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

2010-05-17 Thread Mathias Fröhlich

Good morning (MET),

On Wednesday 12 May 2010, Jason Daly wrote:
 RHEL 5 has the same behavior.  Unless you explicitly specify -march=i686
 (or something similar) for CFLAGS, it fails to detect GCC builtins.  It
 hasn't been a big problem for me, so I just chalked it up to RHEL 5
 being past its prime.

That is by design of gcc.
And following that by design of the atomic tests.

If you tell the compiler that it should compile with an allowed instruction 
set that does not contain any atomic operation at all, then you get codet 
that does not contain any atomic operation at all.

So, you don't tell that explicitly, but you tell that by the defaults of gcc.
If you just compile gcc with a plain configure line, you will get a 386 32 bit 
compiler that defaults to march=i386. Which means ise the instruction set of 
a really ancient i386 machine. This really means *the* machine with a TTL 
housing that was initially sold in the 80's. And yes at this time there was 
no chance to run anything that requires an atomic operation on a PC. No SMP 
and enough stuff to implement save interrupt handlers.
So, if you specify explicitly or implicitly -march=i386 you can run that code 
on this old machine.
Since this default is questionable, gcc has since several versions an ability 
to lift that default at configure time. Most distribuitions today raise this 
default to something reasonable. That mostly helps optimizing code and brings 
as a side effect implicit atomic support by default.

So, what does this mean for osg.
If we get that atomic builtins from gcc. We just use them. If gcc tells us to 
having that not available, resort to the mutex variant which is that what is 
available if it links.

So, it is wise to use either a rencent distribution.
Or specify at least -march=i686 or something better for your c*flags.

Greetings

Mathias

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Re: [osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment

2010-05-17 Thread Olivier Martinaud
Hello,

I checked the installation of osg. I was not mixing debug and release. But to 
be sure I uninstalled debug. However I still have the same probem as before. I 
copied the stack trace if it helps. Do you have any idea ?

osg65-osg.dll!100042aa()
[Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun 
symbole chargé pour osg65-osg.dll]  
osg65-osgUtil.dll!0048ad2c()
   OSGDefaultProject.exe!PickHandler::coordinates3D(int mouseX=264839480, 
 int mouseY=509, int tailleFenetre=750, double 
 angleVue=2.6388121119329419e-308, double k1=2.6388121119329419e-308, double 
 k2=2.6388121119329419e-308, double k3=2.6388121119329419e-308, double 
 k4=2.6388121119329419e-308, double k5=2.6388121119329419e-308)  Ligne 88 C++
OSGDefaultProject.exe!PickHandler::handle(const osgGA::GUIEventAdapter 
 ea=, osgGA::GUIActionAdapter  aa=)  Ligne 33  C++
osg65-osgGA.dll!0042854e()  
osg65-osgGA.dll!00421981()  
osg65-osgGA.dll!004219cc()  
osg65-osgViewer.dll!005b0727()  
ntdll.dll!7c91df5a()
ntdll.dll!7c928b23()
ntdll.dll!7c922d78()
msvcr90.dll!785436c5()  
msvcr90.dll!785438b3()  
msvcr90.dll!785427b4()  
OSGDefaultProject.exe!pre_cpp_init()  Ligne 326 + 0x27 octets   C
msvcr90.dll!78542201()  
OSGDefaultProject.exe!__tmainCRTStartup()  Ligne 582 + 0x17 octets  
C
kernel32.dll!7c816fe7() 


Thank you,
Regards,
Olivier

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[osg-users] How to delete osg graphs properly?

2010-05-17 Thread Ku Krapox
Hi all,

It's me again, with another practical problem : how to delete properly my osg 
objects when they contain lots of stuff?
Basically I have a PAT with lots of groups and nodes inside it. At some point I 
need to delete it, then reinstanciate it right away. But I found out that doing 
this produces one big memory leak...

My object is in an osg::ref_ptr, so I tried to .release() it first, it didn't 
quite change anything... I also tried to mess with the destructor, deleting 
manually some of the groups and nodes, with no more success...
I have to mention that I use several NodeCallbacks inside my PAT, which may be 
active when I delete it. I don't know how to deal with them, or if I have to...

So my question is : what is the proper method to delete an osg scene or part of 
scene (in order to avoid memory leaks)? Do I have to access and delete every 
leaf of my graph?

Thanks for any advice! :) 

Cheers,
Ku

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Re: [osg-users] How to delete osg graphs properly?

2010-05-17 Thread Torben Dannhauer
Hi,

hold your osg nodes (or the root node of your complete scenegraph) with osg 
reference pointer (osg::refT) instead standard pointers. Assign NULL to this 
pointer, than the ref pointer doesn't point any longer the node, and the node 
will be destroyed - unless you point with other pointers to this node :)


Cheers,
Torben

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[osg-users] GLES problems

2010-05-17 Thread Roman Grigoriev
Hi,

I've managed to compile OSG svn on beagleboard but here I got some problems - I 
can't run examples due to improper fixed point pipeline conversion here is 
output in attachment 

Thank you!

Cheers,
Roman

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[osg-users] problem with transparency on rtt screenshot

2010-05-17 Thread Lucas SART
Hi,

I still have problems with a rtt camera use for screenshot. Without 
transparency it works fine, but when I try to save my screenshot in png 
(GL_RGBA) format I have problems with the transparency particulary when I set 
the diffuse of a material different to 1 I have a strange result only on the 
screenshot

Here we have a texture (the sun) with a material : 

Code:

osg::ref_ptrosg::Material mat = 
(osg::Material*)billboard-getOrCreateStateSet()-getAttribute(osg::StateAttribute::MATERIAL);
if(!mat) {
mat = new osg::Material;

mat-setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(1,1,1,opacity));

mat-setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(1,1,1,opacity));//with 
opacity = 1 there is no problem

mat-setSpecular(osg::Material::FRONT_AND_BACK,osg::Vec4(1,1,1,opacity));

billboard-getOrCreateStateSet()-setAttributeAndModes(mat.get(),osg::StateAttribute::ON);
}




It's strange because the text is also a little transparent... Maybe a problem 
of render order ?

take with the rtt camera :
here (http://img718.imageshack.us/img718/8936/screenshot4gg.png)

take with a simple print screen :
here (http://img31.imageshack.us/img31/8279/3demprt.jpg)

Thanks =)

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Re: [osg-users] Development Environment

2010-05-17 Thread Wojciech Lewandowski

Hi Guys,

FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1 is 
generating some cryptic errors so I checked most recent CMake 2.9.x from 
nightly builds. That version seems to work, so if you want to work with OSG 
under VS 2010 try nightly builds CMake version.


Cheers,
Wojtek

- Original Message - 
From: Torben Dannhauer z...@saguaro-fight-club.de

To: osg-users@lists.openscenegraph.org
Sent: Sunday, May 16, 2010 10:24 AM
Subject: Re: [osg-users] Development Environment



Hi J-S,

oops, you are right, I marked it as optional. I always integrate it, so I 
forgot that it is optional :)



Thank you!

Cheers,
Torben

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Re: [osg-users] How to delete osg graphs properly?

2010-05-17 Thread Paul Martz

Ku Krapox wrote:

Hi all,

It's me again, with another practical problem : how to delete properly my osg 
objects when they contain lots of stuff?
Basically I have a PAT with lots of groups and nodes inside it. At some point I 
need to delete it, then reinstanciate it right away. But I found out that doing 
this produces one big memory leak...

My object is in an osg::ref_ptr, so I tried to .release() it first, it didn't 
quite change anything... I also tried to mess with the destructor, deleting 
manually some of the groups and nodes, with no more success...
I have to mention that I use several NodeCallbacks inside my PAT, which may be 
active when I delete it. I don't know how to deal with them, or if I have to...

So my question is : what is the proper method to delete an osg scene or part of 
scene (in order to avoid memory leaks)? Do I have to access and delete every 
leaf of my graph?

Thanks for any advice! :) 


I'd advise you to read the OSG Quick Start Guide.
http://stores.lulu.com/store.php?fGroupID=2076

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Re: [osg-users] GLES problems

2010-05-17 Thread Roman Grigoriev
Hi,

Ok guys I found that OpenGL ES needs qualifiers so I patched ShaderGen and 
State and all works
Here is patched files in attachment if someone needs them

Thank you!

Cheers,
Roman

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http://forum.openscenegraph.org//files/shadergen_594.cpp


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Re: [osg-users] Development Environment

2010-05-17 Thread Jean-Sébastien Guay

Hi Wojtek,


FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1
is generating some cryptic errors so I checked most recent CMake 2.9.x
from nightly builds. That version seems to work, so if you want to work
with OSG under VS 2010 try nightly builds CMake version.


Are you going to submit a basic set of 3rd party dependencies compiled 
for VS 2010? :-)


J-S
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Re: [osg-users] Development Environment

2010-05-17 Thread Wojciech Lewandowski
Nope ;-) With VS2010 Express Beta  I was using dependencies for 2008 + 2008 
runtime.  I intend to do the same before 3rd pary libs appear for VS 2010.


WL

- Original Message - 
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, May 17, 2010 4:05 PM
Subject: Re: [osg-users] Development Environment



Hi Wojtek,


FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1
is generating some cryptic errors so I checked most recent CMake 2.9.x
from nightly builds. That version seems to work, so if you want to work
with OSG under VS 2010 try nightly builds CMake version.


Are you going to submit a basic set of 3rd party dependencies compiled for 
VS 2010? :-)


J-S
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Re: [osg-users] Recurrent warning on SVN trunk

2010-05-17 Thread Robert Osfield
HI JS,

The void objectDeleted(void*) method is inherited from osg::Observer,
so it's odd that the compiler would complain that it's unreferenced.
Perhaps VS2008 requires this templated implementation to be declared
virtual as well.  Could you try changing:

templatetypename T
struct WeakReference : public Observer, public Referenced
{
WeakReference(const T* ptr) : _ptr(const_castT*(ptr)) {}

void objectDeleted(void*);
}

To:

templatetypename T
struct WeakReference : public Observer, public Referenced
{
WeakReference(const T* ptr) : _ptr(const_castT*(ptr)) {}

virtual void objectDeleted(void*);
}


To see if that quietens down the compilers and stops it from
discarding the implementation.

Thanks,
Robert.

On Mon, May 17, 2010 at 3:20 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Robert,

 After updating now that you've moved the windows.h header back up in
 GLExtensions, I'm getting this recurrent warning when compiling (VS2008 32
 bit build on Windows 7 x64)

 3C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\include\osg/observer_ptr(33) :
 warning C4505: 'osg::WeakReferenceT::objectDeleted' : unreferenced local
 function has been removed
 3        with
 3        [
 3            T=osgDB::DatabasePager
 3        ]

 This warning is printed for almost every file compiled. I'm not exactly sure
 what it means.

 J-S
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Re: [osg-users] Recurrent warning on SVN trunk

2010-05-17 Thread Jean-Sébastien Guay

Hi Robert,

Perhaps VS2008 requires this templated implementation to be declared
virtual as well.  Could you try changing:


...


To see if that quietens down the compilers and stops it from
discarding the implementation.


Nope, the result is the same. I guess the warning just says that *in 
that compilation unit*, the method was not called, so no code was 
generated for it. I think it's not too dangerous and actually I would 
say it's part of the job of an optimizing compiler to do that, so I 
don't get why it's warning us about it...


Anyways, any other things you want me to try?

J-S
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Re: [osg-users] Recurrent warning on SVN trunk

2010-05-17 Thread Robert Osfield
On Mon, May 17, 2010 at 4:09 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Nope, the result is the same. I guess the warning just says that *in that
 compilation unit*, the method was not called, so no code was generated for
 it. I think it's not too dangerous and actually I would say it's part of the
 job of an optimizing compiler to do that, so I don't get why it's warning us
 about it...

 Anyways, any other things you want me to try?

Afraid not.  We could just use a pragma to ignore it, but I'd rather
get to the bottom of it and address it directly.

Robert.
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Re: [osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment

2010-05-17 Thread Martin Naylor
Hi Oliver,

Sorry to hear it wasn’t as simple...
It could be a bug, but normally someone else would 'pipe up' and say that was 
fixed :)
Does look like a problem with pickhandler, can you post some source code to 
recreate the problem?
Have you tried the examples and do the work ok?

Also you may want to provide some more details, such as compiler version, 
version of OS, OSG version in use (prebuilt or compiled from source).
You may also want to try and compile the code against the latest SVN if you are 
using pre-built DLL's, see if that  makes a difference. 

It looks like something is being referenced that has a NULL pointer, but I am 
still learning C++ and will be forever ;)


Martin.

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Re: [osg-users] Recurrent warning on SVN trunk

2010-05-17 Thread Jean-Sébastien Guay

Hi Robert,


Anyways, any other things you want me to try?


Afraid not.  We could just use a pragma to ignore it, but I'd rather
get to the bottom of it and address it directly.


OK, then anyone else have any ideas of what we could try? Anyone else 
had this warning in the past, and what did you do to remove it?


J-S
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Re: [osg-users] Recurrent warning on SVN trunk

2010-05-17 Thread Fabien Lavignotte
Hi Jean Sebastien,
I have removed the warning by putting the declaration of objectDeleted() 
directly into the class definition. See attached file.
It seems to be a compiler bug. I love template :)

Fabien
 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: lundi 17 mai 2010 17:39
To: OpenSceneGraph Users
Subject: Re: [osg-users] Recurrent warning on SVN trunk

Hi Robert,

 Anyways, any other things you want me to try?

 Afraid not.  We could just use a pragma to ignore it, but I'd rather 
 get to the bottom of it and address it directly.

OK, then anyone else have any ideas of what we could try? Anyone else had this 
warning in the past, and what did you do to remove it?

J-S
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observer_ptr
Description: observer_ptr
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Re: [osg-users] How to delete osg graphs properly?

2010-05-17 Thread Ku Krapox
Hi again, thanks for your responses!

@ Paul : A good piece of advice for sure... I didn't even know there was a 
quick start guide :-* Thank you.

@ Skylark : Wow thanks a lot for this very clear explanation!! It seems I was 
doing exactly the wrong thing... plus, I had simple pointers everywhere.
So I fixed this, all of my osg objects are now in osg::ref_ptr, and I've 
removed every useless operation on my pointers, no release, no delete, just 
calling new when needed.
But I still have the memory leak! (which is proven to be caused by my object)
Any idea?...

I have a subsidiary question : let be a node defined dynamically, existing only 
as a child of a group. Does the removeChild method delete this node? 'cause I'm 
doing this everywhere...

Ku

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Re: [osg-users] create several scenes

2010-05-17 Thread Daniel Sims
hi..

try to search in google to find the solution of your problems. You can find 
different solutions in the lists..

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Re: [osg-users] Develop for XP/Vista/Windows 7

2010-05-17 Thread Martins Innus
I was able to test on machines locally and had the same results on both 
Windows 7 and Vista with both ATI and NVidia graphics.  It turns out 
that Visual Studio was including OpenGL32.dll in my .msi as an 
automatically detected dependency which I had never noticed.  I removed 
that and everything works great.  Not sure how this worked anywhere with 
that file in there.


Thanks J-S and Jason for the suggestions.

Martins

On 5/12/2010 4:11 PM, Jason Daly wrote:

Jean-Sébastien Guay wrote:



Until now we have only run our software on XP, but we just
had a user try to run on Vista and our application ran, but without
textures and a much lower framerate.



With nothing else to go on, I would suspect outdated drivers or a bad
video card rather than it being Vista causing the problem. As I've said,
we've used many flavors of Windows without too many problems.



Missing textures and slow frame rate sound a lot like old ATi drivers to
me. I had those exact symptoms once and fixed it by installing the
latest drivers.

--J

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Re: [osg-users] Develop for XP/Vista/Windows 7

2010-05-17 Thread Jean-Sébastien Guay

Hi Martins,


It turns out that
Visual Studio was including OpenGL32.dll in my .msi as an automatically
detected dependency which I had never noticed. I removed that and
everything works great.


Hah! I've gotten that problem too at one point... Pretty braindead of 
the MSI to include that.


Glad you found the reason and fixed it.

J-S
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Re: [osg-users] How to delete osg graphs properly?

2010-05-17 Thread David Glenn

Wouzz wrote:
 
 I have a subsidiary question : let be a node defined inside a method, 
 existing only as a child of a group. Is this node deleted after calling the 
 removeChild method? 'cause I'm doing this everywhere... 
 
 --
 void test()
 {
 ref_ptrNode myNode = new Node();
 ref_ptrGroup myGroup = new Group();
 
 myGroup-addChild(myNode);
 
 // ...
 
 myGroup-removeChild(myNode);
 }
 
 int main()
 {
 
 test();
 
 // At this point, is myNode still in memory ???
 
 }
 -
 Ku


Yes, I've used that and it does clear the node - as far as I can tell. I used 
it when I had to clear an object in a tree. Then I used new to use that child 
again. 

I've also used removeChildren to clear all the children in a group. I've found 
this useful for clearing primitives in a hud for example.

So far, I've checked this out using 'top' and it looks like it works for me! 

If I'm wrong, please someone please clarify this to me! 

Memory handling has always been my worse subject in CS!

D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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http://forum.openscenegraph.org/viewtopic.php?p=27954#27954





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Re: [osg-users] reuse of clipping planes?

2010-05-17 Thread Jason Jerald
Thank you Robert, this is some very useful information.

The most recent related thread I could find on this topic is from Aug/Sept
2007:
RFC: Positional state container in the render bin, was: clip planes

There is discussion in that thread about using renderbins.  What are the
advantages of using renderbins versus renderstages?  The code attached in
that thread modifies RenderBin, RenderStage, CullVisitor, and osgClip.
However, it appears from doing a diff that those changes have not been
integrated into OSG 2.8.2.  Is this the FlightGear emulate solution you
mention below, and it is just not integrated into OSG 2.8.2, or are you
talking about a different solution implemented in a different way?
Unfortunately simgear.org which contains much of the osg code for flightgear
(at least from my understanding) has not been available for at least the
last few days.  

Thanks!

Jason


 




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, May 13, 2010 1:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reuse of clipping planes?

Hi Jason,

Clip planes are an example of positional state, other examples are
lights and eye linear texgen.  All positional state requires a
specific modelview matrix to be bound to them to position them
correctly in space, so unlike other OpenGL/OSG state you can't just
push/pop and state sort their state and expect to get the correct
results.

This difference is handled by the OSG by binding the positional state
together with a modelview matrix found when encountering the
ClipNode/TexGenNode/LightSource nodes, and these positional state are
then applied once at the start of each RenderStage.  Applying the
state just once for whole RenderStage does enable us to position the
state uniquely but unfortauntely also means that the positional state
can only be in one place for the whole stage - you can't nest it.

You can emulate having multiple sets of Clip planes/texgen/lights by
having multiple stages, or do what is currently done in FlightGear, to
use a custom StateAttribute that does the binding to the required
modelview matrix in the CustomAttribute::apply() method taking care to
push back the current modelview matrix to prevent the rest of the
scene being affected.

Robert.

On Thu, May 13, 2010 at 2:14 AM, Jason Jerald ja...@digitalartforms.com
wrote:


 Evidently most graphics hardware only supports 6-8 clipping planes and our
 application requires more than that so I  need to somehow reuse clipping
 planes.  I searched the archives and saw there was some discussion of this
 back in 2007 (something about possibly using the render bin instead of the
 render stage but it is not clear how to do so).  Has reuse of clipping
 planes since been implemented?  If so how do I do so (I have not been able
 to figure out how to do so by looking through clipnode)?  Or if not, does
 anyone have any ideas/example of how to implement reuse of clipping
planes?



 Thanks so much!



 Jason



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