[osg-users] Viewer::realize() - failed to set up any windows

2010-05-22 Thread Anders Backman
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?


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Re: [osg-users] write then read -> mesh gets changed

2010-05-22 Thread Ulrich Hertlein
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
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Re: [osg-users] write then read -> mesh gets changed

2010-05-22 Thread Dženan Zukić
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

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Re: [osg-users] write then read -> mesh gets changed

2010-05-22 Thread Dženan Zukić
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

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Re: [osg-users] Debugging osg state issues

2010-05-22 Thread Robert Osfield
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
>
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