Re: [osg-users] fbx writer texture support
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 ___ 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] osgDB FilePathList std::deque vs std::set
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with projection
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27728#27728 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB FilePathList std::deque vs std::set
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Any clean way to turn off buffer swapping?
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27731#27731 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Updating a portion of a VBO?
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 ___ 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] Not able to create requested visual
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB FilePathList std::deque vs std::set
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Overlay nodes on complex polygons
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27521#27521 ___ 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] Problem with render to texture and HUD
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
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27506#27506 ___ 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] getCameraContainingPosition in osg::View
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 ___ 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] Bounding Box ratio
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 ___ 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] Stats and shared VBOs?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to change color of static Geometry using Switch and StateSet?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27648#27648 ___ 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] small memory leak in SceneCache?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg latest developer release, memory leak under linux
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27655#27655 ___ 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] Any clean way to turn off buffer swapping?
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27731#27731 ___ 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] osg latest developer release, memory leak under linux
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27744#27744 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any clean way to turn off buffer swapping?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27745#27745 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] fbx writer texture support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Solved] OSG and CEGUI 0.7
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27747#27747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27748#27748 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shrink/Enlarge whole osg::Groups ?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27748#27748 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg latest developer release, memory leak under linux
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27744#27744 ___ 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] Any clean way to turn off buffer swapping?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgwidget with texture setting?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27752#27752 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stats and shared VBOs?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] fbx writer texture support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Object picking in Horizontal_Split Stereo
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27755#27755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Object picking in Horizontal_Split Stereo
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27755#27755 ___ 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] Any clean way to turn off buffer swapping?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27757#27757 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimize and setDataVariance(osg::Object::DYNAMIC)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27758#27758 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any clean way to turn off buffer swapping?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CEGUI rendering with black windows...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27761#27761 attachment: Screenshot.png___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg latest developer release, memory leak under linux
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27762#27762 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg latest developer release, memory leak under linux
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27762#27762 ___ 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] CEGUI rendering with black windows...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27763#27763 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg latest developer release, memory leak under linux
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27765#27765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CEGUI rendering with black windows...
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27766#27766 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg latest developer release, memory leak under linux
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. ___ 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] different animations
Hi, thank you ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27772#27772 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create several scenes
Hi, thank you ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27773#27773 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg latest developer release, memory leak under linux
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org