlled, and also more nicely formatted ;) kind regards gerrit -- Gerrit Voß 盖瑞客 --- Fraunhofer IDM @ NTU 南洋理工大学, Nanyang Technological University, (NTU) 新加坡, Singapore -- If we communicate everything we ever think, speech just becomes static. And all of us become bores. J. Clarkson -- ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Setting up the depth buffer
Hello, I added a new OSGFBOBackground which takes a FramebufferObject and on clear tries to blit all color, depth and stencil buffers, either to the active FBO or to the window framebuffer. I only came around to do some quick testing, but it gives you something to start with (and ideally it already does what you need). I will do some further testing, especially on robustness. kind regards gerrit -- ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Setting up the depth buffer
Hi, On Tue, 2015-10-06 at 10:11 +0200, Johannes Brunen wrote: > Hello, > > > > I'm looking for a method to setup the depth buffer and possibly the > stencil buffer befor starting rendering a viewport. > > > > Suppose I have rendered a viewport with complex geometry into textures > with a FBO. I know how to do that, but now I want to initialize the > color and depth/stencil buffer from these textures for rendering a > second viewport. I have to render the second viewport a couple of times > dynamically and won't render the first viewport in this situation. > > > > Can this be done with OpenSG? Can anyone give me an outline of such a > setup? a passive background might help. It can take a clear callback where you can do the blitting. Another option in there is to blit the current framebuffer into an FBO (which is not directly what you are looking for). Adding blitting from another FBO should not be to difficult, well depending on how accurate the 'what to blit' settings have to be. I'll have a look. kind regards gerrit -- Full-scale, agent-less Infrastructure Monitoring from a single dashboard Integrate with 40+ ManageEngine ITSM Solutions for complete visibility Physical-Virtual-Cloud Infrastructure monitoring from one console Real user monitoring with APM Insights and performance trend reports Learn More http://pubads.g.doubleclick.net/gampad/clk?id=247754911=/4140 ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Setting up the depth buffer
Hi, On Wed, 2015-10-07 at 13:55 +0200, Johannes wrote: > On 07.10.2015 09:27, Gerrit Voß wrote: > > > > a passive background might help. It can take a clear callback > > where you can do the blitting. Another option in there > > is to blit the current framebuffer into an FBO (which is not directly > > what you are looking for). Adding blitting from another FBO should not > > be to difficult, well depending on how accurate the 'what to blit' > > settings have to be. I'll have a look. > > > Great :-) > > I'm also playing around with an example with a PolygonBackground, but I > have problems getting it to run. What I'm trying is to create a viewport > with a PolygonBackground that is painting the texture image from a FBO > that I have rendered prior to that. In that simple setup the image is > rendered perfectly fine. However, when I add a shader program chunk to > the material of the PolygonBackground that shader code is never called. > I debugged the relevant code places where GL_COMPILE_STATUS and > GL_LINK_STATUS is checked, but the example program did not stop at these > places. Additionally, I debugged the State::activate(...) function. The > TextureObjChunk, TextureEnvChunk and the MaterialChunk get activated but > not so the ShaderProgramChunk. > > The poor man's idea with the shader is, that I can adapt the depth > buffer beside of the color buffer in the fragment shader. > > Below you can find part of the example. Could you take a brief look? Is > shader code in the PolygonBackground forbidden generally? In case it > helps I can post or upload the complete example code. > > > However, I would prefer some infrastructure that is easier to setup. > Maybe we could come up with a FancyBackground that takes a FBO and > manages the blitting (color, depth, stencil) internally. Especially, I > do not like a solution involving a shader in the first place. that might be the best solution. For your shader problem below, that is an old issue. It boils down to shaders being cached during the traversal and remapped to a different object. So the frontend objects does not do any actual OpenGL calls. The easiest way around this is to use a SimpleSHLChunk instead if one wants to activate the shader directly. kind regards gerrit -- Full-scale, agent-less Infrastructure Monitoring from a single dashboard Integrate with 40+ ManageEngine ITSM Solutions for complete visibility Physical-Virtual-Cloud Infrastructure monitoring from one console Real user monitoring with APM Insights and performance trend reports Learn More http://pubads.g.doubleclick.net/gampad/clk?id=247754911=/4140 ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: CMake build system
Hi, On Wed, 2015-10-07 at 08:41 +0200, Johannes wrote: > On 06.10.2015 19:38, Gerrit Voß wrote: > > > I have a look, currently all the file information is collected and > > temporarily stored. I would probably add a OSG_ADD_GLOBAL_EXE_SRC to > > have a distinction between libs and executables. > > > I'm fine with that :-) great ;), just commited the change, so now you can use OSG_ADD_GLOBAL_EXE_SRC to add extra source files to each executable. I'll look at the background tomorrow. kind regards gerrit -- Full-scale, agent-less Infrastructure Monitoring from a single dashboard Integrate with 40+ ManageEngine ITSM Solutions for complete visibility Physical-Virtual-Cloud Infrastructure monitoring from one console Real user monitoring with APM Insights and performance trend reports Learn More http://pubads.g.doubleclick.net/gampad/clk?id=247754911=/4140 ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: CMake build system
Hi, On Tue, 2015-10-06 at 14:04 +0200, Johannes Brunen wrote: > Hello Gerrit, > > > > the OpenSG 2 build system does provide the 'OSG_GLOBAL_PREP' variable, > which allows me to call my own cmake configuration file. In that file > I'm allowed to define another variable 'OSG_ADD_GLOBAL_SRC' that is > evaluated for each of the OpenSG libraries. By that, I'm able to add a > special memory management source file to the OpenSG libraries. That is > working pretty fine. However, when I build any executable in OpenSG, > e.g. the test*.exe or the example executables, then I have to add my > memory management source file explicitly to the project. Both, the > library and the executable must include this file. This is a little > inconvenient and I would like to ask if it is possible to add the above > variable evaluation in all ADD_EXECUTABLE statements, i.e. > ADD_EXECUTABLE(... ${OSG_ADD_GLOBAL_SRC}). I have a look, currently all the file information is collected and temporarily stored. I would probably add a OSG_ADD_GLOBAL_EXE_SRC to have a distinction between libs and executables. kind regards gerrit -- ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] [OpenSG 2.x] Bug fixes
Hi, On Thu, 2015-03-05 at 10:47 +0100, Johannes wrote: Hello Gerrit, good to here from you :-) 2. OSGShaderCacheTree.inl: The ShaderCacheTreeV3::sub() method is imho incorrect. The ShaderCache::clear() function currently does not work properly. I was facing references to already destroyed ShaderCache objects from ShaderProgramVariableChunks. for my understanding, what happens is you sub some cache entries and later on Cache::clear the system tries to delete them again. Your patch looks ok, though I'm still not sure where the subtle difference is ;). Is it easy to dump a dot file for this case. No it is not :-( The model with which I have worked on the issue was rather big and I did have a complicated procedure list to reproduce the error. I was able to find a way to get imho to the cause of the problem in function 'void ShaderCacheTreeV3ObjectT, LevelBits::sub(UInt32 uiIdx)' but can't remember the steps which have taken me to this place in detail. The problem is the missing '0x != (i uiCurrBits) ' part in the second 'if' statement. This leads to remaining entries in the cache which do pop up later on. ok, I see, that was the bit I missed ;(. I do have some dot files and logging of instrumented code of the original case. But I'm not sure that this information is of any help for you. Attached you find what I do have. The session goes from program start to crash. I did have the code somehow instrumented by adding member '_oDbg_store' in the ShaderCache. I fill this set in the 'updateRemoveCallback()' function for each 'addDestroyedFunctor' call. The crash happens since this set is not empty in the ShaderCache destructor: ss ShaderCache::dtor = std::hex this still in _oDbg_store = *iter; For this reason, the living objects carrying the callback 'ShaderCache::removeShaderVar' due to the 'addDestroyedFunctor' calls, might execute the callback in the already destroyed ShaderCache object. After inspection of the code I have found that the 'removeShaderVar' function do not remove all entries in the '_oVarTree.sub(uiVarId);' call. I hope I could give you enough information to tackle the issue. thanks, I committed the patch as it looks fine. I'll continue to look at your test cases, just in case there is something else lurking around ;). kind regards gerrit -- Dive into the World of Parallel Programming The Go Parallel Website, sponsored by Intel and developed in partnership with Slashdot Media, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials and more. Take a look and join the conversation now. http://goparallel.sourceforge.net/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] [OpenSG 2.x] Bug fixes
Hi, On Tue, 2015-03-03 at 10:34 +0100, Johannes wrote: Hello Gerrit and Carsten, I really would like to close this case. Did you have any time to look into my patch? Hopefully, I'm not pestering to much. not, I have to apologize, got stuck in some excel sheets and other fun things ;). On 11.02.2015 08:33, Gerrit Voß wrote: Hi, On Fri, 2015-02-06 at 09:33 -0600, Carsten Neumann wrote: Hello Johannes, On 02/06/2015 07:15 AM, Johannes Brunen wrote: back to OpenSG :-) 2. OSGShaderCacheTree.inl: The ShaderCacheTreeV3::sub() method is imho incorrect. The ShaderCache::clear() function currently does not work properly. I was facing references to already destroyed ShaderCache objects from ShaderProgramVariableChunks. for my understanding, what happens is you sub some cache entries and later on Cache::clear the system tries to delete them again. Your patch looks ok, though I'm still not sure where the subtle difference is ;). Is it easy to dump a dot file for this case. kind regards gerrit -- Dive into the World of Parallel Programming The Go Parallel Website, sponsored by Intel and developed in partnership with Slashdot Media, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials and more. Take a look and join the conversation now. http://goparallel.sourceforge.net/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] [OpenSG 2.x] Bug fixes
Hi, On Fri, 2015-02-06 at 09:33 -0600, Carsten Neumann wrote: Hello Johannes, On 02/06/2015 07:15 AM, Johannes Brunen wrote: back to OpenSG :-) 2. OSGShaderCacheTree.inl: The ShaderCacheTreeV3::sub() method is imho incorrect. The ShaderCache::clear() function currently does not work properly. I was facing references to already destroyed ShaderCache objects from ShaderProgramVariableChunks. I'll hold off applying this one for a couple of days so that either Gerrit has a chance to comment or I can read up on how the cache works. From you description it sounds like you have found the source of some mysterious (and hard to find) bugs that have come up over time. Thanks for finding this one! I'll try to find some time to go over this one, but it might be more towards this weekend. kind regards gerrit -- Dive into the World of Parallel Programming. The Go Parallel Website, sponsored by Intel and developed in partnership with Slashdot Media, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials and more. Take a look and join the conversation now. http://goparallel.sourceforge.net/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] How to use StereoBufferViewport
Hi, you have to replicate what you did for the camera decorators for the viewports as well. So you need StereoBufferViewports, one for the left eye with svpleft-setLeftBuffer(true); svpleft-setRightBuffer(false); svpleft-setCamera(cameraDecoratorLeft); and one for the right eye, with svpright-setLeftBuffer(false); svpright-setRightBuffer(true); svpleft-setCamera(cameraDecoratorRight); than add both viewports to the Window. Source/System/Window/testStereoDecor.cpp has some examples for reference. kind regards gerrit On Tue, 2014-11-25 at 15:48 +0100, Jörn Teuber wrote: Hello everybody, I have a seemingly simple problem with OpenSG 1.8 (yes, I have to use that version...) which I don't know how to solve: I want to use a zSpace Monitor to render in 3D, so I need quad buffered stereo. No problem I thought, just use the StereoBufferedViewport with a Camera with two ShearedStereoCameraDecorator. But it does give me any 3D. I still only get a 2D version of my scene even though the monitor is clearly in 3D mode. I can even disable one of the buffers of the Viewport to get a nice flickering window. What did I miss here? Now a snippet of the relevant code I use (the original got some calls to the zSpace API, but I don't think they matter here): initialisation: [...] m_pCamera = osg::PerspectiveCamera::create(); osg::beginEditCP(m_pCamera); m_pCamera-setBeacon(m_pCamBeacon); m_pCamera-setFov(osg::deg2rad(60)); m_pCamera-setNear(0.1); m_pCamera-setFar(100); osg::endEditCP(m_pCamera); osg::ShearedStereoCameraDecoratorPtr cameraDecoratorLeft, cameraDecoratorRight; cameraDecoratorLeft = osg::ShearedStereoCameraDecorator::create(); osg::beginEditCP(cameraDecoratorLeft); cameraDecoratorLeft-setLeftEye(true); cameraDecoratorLeft-setEyeSeparation( fEyeSeperation ); cameraDecoratorLeft-setDecoratee(m_pCamera); cameraDecoratorLeft-setZeroParallaxDistance( fZeroParallaxDist ); osg::endEditCP(cameraDecoratorLeft); cameraDecoratorRight = osg::ShearedStereoCameraDecorator::create(); osg::beginEditCP(cameraDecoratorRight); cameraDecoratorRight-setLeftEye(false); cameraDecoratorRight-setEyeSeparation( fEyeSeperation ); cameraDecoratorRight-setDecoratee(m_pCamera); cameraDecoratorRight-setZeroParallaxDistance( fZeroParallaxDist ); osg::endEditCP(cameraDecoratorRight); m_pViewport = osg::StereoBufferViewport::create(); osg::beginEditCP(m_pViewport); m_pViewportLeft-setCamera( m_pCamera ); m_pViewportLeft-setBackground( background ); m_pViewportLeft-setRoot(pRoot); m_pViewportLeft-setSize(0,0,1,1); osg::endEditCP(m_pViewport); m_pWindow = osg::GLUTWindow::create(); osg::beginEditCP(m_pWindow); m_pWindow-setId(winid); m_pWindow-addPort(m_pViewport); m_pWindow-setSize( m_iWindowWidth, m_iWindowHeight); m_pWindow-init(); osg::endEditCP(m_pWindow); rendering: a simple void render( osg::RenderAction* pRenderAction ) { m_pWindow-render( pRenderAction ); } Thank you so much for any help with this! Best regards Jörn Teuber -- Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server from Actuate! Instantly Supercharge Your Business Reports and Dashboards with Interactivity, Sharing, Native Excel Exports, App Integration more Get technology previously reserved for billion-dollar corporations, FREE http://pubads.g.doubleclick.net/gampad/clk?id=157005751iu=/4140/ostg.clktrk ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users -- Gerrit Voß 盖瑞客 --- Fraunhofer IDM @ NTU 南洋理工大学, Nanyang Technological University, (NTU) 新加坡, Singapore -- If we communicate everything we ever think, speech just becomes static. And all of us become bores. J. Clarkson -- Download BIRT iHub F-Type - The Free Enterprise-Grade BIRT Server from Actuate! Instantly Supercharge Your Business Reports and Dashboards with Interactivity, Sharing, Native Excel Exports, App Integration more Get technology previously reserved for billion-dollar corporations, FREE http://pubads.g.doubleclick.net/gampad/clk?id=157005751iu=/4140/ostg.clktrk ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Segfault in OSGTypedGeoIntegralProperty.h
Hi, On Fri, 2014-11-07 at 12:48 +0100, Victor Haefner wrote: Hi, UPDATE: The above is still valid, I refined it to the following: osgInit(argc,argv); GeoUInt8PropertyRecPtr Type = GeoUInt8Property::create(); Type-addValue(GL_LINES); // -- segfault here #0 ?? OSG::initPolyVR (argc=argc@entry=1, argv=argv@entry=0x7fffe2d8) #1 0x57e7c6 main(argc=1, argv=0x7fffe2d8) InvalidWrite||Invalid write of size 1| ||Call stack:| /usr/local/include/OpenSG/OSGTypedGeoIntegralProperty.h|161|0x7A97B3: OSG::initPolyVR(int, char**)| /home/victor/Projects/polyvr/src/main.cpp|18|0x57E7C5: main| ||Address 0x0 is not stack'd, malloc'd or (recently) free'd| ||Valgrind found 1 errors!| hmm, just looking at this, it looks like osgInit fails to initialize all the types, hence GeoUInt8Property::create creates nothing. One way would be to use a debugger and trace through GeoUInt8Property::create and see why it returns NULL. Another, could you do a 'export OSG_LOG_LEVEL=10' in your shell and send the output. That should trace a lot of the initialization part. UPDATE 2: get the same with 09geometry_water2.cpp #0 0x40be92 setValueint(index=0, val=7, this=0x7fffd9233b40) (/usr/local/include/OpenSG/OSGTypedGeoIntegralProperty.h:161) #1 ?? push_backint (val=optimized out, this=0x7fffd9233b40) (/usr/local/include/OpenSG/OSGTypedGeoIntegralProperty.h:176) #2 ?? addValueint (val=optimized out, this=0x7fffd9233b40) (/usr/local/include/OpenSG/OSGTypedGeoIntegralProperty.h:169) #3 ?? createScenegraph () (/home/victor/Projects/polyvr/src/main.cpp:48) #4 0x40b333 main(argc=1, argv=optimized out) (09geometry_water2.cpp:123) this one looks more weird, why does it suddenly jump into: createScenegraph () from (/home/victor/Projects/polyvr/src/main.cpp:48) Another thing that worries me, /usr/local/include/OpenSG/OSGTypedGeoIntegralProperty.h|161|0x709B8D: void OSG::TypedGeoIntegralPropertyOSG::GeoUInt8PropertyDesc::push_backint(int const)| /usr/lib/opensg/libOSGDrawable.so.2.0.0||0x11E7D48D: the first part, the inline code, comes from /usr/local, the second part from /usr/lib. Could it be that there are 2 OpenSG2 installs, one in /usr and one in /usr/local and those get mixed up ? kind regards gerrit -- ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hello, On Thu, 2014-07-17 at 22:55 +0800, Gerrit Voß wrote: Hello, On Wed, 2014-07-16 at 12:05 +0200, Johannes wrote: Hello Gerrit, On 15.07.2014 12:33, Gerrit Voß wrote: I pushed the commit, could you try and let me know if it works. Good and bad news... The rendering does now work with and without shader on all of my tested graphic platforms with reasonably current drivers installed: ATI Radeon 5700 series NVidia GTX 560 Intel HD Graphics 4000 It works, however, only for newly created models. My stored scenes do not work anymore. No graphic is visible at all. ok, what happened (for your example files) is that while the geometry is tagged as useVAO, individual properties, in particular the vertex position properties have their useVBO flag set to false. Hence nothing is rendered. OpenSG is not very graceful right now. I'm thinking about how to make it so. ok, I made OpenSG a little more gracious and pushed the changes. With them both of your files load and render (correctly for me at least). kind regards gerrit -- Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck Code Sight - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hello, On Wed, 2014-07-16 at 12:05 +0200, Johannes wrote: Hello Gerrit, On 15.07.2014 12:33, Gerrit Voß wrote: I pushed the commit, could you try and let me know if it works. Good and bad news... The rendering does now work with and without shader on all of my tested graphic platforms with reasonably current drivers installed: ATI Radeon 5700 series NVidia GTX 560 Intel HD Graphics 4000 It works, however, only for newly created models. My stored scenes do not work anymore. No graphic is visible at all. ok, what happened (for your example files) is that while the geometry is tagged as useVAO, individual properties, in particular the vertex position properties have their useVBO flag set to false. Hence nothing is rendered. OpenSG is not very graceful right now. I'm thinking about how to make it so. With respect to the Intel HD Graphics 4000 platform I have another problem. I'm facing a stray OpenGL error which I'm unable to track down. In my debug sessions this error showed up in the Windows::doFrameExit due to the error checking loop. Unfortunately, the error flag (GL_INVALID_OPERATION) is not cleared by the glGetError call and the application is trapped in this loop. I have tried hard to find the cause for the error but have not succeeded so far. I do know that this loop implementation is in accordance with the GL specs but it would nevertheless be fine if I could disable the check for the debug session. ok, this was the easy part, I added both, checking for a valid context before calling glGetError. At the same time if you set the env variable OSG_NO_GL_CHECK_ON_FRAMEEXIT it will ignore the test as well. kind regards gerrit -- Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck Code Sight - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hello, On Wed, 2014-07-16 at 12:05 +0200, Johannes wrote: Hello Gerrit, On 15.07.2014 12:33, Gerrit Voß wrote: I pushed the commit, could you try and let me know if it works. Good and bad news... The rendering does now work with and without shader on all of my tested graphic platforms with reasonably current drivers installed: ATI Radeon 5700 series NVidia GTX 560 Intel HD Graphics 4000 It works, however, only for newly created models. My stored scenes do not work anymore. No graphic is visible at all. hmm, as always fascinating ;) Would you have a small example file (off-list is fine). With respect to the Intel HD Graphics 4000 platform I have another problem. I'm facing a stray OpenGL error which I'm unable to track down. In my debug sessions this error showed up in the Windows::doFrameExit due to the error checking loop. Unfortunately, the error flag (GL_INVALID_OPERATION) is not cleared by the glGetError call and the application is trapped in this loop. I have tried hard to find the cause for the error but have not succeeded so far. I do know that this loop implementation is in accordance with the GL specs but it would nevertheless be fine if I could disable the check for the debug session. IIRC that only happens if there is no active context. I'll add that check. Alternatively the fastest solution would be to add an environment variable to suppress this check at that point in time. kind regards gerrit -- Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck Code Sight - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hello, On Tue, 2014-07-15 at 09:37 +0200, Johannes wrote: Hello Gerrit, On Thu, 2014-07-10 at 21:40 +0800, Gerrit Voß wrote: ok, I have an idea what goes wrong. I'll try to figure out a fix. Currently I'm not sure if an automatic solution can be found. Would it be a problem for you to explicitly mark the shader if it needs vertex attributes (e.g. contains a layout(location = ...)) statement or not ? So that means, I do have to figure out at run time, which shader code I have to use, which implies that I have to change the shader code of loaded (perhaps foreign) models on the fly? So, I'm not a big fan of such a solution :-) Can you elaborate what goes wrong? the old problem, on non NVidia you have to know how the the GPU accesses the vertex attributes (no shader/shader | shader with attribs) in order to submit them correctly as there is no aliasing except for attribute 0. Currently I check the active attribute names and if any of them does not start with gl_ assume that custom attributes are used. OpenGL forbids the use of gl_ so that should be fine (both the ATI/NVidia compilers complain if you do) That solution seem to work for now, I will commit it soon. With it your example works correctly. kind regards gerrit -- Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck Code Sight - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hello, On Tue, 2014-07-15 at 16:40 +0800, Gerrit Voß wrote: Hello, On Tue, 2014-07-15 at 09:37 +0200, Johannes wrote: Hello Gerrit, On Thu, 2014-07-10 at 21:40 +0800, Gerrit Voß wrote: ok, I have an idea what goes wrong. I'll try to figure out a fix. Currently I'm not sure if an automatic solution can be found. Would it be a problem for you to explicitly mark the shader if it needs vertex attributes (e.g. contains a layout(location = ...)) statement or not ? So that means, I do have to figure out at run time, which shader code I have to use, which implies that I have to change the shader code of loaded (perhaps foreign) models on the fly? So, I'm not a big fan of such a solution :-) Can you elaborate what goes wrong? the old problem, on non NVidia you have to know how the the GPU accesses the vertex attributes (no shader/shader | shader with attribs) in order to submit them correctly as there is no aliasing except for attribute 0. Currently I check the active attribute names and if any of them does not start with gl_ assume that custom attributes are used. OpenGL forbids the use of gl_ so that should be fine (both the ATI/NVidia compilers complain if you do) That solution seem to work for now, I will commit it soon. With it your example works correctly. I pushed the commit, could you try and let me know if it works. kind regards gerrit -- Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck Code Sight - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hello, On Thu, 2014-07-10 at 21:40 +0800, Gerrit Voß wrote: Hello, On 10 Jul, 2014, at 17:22, Johannes jbru...@datasolid.de wrote: Hello Gerrit, I have created a minimalistic example which shows exactly the behavior on my AMD HD Radeon 5700 series platform thanks, I will have a look at it, as soon as I get back to office. I'm only a few hours away from a 12 hour plane ride ;) Latest Monday I'm back in office. ok, I have an idea what goes wrong. I'll try to figure out a fix. Currently I'm not sure if an automatic solution can be found. Would it be a problem for you to explicitly mark the shader if it needs vertex attributes (e.g. contains a layout(location = ...)) statement or not ? kind regards gerrit -- Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck#174; Code Sight#153; - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hello, On 10 Jul, 2014, at 17:22, Johannes jbru...@datasolid.de wrote: Hello Gerrit, I have created a minimalistic example which shows exactly the behavior on my AMD HD Radeon 5700 series platform thanks, I will have a look at it, as soon as I get back to office. I'm only a few hours away from a 12 hour plane ride ;) Latest Monday I'm back in office. kind regards gerrit -- Open source business process management suite built on Java and Eclipse Turn processes into business applications with Bonita BPM Community Edition Quickly connect people, data, and systems into organized workflows Winner of BOSSIE, CODIE, OW2 and Gartner awards http://p.sf.net/sfu/Bonitasoft ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hello, On Tue, 2014-06-03 at 17:32 +0200, Johannes wrote: Hello Gerrit, On 03.06.2014 13:44, Gerrit Voß wrote: could you send me an osg file dump of the scene graph for the 1_x sequence of images. I'll try to recreate the problems, but it might be easier having a reference to see the actual setup. I have uploaded the files to http://www.filedropper.com/error thanks, with shaders I'm seeing a the same flat appearance on ATI cards and correct shading on NVidia card. ok, beware, we are entering the murky waters of vertex attribute aliasing. Which IMHO causes the main problems between NVidia and ATI hardware/drivers in your case, and in general. As far as I understand it, when using vertex attributes with shaders in an any kind of compatibility profile (I'm counting #version 120 as one) only gl_Vertex/location 0 is guaranteed to alias correctly. All the others might (NVidia) or might not (ATI), were should not is correct according to the spec. Also, in compat mode you can't bind anything explicitly to location=0 in your shaders, so here comes the 'ugly' mix. Could you try the following vertex shader for your setup, which makes use of gl_Vertex being aliased and the normal being explicit specified. //#version 150 compatibility //#extension GL_ARB_explicit_attrib_location : enable // or #version 330 compatibility out vec3 vTranfNormal; out vec4 vPosition; layout(location = 2) in vec3 glNormal; // // Compute the normal // vec3 fnormal(void) { vec3 normal = gl_NormalMatrix * glNormal; normal = normalize(normal); return normal; } void main() { gl_Position = ftransform(); gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex; vTranfNormal = fnormal(); vPosition = gl_Vertex; } Could you try this one and let me know if it solves your display problems. If you need more attributes (colors/tex coords) you have to provide the corresponding layout statements in your shader. Coming back to another point in the thread: OSG_ENABLE_NEW_GEOHANDLER=ON I finally fixed to OSB loader problems (a while ago), so this option will disappear rather soon and the =ON case will become the only available option. kind regards gerrit -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. Written by three acclaimed leaders in the field, this first edition is now available. Download your free book today! http://p.sf.net/sfu/NeoTech ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Using per-instance Vertex Attributes
Hi, On Wed, 2014-06-04 at 10:57 +0200, Marcel Weiler wrote: Hi all, for instanced rendering I want to give the instanced Geometry core an attribute that represents a per-instance position offset. I know how to set the usual indices and positions, but how do I add custom vertex attributes? I tried setting the property to binding location 1 using Snippet geo-setProperty(offsets, 1) but this causes the following warning: Snippet WARNING: GeoVectorProperty::activate: Non-Generic attribute nr. 1 unknown! and this approach does not work (the instances are not rendered with an offset). I also tried misusing the colors property, but even though I set its divisor to 1 it seemed to be advancing per vertex, not per instance. Am I even on the right track here? yes, this should work. Or do I have to set some properties in the GeoInstancer? no, just the base geometry and the number of instances. e.g. from the CSM example core GeoInstancer { numInstances 4 baseGeometry USE BaseGeometry } first quick one (and sorry if you have), have you looked at/tried Examples/CSM/Instancing/SimpleDivisor ? If yes, there is something weird going on with the example. Using vec4 vVertex = gl_Vertex + vec4( gl_MultiTexCoord7); results in wrongly scaled/projected instances. This can be fixed by changing the vertex position computation to vec4 vVertex = gl_Vertex + vec4( gl_MultiTexCoord7.xwz, 0.); The example uses attribut 15, but I quickly tried 1 and 3 and it works as expected. If you can, could also send me a .osg dump of the subgraph containing the instancing (off-list is fine) and I can have a further look. kind regards gerrit -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. Written by three acclaimed leaders in the field, this first edition is now available. Download your free book today! http://p.sf.net/sfu/NeoTech ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Shading problems
Hi, could you send me an osg file dump of the scene graph for the 1_x sequence of images. I'll try to recreate the problems, but it might be easier having a reference to see the actual setup. kind regards gerrit On 30 May, 2014, at 18:31, Johannes Brunen jbru...@datasolid.de wrote: Hello, after sync with the current OpenSG 2 master trunk (51f04ac30d8481dcb2eb1ddb318bff97450d1956) I have rendering problems (AMD Radeon HD 5700 series) with shaders. I have uploaded a zip file to http://wikisend.com/download/565136/Error.zip which contains some png images, the CMakeCache.txt file and some log files created during my test. Basically, I have used the following relevant CMake options for my VC 9Sp1 Win64 setup: OSG_ENABLE_MULTISHADER_VARCHUNK:BOOL=ON OSG_ENABLE_NEW_GEOHANDLER:BOOL=ON OSG_ENABLE_OGL2_SHADERFUNCTIONS:BOOL=ON OSG_ENABLE_OGL3_PROTOS:BOOL=OFF OSG_ENABLE_OGL4_PROTOS:BOOL=OFF OSG_ENABLE_OGLES_PROTOS:BOOL=OFF OSG_ENABLE_OGL_COREONLY:BOOL=OFF OSG_ENABLE_OGL_ES2:BOOL=OFF OSG_ENABLE_OGL_ES2_SIMGL3:BOOL=OFF OSG_ENABLE_OGL_VERTEXATTRIB_FUNCS:BOOL=ON Ok, now I try to describe my problem. I will refer to the png images. For what follows I use one directional light source. 11_NoShader.png == I start my application with disabled shader support and create some geometry (sphere and cylinder) 12_Shader.png I enable the usage of shaders. I have applied a simple phong shader with removed ambient light. All is correct here. 13_Shader.png Now, I create new additional geometry the same way as I did before. The shading is completely lost. However, I tested that the shader is still working properly. 14_NoShader.png == Now, I disable the shader usage. See that the increase of brightness due to the additional ambient contribution. But, the lastly added geometry still does not render correctly! 15_NoShader.png == Creation of new geometry work now as expected. Rendering of first and third geometry is correct. Second geometry is incorrect. 16_Shader.png Shader activated again, first and third geometry correct, third geometry incorrect. 17_Shader.png New geometry, which renders incorrect. Etc... In order to get a little more information, I did modify my phong shader so that the diffuse contribution is equal to the normal direction. I.e. I used Diffuse = (n + vec3(1,1,1)) * 0.5; // += Kd * n_dot_l; The result of this can be seen in the second group of images: 21_NoShader.png == Start of app with disabled shader support and create some geom. 22_Shader.png Activated shader usage. The geom coloring of the normals in eye space. 23_Shader.png New geometry created. All normals are identical. I do not have any idea what is going wrong here and really need some help. Alternatively, I tried to compile the OpenSG code with OSG_ENABLE_NEW_GEOHANDLER:BOOL=OFF OSG_ENABLE_OGL_VERTEXATTRIB_FUNCS:BOOL=OFF but this resulted in other (unsolved problems) as I have reported in http://sourceforge.net/p/opensg/mailman/message/32363721/ Beside, this message does not show up in the www.mail-archive.com/opensg-users Maybe, this is the reason I got no response from the community. Any help is very much appreciated here. I need to solve these two problems. Best, Johannes -- Time is money. Stop wasting it! Get your web API in 5 minutes. www.restlet.com/download http://p.sf.net/sfu/restlet ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. Written by three acclaimed leaders in the field, this first edition is now available. Download your free book today! http://p.sf.net/sfu/NeoTech ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Open questions
Hi, On Wed, 2014-05-14 at 11:52 +0200, Michael Raab wrote: Hello Carsten, Does the above sequence reliably reproduce the problem or does it sometimes work/sometimes not? Is the commitChanges() placement after addChunk() relevant? Sorry, not really a good idea what could be the cause, other than some kind of caching on the status of the uniform... The problem seems to be that before rendering the shader in our main application window, we create a material preview icon using a fbo in combination with a passive window. For that icon rendering everything works as expected. The main rendering then creates in SimpleSHLChunk::handleGL() the shader, programs but does not update the uniform variables as they are not marked as changed. I wrote a fix that eliminates the problem on our side. Patch is attached. hmm, there seem to be a deeper issue than, just for my understanding, your passive preview window and your application window are different windows. If so that looks like it needs more general fix, somehow bind the uniform state to the window. I'll have a closer look at that. kind regards gerrit -- Accelerate Dev Cycles with Automated Cross-Browser Testing - For FREE Instantly run your Selenium tests across 300+ browser/OS combos. Get unparalleled scalability from the best Selenium testing platform available Simple to use. Nothing to install. Get started now for free. http://p.sf.net/sfu/SauceLabs ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Using compute shaders in OpenSG
Hello, On Sun, 2014-05-04 at 15:33 +0200, Carsten Neumann wrote: Hello Marcel, On 05/04/2014 02:34 PM, Marcel Weiler wrote: I am trying to use compute shaders in OpenSG but can't make them work. The compute shader should modify the texture of a plane, but it never gets activated. do you mean there is no OpenGL call to launch the compute shader or is the texture simply unchanged? My current setup is as follows: I load the OSGContribComputeBase Library using OSG::preloadSharedObject(OSGContribComputeBase) Snippet before I call osgInit(argc, argv). Then I set up my scene. The root has two children: a node with a geometry core which consists of a plane with a texture (ChunkMaterial with MaterialChunk, TextureObjectChunk and TextureEnvChunk) and node with an AlgorithmComputeElement core which holds the compute shader. The compute shader setup looks as follows Snippet NodeRecPtr computeNode = Node::create(); AlgorithmComputeElementRecPtr computeElement = AlgorithmComputeElement::create(); ComputeShaderAlgorithmRecPtr computeAlgorithm = ComputeShaderAlgorithm::create(); _comp = OSG::ComputeShaderChunk::create(); _comp-addUniformVariable(destTex, (int) bottom_tex-getGLId()); This looks suspect. I haven't used compute shaders (through OpenSG or otherwise), but normally texture uniforms are set to the texture unit the texture is bound to, not the OpenGL id. Shouldn't bottom_tex be added to MFTextureImages of computeAlgorithm (this makes sure the texture is activated before executing the shader)? The id returned by getGLId() is _not_ an OpenGL object name, it is simply an id OpenSG uses to access the actual OpenGL object on different contexts. You can use that id together with a context (i.e. OSG::Window) to get the real OpenGL object name (Window::getGLObjectId()). Carsten is right, it should be the texture image unit, I would guess 0 in this case, the MFTextureImages index in general. One further note, as the compute node is part of the tree you have to make sure it is not culled away. Either put the compute node as a group above the plane / element you want to render (this is what Examples/CSM/NewShader/Compute does) or set the compute nodes BBox to inifite and static. kind regards gerrit -- Is your legacy SCM system holding you back? Join Perforce May 7 to find out: #149; 3 signs your SCM is hindering your productivity #149; Requirements for releasing software faster #149; Expert tips and advice for migrating your SCM now http://p.sf.net/sfu/perforce ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2.0 - Render and read back depth buffer using FBO
Hi, On Wed, 2014-04-23 at 06:48 +0800, Gerrit Voß wrote: Hi, On 22 Apr, 2014, at 22:55, Dirk Reiners dirk.rein...@gmail.com wrote: Hi Michael, On Apr 22, 2014 3:16 AM, Michael Raab michael-r...@gmx.de wrote: The other still remains and I think I found the reason. As temporary window I use a PassiveWindow. When this gets destructed is sets the current Context to NULL. To be honest I have no idea why this is done and what the main idea behind the PassiveWindow is. Maybe you can give a short summary? The idea behind the PassiveWindow is that it's passive: it does not activate/manage the OpenGL context at all and expects it to be handled by the outside. It was designed to be used with GUI toolkits that we don't have native support for like GTK. I'm writing this on my phone so I can't look at the code, but it should not be able to do anything with the actual OpenGL context, so I'm not sure which connects it sets to NULL. it's a bug, it runs through a code path that does not check the passive flag before deactivating. I'll have a look. fixed with the latest commit. kind regards gerrit -- Start Your Social Network Today - Download eXo Platform Build your Enterprise Intranet with eXo Platform Software Java Based Open Source Intranet - Social, Extensible, Cloud Ready Get Started Now And Turn Your Intranet Into A Collaboration Platform http://p.sf.net/sfu/ExoPlatform ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2 and Ubuntu 14.04 - COLLADA import
Hi, On Wed, 2014-04-23 at 12:12 +0200, Victor Haefner wrote: Hi all, I have issues with COLLADA on Ubuntu 14.04, the imported geometry is totally messed up. The scenegraph structure seams to be right, but the vertex data is wrong. If plan on investigating it further, but any help or clues would help a lot as I dont know the code at all. Does anyone have similar issues? I tried it on two different workstations with the same results. do you have a small sample file for me to test (can be send off list). thanks kind regards gerrit -- Start Your Social Network Today - Download eXo Platform Build your Enterprise Intranet with eXo Platform Software Java Based Open Source Intranet - Social, Extensible, Cloud Ready Get Started Now And Turn Your Intranet Into A Collaboration Platform http://p.sf.net/sfu/ExoPlatform ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2.0 - Render and read back depth buffer using FBO
Hi, On 22 Apr, 2014, at 22:55, Dirk Reiners dirk.rein...@gmail.com wrote: Hi Michael, On Apr 22, 2014 3:16 AM, Michael Raab michael-r...@gmx.de wrote: The other still remains and I think I found the reason. As temporary window I use a PassiveWindow. When this gets destructed is sets the current Context to NULL. To be honest I have no idea why this is done and what the main idea behind the PassiveWindow is. Maybe you can give a short summary? The idea behind the PassiveWindow is that it's passive: it does not activate/manage the OpenGL context at all and expects it to be handled by the outside. It was designed to be used with GUI toolkits that we don't have native support for like GTK. I'm writing this on my phone so I can't look at the code, but it should not be able to do anything with the actual OpenGL context, so I'm not sure which connects it sets to NULL. it's a bug, it runs through a code path that does not check the passive flag before deactivating. I'll have a look. kind regards gerrit-- Start Your Social Network Today - Download eXo Platform Build your Enterprise Intranet with eXo Platform Software Java Based Open Source Intranet - Social, Extensible, Cloud Ready Get Started Now And Turn Your Intranet Into A Collaboration Platform http://p.sf.net/sfu/ExoPlatform___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Bug in OSGShaderProgram.cpp
Hi, On Fri, 2014-04-11 at 16:07 +0800, Gerrit Voß wrote: Hi thanks for the detailed report, I'll have a look. I finally managed to finalize the fix and push it out. kind regards gerrit -- Start Your Social Network Today - Download eXo Platform Build your Enterprise Intranet with eXo Platform Software Java Based Open Source Intranet - Social, Extensible, Cloud Ready Get Started Now And Turn Your Intranet Into A Collaboration Platform http://p.sf.net/sfu/ExoPlatform ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Bug in OSGShaderProgram.cpp
Hi thanks for the detailed report, I'll have a look. kind regards gerrit On Thu, 2014-04-10 at 18:20 +0200, Marcel Weiler wrote: Hi, I have found a bug in OSGShaderProgram.cpp: If you set a shader source of a (Simple)SHLChunk to an invalid source code, ShaderProgram::handleGL(...) will delete the shader in line Snippet 769 and uiShader will be set to 0. If you then set the shader source to a valid source again, uiShader will still be 0 and no new shader is created. Because there is no shader object to compile, the compilation of the new shader source will fail (line 723). OpenSG then tries to get the error log. In line 732 it queries GL_INFO_LOG_LENGTH, but uiShader is still 0 and so the returned value in iDebugLength is invalid. In my case iDebugLength was negative, which when OpenSG tries to reserve a buffer, is cast into a very large unsigned number and causes a Snippet std::bad_alloc. Possible solution: Line 645 is a commented if-condition which once checked if uiShader equals 0. The condition was replaced with if(mode == Window::initialize), but after initialization this condition always evaluates to false. When by using the debugger I make the program go into the new if-block a new shader object is created and everything works well again. I think both if-conditions should be combined with a logical OR ( if (uiShader==0 || mode == Window::initialize) ). This should remove the bug. The modified example file I attached to this mail causes the problem I described. Initially a valid shader is active. If you press 'x', an invalid vertex-shader source will be passed to the SimpleSHLChunk. Until then nothing bad happens. If you press 'x' again, the original, valid shader source is passed to the SimpleSHLChunk again and the program crashes. I hope the information I provided helps to solve the problem. Kind Regards, Marcel -- Put Bad Developers to Shame Dominate Development with Jenkins Continuous Integration Continuously Automate Build, Test Deployment Start a new project now. Try Jenkins in the cloud. http://p.sf.net/sfu/13600_Cloudbees ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users -- Gerrit Voß 盖瑞客 --- Fraunhofer IDM @ NTU 南洋理工大学, Nanyang Technological University, (NTU) 新加坡, Singapore -- If we communicate everything we ever think, speech just becomes static. And all of us become bores. J. Clarkson -- Put Bad Developers to Shame Dominate Development with Jenkins Continuous Integration Continuously Automate Build, Test Deployment Start a new project now. Try Jenkins in the cloud. http://p.sf.net/sfu/13600_Cloudbees ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: new GeoHandler
Hello, On Tue, 2014-03-25 at 18:46 +0800, Gerrit Voß wrote: Hello, On Mon, 2014-03-24 at 20:25 +0800, Gerrit Voß wrote: Hi, sorry for the long silence, I had to many OpenSG unrelated things on my plate ;(. I'll have a look at this problem as well as the bool mfield one. good news number one, I could reproduce it for the Windows and ATI setup. ATI doesn't like the combination of VAO and display lists. I will work on a long term fix so that display lists are automatically disabled if an ATI GPU is detected and VAO are used to render. I also see the MFBool error and know where the problem is, this one needs some fcd2code tweaking, I'll work on it as well. I just pushed the patches fixing these two problems. a) auto disable display list with VAOs on ATI cards b) change the ret values of editMField(index) to MFieldType::reference to avoid the MFBool compile errors. kind regards gerrit -- ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: new GeoHandler
Hello, On Mon, 2014-03-24 at 20:25 +0800, Gerrit Voß wrote: Hi, sorry for the long silence, I had to many OpenSG unrelated things on my plate ;(. I'll have a look at this problem as well as the bool mfield one. good news number one, I could reproduce it for the Windows and ATI setup. ATI doesn't like the combination of VAO and display lists. If I disable the display lists at the startup of your test int main(int argc, char **argv) { OSG::osgInit(argc,argv); OSG::FieldContainer *pProto = OSG::Geometry::getClassType().getPrototype(); if(pProto != NULL) { OSG::Geometry *pGeo = dynamic_castOSG::Geometry *(pProto); pGeo-setDlistCache(false); } I get the correct rendering for the Windows ATI combination. I will work on a long term fix so that display lists are automatically disabled if an ATI GPU is detected and VAO are used to render. I also see the MFBool error and know where the problem is, this one needs some fcd2code tweaking, I'll work on it as well. kind regards gerrit -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. Written by three acclaimed leaders in the field, this first edition is now available. Download your free book today! http://p.sf.net/sfu/13534_NeoTech ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: new GeoHandler
Hi, sorry for the long silence, I had to many OpenSG unrelated things on my plate ;(. I'll have a look at this problem as well as the bool mfield one. kind regards gerrit On 24 Mar, 2014, at 18:24, Johannes Brunen jbru...@datasolid.de wrote: Hello Gerrit, I have weird behavior on my VC 2008 (VC9) 64bit platform after enabling the OSG_ENABLE_NEW_GEOHANDLER flag. More specifically I see the problem only on my ATI Radeon desktop. On Nvidia I do not experience any problem. The geometry is broken on rendering, i.e. I see missing polygon facets all over the mesh. Attached you can find a minimalistic example program and a screen shot which does show the problem on my ATI setup but not on my Nvida machine. Can you explain what is happening here? Is this a deficit of OpenSG or of my usage pattern or of the ATI driver? Any help is appreciated... Best, Johannes Test.zip -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. Written by three acclaimed leaders in the field, this first edition is now available. Download your free book today! http://p.sf.net/sfu/13534_NeoTech ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. Written by three acclaimed leaders in the field, this first edition is now available. Download your free book today! http://p.sf.net/sfu/13534_NeoTech ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2.0: CMake options...
Hi, On 30 Jan, 2014, at 16:28, Johannes jbru...@datasolid.de wrote: Hi Gerrit, are you listening? yes, only it's new year over here, so I'm at home. Therefore: 祝大家新年快乐 ;) I would like to try/use the new instancing geometry. After regeneration of the documentation I could not find anything about the files residing in folder Source/System/NodeCores/Drawables/Geometry/Instancing. A little search showed that flag OSG_ENABLE_NEW_GEOHANDLER is necessary for these files to be part of the build. However, I can't overlook the implications if turning that flag to true. if there are any negative implications these are bugs. There is still one with the osb loader as one combination of vbo/vao crashes, at least on linux. But I plan to fix this one very soon. This one is actually the reason why I haven't removed the old drawing/gl handling code from the geomety. After rereading the options again I realized that I likewise have problems to explain some of the other options properly. Could you shed some light on it? I'll try, but I traveled home without my laptop, so some I might have to defer until I'm back on Tuesday. Typing a lot on an IPad is not much fun. What are the current limitation of the provided instancing infrastructure with respect to ARB_draw_instanced, ARB_instanced_arrays, ARB_draw_indirect, ARB_base_instance and ARB_transform_feedback_instanced? currently I only implemented instancing based on glDrawElementsInstanced and glDrawArraysInstanced, but the base vertex, base instance variants could be implemeted the same way. Indirect drawing hasn't made its way into OpenSG. Into the tranform feedback variant I haven't looked yet, but that might take some time before I can squeeze it in. The instancing information itself is not part of the geometr core, but is stored in a different core (geoinstancer). That one references a base geometry for drawing. Do you have any example how to use the new instancing properly? Only with CSM (Examples/CSM/Instancing). What I haven't put in yet is reading the instance parameter from a texture, this is work in progress. Similar, I'm interested to know about VAO (ARB_vertex_array_object) and VBO and their connection to display lists in the context of OpenSG. VAO/VBO are a platform dependent nightmare. In general the Vao part can not be inside a diaplay list, so you are left with only the draw calls inside the list. I would tend not to use display list with vao's. For the csm I build a test for all geometry index and vbo/vao/display list variants (Examples/CSM/Models/IndexVariants), but this one runs of a script (which I haven't ported to windows), but it is a place to check if in doubt. Note some combination won't render. Currently I haven't tried to put in code that falls back to something that actually renders an invalid combination. Inside the sh scripts is a table with expectd results (no pos, no fallback means nothing is rendered). The same set exists in the instancing example dir. Additionally, I would like to play with the complex scene manager. Are there any options which must be properly set in order to run the examples? the easiest is just to pass the directory of the example (one with a params.csm file) as the only parameter. The param.csm is actually just a shortcut to store the appCSM parameters in a file (I'm just lazy) I hope that my questions are not to blunt, but I would like to dive more into modern OpenGL by means of OpenSG. no problem, ask away, usually you learn something while explaining ;) Best, Johannes On 29.01.2014 19:40, Carsten Neumann wrote: On 01/29/2014 10:21 AM, Johannes Brunen wrote: I would like to ask for some background information about the following OpenSG build options: OSG_ENABLE_OGL_VERTEXATTRIB_FUNCS that one I have to check after returning home. IIRC somewhere some function names were changed between OpenGL versions. OSG_ENABLE_NEW_SHADER I though we removed that one, this one was there to enable the new shader infrastructure and should be on. If we haven't removed it we should. OSG_NEW_GEOHANDLER I rewrote parts of the old geo opengl handler to support vaos and now instancing. It it only still there because of a bug in the osb loader, once I fix this I will remove the old parts. OSG_ENABLE_OGL3_PROTOS OSG_ENABLE_OGL4_PROTOS this one I have to check in detail, but IIRC it is for platforms (in general non dll platforms) that allow you to link against newer OpenGL functions so one does not have to got through the extension handling mechanism of the window. OSG_ENABLE_CSM_WIN7_FEATURES Allow the CSM Window to recieve multi-touch events on Windows. OSG_ENABLE_WRITE_PYTHON_TO_SOURCE Writes the generated python bindings into the source tree and not to some specified external location. Somewhere should be a module path which interacts with this. I will check the details once I'm back home. OSG_ENABLE_AUTOINIT_THREADS This auto
Re: [Opensg-users] [Opensg-commits] [OpenSG2] opensg branch master updated. ad5c829c35f567f0962fb869c89f999bf442c562
Hi. On 12 Nov, 2013, at 22:19, Carsten Neumann carsten.p.neum...@gmail.com wrote: Hi Gerrit, I think one of these commits is missing the file OSGExtensionsConfig.h (included from OSGAlgorithmComputeElementData.cpp) and breaks the build. Could you add the missing file when you get a chance? Thanks! will check, dailybuilds say the same ;), sorry. kind regards gerrit -- November Webinars for C, C++, Fortran Developers Accelerate application performance with scalable programming models. Explore techniques for threading, error checking, porting, and tuning. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60136231iu=/4140/ostg.clktrk ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Collada Loader Problem (OpenSG 2.0, Win x64)
Hi, On Thu, 2013-09-26 at 12:22 +0200, Christoph Fünfzig wrote: Hi Gerrit, On 26.09.2013 08:10, Gerrit Voß wrote: Hi, On Wed, 2013-09-25 at 13:30 +0200, Christoph Fünfzig wrote: Hi, thanks a lot for looking into it. Just a question on the side: Is it correct Collada to have ids, which start with an underscore, e.g., visual_scene id=_entity_balken01 name=_entity_balken01 ? Because in the combination scene instance_visual_scene url=#_entity_balken01/instance_visual_scene /scene it does not find the scene root node .. to me the reason looks more like a name clash as the root node in your scene has the same id : node name=_entity_balken01 id=_entity_balken01 sid=_entity_balken01 Using _entity_balken01 currently crashes so I look into this, but if I use _x_entity_balken01 instead it loads the scene as expected. yes, node id and visual_scene id are the same in this case. visual_scene id=_entity_balken01 name=_entity_balken01 node name=_entity_balken01 id=_entity_balken01 .. It came to me like this, as the result of the DAE/FBX exporter from exporting a node named _entity_balken01, into a file named _entity_balken01.dae ;-) So really a special case, but to please Maya .. hmm, does the scene name depend on the file name or the node name ?. I'll have to check if one can resolve it by doing local library searches if the internal collada lookup fails. In your case it finds the node first and fails on the following downcast to scene. For the general loading problem I committed a fixed. Now the loader checks for invalid indices (have to check all for primitive types though) and removes any index with -1 in it. As this leaves you without any texture coordinates I added one option to the collada loader (tryMergeInvalidIndices). In this case the loader checks if it can merge multiple invalid indices into a valid one if the -1 blocks do not overlap, e.g. for something like: index1: 1 2 3 4 -1 -1 -1 5 6 7 8 index2: -1 -1 -1 -1 11 12 13 -1 -1 -1 -1 the loader will merge: index1: 1 2 3 4 11 12 13 5 6 7 8 index2: reuse index1 As this is the case for your file you at least are able to get a geometry with texture coordinates out of the loader. kind regards gerrit -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60134791iu=/4140/ostg.clktrk ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Collada Loader Problem (OpenSG 2.0, Win x64)
Hi, On Wed, 2013-09-25 at 13:30 +0200, Christoph Fünfzig wrote: Hi, thanks a lot for looking into it. Just a question on the side: Is it correct Collada to have ids, which start with an underscore, e.g., visual_scene id=_entity_balken01 name=_entity_balken01 ? Because in the combination scene instance_visual_scene url=#_entity_balken01/instance_visual_scene /scene it does not find the scene root node .. to me the reason looks more like a name clash as the root node in your scene has the same id : node name=_entity_balken01 id=_entity_balken01 sid=_entity_balken01 Using _entity_balken01 currently crashes so I look into this, but if I use _x_entity_balken01 instead it loads the scene as expected. kind regards gerrit -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Collada Loader Problem (OpenSG 2.0, Win x64)
Hi, On Mon, 2013-09-23 at 18:44 -0500, Carsten Neumann wrote: Hello Christoph, On 09/23/2013 07:37 AM, Christoph Fünfzig wrote: I have a crash with rendering a scene loaded as Collada (OpenSG 2.0, Win x64). In OSGGeoImmediatePumpGroup.cpp: void pumpMultiAttrib(PumpClassicInfo info, UInt16 slot, GLenum attrib, UInt32 vertIdx) for slot==9 all indices info.attribIndex [slot]-getValueUInt32(vertIdx) are invalid. I used no graph-ops at all during loading: OSG::SceneFileHandler::the()-setDefaultGraphOp(NULL); Please see the example scene https://www.dropbox.com/s/ytyzymw07rmewqa/_entity_balken01.dae to reproduce the problem! thanks, I'm looking into it. Looks like the collada loader produces an invalid geometry (default graph ops crash as well - specifically the striper). More precisely the index for TexCoords1 is broken, it has a bunch of leading UInt32(-1) values, before (what looks to be) correct data starts. Haven't found the source of it yet. the source of the -1 is in the dae file. Problem is the dom code returns these arrays as domListOfUInt. One thing one has to do is check if an index contains -1 (readTriangles does this) and than discard it. But there is a bug, the comparison uses the wrong type UInt32, it should be domUint as otherwise the comparison fails on 64bit system. If you haven't got one I can quickly generate the patch. kind regards gerrit -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Regression after update...
Hi, sorry for the silence, I'll have a detailed look tomorrow (as I did the patch that broke things). Was offline for a while, just back. kind regards gerrit On Mon, 2013-08-26 at 11:38 +0200, Johannes wrote: Hello Carsten and Gerrit, I have not solved this issue yet but I have a little peace of extra information. The crash happens in void ShaderValueVariable::changed(ConstFieldMaskArg whichField, UInt32origin, BitVector details) { MFParentFieldContainerPtr::const_iterator parentsIt = this-_mfExeParents.begin(); MFParentFieldContainerPtr::const_iterator parentsEnd = this-_mfExeParents.end(); MFUInt16::const_iterator idxIt = _mfExeVariableIdx.begin(); OSG_ASSERT(_mfExeParents.size() == _mfExeVariableIdx.size()); while(parentsIt != parentsEnd) { -(*parentsIt)-changed( TypeTraitsBitVector::One parentsIt.getParentFieldPos(), ChangedOrigin::Child, *idxIt); ++parentsIt; ++idxIt; } ... because the _mfExeParents does contain garbage. Now I have looked up the place where this container is filled. This is done in void ShaderProgramVariables::merge(ShaderProgramVariables *pVars, MFInt32*pVarLoc, MFInt32*pProcVarLoc) { ... for(; vIt != vEnd; ++vIt) { if(*vIt != NULL) { -(*vIt)-addExeParent(this, ShaderProgramVariables::VariablesFieldId, uiPos); ... However, I could not find any call to the corresponding subExeParent function nor to any other appropriate cleanup method. void ShaderValueVariable::addExeParent(FieldContainer * const pParent, UInt16 uiParentFieldId, UInt16 uiVarIdx ) { editMField(ExeParentsFieldMask, _mfExeParents); editMField(ExeVariableIdxFieldMask, _mfExeVariableIdx); _mfExeParents.push_back(pParent, uiParentFieldId); _mfExeVariableIdx.push_back(uiVarIdx); } void ShaderValueVariable::subExeParent(FieldContainer * const pParent) { Int32 iParentIdx = _mfExeParents.findIndex(pParent); if(iParentIdx != -1) { editMField(ExeParentsFieldMask, _mfExeParents); editMField(ExeVariableIdxFieldMask, _mfExeVariableIdx); _mfExeParents.erase(iParentIdx); _mfExeVariableIdx.erase(iParentIdx); } } Maybe this is of some help. Currently, I'm not in the position to solve this issue. Best, Johannes -- Introducing Performance Central, a new site from SourceForge and AppDynamics. Performance Central is your source for news, insights, analysis and resources for efficient Application Performance Management. Visit us today! http://pubads.g.doubleclick.net/gampad/clk?id=48897511iu=/4140/ostg.clktrk ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users -- Gerrit Voß 盖瑞客 --- Fraunhofer IDM @ NTU 南洋理工大学, Nanyang Technological University, (NTU) 新加坡, Singapore -- If we communicate everything we ever think, speech just becomes static. And all of us become bores. J. Clarkson -- Introducing Performance Central, a new site from SourceForge and AppDynamics. Performance Central is your source for news, insights, analysis and resources for efficient Application Performance Management. Visit us today! http://pubads.g.doubleclick.net/gampad/clk?id=48897511iu=/4140/ostg.clktrk ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] SimpleSHLChunk uniform variable
Hi, On Tue, 2013-05-28 at 19:33 +0800, Gerrit Voß wrote: Hi, On Mon, 2013-05-27 at 18:18 +0200, Christoph Fünfzig wrote: Hi, I am using a SimpleSHLChunk for a GLSL shader over a MaterialDrawable. Now, I need to update a uniform variable per frame. This works in the client application via updateUniformVariable locally, but does not on the cluster servers .. What am I missing let me try, I'm looking into your other cluster problem anyway. I fixed one things (parent transmission) so for my test cases the SimpleSHL chunk variables are updated through the cluster. Could you try and let me know if it solved your problem. kind regards gerrit -- Introducing AppDynamics Lite, a free troubleshooting tool for Java/.NET Get 100% visibility into your production application - at no cost. Code-level diagnostics for performance bottlenecks with 2% overhead Download for free and get started troubleshooting in minutes. http://p.sf.net/sfu/appdyn_d2d_ap1 ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] SimpleSHLChunk uniform variable
Hi, On Mon, 2013-05-27 at 18:18 +0200, Christoph Fünfzig wrote: Hi, I am using a SimpleSHLChunk for a GLSL shader over a MaterialDrawable. Now, I need to update a uniform variable per frame. This works in the client application via updateUniformVariable locally, but does not on the cluster servers .. What am I missing let me try, I'm looking into your other cluster problem anyway. kind regards gerrit -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_may ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] ShadowStage and custom HDRStage with gBuffer
Hi, On Tue, 2013-05-21 at 19:35 +0200, Christoph Fünfzig wrote: Hi, yes exactly! I am currently compiling it but need some more time to test. Currently, I do not need the depth buffer but perhaps in the future. Used it in a different place but just a SimpleStage with FrameBufferObject. So could you summarize what you changed perhaps? the main problem was that during post processing the HDR stage ran through a set of FBOs. At the end the outer FBO from the SimpleStage was not activated, hence the HDR stage always drew into the framebuffer. The final piece was to make sure the SimpleStage does not clear the buffer the HDR stage filled, by disabling the execution (which did nothing more than to clear the active buffer). kind regards gerrit -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_may ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] ShadowStage and custom HDRStage with gBuffer
Hi, On Wed, 2013-05-15 at 13:41 +0800, Gerrit Voß wrote: Hi, On Tue, 2013-05-14 at 09:05 +, Wagner, Stefan wrote: Thanks Gerrit, sorry, my stage setup was already the same as you suggested. So it also doesn't work with: HDRStageWithSSAO - ShadowStage - Scene I'm looking forward to your patch! :D ok, the basic combination HDRStage - ShadowStage - Scene should work. I'll start to look into the gbuffer problem. ok, I pushed some changes that should help with the gbuffer pass. Could you try and add the following around the action recurse call for the GBuffer traversal : RenderAction::RenderPropType rProp = a-getRenderProperties(); a-setRenderProperties(SystemRenderProperties.GBuffer); this-recurseFromThis(a); a-setRenderProperties(rProp); This should prevent the shadow stage from interfering with the GBuffer pass (effectively behaving like a group). I tried it in my test setup and it worked. Let me know if there are still problems left. kind regards gerrit -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_may ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] ShadowStage and custom HDRStage with gBuffer
Hi, On Thu, 2013-05-16 at 11:25 +0200, Christoph Fünfzig wrote: Hi Gerrit, thanks a lot :-) What about the SimpleStage with a FrameBufferObject? Does it need the same fixes (in the chain with HDRStage - ShadowStage)? It should be fixed for the following arrangment: Viewport | SimpleStage | HDR Stage | Shadow Stage so the simple stage collects the colour output from the HDR stage. Does this match your setup ? Would you need the depth buffer as well ? kind regards gerrit -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_may ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2 daily build
Hi, On Thu, 2013-05-16 at 15:51 +0200, Michael Raab wrote: Hi, today I started to think about porting our applications to OpenSG2.0. I downloaded the latest daily builds of OpenSG2.0 and its support libs for Windows (32bit). At first I tried to start appCSM.exe. It crashes immediately, the console shows Got 000. Any ideas? appCSM.exe needs a start-up dir. Drag one of the dirs from OpenSG 2.0.0\share\OpenSG\Examples\CSM (for example Simple) onto appCSM and it should start correctly. I should make this more obvious and it should not just crash, noted. The next thing I noticed was that the bin folders for relnoopt, debugopt and debug do not contain any debug information (*.pdb). In my opinion it would be a good idea to deliver that files as well. ok, I'll look into it. kind regards gerrit -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2 daily build
Hi, On Fri, 2013-05-17 at 13:59 +0200, Michael Raab wrote: Hi, have checked the libaries that are used, they should be ok. I pulled a recent GIT clone of OpenSG2, downloaded the supports lib from the daily build mirror and tried to build on my own. Some remarks: - the last GIT commit was done 10.04.2013; Is this really the latest version? no, since the sourceforge update the urls changed: snip == On Fri, 2013-04-12 at 09:54 -0500, Carsten Neumann wrote: Hello all, SourceForge have updated their software and are migrating projects. The conversion for OpenSG ran last night - thank you Dirk! One side effect is that git repository URLs have changed: RWssh://username@git.code.sf.net/p/opensg/code ROgit://git.code.sf.net/p/opensg/code HTTP https://username@git.code.sf.net/p/opensg/code If you have an existing checkout you can use git remote set-url to change the URL or (carefully!) edit the entry in .git/config. == - OSGFileIO doesn't build; define OSG_WITH_COLLADA_NAMESPACE was missing.. - OSGFileIO doesn't link, here's the error log: Unfortunately I won't have time to look into it before Tuesday/Wednesday next week. If it is still unresolved by that time I'll have a look. kind regards gerrit -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Building rev. a592e8c - 'GL_FRAMEBUFFER' : undeclared identifier
Hi, On Thu, 2013-05-16 at 07:45 +, Gierlinger, Thomas wrote: Dear all, I am trying to build the current sources (rev. a592e8c) on windows (vc9) using more or less the default options self.cmakeDefs = [ -DCMAKE_INSTALL_PREFIX:PATH= + os.path.join(self.installPrefix, self.installDir).replace('\\', '/'), -DOSG_USE_OSGSUPPORT_LIBS:BOOL=ON, -DOSG_INSTALL_PDB_FILES:BOOL=ON, -DCMAKE_VERBOSE_MAKEFILE:BOOL=ON] I am getting undeclared identifier errors for GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 etc. which were used as *_EXT before. Is this a problem with my settings or requires OSGGLEXT.h an update? arg, my bug, I have OSG_INCLUDE_GLEW enabled by default, that hides the missing GL constants. I'll fix it. kind regards gerrit -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Building rev. a592e8c - 'GL_FRAMEBUFFER' : undeclared identifier
Hi, On Thu, 2013-05-16 at 16:29 +0800, Gerrit Voß wrote: Hi, On Thu, 2013-05-16 at 07:45 +, Gierlinger, Thomas wrote: Dear all, I am trying to build the current sources (rev. a592e8c) on windows (vc9) using more or less the default options self.cmakeDefs = [ -DCMAKE_INSTALL_PREFIX:PATH= + os.path.join(self.installPrefix, self.installDir).replace('\\', '/'), -DOSG_USE_OSGSUPPORT_LIBS:BOOL=ON, -DOSG_INSTALL_PDB_FILES:BOOL=ON, -DCMAKE_VERBOSE_MAKEFILE:BOOL=ON] I am getting undeclared identifier errors for GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 etc. which were used as *_EXT before. Is this a problem with my settings or requires OSGGLEXT.h an update? arg, my bug, I have OSG_INCLUDE_GLEW enabled by default, that hides the missing GL constants. ok, that should be fixed. kind regards gerrit -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] ShadowStage and custom HDRStage with gBuffer
Hi, On Thu, 2013-05-16 at 11:25 +0200, Christoph Fünfzig wrote: Hi Gerrit, thanks a lot :-) What about the SimpleStage with a FrameBufferObject? Does it need the same fixes (in the chain with HDRStage - ShadowStage)? Cheers, Christoph that might be a little bit more tricky, as it needs more communication between the stages (most of it is there but it needs some tweaking). The GBuffer from the HDR stage or the earlier problem still don't work. What does you SimpleStage do ? Just render the subtree into the colorbuffer ? Let me try it, but we have our centre review on Monday, so most likely it will take until next week. kind regards gerrit -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] ShadowStage and custom HDRStage with gBuffer
Hi, On Mon, 2013-05-13 at 12:12 -0500, Carsten Neumann wrote: Hello Stefan, On 05/13/2013 11:21 AM, Wagner, Stefan wrote: I extended the HDRStage with a custom gBuffer (position, normal) which I use for SSAO (I know overkill, but I need the gBuffer for other things as well). This works fine if I use this stage only but I’m running into problems if I try to combine this stage with the ShadowStage. My custom gBuffer gets cleared as soon as I enable the ShadowStage. I tried to enable combineblend and also attached a DepthClearBackground to the viewport, but that didn’t helped. Does anybody knows why? My layout is the following: ShadowStage - CustomHDRStage - VisitRenderTree my guess would be that the buffer gets cleared when generating the shadow maps - for which ideally you'd want the HDRStage to be a no-op. However, the HDRStage does not really have a good (any?) way of knowing that it is being visited as part of a pass that renders shadow maps, so I'm not sure what to suggest :( ok, I'm looking into it right now as Christoph still has the same problem. For the case with only shadow and hdr stage the setup should actually be the other way round, e.g. HDRStage - ShadowStage - Scene as the HDR stage is a simple postprocessor. I would expect it to run last in all cases. I'm nearly done so that the shadow stage respects the target buffer format set by a parent stage. I hope to commit this later today (latest tomorrow). Once this is done I will add our SSAO implementation and see how this best fits into it. Let me run some basic tests with this setup first so I get all the implication of the g-buffer part. I'll get back to you as soon as I have a little bit more information. kind regards gerrit -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] ShadowStage and custom HDRStage with gBuffer
Hi, On Tue, 2013-05-14 at 09:05 +, Wagner, Stefan wrote: Thanks Gerrit, sorry, my stage setup was already the same as you suggested. So it also doesn't work with: HDRStageWithSSAO - ShadowStage - Scene I'm looking forward to your patch! :D ok, the basic combination HDRStage - ShadowStage - Scene should work. I'll start to look into the gbuffer problem. kind regards gerrit -- AlienVault Unified Security Management (USM) platform delivers complete security visibility with the essential security capabilities. Easily and efficiently configure, manage, and operate all of your security controls from a single console and one unified framework. Download a free trial. http://p.sf.net/sfu/alienvault_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG2: Crash in ShaderCacheTreeV3
Hi, On Thu, 2013-05-02 at 16:32 +0200, Johannes Brunen wrote: Hello, I have a crash in function add(const IdStore, ObjectT*) in file OSGShaderCacheTree.inl. The problem is that the value type of container IdStore is UInt16. But my model results in storing values greater than 65535. This leads to negative uiCurrIdx indices not tolerated anymore. unfortunately there is currently the UInt16 limit, with other parts reducing the number of bits further (to 12 IIRC). Currently the id's are also not reused, so if one creates and deletes a lot of shaders this will be a problem. For planning how to fix this, would it help in your case to reuse the id's. E.g. how many shader programs / shader executables do you have active at one point in time. kind regards gerrit -- Introducing AppDynamics Lite, a free troubleshooting tool for Java/.NET Get 100% visibility into your production application - at no cost. Code-level diagnostics for performance bottlenecks with 2% overhead Download for free and get started troubleshooting in minutes. http://p.sf.net/sfu/appdyn_d2d_ap1 ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] New FC with field from another lib
Hi, On Tue, 2013-03-19 at 21:56 +0100, Alexander Lang wrote: Hello, i have two folders/libs in Source/Contrib, let's call them TestA and TestB. Both have their *Def.h and CMakeLists.lib.OSGContrib[TestA|TestB].txt files. it's an old pia, right now you must include OSGTestA.h in OSGTestB.h. The fields only use forward declarations, but some of the function in TestB will need the full declaration. I haven't come around fixing it. kind regards gerrit -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: SimpleMaterial oddity
Hi, On Wed, 2013-03-13 at 15:40 -0500, Carsten Neumann wrote: Hello Johannes, On 03/07/2013 02:20 AM, Johannes wrote: commitChanges() is called and the rebuildState() function is also called. But I can't find the place where the parent ChunkMaterial chunk list is populated. In SimpleMaterial's rebuildState() the _materialChunk is updated and added to the _pState member. Additionally, the parent's addChunks(_pState) function is called which populates the _pState with the parent's chunks found in the _mfChunks container. However, the _mfChunks of the parent is never changed and that is actually what is evaluated in the MaterialChunkOverrideGroup renderEnter() function. Maybe the implementation of this function does make wrong assumptions about the chunks container content? hmm, it seems to me MaterialChunkOverrideGroup should iterate over the chunks of the State returned by PrimeMaterial::getState(). That would also make it work with materials not derived from ChunkMaterial. This is made a bit tricky by the fact that State does not allow easy iteration over it's contained chunks. looking at the code it might actually make more sense to let the material do the work instead of the other way around. Let me look at it quickly. kind regards gerrit -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Shader usage...
Hi, On Mon, 2013-03-11 at 11:40 +0100, Johannes wrote: Hello Gerrit, I have tested your fix finally. Unfortunately I have some new problems now. arg, my mistake the uiProgId update fetched the old program id, not the new one, not sure where my brain was ;(. I fixed that one. kind regards gerrit -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Invisible Objects, OpenSG 2.0 Mac OS X 10.8
Hi, On Sat, 2013-02-23 at 10:40 +0100, Keyan wrote: Hi Gerrit, thanks for the fast reply. I actually add and remove points + i change their colour. so basically, i change nearly all properties. this one should be fixed, the properties weren't updated correctly if inside a vao. kind regards gerrit -- Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester Wave(TM): Endpoint Security, Q1 2013 and remains a good choice in the endpoint security space. For insight on selecting the right partner to tackle endpoint security challenges, access the full report. http://p.sf.net/sfu/symantec-dev2dev ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Shader usage...
Hi, finally Cebit is over (at least for me). On Fri, 2013-02-22 at 11:45 +0100, Johannes wrote: Hello Gerrit, Now after loading the scene the rendered solid is black. After a redraw all is rendered fine. I could recreate the problem from your example and found the bug. The changeFrom method did not update the progId correctly, so it thought no shader was active when switching shaders in the first frame and left before updating the shader vars. I fixed it and pushed the change. With the change your example runs fine in the first frame. I will start to catch up with the rest of the pending issues once I touched down in Singapore tomorrow. sorry for the delay. kind regards gerrit -- Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester Wave(TM): Endpoint Security, Q1 2013 and remains a good choice in the endpoint security space. For insight on selecting the right partner to tackle endpoint security challenges, access the full report. http://p.sf.net/sfu/symantec-dev2dev ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Some change proposals
Hi, On Mon, 2013-02-25 at 10:21 +0100, Christoph Fünfzig wrote: Hi, I would like like to report some change proposals. I look into it as soon as possible. Currently I have to support Cebit stuff, and this eats up all my time. Towards the end of the week it should get better ;) kind regards gerrit -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: VariantMaterial
Hi, On Wed, 2013-02-06 at 10:30 -0600, Carsten Neumann wrote: Hello Johannes, On 02/05/2013 06:13 AM, Johannes Brunen wrote: I'm curious about the VariantMaterial. I could not find documentation or 2. How to use it properly? basically you just put a couple of materials in with: VariantMaterial::addMaterial(PrimeMaterial * const materialP, MaterialMapKey key= 0); and a fallback with: VariantMaterial::setFallbackMaterial(PrimeMaterial * const value); Of course the real question is how to generate meaningful MaterialMapKeys so that the material selection based on RenderProperties works. Unfortunately I don't know that part, sorry. It is the incomplete beginning of doing more complicated rendering algorithms. Usually the RenderProperties are meant to be set for the action by the corresponding stage. For example we are currently finishing an SSAO and LPV stage for better lighting. As both of them are deferred shading algorithms the primary rendering has to produce the buffers required by the post processing. So the stage sets the action RenderProperties do indicate that the rendering should create the deferred buffers. Of course the material currently have to be manually setup to support this. To some extend I hope to automate this later on. kind regards gerrit -- Free Next-Gen Firewall Hardware Offer Buy your Sophos next-gen firewall before the end March 2013 and get the hardware for free! Learn more. http://p.sf.net/sfu/sophos-d2d-feb ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: ShadowStage with PassiveBackround
Hi, On Fri, 2013-02-01 at 09:09 +0100, Johannes wrote: Hello Gerrit, On 01.02.2013 08:34, Gerrit Voß wrote: no got it, still try to wrap my head around what is happening. One short question, how are the shadows drawn, is there another geometry that received the shadows ? Yes, what I do is to calculate the bounding box of my scene and place a transparent plane, created by makeCylinder, just below the box. For the ATI's I'll have to find a way to test as I don't have any recent card. I'll see if I can find information if there are limitations to the blitFramebufferPart on ATI. It would be possible to send you such a card or we could bear the expensive of such a card if this helps. Let me see if I can buy one over here. In my experience ATI is more petty about the GL standard. At least with the GLSL shader code I have written NVIDA was always more forgivable. Do you have any information about the glGetFloatv(GL_DEPTH_COMPONENT32F,...) error. yes, a quick grep gave a registerContant(GL_DEPTH_COMPONENT32F) away. I fixed this one, so this should be gone. But now I get warning from the uint uniforms as well ;), have to track those down. kind regards gerrit -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_jan ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG Build Error using c++11 on Mac OS X
Hello, On Mon, 2013-01-28 at 06:01 -0500, Venkat (OpenSG) wrote: Good day, -Original message- From:Gerrit Voß vo...@vossg.org c++11 yes and it should not be a problem (I'll let the build run right now), but you are doing more, you are switching the underlying c++ library implementation as well and this is not a trivial undertaking (and something entirely different). Is there a particular need for you to switch to clangs libc++ at this point in time ?. As there will be more errors to follow it might take some time for me to go through and fix them. kind regards gerrit I tried building with libstdc++ and I am able to build opensg successfully. But I need to link to libc++ for my application (due to dependencies) and I get errors from opensg header/inl files. I guess I will try to build opensg with libc++ and see how far I can go. not far I'm afraid, from a quick glance, while the first error (operator ) can be resolved, the second one (mfieldvector) can not be resolved easily. Without looking into all the details my first inclination is that we have to provide a more complete std::vector implementation to get around this one. kind regards gerrit -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Invisible Objects, OpenSG 2.0 Mac OS X 10.8
Hello, On Mon, 2013-01-28 at 12:05 -0500, Venkat (OpenSG) wrote: Good day, -Original message- From:Gerrit Voß vo...@vossg.org odd result, quick question from when is your OpenSG ? Could you update to the latest version and try again with OSG_ENABLE_NEW_GEOHANDLER ON. I fixed one typo recently. kind regards gerrit Checked again with the latest git, with option OSG_ENABLE_NEW_GEOHANDLER=ON. No change, scene is not displayed. hmm, ok, was there a change in the results fro the test scenes from Examples/CSM/Models/IndexVariants/ ? thanks kind regards gerrit -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] VTK6
Hello, On Sun, 2013-01-27 at 20:15 -0500, Venkat (OpenSG) wrote: Good day, I have VTK6 installed and when building opensg, it detects VTK6 and tries to build the Contrib/VTK module. However it then throws some compile errors because of breaking changes - for one vtkCommon is split into several parts and the compiler also complains about missing symbols. Is it possible to add an option to disable the build of VTK module? within cmake set OSGBUILD_OSGContribVTK to off an regenerate. kind regards gerrit -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG Build Error using c++11 on Mac OS X
Hello, On Sun, 2013-01-27 at 07:57 -0500, Venkat (OpenSG) wrote: Good day, I get the below compile errors when building on Mac OS X 10.8.2 when running cmake with the following flags: cmake -DCMAKE_CXX_FLAGS=-std=c++11 -stdlib=libc++ -g3 -Wall -O0 -DOSG_ENABLE_C++11=ON Is c++11 supported? I will appreciate if someone has a fix/workaround for the errors. c++11 yes and it should not be a problem (I'll let the build run right now), but you are doing more, you are switching the underlying c++ library implementation as well and this is not a trivial undertaking (and something entirely different). Is there a particular need for you to switch to clangs libc++ at this point in time ?. As there will be more errors to follow it might take some time for me to go through and fix them. kind regards gerrit -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: ShadowStage with PassiveBackround
Hallo, On Thu, 2013-01-24 at 14:15 +0800, Gerrit Voß wrote: Hello Johannes, On Mon, 2013-01-21 at 16:03 +0100, Johannes wrote: Hello Gerrit, is this still on your list? some progress, I can create some similar artefacts if I draw into the frame / depth buffer before OpenSG starts rendering. I currently assume the entities not being seen by the shadow stage, except for values in the z-buffer, confuses the shadow stage. The least invasive solution I can come up is to have the ShadowStage leave a correct Z-Buffer (which currently is not happening) and draw the additional elements after the OpenSG rendering finishes. This seems to get rid of the artefacts for my example. Would this change in order be possible for your situation, e.g. on the way in through the passive windows you only clear the buffers, than call passiveWindow-render(); and than call the functions that draw the additional elements (e.g. the box with the greenish floor) before swapping the buffers ? ok I cleaned and pushed this part, if you set ShadowStage::_sfBlitZBuffer to true the ShadowStage will leave a filled ZBuffer behind. kind regards gerrit -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Invisible Objects, OpenSG 2.0 Mac OS X 10.8
Hi, odd result, quick question from when is your OpenSG ? Could you update to the latest version and try again with OSG_ENABLE_NEW_GEOHANDLER ON. I fixed one typo recently. kind regards gerrit On Sat, 2013-01-19 at 08:23 -0500, Venkat (OpenSG) wrote: Good day, -Original message- From:Gerrit Voß vo...@vossg.org [snip] For a more structured approach I added some simple geometry variants (Examples/CSM/Models/IndexVariants/{Multi|Single|NoIndex}) to the examples, could you use testWindowGLUT to run through them and let me know the result for each of the runs. Just renders quat or does not render quat is fine. Note some examples contain invalid combinations and won't render something anyway. Multi : all OK Single: following do not render, all others ok. plane_dl_vbo_att_nvao.osg plane_dl_vbo_att_vao.osg plane_dl_vbo_natt_nvao.osg plane_dl_vbo_natt_vao.osg NoIndex: following do not render, all others ok plane_dl_vbo_att_nvao.osg plane_dl_vbo_att_vao.osg plane_dl_vbo_natt_nvao.osg plane_dl_vbo_natt_vao.osg Regards, Venkat -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122912 ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users -- Gerrit Voß 盖瑞客 --- Fraunhofer IDM @ NTU 南洋理工大学, Nanyang Technological University, (NTU) 新加坡, Singapore -- If we communicate everything we ever think, speech just becomes static. And all of us become bores. J. Clarkson -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: ShadowStage with PassiveBackround
Hello Johannes, On Mon, 2013-01-21 at 16:03 +0100, Johannes wrote: Hello Gerrit, is this still on your list? some progress, I can create some similar artefacts if I draw into the frame / depth buffer before OpenSG starts rendering. I currently assume the entities not being seen by the shadow stage, except for values in the z-buffer, confuses the shadow stage. The least invasive solution I can come up is to have the ShadowStage leave a correct Z-Buffer (which currently is not happening) and draw the additional elements after the OpenSG rendering finishes. This seems to get rid of the artefacts for my example. Would this change in order be possible for your situation, e.g. on the way in through the passive windows you only clear the buffers, than call passiveWindow-render(); and than call the functions that draw the additional elements (e.g. the box with the greenish floor) before swapping the buffers ? kind regards, gerrit -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: ShadowStage with PassiveBackround
Hi, On 21 Jan, 2013, at 23:03, Johannes jbru...@datasolid.de wrote: Hello Gerrit, is this still on your list? yes quite far up. Should have some time tomorrow to look at it and other OpenSG things. Finally nearly cleared the new year backlog. kind regards gerrit -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: ShadowStage with PassiveBackround
Hi, On 17 Dec, 2012, at 16:14, Johannes jbru...@datasolid.de wrote: Hello Gerrit, On 10.12.2012 07:04, Gerrit Voß wrote: The problem is the PassiveBackground, which acutally does not clear anything, it relies on the application having cleared the (window) buffers. As the shadow stage render everything in it's own FBO but reuses the outside background is misses this clear. It is a general problem for stages and passive backgrounds. I'll see if I can find a solution where the stages blit the framebuffer contents into their FBO's. I extended the PassiveBackground so that it can do something if used within an FBO. This has to be enabled setting PassiveBackground clearFrameBufferObject to true. Than there are two options, either the application sets a callback which gets called if PassiveBackground::clear is called with a FBO active. If the callback is not set the PassiveBackground will blit the window contents (color + stencil + depth) to the active FBO. Currently it assumes that the active FBO size does not exceed the window size (right now it's the first version). I have incorporated the code into my setup but it does not work quite correctly. I have setup the framework on two different computers one with an ATI graphic adapter and the other uses one of Nvidia. Both do make problems but slightly different. For my testing I also enabled the GLIntercep utiltiy. Here are my results: ok, I'll have a look, short question, what does the background the app creates before the passive background is run looks like ? Is it empty with just a color or is it more complex ? thanks kind regards gerrrit -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: ShadowStage with PassiveBackround
Hi, On Fri, 2012-12-07 at 10:32 +0100, Johannes wrote: Hello Gerrit, On 26.11.2012 03:15, Gerrit Voß wrote: Has anyone a idea with respect to the clearing operation? The problem is the PassiveBackground, which acutally does not clear anything, it relies on the application having cleared the (window) buffers. As the shadow stage render everything in it's own FBO but reuses the outside background is misses this clear. It is a general problem for stages and passive backgrounds. I'll see if I can find a solution where the stages blit the framebuffer contents into their FBO's. Did you have time to think about this one? As I'm relying on the PassiveBackground it is very important for me. I extended the PassiveBackground so that it can do something if used within an FBO. This has to be enabled setting PassiveBackground clearFrameBufferObject to true. Than there are two options, either the application sets a callback which gets called if PassiveBackground::clear is called with a FBO active. If the callback is not set the PassiveBackground will blit the window contents (color + stencil + depth) to the active FBO. Currently it assumes that the active FBO size does not exceed the window size (right now it's the first version). I also added an example (Examples/CSM/Shadow/SimplePassive). For me it works, could you check and see if it works for your setup. kind regards gerrit -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OSGAddonsGV: Crash in testSimpleCudaComputeOSG
Hi, On Thu, 2012-12-06 at 19:43 +0100, Alexander Lang wrote: Hi, i am trying to get OpenSG 2.0 running with CUDA 5.0 and Windows 7. Compilation of the OSGContribCompute project worked fine (after i uncommented the line SET(${PROJECT_NAME}_DEP_TEST_INCDIR OSG_GLUT_INC_DIR) in the CMakeLists.Lib.OSGContribCompute.txt, otherwise the GLUT functions would not be found). The testSimpleCudaComputeOSG can be started but as soon as the CUDA execution branch is triggered, the application crashes at the call to 'cudaGLRegisterBufferObject' within the function 'updateGeoOSGCudaCallback' (Unhandled Access violation exception). The CUDA programming guide specifies that before any CUDA interop call, 'cudaGLSetGLDevice' has to be called. So i added cudaGLSetGLDevice(0); after GLUT was initialized. I also replaced the function with 'cudaGraphicsGLRegisterBuffer' since 'cudaGLRegisterBufferObject' is deprecated, but to no effect. I set up a simple stand-alone CUDA application in Visual Studio 2010 that calls this function without problems. Any idea? Does anyone use CUDA and OpenSG? I'm just coming back to this. I just managed to get the cuda part compiling against cuda 5.0, but I haven't had time to look at it further. Give me a little time, I'll update you once I get it running again. kind regards gerrit -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] [OpenSG 2.0]
Hi, On 5 Dec, 2012, at 18:11, Hannah Carbonnier hannah.carbonn...@inria.fr wrote: Hi - Mail original - short question, are you compiling with -std=c++11 active. That seems to trigger a similar problem for me. I compile with -std=c++0x active, I don't know the difference :s. But the error is still the same with -std=c++11. if yes, you have to have a space between the and PRIx64, e.g. written as PRIx64 it will resolve to x and this fails because is now an operator. Written as PRIx64 still seems to resolve correctly. I replaced all PRIx64 by PRIx64 (and all PRIx64 by PRIx64 ) and the error is now : expected ‘)’ before ‘PRIx64’. I'll have to check OpenSG against that. Ok, thanks ok, the latest OpenSG version builds against both variants (-std=c++11 and c++0x) on my Fedora 17 system. let me know if there are still problems on your side. kind regards gerrit-- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Invisible Objects, OpenSG 2.0 Mac OS X 10.8
Hi, On Thu, 2012-12-06 at 13:27 +0100, Keyan wrote: Hi, is there a workaround available? slowly this is going to be a serious issue and problematic for the project. I'm still trying to wrap my head around what the problem is. As I can't reproduce it anywhere it is isn't that easy. For a more structured approach I added some simple geometry variants (Examples/CSM/Models/IndexVariants/{Multi|Single|NoIndex}) to the examples, could you use testWindowGLUT to run through them and let me know the result for each of the runs. Just renders quat or does not render quat is fine. Note some examples contain invalid combinations and won't render something anyway. There are three scripts in there to run through the examples but you might need to tweak the path settings. Could you also send me your CMakeCache.txt from the build dir so I have a better idea of your settings. kind regards gerrit -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] [OpenSG 2.0]
Hi, On Tue, 2012-12-04 at 18:48 +0800, Gerrit Voß wrote: Hi, On Tue, 2012-12-04 at 10:56 +0100, Hannah Carbonnier wrote: Hi all, I work on a project that depends on OpenSG 2.0 and uses cmake. To enable ‘PRIx64’ macro, we have added this line in our CMakeList.txt file : add_definitions(-D__STDC_FORMAT_MACROS) Everything worked until we updated from Fedora 15 to Fedora 17 and (I think that is the problem but I'm not sure) from gcc 4.6.3 to gcc 4.7.2. With these new versions, we get the error : unable to find string literal operator ‘operator PRIx64’ Does somebody already had this problem and found a solution? short question, are you compiling with -std=c++11 active. That seems to trigger a similar problem for me. if yes, you have to have a space between the and PRIx64, e.g. written as PRIx64 it will resolve to x and this fails because is now an operator. Written as PRIx64 still seems to resolve correctly. I'll have to check OpenSG against that. kind regards gerrit -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG stages and clustering
Hi, sorry for all the delays, SIGGRAPH Asia is in town, so I will come back to all the pending stuff afterwards ;) On 30 Nov, 2012, at 4:04, Alexander Lang lan...@cip.ifi.lmu.de wrote: Hello Carsten, thanks for your reply. I linked my cluster server to the OSGEffectGroups library and started it but the problem remains the same with both HDR and Depth-peeling stage and in my application as well as the modified clusterclient application. If you have the time, could you test it (with a OSGEffectsGroup-linked server and the attached patch that adds a HDR stage to the clusterclient.cpp)? short question, what is the platform ? If windows, you might run into the old dynamic linker problem (http://www.opensg.org/wiki/Building, the AfterBuilding section). Could you try and force the server to load the effect groups lib, e.g. use something 'set OSG_LOAD_LIBS=OSGEffectGroups' depending on the platform. kind regards gerrit -- Keep yourself connected to Go Parallel: VERIFY Test and improve your parallel project with help from experts and peers. http://goparallel.sourceforge.net ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Threaded dynamic cluster client
Hi, On Fri, 2012-11-23 at 21:48 +0100, Alexander Lang wrote: Hello, i would like the client application to remain responsive after the connection to the render servers has been initialized. The MultiDisplayWindow::init() function blocks until all render servers have connected, therefore i would like to call init or initAsync on the MultiDisplayWindow instance in another thread. I changed the code of the testDynamicClusterClient.cpp file (attached) such that on connection request a thread is created that operates on aspect 1. After that, the function in the main thread returns. The MultiDisplayWindow pointer is changed to a MTRecPtr such that it will be available in the connection thread. After the thread is synced to the main thread, initAsync is called. Once a server connected, the thread waits on a barrier. The main thread continuously polls if the thread is waiting on the barrier and if so, pulls the changes from the connection thread to the main thread. The connection thread then finishes. This works until i want to disconnect. Setting the MultiDisplayWindowMTRecPtr to NULL does not free the object, the connection is lost but the server window is not closed. At this point only the main thread exists, therefore i am puzzled what could keep the window from being destroyed. Any ideas? P.S. How about an explicit ClusterWindow::disconnect() that would set any pointers that refer to the window instance to NULL, like the WeakPtr? hmm, this has nothing directly to do with the clustering. It is more related to the multi-threading in general. I'll have a look. kind regards gerrit -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Crash on shadow stage cleanup
Hi, On Tue, 2012-11-20 at 15:15 +0800, Gerrit Voß wrote: Hi, On 19 Nov, 2012, at 23:05, Johannes jbru...@datasolid.de wrote: What is missing, IMHO, is a disconneting operation from the StageData destructor to the Stage instance. plausible, let me check, in theory the connection should have been deregistered if either part (data or action) is destroyed. I missed one cast when removing one callback. That one should be fixed. Could you try and let me know if your program still crashes. kind regards gerrit -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Invisible Objects, OpenSG 2.0 Mac OS X 10.8
Hi, On Mon, 2012-10-22 at 04:16 -0400, Venkat (OpenSG) wrote: Hello, I have the same problem, however things work correctly if I turn off display lists. For example: pGeo-setDlistCache(false); I updated the experimental geometry gl handler, so that only allowed commands are recorded within the display list. If you have time could you try if this helps with the problem. The only thing you have to build OpenSG with OSG_ENABLE_NEW_GEOHANDLER enabled. kind regards gerrit -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Crash on shadow stage cleanup
Hi, On 19 Nov, 2012, at 23:05, Johannes jbru...@datasolid.de wrote: Hi, I have done some further debugging and have gained a little insight, but have not yet solved the problem entirely. What is happening goes as follows: After creation of my scene manager and the embedded ShadowStage object, my composite viewer (managing the viewports and the RenderAction) calls redraw which comes around in the ShadowStage::renderEnter method. This method then calls this-setData(pData, ..., ract), with a just created ShadowStageData object. Inside of this call a connection between the RenderAction and this StageData instance is established. Now on destruction of my composite viewer the render action is destroyed. This leads, by the established connection, to the destruction of the ShadowStageData instance. But, the setData(...) call also establish a change handler between the ShadowStage and the ShadowStageData instances. Now on destruction of my scene manager instance the embedded ShadowStage object is destroyed. This, however, yields to a change message to the already destroyed ShadowStageData instance. I think that this is not a destruction order problem since the my scene manager does have an idependent lifetime from the composite viewer. What is missing, IMHO, is a disconneting operation from the StageData destructor to the Stage instance. plausible, let me check, in theory the connection should have been deregistered if either part (data or action) is destroyed. kind regards gerrit -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OSG Templates for Eclipse CDT ?
Hi, quick answer as I'm not familiar with eclipse. On 6 Nov, 2012, at 0:23, Cormier, Mickael mickael.corm...@partner.kit.edu wrote: Hi all, I'm actually working with Codeblock in a Ubuntu VM, but i'd like to work with Eclipse CDT my Mac. Is there some Templates or example project for OSG in Eclipse CDT ? Or is somebody familiar to Eclipse CDT and could help me with ? I would for example make some try with editing the tutorials in eclipse and run them then. we don't provide any specific project templates, as we use cmake. http://www.cmake.org/Wiki/CMake:Eclipse_UNIX_Tutorial seems to provide a good overview on the options one has in order to use eclipse with projects using cmake. From a brief glance I would either recommend option 1 or option 3, though I haven't tried them. I use option 1 (the internal cmake generator) with VisualStudio on Windows and it works quite well. The one thing I saw is that eclipse does not seem to be to happy about out of source builds (which OpenSG enforces), so one has to keep an eye on the suggestion made with respect to that part. If you run into problems let us know, I'll try to find some time to help out. kind regards gerrit -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OSGQGLWidget::initializeGL() never called
Hi, On Fri, 2012-11-02 at 11:00 -0500, Carsten Neumann wrote: Hello Dirk, On 11/02/2012 10:55 AM, Dirk Reiners wrote: We override anything that makes the GL context current to avoid stealing it away from a parallel thread, which QT likes to do... yup, OSGQGLWidget::GLContext should take care of that, it has empty implementations of makeCurrent()/doneCurrent() ;) which results in initializeGL running without a current context if QT4Window::init ran before. The current version assumes that ::init is called on all OpenSG windows, directly by the application, as part of the OpenSG window creation process as with all other windows, in order to initialize the OpenGL state as expected by OpenSG. For other windows there isn't a separate intitializeGL call as there is for QT. I (partially) see the point of calling QT4Window::init from initializeGL, my worry is how to prevent other OpenGL calls as they might crash the application. So the current choice was not to call into initializeGL at all in order to avoid problems and assume the application explicitly calls QT4Window::init. Not sure how a better solution can look like. kind regards gerrit -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Invisible Objects, OpenSG 2.0 Mac OS X 10.8
Hi, On Fri, 2012-10-19 at 12:39 +0200, Keyan wrote: Hi, is there any news on this issue? Can anyone confirm that this happens elsewhere too? unfortunately not, I did update my OpenSG on OSX and ran 01hello but the torus shows up. Could you run the 01hello in the OpenGL Profiler and send my the recorded trace off list so I can see if the OpenGL commands match up. thanks kind regards gerrit -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] FieldHandles invalid, can not set pointer
Hi, On Wed, 2012-10-03 at 09:20 +, Halm, Andreas wrote: Hi, What does this mean? I get a crash directly after these warnings so i am sure they are related ... OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [528] fieldId [8] file id [475] system id [528] OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [539] fieldId [8] file id [471] system id [539] OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [542] fieldId [8] file id [502] system id [542] OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [553] fieldId [8] file id [498] system id [553] OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [556] fieldId [8] file id [529] system id [556] OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [567] fieldId [8] file id [525] system id [567] OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [528] fieldId [6] file id [475] system id [528] OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [542] fieldId [6] file id [502] system id [542] OpenSG WARNING: OSBRootElement::mapPtrField: FieldHandles invalid, can not set pointer - target fc [556] fieldId [6] file id [529] system id [556] can you easily identify which fields are behind 8 and 6 and let me know what kind of ptr fields have a problem. The fcd field part and the corresponding getHandle editHandleXXX function definitions for the particular fields would be a great help. Unfortunately I couldn't find anything about these so they probably aren't happening so often ... So these happen while loading a .osb file, containing some custom field containers (all nodecores) and saved with the same program. The classes are not in a seperate DLL, but statically linked. They are heavily cross-linked which may be the problem - the loader does not seem to be able to recreate the links. The crash (assert) happens in a call to changed() when some of the pointers are 0. As long as the system can create the container, which seems to be the case, it is properly registered with OpenSG and there should not be any follow-up problem where the code is actually located. Any idea where to go from here? I could of course go for some home-brewn save/load mechanism but i would rather not... let's have a look first ;) kind regards gerrit -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] FieldHandles invalid, can not set pointer
Hi, On Wed, 2012-10-03 at 10:52 +, Halm, Andreas wrote: Hi Gerrit, can you easily identify which fields are behind 8 and 6 and let me know what kind of ptr fields have a problem. The fcd field part and the corresponding getHandle editHandleXXX function definitions for the particular fields would be a great help. the problem is that i don't know in which type i have to look for field ids 6 and 8. i am guessing for weak pointers to a custom nodecore though. digging further ... that is not far of my initial guess which pointers might cause problems. I'll have a look and see if I can build a simple example, if you have additional information let me know. Only tomorrow I'm travelling, and today is partially still filled with report writing, but I'll try to get back to work on OpenSG asap ;) kind regards gerrit -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] FieldHandles invalid, can not set pointer
Hi, On Wed, 2012-10-03 at 10:59 +, Halm, Andreas wrote: Hi Gerrit, can you easily identify which fields are behind 8 and 6 and let me know what kind of ptr fields have a problem. The fcd field part and the corresponding getHandle editHandleXXX function definitions for the particular fields would be a great help. the problem is that i don't know in which type i have to look for field ids 6 and 8. i am guessing for weak pointers to a custom nodecore though. digging further ... i am quite sure now it is the MFUnrecChildWaypointCorePtr type, which has id 6 in one type and id 8 in another type. it is one of these parent-child-pointer constructs. for a basic test osb io of MFUncrecChildXXX ptr fields for objects derived from NodeCore seems fine. Could you send me the field.../field part from the enclosing fcd file so I can see if there are any particular settings that break things (off list is fine). kind regards gerrit -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Solution on msvc windows platform
Hi, On Fri, 2012-09-07 at 08:45 +0200, Johannes Brunen wrote: Hello Gerrit, what cmake version are you using? I'm using cmake 2.8.9. I did several cmake runs always with the same result. I'm still with 2.8.8. I'll try 2.8.9. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Solution on msvc windows platform
Hi, On Fri, 2012-09-07 at 15:37 +0800, Gerrit Voß wrote: Hi, On Fri, 2012-09-07 at 08:45 +0200, Johannes Brunen wrote: Hello Gerrit, what cmake version are you using? I'm using cmake 2.8.9. I did several cmake runs always with the same result. I'm still with 2.8.8. I'll try 2.8.9. hmm, looks the same as 2.8.8 over here. But I started with an empty build dir. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] WIN32Window::activate: failed: 2000
Hi, On Tue, 2012-09-04 at 16:17 +0200, Alexander Lang wrote: Hello Gerrit, there is yet an issue. My widget that inherits from OSGQGLWidget does not repaint itself as a reaction to a call to updateGL(). Could you check the OSGQGLWidget implementation? Thanks. yup, there still was a bug. Should work now. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OpenSG 2: Solution on msvc windows platform
Hi, On Thu, 2012-09-06 at 09:42 +0200, Johannes Brunen wrote: Hello Gerrit, I have minor problems with the cmake generated solution on the microsoft windows platform. 1. I see the advanced examples projects at the top level instead of residing in the Examples folder. I have not found the reason for that in the CMakeLists.txt files. What is the reason? not sure, for my VS project it sits inside examples. The only idea I would have is closing the solution, rerun cmake, reopen the solution and see if this makes a difference. 2. Is it possible to move all of the INSTALL_xxx, OSGAllXXX and DocXXX targets into an extra folders for convenience? What do you and other think? I move the INSTALLXXX targets into a folder. For Doc I currently only have one, so I left this at the top level. 3. The simplePluginApp target could also be moved from the top level? same as 1, for me it sits in the Tests folder. 4. The OSGAll target could be moved into the CMaklePredifinedTargets folder as well? I would tend to leave the OSGAllXXX targets at the top level as these are the once I use cross system. To make the toplevel less crowded I moved the regular libs to folders (OSGCoreLibs, OSGContribLibs) as I only use them once something goes wrong and the OSGAllLibs target fails. Have a look at let me know what you think. kind regards gerrit PS: All of the above applies to the latest git version. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Nightly generated Doxygen
Hi, On 5 Sep, 2012, at 17:54, Hannah Carbonnier hannah.carbonn...@inria.fr wrote: Hi, I can't acces to Doxygen trac on OpenSG website, can you? Do you know what the problem is? just tried from home and it is accessible. What kind of error did you get ? kind regards gerrit-- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] WIN32Window::activate: failed: 2000
Hi, On Fri, 2012-08-31 at 20:28 +0200, Alexander Lang wrote: Hello, using the newest OpenSG 2 version my application does not work anymore. The last time i compiled OpenSG 2 is about 3 month ago. I am using QT. The only change i made to my code was to use the OSGQGLWidget::GLContext class instead of my own that inherits QGLContext. The error message is: I switched the QT part to use the qtcontext and not to create an own instance (which seems to be quite tricky on OSX). Could you try if the latest version resolves your problems. thanks kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Compiling New Container Type to Library with VS 2010
Hi, On Wed, 2012-08-29 at 13:54 +0200, Alexander Lang wrote: Hi, following the tutorial on http://www.opensg.org/wiki/Tutorial/OpenSG2/NewContainerType i created a new field container type that is supposed to compile to a library called DepthPeeling. However, using Visual Studio 2010 i am unable to compile the library because of the following error: error C2491: 'OSG::DepthPeelingStageBase::_type' : definition of dllimport static data member not allowed. Looking at the code i see that the generated user cpp file (DepthPeelingStage.cpp) contains the macro #define OSG_COMPILEDEPTHPEELINGLIB, but not the base cpp file (DepthPeelingStageBase.cpp). My question is: Why does fcd2code not include that macro also in the base cpp? that looks off, the #define in the user cpp file looks like a left over, which I will remove. I general this define should be set on the compiler command line, e.g. for each lib the CMake configuration files contain something like : ADD_DEFINITIONS(-DOSG_COMPILECUBESLIBLIB) Could you try to add the OSG_COMPILEDEPTHPEELINGLIB define to your compiler command line. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Evaluation of OpenSG as scene graph library for embedded devices
Hello, sorry for the delay. On Tue, 2012-08-21 at 05:56 -0700, Mirko Oertle wrote: Hello, thanks for your answer. When we have the worst case, than all numbers happen :-). Performance and memory foot print are major issues on embedded devices. hmm, unfortunately OpenSG definitely has some overhead here, some of which we have to address also for the desktop version but I haven't had time to do a thorough profiling so far. You cant compare it to any desktop environments. So the memory and performance overhead of the library is important. It seems that we have to look deeper into it with a test app. What do you think how difficult a port of the library to EC7 or CE 6 could be? Recently I only tried IOS and and least a simple model came out ok. As for embedded Windows, I haven't looked at the latest version and the quick glance left me more confused trying to make sense of all the variants ;(. It also looks like the SDKs are not as freely available as before, so a quick test seems to be not as straight forward as with earlier ce versions. I'll see if I can get access to one of the SDKs. The main issue (which is still unsolved for OpenSG in general) is handling GLES2, so far what exists is more a quite basic approximation. I never had time do completely implement support for it. The good thing is this is something I can look at independent of the platform, and something I wanted to for quite some time now, so I can give support on these parts. The other part is boost as this is the only external library OpenSG requires to build, all others are optional. If this is not readily available porting will be painful. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Invisible Objects, OpenSG 2.0 Mac OS X 10.8
Hi, On Fri, 2012-08-24 at 10:41 +0200, Keyan wrote: Hi Gerrit, this looks like one of those modern optimus laptops, IIRC Apple allows you to disable the intel graphics completely. Could you try this and see if it makes a difference. I am currently using a new MacBook Pro, which does have two graphics cards. I hesitated to upgrade my MacPro because of this issue, but I will do so, as soon as possible, because what you suggested actually makes a difference, even if it is not quite as you suspected. I deactivated the dynamic switching and chose between the internal and discrete setting. The internal setting, referring to the Intel Graphics Card results in a nice torus drawn in 01hello. The discrete setting, referring to the NVidia Graphics Cards, results in an empty window, when 01hello is called. I am relying here on what the application (gfxCardStatus 2.1.1) told me, because 'internal' and 'external' are the only options I can choose, and pop-up notifications then tell me, which graphics card is in use. I'll check of there is the possibility to save a trace from the debugger. I'll also see if I can get access to a 10.8 machine. On monday, I will upgrade my MacPro to 10.8.1, which has a NVidia graphics card only, and let you know, if the issue still occurs. So far, thanks for the tip! short update, I upgraded ours and 01hello seems to work (the torus comes up), the only difference is, that one has an ATI card, but from my experience hardware behaves more uniformly under OS X, so that should hopefully not matter that much. Only for some tests (csm) I lost the mouse input, not sure why ;(. One thought, could you try testWindowCocoa on the discrete nvidia card, not that glut has an influence. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Invisible Objects, OpenSG 2.0 Mac OS X 10.8
Hi, On 24 Aug, 2012, at 5:49, Keyan m...@pulsschlag.net wrote: Hi Carsten, I managed to compile 01hello in Xcode, and did run it in the debugger (Instruments) with the OpenGL Debugging Tool, but I am unable to see anything that is worth pasting. 01hello does not print any warnings or messages to the console, other than the graphics card information (NVIDIA Corporation/NVIDIA GeForce GT 650M OpenGL Engine), and the tracer shows me that 2 drivers are called alternatively, namely GeForceGLDriver and AppleIntelHD4000GraphicsGLDriver. this looks like one of those modern optimus laptops, IIRC Apple allows you to disable the intel graphics completely. Could you try this and see if it makes a difference. This is all that I can provide at this point. If there is anybody more experienced in OpenGL debugging on Mac, I would be thankful for some more tips on how to get more useful information. I'll check of there is the possibility to save a trace from the debugger. I'll also see if I can get access to a 10.8 machine. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OSG2, Ogre skinning + cluster
Hi, On 15 Aug, 2012, at 3:41, Carsten Neumann carsten_neum...@gmx.net wrote: Hello Volker, On 08/14/2012 11:16 AM, Volker Settgast wrote: concerning the skinning-with-cluster problem: Thinking some more about this, even if the call to data-setDataValid(false) never happens the servers should still get updated data. However, if your application calls OSG::commitChangesAndClear() after rendering, all changes that were done as part of rendering are lost - the only safe time to clear the changelist is immediately after transmitting it, but the ClusterWindow lumps the transmit together with rendering so that it is difficult for the app to clear the CL at the right time. It seems ClusterWindow should have an option (default: true) that controls if it clears the changelist after transmitting it. small comment, changes during local rendering should never be needed to get the clustering right. Usually they should not even be transmitted. Because, rendering locally on the master while clustering is optional, for example on our main cluster the application is started remotely, without anybody being even being logged into the master, so no rendering will happen in this setup. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] Bad performance in cluster with textures
Hi, On Wed, 2012-07-25 at 11:25 +0200, Hannah Carbonnier wrote: More précisely, my texture is PNG image data, 2048 x 2048, 8-bit/color RGB, non-interlaced hmm, that should not be a problem (as long as the gfx cards is happy with the size, and you said reducing the size does not help). I'll look into this. Could you let me know a simple test case I can use to reproduce/test the problem (off list is fine). Similar if it is related to sofa, I added some CSM cluster examples to our part (apps/examples) (e.g. for the textured snake) could you try if these show the same behaviour. At least when I ran the snake example I did not observe any significant slowdown (I'll try again). kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] HDR Stage in Cluster
Hi, On Thu, 2012-07-26 at 17:38 +0200, Volker Settgast wrote: Hello, I just tried to add the HDR stage to our cluster (I removed the vignette-effect for that to work). But I found out that the core is not synchronized. Now, is it my application doing something wrong or the HDRStage not cluster-enabled? btw: the ShadowStage works just fine. Is it maybe the definition pointerfieldtypes=none which I found in the FCD of the HDRStage? (not sure any more what that means) there is one error in the fcd file, the isBundle=true should be isBundle=false. But even after fixing this it still does not work properly. I'll have a deeper look. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] OSG2 debug output in navigator
Hi, On Thu, 2012-07-12 at 10:30 +0200, Volker Settgast wrote: Hi, in system/window/utilities/OSGNavigator.cpp, line 701 there is an fprintf. I think somebody forgot to remove it . ok, I'll remove it, thanks gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users
Re: [Opensg-users] CMake Mac OS X Compile OpenSG 2.0
Hi, On Thu, 2012-07-12 at 15:38 +0200, Victor Haefner wrote: Hi, Your fix works! OpenSG 2.0 runs on Mac :) Are you or the community interested in the batch file wich installs on mac? We will soon polish the one we have now when installing OpenSG on a fresh Mac OS. I also have one for Ubuntu, one day I will look at how to create my own repositories.. But until then, I can at least share those batch files :) I would be interested in them as I just finished the basic CPack infrastructure (recently) and python based dailybuild scripts (a while ago). For Mac OS I have a general question on packaging, how is one expected to deal with the variety of 3rd repositories, e.g. MacPorts vs Fink vs Homebrew ? Our dailybuild machine is currently using Homebrew. In general Mac OS seems to be quite fragmented in this respect and I don't have a good idea how to solve this or how it is supposed to be solved. kind regards gerrit -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users