[osg-users] Error: 0xc0150002 Win7 x64, VS2010, osg 2.9.11 current Trunk, wrong dependency in osgDBd.dll Manifest ?

2011-02-12 Thread Peter Wrobrl
Hi,

this is an information and sollution hack about a strange issue with the Debug 
build from source of SVN Trunk 2.9.11 throwing the error code 0xc0150002

I confirmed this on two different Win7 x64 machines, any Debug example and my 
osg apps linked to Debug libs throw this error.
Traced it down through Dependency Walker and sxsTrace to osgDBd.dll, telling me 
that the side-by-side configuration is incorrect.

I also build the 2.8.3 stable from source on the same systems, the error is not 
present there and all Debug apps are running.

So I compared the Manifests of both dlls ( replace "_" with Space, "(" with 
less than, ")" with greater than ):

osgDBd.dll 2.8.3 Manifest:
(?xml_version="1.0"_encoding="UTF-8"_standalone="yes"?)
(assembly_xmlns="urn:schemas-microsoft-com:asm.v1"_manifestVersion="1.0")
__(trustInfo_xmlns="urn:schemas-microsoft-com:asm.v3")
(security)
__(requestedPrivileges)
(requestedExecutionLevel_level="asInvoker"_uiAccess="false")(/requestedExecutionLevel)
__(/requestedPrivileges)
(/security)
__(/trustInfo)
(/assembly)

osgDBd.dll 2.9.11 Manifest:
(?xml_version="1.0"_encoding="UTF-8"_standalone="yes"?)
(assembly_xmlns="urn:schemas-microsoft-com:asm.v1"_manifestVersion="1.0")
__(trustInfo_xmlns="urn:schemas-microsoft-com:asm.v3")
(security)
__(requestedPrivileges)
(requestedExecutionLevel_level="asInvoker"_uiAccess="false")(/requestedExecutionLevel)
__(/requestedPrivileges)
(/security)
__(/trustInfo)
__(dependency)
(dependentAssembly)
__(assemblyIdentity_type="win32"_name="Microsoft.VC90.DebugCRT"_version="9.0.21022.8"_processorArchitecture="amd64"_publicKeyToken="1fc8b3b9a1e18e3b")(/assemblyIdentity)
(/dependentAssembly)
__(/dependency)
(/assembly)

Notice that the 2.8.3 dll has no dependencies defined, the 2.9.11 has and this 
results in my problem.
Does anybody know what the issue is, and how to fix it the right way ?

My "Hack" to fix it:
I removed the dependency entry from the 2.9.11 dll manifest and it works.

Detailed steps for those who are facing the same issue:
Backup osgDBd.dll
drag and drop osgDBd.dll on Visual Studio
Open RT_MANIFEST in the Document View
DoubleClick the entry bellow ( my version: "2 [English (United States)]" )
Copy the Hex content of the newly oppened document RCDATA into a Text editor 
that can read Hex Data
Remove lines ( including )  to 
Copy and paste back to RCDATA
Save

Done, all Debug apps working again.

Cheers,
ParticlePeter

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Re: [osg-users] Main frame buffer corruption when using a slave camera to POST_RENDER to a FBO

2011-02-12 Thread Roger James
I just tried variant 4.

4. Stop threading, add camera, start threading, frame, remove camera.

No artefact!

Now I am totally confused. I think I will leave the code like that and set the 
render order to PRE_RENDER just for good luck!

This has got to be some weird thread concurrency thing.

Roger

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Re: [osg-users] Main frame buffer corruption when using a slave camera to POST_RENDER to a FBO

2011-02-12 Thread Roger James
Hi Wojtek,

I tried all three variants.

1. Stop threading, add camera, frame, remove camera, start threading.
2. Stop threading, add camera, start threading, frame, stop threading, remove 
camera, start threading.
3. Leave threading running.

All had the same result when the rendering order was POST_RENDER.

For information I do not use the update traversal for anything in this 
application. It would be useful to know when stop and start threading is needed 
in this kind of scenario. It might save me some bug fixing in the future. I 
still have no clue where this weird artefact is coming from. I tried not 
setting any scene data on the slave camera (addSlave(camera, false)) and the 
artefact disappears, so it seems to be something to do with the slaves 
traversal of the graph after the main camera was wriiten to the main frame 
buffer, but how does the corruption end up  in the main frame buffer when the 
slave should not be touching it!

Roger

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Re: [osg-users] Camera control in osgvisual

2011-02-12 Thread ted morris
this indeed has caught my eye as well. But I am not familiar with the CIGI
standard.
Would this include the ability to manage object motions and
behaviors across the
cluster? (e.g., not only camera positioning).

thnx,
t


On Fri, Feb 4, 2011 at 11:40 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC  wrote:

> Torben,
>
> Thanks for the information. I ask this because I'm currently working on
> doing a CIGI tie-in to an OSG-based IG backend I've been developing. I'm
> not
> a proponent for reinventing the wheel so to speak so I'm always on the
> lookout for other options in this regard.
>
> osgVisual would be something I would seriously consider using if it
> supported CIGI. Unfortunately our hosts talk CIGI so we need this support.
>
> By way of interest, I have found another OSG-based IG solution called
> SubrScene that does talk CIGI but it appears to be using a pretty old
> version of OSG. I'm not sure it's OpenSource so updating it to the current
> OSG might not be an option. SubrScene is included with the distribution of
> OpenEaagles which is OpenSource.
>
> I will still play with osgVisual to see what it has to offer...:)
>
> Regards,
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
> Dannhauer
> Sent: Friday, February 04, 2011 12:06 AM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Camera control in osgvisual
>
> Hi S2LR,
>
> Yes, there were plans to create a CIGI implementation of extLink.
> Unfortunately for more than one year the project is not funded so all
> developments are competetive to my job. Therefore I can't spend as many
> hours as I would like to and CIGI support ist not on top of my todo stack..
>
> But I would like to support any development in the direction of CIGI! It
> would be an improvement because currently only my proprietary extLink
> implementation is available.
>
> Thank you!
>
> Cheers,
> Torben
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=36357#36357
>
>
>
>
>
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Re: [osg-users] Main frame buffer corruption when using a slave camerato POST_RENDER to a FBO

2011-02-12 Thread Wojciech Lewandowski

Hi Roger,

Did you try to run addSlave & removeSlave wrapped in stopThreading / 
startThreading  call ? We recently learned in similar case like yours 
(postrender HUD), that its really needed if slave is added/removed after 
realize. Without this Update traversal was entering the graph while 
Cull/Draw traversals were active in other thread.


Wojtek

-Oryginalna wiadomość- 
From: Roger James

Sent: Saturday, February 12, 2011 1:19 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Main frame buffer corruption when using a slave 
camerato POST_RENDER to a FBO


Hi,

I am seeing a a strange corruption of the main frame buffer when I use a 
slave camera to render to a frame buffer object and set the camera render 
order to POST_RENDER. The camera is set up like this.



Code:
pCamera->setClearColor(pViewer->getCamera()->getClearColor());
pCamera->setViewport(0, 0, Width, Height);
pCamera->setRenderOrder(osg::Camera::POST_RENDER);
pCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, 
osg::Camera::FRAME_BUFFER);

pCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
pCamera->attach(osg::Camera::COLOR_BUFFER, pImage.get());
pCamera->setGraphicsContext(pViewer->getCamera()->getGraphicsContext());


// pViewer->stopThreading(); It seems to work without this, but Robert says 
it is needed, maybe it is not always needed for simple setups


pViewer->addSlave(pCamera.get());
pViewer->frame();
pViewer->removeSlave(pViewer->findSlaveIndexForCamera(pCamera.get()));

// pViewer->startThreading();



Immediately aftere this code has executed and before the next frame the the 
main frame buffer scene has had a white half circle painted over it in 
approximately the top third of the viewport. If I don't remove the slave 
camera and allow it to render in following frames the white half circle 
still dissappears on the following frames.


I can fix this by setting the slave camera to PRE_RENDER in this case. But I 
am really puzzled by this behaviour. Does anyone have any idea on what is 
happening here? Why should a camera that has been set to render to a FBO be 
causing things to be drawn in the real frame buffer?


Roger

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[osg-users] Main frame buffer corruption when using a slave camera to POST_RENDER to a FBO

2011-02-12 Thread Roger James
Hi,

I am seeing a a strange corruption of the main frame buffer when I use a slave 
camera to render to a frame buffer object and set the camera render order to 
POST_RENDER. The camera is set up like this.


Code:
pCamera->setClearColor(pViewer->getCamera()->getClearColor());
pCamera->setViewport(0, 0, Width, Height);
pCamera->setRenderOrder(osg::Camera::POST_RENDER);

pCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, 
osg::Camera::FRAME_BUFFER);
pCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
pCamera->attach(osg::Camera::COLOR_BUFFER, pImage.get());
pCamera->setGraphicsContext(pViewer->getCamera()->getGraphicsContext());


//  pViewer->stopThreading(); It seems to work without this, but Robert 
says it is needed, maybe it is not always needed for simple setups

pViewer->addSlave(pCamera.get());
pViewer->frame();
pViewer->removeSlave(pViewer->findSlaveIndexForCamera(pCamera.get()));

//  pViewer->startThreading();



Immediately aftere this code has executed and before the next frame the the 
main frame buffer scene has had a white half circle painted over it in 
approximately the top third of the viewport. If I don't remove the slave camera 
and allow it to render in following frames the white half circle still 
dissappears on the following frames.

I can fix this by setting the slave camera to PRE_RENDER in this case. But I am 
really puzzled by this behaviour. Does anyone have any idea on what is 
happening here? Why should a camera that has been set to render to a FBO be 
causing things to be drawn in the real frame buffer?

Roger

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[osg-users] [3rdparty] NodeTrackerManipulator for a globe Earth (Geocentric coordinate system)

2011-02-12 Thread Lv Qing
Hi,

... 
NodeTrackerManipulator  works fine for  a flat Earth,I want to modify it for a 
Geocentric globe Earth like EarthManipulator dose in osgEarth.
Has anyone done it before?


Thank you!

Cheers,
Lv

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