Re: [osg-users] osg::ProxyNode and osg::ComputeBoundsVisitor

2011-07-25 Thread Sebastian Messerschmidt

Hello Oren,

It seems that the node isn't loaded at all.
As I do something similar in my database compiler, I think you will have 
to actually load the proxy node at least once to calculate the correct 
bounds for it:
You code is correct, but as you defer loading of the real model, the 
ComputeBoundsVisitor will end up having a no children to traverse.
What I do is to hook up in the load callbacks and to load every model 
once to be able to set the correct bounds (and other stuff) to the 
ProxyNodes that reference it. (They get written by the compiler if 
references are encountered)


Hope that help
Sebastian

Howdy friends,

I'm loading a model using an osg::ProxyNode like this:


Code:

std::mapstd::string, osg::ref_ptrosg::Nodemodel_db_map;
...
if (model_db_map[name] == NULL)
{
osg::ref_ptrosg::ProxyNode  pn = new osg::ProxyNode;
pn-setLoadingExternalReferenceMode 
(osg::ProxyNode::DEFER_LOADING_TO_DATABASE_PAGER);
pn-setFileName (0, name + .ive);
model_db_map[name] = pn;
}




shortly after this I compute the bounding box like this:

Code:

osg::ref_ptrNode  node = model_db_map[name];
osg::ComputeBoundsVisitor bb;
node-accept(bb);




problem is I then get this for bb.getBoundingBox()._min:

Code:
(gdb) p bboxMin
$1 = {_v = {3.40282347e+38, 3.40282347e+38, 3.40282347e+38}}



and this for bb.getBoundingBox()._max:

Code:
(gdb) p bboxMax
$2 = {_v = {-3.40282347e+38, -3.40282347e+38, -3.40282347e+38}}



and my stdout gets repeatedly bombed with this:


Code:
CullVisitor::apply(Geode) detected NaN,
 depth=nan, center=(0 0 0),
 matrix={
 nan nan nan nan
 nan nan nan nan
 nan nan nan nan
 nan nan nan nan
}




Why is this so? The bounding box is computed correctly when using 
osgDB::readNodeFile instead of osg::ProxyNode. Thanks in advance.

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Re: [osg-users] [osgCompute] Adding osgCompute::Computation during runtime does not work...

2011-07-25 Thread Johannes Scholz
Hi Jens,

thanks for your reply.

Currently we DO NOT set those flags before realize() because using the 
osgCompute functionality is only a sub-case of the application (only needed 
when the user whats to deform a geometry).

So if the user wants to start deformation osgCompute is initialized. For the 
moment setting setThreadingModel and setReleaseContextAtEndOfFrameHint during 
runtime works for us.

I will keep your hint in mind if we experience problem later on.


Thank you!

Cheers,
Johannes

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Re: [osg-users] Vertices Selection

2011-07-25 Thread Miguel Lokida
Hello,


Thank you for this infomation. I'll watch this.

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[osg-users] [osgCompute] Problem with the osgGeometryDemo example

2011-07-25 Thread Johannes Scholz
Hi,

we got a problem with the osgGeometryDemo example.

This problem occurs on one developer machine only. The first devmachine works 
without problems - as far as I can see with the same software setup, but 
different hardware.

Problematic machine:
NVidia GeForce 9400GT (G96b, 16 cuda cores, dx10, sm 4.0, OpenGL 3.3)
OSG 3.0.0
osgCompute 1.0
NVIDIA Cuda DevDriver 270.81
Cuda ToolKit 4.0.17
WinXP Sp3 32-bit

We've been trying to execute osgGeometryDemo.exe, but it always says Cannot 
find module identified by osgcuda_warp.
The other examples osgEndiannessDemo, osgParticleDemo and osgTraceDemo work.

Any hints? 

Thank you!

Cheers,
Johannes

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Re: [osg-users] [osgCompute] Problem with the osgGeometryDemo example

2011-07-25 Thread Jens Orthmann
Hi Johannes,

did you install the OpenSceneGraph-Data stuff. 
For me it seems that the example application is not able to find 
the cow.osg file. If that is so then the module is not being 
built.

You can proof this by typing osgViewer cow.osg in your 
command line. 

Best regards,
Jens

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Re: [osg-users] OpenSceneGraph-2.9.12 tagged

2011-07-25 Thread Robert Osfield
Hi Dan,

On Mon, Jul 25, 2011 at 1:14 AM, Dan West osgfo...@tevs.eu wrote:
  Could you clarify whether the tagged 2.9 versions use the 2.8 sample data 
 tag?

The OpenSceneGraph-2.9.x series are all developer version that are
developed in line with the OpenSceneGraph-Data trunk, I haven't so far
created specific develop versions for the data.

Given we now have OpenSceneGraph-3.0.0 and OpenSceneGraph-3.0.1-rc1
available, and OpenSceneGraph-Data-3.0.0 I'd recommend you move to
this, rather than a 2.9.x developer release.

Robert.
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Re: [osg-users] osgWidget documentation?

2011-07-25 Thread Daniel Cámpora
Hi,

Thanks a lot Jeremy, that's very kind of you :)

I might add you if I have many troubles. Otherwise I'll use the lists.

Thank you!

Cheers,
Daniel

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Re: [osg-users] [osgCompute] Problem with the osgGeometryDemo example

2011-07-25 Thread Johannes Scholz
Hi,

argh. That did the trick. I just didnt check this on that machine.

Installing the osg sample data in our OSG_FILE_PATH solved it.


Thanks a lot!

Cheers,
Johannes

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[osg-users] Console osg application

2011-07-25 Thread Rodrigo Benenson
Hello OpenSceneGraph community !

I am creating my first application with openscenegraph, the aim is to
generate an animation and record it into a video file.
Right now I have a running program that uses osg and gstreamer to
render the animation and record it, everything works fine.

However, there is an issue: I currently use the osgViewer::Viewer
class, and when using it an X window appear (showing the animation).

I would like my application to be a console application only (no
graphical output).

Do you have suggestions on how to do this ?
I would assume that there should be something like class
ConsoleViewer : public osgViewer::BaseViewer, but maybe I am looking
at this the wrong way ?
Your help is much welcome.

Thanks for the answers !
Regards,
rodrigob.
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Re: [osg-users] Console osg application

2011-07-25 Thread Robert Osfield
HI Rodrigo,

The way to create an offscreen window is to use a Pbuffer graphics
context, see the osgscreencapture.cpp example for code paths that
creates pbuffers.

Robert.

On Mon, Jul 25, 2011 at 12:11 PM, Rodrigo Benenson
rodrigo.benen...@gmail.com wrote:
 Hello OpenSceneGraph community !

 I am creating my first application with openscenegraph, the aim is to
 generate an animation and record it into a video file.
 Right now I have a running program that uses osg and gstreamer to
 render the animation and record it, everything works fine.

 However, there is an issue: I currently use the osgViewer::Viewer
 class, and when using it an X window appear (showing the animation).

 I would like my application to be a console application only (no
 graphical output).

 Do you have suggestions on how to do this ?
 I would assume that there should be something like class
 ConsoleViewer : public osgViewer::BaseViewer, but maybe I am looking
 at this the wrong way ?
 Your help is much welcome.

 Thanks for the answers !
 Regards,
 rodrigob.
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Re: [osg-users] osg::ProxyNode and osg::ComputeBoundsVisitor

2011-07-25 Thread Oren Fromberg
Hey Sebastian!

Thanks for the interesting reply. So, I guess that explains why the dimensions 
of my bounding box are tending to infinity! I have some questions though:

1) what do you mean by load the proxy node at least once? does that mean to 
add the proxy node as a child in the scene or just to add a reference to that 
node?

2) what do you mean by hook up in the load callbacks?

3) what does your database compiler do?

Thanks so much!

Sincerely,

Oren

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Re: [osg-users] osg::ProxyNode and osg::ComputeBoundsVisitor

2011-07-25 Thread Sebastian Messerschmidt

Am 25.07.2011 17:15, schrieb Oren Fromberg:

Hey Sebastian!

Thanks for the interesting reply. So, I guess that explains why the dimensions 
of my bounding box are tending to infinity! I have some questions though:

1) what do you mean by load the proxy node at least once? does that mean to 
add the proxy node as a child in the scene or just to add a reference to that node?
The proxynode usually references an actual file. So simply load it via 
osgDB::readNodeFile. You can then retrieve its bounds.
If you're only interested in the bounds, put them to the proxyNode or 
simply store them elsewhere.
The loaded node will be deleted in case you don't reference it further 
(see osg::ref_ptr for this)



2) what do you mean by hook up in the load callbacks?

OSGDb allows you to hook up into its loading callbacks.
For this you'll have to create a callback class and derive it from 
osgDB::Registry::ReadFileCallback. See the Callback example for more info.
This way you can control/check what is loaded, or modify the loaded node 
before putting it into the scenegraph.


3) what does your database compiler do?
Basically I have to load big databases from openflight. In order to 
handle certain models differently I hook up into the loading, load the 
node, check some of its properties and put into a own datastructure.
Later on, I can save those models without including it into the 
resulting .ive file, as it wouldn't fit there really.
If you use osgconv it usally will put all referenced nodes (i.e. 
proxynodes) into the resulting export, which gives poor control over 
instancing, optimization etc.


If you maybe elaborate what you are trying to achive, there might be 
more useful input of others ;-)


cheers
Sebastian


Thanks so much!

Sincerely,

Oren

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[osg-users] Is there a reason a why different scene statistics are collected in Renderer::cull and Renderer::cull_draw paths

2011-07-25 Thread Roger James
Hi,

I have noticed that different scene statistics are collected in threading 
models where Renderer::cull_draw is called rather than Renderer::cull. In 
particular the number of fast drawables and none of the primitive set 
statistics are collected in cull_draw mode. Is there any reason for this. I 
just spent a while wondering where all my fast path drawables had disappeared 
to!

Cheers,
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Re: [osg-users] Is there a reason a why different scene statistics are collected in Renderer::cull and Renderer::cull_draw paths

2011-07-25 Thread Robert Osfield
Hi Roger,

On Mon, Jul 25, 2011 at 4:59 PM, Roger James
ro...@beardandsandals.co.uk wrote:
 I have noticed that different scene statistics are collected in threading 
 models where Renderer::cull_draw is called rather than Renderer::cull. In 
 particular the number of fast drawables and none of the primitive set 
 statistics are collected in cull_draw mode. Is there any reason for this. I 
 just spent a while wondering where all my fast path drawables had disappeared 
 to!

It's a bug!! :-)

I hadn't spotted this before, this must have been missed by the author
of the this particular bit of code, and not spotted by me on review
when merging it.

I will go have a look at the code behind the stats and see if I can
spot the bug.

Robert.
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Re: [osg-users] Console osg application

2011-07-25 Thread Rodrigo Benenson
Thanks Robert for the suggestion.
I implemented the feature based on  osgscreencapture.cpp  for the case
--pbuffer-only.
However the code still has two problems:

1) I get the following warning

PixelBufferX11::init(), pbuffer created with different size then requsted
Requested size (800,600)
Pbuffer size (0,0)
Pixel buffer has been created successfully.

If I let it pass the video creation works fine, but I get weird
drawings on my screen (on the whole desktop, independent of any
window). If I add a check for the pixel buffer size after creation,
well it is always empty. Without the pbuffer feature the application
works fine.

2) Independent of the previous issue, if I run the application in a
console (out of  X) I get the following error

Error: Unable to open display :0.0.
  GraphicsWindow has not been created successfully.
Error: Unable to open display :0.0.
std::exception was raised:  ColladaRenderer::ColladaRenderer failed to
create the pixel buffer

so it seems that the viewer still tries to create the GraphicsWindow.

Where in the code can I check if the viewer will try to create a
GraphicsWindow ?
What do you think I am doing wrong ?

Regards,
rodrigob.

On Mon, Jul 25, 2011 at 1:17 PM, Robert Osfield wrote:
 HI Rodrigo,

 The way to create an offscreen window is to use a Pbuffer graphics
 context, see the osgscreencapture.cpp example for code paths that
 creates pbuffers.

 Robert.

 On Mon, Jul 25, 2011 at 12:11 PM, Rodrigo Benenson
 rodrigo.benen...@gmail.com wrote:
 Hello OpenSceneGraph community !

 I am creating my first application with openscenegraph, the aim is to
 generate an animation and record it into a video file.
 Right now I have a running program that uses osg and gstreamer to
 render the animation and record it, everything works fine.

 However, there is an issue: I currently use the osgViewer::Viewer
 class, and when using it an X window appear (showing the animation).

 I would like my application to be a console application only (no
 graphical output).

 Do you have suggestions on how to do this ?
 I would assume that there should be something like class
 ConsoleViewer : public osgViewer::BaseViewer, but maybe I am looking
 at this the wrong way ?
 Your help is much welcome.

 Thanks for the answers !
 Regards,
 rodrigob.
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Re: [osg-users] Console osg application

2011-07-25 Thread Robert Osfield
HI Rodrigo,

I don't what settings your used, or the hardware/drivers you are using
so can't pinpoint what the problem might be.  If you run
osgscreencapture with --pbuffer-only you get the warning:

$ osgscreencapture cow.osg --pbuffer-only
osgscreencapture: argument to `--pbuffer-only` is missing
osgscreencapture: unrecognized option --pbuffer-only

If passing the dimensions of the pbuffer that I want then the context
is created correctly and I get:

$ osgscreencapture cow.osg --pbuffer-only 800 600
Pixel buffer has been created successfully.
Select GL_BGRA read back format
Window size 800, 600
Reading window usig glReadPixels, with a double buffer PixelBufferObject.
Allocating image
Generating pbo 0
Generating pbo 2
fps = 781.47, full frame copy = 1.1221ms rate = 427.76 Mpixel/sec,
1631.8 Mb/sec time for memcpy = 1.0351ms  memcpy speed = 1768.9 Mb/sec
fps = 785.5, full frame copy = 1.1413ms rate = 420.56 Mpixel/sec,
1604.3 Mb/sec time for memcpy = 1.0781ms  memcpy speed = 1698.4 Mb/sec
fps = 798.31, full frame copy = 1.1243ms rate = 426.94 Mpixel/sec,
1628.6 Mb/sec time for memcpy = 1.0967ms  memcpy speed = 1669.6 Mb/sec
fps = 798.45, full frame copy = 1.1235ms rate = 427.24 Mpixel/sec,
1629.8 Mb/sec time for memcpy = 1.0959ms  memcpy speed = 1670.9 Mb/sec


 2) Independent of the previous issue, if I run the application in a
 console (out of  X) I get the following error

 Error: Unable to open display :0.0.
  GraphicsWindow has not been created successfully.
 Error: Unable to open display :0.0.
 std::exception was raised:  ColladaRenderer::ColladaRenderer failed to
 create the pixel buffer

 so it seems that the viewer still tries to create the GraphicsWindow.

 Where in the code can I check if the viewer will try to create a
 GraphicsWindow ?
 What do you think I am doing wrong ?

Pbuffer still use GLX so you'll need X11 to be able to create a
Pbuffer, you just won't need an actual window.

Am I reading you correctly that you are trying to run without any X
server running?  If so then you'll need to create your GL context
yourself another method if one is supported by your drivers.

Robert.
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Re: [osg-users] Is there a reason a why different scene statistics are collected in Renderer::cull and Renderer::cull_draw paths

2011-07-25 Thread Robert Osfield
Hi Roger,

On Mon, Jul 25, 2011 at 5:39 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
 I will go have a look at the code behind the stats and see if I can
 spot the bug.

I fixed the bug by consolodating the collection of the SceneView
related stats into a single function and have the cull() and
cull_draw() methods call this.  I have checked this fix into svn/trunk
and the OSG-3.0 branch.

Could you please test it out?

Thanks,
Robert.
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[osg-users] OsgMovie ffmpeg plugin lag with sound enabled

2011-07-25 Thread Vivien Delage
Hi,

I have a small issue regarding the Osgmovie example with the ffmepg plugin and 
enabling the --audio option. When the audio is disabled the movie is running 
just fine. Then if I activate the sound the movie image will start to get 
slower update and even drop frames. 

The audiosink used was SDLaudio. I then tried to use FMOD as audiosink. I got 
it running and the sound is working fine, but again the image is updating very 
slowly (even more than with SDL)

I am running the latest version of OSG from the trunk directory under windows 
7. I also attached a copie of the modified version of osgmovie using FMOD in 
case other people are interested with FMOD integration.

Thank you!

Cheers,
Vivien

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[osg-users] Enable antialiasing in osgviewerWX example

2011-07-25 Thread Micael Levesque
Hi,

I've been looking to integrate wxWidgets to my engine but I'm unable to get the 
antialiasing to work. Is it possible or is it a wxWidgets limitation :?

Thank you!

Cheers,
Micael

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Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted

2011-07-25 Thread Robert Osfield
Hi All,

I have just tagged OpenSceneGraph-3.0.1-rc2.

 Zip file containing source code :

http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.1-rc2.zip

 Subversion tag : svn co
   
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1-rc2
OpenSceneGraph

I have only checked in a couple of minor fixes since rc1, list of
Changes below.  I didn't get any feedback on rc1 at all, so I suspect
that means that users are all on holiday or spent from doing
exhuastive rounds of testing   We do need testing before we push
out a release, so please test out rc2.  All going well I'll be able to
tag 3.0.1 sooner rather than later.

Thanks,
Robert.

-- ChangeLog since OpenSceneGraph-3.0.1-rc1

2011-07-25 18:39  robert

* CMakeLists.txt: Updated release candidate number

2011-07-25 17:08  robert

* src/osgViewer/Renderer.cpp: Merged from svn/trunk revision 12818,
  Fixed stats bug where not all stats fields were being collected
  by the cull_draw() method used in the SingleThreaded and
  CullDrawThreadPerContext threading models.

2011-07-22 09:28  robert

* src/osg/Texture.cpp: From Alexander Irion, merged from svn/trunk
  revision 12716, Texture borders are not supported in ES.

  _isTextureBorderClampSupported is set to TRUE in Texture.cpp,
  because of the version number check (GL VERSION = 1.3).

  This leads to an invalid enum error, when GL_TEXTURE_BORDER_COLOR
  is tried to set.

2011-07-22 08:26  robert

* src/osgViewer/ViewerEventHandlers.cpp: Merged from svn/trunk
  revision 12714, In the RecordCameraPathhandler fixed the
  handling of pressing 'Z' before 'z' which was causing the view
  to be reset to 0,0,0 by AnimationPathManipualtor with an empty
  AnimationPath.
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Re: [osg-users] OpenSceneGraph-3.0.1 release candidate posted

2011-07-25 Thread Jean-Sébastien Guay

Hi Robert,


I have only checked in a couple of minor fixes since rc1, list of
Changes below.  I didn't get any feedback on rc1 at all, so I suspect
that means that users are all on holiday or spent from doing
exhuastive rounds of testing   We do need testing before we push
out a release, so please test out rc2.  All going well I'll be able to
tag 3.0.1 sooner rather than later.


I'll test out 3.0.1 tomorrow morning - checking out the 3.0 branch now.

J-S
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[osg-users] No virtual destructor in osgAnimation::StackedRotateAxisElement. Why?

2011-07-25 Thread George Bekos
Hello everyone! :D

I have a simple question.
I want to inherit my class from osgAnimation::StackedRotateAxisElement but I 
realized that there is no virtual destructor in the class. Why? Because it is 
not needed because the class does not allocate anything from the heap? Or 
because it is a bad practice to inherit from this class? 
Thank you guys!

Cheers,
George

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Re: [osg-users] No virtual destructor in osgAnimation::StackedRotateAxisElement. Why?

2011-07-25 Thread Jean-Sébastien Guay

Hello George,


I want to inherit my class from osgAnimation::StackedRotateAxisElement but I 
realized that there is no virtual destructor in the class. Why? Because it is 
not needed because the class does not allocate anything from the heap? Or 
because it is a bad practice to inherit from this class?


StackedRotateAxisElement itself has no virtual destructor (in fact, no 
destructor at all) probably because there was no need for one (no 
resources to free).


But in C++, if a class's base class (or its base class, right up to the 
root of that class's hierarchy) has a virtual destructor, it's assumed 
that all destructors of subclasses (even the default compiler-generated 
one that does nothing) are virtual. And since osg::Object has a virtual 
destructor (and StackedRotateAxisElement inherits indirectly from 
osg::Object) then it can be assumed that you can safely derive from 
StackedRotateAxisElement, and your subclass can have a virtual 
destructor, and it will be called when appropriate.


Hope this helps,

J-S
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[osg-users] Is there a maximum size for the viewer?

2011-07-25 Thread John Farrier
Hi,

[Using OSG 3.0 on Windows Vista, nVidia SLI hardware]

I have a project using the Composite Viewer.  It is running on a machine with 
eight monitors.  I have found that if the Composite Viewer and its primary view 
are sized beyond about 5000 x 3000 as a single window (I haven't found an exact 
number), OSG seems to not initialize.  (It never gets to run its frames.)  Is 
there a maximum size to the viewer or the composite viewer?  Looking at the 
available traits, I see no applicable flags.  I also dug into the OSG code a 
bit and saw no arbitrary size limits implemented.

As a matter of testing, I did find that I can cover all eight displays when I 
use more than one CompositeViewer+Viewer in separate windows from the same 
application.  I cannot post code, but is there any other testing I can do to 
help diagnose?

Thank you!

Cheers,
John

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Re: [osg-users] [osgCompute] TexSteramer fails in Cuda 4.0

2011-07-25 Thread Roman Grigoriev
Hi,
Any news about how to postprocess textures in cuda 4.0?

Thank you!

Cheers,
Roman

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