Re: [osg-users] osgUtil::Tessellator not working with double precision
Hi Preet, On 4 April 2012 01:10, Preet prismatic.proj...@gmail.com wrote: I need Vec3d precision for my geometry. I spent a long time trying to figure out why tessellator wouldn't work at all on my data, until I changed all of my Vec3d's to 'Vec3' on a whim. Now it works fine... but the issue still remains. How can I use double precision with tessellator? Support for Vec3d's for geometry in the OSG is relatively new thing and not all elements support them, Tessellator included. Internal the GLU tessellator does use double vertices so there is the potentially for adding support for Vec3dArray into osgUtil::Tessellator, however, one will need to modify the internals in a number of places to make this possible. As a general comment Vec3d's for geometry will still be very very inefficient to render on almost all graphics hardware so it's not recommend to use double for geometry for anything other than importing GIS data. Once the data is in the scene graph it's best to decorate your subgraph MatrixTransform the places a subgraph into it's final position in space, whilst the subgraph is moved to local coordinate frame. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgUtil::Tessellator not working with double precision
012/4/4 rcyboom rcyb...@163.com: Hi, In my here,once inclued osgUtil/Tessellator , the project can't be compiling.it make some errors,some 'Key word' like [GLU] [INT]. vs2008+osg3.01+ qmake(QtCreator). I'm afraid this makes no sense to me, and I can't image anyone else having a clue to what you are talking about either. If you have compile problems then use a separate thread and be clear what the error is. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] Problem: models are too bright, whitewashed.
Hi, Ok, this is a classic problem about ocean shader. We have to re-set the attributes mode with a custom or empty shader. Thank you! Cheers, bye. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46789#46789 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi Torben, it looks like it is something in the shaders part or driver related. I cannot test remotely at present, due to shaders not working via RDP. The shader one's I tested osgforest crashed with the same error last night. It crashes in the vector header file template for VS2008, I hate that template stuff! :) Maybe your mobile drivers won't support the newer shader stuff(opengl 4.2?), hence why you don't see the error there. I will role my Osg back to before all these changes after trying the below to see if I still get the error, roll back my drivers etc and let you know how I get on... Although rolling back drivers may just mask the error as it won't have support for gl4.2(guessing here), I am not up to speed the newer GL changes.. Let you know later... Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 06:45 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10 Driver: OSG in 32 bit and in 64 bit has the error) My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161 Please verify that your error occurs in all aplications using (and therefor compiling) shaders. If you runf your apps from console and OSG_NOTIFY_LEVEL=DEBUG, you should see the last step before shutting down the app is the shader compilation. I copied my compiled OSG onto my laptop with older Nvidia mobile graphics, there it runs fine. I thought my primary build machine ist screwed up and decided to reinstall the machine from scratch (not done yet). But now I read your error which seems to be exactly my own one, so it may by a true error. Any thoughts? Best regards, Torben ... Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46786#46786 ___ 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] How to apply setUseModelViewAndProjectionUniforms to the scene
Hi I switched to using osg_* variables in my shaders instead of built-in gl_* in order to comply with with OpenGL 3.x/ OpenGL ES 2.0. However it doesn't seem to work for me I found that it's managed by the State class, and I can obtain the state object from the GraphicsContext. however a code like this doesn't work: Code: int main() { osgViewer::Viewer viewer; viewer.setSceneData(new MyCustomNode()); osg::State* state = viewer.getCamera()-getGraphicsContext()-getState(); state-setUseModelViewAndProjectionUniforms(true); state-setUseVertexAttributeAliasing(true); return viewer.run(); } The problem is that viewer.getCamera()-getGraphicsContext() return 0, suggesting that I have to setup one myself. But I will need to provide width and height and other parameters, which I don't really want to do, because they are unrelevant and I didn't have to do that before. Is there a way to get the default GraphicsContext instance, as I just need to set the parameters for shaders? Cheers, Eldar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46791#46791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [solved] All shader examples/code are crashing
Hi Torben, I just reviewed the thread and it sounds like we are in the same boat :p It appears to be the exact error I am receiving... Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 02 April 2012 06:35 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [solved] All shader examples/code are crashing Hi, I've now access again to my office PC. OSG runs fine on that machine, it seems my build environment ist totally screwed up ( waah I 'love' windows reinstalls...) Sorry for the noise! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46727#46727 ___ 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] problem with svn (atomic counter?)
Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to apply setUseModelViewAndProjectionUniforms to the scene
Hi Eldar, You need to call viewer.realize() to create the windows otherwise the Camera won't haven't anything assigned yet. In your example code viewer.run() will be calling viewer.realize() for you unless you've already done so, so as it stands your example code won't have any windows and hence graphics contexts created when you attempt to get the State object. Robert. On 4 April 2012 12:33, Eldar Insafutdinov e.insafutdi...@gmail.com wrote: Hi I switched to using osg_* variables in my shaders instead of built-in gl_* in order to comply with with OpenGL 3.x/ OpenGL ES 2.0. However it doesn't seem to work for me I found that it's managed by the State class, and I can obtain the state object from the GraphicsContext. however a code like this doesn't work: Code: int main() { osgViewer::Viewer viewer; viewer.setSceneData(new MyCustomNode()); osg::State* state = viewer.getCamera()-getGraphicsContext()-getState(); state-setUseModelViewAndProjectionUniforms(true); state-setUseVertexAttributeAliasing(true); return viewer.run(); } The problem is that viewer.getCamera()-getGraphicsContext() return 0, suggesting that I have to setup one myself. But I will need to provide width and height and other parameters, which I don't really want to do, because they are unrelevant and I didn't have to do that before. Is there a way to get the default GraphicsContext instance, as I just need to set the parameters for shaders? Cheers, Eldar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46791#46791 ___ 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] How to apply setUseModelViewAndProjectionUniforms to the scene
Thanks, Robert, that did the trick! However after setting UseVertexAttributeAliasing parameter I got another problem - the surface nodes that don't use any shaders (I keep them as a fallback option) are broken now - textures are not applied to them anymore. Is there a way to both use new style variable binding and at the same time not to break stuff designed for fixed function pipeline? Cheers, Eldar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46796#46796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Primitive Restart
Hi Frederic, I have a quick look up on the GL primitive restart and understand it a bit better now. As this feature has to be enabled/disabled using glEnable/glDisable it naturally would be an StateSet::setMode() rather than something embedded in a DrawElements. The glPrimitiveRestartIndex call is also something I would be inclined to put in it's own dedicate StateAttribute as it's likely to be something that one would set to a particular value for a subgraph and not change it. When working to get the best performance out of OpenGL is crucial to minimize the number of separate glEnable/glDisable and other OpenGL calls that change the state machine, the OSG manages this by having fine grained lazy state updating so the setMode and custom StateAttribute suggestion here would take advantage of this - whereas putting these in DrawElements work break this lazy state updating facility and lower performance. Putting the mode changes into an DrawElements would also leave the door open to mode changes being done within a display list which will break the lazy state updating mechanism and lead to state leakage. Using a custom StateAttribute for glPrimitiveRestartIndex would however cause problems for code that parses DrawElements without knowing that there is a special index embedded it in. To handle this one would need to watch out for this custom state attribute and mode in the parental path and then it's it's value when parsing the DrawElements. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Google Summer of Code
A number of project I've worked with have made good use of the Google Summer of Code to make useful improvements. http://googleblog.blogspot.com/2012/03/new-kind-of-summer-job-open-source.html Do we feel like there are useful tasks to be done that might be do-able by a Summer of Code student? Has anyone here worked within the SoC process before? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Google Summer of Code
Chris Hanson xe...@alphapixel.com writes: A number of project I've worked with have made good use of the Google Summer of Code to make useful improvements. http://googleblog.blogspot.com/2012/03/new-kind-of-summer-job-open-source.html Do we feel like there are useful tasks to be done that might be do-able by a Summer of Code student? Has anyone here worked within the SoC process before? I have been a student and maybe I'm going to be a mentor this year. I'm not really involved with OpenSceneGraph but could give some advice for how to organize participation. The dead-line for organization applications for this year is over already and the deadline for student applications is in 2 days, so nothing can happen this year. Cheers, Philipp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New FrontFace Modes
2012/4/3 Robert Osfield robert.osfi...@gmail.com: Having mixed front face/back face within a single subgraph is not ideal. I would generally recommend that one should build/optimize a scene graph so that the as much work as possible is done as pre-processing/optimization/scene graph construction stage that minimizes the number of state changes - in your case avoid if possible all the osg::FrontFace entries in a subgraph by flipping the actual triangles so that they are all consistent in orientation i.e. all front face or all back face. Well yes - but this is not possible when the same triangles are rendered with both orientations (i.e. when they can be reached through parental paths with both positive and negative determinants in the MVM)? The only thing one could do would be to duplicate the geometry... which is not really an optimization. Felix ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Primitive Restart
2012/4/4 Robert Osfield robert.osfi...@gmail.com: I have a quick look up on the GL primitive restart and understand it a bit better now. As this feature has to be enabled/disabled using glEnable/glDisable it naturally would be an StateSet::setMode() rather than something embedded in a DrawElements. The glPrimitiveRestartIndex call is also something I would be inclined to put in it's own dedicate StateAttribute as it's likely to be something that one would set to a particular value for a subgraph and not change it. When working to get the best performance out of OpenGL is crucial to minimize the number of separate glEnable/glDisable and other OpenGL calls that change the state machine, the OSG manages this by having fine grained lazy state updating so the setMode and custom StateAttribute suggestion here would take advantage of this - whereas putting these in DrawElements work break this lazy state updating facility and lower performance. Putting the mode changes into an Well, the methods I added to osg::State do lazy updating - a StateAttribute would of course increase performance... but see below for the problems... A dummy state which just affects sorting of the leafs would give the same advantages, without the problems. DrawElements would also leave the door open to mode changes being done within a display list which will break the lazy state updating mechanism and lead to state leakage. I believe the same dummy state would help to avoid that too, no? Using a custom StateAttribute for glPrimitiveRestartIndex would however cause problems for code that parses DrawElements without knowing that there is a special index embedded it in. To handle this one would need to watch out for this custom state attribute and mode in the parental path and then it's it's value when parsing the DrawElements. And this will cause problems all over OSG... suddently all functionality which deals with the geometry of primitive sets (intersection visitors, kd trees, exporters) will suddently need to accumulate the State when traversing graphs... and crash when the code wasn't written with that in mind. I don't think that this is a realistic approach... My changes just add new pure virtual functions to the respective functors - the compiler then tells you when you need to extend your code to primitive restart. And a primitive set still completely describes it's geometry - independent of the state used to render it. I believe that's a very nice thing to have... Cheers, Felix ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Primitive Restart
2012/4/3 Robert Osfield robert.osfi...@gmail.com: Is there any reason why you can't just connect the tri strips together using a repeated indices to create a degenerate triangle that connects two strips together. Of course you can do that - it just wastes quite some memory for indices, considering that automatically generated tri strips usually are just about 5-6 tris long. For our geometry (30+ million vertices) this really makes quite a difference, after we put the actual vertex data into a highly packed format (3x16bit fixed point position, 3x8bit notmals). Felix ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi, Ok I have done the following: Rolled back OSG to 13049: Worked Great with all shaders. Rolled forward to 13050: Crash Occurs, so its looking like those changes/driver/GL4.2 that is causing the crash, not mine or Torben's system. I don't want to rebuild mine either ;) I see no Nvdia dll in the call stack, not sure if I should, so am thinking an OSG problem(please take with a pinch of salt). So I have had a go at debugging, its beyond me but a couple of questions to help me in my pursuit. The call before the crash in the vector stl lib is: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(), (uniformIndex[0]), GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); The above is doing a for loop and pushing the first item back, whilst debugging the 'end' has a bad_ptr, is this correct? Also why ++it and not it++ ? It's something in the above code(or related changes) which is causing the crash as if I try a simpleton fix by changing 'if (_extensions-isShaderAtomicCounterSupported())' to be a if not statement it works fine. Any pointers (no pun intended) would be much appreciated. Thanks Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 12:47 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ 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] problem with svn (atomic counter?)
Hi, Below is the osg output: I have also run the atomic counter demo on geeks3d with success, so its nothing obvious on the driver side that might only occur on a 480 gtx. OpenGL extension 'GL_ARB_get_program_binary' is supported. OpenGL extension 'GL_ARB_gpu_shader_fp64' is supported. OpenGL extension 'GL_ARB_shader_atomic_counters' is supported. glVersion=4.1980926514, isGlslSupported=YES, glslLanguageVersion=4.19809 26514 Compiling VERTEX source: 1: varying vec2 texcoord; 2: 3: void main(void) 4: { 5: vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz; 6: gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); 7: gl_FrontColor = vec4(1.0,1.0,1.0,1.0); 8: texcoord = gl_MultiTexCoord0.st; 9: } Compiling FRAGMENT source: 1: uniform sampler2D baseTexture; 2: varying vec2 texcoord; 3: 4: void main(void) 5: { 6: gl_FragColor = texture2D( baseTexture, texcoord); 7: } Linking osg::Program id=3 contextID=0 Uniform baseTexture loc=0 size=1 type=sampler2D GraphicsContext::setWindowingSystemInterface() 07FEE5B7AB18 DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. Closing DynamicLibrary osgPlugins-3.1.2/osgdb_rgbd.dll -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 12:47 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ 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] [build] Cmake - The C compiler /usr/bin/gcc is not able to compile a simple test program.
Hi Guys I have just run into this myself, the issue is caused by CMake looking for XCode in the old /Developer folder. The very latest xcode installed from the app store (4.3.2) now stores xcode and all it's SDKs etc in an app bundle in the /Applications folder. I've found a fix for cmake which requires building from source, https://github.com/Kitware/CMake/pull/15 I think it is applied the latest master branch of the CMake git repository. I've downloaded and built it but I'm still getting the error. I'm going to keep digging as this as just put a halt to my project. (Why oh why did I update XCode :( ) Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46805#46805 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi guys, On 5/04/12 6:05 , Martin Naylor wrote: I see no Nvdia dll in the call stack, not sure if I should, so am thinking an OSG problem(please take with a pinch of salt). Without having encountered that crash this to me would indicate that the crash is happening in GL code (such as glGetActiveUniforms) rather than the surrounding setup. So I have had a go at debugging, its beyond me but a couple of questions to help me in my pursuit. The call before the crash in the vector stl lib is: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(), (uniformIndex[0]), GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); The above is doing a for loop and pushing the first item back, whilst debugging the 'end' has a bad_ptr, is this correct? Also why ++it and not it++ ? Can you verify that 'uniformIndex' and 'bufferIndex' are *ALWAYS* non-empty? Otherwise the 'uniformIndex[0]' will definitively cause a crash. If that cannot be assured then we need a bit of if (!uniformIndex.empty() !bufferIndex.empty()) { // glGetActiveUniform() } Not sure why 'end' is bad, that certainly shouldn't be the case unless the atomicCounterMap is not properly set up. '++it' is a sort of code optimization hint to the compiler and may-or-may-not produce faster code; the end result is the same. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi guys, On 5/04/12 6:05 , Martin Naylor wrote: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } Coming to think of it, I believe the whole block should check if atomicCounterMap is not empty. It does not need to be called if GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used. code if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi all, Thanks Ulrich that both options supplied seemed to work ok, but the latter does seem more appropriate. I cant see the values from glGetActiveUniformsiv, so not even sure if it is returning any values, don't believe it is. There is a check earlier in the code for GL_UNSIGNED_INT_ATOMIC_COUNTER, but I have just checked and it gets skipped over when stepping through with debugger, which leaves atomiccountermap not set. If I understood correctly! Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 04 April 2012 23:43 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi guys, On 5/04/12 6:05 , Martin Naylor wrote: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } Coming to think of it, I believe the whole block should check if atomicCounterMap is not empty. It does not need to be called if GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used. code if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ 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] OSG + PhysX + Havok demos
Building the latest version of CMake did fix my issue, I just needed to start the process from scratch. Here's hoping they release a new stable version soon. I also ran into a separate issue using latest IOS sdk 5.1. A few of the unused sampler defines have been removed. I'll submit my fix later Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46808#46808 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] IOS SK 5.1, XCode 4.3.2 and CMake
Hi All Just sharing an issue I have had with latest version of XCode 4.3.2. XCode and all it's libs etc are now installed into an app bundle in the applications folder. When trying to run the current stable version of cmake 2.8.7, you receive an error stating the gcc compiler is not working. Downloading the latest nightly build of CMake fixes the issue http://www.cmake.org/files/dev/ There are also a few compile errors using the 5.1 IOS sdk, a fix has been submitted and is also attached. Cheers Tom Uniform Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!
Hello dear Wang Rui, I' ve purchased your book because i want to improve my Knowledge and my skill in OSG. The book , of course, it is not yet arrived, but looking at github to the examples i can't find chapter 7, the most important for me about terrain. Is there a specific reason for this? or are they in an other location? Best regards, walter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46712#46712 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] glGetActiveUniformsiv error
With the latest update I get an error in void Program::PerContextProgram::linkProgram(osg::State state) There error is in _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(), (uniformIndex[0]), GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); The size of uniformIndex is 0!! Try and run osgsimplegl3!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46684#46684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Geometry not rendered on ATI using GL3 shaders
Hi, I have been trying to convert my application to use version 1.50 compliant shaders and found that they work on my NVidia machine, but not on my ATI Mobility Radeon HD 5850 laptop. The shaders compile and link on the ATI, but no geometry gets rendered. Both machines are running Ubuntu 11.10 64 bit and the ATI drivers are the latest available. OSG version is 3.1.1 (developer release) / trunk (I've been trying both). The same issue can be seen using the osgsimplegl3 example. If I execute ./osgsimplegl3 cow.osg the NVidia desktop machine shows the cow, while the ATI machine shows an empty window. osgsimplegl3 was executed after export OSG_NOTIFY_LEVEL=INFO and the 2 logs are attached. I would like to use version 1.40+ shaders to make potential porting to ES2 devices easier in the future. In any case, osgsimplegl3 example should work on ATI cards. I am quite new to shader coding and this has me thoroughly confused. Any help would be much appreciated. Thank you! Cheers, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46641#46641 Attachments: http://forum.openscenegraph.org//files/osg_nv_log_123.txt http://forum.openscenegraph.org//files/osg_ati_log_274.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] issues with osg on visual studio 10
Hello I have been trying to get osg setup and run with vs 2010 on a win7 x64 machine but there are some linking issues that I just can't figure out. Here's what I did - - got the debug/release osg binaries for version 3.0.1 - setup $(OSG_ROOT) to the base osg directory - added $(OSG_ROOT)\bin to PATH in project properties (debug) C/C++ - General - Additional Include Directories = $(OSG_ROOT)\include Linker - General - Additional Library Directories = $(OSG_ROOT)\lib Linker - Input - Additional Dependencies = osgd.lib osgGAd.lib osgDBd.lib osgViewer.lib OpenThreadsd.lib I was trying to get the code for the osgbillboard.cpp example run in my own project (the executable that comes in with osg runs fine!) - all include files get included fine and intellisense doesn't detect any problem But on trying to compile I am getting a host of 'unresolved external symbol' link errors. Tried putting in explicit paths for the include,lib and the dependencies - still didn't work ofcourse same thing happens in the release mode and in the stable version of 2.8.5 It's been many hours and it's frustrating when this kind of problems occurs. Can anyone please help me out? ... Thanks a lot ! Cheers, Subhadip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46594#46594 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple views
Hi, Friends ! It's My first post in this forum . I have some problems in creating different views of scene .My total problem is: I need to create 3 different views of scene .2 views should be rendered on one window and other one should be on another window.When I move one window scene using mouse the corresponding effect also should be visible in other window . Can someone help me plz ? Thank you! Cheers, Sagar -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46456#46456 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] osgthreadedterrain example how to use?
Hi, i would like to know what osgthreadedterrain example does or if someone point me where find info on how use it . Seraching on the forum and on the OSG wiki doesn't help me a lot. i tryed to run the puget.ive as suggested in the VPT wiki but the application refused it. I imagine that is needed a specific file ( and big in memory of course..) . At least would be great an command line example to run to build a file for it. Thank you! Cheers, walter :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46449#46449 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] osgdem not output .osga compressed file
Hi, yes, osgdem not output .osga compressed file .As final result is: a puget.ive file, a folder puget_root_L0_X0_Y0, other two files puget.ive.task.0.added andpuget.ive.task.0.modified.I'm working in Ubuntu 11.04. I launched from a console osgdem in this way: Code: --xx 10 --yy 10 -t ps_texture_1k.tif --xx 10 --yy 10 -d ps_height_1k.tif -l 8 -v 0.01 -o puget.ive -a pegout.osga as suggested in the wiki. this the output in a console (i left the other part..): Code: Warning: archive option -a is temporarily disabled, building with archive i thought that i miss to enable some option during the building process of VPB , so i rebuld and reinstall the software ( even if i didn't see an option to disable or enable this feature in Cmake..) . On my system i have also libzip and libminizip installed. I'm using the last version of OSG . Other people encounter this issue before? Or i miss some step... Thank you! Cheers, walter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46442#46442 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Write access violation after attaching debugger in VS 2010
Hi all, I am new to this community and would like to get some help with a problem I am having. I hope I am posting it in the right section and I apologize if that is not the case. I am experiencing write access violations upon every frame update (pViewer-frame()) after attaching the VS 2010 debugger to a running process which uses the OSG viewer. I first started to see this error with the MFC-based multithreaded app I developed, and I of course blamed my code and my handling of synchronization objects for that. After a few hours of debugging and scratching my head, however, I realized the following things: 1) The access violation happens only when the debugger is attached to an already running process. If I start the process by debugging it in VS, no access violation exception is raised; 2) The problem is not just with my application: if I attach the VS debugger to the osgviewerd.exe or osgviewermfcd.exe process after loading the Avatar.osg model, I can observe the same behavior, i.e. write access violations after attaching the debugger when the process is already running, no access violation when starting the process from VS with the debugger attached; 3) If I tell VS to ignore the access violation (from the Exceptions dialog), everything works fine, except that the debugger output window is flushed with access violation messages - one per frame update; 4) The place in the code where the access violation occurs varies depending on the process being debugged and model loaded. Sometimes it is in OSG sources, sometimes in STL sources, but never in my own code - or in the code of the application i am debugging; 5) Not all models cause the problem - with osgviewerd.exe, for instance, the Cessna.osg model does not cause any access violation even after attaching the debugger when the process is already running; 6) The access violation after attaching the debugger occurs both in debug and in release configurations; 7) After reproducing the problem with osgviewermfcd.exe and the Avatar.osg model, if I keep the debugger attached, tell VS to ignore access violation exceptions (so I can actually keep interacting with the app, otherwise an exception dialog would pop up after each frame update), close the window which shows the Avatar.osg model and open the same model in a new window, I see no access violations in the debug output. I thought there might be a problem with the OSG binaries I downloaded, so I downloaded the source code and built them myself, but the issue persists. I am using Win7 64 bit and VS 2010 SP1. I suspect this to be an issue with the VS 2010 debugger, but I haven't seen it with any other application before. Did anybody experience this problem or has an idea what could it be caused by? I would very much appreciate any kind of help. In case you need more information which I might have forgotten to type, please do not hesitate to ask. Thank you in advance, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46395#46395 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] osgTerrain inside OpenFramework
Hi to all, this is my first post in the osg forum. I'm using Openframework in a creative way. I like interactivity and 3d graphics. I would like to make an installation in which you can see a big large terrain and other things. My first idea was to implement a terrain system with LOD and multipaging. I made a lot of searching ,finding many resources, different algorithm implementations, and libraries. Then i found and addon a ofxOpenSceneGraph to port osg into Openframework. that's great ! because osg has a terrain plugin... I was able to run osgTerrain inside Openframework but i have a problem , you can see in the image attached. Just a note : i ve used puget sound at the big resolution as explain in the osg HOW TO. In osg the same puget,ive works fine intead in Openframework the texture is not handled in the best way ( there are no detail but coloured square that became smaller with LOD) . wht could be? Is it an issue with openframework or i miss something in the code? i leave also part of the code (partially of course...) Code: #include testApp.h #include osg/Geode #include osg/ShapeDrawable #include osg/Shape #include osgViewer/View #include osgGA/TrackballManipulator #include osgDB/ReadFile #include osgTerrain/Terrain #include osgTerrain/TerrainTile #include osgTerrain/GeometryTechnique #include osgTerrain/Layer #include iostream using namespace std; using namespace osg; using namespace osgUtil; templateclass T class FindTopMostNodeOfTypeVisitor : public osg::NodeVisitor { public: FindTopMostNodeOfTypeVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN), _foundNode(0) {} void apply(osg::Node node) { T* result = dynamic_castT*(node); if (result) { _foundNode = result; } else { traverse(node); } } T* _foundNode; }; templateclass T T* findTopMostNodeOfType(osg::Node* node) { if (!node) return 0; FindTopMostNodeOfTypeVisitorT fnotv; node-accept(fnotv); return fnotv._foundNode; } //-- void testApp::setup(){ std::cout setup std::endl; //ofSetColor(120,120,120); osg::setNotifyLevel(osg::DEBUG_INFO); //osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 1.0f)); //osg::Geode* geode = new osg::Geode(); //geode-addDrawable(drawable); // obtain the vertical scale float verticalScale = 1.0f; //while(arguments.read(-v,verticalScale)) {} // obtain the sample ratio float sampleRatio = 1.0f; //while(arguments.read(-r,sampleRatio)) {} std::string strBlendingPolicy; strBlendingPolicy = ENABLE_BLENDING; osgTerrain::TerrainTile::BlendingPolicy blendingPolicy = osgTerrain::TerrainTile::ENABLE_BLENDING; //osgTerrain::TerrainTile::setDirtyMask(1);// dirtyMask = osgTerrain::TerrainTile::IMAGERY_DIRTY; //osgTerrain::TerrainTile-setDirty(true) dirty = osgTerrain::TerrainTile::true ; /* std::string strBlendingPolicy; while(arguments.read(--blending-policy, strBlendingPolicy)) { if (strBlendingPolicy == INHERIT) blendingPolicy = osgTerrain::TerrainTile::INHERIT; else if (strBlendingPolicy == DO_NOT_SET_BLENDING) blendingPolicy = osgTerrain::TerrainTile::DO_NOT_SET_BLENDING; else if (strBlendingPolicy == ENABLE_BLENDING) blendingPolicy = osgTerrain::TerrainTile::ENABLE_BLENDING; else if (strBlendingPolicy == ENABLE_BLENDING_WHEN_ALPHA_PRESENT) blendingPolicy = osgTerrain::TerrainTile::ENABLE_BLENDING_WHEN_ALPHA_PRESENT; } */ // load the nodes from the commandline arguments. osg::ref_ptrosg::Node rootnode = osgDB::readNodeFile(puget.ive); if (!rootnode) { osg::notify(osg::NOTICE)Warning: no valid data loaded, please specify a database on the command line.std::endl; return ; } osg::ref_ptrosgTerrain::Terrain terrain = findTopMostNodeOfTypeosgTerrain::Terrain(rootnode.get()); if (!terrain) { // no Terrain node present insert one above the loaded model. terrain = new osgTerrain::Terrain; // if CoordinateSystemNode is present copy it's contents into the Terrain, and discard it. osg::CoordinateSystemNode* csn = findTopMostNodeOfTypeosg::CoordinateSystemNode(rootnode.get()); if (csn) { terrain-set(*csn); for(unsigned int i=0; icsn-getNumChildren();++i) { terrain-addChild(csn-getChild(i)); } } else { terrain-addChild(rootnode.get()); } rootnode = terrain.get(); } terrain-setSampleRatio(sampleRatio); terrain-setVerticalScale(verticalScale); terrain-setBlendingPolicy(blendingPolicy); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); getView()-setSceneData(rootnode.get());
Re: [osg-users] issues with osg on visual studio 10
On Mon, Mar 26, 2012 at 10:27 AM, Subhadip Ghosh subhadip9...@gmail.comwrote: Hello I have been trying to get osg setup and run with vs 2010 on a win7 x64 machine but there are some linking issues that I just can't figure out. But on trying to compile I am getting a host of 'unresolved external symbol' link errors. Like...? Tried putting in explicit paths for the include,lib and the dependencies - still didn't work ofcourse same thing happens in the release mode and in the stable version of 2.8.5 It's been many hours and it's frustrating when this kind of problems occurs. Are you compiling using 3rdpart dependencies that were made for VS2010/64? Can anyone please help me out? ... Thanks a lot ! Cheers, Subhadip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46594#46594 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org