[osg-users] Viewer::realize() - failed to set up any windows
Hi. I suddenly get a problem on my laptop (DELL xps13, NVIDIA G210M) where I cannot run any OSG-based applications. Using OSG 2.8.2 under Windows Vista 7 64Bit. osgviewer file.obj reports: Viewer::realize() - failed to set up any windows Viewer::realize() - failed to set up any windows and no windows is created. In another app (using OpenSceneGraph) I get: Win32WindowingSystem::getScreenInformation() - The screen identifier on the Win32 platform must always use display number 0. Value received was So I set OSG_NOTIFY_LEVEL=DEBUG and get: Viewer::realize() - No valid contexts found, setting up view across all screens. GraphicsContext::getWindowingSystemInterface() 00CF0AA0 07FEF3A45358 DriveManipulator::_height set to ==1.5 Setting terrain manipulator _minimumDistance to 0.000674282 Viewer::realize() - failed to set up any windows Viewer::realize() - No valid contexts found, setting up view across all screens. GraphicsContext::getWindowingSystemInterface() 00CF0AA0 07FEF3A45358 DriveManipulator::_height set to ==1.5 Setting terrain manipulator _minimumDistance to 0.000674282 Viewer::realize() - failed to set up any windows Viewer::~Viewer():: start destructor getThreads = 0 Viewer::~Viewer() end destrcutor getThreads = 0 Destructing osgViewer::View Destructing osg::View Done destructing osg::View GraphicsContext::setWindowingSystemInterface() 07FEF3A45358 Closing DynamicLibrary osgPlugins-2.8.2/osgdb_obj.dll I understand NADA. I have downloaded OpenGL Extensions viewer, and no problems is reported. I have ran other opengl based applications (Fur benchmark for example), and they all work just fine. Any suggestions? -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] write then read -> mesh gets changed
Hi Dženan, I found the image in your original mail. Most likely not a precision issue then. On 22/05/10 18:44 , Dženan Zuki wrote: > I did write out the complete scene into an OSG file, and I analyzed it, and > it seems > that the only unaffected coordinate is X (Y and Z coordinates get screwed > up). The only > reason that comes to mind is that there is matrix transform in the scene > graph. Not > above these nodes though - grp node from the code is sibling of that matrix > transform > node. But you're attaching both drawables to the same node, so they would be affected by the same transformation. You should be able to spot any possible transformation when writing the entire scene to an .osg file. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] write then read -> mesh gets changed
Hi, I did write out the complete scene into an OSG file, and I analyzed it, and it seems that the only unaffected coordinate is X (Y and Z coordinates get screwed up). The only reason that comes to mind is that there is matrix transform in the scene graph. Not above these nodes though - grp node from the code is sibling of that matrix transform node. Thank you! Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28149#28149 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] write then read -> mesh gets changed
Hi, There was a screenshot attached. I don't know whether it got removed by my edits of the post, or for some other reason, but the differences are such that the objects don't even overlap. I don't have that image at home (where I am at the moment), but I will attach it again on Tuesday. Thank you! Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28148#28148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Debugging osg state issues
Hi Brad, You could use a draw callback on the drawable and there query OpenGL or the osg::State object to find out what state has been applied. In general the OSG is pretty reliable w.r.t state application, the same scheme has been in place for the best part of decade now. Areas that are most likely to come unstuck is in your set of the scene graph - perhaps you aren't placing the StateSet's in appropriate place in the scene graph to get the result you want, the OSG uses top down inheritance of StateSet, state isn't inherited to siblings like in Inventor. Another area that you might come unstuck is not assigning all the vertex attributes that you require correctly - a missing colour array, or normal array? Try outputting your scene graph to a .osg file and then inspect it. Robert. On Fri, May 21, 2010 at 10:06 PM, Brad Huber wrote: > I’m having an issue where some particular drawables aren’t rendering > correctly. I’m pretty certain that the state at render time is not what I’m > actually wanting it to be. Does anyone know of a convenient way to inspect > the actual state at render time? > > > > The problem is convoluted enough that I’m not sure I can just trust looking > at the stateset of it (and its parents) before hand. I want to know the > real render time answer. > > > > PS I tried putting another drawable as a sibling to the first drawable which > looks at renderInfo.getState() but I don’t think this is what I want for a > couple of reasons… > > > > Thanks > > -Brad > > ___ > 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