Re: [osg-users] [osgPlugins] can't find plugins at runtime
Alberto Luaces wrote: "Davide Byron" writes: i've happily developed an application based on osg/osgART and i was proudly giving it to my friends. Unfortunately, noone of them is able to run it. The main problem is the inability to find the plugins. i get the error: plugin "-1" unknown no matter where i put the plugins, in the same folder as the executable, or in a folder called osgPlugins-2.8.3 i've searched the forum without luck... can anyone point me in the right direction, please? Also, some have complained about missing config, and that problems seems to be related to the lack of microsoft vc++ redistributable. in some cases installing vcredist_x68.exe fixed the problem, in other it didn't... any advice on this too? to sort out those problems, I recommend you to use Process Monitor (http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx) for the first, finding where does the system expect for the plugin DLLs to be, and Dependency Walker (http://dependencywalker.com/) for the latter. Which plugin are you having trouble with? What do you see when you turn up the OSG Notify level? Have you included any 3rd party dependencies? Are you experienced at packaging MS executables for redistribution? You don't just build an .exe and pass it out; you need something like innosetup or InstallShield to make sure you've got everything. Which install package system are you using? I'll point you to osgwwhich: http://code.google.com/p/osgworks/wiki/GettingStarted It allows you to find the path of the plugin that OSG will try to load for a particular extension. For example: C:\Projects>osgwwhich -p flt Using plugin name: "osgPlugins-2.8.3/osgdb_openflight.dll". C:\Program Files\OpenSceneGraph\bin\osgPlugins-2.8.3\osgdb_openflight.dll If osgwwhich can find it, but your executable still fails to load it, then that's certainly an indication that you've failed to distribute a dependency, such as the CRT libraries or some 3rd party dependency. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using osgShadow in combination with self written shaders
Hi all, I have successfully implemented my own code for bump mapping by creating a normal matrix and implementing my own shaders. Everything works fine except ... All my scene is attached to an osgShadow node. Before implementing my own shaders I was able to swith on and off the shadow. Now nothing happens any more. I tryed to copy some lines from the shader code into my fragment shader but it doesn't give the desired effect. I carefully assigned my base texture to unit 0 and my bump map to unit 2 because osgShadow uses unit 1. Where am I going wrong? In general, how is the handling if several shaders are used along the scene hierarchie? Do I kick out former shaders when assigning new ones? Thanks for any hint. - Werner - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing a subset of a vertex buffer...
Oh! That is fantastic, thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31438#31438 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing a subset of a vertex buffer...
Hi Frank, On Wed, Sep 8, 2010 at 7:33 PM, Frank Sullivan wrote: > Thanks very much, Robert. Do you happen to know how I would specify the range > of verts that an osg::Geometry object is responsible for drawing? You don't need to specify anything as the PrimitiveSet's will tell OpenGL what parts of the VBO's they will be using. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing a subset of a vertex buffer...
Thanks very much, Robert. Do you happen to know how I would specify the range of verts that an osg::Geometry object is responsible for drawing? Thanks again, Frank robertosfield wrote: > Hi Frank, > > You can share a single osg::Vec3Array between multiple osg::Geometry, > in the lastest OSG in svn/trunk and the 2.9.x dev series the buffer > object support should also be flexible enough for you to manually > specify the VBO for that particular Vec3Array. > > Robert. > > On Wed, Sep 8, 2010 at 7:01 PM, Frank Sullivan <> wrote: > > > Hello there, > > > > IIRC, OpenGL allows you to stuff several meshes into a single VBO, and then > > when it comes time to draw a mesh, you can specify an offset into this VBO > > along with the number of primitives to draw, in essence drawing only a > > subset of this VBO at a time. > > > > I was wondering if this same functionality is exposed in OpenSceneGraph? > > What I'd like to do is something like this: stuff the vertex positions into > > a single Vec3Array, and hand this array over to a single Geometry object. > > Then, instantiate one or more Geodes that each share this Geometry object, > > but each draws only a subset of the Geometry (each possibly drawing a > > different subset). Is this possible? > > > > Thank you! > > > > Cheers, > > Frank > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=31431#31431 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31436#31436 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] can't find plugins at runtime
Hi Davide, as for dependency walker, i've found some missing dlls and i copied them over. dependency walker doesn't complain anymore, but the application doesn't work... so i'm blind again here too... Since plugins are loaded at runtime and not when the application initially starts (so-called delay-loaded dynamic libraries), dependency walker won't show errors related to them initially, but you have to start a "Profiling" run within dependency walker. If you do that, your app will start and dependency walker will be able to tell you if the plugins can be loaded correctly. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing a subset of a vertex buffer...
Hi Frank, You can share a single osg::Vec3Array between multiple osg::Geometry, in the lastest OSG in svn/trunk and the 2.9.x dev series the buffer object support should also be flexible enough for you to manually specify the VBO for that particular Vec3Array. Robert. On Wed, Sep 8, 2010 at 7:01 PM, Frank Sullivan wrote: > Hello there, > > IIRC, OpenGL allows you to stuff several meshes into a single VBO, and then > when it comes time to draw a mesh, you can specify an offset into this VBO > along with the number of primitives to draw, in essence drawing only a subset > of this VBO at a time. > > I was wondering if this same functionality is exposed in OpenSceneGraph? What > I'd like to do is something like this: stuff the vertex positions into a > single Vec3Array, and hand this array over to a single Geometry object. Then, > instantiate one or more Geodes that each share this Geometry object, but each > draws only a subset of the Geometry (each possibly drawing a different > subset). Is this possible? > > Thank you! > > Cheers, > Frank > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=31431#31431 > > > > > > ___ > 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] Using osgGA/Event Handlers with SceneView
Hi Bob, SceneView is low level osgUtil class that knows about osgGA or any of it's event handlers, so it's not really not a case of making event handlers work with SceneView. Instead you should be thinking about adding event handlers to your own custom viewer code, or... just use osgViewer::Viewer along with GraphicsWindowEmbedded, it'll not only give you event handlers support, but support for database paging and lots of sophisticated viewer support. I really wouldn't recommend using SceneView directly these days. Robert. On Tue, Sep 7, 2010 at 1:11 PM, Bob Smith wrote: > Hi, > > I'm using osgUtil::SceneView and would like to use event handlers. In > osgViewer, there's the function addEventHandler, but I can't figure out a way > to get this working with SceneView. Is this possible? > > Thank you! > > Cheers, > Bob > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=31378#31378 > > > > > > ___ > 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] [osgPlugins] can't find plugins at runtime
thanks for the reply Alberto, i've downloaded and fiddled with the programs you mentioned, but their output means nothing to me... with process monitor i got a lot of wrong path messages on the machine where the application works, and same messages on the machine where the app doesn't work, so i have no idea what the problem could be... can you point me out to a tutorial or something? i've read the doc that comes with the program but got no help from it... as for dependency walker, i've found some missing dlls and i copied them over. dependency walker doesn't complain anymore, but the application doesn't work... so i'm blind again here too... i'm pretty sure that with more knowledge on those programs i could fix the problem, so if there's some docs i can read or anything, please point me to them Thanks Cheers, Davide -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31432#31432 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Drawing a subset of a vertex buffer...
Hello there, IIRC, OpenGL allows you to stuff several meshes into a single VBO, and then when it comes time to draw a mesh, you can specify an offset into this VBO along with the number of primitives to draw, in essence drawing only a subset of this VBO at a time. I was wondering if this same functionality is exposed in OpenSceneGraph? What I'd like to do is something like this: stuff the vertex positions into a single Vec3Array, and hand this array over to a single Geometry object. Then, instantiate one or more Geodes that each share this Geometry object, but each draws only a subset of the Geometry (each possibly drawing a different subset). Is this possible? Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31431#31431 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using osgGA/Event Handlers with SceneView
Hi, I'm using osgUtil::SceneView and would like to use event handlers. In osgViewer, there's the function addEventHandler, but I can't figure out a way to get this working with SceneView. Is this possible? Thank you! Cheers, Bob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31378#31378 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CityGML
Hi JoachimP, I´m testing your ReaderWriterCityGml.cpp an I get some errors I dont understand. I´m using Microsoft Virtual Studio 2005 and my Viewer of choice is the DBViewer. I´ve downloaded the examples Files from the official citygml Site and converted them to an osg File. Files like waldbruecke, Berlin Alexanderplatz and the British Ordonance Survey are working very well...but if I convert for example Ettenheim-LOD3 the Geometry is corrupted and the whole Scene is flickering while I navigate through. If an CityGml includes textures, the DBViewer allways crashes because of a memory failure. Hope you can help me to find a solution for this problem. Thank you! Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31376#31376 Attachments: http://forum.openscenegraph.org//files/ettenheim_182.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to change the size of TranslateAxisDragger?
Hi, I'm using the TranslateAxisDragger to manipulate the position of my object. Unfortunately the three axes of the dragger are rather thin, so that I have to zoom in to be able to catch them by mouse click. I know how to scale the dragger's axes, but I would like to change the thickness of the axes, too. Do you know how to achieve it? Thank you! Cheers, Vitali -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31370#31370 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to get the new position of a PositionAttitudeTransform?
Hi, this issue is solved already. Now, I get the position from the Dragger (TranslateAxisDragger) class via: Code: _draggerPos = dragger->getMatrix().getTrans(); // get the dragger's position Thank you! Cheers, Vitali[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31368#31368 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
Hi Paul, There are a couple of other options... all you can do with the OSG right now - use Slave Camera's, one Slave Camera for each eye. It's straight forward to setup, it's how I've always intended that stereo should be done with osgViewer, but haven't yet had the chance to write the convenience methods for setting it up. Using osgViewer's Slave capability is far more natural than the hack that is currently down in SceneView. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
Johannes Scholz wrote: Hi Paul, well, I just opened an issue at the osgWorks wiki. Thanks for opening that issue. It's good to have a record of these types of problems. Copying osgworks-users on this reply... AbsoluteModelTransform can't work unless it has the view matrix. AbsoluteModelTransform gets the current Camera from the CullVisitor, and obtains the view matrix from that Camera. In stereo, we expect there are two different Cameras with two different views, one for left eye and one for right eye. I ran the amt test under the debugger. By stopping in computeLocalToWorld(), I noticed that the CullVisitor's current Camera is the same, regardless of whether we're processing the left or right eye. Subsequently, the view queried from that Camera is always the same. The visual result is zero eye separation for anything under an AbsoluteModelTransform. I tracked this down to SceneView's cull() method. SceneView has only one Camera, and it is set up as a master view. To render the left eye, SceneView computes an offset for that eye, then pushes the view matrix onto the CullVisitor's modelview stack, then does the cull traversal. Sequentially, it follows that with the same operation for the right eye. So, the view matrix that AbsoluteModelTransform needs isn't in a Camera at all. It's the first entry in the CullVisitor's modelview stack. Unfortunately, the modelview stack is protected and therefore not accessible, nor is there an accessor for the stack, nor is there a way to obtain an arbitrary entry in the stack. As a result, AbsoluteModelTransform is unable to obtain the view matrix that it needs. This seems like a flaw in OSG. Cameras and Views are prevalent concepts throughout the OSG API, and it seems contrary for SceneView to make the view so inaccessible. This is perhaps one reason why Robert has often mentioned deprecating SceneView. However, it seems like this issue could be addressed simply by adding an accessor to CullVisitor for the modelview matrix stack, so that AbsoluteModelTransform could retrieve the view matrix by accessing _modelStack.front(). I do have some workarounds available: 1) Reparent the visual representation subgraph of your rigid body to your scene root Group node. Instead of using an AbsoluteModelTransform, use a MatrixTransform. 2) Use VR Juggler instead of osgViewer. VR Juggler uses one SceneView for each eye. We know AbsoluteModelTransform works in this situation, as this is the usage employed by VE-Suite. 3) Submit a patch to OSG so that SceneView uses two Cameras for stereo, one for each eye. 4) It is possible to grab the view matrix from the CullVisitor modelview stack with a root Group node CullCallback, and then pass that matrix to the AbsoluteModelTransform. AbsoluteModelTransform would need to be modified to have a “user specified view” mode of operation in order for this to work. Also, since this involves writing data during cull, this would only work for single display scenarios, and only if right/left eye cull are guaranteed to be sequential. If these conditions aren't met, then this might still be possible using a mutex. Option 1 is the most straightforward solution. Option 2 is also known to work, but would probably require a significant porting effort on your part. While I believe option 3 is feasible, ultimately it's up to Robert whether such a submission would be accepted or not. I'm reluctant to implement option 4 because this amounts to modifying osgWorks to be compatible with a part of OSG that Robert has already declared to be deprecated. While I don't think this is a bug in osgWorks that merits a fix, I'm open to other ideas and suggestions on how to make this work, including changes that would facilitate a workaround. -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Update callbacks and LOD
On Wed, Sep 8, 2010 at 2:26 PM, Vincent Bourdier wrote: > Hi, > > To my mind there are two solutions : > > 1. You put your callback on the LOD child you want, so when the child will > be hidden by a upper-detailed level child, the callback should not be > traversed > No, the update traversal visits all children. The eye point is not available in the update traversal so the LOD choice cannot be made. Also, an update callback might change the position of a node and thus change the LOD calculation. > > 2. in your callback you check if your node is still active, and if not, > just do nothing. > > Yes, you can do some approximation of the LOD test, though again, you'd have to specify a view point outside of OSG. Another strategy would be to turn your update callback into a "stateless" cull callback that alters the model-view matrix on the fly without actually changing the child nodes. You have to be careful about the bounding volumes of objects to which you do this; otherwise they might disappear from view unexpectedly. Tim ... > > Le 08/09/2010 14:20, Roman Grigoriev a écrit : > > Hi, >> I have LOD with 3 nodes and use updatecallback to Animate children, I >> setup updatecallback to my highest LOD, my when i switch to medium lod my >> update callback worked also. Is it possible to switch it off when my model >> switches to another LOD. >> my updatecallback >> class ModelNodeCallbackTower : public osg::NodeCallback >> { >> public: >>virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) >>{ >> osg::MatrixTransform* mtx = >> dynamic_cast(node); >> >> if (mtx&& nv->getFrameStamp()) >> { >> std::cout<<"!!!"<> } >> >> >> traverse(node, nv); >>} >> }; >> >> ... >> >> Thank you! >> >> Cheers, >> Roman >> >> -- >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=31412#31412 >> >> >> >> >> >> ___ >> 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Wiki editing
I would like to have editing access to the OSG Wiki. I sent two e-mails to the address in the page http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing leaving a month between them and I had no response. Maybe the address is no longer this? Thanks in advance. Javier Taibo. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
Hi Todd, Thanks for the suggestions. I just tried that, and unfortunately this particular exception seems to occur *after* exit. It seems to be this error: http://social.msdn.microsoft.com/Forums/en-US/vblanguage/thread/afebacc2-65e6-43f8-b7aa-73bfd5ade11d Anyway, thanks again. I'm pretty sure this isn't an OSG problem, but I'll post an update if it turns out to be one. Well that post relates to VB garbage collection and Crystal Reports, so I'm pretty sure it's not related :-) A crash on exit is generally a double-delete... Are you using ref_ptrs for all your OSG variables? Or are you doing weird things with memory allocation? Small anecdote on that subject: A while ago we had a class in our code base that derived from an OSG class (so from osg::Referenced indirectly) but declared its destructor public. So users of that class could delete it while it was still in the scene graph, and when OSG (through ref counts falling to 0 and cascading deletes of ref_ptrs) came to delete it, it had already been deleted, thus the app crashed on exit. So making the destructor of an osg::Referenced-derived class public is a no-no, unless you can make sure to remove it from all OSG structures before you delete it (which is a lot of work for not much gain, IMHO, so just keep that destructor protected and all will be fine). Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
On 9/8/2010 9:58 AM, Jean-Sébastien Guay wrote: Hi Todd, So far, this crash seems to be an odd one because the debugger doesn't seem to catch it. All I get is this friendly message: "The exception unknown software exception (0xc0020001) occurred in the application at location 0x7c812afb" In Visual Studio, enable all exceptions by going to Debug - Exceptions... and checking all the boxes. Then the debugger should catch the exception and break at the point where it was thrown. You can then go a few levels up the stack to pinpoint the cause. Hope this helps, J-S Thanks for the suggestions. I just tried that, and unfortunately this particular exception seems to occur *after* exit. It seems to be this error: http://social.msdn.microsoft.com/Forums/en-US/vblanguage/thread/afebacc2-65e6-43f8-b7aa-73bfd5ade11d Anyway, thanks again. I'm pretty sure this isn't an OSG problem, but I'll post an update if it turns out to be one. -Todd ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
Hi Todd, So far, this crash seems to be an odd one because the debugger doesn't seem to catch it. All I get is this friendly message: "The exception unknown software exception (0xc0020001) occurred in the application at location 0x7c812afb" In Visual Studio, enable all exceptions by going to Debug - Exceptions... and checking all the boxes. Then the debugger should catch the exception and break at the point where it was thrown. You can then go a few levels up the stack to pinpoint the cause. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Update callbacks and LOD
Hi,Robert In osg terms Active children are childrens with nodemasks with 0x or not. Culled childs ( not in view frustum) are active or not in osg terms? Could you please advice me how to make this thing in osg: highest LOD have update callback and medium an lowest don't have it. Could you please give me some sample how can I apply cullcallback to my node. Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31421#31421 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
J-S, Thanks for the reply. I will have to give that a try. So far, this crash seems to be an odd one because the debugger doesn't seem to catch it. All I get is this friendly message: "The exception unknown software exception (0xc0020001) occurred in the application at location 0x7c812afb" -Todd On 9/8/2010 9:24 AM, Jean-Sébastien Guay wrote: Hello Todd, While we are on the topic of the Outline class, I'm experiencing something strange: My application crashes on exit with an "unknown exception" if an osgFX::Outline node is in the scenegraph, but it doesn't crash otherwise. I haven't been able to trace this, so I was wondering if anyone else had a similar experience. This is on Windows. Does "osgoutline cow.osg" work for you? If so, then you'll have to run your code in debug and in the debugger, in order to find the source of the crash. Crashes are actually pretty much the simplest bugs to find the source of, since the debugger will immediately point the place where it crashed... J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Update callbacks and LOD
Hi Roman, On Wed, Sep 8, 2010 at 2:34 PM, Roman Grigoriev wrote: > Hi, Vincent > > 1.I've already placed my update callback under LOD child and it traversed, > maybe I need to setup viewer or over thing in osg to not travers hidden > childs? The UpdateVisitor by default traverses all children, but you can change it to traverse just the active children via: viewer.getUpdateVisitor()->setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN); There is however a problem in that LOD's activity is selected during the cull traversal... the update visitor can only assume the highest level of detail children. > 2. How can I check in callback if node is active or not? A cull callback on the child will tell you whether that child is active or not. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Update callbacks and LOD
Hi, Vincent 1.I've already placed my update callback under LOD child and it traversed, maybe I need to setup viewer or over thing in osg to not travers hidden childs? 2. How can I check in callback if node is active or not? ... Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31419#31419 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
Hello Todd, While we are on the topic of the Outline class, I'm experiencing something strange: My application crashes on exit with an "unknown exception" if an osgFX::Outline node is in the scenegraph, but it doesn't crash otherwise. I haven't been able to trace this, so I was wondering if anyone else had a similar experience. This is on Windows. Does "osgoutline cow.osg" work for you? If so, then you'll have to run your code in debug and in the debugger, in order to find the source of the crash. Crashes are actually pretty much the simplest bugs to find the source of, since the debugger will immediately point the place where it crashed... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?
Robert Osfield Wrote: "For PagedLOD nodes the children should always be ordered from lowest resolution/ furthest distance first, to highest resolution/near distance last. What you describe fits this just fine." Would it be possible to add this constraint in PagedLOD header ? The only information available in the source for now is in LOD header : "LOD may display multiple children simultaneously if their corresponding ranges overlap. Children can be in any order, and don't need to be sorted by range or amount of detail. If the number of ranges (m) is less than the number of children (n), then children m+1 through n are ignored." and could be misleading regarding the behaviour of PagedLOD which inherits from LOD. I've been fooled by this in the past :) Best Regards, Luc Robert Osfield Envoyé par : osg-users-boun...@lists.openscenegraph.org 09/08/2010 02:19 PM Veuillez répondre à OpenSceneGraph Users A osg-users@lists.openscenegraph.org cc Objet Re: [osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted? Hi Martin, For PagedLOD nodes the children should always be ordered from lowest resolution/ furthest distance first, to highest resolution/near distance last. What you describe fits this just fine. The TerraPage plugin has extra scheme above PagedLOD that seek to hold back use of higher resolution children when a neighbouring tile is of too low a resolution for the boundary meshes to be able to fit together. This scheme is pretty complicated and is very specific to the way that TerraPage maintains central and boundary meshes. I haven't personally seen the cycling you talk about but my guess is that this is the most fruitful area to look at when searching for a cause. Robert. On Wed, Sep 8, 2010 at 12:18 PM, Martin Scheffler wrote: > Hi, > > this is a problem that was fixed some time ago but pops up again now. I have a terrapage terrain that loads fine, but every few seconds the detailed LODs are swapped against lower res ones and back again. This looks funny and bogs down the system. After poking around with a debugger the only thing that I noticed is that the LOD ranges are sorted high to low: > For example: > _rangeList[0] goes from 1000 to MAX_FLOAT > _rangeList[1] goes from 0 to 1000 > > Can this cause these problems? > > Thank you! > > Cheers, > Martin > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=31409#31409 > > > > > > ___ > 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
While we are on the topic of the Outline class, I'm experiencing something strange: My application crashes on exit with an "unknown exception" if an osgFX::Outline node is in the scenegraph, but it doesn't crash otherwise. I haven't been able to trace this, so I was wondering if anyone else had a similar experience. This is on Windows. -Todd On 9/8/2010 3:27 AM, Florian Kolbe wrote: Salut Jean-Sébastien, thank you for your advice. I already had the line Code: osg::DisplaySettings::instance()->setMinimumNumStencilBits(1); set as in osgoutline. Just to make sure, I disabled it to see that the line does not make any difference... Then I noticed how osgViewer::View feeds the osg::GraphicsContext::Traits from various fields of osg::DisplaySettings, as for example in View::setUpViewOnSingleScreen(). Since I am using my own call to osg::GraphicsContext::createGraphicsContext() I was missing a line such as: Code: traits->stencil = ds->getMinimumNumStencilBits(); Problem solved! Thank you! Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31401#31401 ___ 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] Update callbacks and LOD
Hi, To my mind there are two solutions : 1. You put your callback on the LOD child you want, so when the child will be hidden by a upper-detailed level child, the callback should not be traversed 2. in your callback you check if your node is still active, and if not, just do nothing. Hope this will help you. Regards, Vincent. Le 08/09/2010 14:20, Roman Grigoriev a écrit : Hi, I have LOD with 3 nodes and use updatecallback to Animate children, I setup updatecallback to my highest LOD, my when i switch to medium lod my update callback worked also. Is it possible to switch it off when my model switches to another LOD. my updatecallback class ModelNodeCallbackTower : public osg::NodeCallback { public: virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::MatrixTransform* mtx = dynamic_cast(node); if (mtx&& nv->getFrameStamp()) { std::cout<<"!!!"
[osg-users] Update callbacks and LOD
Hi, I have LOD with 3 nodes and use updatecallback to Animate children, I setup updatecallback to my highest LOD, my when i switch to medium lod my update callback worked also. Is it possible to switch it off when my model switches to another LOD. my updatecallback class ModelNodeCallbackTower : public osg::NodeCallback { public: virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::MatrixTransform* mtx = dynamic_cast(node); if (mtx && nv->getFrameStamp()) { std::cout<<"!!!"
Re: [osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?
Hi Martin, For PagedLOD nodes the children should always be ordered from lowest resolution/ furthest distance first, to highest resolution/near distance last. What you describe fits this just fine. The TerraPage plugin has extra scheme above PagedLOD that seek to hold back use of higher resolution children when a neighbouring tile is of too low a resolution for the boundary meshes to be able to fit together. This scheme is pretty complicated and is very specific to the way that TerraPage maintains central and boundary meshes. I haven't personally seen the cycling you talk about but my guess is that this is the most fruitful area to look at when searching for a cause. Robert. On Wed, Sep 8, 2010 at 12:18 PM, Martin Scheffler wrote: > Hi, > > this is a problem that was fixed some time ago but pops up again now. I have > a terrapage terrain that loads fine, but every few seconds the detailed LODs > are swapped against lower res ones and back again. This looks funny and bogs > down the system. After poking around with a debugger the only thing that I > noticed is that the LOD ranges are sorted high to low: > For example: > _rangeList[0] goes from 1000 to MAX_FLOAT > _rangeList[1] goes from 0 to 1000 > > Can this cause these problems? > > Thank you! > > Cheers, > Martin > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=31409#31409 > > > > > > ___ > 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] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?
I just noticed that I only get the effect when I have long-running operations in the cull traversal. I'll try to post a replicable test scenario. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31410#31410 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?
Hi, this is a problem that was fixed some time ago but pops up again now. I have a terrapage terrain that loads fine, but every few seconds the detailed LODs are swapped against lower res ones and back again. This looks funny and bogs down the system. After poking around with a debugger the only thing that I noticed is that the LOD ranges are sorted high to low: For example: _rangeList[0] goes from 1000 to MAX_FLOAT _rangeList[1] goes from 0 to 1000 Can this cause these problems? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31409#31409 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] update problem
On Wed, Sep 8, 2010 at 10:57 AM, Gianni Ambrosio wrote: > robertosfield wrote: >> >> The ReferenceTime is the elapsed actual time in seconds > > "elapsed" from what? The start tick is initialized when the viewer is realized, but you may reset via viewer.setStartTick(..). The Tick being the osg::Timer::tick(). Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
Hi Paul, well, I just opened an issue at the osgWorks wiki. Best regards, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31407#31407 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] update problem
Thanks Robert. I found in a previous thread of the forum that the simulation time can be set by the viewer.frame() call. In that call I pass my simulation time (got from my animation manager), so I can get it from the NodeVisitor in the UpdateCallback and it works fine. Anyway I didn't get which is the starting time of the ReferenceTime. I mean when you say: robertosfield wrote: > > The ReferenceTime is the elapsed actual time in seconds "elapsed" from what? Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31406#31406 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] update problem
HI Gianni, The ReferenceTime is the elapsed actual time in seconds, while SimulationTime is the time that physical simulations/animations should use - by default SimulationTIme will be the same as ReferenceTime, but you can override this to speed up or slow down the animation speeds. Calling viewer.frame(mySimulationTime) each frame will set the SimulationTime, and leave ReferenceTime incrementing in actual time. Robert. On Wed, Sep 8, 2010 at 9:32 AM, Gianni Ambrosio wrote: > I found that the NodeVisitor has a getFrameStamp() method but I really don't > understand how to use the getReferenceTime() or getSimulationTime() methods > of the returned FrameStamp. Which is the difference between them (they seem > returning the same value)? Which is the unit of the returned double? What is > that time referred to? Which is the starting time I can compare it with and > how can I get it? > I looked at the source code also but unfortunately without having any answer > to those questions. > > Regards > Gianni > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=31404#31404 > > > > > > ___ > 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] update problem
I found that the NodeVisitor has a getFrameStamp() method but I really don't understand how to use the getReferenceTime() or getSimulationTime() methods of the returned FrameStamp. Which is the difference between them (they seem returning the same value)? Which is the unit of the returned double? What is that time referred to? Which is the starting time I can compare it with and how can I get it? I looked at the source code also but unfortunately without having any answer to those questions. Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31404#31404 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] can't find plugins at runtime
"Davide Byron" writes: > Hi all, > > i've happily developed an application based on osg/osgART and i was > proudly giving it to my friends. Unfortunately, noone of them is able > to run it. > The main problem is the inability to find the plugins. i get the > error: > plugin "-1" unknown > no matter where i put the plugins, in the same folder as the > executable, or in a folder called osgPlugins-2.8.3 > i've searched the forum without luck... can anyone point me in the > right direction, please? > > Also, some have complained about missing config, and that problems > seems to be related to the lack of microsoft vc++ redistributable. in > some cases installing vcredist_x68.exe fixed the problem, in other it > didn't... > any advice on this too? Hi David, to sort out those problems, I recommend you to use Process Monitor (http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx) for the first, finding where does the system expect for the plugin DLLs to be, and Dependency Walker (http://dependencywalker.com/) for the latter. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX Outline Patch
Salut Jean-Sébastien, thank you for your advice. I already had the line Code: osg::DisplaySettings::instance()->setMinimumNumStencilBits(1); set as in osgoutline. Just to make sure, I disabled it to see that the line does not make any difference... Then I noticed how osgViewer::View feeds the osg::GraphicsContext::Traits from various fields of osg::DisplaySettings, as for example in View::setUpViewOnSingleScreen(). Since I am using my own call to osg::GraphicsContext::createGraphicsContext() I was missing a line such as: Code: traits->stencil = ds->getMinimumNumStencilBits(); Problem solved! Thank you! Cheers, Florian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31401#31401 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org