[osg-users] OSGExp/OSG (64 bit) problem with osg::ref_ptr
I'm trying to build OSGExp for 64 bit, but I'm experiencing a runtime problem when executing the lines: osg::ref_ptrosg::MatrixTransform rootTransform; rootTransform = new osg::MatrixTransform(); in particular the OSGExp plugin crashes at the 2nd line. I tryed to replace the osg::ref_ptr with a normal pointer and there is no crash (although a crash appens later in the code because other changes should be done for using the normal pointer instead of a osg::ref_ptr). The very same code has no problems when built for 32 bit. Of course I tryed to build osg itself for 64 bit and had no problems like this if used alone. The same problem arise also when creating a StateSet with osg::ref_ptr instead of a normal pointer. I'm using OSG 2.9.6 (61). Does anyone have an idea of what could be the problem? Thanks. Kind regards. Alessandro ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] need help with cmake / osg / os x / frameworks
Hi Jordi, On Wed, Mar 10, 2010 at 6:51 PM, Jordi Torres jtorresfa...@gmail.comwrote: The XCode build fails for me in osgunittests when running runFileNameUtilsTest(osg::ArgumentParser) because ld: symbol(s) not found. Let me investigate further... The runFileNameUtilsTest(..) method is something I added yesterday, its implementation can be found in examples/osgunittests/FileNameUtils.cpp, I've just checked the CMakeLists.txt script for osgunittests and it all looks correct. The hand maintained XCode projects way well not have inclined this yet, but in theory the CMake generated XCode projects should. Does the Cmake generated makefiles work? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Playing smoothly a big video
Hi all, Thanks for your advices. About the current setup, we're using only one screen with a 9800GT card (and 4 windows) for our tests, but the final setup will be composed of 2 9800GT cards and 4 screens. I'll let you know how our tests goes. Cheers, On Thu, Mar 11, 2010 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za wrote: Hi, Serge Lages wrote: Hi JP, Thanks for your answer, and we don't need sound. By a fast disk, what do you recommend ? We have a raid0 setup that can sustain 150MB/s. Your ffmpeg reader is based on the current OSG plugin or is it a custom one ? It's a custom one, but not complicated. It basically pops the output of ffmpeg decompress into an osg::Image, set's PBO on that and lets OSG upload it. We are using only monochrome images though (GL_LUMINANCE). About our file, with some codecs and adjustments on the bitrate, we're able to play it with VLC without problems, so I think the reading part can be handled by the ffmpeg plugin with only one file, but then we need to dispatch this image on 4 textures. We're currently trying to do some tests. I'm still not sure where your problem area is. If it's not decoding it can only be upload to GPU or final rendering. You should be able to check this by varying the complexity of the rendering. jp Cheers, On Wed, Mar 10, 2010 at 4:53 PM, J.P. Delport jpdelp...@csir.co.zamailto: jpdelp...@csir.co.za wrote: Hi Serge, Serge Lages wrote: Hi all, We currently need to play a big video (approximately 5500*800) on 4 screens within an OSG application (we use a composite viewer), so we've tried : - Cut the video in 4 parts, but it seems really hard to synchronize the 4 streams. - Decode directly the big file, resulting with a very big texture split on 4 quads (with appropriate texture coords), but even with a powerful computer, it's very slow. Any idea on what's the best approach for this problem ? We're currently making our tests using the ffmpeg plugin, but maybe another plugin would be more appropriate ? Thanks in advance for your help. some ideas/questions. We do something similar - stitch four high-res camera videos into large texture. We have custom ffmpeg reader that just reads from 4 video files and we step them manually (and in sync) one frame at a time. We use raw video (no compression) to avoid cpu decompress, but now one needs fast disks. We don't have sound, do you need sound? For large sizes one needs to avoid copying around data in cpu mem as much as possible. There is still one copy in ffmpeg raw read that I need to get rid of. rgds jp Cheers, -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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 mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ 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 -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release likely, need community assistance
Is it possible to include plugins? I am particularly interested in updated Inventor plugin. John Paul Martz wrote: Hi folks -- I am 99% certain that I'll be doing a 2.8.3 release in the next few weeks. The release will not be API compatible with 2.8.2. I wanted to let you all know my plans, and also solicit input and assistance if there are any changes you'd like to get into this release. With some community input, I'm sure this release could be valuable to others besides myself. I'm not inclined to incorporate any major changes such as the Notify changes, new text/binary file format, or the weak_ptr-related changes. Large changes increase the complexity of the merge and the odds of me introducing errors as I apply the changes. I'm really just interested in bug fixes and feature changes that affect only a limited portion of OSG as a whole. The work will be done on the existing 2.8 branch. There was a little-publicized 2.8.2b tag, which is just 2.8.2 plus a fix for MSFBO on Mac OS X. So the first change I'll make to the 2.8 branch is to fold in the MSFBO fix from 2.8.2b. Other changes I have in mind: * The biggest change is to backport current svn trunk osgAnimation and the FBX plugin. This will require changes to other parts of OSG, and so far I've identified these: - Changes to osgDB required by FBX. - Un-deprecation of the osgAnimation dotosg wrapper. - r10671 Core changes required for osgAnimation. - r10672 Core changes required for osgAnimation. - r11009 (only the portion applicable to the BVH plugin, so that it is compatible with osgAnimation). (This is a pretty complex change, and it's about as complex as I would want to get. In a test merge, I ran into quite a few merge conflicts that had to be resolved manually, with risk of introducing error. Hopefully everything else will be much simpler to merge over to the 2.8 branch.) * Fix for osgUtil::Optimizer FlattenStaticTransformsVisitor (r11131). * Fix for OcclusionQueryNode (r10933 and r11127). * Mac OS X 10.6 support. Not yet sure which svn revisions. * New Xcode updates for osgAnimation. * A run of genwrappers to support any and all API changes. * Possibly backport some examples such as osganimationviewer, haven't looked at them yet. What I'd like from the community: * Any suggestions for other changes? Ideally, they should be modular, tight changes that merge onto the 2.8 branch with a minimum of conflicts. Please post requests using the specific svn revision number. (Also, please don't suggest anything unless you are willing and able to test the change once it's in on the 2.8 branch.) * Anyone out there with Mac OS X experience? Specific things I'd like assistance with would be: - Input on which svn revisions are required to enable support for Mac OS X 10.6. The goal is to be able to build OSG 2.8.3 against the 10.6 SDK. - Somebody with a Mac that already has 10.6, for testing. I have 10.5 but can upgrade if no one else steps forward. - An Xcode expert to create appropriate Xcode files for the 2.8.3 release (needs to work with the osgAnimation backport). If everything goes well, I see no reason why we can't release by end of March, so I'd like to set this schedule: * All change requests by end of day Friday 12 March. * All code changes in by 17 March. * All Xcode and genwrapper changes in by 22 March. * Release candidate 1, 22 March. * Testing period, 23-30 March. * Release, 31 March. Please give this some thought, and thanks in advance for pitching in. -Paul ___ 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] problems about layer rendering
Hi Kai, I checked RenderStage::runCameraSetUp() source code, and found that bufferAttachments only have Texture1D, Texture2D, Texture3D, TextureCubeMap, TextureRetangle, but without TextureArray, and I don`t know weather OSG using glFramebufferTextureLayer or glFramebufferTexture when bind TextureArray, cubeMap and Texture3D, if using glFramebufferTexture, no layer rendering is available. I will try Texture3D for layer rendering. BTW, shadowCamera-attach(osg::Camera::COLOR_BUFFER0, ta, 0, 0); shadowCamera-attach(osg::Camera::COLOR_BUFFER1, ta, 0, 1); shadowCamera-attach(osg::Camera::COLOR_BUFFER2, ta, 0, 2); does not take effects, each color_buffer only accept the rastered fragments of primitive in first layer, the other 2 in geometry shader does not shown. That seems to prove what I was afraid of. Using layered rendering ( glFramebufferTexture() with complex texture and GLSL gl_Layer variable ) is bit differently processed in OpenGL than multiple render targets. You could probably emulate gl_Layer with custom extra vertex attribute/varying to store layer. Set the value in geometry shader and pass along to vertex fragment shaders for selection of target draw buffer. But I would rather try to modify OSG to do layered rendering in recommended way. This way you could post your work and others could benefit as well... Cheers, Wojtek ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Problems building osgdotnet wrappers
Hi, I have problems building osgdotnet wrappers. To explain my problems a bit, i build osg with cmake and visual studio without osg_wrappers first and then built generator project for osgdotnet, after that i start it without debbuging and it starts to generate the files, but after osgterrain it just crashes. then i thought to build osg with osg_wrappers, but now i can't build that, i get an error when building: Shader.obj : error LNK2019: unresolved external symbol public: __thiscall osg::Shader::PerContextShader::PerContextShader(class osg::Shader const *,unsigned int) (??0percontextsha...@shader@osg@@q...@pbv12@i...@z) referenced in function public: static class osgIntrospection::Value __cdecl osgIntrospection::ObjectInstanceCreatorclass osg::Shader::PerContextShader::createclass osg::Shader const *,unsigned int(class osgIntrospection::Value ,class osgIntrospection::Value ) (??$cre...@pbvshader@osg@@i...@?$objectinstancecreator@vpercontextsha...@shader@osg@@@osgIntrospection@@sa?avva...@1@aa...@0@Z) 3Shader.obj : error LNK2019: unresolved external symbol public: void __thiscall osg::Shader::PerContextShader::detachShader(unsigned int)const (?detachsha...@percontextshader@sha...@osg@@qb...@z) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3Shader.obj : error LNK2019: unresolved external symbol public: void __thiscall osg::Shader::PerContextShader::attachShader(unsigned int)const (?attachsha...@percontextshader@sha...@osg@@qb...@z) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3Shader.obj : error LNK2019: unresolved external symbol public: bool __thiscall osg::Shader::PerContextShader::getInfoLog(class std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar )const (?getinfo...@percontextshader@sha...@osg@@qbe_naav?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3Shader.obj : error LNK2019: unresolved external symbol public: void __thiscall osg::Shader::PerContextShader::compileShader(class osg::State ) (?compilesha...@percontextshader@sha...@osg@@qaexaavst...@3@@Z) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3Shader.obj : error LNK2019: unresolved external symbol public: void __thiscall osg::Shader::PerContextShader::requestCompile(void) (?requestcomp...@percontextshader@sha...@osg@@QAEXXZ) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3C:\Libraries\OpenSceneGraph\bin\Release\..\..\bin\osgPlugins-2.9.8\osgwrapper_osg.dll : fatal error LNK1120: 6 unresolved externals this is all under win32 release build, i have windows 7. Thank you! Cheers, Vedran -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25524#25524 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Display from buffer
are you trying to display an image that has the same size as your screen? If so, you might want to do it with HUD (have a look at osghud example) and with TextureRectangle instead -Nick On Thu, Mar 11, 2010 at 4:29 PM, Akilan Thangamani akilan.thangam...@gmail.com wrote: Hi, Extremely sorry for my first question as I was not reading the image file properly, I couldn't get the display as I thought. But regarding my 2nd question, I m taking a buffer(filled with image pixels) of size exactly equivalent to of my screen resolution (1280 * 960). I m trying to display it in such a way to exactly fit onto my screen without scaling down/up. I put my code to show the way I create the texture, osg::Node* CreateTexImage() { osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f); osg::Group* group = new osg::Group; osg::Vec3 top_left(bb.xMin(),bb.yMin(),bb.zMax()); osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin()); osg::Vec3 bottom_right(bb.xMin(),bb.yMax(),bb.zMin()); osg::Vec3 top_right(bb.xMin(),bb.yMax(),bb.zMax()); osg::Vec3 center(bb.xMin(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f); float height = bb.zMax()-bb.zMin(); osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom-setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom-setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(1.0f,0.0f,0.0f); geom-setNormalArray(normals); geom-setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom-setColorArray(colors); geom-setColorBinding(osg::Geometry::BIND_OVERALL); geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode-addDrawable(geom); group-addChild(geom_geode); osg::Texture2D* texture = new osg::Texture2D; texture-setDataVariance(osg::Object::DYNAMIC); unsigned char* data; int width, height; width=1280; //source_image width height=960;//source_image height long size = width * height; data = new unsigned char[size]; //Reading Image of width * height into buffer for(i=0;i(width * height); i++) data[i]=source_image[i]); //Setting image osg::ref_ptrosg::Image image = new osg::Image; image-allocateImage(width, height, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE); image-setOrigin(osg::Image::BOTTOM_LEFT); image-setImage(width, height, 1, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE,data, osg::Image::NO_DELETE); texture-setImage(image); osg::StateSet* stateset = geom-getOrCreateStateSet(); stateset-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); return group; } Let me understand what needs to be done to fit onto my screen exaxtly without scaling? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25525#25525 ___ 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] Display from buffer
Hi, Akilan Thangamani wrote: Hi, Extremely sorry for my first question as I was not reading the image file properly, I couldn't get the display as I thought. But regarding my 2nd question, I m taking a buffer(filled with image pixels) of size exactly equivalent to of my screen resolution (1280 * 960). I m trying to display it in such a way to exactly fit onto my screen without scaling down/up. I put my code to show the way I create the texture, osg::Node* CreateTexImage() { osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f); osg::Group* group = new osg::Group; osg::Vec3 top_left(bb.xMin(),bb.yMin(),bb.zMax()); osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin()); osg::Vec3 bottom_right(bb.xMin(),bb.yMax(),bb.zMin()); osg::Vec3 top_right(bb.xMin(),bb.yMax(),bb.zMax()); osg::Vec3 center(bb.xMin(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f); float height = bb.zMax()-bb.zMin(); osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom-setVertexArray(vertices); just use manual vectors here to make 1x1 quad. osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom-setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(1.0f,0.0f,0.0f); geom-setNormalArray(normals); geom-setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom-setColorArray(colors); geom-setColorBinding(osg::Geometry::BIND_OVERALL); geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode-addDrawable(geom); group-addChild(geom_geode); osg::Texture2D* texture = new osg::Texture2D; texture-setDataVariance(osg::Object::DYNAMIC); unsigned char* data; int width, height; width=1280; //source_image width height=960;//source_image height long size = width * height; data = new unsigned char[size]; //Reading Image of width * height into buffer for(i=0;i(width * height); i++) data[i]=source_image[i]); //Setting image osg::ref_ptrosg::Image image = new osg::Image; image-allocateImage(width, height, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE); image-setOrigin(osg::Image::BOTTOM_LEFT); image-setImage(width, height, 1, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE,data, osg::Image::NO_DELETE); texture-setImage(image); osg::StateSet* stateset = geom-getOrCreateStateSet(); stateset-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); return group; } Let me understand what needs to be done to fit onto my screen exaxtly without scaling? exact fit to screen is used often in RTT (render to texture) applications where every pixel need to fall perfectly into target buffer. So you can look at some RTT examples. Normal course of action is to set viewport to size of your screen and set camera projection to ortho to perfectly fit geometry. Make your quad that you apply the texture to exactly 1x1 and set ortho projection to 1x1. Camera-setProjectionMatrixAsOrtho(... View matrix must be set for your coordinate system. For me easiest is to use identity view matrix (default opengl with -z into screen) and make quad in the x-y plane. jp Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25525#25525 ___ 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
[osg-users] OpenGL 4.0 released!!
I just came across the new items on opengl.org that Khronos have just release OpenGL 4.0, and OpenGL 3.3 + arb extensions. A few more details can be found here: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669 This isn't something I was expecting, looks like someone just stoked the furnace and got the Khronos pumping out major OpenGL revs like crazy. I haven't read the specs yet, but looking at the bullet points it looks like a relatively minor update over OpenGL 3.x. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Problems building osgdotnet wrappers
Hi Vedran, Which version of the OSG are you using? My guess is that you are using svn/trunk or a recent dev release as I recently moved PerContextShader into the public scope of Shader, but hadn't added an export and didn't spot any issues (I work under linux). I've just added OSG_EXPORT to the class in question and checked it into svn/trunk. Robert. On Thu, Mar 11, 2010 at 11:14 AM, Vedran Pavlic vedran.pav...@fer.hr wrote: Hi, I have problems building osgdotnet wrappers. To explain my problems a bit, i build osg with cmake and visual studio without osg_wrappers first and then built generator project for osgdotnet, after that i start it without debbuging and it starts to generate the files, but after osgterrain it just crashes. then i thought to build osg with osg_wrappers, but now i can't build that, i get an error when building: Shader.obj : error LNK2019: unresolved external symbol public: __thiscall osg::Shader::PerContextShader::PerContextShader(class osg::Shader const *,unsigned int) (??0percontextsha...@shader@osg@@q...@pbv12@i...@z) referenced in function public: static class osgIntrospection::Value __cdecl osgIntrospection::ObjectInstanceCreatorclass osg::Shader::PerContextShader::createclass osg::Shader const *,unsigned int(class osgIntrospection::Value ,class osgIntrospection::Value ) (??$cre...@pbvshader@osg@@i...@?$objectinstancecreator@vpercontextsha...@shader@osg@@@osgIntrospection@@sa?avva...@1@aa...@0@Z) 3Shader.obj : error LNK2019: unresolved external symbol public: void __thiscall osg::Shader::PerContextShader::detachShader(unsigned int)const (?detachsha...@percontextshader@sha...@osg@@qb...@z) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3Shader.obj : error LNK2019: unresolved external symbol public: void __thiscall osg::Shader::PerContextShader::attachShader(unsigned int)const (?attachsha...@percontextshader@sha...@osg@@qb...@z) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3Shader.obj : error LNK2019: unresolved external symbol public: bool __thiscall osg::Shader::PerContextShader::getInfoLog(class std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar )const (?getinfo...@percontextshader@sha...@osg@@qbe_naav?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@@Z) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3Shader.obj : error LNK2019: unresolved external symbol public: void __thiscall osg::Shader::PerContextShader::compileShader(class osg::State ) (?compilesha...@percontextshader@sha...@osg@@qaexaavst...@3@@Z) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3Shader.obj : error LNK2019: unresolved external symbol public: void __thiscall osg::Shader::PerContextShader::requestCompile(void) (?requestcomp...@percontextshader@sha...@osg@@QAEXXZ) referenced in function public: __thiscall `anonymous namespace'::reflector224::reflector224(void) (??0reflector...@?a0x30cc6a2e@@q...@xz) 3C:\Libraries\OpenSceneGraph\bin\Release\..\..\bin\osgPlugins-2.9.8\osgwrapper_osg.dll : fatal error LNK1120: 6 unresolved externals this is all under win32 release build, i have windows 7. Thank you! Cheers, Vedran -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25524#25524 ___ 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] nested .ive
Hi, I have an openFlight terrain that I want to convert to .ive. I've notived while watching some of the example files that it is possible to get a Master .ive that references to several nested .ive terrain patches. I was wondering how I could achieve this considering my openflight database is already nested with external reference nodes. Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25530#25530 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] nested .ive
Hi David, have a look at this thread, Might help you http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html -Nick On Thu, Mar 11, 2010 at 5:25 PM, David Marchessault dmarchessa...@simthetiq.com wrote: Hi, I have an openFlight terrain that I want to convert to .ive. I've notived while watching some of the example files that it is possible to get a Master .ive that references to several nested .ive terrain patches. I was wondering how I could achieve this considering my openflight database is already nested with external reference nodes. Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25530#25530 ___ 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] Question about osgVolume
Hi, I just had a more extensive stroll through the osgVolume code in the 2.8.2 release but I don't think it has changed in more recent versions (I guess) after playing around with the node for a more extensive period. I am a bit suprised by especially the raycasting shaders they seem to be well I don't want to say inefficient but strangely designed but maybe that is just because I do not understand what the thinking behind was. That's why I thought I ask. What stroke me most is that the standard DVR shader (volume_tf_frag.cpp) is basically using back-to-front raycasting that is very unusual (even tough I think the compositing function isn't actually completely right for BTF either). Most people prefer using front-to-back for obvious optimization reasons (e.g. early ray termination). So am I missing a point here? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25532#25532 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 4.0 released!!
On 3/11/2010 7:46 AM, Robert Osfield wrote: I just came across the new items on opengl.org that Khronos have just release OpenGL 4.0, and OpenGL 3.3 + arb extensions. Wow. Looking for a short overview of the changeset now... -- 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] nested .ive
Thank you very much! From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce (Nick) Nikolov Sent: March-11-10 10:35 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] nested .ive Hi David, have a look at this thread, Might help you http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.htm l http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html -Nick On Thu, Mar 11, 2010 at 5:25 PM, David Marchessault dmarchessa...@simthetiq.com wrote: Hi, I have an openFlight terrain that I want to convert to .ive. I've notived while watching some of the example files that it is possible to get a Master .ive that references to several nested .ive terrain patches. I was wondering how I could achieve this considering my openflight database is already nested with external reference nodes. Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25530#25530 ___ 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] OpenGL 4.0 released!!
Chris 'Xenon' Hanson wrote: On 3/11/2010 7:46 AM, Robert Osfield wrote: I just came across the new items on opengl.org that Khronos have just release OpenGL 4.0, and OpenGL 3.3 + arb extensions. Wow. Looking for a short overview of the changeset now... Looks like it's basically the open version of DX11. Double-precision rendering, tight coupling of GL and CL, per-sample fragment shading with programmable fragment input positions. It's kind of a shock, but at the same time, it's not all that surprising considering the new hardware that's coming out soon. None of the hardware we have in our lab can use it, so I suppose it warrants a major release number. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL 4.0 released!!
Robert Osfield wrote: I just came across the new items on opengl.org that Khronos have just release OpenGL 4.0, and OpenGL 3.3 + arb extensions. A few more details can be found here: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669 This isn't something I was expecting, looks like someone just stoked the furnace and got the Khronos pumping out major OpenGL revs like crazy. I haven't read the specs yet, but looking at the bullet points it looks like a relatively minor update over OpenGL 3.x. I wouldn't call it minor. One key feature that might have great relevance to OSG (though I'm not sure yet) is the subroutines added in GLSL 4. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] managing views in composite viewer...
All, I have a need to turn certain views on and off in a composite viewer during runtime. I know that the composite viewer has the capability of adding and removing views but I'm not sure this is the proper mechanism to use for what I want to do. The views I want to manage sit on top of a background view so when I want to turn them off, they need to behave as though they aren't even there (i.e. no blank regions). My question is, is adding and removing the views during runtime the way to go or is there a more efficient/elegant way of turning my views on and off? Is there an equivalent of a switch node for managing views in a composite viewer? Hopefully the description of my dilemma above is clear. Thanks in advance. -Shayne smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] managing views in composite viewer...
Hi Shayne, My question is, is adding and removing the views during runtime the way to go or is there a more efficient/elegant way of turning my views on and off? Is there an equivalent of a switch node for managing views in a composite viewer? To add/remove views at runtime you have to stop threading in the viewer, which is a pretty major disruption. Instead, you can just set the view's camera's node mask to 0. view-getCamera()-setNodeMask(0) This means the camera won't be traversed and thus it won't draw anything, which is what you want. When you want to re-enable the view, set its node mask to 0x. view-getCamera()-setNodeMask(0x) Hope this helps, 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] [ANN] OSG Virtual Planets, the core of gvSIG3D.
Hi Jordi, thanks for the updated. Sorry for being a pest. I do really appreciate your help and I definitely understand your pressure. I have been totally swamped myself. I'll let you know how the latest info you've given me works. Talk to you soon! :D Best regards, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25542#25542 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL 4.0 released!!
Hi the subroutines added in GLSL 4. yes it might also affect the major feature of osg being discussed lately - the way to handle shader composition. Regards Sergey Kurdakov On Thu, Mar 11, 2010 at 8:49 PM, Jason Daly wrote: Robert Osfield wrote: - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] opengl 3 course: march 30 - april 2, 2010 - los angeles
I was interested in the OpenGL course (still am), but there isn't exactly a lot of info about the course available. It would be nice to know where it is (more specific than Los Angeles), what the pre-requisites are (software environment) and what is and isn't included (lunch?). The daily schedule would be good to know as well to make planning easier (especially arrival and departure). Plus when you click on the buy link, you get a San Francisco course added to the shopping cart. Seems a little dodgy to me. Cory On 3/10/2010 9:02 AM, Allen Saucier wrote: Hi, any update on osg training? ... Thank you! Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25472#25472 ___ 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] managing views in composite viewer...
J-S, Thanks for the input. Controlling the node mask does the trick...:) Thank you! -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Thursday, March 11, 2010 11:28 AM To: OpenSceneGraph Users Subject: Re: [osg-users] managing views in composite viewer... Hi Shayne, My question is, is adding and removing the views during runtime the way to go or is there a more efficient/elegant way of turning my views on and off? Is there an equivalent of a switch node for managing views in a composite viewer? To add/remove views at runtime you have to stop threading in the viewer, which is a pretty major disruption. Instead, you can just set the view's camera's node mask to 0. view-getCamera()-setNodeMask(0) This means the camera won't be traversed and thus it won't draw anything, which is what you want. When you want to re-enable the view, set its node mask to 0x. view-getCamera()-setNodeMask(0x) Hope this helps, 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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to Texture with independent framerate
Hi, thanks again for answering. J.P. Delport wrote: Hi, Georg Martius wrote: Hi JP, thanks for you hint. I tried to code from the linked thread. Unfortunately it does not really work very well. To get you updated: I have 2 cameras, one is the original viewer cam and the other is a pbuffer one. My scenegraph has two nodes: root - scene - RRT Camera - scene2 I have an image connected to the RRT camera. In the main scene I have an overlay showing the image on a texture. I get two problems: 1) using viewer.setCamera(); alternatingly causes: Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 Maybe this is because setcamera creates a new Renderer every time? Hmm, this is strange. 0x8CD5 is GL_FRAMEBUFFER_COMPLETE_EXT. Have you tried setting SingleThreaded mode for the viewer to see if anything changes? Only other thing I can think of is to swap camera buffers instead of swapping cameras, but I haven't tried this. What hardware/OS are you on? I used Singlethreaded already. Linux, OSG 2.8.2/ NVidia 6600 GT BTW: I noticed that I was writing RRT instead of RTT (render to texture) ;-) 2) When the scene for the pBuffer frames contains only the RRT camera then I see that there seems to be no rendering because the image is not updated and i tried a callback of the RRT camera with the printf that did not show anything. Maybe it thinks nothing has to be drawn... Try putting something with culling off into the scene. How difficult would it be to overload the osgviewer and implement a custom rendering of my RRT camera(s) off screen. Any Hints? Not sure, but you are not the first to want this kind of functionality. You can maybe mess with custom RenderStages. Maybe see here: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50502 I found a different solution yesterday. I will post the code as soon as I have tested it more intense. In short: I derived a Viewer from osgViewer::Viewer, added a custom offScreenRender() function mimicking frame() and (offScreen)renderTraversal() function dropping statistics and swapbuffer. Then I also swap the Node of the Camera for the off screen rendering to contain only the RTT cameras. Cheers, Georg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problems about layer rendering
Hi Wojtek, I'll try your method first, it sound a good idea. Later when I have time, I'll try to modify the RenderStage.cpp for testing. Thank you! Cheers, Kai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25551#25551 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] changing thread priority
Hi community, is there a way to force the threading in osg (cull, update, draw) to use different priority (let say RealTime)? My IG works fine but I thought I might force it to even do better :) Thanks -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Problems building osgdotnet wrappers
i just tried with the latest update, and osg builds fine now, after that i build osgdotnet generator for the svn osgdotnet version and went to start without debugging. And it gives me this output: Instantiating augmented libraries and types... osgFX Caught exception: failed to load OSG wrapper library for osgFX Press any key to continue . . . now i'm fresh out of ideas Vedran -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25533#25533 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org