Re: [osg-users] fbx writer texture support

2010-05-11 Thread Michael Platings
Hi Martins,
the writer is still a work in progress so I suspect that feature hasn't yet
been implemented. Talk to Sukender (http://sukender.free.fr/) to find out if
it's on his to-do list, if not then your help will be appreciated ;)

On 10 May 2010 18:29, Martins Innus min...@ccr.buffalo.edu wrote:

 Hello,
Has anybody had luck converting textured models to fbx format using the
 writer in OSG?

I narrowed it down to simple case of:

 osgconv skydome.osg skydome.fbx

 The resulting file when viewed in osgviewer is just a solid color.
  Converting that file back to .osg results in no reference to the texture in
 the osg file.

 This is on svn of today, with the 20112 SDK on Mac OS X.  Converting to
 other formats: obj, ive, etc works fine.  I tried turning the optimizer off
 as well as setting  OSG_NOTIFY_LEVEL to DEBUG.  The image gets read fine on
 load, but there's no information on whats going on at the write stage.

 Thanks

 Martins
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[osg-users] osgDB FilePathList std::deque vs std::set

2010-05-11 Thread Alexandre Amalric
Hi osg-users,

Is it possible to change the way the data file path list is stored ? I mean
OSG use a double ended queue to store new data file path, isn'it more
efficient to use a list instead ?


In my case i'm adding new file path from a list of new model added to my
scene to help the reader to find missing models. But there is a lot of
models sharing the same path, so the FilePathList is full of the same path,
it will be more usefull to have it only once.

Kind regards,

-- 
Alexandre AMALRIC   Ingénieur RD
===
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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Re: [osg-users] Problem with projection

2010-05-11 Thread Tomek Krze
Cześć,


 Replace it with 720.f/568.


I'm doing this on float but in other place. I set this to this code only for 
demonstration.
I known what is being wrong. Angle at lookAt function must be in degrees and 
multiple by viewport matrix is also ok.
And now evrething is ok.
... 

Thanks

Cheers,
Tomek

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Re: [osg-users] osgDB FilePathList std::deque vs std::set

2010-05-11 Thread Tim Moore
On Tue, May 11, 2010 at 12:04 PM, Alexandre Amalric
alex.pix...@gmail.comwrote:


 Hi osg-users,

 Is it possible to change the way the data file path list is stored ? I mean
 OSG use a double ended queue to store new data file path, isn'it more
 efficient to use a list instead ?

 Usually the path list is short, so it doesn't matter too much.


 In my case i'm adding new file path from a list of new model added to my
 scene to help the reader to find missing models. But there is a lot of
 models sharing the same path, so the FilePathList is full of the same path,
 it will be more usefull to have it only once.

 The OSG path list isn't a set because the order of the directories in the
path list matters. If you don't care about the order you can build a set of
paths yourself and then add them to the file path list.

Tim
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[osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Martin Scheffler
Hi,

I am trying to use Qt OpenGL widgets as a HUD for OSG. (Wow, I love 
abbreviations!)

[url]http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/[/url]

I have managed to get Qt to draw its widgets over OSG, and it looks good. 
First I let OSG draw its scene, then Qt renders its widgets.
The only problem is that OSG does a buffer swap when it is finished drawing. 
This causes a flicker effect. I  cannot find a way to convince Qt to draw its 
stuff at a specific point, so adding a post-render callback to OSG does not 
work.

So is there a way to turn off buffer swapping? I could not find any way in the 
source (without modifying window system specific stuff). Any help is 
appreciated.

Thanks!

Martin[/url]

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Re: [osg-users] Updating a portion of a VBO?

2010-05-11 Thread Robert Osfield
Hi Glenn,

Right now the OSG just supports updating an entire VBO when used via
the osg::Array class.

You could implement your own subrange copying by getting the VBO
handle yourself and then manually doing the copying that you need to
do.

The other alternative would be to look at how one might conveniently
add support for uploading sub ranges.  So far I've avoiding tackling
this as the API for is potentially quite cumbersome.

Robert.

On Sun, May 2, 2010 at 1:59 PM, Glenn Waldron gwald...@gmail.com wrote:
 Robert et al,

 Does OSG have support for updating a sub-range in a VBO, as with
 glBufferSubData? I see some hints of this in GLBufferObject:BufferEntry, but
 not an obvious way to use it from the Geometry interface. My goal is to
 update a subset of a large VBO without having to re-transmit the entire
 array.


 Glenn Waldron : Pelican Mapping

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Re: [osg-users] Not able to create requested visual

2010-05-11 Thread Robert Osfield
HI Christian,

On Mon, May 3, 2010 at 9:02 AM, Christian Schmitt ch...@ilovelinux.de wrote:
 I talked to them, they quickly realized the problem and came up with a patch
 which is now in trunk:

 http://cgit.freedesktop.org/mesa/mesa/commit/?id=26a9b7e4c737c89b47844303bb7413ceab0280a5

Great to hear it's been resolved.

Robert.
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Re: [osg-users] osgDB FilePathList std::deque vs std::set

2010-05-11 Thread Alexandre Amalric
Hi tim,

thank you for your explanations. I'll deal with my own file path list.

Kind regards,

2010/5/11 Tim Moore timoor...@gmail.com



 On Tue, May 11, 2010 at 12:04 PM, Alexandre Amalric alex.pix...@gmail.com
  wrote:


 Hi osg-users,

 Is it possible to change the way the data file path list is stored ? I
 mean OSG use a double ended queue to store new data file path, isn'it more
 efficient to use a list instead ?

 Usually the path list is short, so it doesn't matter too much.


 In my case i'm adding new file path from a list of new model added to my
 scene to help the reader to find missing models. But there is a lot of
 models sharing the same path, so the FilePathList is full of the same path,
 it will be more usefull to have it only once.

 The OSG path list isn't a set because the order of the directories in the
 path list matters. If you don't care about the order you can build a set of
 paths yourself and then add them to the file path list.

 Tim


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Re: [osg-users] Overlay nodes on complex polygons

2010-05-11 Thread Robert Osfield
HI Arthur,

Projective textures such as done in the OverlayNode knows nothing
about depth so can't do what you require as is.  The best you could do
is just decide yourself what whole objects have the texturing on them
by enabling/disable the texture modes for them, or excluding them from
the OverlayNode subgraph.

From the sound of it what you are after is very specific to your needs
and you'll need to pursue another technique, this might involve
projective texturing, but since you have a very specific usage you'll
need some quite custom.

Robert.

On Mon, May 3, 2010 at 9:02 PM, Arthur Palosz palo...@hotmail.com wrote:
 Hi,

 I am trying to use an overlay node to highlight certain areas of a model.
 I have it working to the point that the correct spots on the model are
 indeed highlighted, but unfortunately the highlight passes through the top
 of the model and shows up on the opposite side of the model as well and
 everything in between.

 For example, I would want to draw a few circles on the top of a three story
 builing. These circles would also show up on the 1st floor, 2nd floor, the
 ceilings, etc. How do I stop the overlay node on the first face that it hits?



 osg::Group* subgraph = new osg::Group();

 {
        //create a bunch of geodes and attach them to the subgraph
 }

 osgSim::OverlayNode* overlayNode = new 
 osgSim::OverlayNode(osgSim::OverlayNode::OverlayTechnique::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY);
 overlayNode-getOrCreateStateSet()-setTextureAttribute(1, new 
 osg::TexEnv(osg::TexEnv::Mode::DECAL));

 overlayNode-setContinuousUpdate(true);
 overlayNode-setOverlaySubgraph(subgraph);
 overlayNode-setOverlayBaseHeight(-1.5);

 overlayNode-addChild(targetModel-modelTransform);
 scene-removeChild(targetModel-modelTransform);
 scene-addChild(overlayNode);


 ...

 Thank you!

 Cheers,
 Arthur

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Re: [osg-users] Problem with render to texture and HUD

2010-05-11 Thread Robert Osfield
Hi Lucas,

You can't expect others to dive into huge amounts of code and know
what your problem is.  I'm certainly not about to try and can't image
others trying either.  Please use small snippets.  Also please break
separate issues down into separate threads.

As for DYNAMIC - this is required when you have dynamic Geometry/Text
or dynamic StateSet/StateAttribute in your scene graph and use the the
DrawThreadPerContext or CullThreadPerCameraDrawThreadPerContext
threading models.  There has been lots of discussion about this
osg-users over the years so please have a look in the archives.

Robert.


On Wed, May 5, 2010 at 9:07 AM, Lucas SART lucas.sa...@gmail.com wrote:
 I have made some investigation, the hud that make the software freeze 
 contains objects with a DYNAMIC data variance. I'am able to reproduce the 
 freeze with a little code. Can somebody tell me what's wrong please ?

 osgBuilder.cpp :

 Code:

 #include osgBuilder.h

 void    cowUpdateCallback::operator()(osg::Node* node, osg::NodeVisitor *nv)
 {
        osg::MatrixTransform    *mt = dynamic_castosg::MatrixTransform 
 *(node);
        osg::Matrix                             mrt, mpos;

        mpos.makeTranslate(osg::Vec3f(-6., 0., 0.));
        mrt.makeRotate(angle, osg::Vec3(-0.5, 2., 1.));
        mt-setMatrix(mrt * mpos);

        angle += 0.005;
        traverse(node, nv);
 }

 osgBuilder::osgBuilder(void)
 {
 }

 osgBuilder::~osgBuilder(void)
 {
 }

 osg::ref_ptrosg::Group        osgBuilder::createScene()
 {
        // Load the cow model.
        osg::ref_ptrosg::Node cow = osgDB::readNodeFile( ../data/cow.osg );
        // Data variance is STATIC because we won't modify it.
        cow-setDataVariance( osg::Object::STATIC );
        // Create a MatrixTransform to display the cow on the left.
        osg::ref_ptrosg::MatrixTransform mtLeft = new osg::MatrixTransform;
        mtLeft-setName( Left Cow\nDYNAMIC );
        // Set data variance to DYNAMIC to let OSG know that we
        // will modify this node during the update traversal.
        mtLeft-setDataVariance( osg::Object::DYNAMIC );
        // Set the update callback.
        mtLeft-setUpdateCallback( new cowUpdateCallback );
        osg::Matrix m;
        m.makeTranslate( -6.f, 0.f, 0.f );
        mtLeft-setMatrix( m );
        mtLeft-addChild( cow );
        // Create a MatrixTransform to display the cow on the right.
        osg::ref_ptrosg::MatrixTransform mtRight =
        new osg::MatrixTransform;
        mtRight-setName( Right Cow\nSTATIC );
        // Data variance is STATIC because we won't modify it.
        mtRight-setDataVariance( osg::Object::STATIC );
        m.makeTranslate( 6.f, 0.f, 0.f );
        mtRight-setMatrix( m );
        mtRight-addChild( cow );
        // Create the Group root node.
        osg::ref_ptrosg::Group root = new osg::Group;
        root-setName( Root Node );
        // Data variance is STATIC because we won't modify it.
        root-setDataVariance( osg::Object::STATIC );
        root-addChild( mtLeft.get() );
        root-addChild( mtRight.get() );
        return root.get();
 }

 osg::Camera* osgBuilder::createHUD()
 {
    // create a camera to set up the projection and model view matrices, and 
 the subgraph to drawn in the HUD
    osg::Camera* camera = new osg::Camera;

    // set the projection matrix
    camera-setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));

    // set the view matrix
    camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
    camera-setViewMatrix(osg::Matrix::identity());

    // only clear the depth buffer
    camera-setClearMask(GL_DEPTH_BUFFER_BIT);

    // draw subgraph after main camera view.
    camera-setRenderOrder(osg::Camera::POST_RENDER);

    // we don't want the camera to grab event focus from the viewers main 
 camera(s).
    camera-setAllowEventFocus(false);



    // add to this camera a subgraph to render
    {

        osg::Geode* geode = new osg::Geode();

        // turn lighting off for the text and disable depth test to ensure its 
 always ontop.
        osg::StateSet* stateset = geode-getOrCreateStateSet();
        stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);

                osg::Vec3 position(30.0f,1000.0f,0.0f);
                osg::Vec3 delta(0.0f, -50.0f,0.0f);


        {
            osgText::Text* text = new  osgText::Text;
            geode-addDrawable( text );

                        text-setAxisAlignment(osgText::Text::SCREEN);
            text-setPosition(position);
            text-setText( SOME TEXT );
                        text-setDataVariance(osg::Object::DYNAMIC);
            position += delta;
        }


        {
            osgText::Text* text = new  osgText::Text;
            geode-addDrawable( text );

                        text-setAxisAlignment(osgText::Text::SCREEN);
            text-setPosition(position);
            text-setText(2nd text);
                        text-setDataVariance(osg::Object::DYNAMIC);
            position += delta;
 

Re: [osg-users] [osgPlugins] Exporting OpenFlight (.FLT) file with texture

2010-05-11 Thread Robert Osfield
HI Luc,

OpenFlight is not an appropriate format for storing volume scene
graphs, it's purely a polygonal based format.

Robert.

On Sun, May 2, 2010 at 6:49 PM, Luca Colombari skyluke...@hotmail.it wrote:
 Hi all,

   I'm new with OSG v 3.9.6 and I'm trying to understand how convert .osg file 
 (with .dds file of textures) into .flt file including textures.
 I start with DICOM files:
 - with command: osgvolume --images *.dcm -o ProvaOut.osg
  I success to create the scene ProvaOut.osg together with texture file
  ProvaOut.dds automatically created in the same directory.
 - with command : osgconv ProvaOut.osg ProvaOut.flt
  the OpenFlight file is generated but without including textures (not
  visualized with command :osgviewer ProvaOut.flt).

 My goal is to obtain/export an OpenFlight file/s with textures starting from 
 DICOM files directly or from intermediate .osg file created with .dds file.
 I'm analysing the osg code (relative to FLT plugin) to understand if and how 
 it is possible (by implementing new code or not).

 Someone could give me any suggestion?

 Thank you!

 Cheers,
 LC

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Re: [osg-users] getCameraContainingPosition in osg::View

2010-05-11 Thread Robert Osfield
Hi John,

I can't recall the reasoning off the top of my head - it's getting on
three years ago that I was implementing it, in general I have tried to
put functionality into osgViewer::View where possible, but not all
functionality can easily be pushed below
osgViewer::ViewerBase/Viewer/CompositeViewer.

Robert.

On Wed, May 5, 2010 at 5:10 PM, PCJohn pec...@fit.vutbr.cz wrote:
 Hi,

 why are methods:
 computeIntersections and
 getCameraContainingPosition
 implemented in osgViewer::View class?
 I wish it would be in osg::View. Any chance? If yes, I may contribute one
 more feature for osgGA camera manipulators.

 I am in the process of osgGA camera manipulators improvements: I want to
 point mouse pointer by mouse click turn camera to it.
 The work is done and I may contribute parts of the work back to OSG.
 However, I reached linking problems since osgViewer uses osgGA and osgGA can
 not use osgViewer (circular reference).

 My idea would be whether intersections can be done without osgViewer::View,
 inside osg::View, knowing just master camera and slave cameras. Before I
 start to dig into it, I want to ask: is there a way to implement it in
 osg::View or should I give up?

 I my opinion, osg::View intersections may have meaning for headless
 applications as well - no window, just geometry processing.

 Thanks,
 John
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Re: [osg-users] Bounding Box ratio

2010-05-11 Thread Robert Osfield
Hi Nitin,

You haven't got any replies in 5 days so my guess is that everyone is
as confused by what you are after as I.

Robert.

On Thu, May 6, 2010 at 10:51 AM, Nitin Rangari
rangari.niti...@gmail.com wrote:
 Hi All,

  I have 2 Bounding Box one is having Texture and other is having Geometry
 node
 i want render geometry data in texture
 for that i want 2 compare 2 bounding box  and scale according to that
 how can i get ratio of 2 bounding box.
 regards,
 Nitin

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Re: [osg-users] Stats and shared VBOs?

2010-05-11 Thread Robert Osfield
Hi Glenn,

On Thu, May 6, 2010 at 2:31 PM, Glenn Waldron gwald...@gmail.com wrote:
 I have a single vertex array (in a VBO) that is shared by multiple Geometry
 objects. The statistics are showing my Vertex count to be (vbo size)*(# of
 geometries). Is this the expected behavior? I was expecting the vertex count
 to be either a) the size of the single VBO, or b) the number of verts
 actually traversed by primitives. Thanks.

The stats code will be just traversing the scene graph and updating
the count every time it encounters a geometry with a vertex array on
it.   Getting the stats could to update on unique vertex arrays or or
traversed primitives would be CPU intensive to compute so something
you'd want to avoid on something done every frame.  You could
implement this yourself with your own stats code.

Robert.
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Re: [osg-users] How to change color of static Geometry using Switch and StateSet?

2010-05-11 Thread Robert Osfield
Hi Ilias,

The only way to change colour via a StateSet is to use osg::Material.
Have a look at the osgscribe example.

Robert.

On Fri, May 7, 2010 at 8:50 AM, De Ilias lalialter-...@yahoo.gr wrote:
 Hi,

 So what happened whith this? I encounder the same problem. Trying to change 
 the color of a primitive using a PickHandler.
 ...

 Thank you!

 Cheers,
 ilias

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Re: [osg-users] small memory leak in SceneCache?

2010-05-11 Thread Robert Osfield
Hi Mathias,

On Fri, May 7, 2010 at 3:57 PM, Mathias Fiedler
mathias.fied...@xs-embedded.de wrote:
 Does the SceneCache really need to be a vector of observer_ptr, or should it 
 be a vector of plain pointer?

A plan C pointer wouldn't track destruction of the subgraph that it's
referencing so would end up with a dangling pointer.

Changing to a C pointer wouldn't fix even the leak though, not that
it's a real leak anyway, the std::vector will get cleaned up on
exit.

 Although this is not a big issue (i don't want to create/destroy Scene 
 objects frequently) it would prevent me from using the Viewer in a unit test 
 with heap watch.

Perhaps there is a way of disabling the false positives with you heap tool.

Robert.
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Robert Osfield
Hi Pawel,

I'm aware of memory leak associated with the DatabasePager when it
expires subgraphs in certain usage combinations.  I will be tracking
this problem down this week.

I'm not aware of any other leaks.  Are you using a PagedLOD database?
You don't say anything about your data save for it's a big, so it
really isn't helpful in recreating the problem.  I would also
recommend trying out osgviewer or other OSG examples to see if you can
recreate the problem.

Robert.

2010/5/7 Paweł Góralski goral...@ai.com.pl:
 Hello, It's my first post and not pleasant one ;). We have noticed an issue 
 with recent osg versions (SVN R:11406 and latest official developer release 
 OpenSceneGraph-2.9.7).
 It seems that problem occurs only under Linux, on Windows everything seems 
 fine.
 After loading the model in osgviewer memory leaks with 5mb/s rate (it depends 
 on model size I guess). We have checked it in single and multithreaded mode 
 with several NVIDIA drivers versions.  Memory usage was checked with 'top'.

 We have tested osg (two versions mentioned above) on several machines:
 1) WinXP SP2, Nvidia drivers 196.21, SVN R:11406
 2) Fedora Core 10(32 bit), GF7800GTX, Nvidia drivers 180.60
 3) Fedora Core 10, NVIDIA 285, Nvidia drivers 180.60
 4) Fedora Core 10, NVIDIA 8600GT , Nvidia drivers 195.36

 Anyone has noticed similar thing under Linux? The model we have used was 
 quite big, it had many animation paths, but it seems that problem occurs even 
 with other models as well (cow.osg for example).
 Anyone could confirm that the problem occurs also on their machines? I can 
 post other details if needed.

 Regards,
 Pawel Goralski

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Re: [osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Robert Osfield
Hi Martin,

I don't know how to achieve what you are attempting, but in the past
with Qt/OSG integration I have found the most success with getting Qt
to rendering a buffer in main memory then using this as an osg::Image
to render into the 3D scene.  The osgviewerQtBrowser using this
approach utilizing the osgQt library in OSG svn/trunk. This new osgQt
library provides integration with QGraphicsView and osg::Image for you
making it relatively straight forward to get Qt to render it's widgets
to an osg::Image.

Robert.

On Tue, May 11, 2010 at 12:07 PM, Martin Scheffler osgfo...@tevs.eu wrote:
 Hi,

 I am trying to use Qt OpenGL widgets as a HUD for OSG. (Wow, I love 
 abbreviations!)

 [url]http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/[/url]

 I have managed to get Qt to draw its widgets over OSG, and it looks good.
 First I let OSG draw its scene, then Qt renders its widgets.
 The only problem is that OSG does a buffer swap when it is finished drawing. 
 This causes a flicker effect. I  cannot find a way to convince Qt to draw its 
 stuff at a specific point, so adding a post-render callback to OSG does not 
 work.

 So is there a way to turn off buffer swapping? I could not find any way in 
 the source (without modifying window system specific stuff). Any help is 
 appreciated.

 Thanks!

 Martin[/url]

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Paweł Góralski
I've checked everything with osgViewer. Seems that roblem occurs only under 
Fedora 10 (we had no issues with previous stable version). And this is very 
strange. Maybe other older distributions are affected as well.  
Leaking is visible on standard models (like cow.osg), although slower than on 
bigger ones (we had ~10mb ive model with animations). Memory leaks and it 
doesn't stop.  
It looks like number of vertices is growing in each frame.  We have tried to 
rebuild, reinstall osg, clean caches etc, but results are still the same. 
On windows everything is ok, also on recent Ubuntu 32-bit/64 (10.04).  

Regards,
Pawel

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Re: [osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Martin Scheffler
Hi Robert,

I experimented with osgQT for the last two days and got it working. The 
performance was pretty bad, I had 20 fps from the Qt thread with a single 
QCalendarWidget displayed. Maybe the performance can be improved if OpenGL 
rendering was used instead of the default Qt painting, but RTT seems like an 
unnecessary overhead to me.
The direct OpenGL drawing approach from the article seems to work pretty good 
except for the swapBuffers issue. 

Martin

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Re: [osg-users] fbx writer texture support

2010-05-11 Thread Martins Innus

Michael,

   OK, I'll take a look.  I saw code in there for writing the texture 
information out.  I'll see if I can figure out where the missing 
connection is.


Thanks

Martins

On 5/11/10 5:26 AM, Michael Platings wrote:

Hi Martins,
the writer is still a work in progress so I suspect that feature 
hasn't yet been implemented. Talk to Sukender 
(http://sukender.free.fr/) to find out if it's on his to-do list, if 
not then your help will be appreciated ;)


On 10 May 2010 18:29, Martins Innus min...@ccr.buffalo.edu 
mailto:min...@ccr.buffalo.edu wrote:


Hello,
   Has anybody had luck converting textured models to fbx format
using the writer in OSG?

   I narrowed it down to simple case of:

osgconv skydome.osg skydome.fbx

The resulting file when viewed in osgviewer is just a solid color.
 Converting that file back to .osg results in no reference to the
texture in the osg file.

This is on svn of today, with the 20112 SDK on Mac OS X.
 Converting to other formats: obj, ive, etc works fine.  I tried
turning the optimizer off as well as setting  OSG_NOTIFY_LEVEL to
DEBUG.  The image gets read fine on load, but there's no
information on whats going on at the write stage.

Thanks

Martins

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Re: [osg-users] [Solved] OSG and CEGUI 0.7

2010-05-11 Thread Paweł Góralski

Pertur wrote:
 I´m trying to implement osg with CEGUI 0.7.1... we have the osgcegui.cpp 
 example but is based on older version.!


I'm trying to do similar thing with CEGUI 0.7.1, I've got the code which worked 
under plain OpenGL, but under OSG I've got white textures (geometry seems to be 
ok, because I've got nice wireframes ;) ).

Anyway first thing, under CEGUI in resize event I have to get GL renderer and 
notify CEGUI about window change size.


Code:

 CEGUI::OpenGLRenderer *glRenderer=static_castCEGUI::OpenGLRenderer 
*(CEGUI::System::getSingleton().getRenderer());
glRenderer-grabTextures();
CEGUI::System::getSingleton().notifyDisplaySizeChanged(CEGUI::Size((float)size.width(),(float)size.height()));
 glRenderer-restoreTextures();




Problem is that notifyDisplaySizeChanged() gives me exception:


Code:

terminate called after throwing an instance of 'CEGUI::RendererException
CEGUI::RendererException'
  what():  CEGUI::RendererException in file CEGUIOpenGLTexture.cpp(204) : 
OpenGLTexture::setTextureSize: size too big
CEGUI::RendererException in file CEGUIOpenGLTexture.cpp(204) : 
OpenGLTexture::setTextureSize: size too big




I'm adding CEGUI drawable like this:

Code:

root=new osg::Group;
scene= new osg::Group;
string str;
gui=new osg::Group;
osg::setNotifyLevel(osg::ALWAYS );

 osg::ref_ptrosg::Geode guiGeom=new osg::Geode;
osg::ref_ptrosg::Camera HUDcam = new osg::Camera;

HUDcam-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
HUDcam-setClearMask(0);
HUDcam-setRenderOrder(osg::Camera::POST_RENDER);

HUDcam-setAllowEventFocus(false);
HUDcam-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OVERRIDE
 | osg::StateAttribute::OFF);

HUDcam-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE
 |osg::StateAttribute::OFF);

HUDcam-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

HUDcam-getOrCreateStateSet()-setRenderBinDetails(100,RenderBin);

HUDcam-getOrCreateStateSet()-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
HUDcam-getOrCreateStateSet()-setTextureMode(0, GL_TEXTURE_2D, 
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
HUDcam-setProjectionMatrix(osg::Matrix::ortho2D(0,1024,0,768));

osg::CullFace *cull = new osg::CullFace();

cull-setMode(osg::CullFace::BACK);
HUDcam-getOrCreateStateSet()-setAttributeAndModes(cull, 
osg::StateAttribute::ON);

scene-setName(3d_scene);
root-setName(root);
gui-setName(gui);
 //add groups to the main node
 root-addChild(scene);

HUDcam-addChild(gui.get());

// load the scene.
osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(cow.osg);
scene-addChild(loadedModel.get());

this-setThreadingModel(osgViewer::Viewer::SingleThreaded);
this-realize();
this-getCamera()-getGraphicsContext()-makeCurrent();
osg::ref_ptrCEGUIDrawable cd = new CEGUIDrawable();
root-addChild(scene.get());
root-addChild(HUDcam.get());

guiGeom-addDrawable(cd.get());

gui-addChild(guiGeom.get());

   this-setSceneData(root.get());





Anyone had problems like this?

[/code]

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[osg-users] Shrink/Enlarge whole osg::Groups ?

2010-05-11 Thread Ku Krapox
Hi all,

Everything is in the title : how would you change the size of the whole content 
of an osg::Group (or a PAT) as if it was a single object? Is this possible?

Thank you!

Cheers,
Ku

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Re: [osg-users] Shrink/Enlarge whole osg::Groups ?

2010-05-11 Thread Tomlinson, Gordon
Maybe I missing something in what you're asking

If you add and remove more data then you simply remove all the child of
the group or PAT and then add the new nodes you want

If you mean you want to actually scale everything under a PAT or group
then you can set the scaling on a PAT, on a group you will have to
insert a matrix above the Groups to scale the group and its children


BTW I don't think it's all in the title you offer too little information
I would suggest expanding on what you mean in this case because what you
ask could be interpreted in many ways 


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ku
Krapox
Sent: Tuesday, May 11, 2010 9:08 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Shrink/Enlarge whole osg::Groups ?

Hi all,

Everything is in the title : how would you change the size of the whole
content of an osg::Group (or a PAT) as if it was a single object? Is
this possible?

Thank you!

Cheers,
Ku

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g
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Robert Osfield
Hi Pawel,

If the leak issue is isolated to just Fedora and not other linux
distribution it would look like a driver/X11 issue and outwith the
control of the OSG.

Robert.

2010/5/11 Paweł Góralski goral...@ai.com.pl:
 I've checked everything with osgViewer. Seems that roblem occurs only under 
 Fedora 10 (we had no issues with previous stable version). And this is very 
 strange. Maybe other older distributions are affected as well.
 Leaking is visible on standard models (like cow.osg), although slower than on 
 bigger ones (we had ~10mb ive model with animations). Memory leaks and it 
 doesn't stop.
 It looks like number of vertices is growing in each frame.  We have tried to 
 rebuild, reinstall osg, clean caches etc, but results are still the same.
 On windows everything is ok, also on recent Ubuntu 32-bit/64 (10.04).

 Regards,
 Pawel

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Re: [osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Robert Osfield
Hi Martin,

On Tue, May 11, 2010 at 1:39 PM, Martin Scheffler osgfo...@tevs.eu wrote:
 I experimented with osgQT for the last two days and got it working. The 
 performance was pretty bad, I had 20 fps from the Qt thread with a single 
 QCalendarWidget displayed.

How are you running the viewer?  If Qt is driving the frame then it's
frame rate will be gated by Qt's event loop, try running the viewer in
a background thread and you should get good performance.

 Maybe the performance can be improved if OpenGL rendering was used instead of 
 the default Qt painting, but RTT seems like an unnecessary overhead to me.
 The direct OpenGL drawing approach from the article seems to work pretty good 
 except for the swapBuffers issue.

I can't help here as it's beyond the scope of what I've done with Qt.

Robert.
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[osg-users] osgwidget with texture setting?

2010-05-11 Thread Akilan Thangamani
Hi,

In my application, I created a texture set to the screen size. Ortho camera has 
been created to map the texture entirely to the screen. I had created some 
osgwidget buttons to have some interaction on texture. But the widget buttons 
are, by default, goes behind the texture(in foreground). I m not sure how to 
set the widgets as foreground and textures behind it?


Akilan

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Re: [osg-users] Stats and shared VBOs?

2010-05-11 Thread Glenn Waldron
On Tue, May 11, 2010 at 7:35 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Glenn,

 On Thu, May 6, 2010 at 2:31 PM, Glenn Waldron gwald...@gmail.com wrote:
  I have a single vertex array (in a VBO) that is shared by multiple
 Geometry
  objects. The statistics are showing my Vertex count to be (vbo size)*(#
 of
  geometries). Is this the expected behavior? I was expecting the vertex
 count
  to be either a) the size of the single VBO, or b) the number of verts
  actually traversed by primitives. Thanks.

 The stats code will be just traversing the scene graph and updating
 the count every time it encounters a geometry with a vertex array on
 it.   Getting the stats could to update on unique vertex arrays or or
 traversed primitives would be CPU intensive to compute so something
 you'd want to avoid on something done every frame.  You could
 implement this yourself with your own stats code.

 Robert.


That makes sense. I don't really need the correct stats, I just wanted to
confirm that I was seeing what I thought I was seeing and it wasn't a bug on
my end. Thanks Robert.


Glenn Waldron : Pelican Mapping : +1.703.652.4791
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Re: [osg-users] fbx writer texture support

2010-05-11 Thread Martins Innus
I found the cause of missing textures.  If you have a Stateset with 
textures applied to a Geometry node, it generates an fbx file with 
textures.  If the Stateset instead is applied to the Geode parent of the 
Geometry, you get no texture.  Unless Sukender has some suggestions on 
how to tackle this, I'll try to figure out whats going on in 
WriterNodeVisitor::apply(osg::Geode node).  It appears that the 
triangles are being generated before the stateset of the Geode is queried.


Martins

On 5/11/10 8:39 AM, Martins Innus wrote:

Michael,

   OK, I'll take a look.  I saw code in there for writing the texture 
information out.  I'll see if I can figure out where the missing 
connection is.


Thanks

Martins

On 5/11/10 5:26 AM, Michael Platings wrote:

Hi Martins,
the writer is still a work in progress so I suspect that feature 
hasn't yet been implemented. Talk to Sukender 
(http://sukender.free.fr/) to find out if it's on his to-do list, if 
not then your help will be appreciated ;)


On 10 May 2010 18:29, Martins Innus min...@ccr.buffalo.edu 
mailto:min...@ccr.buffalo.edu wrote:


Hello,
   Has anybody had luck converting textured models to fbx format
using the writer in OSG?

   I narrowed it down to simple case of:

osgconv skydome.osg skydome.fbx

The resulting file when viewed in osgviewer is just a solid
color.  Converting that file back to .osg results in no reference
to the texture in the osg file.

This is on svn of today, with the 20112 SDK on Mac OS X.
 Converting to other formats: obj, ive, etc works fine.  I tried
turning the optimizer off as well as setting  OSG_NOTIFY_LEVEL to
DEBUG.  The image gets read fine on load, but there's no
information on whats going on at the write stage.

Thanks

Martins

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[osg-users] Object picking in Horizontal_Split Stereo

2010-05-11 Thread Thanos Tsakiris
Hi everyone,

I' ve been trying to get object picking using the mouse (and later using a 3D 
mouse equivalent) in a HORIZONTAL_SPLIT stereo mode setting. 

My initial code was using the osgPick methods ...resulting as you might imagine 
to completely wrong x coordinates and it took me ages to figure out it was the 
stereo projection messing it up. The problem is that apart from the viewport 
being double the horizontal size of what is actual rendered for each eye, there 
is also the eye separation offset that complicates things even more. I am 
considering 2 options to fix this:

1. Create a new mono view that is half the horizontal size of the stereo view 
and use it to pick the object. However this view should be renderless. How can 
this be done?

2. Take the double viewport width and the half eye (eye separation is total 
distance between eyes) separation values into account and rewrite the matrix 
transformations from screen to world coords. 

Has anyone done something like this before that can point me to the right 
direction? Code snippets will be most welcome  :) 

... 

Thank you!

Cheers,
Thanos

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Re: [osg-users] Object picking in Horizontal_Split Stereo

2010-05-11 Thread Robert Osfield
Hi Thanos,

I haven't tried it myself yet, but you could try creating the split
screen stereo up in osgViewer as two slave cameras, rather than let
the lower level SceneView implement the stereo.  Doing the work in
osgViewer will allow the viewer to know about the viewports and
hopefully do the appropriate reprojection.

Robert.

On Tue, May 11, 2010 at 4:02 PM, Thanos Tsakiris atsa...@gmail.com wrote:
 Hi everyone,

 I' ve been trying to get object picking using the mouse (and later using a 3D 
 mouse equivalent) in a HORIZONTAL_SPLIT stereo mode setting.

 My initial code was using the osgPick methods ...resulting as you might 
 imagine to completely wrong x coordinates and it took me ages to figure out 
 it was the stereo projection messing it up. The problem is that apart from 
 the viewport being double the horizontal size of what is actual rendered for 
 each eye, there is also the eye separation offset that complicates things 
 even more. I am considering 2 options to fix this:

 1. Create a new mono view that is half the horizontal size of the stereo view 
 and use it to pick the object. However this view should be renderless. How 
 can this be done?

 2. Take the double viewport width and the half eye (eye separation is total 
 distance between eyes) separation values into account and rewrite the matrix 
 transformations from screen to world coords.

 Has anyone done something like this before that can point me to the right 
 direction? Code snippets will be most welcome  :)

 ...

 Thank you!

 Cheers,
 Thanos

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Re: [osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Martin Scheffler
I'm running qt and the viewer in separate threads, just like your browser 
example. When I render a spin box the fps is 60, when I render a 
QCalendarWidget it goes down to 20. 

This can probably be improved by using QGLWidget for rendering the widgets to 
texture. I am not that deep into the whole topic yet.

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[osg-users] Optimize and setDataVariance(osg::Object::DYNAMIC)

2010-05-11 Thread Garrett Cope
I've seen many posts on the forum (as well as the QSG) that say that setting 
'setDataVariance(osg::Object::DYNAMIC)' will stop nodes from being optimized 
out of the graph.

I've had several instances where this doesn't seem to be true. Most recently, I 
have an osgFX::BumpMapping node that is definitely being optimized out. I've 
set the data variance to dynamic for the node, all of its children and 
statesets and it still disappears. Remove the node, and everything else is 
fine. Turn off Optimize and everything is fine as well.

Is there any absolute way to be sure that nodes will not be optimized out of 
the graph?

Thanks in advance,
Jamie

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Re: [osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Robert Osfield
Hi Martin,

On Tue, May 11, 2010 at 4:21 PM, Martin Scheffler osgfo...@tevs.eu wrote:
 I'm running qt and the viewer in separate threads, just like your browser 
 example. When I render a spin box the fps is 60, when I render a 
 QCalendarWidget it goes down to 20.

Curious, if yo are running in separate threads then I wouldn't have
expected the Qt threads rendering to hold back the viewer as it
shouldn't be blocking.  Is the CPU just heavily contended?  How many
CPU cores do you have?

 This can probably be improved by using QGLWidget for rendering the widgets to 
 texture. I am not that deep into the whole topic yet.

Mixing render to FBO/texture rather than just direct GL will probably
introduce similar problems to the straight GL route.  One problem with
using Qt for GL is that it couples the OSG with Qt in a way that
forces the OSG to run single threaded as Qt itself is single threaded.

Robert.
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[osg-users] CEGUI rendering with black windows...

2010-05-11 Thread Robert Bauer
Hi,

Currently I'm using the osgcegui.cpp and I've made it compatible with 
CEGUI-0.7.1.
It build and runs, however when I run the program, the CEGUI windows come up 
very dark.
Does anyone have any idea as to what might cause this?

Thank you in advance!!!

Cheers,
Robert

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Paweł Góralski

robertosfield wrote:
 Hi Pawel,
 If the leak issue is isolated to just Fedora and not other linux
 distribution it would look like a driver/X11 issue and outwith the
 control of the OSG.
 


I've tested under two distributions, I couldn't verify every linux distribution 
that is used with osg :), so I cannot confirm that problem is only under 
Fedora. That's why I've asked if anyone had similar problems. 
If it comes about X11/driver issue. Yes, it could be that way, but for me it 
isn't normal when things are breaking apart such as this. 
Earlier version of osg worked fine, so why the recent one isn't and why the 
older drivers aren't good enough (if this is driver issue)? Or in another way 
what was introduced in recent osg that could expose problems with older 
X11/drivers (or whatever it may be)?

Anyway under Fedora Core 10 I have ( xorg-x11-server 1.5.3-18.fc10):
X.Org X Server 1.5.3
Release Date: 5 November 2008
X Protocol Version 11, Revision 0

Build is from 2009 and there were no newer ones. 

Regards,
Pawel

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Robert Osfield
Hi Pawel,

Could you explain the nature of your database, there is chance you are
seeing something related to the DatabasePager issue I mentioned, but
there is nothing others can do to investigate unless you are more
specific.

Robert.

2010/5/11 Paweł Góralski goral...@ai.com.pl:

 robertosfield wrote:
 Hi Pawel,
 If the leak issue is isolated to just Fedora and not other linux
 distribution it would look like a driver/X11 issue and outwith the
 control of the OSG.



 I've tested under two distributions, I couldn't verify every linux 
 distribution that is used with osg :), so I cannot confirm that problem is 
 only under Fedora. That's why I've asked if anyone had similar problems.
 If it comes about X11/driver issue. Yes, it could be that way, but for me it 
 isn't normal when things are breaking apart such as this.
 Earlier version of osg worked fine, so why the recent one isn't and why the 
 older drivers aren't good enough (if this is driver issue)? Or in another way 
 what was introduced in recent osg that could expose problems with older 
 X11/drivers (or whatever it may be)?

 Anyway under Fedora Core 10 I have ( xorg-x11-server 1.5.3-18.fc10):
 X.Org X Server 1.5.3
 Release Date: 5 November 2008
 X Protocol Version 11, Revision 0

 Build is from 2009 and there were no newer ones.

 Regards,
 Pawel

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Re: [osg-users] CEGUI rendering with black windows...

2010-05-11 Thread Paweł Góralski
Have you turned lighting off? 
BTW I'm fighting with it atm. How have you set up rendering of the CEGUI geode 
and where have you added CEGUI notifyDisplaySizeChanged and grabGLTexture stuff?

Regards,
Pawel

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Paweł Góralski

robertosfield wrote:
 Hi Pawel,
 Could you explain the nature of your database, there is chance you are
 seeing something related to the DatabasePager issue I mentioned, but
 there is nothing others can do to investigate unless you are more
 specific.
 

Robert,
I cannot be more specific than that. I only can tell how I am able to replicate 
the problem under FC10. I launch osgviewer build from latest developer release 
or SVN, launch osgviewer cow.osg, model displays like always. I'm launching 
console, turn on 'top' utility and I'm able to see how memory is running out 
percent by percent in osgviewer. 

Memory usage goes up in linear way and it doesn't stop. I can record a movie if 
you don't believe me. Bigger models result in more agressive memory leak (in 
osgviewer). 

I haven't seen anything like this under recent Ubuntu 32/64 bit and in recent 
stable release. Everything was very stable there. And that's weird. 
If those informations aren't enough, then what more I could do to describe 
problem better? I think that I'm specific enough.  The one thing that comes to 
my mind is posting libraries versions that I have installed on my system plus 
other parameters like cpu etc... 

Regards,
Pawel

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Re: [osg-users] CEGUI rendering with black windows...

2010-05-11 Thread Robert Bauer
Hi,

The rendering is in :

void CEGUIDrawable::drawImplementation(osg::RenderInfo renderInfo) const

{

osg::State *state = renderInfo.getState();



if (state-getContextID()!=_activeContextID) return;



glPushAttrib(GL_ALL_ATTRIB_BITS);

//state-pushStateSet(const StateSet *dstate); 

state-setMode( GL_LIGHTING, osg::StateAttribute::OFF );


state-disableAllVertexArrays();



CEGUI::System::getSingleton().renderGUI();



glPopAttrib();



state-checkGLErrors(CEGUIDrawable::drawImplementation);

}


I'm rather new to OSG so I'm not too sure where to put the grabTexture stuff or 
the notifyDisaplaySizeChanged yet. If come up with anything, please let me 
know...


Thank you!

Cheers,
Robert

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Robert Osfield
Hi Pawel,

2010/5/11 Paweł Góralski goral...@ai.com.pl:
 Memory usage goes up in linear way and it doesn't stop. I can record a movie 
 if you don't believe me. Bigger models result in more agressive memory leak 
 (in osgviewer).

The fact it can be recreated with osgviewer cow.osg is good news in
terms of others reproducing it.  I have several iterations of Kubuntu
on a number of systems and don't see a problem.

The description of the problem and fact that it's distribution
specific shouts driver problem to me.

Robert.
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Martin Naylor
Hi,
FYI.
Just tested it on Windows, I get no memory growth at all...

Regards

Martin.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 11 May 2010 19:41
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osg latest developer release, memory leak under linux

Hi Pawel,

2010/5/11 Paweł Góralski goral...@ai.com.pl:
 Memory usage goes up in linear way and it doesn't stop. I can record a movie 
 if you don't believe me. Bigger models result in more agressive memory leak 
 (in osgviewer).

The fact it can be recreated with osgviewer cow.osg is good news in
terms of others reproducing it.  I have several iterations of Kubuntu
on a number of systems and don't see a problem.

The description of the problem and fact that it's distribution
specific shouts driver problem to me.

Robert.
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Re: [osg-users] different animations

2010-05-11 Thread Joey Kops
Hi,

thank you !

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Re: [osg-users] create several scenes

2010-05-11 Thread Joey Kops
Hi,

thank you !

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-11 Thread Ulrich Hertlein
Hi Pawel,

On 12/05/10 2:46 , PaweŠGóralski wrote:
 Robert, I cannot be more specific than that. I only can tell how I am able to 
 replicate
 the problem under FC10. I launch osgviewer build from latest developer 
 release or SVN,
 launch osgviewer cow.osg, model displays like always. I'm launching 
 console, turn on
 'top' utility and I'm able to see how memory is running out percent by 
 percent in
 osgviewer.

I have a workstation running FC10 and will try to reproduce the problem.
Did you try valgrind, maybe it can spot a problem?

Cheers,
/ulrich
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