Re: [osg-users] [consulting] OSG terrain consultant/contractor needed for short-term project

2010-08-31 Thread Torben Dannhauer
Hi Mike,

I sent you an email regarding osgVisual.

Thank you!

Cheers,
Torben

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Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Robert Osfield
Hi Andreas,

I've been able to recreate the flickering issues using your model, and
as your later email picks out the problems isn't related to
ShapeDrawable.  The problem looks like a z fighting issue with the
black text outline quads which should sit behind the main text quads.

Why the z fighting should be any different between 2.8.3 and 2.9.8 I
can't say right now, it would either indicates the depth range of the
computed for the scene is different so the near/far planes are
computed differently so less z precision, or that the glPolygonOffset
values have changed,  On both counts I don't recall any related code
changing so I'm surprised that the issue has arisen.

As a general note, the way that osgText does outlines is a real hack
and is the real source of the problem, change the polygon offset or
depth range will just be dancing around the real problem - and that
the approach used for outline is inherently susceptible to problems
like this.  It is actually possible to recreate this problem with any
version of the OSG that has outline text used on it, it'll just be
different z ranges that bring it to the fot.

Changing the back end implementation of outlines will be the problem
solution to the problem.  Unfortunately this isn't a trivial fix.  A
short term fix for yourself would be to disable the outline for the
time being.  Another would be to look at osgPango as I doubt it'd use
the same algorithm for outlines.

Robert.

On Mon, Aug 30, 2010 at 9:46 PM, Andreas Goebel a-goe...@gmx.de wrote:
 Hi Robert,

 I´ve done some tests and was able to reproduce the problem. I am the author
 of a 3D-Math-software and use long, thin cylinders to represent lines. For
 the cylinder I use a shape drawable.
 The flickering only occurs when a long cylinder is in the scene. On my
 machine I get flickering when zooming in and rotating the attached scene
 with the standard osgViewer of 2.9.8. (on windows, NVidia GForceGo card).

 The problem probably didn´t occur within your work as you are probably not
 using ShapeDrawables. Maybe I should replace them with my own geometries,
 but I find shape drawables quite useful, as they do exactly what I want
 (basic shapes).

 Andreas

 Am 30.08.2010 10:11, schrieb Robert Osfield:

 Hi Andreas,

 I'm surprised by the problem as I hadn't seen anything like this in my
 own work adapting osgText to support GL3/OpenGLES - I had to remove
 the glPushAttrib/glPopAttrib and glBegin/glEnd style calls.

 Would it be possible to put together a small example app or .osg file
 that reproduces the problem?

 Robert.

 On Sun, Aug 29, 2010 at 8:45 AM, Andreas Goebela-goe...@gmx.de  wrote:


 Hi,

 yesterday I´ve tried the 2.9.8 developer release. I encounter problems
 with
 osgText-objects, see attached image (all characters should be white with
 black outline).

 Could someone give me a pointer if there is a switch or something to get
 back the old behaviour?

 Regards,

 Andreas

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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Robert Osfield
HI Samuel,

Collada and QT are two independent issues.  There is several
osgviewerQT* examples to illustrate OSG/Qt integration.  Collada
integration is just a case of building the OSG against the COLLADA
dom.  There are docs on openscenegraph.org on COLLADA.  Go do a search
for it.

Robert.

On Mon, Aug 30, 2010 at 10:10 PM, Samuel Grant osgfo...@tevs.eu wrote:
 Hi,

 I am trying to get the three to play nice together. Can someone please give 
 me a quick tutorial on getting OSG w/Collada working in QT?


 Thank you!

 Cheers,
 Samuel

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[osg-users] Get rotation vectors from a Quaternion

2010-08-31 Thread Aitor Ardanza
Hi,

I have a issue: I need to extract from a Quaternion the rotation vector of XYZ 
axis  independently. This is, I need to apply X rotation vector to a Node an YZ 
rotation vectors to another.
I know that with osg::Quat::getRotate, I get a XYZ vector and angle value, but 
is posible to know only the values of X rotation? What would be the steps?

Thank you!

Cheers,
Aitor

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[osg-users] so big different performance in debug and release?

2010-08-31 Thread John Water
Hi,

recently, I trace 3D application'performance in debug, frame rate always is low 
and cull time always is high, I use lots of method to speed application; it 
improve a little.

but today after I compile application as release version, the culling time 
drops from 100ms to less than 10ms, the speed also make big change.( very very 
fast!!)

so what happen in debug and release of osg ?? so big different improvment. any 
advice,  appreciate!!


Thank you!

Cheers,
John

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Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Andreas Goebel

Hi Robert,

thanks for explaining that issue. I suspect a problem with z precision, 
as the flickering is worse for big nodes with big bounding boxes (the 
long line).
I´ll have a look if I can hack the hack. I have also taken a look at 
osgPango, but this would need quite some refactoring of my own code 
which I do not have the time for at the moment.


The problem did indeed occur before with older versions of osg, but only 
on cheap hardware. I then suspected a problem with textures on the cheap 
hardware and did not investigate further. With 2.9.8 I got flickering 
with my not so cheap hardware, too, so I thought that there had been a 
change.


Greetings, Andreas

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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Torben Dannhauer
Hi,

If you are using MSVC2008, there are prebuild collada binaries in the 3rdParty 
packages, so it is easy to build OSG against it. 

As soon as Robert adds my last submission, your CMake will even find the 
libraries it self.


Cheers,
Torben

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Tim Moore
On Mon, Aug 30, 2010 at 7:55 PM, Paul Martz pma...@skew-matrix.com wrote:


 I'm about to write some code that needs to convert tri strips and fans to
 triangles, and I figured I'd use TriangleFunctor for that task.

 By the way,  osgUtils::IndexMeshVisitor does that, pretty much.

Tim
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Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Andreas Goebel

Hi Robert,

I´ve digged a bit and found a change concerning the polygon offset.

In 2.8.3 there is:

for( ; backdrop_index  max_backdrop_index; backdrop_index++)
{
const GlyphQuads::Coords3 transformedBackdropCoords = 
glyphquad._transformedBackdropCoords[backdrop_index][contextID];

if (!transformedBackdropCoords.empty())
{
state.setVertexPointer( 3, GL_FLOAT, 0, 
(transformedBackdropCoords.front()));
glPolygonOffset(0.1f * 
osg::PolygonOffset::getFactorMultiplier(),
2.0f * 
osg::PolygonOffset::getUnitsMultiplier() * 
(max_backdrop_index-backdrop_index) );

glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
}
}

whereas in 2.9.8 there is

for( ; backdrop_index  max_backdrop_index; backdrop_index++)
{
const GlyphQuads::Coords3 transformedBackdropCoords = 
glyphquad._transformedBackdropCoords[backdrop_index][contextID];

if (!transformedBackdropCoords.empty())
{
state.setVertexPointer( 3, GL_FLOAT, 0, 
(transformedBackdropCoords.front()));
glPolygonOffset(0.1f * 
osg::PolygonOffset::getFactorMultiplier(),

osg::PolygonOffset::getUnitsMultiplier() * 
(max_backdrop_index-backdrop_index) );

state.drawQuads(0,transformedBackdropCoords.size());
}
}

which leaves out the factor 2.0f. On the other hand I thought that the 
y-coordinate was used to change the placement of the backdrop and should 
not result in z-fighting.


Andreas
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Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Robert Osfield
HI Andreas,

Try adding back in the 2.0 factor to see how it effects things.

Robert.

On Tue, Aug 31, 2010 at 9:24 AM, Andreas Goebel a-goe...@gmx.de wrote:
 Hi Robert,

 I´ve digged a bit and found a change concerning the polygon offset.

 In 2.8.3 there is:

 for( ; backdrop_index  max_backdrop_index; backdrop_index++)
        {
            const GlyphQuads::Coords3 transformedBackdropCoords =
 glyphquad._transformedBackdropCoords[backdrop_index][contextID];
            if (!transformedBackdropCoords.empty())
            {
                state.setVertexPointer( 3, GL_FLOAT, 0,
 (transformedBackdropCoords.front()));
                glPolygonOffset(0.1f *
 osg::PolygonOffset::getFactorMultiplier(),
                                2.0f *
 osg::PolygonOffset::getUnitsMultiplier() *
 (max_backdrop_index-backdrop_index) );
                glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
            }
        }

 whereas in 2.9.8 there is

 for( ; backdrop_index  max_backdrop_index; backdrop_index++)
        {
            const GlyphQuads::Coords3 transformedBackdropCoords =
 glyphquad._transformedBackdropCoords[backdrop_index][contextID];
            if (!transformedBackdropCoords.empty())
            {
                state.setVertexPointer( 3, GL_FLOAT, 0,
 (transformedBackdropCoords.front()));
                glPolygonOffset(0.1f *
 osg::PolygonOffset::getFactorMultiplier(),
                                osg::PolygonOffset::getUnitsMultiplier() *
 (max_backdrop_index-backdrop_index) );
                state.drawQuads(0,transformedBackdropCoords.size());
            }
        }

 which leaves out the factor 2.0f. On the other hand I thought that the
 y-coordinate was used to change the placement of the backdrop and should not
 result in z-fighting.

 Andreas
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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread issam boughanmi
can you explain more in details this please ?

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Re: [osg-users] Rotate camera around the scene in osgViewer - simple way?

2010-08-31 Thread Dženan Zukić
Hi,

Thanks for suggestion. I played with it a bit, but with no success. Anyway, I 
have debugged the code this procedure was supposed to test, so no need to spend 
more time on it.

Cheers,
Dženan

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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread Trajce (Nick) Nikolov
LOD - Level Of Detail. Obviously when you build a terrain database, you
build it in few different level of details. What is close is more detailed
what is further is less detailed. All of the terrain generation tools are
aware of this and they build the final scene graph using LODs. They often
build it as quad tree structure.

So what you would need is, different representation of the ocean that will
change based on the range. And that is done with LOD node. So your ocean can
be polygonal for far range, and a hole for closer range (the hole will
become your osgocean)

The terrain tools like TerraVista, can do this easy. When you build your
database, you would have vector culture (ESRI shape. etc) for your ocean.
And you specify how this culture will be represented in your final terrain
database. So you make it polygonal for lower LODs and a hole for the highest
LOD. Then you set the range of your osgocean to be the same as your highest
LOD range

That is how I build the bosphores database with TerraVista.

I am not very familiar with vpb (well, I used it couple of times to generate
the whole earth with the blue marble dataset). You would need to see if vpb
can work with vector culture. Or go with some commercial tolls, TerraVista,
TerraSim ... etc. There are some contractors as well you can outsource the
terrain generation to them.

Maybe you explain what is your final database (also, what kind of sources
you have) and we see if we can give better guidance. I expect some of the
rest from the community might have faced and resolved this issue differently
then me.


-Nick


On Tue, Aug 31, 2010 at 12:54 PM, issam boughanmi amigof...@gmail.comwrote:

 can you explain more in details this please ?

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Re: [osg-users] so big different performance in debug and release?

2010-08-31 Thread Sebastian Messerschmidt

John Water schrieb:

Hi,

recently, I trace 3D application'performance in debug, frame rate always is low 
and cull time always is high, I use lots of method to speed application; it 
improve a little.

but today after I compile application as release version, the culling time 
drops from 100ms to less than 10ms, the speed also make big change.( very very 
fast!!)

so what happen in debug and release of osg ?? so big different improvment. any 
advice,  appreciate!!

  

Hello John,
First of all you did mention the compiler you are using and which 
compile flags are set.
Anyways, under MS Visual Studio the Release builts have two major 
performance advantages:
First, there is a lot of debug code inside the STL-implementation (Range 
checking etc.)  This results in big performance differences, as this 
debug code for almost every access to STL container-types which are 
heavily used inside OSG.
Second,  most compilers will aggressively optimize  loops,  return 
values which can be referenced (return value optimization) and function 
inlining (thus saving time for calling functions).


As far as I can tell the cull traversal executes numerous loops (e.g. 
for any group, every child-tree must be traversed) and uses lots of 
matrix,vector and trigonometric operation (which I think are now 
SSE-operations).


A side note of mine: Try to measure performance in release only, as 
optimizing should be done by the compiler first, then by the human 
writing the code. Most modern compliers are much better in optimizing 
than most programmers are. So start optimizing at a higher level (scene 
graph structure/layout) before going into micro-optimization.


hth
Sebastian
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Re: [osg-users] Get rotation vectors from a Quaternion

2010-08-31 Thread Aitor Ardanza
I answer myself:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18670.html
Can be the solucion???

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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread issam boughanmi
Hi nick and thanks for your support ;)

i can investigate for your suggestion about lod node , shape files integration 
... etc

but for now i have a simple question :
can i simply increase the ocean grid size surface ? if yes how ?



my terrain is built like i said with vpb using srtm elevation file and landsat 
geotiff images + some high res geotiff files of some regions

i am using this in a flight sim app

the terrain database work perfectelly and now i want to integrate osgocean for 
the sea side region of my map

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Re: [osg-users] Vertex Buffer Objects and Transform Feedback

2010-08-31 Thread Honnet Vincent

 Hi,

I could read this post but didn't see any answer of it.
Does someone have a working implementation of that ?

Thanks,

Vincent
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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread Trajce (Nick) Nikolov
yes. look in the setup code for the oceansurface (I think. Dont have the
code with me at the moment, but as far I can recall you can do that).

-Nick


On Tue, Aug 31, 2010 at 2:15 PM, issam boughanmi amigof...@gmail.comwrote:

 Hi nick and thanks for your support ;)

 i can investigate for your suggestion about lod node , shape files
 integration ... etc

 but for now i have a simple question :
 can i simply increase the ocean grid size surface ? if yes how ?



 my terrain is built like i said with vpb using srtm elevation file and
 landsat geotiff images + some high res geotiff files of some regions

 i am using this in a flight sim app

 the terrain database work perfectelly and now i want to integrate osgocean
 for the sea side region of my map

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Re: [osg-users] [osgOcean] increase ocean view range

2010-08-31 Thread issam boughanmi
yes from the osgapp example


Code:
_oceanSurface = new osgOcean::FFTOceanSurface( 64, 256, 17, 
windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, 
choppyFactor, 10.f, 256 );  




i tried before to increase some of these value but i got a very strange and 
horrible effect since i don't know each parameter value correspondence

for example i tried this before


Code:
_oceanSurface = new osgOcean::FFTOceanSurface( 128, 512, 33, 
windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, 
choppyFactor, 10.f, 256 );  



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Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-31 Thread Anders Backman
Ok, I have localized the problem.

For example, the class osgDB::fstream:

class OSGDB_EXPORT fstream : public std::fstream
{

};

which just inherits from std:.fstream causes the symbols of std::fstream to
be exposed into osgDB.dll

This effectively means that It might cause problems for people linking
against osgDB.dll later on.
Same goes for inheriting from std::string, std::ostringstream etc.

This must obviously be a bug, a very serious one in VS2010.
We had a class derived from std::ostringstream, which exposed the symbols in
the vtable for the class:

namespace ns
{
class Notify : public std::ostringstream
{
};
}

Using depends.exe to analyze the dll-file gives:

const ns::Notify::`vftable'{for `std::basic_ostringstreamchar,struct
std::char_traitschar,class std::allocatorchar '}

My issue was reported to the msdn forum. Their first take was: Oh you use
CMake, thats not our product :-)
But in later threads, they tried to reproduce the problem without luck...
So if you manage to reproduce this in a small example, go ahead and post it.
We must make them aware of this problem.

http://social.msdn.microsoft.com/Forums/en-US/vclanguage/thread/191de00a-53c9-4bd9-9cb6-e844eb224ca2

/Anders

On Mon, Aug 30, 2010 at 4:31 AM, Christiansen, Brad 
brad.christian...@thalesgroup.com.au wrote:

  Hi,



 Unfortunately I can't offer a solution, but I thought I would mention I
 have come across this exact problem and have also pulled my hair out trying
 to find a solution. This same problem exists when building virtual planet
 builder, linking with osgDB causes the multiply defined symbols. I had no
 other issues building the 3rd party libs and osg with 2010.



 The only way I could move forward was to allow multiply defined symbols (as
 has already been mentioned). I agree this seems dangerous and is not  a
 solution but it has allowed me to continue working. So far it hasn’t caused
 any issues with my vpb build.



 Given you have used the streams extensively without issue and it seems
 osgDB is the source of the trouble, have you had a look to see if there is
 any discernable difference between your code and that in osgDB ?



 I would love to find a solution to this.



 Cheers,

 Brad



 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Anders Backman
 *Sent:* Friday, 27 August 2010 4:00 PM
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] OT: VS2010 LNK2005 problem related to
 ostringstream



 I have verified the build mode for all ingoing libraries.



 I build all the dependencies myself. Including OSG.



 The problem I have (which is OSG related), is that if I build without OSG
 support (no rendering), it all works.

 And I still use std::ostringstream and std::stringstream quite
 extensively...

 We still link against OpenThreads (but no rendering).





 So only when I link against osg (osg.lib, osgDB.lib, osgText.lib,
 osgShadow.lib, osgViewer.lib osgGA.lib) I get this problem.



 I have verified that osg (and OpenThreads) are all built consistently all
 over the field. Release and /MD (MultiThreadedDLL), which is default from
 CMake.





 So I can use/link against OpenThreads.lib, but not OSG...



 Rather nasty problem, I'm trying to reduce it, but I'm getting nowhere.

 And once again, same settings, same CMake version, same code all over the
 place, and it works in VS2008...



 /A



 On Thu, Aug 26, 2010 at 8:17 PM, Simon Hammett s.d.hamm...@googlemail.com
 wrote:

 Ah ok, then next things to check:

 Make absolutely sure you aren't mixing up objects  libraries from the
 different builds.
 For my projects I include a vc version number in the name, so
 .vc7.lib/vc7.dll  .vc9.lib/.vc9.dll
 and I also use the vc version in the name of output  intermediate
 directory

 Then check all the code for any use of

 #pragma comment(lib, libname)

 and make sure any preprocessor guards that select different versions have
 been updated to know about vc2010.



  On 26 August 2010 18:37, Anders Backman ande...@cs.umu.se wrote:

 Well, I have verified that ALL the dependencies Im using are all built with
 /MD and NOT debug.

 Im building all of the dependencies for osg and our lib myself, so I got
 full control.



 Also, as I wrote before, I have even tried to build our libs using project
 files generated from cmake  vs2008, build with vs2008 -  works ok.

 Open same project files in vs2010 - problem occurs.

 Im using buildscripts to build dependencies, and it all works for vs2008...

 No external libraries, everything is built from code.



 For VS2010, all the dependencies (including osg 2.8.3) builds/links fine.

 But for my libs, I get the linking errors.



 Allowing multiple symbols sounds dangerous, and it did not resolve my
 problem...



 /A



 On Thu, Aug 26, 2010 at 7:26 PM, Simon Hammett s.d.hamm...@googlemail.com
 wrote:



 On 26 August 2010 17:35, Anders Backman ande...@cs.umu.se wrote:

 snip



  CMake defaults 

Re: [osg-users] FBO render once and display the different buffers in multiple osg viewers

2010-08-31 Thread Mo Flanders
Hi,

I think i got a solution. Isn't it possible to render two planes, one with the 
color buffer and the other with the render buffer in one scene. After this add 
to the normal Viewer two slaves like in the osgcamera example? As result, two 
windows and no extra copy operations, isn't it?
... 

Thank you!

Cheers,
Mo

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Re: [osg-users] FBO render once and display the different buffers in multiple osg viewers

2010-08-31 Thread Robert Osfield
Hi Mo,

On Tue, Aug 31, 2010 at 1:29 PM, Mo Flanders dreiun...@gmail.com wrote:
 I think i got a solution. Isn't it possible to render two planes, one with 
 the color buffer and the other with the render buffer in one scene. After 
 this add to the normal Viewer two slaves like in the osgcamera example? As 
 result, two windows and no extra copy operations, isn't it?

I'm don't understand what you mean here so can't comment on any of it.

Robert.
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[osg-users] Problem regarding apply Light with material

2010-08-31 Thread Nitin Rangari
hi All,

  I am trying apply light in scene but it appearing White
  My question is that
 1) Do I need to turn off  off the default light does it make
any difference
  2) is apply material to body make any difference in lighting.


   Thanks in advance

cheers,
Nitin Rangari
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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Samuel Grant
I did already do a search...and tried to build...and tried to build...and tried 
to build...

So now I am asking the community!

Specifically, I can get OSG to build with Collada support. I did everything 
according to the Wiki, and it all works OK. The examples build, and run 
fine...no problems there. That is, no problems when using M$ VS2005.

My deal is that I want to build OSG with Collada support so that I can use it 
in a QT 4.6 environment.

If I build using MingW32 or VS2005, and try to use the libs  dlls in QT, I get 
the dreaded undefined referece to _imp__Z... errors. I know this is due to 
name mangling, but it happens even if I use the MingW32 compiler...

So, again...any help would greatly be appreciated.

Thank you!

Cheers,
Samuel

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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Torben Dannhauer
Hi,

do you build static or dynamic?


Cheers,
Torben

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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Robert Osfield
Hi Samuel,

On Tue, Aug 31, 2010 at 1:52 PM, Samuel Grant osgfo...@tevs.eu wrote:
 If I build using MingW32 or VS2005, and try to use the libs  dlls in QT, I 
 get the dreaded undefined referece to _imp__Z... errors. I know this is due 
 to name mangling, but it happens even if I use the MingW32 compiler...

This doesn't really sound like an OSG specific issue.  I would suggest
Mingw and Qt communities would be the best place to look into this
problem.

Robert.
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[osg-users] osgswig / osgpython

2010-08-31 Thread Cedric Pinson
Hi,

I have tried to compile osgswig (python), unfortunately there is a
compile issue. I have tried to fix it to build with the trunk of osg, I
have really improve the binding of missing stuff, just to be able to
build it.

I push the mercurial diff on this repository:
http://hg.plopbyte.net/osgswig/

Is there a better mailing list to talk about it ?

Cheers,
Cedric

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Re: [osg-users] GL_COLOR_MATERIAL setting problem?

2010-08-31 Thread Alexandre Amalric
Hi Akilan,

I recently had the same issue when trying to convert cessnafire.osg as an
IVE file using osgconv.exe.
I get the same message as you, using the OSG 2.8.2.

I'll try with a newer version and keep you posted.

2010/2/22 Akilan Thangamani akilan.thangam...@gmail.com

 Hi,


 I installed osg 2.8.2 by compiling all 3rd party sources including glut.
 I tried to run one of example, osgblendequation, it throws the following
 error,


 Error: Setting mode 'GL_COLOR_MATERIAL' via
 osg::StateSet::setMode(mode,value)
 ignored.
   The mode 'GL_COLOR_MATERIAL' is set by the osg::Material
 StateAttribute.
   Setting this as a mode fools osg's State tracking.
 Error: Setting mode 'GL_COLOR_MATERIAL' via
 osg::StateSet::setMode(mode,value)  ignored.


 Is any of glut file missed out in my compilation?


 Thank you!

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Re: [osg-users] GL_COLOR_MATERIAL setting problem?

2010-08-31 Thread Alexandre Amalric
Trying with lastest pre-compiled 2.8.3 binaries produce the same error :

*C:\Program Files (x86)\OpenSceneGraph-2.8.3\binosgconv.exe cessnafire.osg
cessn
afire.ive
Error: Setting mode 'GL_COLOR_MATERIAL' via
osg::StateSet::setMode(mode,value) i
gnored.
The mode 'GL_COLOR_MATERIAL' is set by the osg::Material StateAttribute.
Setting this as a mode fools osg's State tracking.
Error: Setting mode 'GL_COLOR_MATERIAL' via
osg::StateSet::setMode(mode,value) i
gnored.
The mode 'GL_COLOR_MATERIAL' is set by the osg::Material StateAttribute.
Setting this as a mode fools osg's State tracking.
Error writing IVE file: Unknown node in Group::write()
Warning: Write to cessnafire.ive not supported.*

Has somebody any clue about this ?

2010/8/31 Alexandre Amalric alex.pix...@gmail.com

 Hi Akilan,

 I recently had the same issue when trying to convert cessnafire.osg as an
 IVE file using osgconv.exe.
 I get the same message as you, using the OSG 2.8.2.

 I'll try with a newer version and keep you posted.

 2010/2/22 Akilan Thangamani akilan.thangam...@gmail.com

 Hi,


 I installed osg 2.8.2 by compiling all 3rd party sources including glut.
 I tried to run one of example, osgblendequation, it throws the following
 error,


 Error: Setting mode 'GL_COLOR_MATERIAL' via
 osg::StateSet::setMode(mode,value)
 ignored.
   The mode 'GL_COLOR_MATERIAL' is set by the osg::Material
 StateAttribute.
   Setting this as a mode fools osg's State tracking.
 Error: Setting mode 'GL_COLOR_MATERIAL' via
 osg::StateSet::setMode(mode,value)  ignored.


 Is any of glut file missed out in my compilation?


 Thank you!

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[osg-users] Enable, Disable Multible Shaders

2010-08-31 Thread Thomas Klemmer
Hi,

First of, can I attach multible Shaders to one geometry node?

I tried an it ran but obviosly only the last attached shader was rendered.

Now is (if) there a way to toggle between these shaders?

GeometryStateSet-setAttributeAndModes(programObject, StateAttribute::OFF);

Has no effekt at all on any shader?!

What am I doint wrong, workarounds?

Thank you!

Cheers,
Thomas

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Re: [osg-users] Enable, Disable Multible Shaders

2010-08-31 Thread Robert Osfield
Hi Thomas,

There is only one osg::StateSet per osg::Drawable/osg::Geometry so if
you attach the osg::Program(and associated osg::Shader) directly to it
then you'll only have one for that geometry.

However, the OSG allows you to place osg::StateSet on any node the
scene graph, and inherits state top down, this allows you to override
the state on the drawable, as well as provide multiple paths down to
the drawable leaves of the scene graph, these multiple paths can
different StateSet associate with them and therefore provide different
state for a single drawable.

Note only does the state inheritance allow you to have multiple
shaders for each drawable, but it also enables you to use nodes in the
scene graph to enable/disable different shaders via osg::Switch or
NodeMasks.  The system as a whole is very flexible.

Robert.

On Tue, Aug 31, 2010 at 3:53 PM, Thomas Klemmer klem...@uni-weimar.de wrote:
 Hi,

 First of, can I attach multible Shaders to one geometry node?

 I tried an it ran but obviosly only the last attached shader was rendered.

 Now is (if) there a way to toggle between these shaders?

 GeometryStateSet-setAttributeAndModes(programObject, StateAttribute::OFF);

 Has no effekt at all on any shader?!

 What am I doint wrong, workarounds?

 Thank you!

 Cheers,
 Thomas

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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Peter Kilpatrick

Hello,

I have OSG 2.8.0, Qt 4.5, and Collada working together (compiled with Visual 
Studio 2005 (vc8))


I built my application with Qt and OSG at first and later added the Collada 
dae plugin.


The following information might be of interest (debug build):

Collada from collada-dom-2.2.zip

OSG dae plugin linker/input/additional dependencies includes:
E:\Collada\collada-dom-2.2\collada-dom\dom\build\vc8-1.4-d\libcollada14dom21-d.lib
(I compiled this)
E:\Collada\collada-dom-2.2\collada-dom\dom\external-libs\boost\lib\vc8\libboost_system-d.lib
(precompiled)

OSG CMake:
COLLADA_DYNAMIC_LIBRARY_DEBUG:
E:/Collada/collada-dom-2.2/collada-dom/dom/build/vc8-1.4-d/libcollada14dom21-d.lib
COLLADA_INCLUDE_DIRECTORY:
E:/Collada/collada-dom-2.2/collada-dom/dom/include

DLL:
libcollada14dom21-d.dll


Cheers,
Peter 




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[osg-users] transform to screen function

2010-08-31 Thread Pecoraro, Alexander N
Is there some easy function on the osg::Camera (or some other osg class)  that 
I can call to compute the 2d screen position of a 3d point? I couldn't find one 
when looking through the documentation, but I figured I would ask just in case 
I am missing it.

Thanks.

Alex
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Re: [osg-users] [3rdparty] Qt, Collada OSG

2010-08-31 Thread Samuel Grant
Peter,

Thank you!

Mind if I ask a few more questions as I go along?

Cheers,
Samuel

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Re: [osg-users] GL_COLOR_MATERIAL setting problem?

2010-08-31 Thread Jolley, Thomas P
Hi Alexandre,

Use a newer version of cessnafire.osg or remove the line with GL_COLOR_MATERIAL 
from the file.  The GL_COLOR_MATERIAL in cessnafire.osg was an error and led 
someone to submit a change to detect and report the error.

As of the 2.8.0 version of osg, models with particles cannot be saved as an ive 
file.  I don't know if this has changed with newer versions of osg.



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexandre 
Amalric
Sent: Tuesday, August 31, 2010 9:05 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] GL_COLOR_MATERIAL setting problem?

Trying with lastest pre-compiled 2.8.3 binaries produce the same error :

C:\Program Files (x86)\OpenSceneGraph-2.8.3\binosgconv.exe cessnafire.osg cessn
afire.ive
Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value) i
gnored.
The mode 'GL_COLOR_MATERIAL' is set by the osg::Material StateAttribute.
Setting this as a mode fools osg's State tracking.
Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value) i
gnored.
The mode 'GL_COLOR_MATERIAL' is set by the osg::Material StateAttribute.
Setting this as a mode fools osg's State tracking.
Error writing IVE file: Unknown node in Group::write()
Warning: Write to cessnafire.ive not supported.

Has somebody any clue about this ?

2010/8/31 Alexandre Amalric 
alex.pix...@gmail.commailto:alex.pix...@gmail.com
Hi Akilan,

I recently had the same issue when trying to convert cessnafire.osg as an IVE 
file using osgconv.exe.
I get the same message as you, using the OSG 2.8.2.

I'll try with a newer version and keep you posted.

2010/2/22 Akilan Thangamani 
akilan.thangam...@gmail.commailto:akilan.thangam...@gmail.com

Hi,


I installed osg 2.8.2 by compiling all 3rd party sources including glut.
I tried to run one of example, osgblendequation, it throws the following error,


Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value)
ignored.
  The mode 'GL_COLOR_MATERIAL' is set by the osg::Material StateAttribute.
  Setting this as a mode fools osg's State tracking.
Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value)  
ignored.


Is any of glut file missed out in my compilation?


Thank you!

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Sanat Talmaki
Hi Jean,

I was not able to understand this behavior:

When I had a vec3Array and I queried it using 
vec3 = vec3Array-at(0) I would get an exception. Why does it give that 
exception ?

I needed to use (*Vec3Array)[i] to get each Vec3. 
But then at i = 14113, I got an Unhandled exception: 
at 0x00402207 in OSG_examples.exe: 0xC005: Access violation reading 
location 0x00ba9000.
And size has a value much higher = 4176061468

when I query the vec3Array for size I get a very large number and much large 
than Vec3Array-numElements()
size = 4176061468   
numElements =   7772
Which of these represents the number of vertices in the model ?


Thanks

Sincerely,
Sanat

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Jean-Sébastien Guay

Hello Sanat,


I was not able to understand this behavior:

When I had a vec3Array and I queried it using
vec3 = vec3Array-at(0) I would get an exception. Why does it give that 
exception ?


Check the C++ standard, osg::Vec3Array::at() eventually calls 
std::vector::at() which throws an exception when you try to access 
something that's past the end of the vector (i.e. not a valid index).


You would have seen this if you'd tried to debug the program. When 
debugging, when you get an exception, you can get the stack trace of 
where the exception was thrown and thus learn why you got an exception 
yourself.



I needed to use (*Vec3Array)[i] to get each Vec3.
But then at i = 14113, I got an Unhandled exception:
at 0x00402207 in OSG_examples.exe: 0xC005: Access violation reading 
location 0x00ba9000.
And size has a value much higher = 4176061468

when I query the vec3Array for size I get a very large number and much large than 
Vec3Array-numElements()
size = 4176061468   
numElements =   7772
Which of these represents the number of vertices in the model ?


I strongly suspect you're acting on a variable that you've casted to 
Vec3Array without first checking whether it was really a Vec3Array.


As I said above, at() checks if the index you pass is valid or not. 
operator[] does not check, so you can do it even if it's not a valid 
index... Also the size you get is a value that I would question, seems 
to me that it's an invalid size as no one would ever make a model for 
real-time use that has 4 billion vertices. Again, you have your data, so 
this is something you could have checked by loading the same model in 
osgviewer, pressing 's' 4 times and looking at the number of vertices, I 
bet it's lower than 4 billion.


The number of vertices in the model is array-size(). And array-at() 
should always work if the index you pass is under array-size(). So if 
that's not the case, then you're using an area of memory that isn't the 
type you think it is, and you better check things better before you cast.


Again, please look at previous discussions, someone else was doing very 
unsafe things lately... You're not doing yourself a favor by casting 
things without checking and then wondering why you get errors...


Hope this helps,

J-S
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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Trajce (Nick) Nikolov
to me looks like you are trying to debug in release
-Nick


On Tue, Aug 31, 2010 at 10:46 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:

 Hi Jean,

 I was not able to understand this behavior:

 When I had a vec3Array and I queried it using
 vec3 = vec3Array-at(0) I would get an exception. Why does it give that
 exception ?

 I needed to use (*Vec3Array)[i] to get each Vec3.
 But then at i = 14113, I got an Unhandled exception:
 at 0x00402207 in OSG_examples.exe: 0xC005: Access violation reading
 location 0x00ba9000.
 And size has a value much higher = 4176061468

 when I query the vec3Array for size I get a very large number and much
 large than Vec3Array-numElements()
 size = 4176061468
 numElements =   7772
 Which of these represents the number of vertices in the model ?


 Thanks

 Sincerely,
 Sanat

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[osg-users] Crash when GLObjectsVisitor gets to the same texture in several threads at the same time

2010-08-31 Thread Jean-Sébastien Guay

Hello Robert, all,

I'm seeing a crash in our simulator after many scenario loads. The stack 
trace differs, but it's always similar to this:


a) Thread A is calling osg::Texture2D::getModifiedCount() for a new 
contextID, causing the _modifiedCount variable (which is an 
osg::buffered_value) to be resized.
b) At the same time, Thread B is calling 
osg::Texture::getTextureParameterDirty() for a new contextID (different 
from the one in a), causing the _texParametersDirtyList variable (also 
an osg::buffered_value) to be resized.


The osg::Texture and osg::Texture2D in threads A and B are the same 
object. But the graphics context for which these operations happen is 
different. Both threads are running the osgUtil::GLObjectsVisitor 
(starting from osgViewer::Renderer::compile()) when this happens.


The stack trace can differ in the sense that instead of 
getModifiedCount(), thread A could be calling applyTexImage2D_load() or 
some other method on that same Texture. But getTextureParameterDirty() 
is always involved in the other thread from what I've seen. The crash 
happens in operator delete in thread B, while trying to resize the 
_texParametersDirtyList variable. The crash can happen at the second 
scenario load, or at the fifth, or at the 15th. And only if there are 
two or more GraphicsContexts running at the same time, so using a single 
window doesn't reproduce the problem.


I don't see why doing different things in different threads causes a 
problem here, but apparently it does. And in general, running the 
GLObjectsVisitor from two different threads, one per context, even if 
it's on the same scene, should not cause problems, right?


A workaround I have found is to do the following before the viewer 
starts rendering, but after the scene data has been loaded and the 
viewer has been realized (so all GraphicsContexts are created):


a) stop the viewer's threads
b) for each graphics context
  b.1) make the context current
  b.2) run the GLObjectsVisitor on the scene
  b.3) release the context
c) start the viewer's threads

This basically forces the GLObjectsVisitor to be run for each context 
sequentially instead of in parallel, so any resizes that need to happen 
will happen single-threaded. After this, the viewer will re-run the 
GLObjectsVisitor, but all resizes will already have been done, so there 
is no crash. But I shouldn't have to do this. I feel dirty even having 
this kind of workaround in the code :-)


The code example I've included demonstrates this. You'll notice we use 
osg::GraphicsContext::incrementContextIDUsageCount() to ensure OSG 
doesn't reuse old graphics contexts. This is actually required to 
reproduce this crash. Also you'll notice the example creates 8 windows, 
but the problem is also present when you have 2 screens and use 
setUpViewAcrossAllScreens() on a single view, since then 2 contexts are 
created. This is what happens in our app. I've just made it create 8 
windows so the crash happens quicker.


In my case, I just run the example and press esc each time the viewer 
windows appear, and after a few times (generally less than 5 x 8 
windows) I get a crash with the symptoms I gave above. If you uncomment 
the ENABLE_WORKAROUND define, and do the same thing, it shouldn't crash 
(I've gone to over 30 x 8 windows a few times with no crash).


Note that I have no idea how OS/compiler dependent this is, perhaps it 
only happens on Windows when OSG is compiled with Visual Studio, or 
something like that. That's actually something I hope others can help me 
find out.


Has anyone encountered something similar to this?

Thanks in advance,

J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
#include osgDB/ReadFile
#include osgViewer/CompositeViewer
#include osgViewer/ViewerEventHandlers
#include osgGA/TrackballManipulator

#include iostream

//#define ENABLE_WORKAROUND


void main_func(int argc, char** argv)
{
// load the data
osg::ref_ptrosg::Group root = new osg::Group;
root-addChild(osgDB::readNodeFile(cow.osg));
root-addChild(osgDB::readNodeFile(cessnafire.osg));
root-addChild(osgDB::readNodeFile(lz.osg));
root-addChild(osgDB::readNodeFile(skydome.osg));

osgViewer::CompositeViewer viewer;
for (unsigned int i = 0; i  8; ++i)
{
osgViewer::View* view = new osgViewer::View;
view-setCameraManipulator( new osgGA::TrackballManipulator );

// add the stats handler
view-addEventHandler(new osgViewer::StatsHandler);
view-setSceneData( root.get() );

view-setUpViewInWindow(50+i*10, 50+i*10, 800, 600);

viewer.addView(view);
}

viewer.realize();

#ifdef ENABLE_WORKAROUND
viewer.stopThreading();
#endif

osgViewer::CompositeViewer::Cameras cameras;
viewer.getCameras(cameras, false);

for 

Re: [osg-users] transform to screen function

2010-08-31 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Alex,

The short answer is no. 

However, this question has already been addressed...

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/59941/focus=
59966

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pecoraro,
Alexander N
Sent: Tuesday, August 31, 2010 9:56 AM
To: OpenSceneGraph Users
Subject: [osg-users] transform to screen function

Is there some easy function on the osg::Camera (or some other osg class)
that I can call to compute the 2d screen position of a 3d point? I couldn't
find one when looking through the documentation, but I figured I would ask
just in case I am missing it.

 

Thanks.

 

Alex



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Re: [osg-users] Change in osgText from 2.8.3 to 2.9.8?

2010-08-31 Thread Andreas Goebel

Am 31.08.2010 10:54, schrieb Robert Osfield:

HI Andreas,

Try adding back in the 2.0 factor to see how it effects things.
   

Hi Robert,

I´ve first done some useless tests, as I saw later on that 
POLYGON_OFFSET isn´t the default backdrop implementation.


Using POLYGON_OFFSET als backdrop implementation an re-introducing the 
2.0 factor gave me the results I was used too. I am confused though that 
polygon_offset wasn´t the default in 2.8.3, too, so I should have gotten 
flickering there, too. Mysterious.


I think that I´ll have to make the choice of backdrop implementation and 
of that factor available to my users, as - as I read in the docs - users 
with ATI-Cards probably will have problems with the polygon_offset method.


I´ll implement a static method and variable DefaultBackdropType so one 
can choose the backdrop type for all osgText objects. I´d have to review 
all of my code to give users a choice otherwise. Maybe you´ll want to 
check that into osgText.


Regards,

Andreas
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Re: [osg-users] transform to screen function

2010-08-31 Thread Pecoraro, Alexander N
Well that's easy enough:

osg::Matrix MVPW(camera-getViewMatrix() *
 camera-getProjectionMatrix() *
 camera-getViewport()-computeWindowMatrix());

osg::Vec3 posIn2D = posIn3D * MVPW;

Thanks.

Alex


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller, 
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, August 31, 2010 1:05 PM
To: OpenSceneGraph Users
Subject: EXTERNAL: Re: [osg-users] transform to screen function

Alex,

The short answer is no. 

However, this question has already been addressed...

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/59941/focus=
59966

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pecoraro, 
Alexander N
Sent: Tuesday, August 31, 2010 9:56 AM
To: OpenSceneGraph Users
Subject: [osg-users] transform to screen function

Is there some easy function on the osg::Camera (or some other osg class) that I 
can call to compute the 2d screen position of a 3d point? I couldn't find one 
when looking through the documentation, but I figured I would ask just in case 
I am missing it.

 

Thanks.

 

Alex

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[osg-users] BasicGeometry.cpp crash in release version

2010-08-31 Thread James Klink
Hi,

I'm new here so please forgive any faux pas.

I'm trying to run the BasicGeometry example that's on the OSG website. I got it 
to work in debug mode, referencing libraries like osgd.lib and osgDBd.lib etc, 
but I can't get it to work in release mode. In release mode there's a reference 
error:

Unhandled exception at 0x00018001b1b3 in BasicGeometry.exe: 0xC005: 
Access violation reading location 0x.

This access violation always occurs at the same spot:

   osg::DrawElementsUInt* pyramidBase =
new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
pyramidBase-push_back(3);
pyramidBase-push_back(2); //--- right here
pyramidBase-push_back(1);
pyramidBase-push_back(0);
pyramidGeometry-addPrimitiveSet(pyramidBase);

It seems that it always crashes at the second push_back call to a 
DrawElementsUInt. 

I searched around and found out that someone else had the same problem which 
was solved by using the debug libs in debug mode. I double checked that I was 
using the release libs while in release mode, but I still have these problems.

In release mode I reference libraries osg.lib and osgDB.lib. I'm using Visual 
Studio 2008 and OSG version 2.8.3. I'm compiling in 64 bit so I did have to 
build OSG myself.

Thanks in advance,
James.

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Re: [osg-users] Getting the List of Triangles from an osg model

2010-08-31 Thread Sanat Talmaki
Hi Nick, Jean

The problem was because I was using the Release version of osg. I used the 
Debug instead and both size and numElements give the same value.

I had turned optimization off but it seems as though you cannot run through the 
code even then. 

Thanks

Sincerely,
Sanat

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[osg-users] Rendering each primitive set differently in one osg::Geometry?

2010-08-31 Thread Andrew Cunningham
Hi,

I am rendering three separate primitive sets of TRIS,QUADS and LINES in one 
osg::Geometry object. I am rendering them using BIND_PER_PRIMITIVE of the 
normals with lighting enabled. Lighting of lines is not really very useful and 
it would be better to render the lines only in solid color.

Is there any straightforward way of rendering the LINES only without lighting 
or is the only way to move them to their own osg::Geometry object.

Is their some way of using BIND_PER_PRIMITIVE_SET to achieve this?

Andrew

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