Re: [osg-users] text3d spacing
Hi Nick, you can use svn log to track down the last changes in any file. Cheers. 2009/12/9 Trajce Nikolov nikolov.tra...@gmail.com Hi there are some odd spacings int Arial.ttf with text3d. This thing used to work well. Any recent changes in there ? Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
Hi Robert, I thought you forgot me. XD ... this extensions isn't suitalbe to role out as part of the OSG as it's has other established meanings, I would suggest a name that indicates a 3d scene format, for example, .osgs or .sgs. Second up, ... It doesn't look like it'd be able to handle changes such as removal, additions to or refactoring of the classes that the old plugin supports and the new more modern file provides in a modified way. One idea is that we maintain a unique id for each member of the class, which will help point out the right reading order. This could be easily done in .osg plugin and any other ascii-format parsers because members' names are already declared in file. But for a binary format, I wonder if these excess ids will make the file clumsy and large-sized. A better way is to make use of osgIntrospection, I think, but I'm not very familiar with it at present. My third observation ... To enable ascii support one would have to add a property name as an identifier when reading properties. However, one could do this and just ignore it for binary formats. Perhaps another possibility would be treat each property as something that should be wrapped, with class wrappers aggregating the individual property wrappers. As I just said in the last post, it should be easy to save files in both binary/ascii format. I would like to rewrite the DataInputStream and DataOutputStream classes soon to support ascii parsing, as well as adding property names if necessary. Forth thought ... Replacing .ive with .bin would improve things because .bin is simply a better approach with it's more decoupled and extensible design, but... even better would be to be able to replace both .osg and .ive with a further evolved .bin. Emm.. I hope so. :) So what steps next... runtime testing... adding support for one other NodeKit to test how the plugins can be extended at runtime. Perhaps the core of .bin could be integrated into osgDB like the current .osg parsing and have the wrappers provided by the osg, osgText, osgFX plugins in the same way as the present wrappers... just maintain the two sets of wrappers in side by side subdirectories from each of these plugins. I've already been working on osgposter for weeks and I believe I nearly see the light now, as well as open up a can of worms... I will try submit this new example in 1-2 days, which merges osgautocapture and can automatically select highest LOD levels while rendering hi-res pictures, for the community to debug and test it better. After that, I'll be back to improve the new file format, adding ascii/binary support, loading wrapper libraries automatically, and prepare to move some functionalities into osgDB if possible. I'm also interested in a double-precision floating-point compressor named FPC (http://www.csl.cornell.edu/~burtscher/research/FPC/) and just wonder if it coule be reimplemented in this plugin. I would like to submit a new version of .bin plugin next week, and keep on discussing with you and others with a happy feeling. ;) Cheers, Wang Rui ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer crash
Hi Robert, Thank you for your reply! Probably there is a misunderstanding: osgviewer is not killed all the time. It is started once until it crashes by itself. The xterm-script is started in a separate terminal and only opens/closes a single plain xterm. osgviewer runs fine for quite some time while the script opens and closes an xterm on top of the osgviewer fullscreen view. But after a while osgviewer crashes. The script opens and closes an xterm to simulate opening and closing a Settings Window in my application. Once in a while my application crashes after a user opened/closed that window. I found that the same thing happens with osgviewer and xterm. I'm ran osgviewer in SingeThreaded mode. I'd appreciate any further hints, Thanks, Thilo Hi Thilo, This is may well be a driver issue. Killing the app really isn't a good way to test things... you can actually get the OSG to viewer::run() for a limited number of frames then exit using the env var - set OSG_RUN_FRAME_COUNT to something like 10. i.e. export OSG_RUN_FRAME_COUNT=10 osgvewer cow.osg Another route of investigation would be to for the OSG to run single threaded by doing: export OSG_THREADING=SingleThreaded Then running osgviewer/example. Whether this will change the behavior, or whether it'd indicate an OSG threading bug or X11/GL driver bug I wouldn't be able to say. What I can say is really thrashing the X server/GL driver this way is not really testing it in ways that actual users will ever stress your application. Robert. On Wed, Dec 9, 2009 at 5:18 PM, Thilo Weigel thilo.weigel at web.de wrote: Hi, If I run /usr/bin/osgviewer cow.osg while constantly toggling an xterm window (using the script below) osgviewer crashes after a while (anything between 15 Minutes and 2 hours) It seems like the crash only occurs in fullscreen mode. Does this sound familiar to anybody? Is this rather an OSG, OpenGL, XServer or a NVIDIA driver issue? I'm using - OpenSceneGraph 2.8.2 - One single XScreen - NVIDIA driver 185.18.14 (also tried several others including the latest 190.42) - AntiAliasing Settings 4xMS, Anisotropic Filtering 2x - OpenSuse 11.1 - Icewm WindowManager - osgviewer - in SingleThreaded mode - in Fullscreen mode The script for toggling an xterm window is the following: #!/bin/bash while [ 1 ] do xterm sleep 1 /usr/bin/pkill -P $$ sleep 1 done The following coredump is generated: Core was generated by `osgviewer cow.osg'. Program terminated with signal 11, Segmentation fault. #0 0x7fbb9cb6c59b in ?? () from /usr/lib64/libGLcore.so.1 (gdb) bt #0 0x7fbb9cb6c59b in ?? () from /usr/lib64/libGLcore.so.1 #1 0x7fbb9c8facf2 in ?? () from /usr/lib64/libGLcore.so.1 #2 0x7fbb9c8ff29d in ?? () from /usr/lib64/libGLcore.so.1 #3 0x7fbb9c8ee321 in ?? () from /usr/lib64/libGLcore.so.1 #4 0x7fbb9ea38813 in ?? () from /usr/lib64/libGL.so.1 #5 0x7fbb9ea5343e in glXSwapBuffers () from /usr/lib64/libGL.so.1 #6 0x7fbb9f54691b in osgViewer::GraphicsWindowX11::swapBuffersImplementation() () from /usr/lib64/libosgViewer.so.55 #7 0x7fbba01444a9 in osg::GraphicsContext::swapBuffers() () from /usr/lib64/libosg.so.55 #8 0x7fbb9f53d60d in osgViewer::ViewerBase::renderingTraversals() () from /usr/lib64/libosgViewer.so.55 #9 0x7fbb9f53b771 in osgViewer::ViewerBase::run() () from /usr/lib64/libosgViewer.so.55 #10 0x00403a37 in main () Thank you for any hints! Cheers, Thilo ___ Preisknaller: WEB.DE DSL Flatrate für nur 16,99 Euro/mtl.! http://produkte.web.de/go/02/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
Hi Stefan, Commenting the line _vertices-unref(); (line 276 in VertexGeometry.cpp), seems to solve the problem for me. I think you do not need to unreference _vertices manually. Besides that, I got some weird behaviour with some examples using multiple screens, calling _viewer-setUpViewOnSingleScreen(0) in the constructor of sx::Scene seems to solve this. Regards, Mourad On Thu, Dec 10, 2009 at 9:54 AM, Simon Hammett s.d.hamm...@googlemail.comwrote: 2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com On 12/10/2009 12:00 AM, Andreas Goebel wrote: Hi, you get heap corruption on windows if (not only if, but if) you mix different system libraries, static runtime and dynamic runtime, or debug dlls and release dlls. You can get it that way too. Make really sure that your release build uses release libraries only, and vice versa. Usually the linker will yell and scream at you if you try to do this, so it usually doesn't happen accidentally and without the programmer knowing. No it doesn't, symbol mangling isn't different between debug/release builds. (though that might be a handy option) You won't get linker errors unless you've got methods or functions deffed in/out depending on your build config. Maybe we should add some funcs to the OSG libs, based on the config to stop beginners accidentally mixing builds. Mind you the error message from mixing release/builds is different from the OPs screen shot. It usually says something about a memory block not being in the heap. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Gecko Plugins
Hi GuiYe, You'll need xulrunner-1.8 to compile the llmozlib2 as it doesn't work with later versions of xulrunner - as Mozilla changed the API in ways that make porting difficult. llmozlib has now abandoned the gecko based approach and adopted QtWebKit instead. Our gecko plugin which embeds llmozlib2 also has the same constraints, and problems. gecko turned out to be pretty poor solution for embedding, so I have also abandoned this path. Much more viable long term solution is to adopt QtWebKit, and the osgQtbrowser illustrates this in action. This route is the future for embedded browser support in the OSG. Robert, 2009/12/10 GuiYe guiy...@163.com: Hello! Who can tell me how to compile the plugins of gecko!I download xulrunner-1.9.en-US.win32.sdk.zip,but it can't compile right: llembeddedbrowser.cpp f:\web\llmozlib2\llembeddedbrowser.cpp(227) : error C2039: 'Create' : is not a member of 'nsIAppShell' f:\web\xulrunner-1.9.1.4.en-us.win32.sdk\xulrunner-sdk\include\widget\nsiappshell.h(29) : see declaration of 'nsIAppShell' f:\web\llmozlib2\llembeddedbrowser.cpp(228) : error C2039: 'Spinup' : is not a member of 'nsIAppShell' f:\web\xulrunner-1.9.1.4.en-us.win32.sdk\xulrunner-sdk\include\widget\nsiappshell.h(29) : see declaration of 'nsIAppShell' f:\web\llmozlib2\llembeddedbrowser.cpp(374) : error C2059: syntax error : ',' f:\web\llmozlib2\llembeddedbrowser.cpp(374) : error C3861: 'NS_STATIC_CAST': identifier not found llembeddedbrowserwindow.cpp f:\web\llmozlib2\llembeddedbrowserwindow.cpp(64) : fatal error C1083: Cannot open include file: 'nsICaret.h': No such file or directory What should I do? Thank you ! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi Nick, On Thu, Dec 10, 2009 at 8:42 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote: all compiles good, VS2005, Windows7, NVIDIA GeForce GTX 260. I went thru the allexamples and I found two of them not working: - osgstereoimage (the image showed on the first frame and dissapeared) Curious... It works for me under linux. Do you see any errors reported? This is a pretty simple example so I'm surprised it's failing. Perhaps the shader I introduced to convert the colour into grey scale is failing. Could you try: osgstereoimage --stereo HORIZONTAL_SPLIT Does this result in a split window? - osgtext3d (the spacing between the characters is busted and something wrong with the material and the normals) Ouch... osgtext3D does something odd for me too. I must have broken something when doing the OpenGLES port. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] animating colours using VBOs
Hi all, I'm searching for an optimised solution for the following: Assume I have a line represented by, make it 1 points. The vertices are stored in an array and are fixed. I have different colours for all the points. Now I want to animate the colours. E.g. I want to treat the colour array as a circular buffer and just move all the colours one step over. Obviously I can do it by manipulating the array, but then the whole array must be uploaded to the GPU again. I've thought about making a colour array twice the size of the number of vertices and then telling OpenGL to start picking colours from a point in this array, but I don't know how to tell OSG this is what I want. osg::Geometry seems to default to the start of the array for drawing. Is there a way to do this in OSG without making my own drawImplementation? regards jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer crash
Hi Thilo, So from your description it sounds like osgviewer cow.osg crashes all by itself if left alone long enough, even in SingleThread mode. This is about as simple an OSG stress test as you could get. When I do big stress tests I tend run the OSG running overnight running on a large paged database, which stresses the threading, driver and memory and haven't seen crashes for a long time - it just keeps on running till I close it. Given that you are doing such a simple test and it's failing, and others aren't reporting similar problems, I would suspect the window manager/driver. One thing you could look at is how much memory the app is using - is it stable or growing? Another would be to make sure vsync is on and any desktop compositing is off - these should lower the load on the system. Also try another machine/window manager/graphics hardware/driver - right now this is what I would suspect as the cause of the problem. Robert. On Thu, Dec 10, 2009 at 9:14 AM, Thilo Weigel thilo.wei...@web.de wrote: Hi Robert, Thank you for your reply! Probably there is a misunderstanding: osgviewer is not killed all the time. It is started once until it crashes by itself. The xterm-script is started in a separate terminal and only opens/closes a single plain xterm. osgviewer runs fine for quite some time while the script opens and closes an xterm on top of the osgviewer fullscreen view. But after a while osgviewer crashes. The script opens and closes an xterm to simulate opening and closing a Settings Window in my application. Once in a while my application crashes after a user opened/closed that window. I found that the same thing happens with osgviewer and xterm. I'm ran osgviewer in SingeThreaded mode. I'd appreciate any further hints, Thanks, Thilo Hi Thilo, This is may well be a driver issue. Killing the app really isn't a good way to test things... you can actually get the OSG to viewer::run() for a limited number of frames then exit using the env var - set OSG_RUN_FRAME_COUNT to something like 10. i.e. export OSG_RUN_FRAME_COUNT=10 osgvewer cow.osg Another route of investigation would be to for the OSG to run single threaded by doing: export OSG_THREADING=SingleThreaded Then running osgviewer/example. Whether this will change the behavior, or whether it'd indicate an OSG threading bug or X11/GL driver bug I wouldn't be able to say. What I can say is really thrashing the X server/GL driver this way is not really testing it in ways that actual users will ever stress your application. Robert. On Wed, Dec 9, 2009 at 5:18 PM, Thilo Weigel thilo.weigel at web.de wrote: Hi, If I run /usr/bin/osgviewer cow.osg while constantly toggling an xterm window (using the script below) osgviewer crashes after a while (anything between 15 Minutes and 2 hours) It seems like the crash only occurs in fullscreen mode. Does this sound familiar to anybody? Is this rather an OSG, OpenGL, XServer or a NVIDIA driver issue? I'm using - OpenSceneGraph 2.8.2 - One single XScreen - NVIDIA driver 185.18.14 (also tried several others including the latest 190.42) - AntiAliasing Settings 4xMS, Anisotropic Filtering 2x - OpenSuse 11.1 - Icewm WindowManager - osgviewer - in SingleThreaded mode - in Fullscreen mode The script for toggling an xterm window is the following: #!/bin/bash while [ 1 ] do xterm sleep 1 /usr/bin/pkill -P $$ sleep 1 done The following coredump is generated: Core was generated by `osgviewer cow.osg'. Program terminated with signal 11, Segmentation fault. #0 0x7fbb9cb6c59b in ?? () from /usr/lib64/libGLcore.so.1 (gdb) bt #0 0x7fbb9cb6c59b in ?? () from /usr/lib64/libGLcore.so.1 #1 0x7fbb9c8facf2 in ?? () from /usr/lib64/libGLcore.so.1 #2 0x7fbb9c8ff29d in ?? () from /usr/lib64/libGLcore.so.1 #3 0x7fbb9c8ee321 in ?? () from /usr/lib64/libGLcore.so.1 #4 0x7fbb9ea38813 in ?? () from /usr/lib64/libGL.so.1 #5 0x7fbb9ea5343e in glXSwapBuffers () from /usr/lib64/libGL.so.1 #6 0x7fbb9f54691b in osgViewer::GraphicsWindowX11::swapBuffersImplementation() () from /usr/lib64/libosgViewer.so.55 #7 0x7fbba01444a9 in osg::GraphicsContext::swapBuffers() () from /usr/lib64/libosg.so.55 #8 0x7fbb9f53d60d in osgViewer::ViewerBase::renderingTraversals() () from /usr/lib64/libosgViewer.so.55 #9 0x7fbb9f53b771 in osgViewer::ViewerBase::run() () from /usr/lib64/libosgViewer.so.55 #10 0x00403a37 in main () Thank you for any hints! Cheers, Thilo ___ Preisknaller: WEB.DE DSL Flatrate für nur 16,99 Euro/mtl.! http://produkte.web.de/go/02/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animating colours using VBOs
Hi J.P. The way I'd tackle this would be to have a 1D texture that contains all the colours, then set up the tex coords on the points so that they pull the appropriate colour in, then use a texture matrix to update the tex coords values and to create the animation. Setting the filtering to nearest will ensure that you don't get smoothly gradating colours. The advantage of this technique is that you don't change any data except a single matrix. Robert. On Thu, Dec 10, 2009 at 10:01 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi all, I'm searching for an optimised solution for the following: Assume I have a line represented by, make it 1 points. The vertices are stored in an array and are fixed. I have different colours for all the points. Now I want to animate the colours. E.g. I want to treat the colour array as a circular buffer and just move all the colours one step over. Obviously I can do it by manipulating the array, but then the whole array must be uploaded to the GPU again. I've thought about making a colour array twice the size of the number of vertices and then telling OpenGL to start picking colours from a point in this array, but I don't know how to tell OSG this is what I want. osg::Geometry seems to default to the start of the array for drawing. Is there a way to do this in OSG without making my own drawImplementation? regards jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animating colours using VBOs
Hi Robert, Robert Osfield wrote: Hi J.P. The way I'd tackle this would be to have a 1D texture that contains all the colours, then set up the tex coords on the points so that they pull the appropriate colour in, then use a texture matrix to update the tex coords values and to create the animation. Setting the filtering to nearest will ensure that you don't get smoothly gradating colours. The advantage of this technique is that you don't change any data except a single matrix. Cool idea, thanks. jp Robert. On Thu, Dec 10, 2009 at 10:01 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi all, I'm searching for an optimised solution for the following: Assume I have a line represented by, make it 1 points. The vertices are stored in an array and are fixed. I have different colours for all the points. Now I want to animate the colours. E.g. I want to treat the colour array as a circular buffer and just move all the colours one step over. Obviously I can do it by manipulating the array, but then the whole array must be uploaded to the GPU again. I've thought about making a colour array twice the size of the number of vertices and then telling OpenGL to start picking colours from a point in this array, but I don't know how to tell OSG this is what I want. osg::Geometry seems to default to the start of the array for drawing. Is there a way to do this in OSG without making my own drawImplementation? regards jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi Robert, osgstereoimage with the arguments below do the same. I am wondering if this is Windows7 issue. What I am experiencing with all the examples is I had to reactivate the window with ALT+TAB, otherwise is black blank. Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Thu, Dec 10, 2009 at 11:51 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On Thu, Dec 10, 2009 at 8:42 AM, Trajce Nikolov nikolov.tra...@gmail.com wrote: all compiles good, VS2005, Windows7, NVIDIA GeForce GTX 260. I went thru the allexamples and I found two of them not working: - osgstereoimage (the image showed on the first frame and dissapeared) Curious... It works for me under linux. Do you see any errors reported? This is a pretty simple example so I'm surprised it's failing. Perhaps the shader I introduced to convert the colour into grey scale is failing. Could you try: osgstereoimage --stereo HORIZONTAL_SPLIT Does this result in a split window? - osgtext3d (the spacing between the characters is busted and something wrong with the material and the normals) Ouch... osgtext3D does something odd for me too. I must have broken something when doing the OpenGLES port. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] no results with osgPPU
Hi Art, thx for your answer Sure you can know what the host application is doing, and unfortunately neither am I ... But I am trying to understant what is modified by the application, that's why I need some help... I have check in debug mode the run time passes throught the Unit::traverse methode. So I guess osgPPU is not disable. I did what you suggest, and I have a black screen, like there was no root. I have one question about your graph, did you mean that the main camera node has 2 children : the osgPPU processor and the custom FBO camera with your graph ? I have set the FBO camera with RELATIVE_RF transform and I didnt set the view and projection matrices. I guess the view matrix will be update by its parent and osgPPU will set the projection matrix with a 2 projection. Am I right ? Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21223#21223 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Integration of roads
Hi Chris, Do you mean that VPB now uses a regularly gridded mesh which I would have to convert into a TIN in order to use osgTDS? Can I configure VPB to output in the “old way” so I can use osgTDS on the generated mesh? I see I can give the following options, but don’t know if any of them will have an effect in this case: Output: --HEIGHT_FIELD: Create a height field database --POLYGONAL: Create a height field database (default) --TERRAIN: Create a osgTerrain::Terrain database What you have done sounds interesting! Too bad you can’t release it (at least yet). I guess the process of merging the roads with the terrain would be offline if done on the CPU, I don’t see why it shouldn’t be..? I have also thought of marking the triangles in the terrain skin that are cut by a road, so they can be subdivided and flattened in a geometry shader. The marking could for example be done by clever use of texture coordinates, and distances to the closest point on the road relative to each of the affected vertices stored in textures. Any thoughts on this? I really don’t know if it is feasible. The good thing is that if it works you don’t need to make changes to VPB or the database, jus run a pre-processing step to generate the texture coordinates and textures. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21224#21224 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] text3d spacing
Hi Nick, On Wed, Dec 9, 2009 at 5:26 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: there are some odd spacings int Arial.ttf with text3d. This thing used to work well. Any recent changes in there ? I've just tracked the problem down a bug in the new code for positioning the characters - it's multiplying the position matrix in accumulative way causing the the characters to speed off the screen... I'm current working out how to refactor the code to avoid this. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] no results with osgPPU
Hi Sebastian, seb wrote: I did what you suggest, and I have a black screen, like there was no root. I have one question about your graph, did you mean that the main camera node has 2 children : the osgPPU processor and the custom FBO camera with your graph ? Have you tried just to remove osgPPU completly and set the main camera's implementation to FBO. This should give you also black screen. Or did you tried to make the graph, I proposed to you? Yes, I mean that the main root node has two children. One is the slave camera and another one is the ppu's processor. The slave camera has to be used by the processor through setCamera(). Try it first in your application before going to the host application. I have set the FBO camera with RELATIVE_RF transform and I didnt set the view and projection matrices. I guess the view matrix will be update by its parent and osgPPU will set the projection matrix with a 2 projection. Am I right ? osgPPU didn't change anything within your camera, it just uses camera's texture as input nothing else. So you have to setup your projection matrices by your self. With RELATIVE_RF only the view matrix should be updated. art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21226#21226 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Integration of roads
Hi Martin, By default VPB now creates osgTerrain::TerrainTile's with regular HeightFieldLayer for the elevation. Are runtime this height field is then converted using the osgTerrain::GeometryTechnique into a standard osg::Geometry + osg::StateSet combination, so it does end up being a triangle mesh for rendering purposes. Which osgTerrain right now only has one technique for converting the TerrainTile into render-able forms the NodeKit can be extended easily to have new techniques. The issue of data storage and terrain technique used for rendering is deliberately decoupled to allow you to build the data and control the rendering separately. This capability leaves the door open to implementing a terrain technique that has a more sophisticated tessellation technique that uses extra constraints when building the final mesh. It has been my plan that osgTerrain would eventually provide both the a data structure hooks to add these extra constraints - such as points of interest + boundary lines, and then have the technique for tessellating these against the height fields. This is not a trivial amount of work, but it'd be the next progression of osgTerrain. Once osgTerrain has this capability then it'd be just a case of getting VPB to add the constraints in a appropriate way to the tiles. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] text3d spacing
Hi Nick, On Thu, Dec 10, 2009 at 10:56 AM, Robert Osfield robert.osfi...@gmail.com wrote: I'm current working out how to refactor the code to avoid this. I've just checked into svn/trunk a fix for this issue. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] no results with osgPPU
Hi Art, With the graph you propose, I have the back screen, I have checked and the scene graph is correct, I didn't forget to attach any nodes, so I do not understand. By modifying directly the main camera,I did it too, and I have the scene with no osgPPU (no resambled scene) like I explained on my 1st post. I have checked too in the debut mode, and the camera has still the FRAME_BUFFER_OBJECT mode on each frame. So I do not understand either. I see in debug mode that the main camera holds pre and post render callback, do you think these functions may interfer with osgPPU ? Well I really appreciate your help but I begin to think it is impossible to guess what the host application is doing without the code or any documentations. Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21230#21230 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereo and Non-Stereo Viewer in Same Application
Hi all, is it possible to have two viewers in the same OSG application, one that displays stereo the other one that does not? osg::DisplaySettings::instance is a singleton so it will affect all viewers I am adding to the composite viewer. Thank you! Cheers, Calin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21232#21232 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo and Non-Stereo Viewer in Same Application
Hi Calin, You can assign a separate DisplaySettings, using View.setDisplaySettings() to each View(er) that will override the default of using the osg::DisplaySettings::instance(), you'll need to do this prior to the viewer.realize() to make sure that the settings get used in context creation and renderer setup. If you do have two Views in your scene I would recommend that you using a single CompositeViewer with two Views rather than try to manage two viewers. Robert. On Thu, Dec 10, 2009 at 1:48 PM, Teodor Hanchevici calin.hanchev...@gmail.com wrote: Hi all, is it possible to have two viewers in the same OSG application, one that displays stereo the other one that does not? osg::DisplaySettings::instance is a singleton so it will affect all viewers I am adding to the composite viewer. Thank you! Cheers, Calin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21232#21232 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [plugins] Osg writer add dataBasePath inPagedLod
Hi Robert, I understand the non-black-list behavior, this is a very good thing. I don't have time to spend on a new Registry::ReadFileCallback ... so I will use an other way. I just run some tests using dataBasePath to ./ because the tree file and the Lods files are in the same path. It works well if the .exe which load the tree is in the same path... If it is not, the tree loads but the DataBasePager don't find any files... You said the path is relative to the parent... so if I understood you well, it may works... Am I wrong ? Thanks. Regards, Vincent. Robert Osfield a écrit : HI Vincent, PagedLOD does repeated request tiles on each frame till the request is served or camera moves away and the PagedLOD child is no longer needed. Normally this overhead is not a significant factor, but if you have hundreds of such failing requests on each frame I can see that this might take longer. The DatabasePager deliberately doesn't black list as it has no way of knowing if the failure is just temporary or not - for instance a temporary drop in http connection isn't something you'd want to effect you app for the life of it. If you wanted to black list this files yourself you could write a Registry::ReadFileCallback that catches failed attempts to read files and then stores the filename in a black list that it checks against in future attempts to read files. Robert. On Wed, Dec 9, 2009 at 3:55 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi Robert, Thanks for the answer, for the moment I don't have any piece of time to spend on that, so I just set databasePath myself. I have a last question : If a graph, containing thousands of pagedLod nodes is loaded, but some pagedLod nodes can't find their children because the file do not exist... Will the render loop be affected because the loader thread is trying again and again to load theses files ? I get a scenegraph like that, and the loading time is very very slow... but I know there are about 3000 files missing (on a 30 000 files graph) but I just would have a confirmation because it needs a lot of time to arrange the graph to remove the inexistent children. Thanks for your help. Regards, Vincent Robert Osfield a écrit : HI Vincent, On Tue, Dec 8, 2009 at 5:56 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: So, why the path is not relative ? I understand the behavior, but the path is not a relative path so it can't work as you described it. The child will be stored relative to the parent, and the path should reflect this even in it's absolute form. There is a little twist in this in that the OSG has to cope with paged databases being pulled in from http and then cached on the local disk, so the parents might be loaded from the local disk, but the children haven't been downloaded and cached yet so still sit on the http path, so you have to use the http paths in the DatabasePath to be able to retreive them. The osgDB::FileCache automatically remaps http files that have been cached so it's still is able to find them, and also their children that aren't local. All this functionality is there inbuilt into PagedLOD + osgDB, as is managed automatically, while complex the intention is to hide this complexity from users. If you want to start digging into the the low level side of this functionality then you'll need to accept you'll need to learn about the ins and outs of how it all works. Robert. __ Information from ESET NOD32 Antivirus, version of virus signature database 4672 (20091209) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Information from ESET NOD32 Antivirus, version of virus signature database 4675 (20091210) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
Hi Chris, Usually the linker will yell and scream at you if you try to do this, so it usually doesn't happen accidentally and without the programmer knowing. I'm curious when you've seen the linker scream about mixing debug and release DLLs... I've seen plenty of users do it by mistake and the linker never said a thing, except when mixing the dynamic and static C runtimes. When mixing debug and release (both using the dynamic runtime, for example) the linker says nothing. That's why it's so easy to do, but nevertheless it will lead to bad behavior, crashes, etc. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged
Congrats! Robert, just one question. 4. Shader composition support integrated into the core scene graph. Could you please give some thoughts on this, timeframe etc? Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Thu, Dec 10, 2009 at 3:59 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi All, I've just tagged OpenSceneGraph-2.9.6 developer release, wrapping up the most significant bump in OpenSceneGraph functionality and portability for many years. The key deliverables in this dev release are: OpenGL ES 1.1 support OpenGL ES 2.0 support OpenGL 3.x support Texture object and Buffer object pools for tightly controlling GPU + GL driver memory usage. Updated 3DS plugin now with support for writing .3ds files. Http support in present3D to allow online presentations to by browsed directly. Refactored osgManipulator to make it easier to control a wide range of objects in the scene. A range of improvements to osgAnimation. New osgQtbrowser example that integrates QWebKit with the OSG to provide an embedded 3d web browser. New direcshow plugin for reading video under windows. New FBX plugin. Many bug fixes! And lots more, if I missed something significant please write about in this thread ;-) I've included, at the bottom of this post, the automatically generated ChangeLog since 2.9.5 for those wanting to check every single change checked in. To obtain the sourec code for OpenSceneGraph-2.9.6 use: source package : http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.9.6.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.6 Now that 2.9.6 is out, my plan is to start making dev releases more regularly once more, and start working on converging the code base towards the next stable release, that will likely be OpenSceneGraph-2.10 or 3.0 depending on timing and completion of a few outstanding features that would be great to have in a 3.0. My short list for remaining features to developed for 3.0 are: 1. IPhone support 2. osgViewer::GraphicsWindowEGL support under Windows 3. osgViewer::GraphicsWindowX11 support for OpenGL3.x 4. Shader composition support integrated into the core scene graph. 5. Fixed function StateAttribute/ shader StateAttribute coupling to allow more seamless integration across GL targets The first item above we already have Thomas working on, and he's provided a list of changes that I haven't yet integrated into 2.9.6, but once we've done a bit more refinement on them we should have Iphone support checked in pretty soon. The second and third items are ideal items to be picked up by members of the community and should be relatively straight forward to complete. The fourth and fifth items are more intrusive and challenging in nature, and will require plenty of discussion in the community as well some quality thinking time from myself and others willing to stick their neck out on bleeding edge scene graph design ;-) Many thanks for everyone who's contributed to and help test 2.9.6. Robert Osfield. Project Lead, 10th December 2009. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi Nick, - osgstereoimage (the image showed on the first frame and dissapeared) I assume you have two or more monitors? This is the multi-screen fullscreen bug that others have reported lately on the list when running on Windows. For some reason, recent versions of OSG when running fullscreen on multiple screens will display one or two frames, then everything goes black. Try this: set OSG_SCREEN=0 osgstereoimage or this: set OSG_WINDOW=50 50 1024 768 osgstereoimage You'll see it then works fine. Running osgviewer cow.osg on both screens doesn't reproduce the issue, so that should at least point to something in the osgstereoimage example (or something used in that example and perhaps others). We should really investigate this issue. See http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52706 And also related: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52386 I see these same issues on Windows Vista 32 bit at work, and on Windows 7 64 bit at home, both with nVidia cards. I'll see if I can put aside some time to check this out. Others are welcome to do the same of course. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo and Non-Stereo Viewer in Same Application
Thank you! This did the trick Cheers, Calin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21238#21238 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi J-S, set OSG_SCREEN=0 osgstereoimage This actually helped. Works now. And yes, I am on dual screen machine Nick http://www.linkedin.com/in/tnikolov Sent from Gümüşsuyu, İstanbul, Turkey On Thu, Dec 10, 2009 at 4:29 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Nick, - osgstereoimage (the image showed on the first frame and dissapeared) I assume you have two or more monitors? This is the multi-screen fullscreen bug that others have reported lately on the list when running on Windows. For some reason, recent versions of OSG when running fullscreen on multiple screens will display one or two frames, then everything goes black. Try this: set OSG_SCREEN=0 osgstereoimage or this: set OSG_WINDOW=50 50 1024 768 osgstereoimage You'll see it then works fine. Running osgviewer cow.osg on both screens doesn't reproduce the issue, so that should at least point to something in the osgstereoimage example (or something used in that example and perhaps others). We should really investigate this issue. See http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52706 And also related: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52386 I see these same issues on Windows Vista 32 bit at work, and on Windows 7 64 bit at home, both with nVidia cards. I'll see if I can put aside some time to check this out. Others are welcome to do the same of course. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk in prep for 2.9.6 dev release
Hi Nick, set OSG_SCREEN=0 osgstereoimage This actually helped. Works now. And yes, I am on dual screen machine So that confirms that it's probably a widespread issue. As I said, I'll try to make some time to get to the bottom of it. Thanks for testing, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame Count/Threading Models
Any idea why glXWaitVideoSyncSGI() doesn't seem to work (see 1st paragraph below) or whyc glXQueryFrameCountNV() seems to take a long time to execute (i.e. upwards of 12ms just to do this call). Are others having trouble with either of these. I updated my NVIDIA driver to 190.42 and that didn't help any. Paul P. - Original Message From: paul1...@yahoo.com paul1...@yahoo.com To: osg-users@lists.openscenegraph.org Sent: Wed, November 4, 2009 9:20:40 AM Subject: [osg-users] Frame Count/Threading Models I was using glXWaitVideoSyncSGI() in a Pre Draw Callback (the place I need it to be) to get the current Frame Count from the video card. I've recently found out that this Frame Count number from this function can be incorrect when I'm reading textures from the GPU to the CPU or writing textures from the CPU to the GPU. In particular, I would see about 100ms between calls to glXWaitVideoSyncSGI but the frame counter returned would either be consecutive (i.e. no missed frames) or skipping one number (i.e. one missed frame). I'm running at 60 Hz (16ms frames). Therefore, I'm now trying to use glXQueryFrameCountNV() (I have G-SYNC II card and have enabled Frame Lock). It would appear I need to call this when I have a valid Graphics Context. I assume this isn't normally the case in a PreDrawCallback. I've had to do this in the PreDrawCallback: if (camera.getGraphicsContext() camera.getGraphicsContext()-valid() camera.getGraphicsContext()-isRealized()) { osg::GraphicsContext* gc = const_castosg::GraphicsContext*(camera.getGraphicsContext()); gc-makeCurrent(); } followed by my call to glXQueryFrameCountNV(). However, to make this work, I've had to set my osgViewer's threading model to SingleThreaded. If I don't do this I usually see a Xlib: unexpected async reply (sequence 0x6a)! message followed by a segmentation fault. What am I doing wrong? Is there some better way to do something in a valid graphics context when not in a draw callback? Paul P. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged
Hi Nick, On Thu, Dec 10, 2009 at 2:30 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote: 4. Shader composition support integrated into the core scene graph. Could you please give some thoughts on this, timeframe etc? I'll not go into details here as there other threads from the last couple of months that go into the topic in quite a lot of depth. I have also done more thinking on the topic but don't yet have concrete enough ideas to convey, so I'll not add any more. Have a search for shader composition, osgvirtualprogram and ShaderGen in the archives for more info. In terms of timeframe - now that 0.9.6 is out of the way one of my main focuses will be shader composition, how long it'll take to design, implement and test is hard to say, as it's really is bleeding edge scene graph development. My hope is that it won't take much more than two to four weeks dev work to complete. It'd be rather optimistic to expect any by the end of this month though given I have other community tasks ongoing. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frame Count/Threading Models
Hi Paul, On Thu, Dec 10, 2009 at 2:55 PM, paul1...@yahoo.com wrote: Any idea why glXWaitVideoSyncSGI() doesn't seem to work (see 1st paragraph below) or whyc glXQueryFrameCountNV() seems to take a long time to execute (i.e. upwards of 12ms just to do this call). Are others having trouble with either of these. I updated my NVIDIA driver to 190.42 and that didn't help any. I haven't personally tried using either function so your more experienced with them than I. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged
Hi Robert, Excellent work to all who contributed, but especially to you since most of the grunt work on the big features (ports, texture pools) was done by you. I hope you're taking a bit of time to relax now before diving into something else... One quick question, given the amount of new features and the major step ahead that the ports to GLES and GL3 represent, will the next stable version be 3.0 or are you still aiming to make it 2.10? Personally I'd say these developments are at least as important as the osgViewer stuff that were in OSG 2.0 (as opposed to 1.4)... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged
Hi J-S, On Thu, Dec 10, 2009 at 3:47 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Excellent work to all who contributed, but especially to you since most of the grunt work on the big features (ports, texture pools) was done by you. I hope you're taking a bit of time to relax now before diving into something else... Oh I'm already taking it pretty easy, I've just came back from a quick run taking in some of the gentle afternoon winter sunshine that is blessing Scotland right now ;-) One quick question, given the amount of new features and the major step ahead that the ports to GLES and GL3 represent, will the next stable version be 3.0 or are you still aiming to make it 2.10? Personally I'd say these developments are at least as important as the osgViewer stuff that were in OSG 2.0 (as opposed to 1.4)... The GLES and GL3 support are major feature additions that really do deserve an 3.0 label, although API wise it's not actually a big step for most users (less that OSG-1.x to 2.x), the capabilities of porting to new embedded platforms is new beginning for us, entering the OSG and it's users into a new markets. Originally I had thought that the move to support GLES and GL3 would require major changes to the public API of the OSG, but in the end it's turned out not to be the case at all, in fact it will possible to have binary compatibility between GLES1.1, GLES2.0, GL1/GL2 and GL3 versions of the OSG. Right now we almost have binary compatibility, it's just a couple of inline functions that are limiting this and my plan is refactor the code that use them to enable full binary compatibility between the different targets. What the end user applications do is another topic to discuss, as at present one has to create different scene graphs for the different targets. This is where item 5 in my list would come in useful: 5. Fixed function StateAttribute/ shader StateAttribute coupling to allow more seamless integration across GL targets In an ideal world we'd be able to get to the point where one just links to a different .so/.dll at runtime to get support for GLES or GL3 or GL1/2, and have things just work. There are limits to just how seamless you'll be able to make it for the app developer, but with relatively straight forward apps I'm pretty optimistic. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged
I wrote: My short list for remaining features to developed for 3.0 are: 1. IPhone support 2. osgViewer::GraphicsWindowEGL support under Windows 3. osgViewer::GraphicsWindowX11 support for OpenGL3.x 4. Shader composition support integrated into the core scene graph. 5. Fixed function StateAttribute/ shader StateAttribute coupling to allow more seamless integration across GL targets I'll also like to add: 6. new dual binary/ascii format that replace the existing .osg and .ive plugins as the default native formats. Members of the community are welcome to chip with their own suggestions of additions, but be prepared to the one to develop such features ;-) Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [VPB] VPB FindOSG.cmake
Hi Robert all, On my (Windows) machine, trying to run CMake on VPB (latest trunk) fails when trying to locate OSG, because of EXEC_PROGRAM(). I tried adding ${OSG_BUILD_DIR} as working directory but it fails too. I tried then to replace EXEC_PROGRAM() with EXECUTE_PROCESS(): it still fails but at least I don't have tons of error messages. Already encountered something like this (did not manage to find an answer in archives)? Is there a way to fix that? Any idea? Thanks. FYI, in my lightweight engine, I've adopted another kind of solution: when I configure the project, it creates a CMakeMarker.txt with some values in it. This file is installed alongside headers. The corresponding finder then locates the file at the same time it locates headers and the parses it to get values reflecting the configuration. I think it's less error prone than launching an executable, but drawbacks are: - It's tied to CMake (even if it's clear text and can be read elsewhere) - If you change the data in the file, then you must change finders, and ensure finders can handle older versions. The system is not very complete yet, and may be extended to store name, values pairs for instance. Do you think this may be useful for OSG? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
Jean-Sbastien Guay wrote: Hi Chris, Usually the linker will yell and scream at you if you try to do this, so it usually doesn't happen accidentally and without the programmer knowing. I'm curious when you've seen the linker scream about mixing debug and release DLLs... I've seen plenty of users do it by mistake and the linker never said a thing, except when mixing the dynamic and static C runtimes. When mixing debug and release (both using the dynamic runtime, for example) the linker says nothing. That's why it's so easy to do, but nevertheless it will lead to bad behavior, crashes, etc. It is usually more of muted cough than a scream, and is often a warning referring to conflicting default libraries. If the least significant bits of the address of the corruption remain the same then you can track it down it down with a data breakpoint. Because of heap randomisation you need to work out what the base address of the heap is for each run and recalculate the address of the breakpoint each time. If you use an absolute address "0xabcd etc" and make sure it is one of the first four breakpoints then a hardware breakpoint register will be used and the program will run at a reasonable speed. You may get a few false positives if the breakpoint is enabled too soon but you should be able to sort that out :-) Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VPB] VPB FindOSG.cmake
Similar issue - CMAKE in Windows gives ERROR: Version 2.9.5 or higher of OpenSceneGraph is required. Version CreateProcessError: The system cannot find the file specified. If I change FIND_PACKAGE(OSG 2.9.5) to FIND_PACKAGE(2.8.2) and click on configure I get the same error message except version 2.8.2 is reported. I know very little about CMake but it looks like I have all of the paths set right pointing to my 2.8.2 version of OSG Any thoughts? Bruce -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: Thursday, December 10, 2009 11:30 AM To: osg-users Subject: [osg-users] [VPB] VPB FindOSG.cmake Hi Robert all, On my (Windows) machine, trying to run CMake on VPB (latest trunk) fails when trying to locate OSG, because of EXEC_PROGRAM(). I tried adding ${OSG_BUILD_DIR} as working directory but it fails too. I tried then to replace EXEC_PROGRAM() with EXECUTE_PROCESS(): it still fails but at least I don't have tons of error messages. Already encountered something like this (did not manage to find an answer in archives)? Is there a way to fix that? Any idea? Thanks. FYI, in my lightweight engine, I've adopted another kind of solution: when I configure the project, it creates a CMakeMarker.txt with some values in it. This file is installed alongside headers. The corresponding finder then locates the file at the same time it locates headers and the parses it to get values reflecting the configuration. I think it's less error prone than launching an executable, but drawbacks are: - It's tied to CMake (even if it's clear text and can be read elsewhere) - If you change the data in the file, then you must change finders, and ensure finders can handle older versions. The system is not very complete yet, and may be extended to store name, values pairs for instance. Do you think this may be useful for OSG? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
On 12/10/2009 1:54 AM, Simon Hammett wrote: No it doesn't, symbol mangling isn't different between debug/release builds. (though that might be a handy option) That's true, but I'm pretty sure that last time I made that mistake, the linker DID issue a warning that was recognizable (with some Googling) as quit mixing debug and release builds. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
On 12/10/2009 7:11 AM, Jean-Sébastien Guay wrote: I'm curious when you've seen the linker scream about mixing debug and release DLLs... I've seen plenty of users do it by mistake and the linker never said a thing, except when mixing the dynamic and static C runtimes. When mixing debug and release (both using the dynamic runtime, for example) the linker says nothing. I'll try to check, but since it's something I carefully avoid now, it may be a while. I liked the idea about intentionally messing with the code so that it wouldn't link if you messed it up, but it seems infeasible that you could prevent every combination of mismatch. I often see it when mixing libs compiled by a third party anyway. J-S -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
Hi Wang Rui, On Thu, Dec 10, 2009 at 9:14 AM, Wang Rui wangra...@gmail.com wrote: ... this extensions isn't suitalbe to role out as part of the OSG as it's has other established meanings, I would suggest a name that indicates a 3d scene format, for example, .osgs or .sgs. I believe .osg would be the most appropriate extension, the header could declare which version of the format it is - whether it's binary, new ascii or old ascii. We could possible have a .osgb for binary. The main issue with using .osg and then changing it's format would be new apps generating the new new .osg files and then trying to read these with older versions of the OSG. One could port the new plugin to older versions of the OSG though, so one could still provide a new plugin for them to handle the new files so all is not lost. Even the present .osg plugin should be able to read the files robustly enough to fail gracefully when reading the new format. My preference for using the .osg extension is that I don't want there to be a proliferation of extensions that are less descriptive of what they are. For instance .ive really doesn't sound like it's anything native to the OSG, same would apply to something like .sgs. Second up, ... It doesn't look like it'd be able to handle changes such as removal, additions to or refactoring of the classes that the old plugin supports and the new more modern file provides in a modified way. One idea is that we maintain a unique id for each member of the class, which will help point out the right reading order. This could be easily done in .osg plugin and any other ascii-format parsers because members' names are already declared in file. But for a binary format, I wonder if these excess ids will make the file clumsy and large-sized. In the ascii format the unique id for each class porperty is effectively the keyword that identifies it, this could work with a xml style ascii or an existing .osg style ascii format. Having a keyword string for each class property would obviously be very inefficient for a binary format, both in terms of speed and size, using a string to id mapping in the form of dictionary placed at the beginning of the binary file might map between them so that id's could be used in the data section of the binary format. Another alternative for the binary format would be to version each class individually, and then allow multiple wrappers for each class in the plugin, and choose the appropriate wrapper based on the version info included in the binary/ascii format. Since a single binary file will just use one version of class for the whole file then one could just place the class used and their version number in header section. A further extension to this idea might be to have the header section list the classes used and their properties + type of the properties - like an inbuilt schema. A better way is to make use of osgIntrospection, I think, but I'm not very familiar with it at present. I think the use of osgIntrospection is something you'd leave for wrapper generation, and isn't an issue till we get to the point where we have formalized the file format and come up with a series of easy to use macro's that register the classes and their members. One thing I also have in the back of my mind is that osgIntrospection itself is problematic to maintain, is rather heavy weight, and has had little use out in the community. It might be that the new ascii/binary format mechanism might be a lighter weight way of provide property introspection than osgIntrospection. One could also adapt a tool like genwrapper to spit out the new types of wrappers rather than the present osgIntrospection ones. As I just said in the last post, it should be easy to save files in both binary/ascii format. I would like to rewrite the DataInputStream and DataOutputStream classes soon to support ascii parsing, as well as adding property names if necessary. This would be a useful addition. Did you have an idea how you'd provide the property naming? With the DataInpurStream did you have an idea how to cope with the potentially altered ordering of properties - or do we just declare such changes in ordering as invalid ascii files? Declaring an invalid ordering would certainly make the reading code easier. Forth thought ... Replacing .ive with .bin would improve things because .bin is simply a better approach with it's more decoupled and extensible design, but... even better would be to be able to replace both .osg and .ive with a further evolved .bin. Emm.. I hope so. :) It'd be a huge step forward for the OSG, more work short term, but long term it'll ease our maintenance burden, make extending the OSG easier for the community, and make it easier to publish the format and make it easier to allow 3rd party apps to be interoperability with the OSG. So what steps next... runtime testing... adding support for one other NodeKit to test how the plugins can be
Re: [osg-users] [vpb] Integration of roads
On 12/10/2009 3:55 AM, Martin Aasen wrote: Hi Chris, Do you mean that VPB now uses a regularly gridded mesh which I would have to convert into a TIN in order to use osgTDS? Can I configure VPB to output in the “old way” so I can use osgTDS on the generated mesh? I see I can give the following options, but don’t know if any of them will have an effect in this case: Correct. see Robert's posting. Output: --HEIGHT_FIELD: Create a height field database --POLYGONAL: Create a height field database (default) --TERRAIN: Create a osgTerrain::Terrain database I don't recall if any of these force the old TIN style anymore. i thought there was still an option, but I haven't used it in quite a while. What you have done sounds interesting! Too bad you can’t release it (at least yet). I guess the process of merging the roads with the terrain would be offline if done on the CPU, I don’t see why it shouldn’t be..? It's possible. It's just that people need to be able to underwrite development costs. My current client is doing so, but since no-one else is, they don't have a lot of motivation to share their work. I have also thought of marking the triangles in the terrain skin that are cut by a road, so they can be subdivided and flattened in a geometry shader. The marking could for example be done by clever use of texture coordinates, and distances to the closest point on the road relative to each of the affected vertices stored in textures. Any thoughts on this? I really don’t know if it is feasible. The good thing is that if it works you don’t need to make changes to VPB or the database, jus run a pre-processing step to generate the texture coordinates and textures. This too sounds interesting. There's a lot of distance-to-line operations that are expensive to do at runtime, so my work tries to resolve everything in advance and bake the results into the existing data so the runtime viewer has no idea anything special is going on. It's just loading VPB terrain and displaying it. Martin -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [VPB] VPB FindOSG.cmake
Hi Bruce, Execution of osgversion seems buggy in CMake... I may investigate a bit. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Bruce Clay bc...@ball.com a écrit : Similar issue - CMAKE in Windows gives ERROR: Version 2.9.5 or higher of OpenSceneGraph is required. Version CreateProcessError: The system cannot find the file specified. If I change FIND_PACKAGE(OSG 2.9.5) to FIND_PACKAGE(2.8.2) and click on configure I get the same error message except version 2.8.2 is reported. I know very little about CMake but it looks like I have all of the paths set right pointing to my 2.8.2 version of OSG Any thoughts? Bruce -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender Sent: Thursday, December 10, 2009 11:30 AM To: osg-users Subject: [osg-users] [VPB] VPB FindOSG.cmake Hi Robert all, On my (Windows) machine, trying to run CMake on VPB (latest trunk) fails when trying to locate OSG, because of EXEC_PROGRAM(). I tried adding ${OSG_BUILD_DIR} as working directory but it fails too. I tried then to replace EXEC_PROGRAM() with EXECUTE_PROCESS(): it still fails but at least I don't have tons of error messages. Already encountered something like this (did not manage to find an answer in archives)? Is there a way to fix that? Any idea? Thanks. FYI, in my lightweight engine, I've adopted another kind of solution: when I configure the project, it creates a CMakeMarker.txt with some values in it. This file is installed alongside headers. The corresponding finder then locates the file at the same time it locates headers and the parses it to get values reflecting the configuration. I think it's less error prone than launching an executable, but drawbacks are: - It's tied to CMake (even if it's clear text and can be read elsewhere) - If you change the data in the file, then you must change finders, and ensure finders can handle older versions. The system is not very complete yet, and may be extended to store name, values pairs for instance. Do you think this may be useful for OSG? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Fix for osgPPU FindOSG.cmake; lack of svn properties
Hi Art -- I've modified the FindOSG.cmake script so that it looks in MS Windows standard OSG install locations. Also, I noticed that none of the osgPPU files have any of their svn properties set. Is there a reason for this? As a result, you'll probably need to correct the line endings on the attached file. -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 # This module defines # OSG_LIBRARY # OSG_FOUND, if false, do not try to link to osg # OSG_INCLUDE_DIRS, where to find the headers # OSG_INCLUDE_DIR, where to find the source headers # OSG_GEN_INCLUDE_DIR, where to find the generated headers # to use this module, set variables to point to the osg build # directory, and source directory, respectively # OSGDIR or OSG_SOURCE_DIR: osg source directory, typically OpenSceneGraph # OSG_DIR or OSG_BUILD_DIR: osg build directory, place in which you've #built osg via cmake # Header files are presumed to be included like # #include osg/PositionAttitudeTransform # #include osgUtil/SceneView ## headers ## SET( CMAKE_DEBUG_POSTFIX d ) MACRO( FIND_OSG_INCLUDE THIS_OSG_INCLUDE_DIR THIS_OSG_INCLUDE_FILE ) # configure matched pair of include / library search paths SET( OSG_SEARCH_PATHS $ENV{OSG_SOURCE_DIR} $ENV{OSG_BUILD_DIR} ${OSGDIR} $ENV{OSGDIR} ${OSG_DIR} $ENV{OSG_DIR} ${OSG_ROOT} $ENV{OSG_ROOT} ${OSG_ROOT_DEBUG} $ENV{OSG_ROOT_DEBUG} ${CMAKE_INSTALL_PREFIX} ${CMAKE_PREFIX_PATH} /usr/local /usr/local/lib64 /usr /sw # Fink /opt/local # DarwinPorts /opt/csw # Blastwave /opt /usr/freeware [HKEY_LOCAL_MACHINE\\SYSTEM\\CurrentControlSet\\Control\\Session\ Manager\\Environment;OSG_ROOT]/ ~/Library/Frameworks /Library/Frameworks C:\Program Files\OpenSceneGraph C:\Program Files (x86)\OpenSceneGraph ) FIND_PATH( ${THIS_OSG_INCLUDE_DIR} ${THIS_OSG_INCLUDE_FILE} PATHS ${OSG_SEARCH_PATHS} PATH_SUFFIXES include build/include Build/include ) ENDMACRO(FIND_OSG_INCLUDE THIS_OSG_INCLUDE_DIR THIS_OSG_INCLUDE_FILE) #FIND_OSG_INCLUDE( OSG_GEN_INCLUDE_DIR osg/Config ) FIND_OSG_INCLUDE( OSG_INCLUDE_DIR osg/Node ) ## libraries ## MACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME) FIND_LIBRARY(${MYLIBRARY} NAMES ${MYLIBRARYNAME} PATHS ${OSG_SEARCH_PATHS} PATH_SUFFIXES lib build/lib Build/lib ) ENDMACRO(FIND_OSG_LIBRARY MYLIBRARY MYLIBRARYNAME) SET( TMP_LIBRARY_LIST OpenThreads osg osgGA osgUtil osgDB osgText osgViewer ) FOREACH(LIBRARY ${TMP_LIBRARY_LIST}) STRING( TOUPPER ${LIBRARY} UPPPERLIBRARY ) FIND_OSG_LIBRARY( ${UPPPERLIBRARY}_LIBRARY_RELEASE ${LIBRARY} ) FIND_OSG_LIBRARY( ${UPPPERLIBRARY}_LIBRARY_DEBUG ${LIBRARY}${CMAKE_DEBUG_POSTFIX} ) LIST( APPEND OSG_LIBRARIES debug ${${UPPPERLIBRARY}_LIBRARY_DEBUG} optimized ${${UPPPERLIBRARY}_LIBRARY_RELEASE} ) ENDFOREACH(LIBRARY ${TMP_LIBRARY_LIST}) SET( OSG_FOUND NO ) #IF(OSG_LIBRARY_RELEASE OR OSG_LIBRARY_DEBUG AND OSG_INCLUDE_DIR AND OSG_GEN_INCLUDE_DIR) #SET( OSG_FOUND YES ) #SET( OSG_INCLUDE_DIRS ${OSG_INCLUDE_DIR} ${OSG_GEN_INCLUDE_DIR} ) #GET_FILENAME_COMPONENT( OSG_LIBRARY_DIR_RELEASE ${OSG_LIBRARY_RELEASE} PATH ) #GET_FILENAME_COMPONENT( OSG_LIBRARY_DIR_DEBUG ${OSG_LIBRARY_DEBUG} PATH ) #SET( OSG_LIBRARY_DIRS ${OSG_LIBRARY_DIR_RELEASE} ${OSG_LIBRARY_DIR_DEBUG} ) #ENDIF(OSG_LIBRARY_RELEASE OR OSG_LIBRARY_DEBUG AND OSG_INCLUDE_DIR AND OSG_GEN_INCLUDE_DIR) IF(OSG_LIBRARY_RELEASE OR OSG_LIBRARY_DEBUG AND OSG_INCLUDE_DIR) SET( OSG_FOUND YES ) SET( OSG_INCLUDE_DIRS ${OSG_INCLUDE_DIR} ) GET_FILENAME_COMPONENT( OSG_LIBRARY_DIR_RELEASE ${OSG_LIBRARY_RELEASE} PATH ) GET_FILENAME_COMPONENT( OSG_LIBRARY_DIR_DEBUG ${OSG_LIBRARY_DEBUG} PATH ) SET( OSG_LIBRARY_DIRS ${OSG_LIBRARY_DIR_RELEASE} ${OSG_LIBRARY_DIR_DEBUG} ) ENDIF(OSG_LIBRARY_RELEASE OR OSG_LIBRARY_DEBUG AND OSG_INCLUDE_DIR) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] no results with osgPPU
Hello, seb wrote: With the graph you propose, I have the back screen, I have checked and the scene graph is correct, I didn't forget to attach any nodes, so I do not understand. Try this first in your own application before going to the unknown thing. By modifying directly the main camera,I did it too, and I have the scene with no osgPPU (no resambled scene) like I explained on my 1st post. So that means that the host application do resetup the main camera settings. This is because you should actually don't see anything except of not-changed scene. this is becaus you set your camera to render into a texture and not on the screen. This means that whenever you want to try with the main camera, it will probably not work. Therefor try to setup a slave camera which render into the texture and use its texture for processing. Just like I said in previous posts. I have checked too in the debug mode, and the camera has still the FRAME_BUFFER_OBJECT mode on each frame. So I do not understand either. I see in debug mode that the main camera holds pre and post render callback, do you think these functions may interfer with osgPPU ? Hmm, that is somehow strange. If you camera renders into a texture by FBO, how you can see any output then on the screen without osgPPU or without anything which renders this texture on the screen. It could be that in the post render callback exactly this happens. If this is the case, then it might be that osgPPU will never work, or at least you will not see it's results on the screen. However I am not sure without knowing what is happening in those callbacks. So the only way I see how to include osgPPU into an OSG application where you do not know what this application is doing, is to use the scene graph I proposed earlier. Also to disable all extra render callbacks on the main camera or render stage. I hope, this help you somehow. art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21255#21255 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
Hi Chris, I'll try to check, but since it's something I carefully avoid now, it may be a while. Well as Roger said, it's generally something like conflicting default libraries. But when someone who doesn't really know they shouldn't do that runs their project and it seems to work until it crashes while incrementing an iterator or something like that, they generally don't suspect that warning to be related to the problem. Plus some just ignore warnings altogether... As if the compiler was just being too fussy in telling you these things... :-) To be clear, I agree the linker says something, but I don't think it's near vocal enough to be useful to newbies / newcomers to Windows (on Linux you can mix debug and release however you want, no problem). I liked the idea about intentionally messing with the code so that it wouldn't link if you messed it up, but it seems infeasible that you could prevent every combination of mismatch. I agree, it would be nice. I don't see it as a problem that we can't catch every single type of mismatch... If we can at least catch some it's better than it is now. Just like the osgPlugins-version scheme was added to make it harder to mix plugins from different versions of OSG, but you can always put all the plugins in the same directory as the executable and then you're essentially defeating the scheme that's trying to protect you. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
Hi Robert, I believe .osg would be the most appropriate extension, the header could declare which version of the format it is - whether it's binary, new ascii or old ascii. We could possible have a .osgb for binary. Stupid question, but if .osg is used for both binary and ascii how would we specify which one we want in this line of code: osgDB::writeNodeFile(*scene, saved_scene.osg); ? Would we need to add an option? I don't see how this line of code in user apps could work with this new plugin that would use the same extension for both binary and ascii, unless ascii is the default or something... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
On 12/10/2009 10:07 AM, Jean-Sébastien Guay wrote: To be clear, I agree the linker says something, but I don't think it's near vocal enough to be useful to newbies / newcomers to Windows (on Linux you can mix debug and release however you want, no problem). Well, agreed. I remember it said something and eventually I figured out what it meant. We could add it to the Wiki Windows build notes? I agree, it would be nice. I don't see it as a problem that we can't catch every single type of mismatch... If we can at least catch some it's better than it is now. Just like the osgPlugins-version scheme was added to make it harder to mix plugins from different versions of OSG, but you can always put all the plugins in the same directory as the executable and then you're essentially defeating the scheme that's trying to protect you. I can't picture how to do it in any fashion. Do you have a recommendation for how to implement it? J-S -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
Hi JS, On Thu, Dec 10, 2009 at 5:11 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: I believe .osg would be the most appropriate extension, the header could declare which version of the format it is - whether it's binary, new ascii or old ascii. We could possible have a .osgb for binary. Stupid question, but if .osg is used for both binary and ascii how would we specify which one we want in this line of code: osgDB::writeNodeFile(*scene, saved_scene.osg); ? Not a stupid question at all... It hadn't even occurred to me :-) Would we need to add an option? I don't see how this line of code in user apps could work with this new plugin that would use the same extension for both binary and ascii, unless ascii is the default or something... We could certainly need to use an osgDB::Option to tell the plugin which version to write, including whether the old writing the old version .osg is required. One could possible add a convenience function like writeBinaryNodeFile() to that automatically set the hint in osgDB::Options to binary. Or... just have the binary format extension be .osgb... :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
On 12/10/2009 10:27 AM, Robert Osfield wrote: Or... just have the binary format extension be .osgb... :-) For filesystem-management purposes, I know I'd prefer a .osgb extension. So much easier to grep and write scripts when you can assume the content based on the extension. Robert. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com On 12/10/2009 10:27 AM, Robert Osfield wrote: Or... just have the binary format extension be .osgb... :-) For filesystem-management purposes, I know I'd prefer a .osgb extension. So much easier to grep and write scripts when you can assume the content based on the extension. ++vote -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
Chris 'Xenon' Hanson wrote: For filesystem-management purposes, I know I'd prefer a .osgb extension. So much easier to grep and write scripts when you can assume the content based on the extension. That would be true if it weren't for the fact that .osgb is already in use: http://osgbullet.googlecode.com. If you all want to use extensions that are already in use, such as .osg and .osgb, I'll repeat my previous offer to enhance the osgDB so that it handles this case without requiring the app to explicitly load a plugin. See the thread Plugin extension registry from last June for a summary of the issue. This should be s simple matter of adding a loop at about Registry.cpp line 1684, to iterate over all possible plugin names for the extension, until either the load succeeds or the list of plugin names is exhausted. If such a modification would be accepted, I'd be glad to code it. Let me know if you're interested. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
On 12/10/2009 11:42 AM, Paul Martz wrote: Chris 'Xenon' Hanson wrote: For filesystem-management purposes, I know I'd prefer a .osgb extension. So much easier to grep and write scripts when you can assume the content based on the extension. That would be true if it weren't for the fact that .osgb is already in use: http://osgbullet.googlecode.com. I'm going to claim memory loss on this, because I _did_ know osgBullet was using osgb. I revise my vote to say, I'd like an alternate UNIQUE extension for osg binary data. Perhaps .bosg would be a good choice (and not currently used). .OSB is already taken as a Dreamcast Sound File. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Develop a scalable binary file format for native OSG scenes?
Just to throw out a wild idea, did anyone think of using HDF as the basis for a new binary OSG format? HDF is probably over-kill but HDF is self-describing and includes things like compression of FP data etc. The hierarchical part of HDF seems to me to well suited to storing scene-graph type data. I suppose the neat thing about HDF is that all you have to worry about is how to structure the data in the file, the actual low-level storing of the binary data is taken care of by the HDF API. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21268#21268 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] XCode debugging tips
Hi All, Not sure if this is in a FAQ someplace, but for XCode development, if: 1) You are using the dylib's (not the frameworks) and; 2) Have source included in the project for reference only (i.e: not part of any target) because you are building via cmake Then turn off Load Symbols Lazily within the Debugging preferences of xcode. Otherwise the debugger won't stop on any breakpoints inside the OSG codebase. Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21269#21269 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stencil buffer not enabled
Hi Ulrich, Thanks for the idea. Unless I'm mistaken, the Cocoa viewer doesn't seem to use the DisplaySettings for the stencil property - in this case the NSView derived class that is used to embed a scene into a standard NSWindow via a nib. It's one I found while still working with 2.8.x, and isn't part of the 2.9 distribution. However - from a context point of view I've traced through and ensured that the OpenGL context itself is being created with a stencil buffer of depth 8. I've also since got XCode debugging properly. --- a couple of hours pass --- So it turns out that I didn't realize that ClearNodes default to COLOR | DEPTH. Since I have one of these in my graph, the clearMask of the RenderStage was being reset at that point. Setting the clearMask on the ClearNode fixed the issue. Thanks for the help Ulrich :-) I got there in the end! Cheers, Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21270#21270 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Frustum/Culling issue with PagedLod
Hi all, I just get something very strange I cannot really understand : In my scene, there is a graph will hundred of PagedLOD nodes, and no geodes. I manually set the frustum of the viewer : / view-getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR ); float divider = (float)(zNear/config-frustumNearPlan); view-getCamera()-setProjectionMatrixAsFrustum (left/divider, right/divider,bottom/divider, top/divider, zNear/divider, config-frustumFarPlan);/ (near is 2 and far is 2e+07) The scene render normally... there is no problem... BUT When I add a little Sphere (osg::Sphere) on the scene (center 0,0,0 radius 1) before the render loop starts, the LODs never loads anything and nothing but the Sphere is visible... Because I set the frustum myself with the same values each time, I do not understand why I didn't see the LODs nodes The StatsHandler do not show the databasePager stats, which means there is no cull on the LOD ? This is a real question I am not yet a osg master... To conclude, when I add the Sphere with a radius upper than 5000, the LODs are visible... It really seems to be a wrong far plan frustum value... but I verified it is always the same and never change from 2e+06 ... Any idea or suggestion could help me a lot :-) Thanks. Regards, Vincent. __ Information from ESET NOD32 Antivirus, version of virus signature database 4677 (20091210) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VirtualPanetBuilder does not build
VirtualPanetBuilder does not build with OSG 2.8.2. I pulled the SVN version VirtualPanetBuilder. There are several references to DatabaseRevision and that does not seem to be in OSG 2.8.2. I tried VtBuilder and that crashes half way through the terrain build process. osgDem is doesn't seem to be in the source code tree. Is there a different application that I can use to create an OSG compatible terrain dataset? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Larrabee cancelled
I didn't see this topic discussed here yet, so I thought I'd share the news: http://www.bit-tech.net/news/hardware/2009/12/07/intel-larrabee-cancelled/1 NVDA stock jumped when this was announced. -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] light lobes
Hello Community, I am to ask you for some hints, tips for light lobes. The scene is with ground vehicles and I have to come up with some method that will display light lobes of all the vehicles ... tens of 'em in the scene. Thanks for the help! Nick http://www.linkedin.com/in/tnikolov ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VirtualPanetBuilder does not build
On 12/10/2009 2:24 PM, Clay, Bruce wrote: VirtualPanetBuilder does not build with OSG 2.8.2. I pulled the SVN version VirtualPanetBuilder. There are several references to DatabaseRevision and that does not seem to be in OSG 2.8.2. http://www.openscenegraph.org/projects/VirtualPlanetBuilder You'll need VPB release 0.9.10 to compile against 2.8.x. I believe some folks here have compiled it successfully in the last couple weeks. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
Thanks everybody for the input. Special thanks mourad. I too though I was having some issues with mixing libraries. The problem was really ruling out that cause of the heap corruption. Not even after compiling every support library from scratch I was sure there is not some other windows idiosyncrasy I don't know about. So, many thanks for finding this bug. Release 0.4.2 is out. Everything runs smooth. I am very happy. http://labs.nortd.com/sx/ Many Thanks, /stefan On Thu, Dec 10, 2009 at 10:25 AM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Stefan, Commenting the line _vertices-unref(); (line 276 in VertexGeometry.cpp), seems to solve the problem for me. I think you do not need to unreference _vertices manually. Besides that, I got some weird behaviour with some examples using multiple screens, calling _viewer-setUpViewOnSingleScreen(0) in the constructor of sx::Scene seems to solve this. Regards, Mourad On Thu, Dec 10, 2009 at 9:54 AM, Simon Hammett s.d.hamm...@googlemail.com wrote: 2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com On 12/10/2009 12:00 AM, Andreas Goebel wrote: Hi, you get heap corruption on windows if (not only if, but if) you mix different system libraries, static runtime and dynamic runtime, or debug dlls and release dlls. You can get it that way too. Make really sure that your release build uses release libraries only, and vice versa. Usually the linker will yell and scream at you if you try to do this, so it usually doesn't happen accidentally and without the programmer knowing. No it doesn't, symbol mangling isn't different between debug/release builds. (though that might be a handy option) You won't get linker errors unless you've got methods or functions deffed in/out depending on your build config. Maybe we should add some funcs to the OSG libs, based on the config to stop beginners accidentally mixing builds. Mind you the error message from mixing release/builds is different from the OPs screen shot. It usually says something about a memory block not being in the heap. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Large coords and _clampProjectionMatrix not applied
When displaying a model positioned at real world coords (ie values in 6 figures) I get an error about _clampProjectionMatrix not applied and a znear of roughly max_float and a zfar of -max_float. This only seems to be a problem with vertex data, display osg::shapes at these coords is fine. Is there a simple fix to set the near/far planes to this coordinate system? Each part of the scene is in local coords with a PAT node setting the map coords. Would it help to have a parent map node with the large offset handled there? Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21280#21280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] opengl es 2.0
Hi Robert, Another option is to just work against OpenGL and just disable the fixed function pipeline features via the OSG_*_AVAILABLE Cmake options. This gives you the same GL features that you'll see with GLES 1.1 or 2.0 (depending upon the options you choose.) When I did the initial groundwork for the GLES port I did it all against standard OpenGL using Cmake to give me a first pass approximation at GLES support, and it certainly helped make the port go smoothly as I was able to change one thing at a time and gradually shift across rather than be faced with a massive porting effort all at once. I have not had any luck with this yet. I am trying to test ES 2.0 by just disabling the fixed function pipeline. My config file looks like this: #define OSG_USE_FLOAT_MATRIX #define OSG_USE_FLOAT_PLANE #define OSG_USE_FLOAT_BOUNDINGSPHERE #define OSG_USE_FLOAT_BOUNDINGBOX #define OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION /* #undef OSG_USE_UTF8_FILENAME */ #define OSG_DISABLE_MSVC_WARNINGS /* #undef OSG_GLU_AVAILABLE */ /* #undef OSG_GL1_AVAILABLE */ #define OSG_GL2_AVAILABLE /* #undef OSG_GL3_AVAILABLE */ /* #undef OSG_GLES1_AVAILABLE */ /* #undef OSG_GLES2_AVAILABLE */ /* #undef OSG_GL_DISPLAYLISTS_AVAILABLE */ /* #undef OSG_GL_MATRICES_AVAILABLE */ /* #undef OSG_GL_VERTEX_FUNCS_AVAILABLE */ /* #undef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE */ /* #undef OSG_GL_FIXED_FUNCTION_AVAILABLE */ I tried osggeometry example. I do not see anything render - just warnings about polygon stipple. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light lobes
What are the requirements? Do you need to model atmospheric light scattering, or do you just need to fake it by rendering some kind of translucent cone in front of a headlight? If the former, do a web search on atmospheric light scattering; there is quite a bit of available research on the topic. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Trajce Nikolov wrote: Hello Community, I am to ask you for some hints, tips for light lobes. The scene is with ground vehicles and I have to come up with some method that will display light lobes of all the vehicles ... tens of 'em in the scene. Thanks for the help! Nick http://www.linkedin.com/in/tnikolov ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
hey Xenon, I just wanted to comment on the naming issue. I am not really in the position to just rename our project but I can moderate. I can see your initial concern but also feel SceneExpression is quite different from Scene Express both in the way the word visually looks and the meaning. Please note the former is written as one word. What's more important is that the audience/clients are totally different. Maybe you can clarify but from reading the website you sent me, Scene Express is an addon to a end user software product. On the other hand, SceneExpression is an open source programming framework for programmers. I doubt the users of the framework and the software product will ever overlap. This and the fact that they cater to different activities makes me think they will never really be mixed up. They are also in no way competing projects. Please consider, Thanks, /stefan On Thu, Dec 10, 2009 at 1:36 AM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: On 12/9/2009 5:09 PM, stefan) wrote: So, we have been working on this open source, osg-based app framework for linux, osx, and windows. It's a fun project but on windows (only!) it is still acting up. We get this super-undescriptive non-fatal pop-up: windows has triggered a breakpoint this may be due to corruption of the heap See: http://sceneexpression.googlecode.com/files/vs-issue.png After clicking Continue a couple of times the app runs fine just like on the other platforms. What we would be most interested in, are there typical causes for this in regard to osg? Well, I can't comment on relating to OSG, but this is usually going to be related to memory overruns. Are you in a debug build? The debug builds have extra padding on allocation (guard regions) that are checked at various times. If the guard regions are damaged, the compiler will warn you, but it's non-fatal because the guard region took the hit instead of your real data. But it is a REAL error, because in a non-debug build your real data would have probably been trashed. Tools like valgrind on Linux might point out the same issue, if it exists on Linux. I'd start by examining code _prior_ to the exception. The exception is telling you the damage has been done, but basically triggers AFTER the offending code. If any of you feel super-helpful and want to give the project a quick spin: http://labs.nortd.com/sx/downloads/ A long guide is here: http://code.google.com/p/sceneexpression/wiki/GettingStartedOnWindows I do have a favor to ask. Your project is called Scene Expression, and that's kind of uncomfortably close to a tool my company makes called Scene Express: http://www.google.com/search?q=scene+expressie=utf-8oe=utf-8aq=trls=org.mozilla:en-US:officialclient=firefox-a which incorporates an OSG-based landscape viewer (NatureView Express) and has been around since 2003: http://3dnature.com/history.html Would you mind considering changing the name of your toolkit to something a little more different from my company's product? I'm interested in your project as I have considered doing an OSG application framework myself at times. Yours seems a little different than the goals I wanted to pursue, but it looks very nice for what you're trying to accomplish. Any hint very much appreciated, Best, /stefan -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light lobes
the requirements are just to do light lobes ... no more details ;-) should look realistic .. Thanks for the scattering hint ! Nick http://www.linkedin.com/in/tnikolov Sent from Ünalan, İstanbul, Turkey On Fri, Dec 11, 2009 at 12:03 AM, Paul Martz pma...@skew-matrix.com wrote: What are the requirements? Do you need to model atmospheric light scattering, or do you just need to fake it by rendering some kind of translucent cone in front of a headlight? If the former, do a web search on atmospheric light scattering; there is quite a bit of available research on the topic. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Trajce Nikolov wrote: Hello Community, I am to ask you for some hints, tips for light lobes. The scene is with ground vehicles and I have to come up with some method that will display light lobes of all the vehicles ... tens of 'em in the scene. Thanks for the help! Nick http://www.linkedin.com/in/tnikolov ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stencil buffer not enabled
Hi Neil, On 10/12/09 9:15 PM, Neil Clayton wrote: --- a couple of hours pass --- So it turns out that I didn't realize that ClearNodes default to COLOR | DEPTH. Since I have one of these in my graph, the clearMask of the RenderStage was being reset at that point. Setting the clearMask on the ClearNode fixed the issue. Thanks for the help Ulrich :-) I got there in the end! Whatever it was, that's always great to hear. :-) Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VirtualPanetBuilder does not build
Chris: Thanks for the reply. It made a big difference in the build process. All of the apps generated without a problem. Now all I have to do is learn houw to use them. Thanks again. Bruce -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Thursday, December 10, 2009 4:32 PM To: OpenSceneGraph Users Subject: Re: [osg-users] VirtualPanetBuilder does not build On 12/10/2009 2:24 PM, Clay, Bruce wrote: VirtualPanetBuilder does not build with OSG 2.8.2. I pulled the SVN version VirtualPanetBuilder. There are several references to DatabaseRevision and that does not seem to be in OSG 2.8.2. http://www.openscenegraph.org/projects/VirtualPlanetBuilder You'll need VPB release 0.9.10 to compile against 2.8.x. I believe some folks here have compiled it successfully in the last couple weeks. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Larrabee cancelled
There is also a rumor that Intel will simply buy NVidia - which might be a good thing 'OpenGL wise' Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21288#21288 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light lobes
Trajce Nikolov wrote: the requirements are just to do light lobes ... no more details ;-) should look realistic .. Thanks for the scattering hint ! GPU Gems has some pretty good material on light scattering. Also Virtual Terrain Project. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Larrabee cancelled
Martin Beckett wrote: There is also a rumor that Intel will simply buy NVidia - which might be a good thing 'OpenGL wise' That was the speculation back when AMD bought ATI, but maybe it's more credible now. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble porting to vs2008, heap corruption
On 12/10/2009 3:06 PM, stefan) wrote: hey Xenon, I just wanted to comment on the naming issue. I am not really in the position to just rename our project but I can moderate. I can see your initial concern but also feel SceneExpression is quite different from Scene Express both in the way the word visually looks and the meaning. Please note the former is written as one word. What's more important is that the audience/clients are totally different. Maybe you can clarify but from reading the website you sent me, Scene Express is an addon to a end user software product. On the other hand, SceneExpression is an open source programming framework for programmers. I doubt the users of the framework and the software product will ever overlap. This and the fact that they cater to different activities makes me think they will never really be mixed up. They are also in no way competing projects. I guess I have to disagree here. If I created a userspace application called something like OpenSceneGraphics and used a different font, I suspect Robert would still be a bit peeved. The fact that both Scene Express (which we also abbreviate SX, like you do) and SceneExpression use OSG sort of inevitably drags them into a common arena. At heart, they both do realtime 3D graphics. Trademark law pretty much requires a trademark holder like me defend my mark against anything that overlaps it, otherwise I lose my rights. The litmus test is whether a person who could come into contact with both products might become confused about which was which, which went with which company, or whether they might think they were the same. A taxi company called Boost, a programming library called Boost and an energy shake called Boost aren't a problem. But two realtime 3D tools can be a problem. If there was a meat supplier that sold frozen hamburger patties (instead of ready-made fast-food meals) called BurgerKingGuy, Burger King would still ask them to stop using such a similar name. Because they are at heart, still doing similar things and using a similar name. I don't mean to be difficult about it, and I'm trying to be polite and reasonable. But, my company and trademark law require me to defend my product trademarks. If I don't, I lose all rights to them and any competitor of mine can use them without any objection. Thanks, /stefan -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hi, everyone! I've got one question about negative parallax stereo rendering.
Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2009-12-09 20:09, HyeongCheol Kim wrote: Hi, Thanks for your reply! What I mean is exactly negative disparity (object seems floating in front of the screen)! Well, just set them to have appropriative coordinates (y or z, depending on your coordinate system) so that they float out. You may have to adjust your near clipping plane, though. Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iD8DBQFLIDbXn11XseNj94gRAsMbAKCwVreGWFh4KFbKu9GS+4WLCJh37QCffEYe tiX13o77aqesbpejeolRBSg= =awNx -END PGP SIGNATURE- ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Hi, Jan! Thanks again, but I wonder what appropriative coordinates means. I'm using trackball manuplator so I have been trying to get camera pointer when I set stereo mode as HORIZONTAL_SPLIT. If I can get two camera pointer when I set stereo mode as HORIZONTAL_SPLIT (left and right), I think that might be possible to change their focal length to create nagative parallax stereo. Is it wrong? If my knowledge is too short as you think, haha;; I'm so sorry about that! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21293#21293 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL capture/logging in OSG
Hi all -- I have some funding to capture OSG's OpenGL calls. This is required for development, debugging, and performance analysis work that I am currently contracted for. I have already ruled out updating GLIntercept for this purpose. Purchasing gDEBugger is a possibility. However, the upfront cost is large, and the lack of control in this closed-source tool is undesirable. Most of my work is OSG-related, so I have little need for gDEBugger's general OpenGL analysis capability. This brings me to the point of my post: adding OpenGL capture directly to OSG. My idea so far is to take a private snapshot of OSG, then modify it so that all OpenGL calls go through function wrappers (many do already) or a CPP macro. By default, the call would go straight into OpenGL, but a developer could enable instrumentation through CMake so that OSG captures OpenGL command info before calling into OpenGL. This would record the call to a log, allow breakpoints, record timing data, capture texture image data and shader source to files, any number of things, really, but essentially the capabilities found in GLIntercept. The capture would be thread safe and support multiple contexts. Support for new OpenGL features and extensions would be trivial; the OpenGL wrapper code would be automatically generated from gl.h or extension header files, so just drop in the enum defs and function declarations and rebuild. Initially, my inclination was to do this on my own, basically make my own private instrumented branch of OSG. But then I realized that there are other benefits that this change could bring to OSG, and it might be worth folding into the source. Consider how OSG currently calls into OpenGL. OSG might call OpenGL directly, or load and call through a function pointer, or call into a function wrapper that manages a function pointer. When OSG does call through a function pointer or into a function wrapper, the code for doing this is scattered in multiple classes, headers, and source files (e.g., GL2Extensions, FrameBufferObject, etc). Adding OpenGL capture to OSG would give us a chance to unify this code and make it consistent. Access to all OpenGL commands would go through a single class, and done consistently through a CPP macro or function wrapper. This would be a good code cleanup. Plus, I also thought there might be others besides myself that wanted to capture OpenGL command streams. It's really quite a valuable development tool. Because this might have value for many developers, I am posting here for discussion. If the community is interested, I am willing to work with others to satisfy requirements. If the community is not interested, I'll either do my own private branch or purchase gDEBugger. -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org