Re: [osg-users] OSG fps not matching the Beginners guide

2012-06-14 Thread Sebastian Messerschmidt

Hi Nav,

As always: Your mileage may vary.
But your results seem extremely slow.
Given the fact you are using Visual Studio I guess you're on a windows 
machine. So there are some things I would check:


1. Driver version
I tried the newest NVidia Driver some days ago an decided to go back to 
296.10 as the 300x driver made almost all my osg applictions extremely 
slow (100fps vs 20fps)

2. Release vs. Debug
Make sure you are running the test in release mode, as OSG is really 
slow when using debug mode

3. Check your driver settings
Set the Nvidia control panel to Performance instead of Quality.

Also: Are other examples running reasonable fast? What is your 
resolution. Have you checked the StatsViewer, where does it say the time 
is spent per frame?


cheers
Sebastian

In Chapter 12's Adding Occluders to a complex scene example, in the 2010 
version of the beginners guide of OSG, there's an occluder node which occludes 
10 randomly generated quads.
The fps shown in the book is 40fps, when the 10 'massive quads' are fully 
occluded and 11.57fps when not occluded.

On my system, the fps is 0.5fps when fully occluded and 1.01fps when not 
occluded.
I have 2GB RAM, an Intel core 2 duo CPU, 2.53GHz and an NVidia GeForce GT 430 
graphics card. No other applications were open at the time I ran the program. 
Not even Visual Studio Intellisense.

Tried running the program on a system without a graphics card, and the quads 
didn't even render (but this is secondary. Main problem is what caused such a 
slow reaction on my card-equipped system).

Is it a known issue among OSG users that some cards don't support OpenGL well enough? Because I saw 
a forum post where a person said I think that the nVidia Quadro FX 5600 doesn't have as good 
OpenGL support as the consumer GPU cards
Here: http://www.flightgear.org/forums/viewtopic.php?f=11t=7182

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Re: [osg-users] zoom to object with camera

2012-06-14 Thread Jason Anderssen
Anyone got a suggestion for this, or am I in the wrong forum for this question 
? (i.e. does OSG have a way to do the zoom to object animation as outlined 
below ? )

Cheers
Jason

On 13/06/2012, at 8:41 AM, Jason Anderssen wrote:

 Torben,
 
 Thanks for reply, and it works perfectly.  However is there a way to make it 
 animate to the zoom points.
 
 I have a Nodetracker-Manipulator set as my default manipulator, and I change 
 the node path as the user selects objects from the scene, it would be nice if 
 I could animate the zoom to the object?
 I know I could do it all manually, but I am assuming that OSG would probably 
 provide some easy mechanism maybe ?
 
 Thanks in advance.
 
 Cheers
 Jason
 On 06/06/2012, at 3:50 PM, Torben Dannhauer wrote:
 
 Hi,
 
 yes this function is called node tracking. You can track a node and 
 configure which degrees of freedom your camera should provide.
 
 There is a default Nodetracker-Manipulator in OSG. You just have to set the 
 Node you want to track.
 
 
 
 Cheers,
 Torben
 
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Re: [osg-users] Scene graph construction advice

2012-06-14 Thread Jason Anderssen
Anyone got a recommendation for the following, or same as a previous post of 
mine, is this the wrong forum ?

Cheers
Jason

On 13/06/2012, at 8:43 AM, Jason Anderssen wrote:

 Hi all,
 
 Working with OSG, and all is going well.  But would like to know would be the 
 recommended way to do the following:
 
 User picks an object.  Turn off the rest of the scene so only the single 
 object they selected is displayed?
 
 also 
 
 User picks an object, depth peal the entire scene to the single object 
 selected?
 
 Thank you in advance for any help
 
 Cheers
 Jason
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Re: [osg-users] Topic approval in this forum

2012-06-14 Thread Robert Osfield
On 14 June 2012 04:16, Nav Joseph nk...@tatapowersed.com wrote:
 I hadn't meant creating extra hoops. The idea was that it'd be easier for 
 people looking for OSG answers to find it easily on the StackOverflow 
 answering framework, if everyone on the mailing list shifted to 
 StackOverflow, and so that the moderators of the OSG forum could be spared of 
 the moderating effort.

You know that you are suggestion that 2000+ people move on from the
mailing list to a system that many of us, including me know nothing
about...

One thing I would like to add is that most precious resource in the
OSG community is not the time of end users but the time of the leading
contributors.  For me personally the mailing list is most efficient
way for me to churn through dozens of emails each day and reply where
I can.  Any extra hoops and I do less support.  I'm sure it'll be
similar for others.

Robert.
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Re: [osg-users] Scene graph construction advice

2012-06-14 Thread Robert Osfield
On 14 June 2012 07:51, Jason Anderssen janders...@exactal.com wrote:
 Anyone got a recommendation for the following, or same as a previous post of 
 mine, is this the wrong forum ?

Look up osg::Switch and NodeMask.

Robert.
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Re: [osg-users] Scene graph construction advice

2012-06-14 Thread Tim Moore
On Thu, Jun 14, 2012 at 8:51 AM, Jason Anderssen janders...@exactal.com wrote:
 Anyone got a recommendation for the following, or same as a previous post of 
 mine, is this the wrong forum ?

 Cheers
 Jason

 On 13/06/2012, at 8:43 AM, Jason Anderssen wrote:

 Hi all,

 Working with OSG, and all is going well.  But would like to know would be 
 the recommended way to do the following:

 User picks an object.  Turn off the rest of the scene so only the single 
 object they selected is displayed?
The most obvious way to do this is with node masks and the cull mask
of the camera:

* At the start, nodes have a traversal mask of 0x1, camera's cull mask is 0x1.
* After a selection, set the node of interest's mask to 0x2, camera's
cull mask to 0x2.
* When the object is unselected, set the node's and camera's masks back to 0x1.

 also

 User picks an object, depth peal the entire scene to the single object 
 selected?
I'm not sure what you mean by depth peeling here. If you just want the
selected object to always be rendered, in effect cutting away the
geometry in front of it in the scene, you could use the stencil planes
to achieve that:

* Draw the selected object first, setting the stencil planes.
* Draw the whole scene using the stencil test.

If you mean that you want to make every object translucent except for
selected object, then you need to assign the appropriate StateSet to
those objects.

Both of these approaches require changing a StateSet that will apply
to an object or a part of the scene graph. The simplest way to do that
is with a Switch node and two child Group nodes that each hold a
different StateSet. Your object would be a child of both those groups.

Also, the simplest way to assign a draw object to an object, i.e.,
draw an object before all other geometry, is to set the render bin
utils in StateSet. Look at the osghangglide example.

Tim

 Thank you in advance for any help

 Cheers
 Jason
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Re: [osg-users] combine functionality my own shader with shadowmap shader

2012-06-14 Thread Umid Shahmaliyev
Hi,

Problem solved...
... 

Thank you!

Cheers,
Umid

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Re: [osg-users] Topic approval in this forum

2012-06-14 Thread Jan Ciger
Hello,

On Thu, Jun 14, 2012 at 5:16 AM, Nav Joseph nk...@tatapowersed.com wrote:

 Hi Jan,

 I hadn't meant creating extra hoops. The idea was that it'd be easier for
 people looking for OSG answers to find it easily on the StackOverflow
 answering framework, if everyone on the mailing list shifted to
 StackOverflow, and so that the moderators of the OSG forum could be spared
 of the moderating effort.


I think you didn't consider the fact that the there are perfectly good
tools for this already - mailing list and if you need to search for
answers, there is Google (it indexes the archives) and Gmane (
http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user/).


 I haven't ever used a mailing list, but from what you mention, it appears
 a lot more convenient for people who are using it. Perhaps y'all would have
 an easy way of going back and finding the answer to the questions you asked
 on the mailing list, without having to first go through a lot of emails.
 Thanks for mentioning that mailing lists are faster. I didn't know mailing
 lists had these advantages. Since you suggested it, I've already
 recommended my colleagues to try the mailing list.


I rarely if ever have to go through a lot of e-mails (and I do receive
lots of them). There are tools such as automatic filters, there is search
(gmail's one is great, Thunderbird has a very decent search as well). It is
a way of organizing work.  Mailing lists are a very old-school
collaboration tool (they pretty much pre-date internet), but they work well
and there are plenty of tools to deal with them.

[Still, it'd be nice if there was a teensy little chance that people
 migrated to StackOverflow :-) ]


I wouldn't say that something like that is impossible, but the chance is
likely infinitesimal. As Robert explained elsewhere, One thing I would
like to add is that most precious resource in the OSG community is not the
time of end users but the time of the leading contributors. Amen.

Regards,

Jan
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Re: [osg-users] OSG fps not matching the Beginners guide

2012-06-14 Thread Jan Ciger
On Thu, Jun 14, 2012 at 6:57 AM, Nav Joseph nk...@tatapowersed.com wrote:

 Is it a known issue among OSG users that some cards don't support OpenGL
 well enough? Because I saw a forum post where a person said I think that
 the nVidia Quadro FX 5600 doesn't have as good OpenGL support as the
 consumer GPU cards
 Here: http://www.flightgear.org/forums/viewtopic.php?f=11t=7182


That is certainly wrong, Quadro series (except for Quadro NVS) is
*optimized* for OpenGL performance. GeForces have decent OpenGL
performance, but their drivers are, generally speaking, tuned for Direct3D
games than for OpenGL, so some more obscure OpenGL features may be slower.
Also, NVidia has pretty good OpenGL drivers.

On the other hand, Quadro FX 5600 is quite old by today's standard (same
chip as GeForce 8800 Ultra), but that demo should perform better even on
such old GPU. You have most likely some hw/sw issue, make sure that you
have the latest NVidia driver installed, that both auxiliary power plugs
installed on the card (it will throttle down or crash if it doesn't get
enough current!) and that you can run other demos with reasonable
performance.

Tried running the program on a system without a graphics card, and the
 quads didn't even render (but this is secondary. Main problem is what
 caused such a slow reaction on my card-equipped system).


I am not sure, what did you expect to see on a system without a graphics
card???


Regards,

Jan
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Re: [osg-users] Topic approval in this forum

2012-06-14 Thread Nav Joseph
Firstly, thank you Robert and Jan, for considering my request. I'm glad that 
people on the mailing list have been responding so quickly to the technical 
questions I had too.

The time of leading contributors is most important, which is why StackOverflow 
(SO) has already taken care of the matter. Why else would it be the most 
thriving forum on the internet? Eg: When a person starts asking a new question, 
an algorithm shows similar questions to the person on-the-fly, so that they 
won't have to ask the same question and take up time of the leading 
contributors. Even if the question gets asked, users with sufficient 
privileges/reputation 
(http://blog.stackoverflow.com/2009/05/a-theory-of-moderation/) can mark the 
question as a duplicate and close it, so that someone else won't have to bother 
looking at it.
Even without logging in, you can click on the OpenSceneGraph tag on SO and 
it'll show you with customized icons, which questions need your attention and 
which have already been answered satisfactorily. There's also the RSS feed and 
notifications (http://blog.stackoverflow.com/2012/05/revamped-notifications/). 
I promise you, you'll be saving a lot more time.

Jan, seriously, I (am humbly mentioning that I) tend to be efficient when it 
comes to using a search tool, and there's good reason I'm recommending SO's 
voted up answers. It's because even with Google's indexing, I've found it 
arduous to search for answers in a forum and even to have to follow a long 
discussion until I could decide that I could actually contribute to that 
thread. SO does away with all these problems.

Those of you who value your time, I'd humbly recommend that you join SO just to 
see what it is like, and maybe help out people with ordinary C++ questions and 
see how things work until you get a reputation of 100 points at least. Perhaps 
then, you yourself might recommend SO. I'm glad y'all were willing to discuss 
it instead of flatly shooting it down. If you prefer the mailing list, then no 
problem. I'm also happy to be using the forum.

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Re: [osg-users] [osgPlugins] osgShadow + hardware skinning update issue

2012-06-14 Thread Garrett Cope
That was it! Thanks so much for the help Wojtek!

... 

Thank you!

Cheers,
Garrett

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Re: [osg-users] How to assign an osg::image to another osg::image

2012-06-14 Thread Koduri Lakshmi
Hi Sergey,

Thank you very much for the help .

ImageDB[imgIdx]= new osg::Image(*sCapImage, osg::CopyOp::DEEP_COPY_ALL);

This statement worked for me. 
... 

Thank you!

Cheers,
Koduri

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[osg-users] Hwo to change the color of the OSG model dynamically

2012-06-14 Thread Koduri Lakshmi
Hi,

I want to rotate a model around an axis about 360 degrees. While rotating I 
want to change the color of the model dynamically. Some parts of the model has 
static colors and some parts has applied with textures. 

For example a tea pot. The lid has a solid color say RED and other parts are 
applied with a texture. Now I want to rotate tea pot around 360 degrees and 
while rotating I need to change the texture and color of the lid.

Can I do this by overloading traverse/apply methods. How can I identify the lid 
and other part of the tea pot to apply color/texture.

How can I identify the texture coordinates and color coordinates?

Can you please guide me in a right way to  achieve this task.

... 

Thank you!

Cheers,
Koduri

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Re: [osg-users] Topic approval in this forum

2012-06-14 Thread Jan Ciger
Hello,

First, I am not really a major OSG contributor - Robert is a much bigger
weight here. I only wanted to give a point of view from the mailing list
camp.

On Thu, Jun 14, 2012 at 1:15 PM, Nav Joseph nk...@tatapowersed.com wrote:

 Jan, seriously, I (am humbly mentioning that I) tend to be efficient when
 it comes to using a search tool, and there's good reason I'm recommending
 SO's voted up answers. It's because even with Google's indexing, I've found
 it arduous to search for answers in a forum and even to have to follow a
 long discussion until I could decide that I could actually contribute to
 that thread. SO does away with all these problems.

 Those of you who value your time, I'd humbly recommend that you join SO
 just to see what it is like, and maybe help out people with ordinary C++
 questions and see how things work until you get a reputation of 100 points
 at least. Perhaps then, you yourself might recommend SO. I'm glad y'all
 were willing to discuss it instead of flatly shooting it down. If you
 prefer the mailing list, then no problem. I'm also happy to be using the
 forum.


I know Stack Overflow, but as I said - the idea of moving the OSG list
members to SO is a non starter. You do not need to try to convince me - I
am way too small fish to decide something like that anyway. The issues you
mention are exactly why people use e-mail and not forums - it is easy to
follow discussions and to search them without having to leave a tool they
have to use for work anyway (e-mail is still the essential business
collaboration mean). Also, SO is targeted more to support - ask a question,
someone answers. That is *not* what the mailing list primary purpose is -
the list is first and foremost a collaboration tool between developers
living and working in different countries. Many of the discussions are not
in the form of questions and answers that can be voted up and down.
Supporting OSG users is a side effect - the questions are certainly
welcome, but the list is not only about them. Unless you are willing to pay
for someone's time to sit on SO and watch for OSG-related questions
there, it is unlikely to happen.

I do not want to sound rude, but I do find it a bit odd that on one hand
you find the current setup inconvenient for you because you have to look in
various places for OSG-related info and not on StackOverflow that you are
obviously using for other things as well. On the other hand, you are
proposing that the actual development community moves to adopt a tool less
fit for their needs, adding to their workload, so that it makes your life
easier. Do you think that is a fair proposition to make?

Regards,

Jan
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Re: [osg-users] Topic approval in this forum

2012-06-14 Thread Conan Doyle
Mind if I jump in and add my $0.02?  

Some folks out there may not like the mailing list/forum

Some folks out there may think there is insufficient documentation (that is 
getting much much better...also read the mailing list everyday just for 
increased knowledge... find a mentor?  I'm lucky I have several at work)

Some may not like being required to use their real name...(make up a fake 
name/pseudonym and move on)

What no one should lose sight of is this... OSG is the best tool in its 
categoryperiod.  If you disagree, your wrong... sorry.   OSGs acceptance 
community wide as THE tool to use is proof of this.  Check the community/users 
page for a short list of users... Also consider that it is used in/by numerous 
govt labs/agencies that do not advertise their use of it for various and 
obvious reasons.  Several years ago when researching OSG for use on a project, 
I found, if I recall correctly, that OSG had over 40 man years of development 
time invested into it.(Robert is that correct?)  I would rather have the 
leaders of the OSG community continue this dedicated persuit of excellence of 
product than try to find other ways to communicate with the users when what is 
in place works.  

I guess the point(s) of my rambling is this:  1.  Mega Kudos to Robert and all 
the OSG folks for an awesome industry leading tool 2. even better that it is 
free and open source and 3. is it really such a high price to pay to sign up 
for this forum or mailing list if you need help?  






Nav wrote:
 Firstly, thank you Robert and Jan, for considering my request. I'm glad that 
 people on the mailing list have been responding so quickly to the technical 
 questions I had too.
 
 The time of leading contributors is most important, which is why 
 StackOverflow (SO) has already taken care of the matter. Why else would it be 
 the most thriving forum on the internet? Eg: When a person starts asking a 
 new question, an algorithm shows similar questions to the person on-the-fly, 
 so that they won't have to ask the same question and take up time of the 
 leading contributors. Even if the question gets asked, users with sufficient 
 privileges/reputation 
 (http://blog.stackoverflow.com/2009/05/a-theory-of-moderation/) can mark the 
 question as a duplicate and close it, so that someone else won't have to 
 bother looking at it.
 Even without logging in, you can click on the OpenSceneGraph tag on SO and 
 it'll show you with customized icons, which questions need your attention and 
 which have already been answered satisfactorily. There's also the RSS feed 
 and notifications 
 (http://blog.stackoverflow.com/2012/05/revamped-notifications/). I promise 
 you, you'll be saving a lot more time.
 
 Jan, seriously, I (am humbly mentioning that I) tend to be efficient when it 
 comes to using a search tool, and there's good reason I'm recommending SO's 
 voted up answers. It's because even with Google's indexing, I've found it 
 arduous to search for answers in a forum and even to have to follow a long 
 discussion until I could decide that I could actually contribute to that 
 thread. SO does away with all these problems.
 
 Those of you who value your time, I'd humbly recommend that you join SO just 
 to see what it is like, and maybe help out people with ordinary C++ questions 
 and see how things work until you get a reputation of 100 points at least. 
 Perhaps then, you yourself might recommend SO. I'm glad y'all were willing to 
 discuss it instead of flatly shooting it down. If you prefer the mailing 
 list, then no problem. I'm also happy to be using the OSG forum.


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Re: [osg-users] Using the notification API with multi-threading - heap corruption errors

2012-06-14 Thread Matthias Schütze
Hi,

  Beyond mutexes, I am less skilled with thread synchronisation. But in
  other libraries like Qt sometimes the concept of thread local storage
  is used to separate resource access from parallel threads. Do you
  think this concept would be applicable to provide every thread with
  its own stream? Would this concept be more efficient compared to
  mutexes? I could imagine that every thread writes to an own stream
  which then calls the *same* osg::NotifyHandler subclass. This way, the
  notify handler would be responsible for thread-safeness again (as it
  is now).

 It's always problem of standard library. Creating output streams for every 
 thread is overkill and not safe either. What if internal implementation of 
 new streams will call some static internal write() function that won't be 
 threadsafe ?

Thanks for your hints again! It is a good point that under certain
circumstances thread local streams would lack thread-safeness, too.

  I agree with the argument not to add extra mutexes. But what do you
  mean with assumption that stream are thread safe? Obviously neither
  the stream implementation of the Visual compiler under Windows nor the
  one of the GNU compiler under Lubuntu are thread-safe by nature. Do
  you know any such implementations or platforms or maybe compiler flags
  which fulfill this assumption?

 I agree with that too. Solution using custom osg::NotifyHandler with mutexes 
 is easy and it dont have to be in osg core library, what about using 
 NotifyHandler with mutexes if OSG_NOTIFY_LEVEL is set ?
 Ok the problem will always persist, if someone use std::out directly, but 
 that is not OSG problem 

Maybe, I missunderstand your argument. I'm sorry, if so. To clarify,
IMHO custom osg::NotifyHandler with mutexes seems to be *no* problem
at all. But as I noted earlier in this thread, heap corruption errors
are very likely a consequence of a race condition for the global
static instance of osg::NotifyStream (std::ostream). Those errors can
occur with every kind of notify handler, even empty ones and
thread-safe ones as well as osg::StandardNotifyHandler.
Because non-thread-safe implementations of std::ostream seems common
and OSG uses streams without protection, I think, the notification API
poses a wide problem, doesn't it? Theoretically, every OSG example
program executed on a multi-processor machine is affected by the race
condition by default. So, I would like to know, if this drawback is
commonly accepted in order to prefer OSG efficiency over guaranteed
thread-safeness?

I look forward to your feedback!

Matthias Schütze, Germany
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Re: [osg-users] Topic approval in this forum

2012-06-14 Thread Nav Joseph

Jan Ciger wrote:
 I do not want to sound rude, but I do find it a bit odd that on one hand you 
 find the current setup inconvenient for you because you have to look in 
 various places for OSG-related info and not on StackOverflow that you are 
 obviously using for other things as well. On the other hand, you are 
 proposing that the actual development community moves to adopt a tool less 
 fit for their needs, adding to their workload, so that it makes your life 
 easier. Do you think that is a fair proposition to make?
 

Didn't understand what you mean. I was proposing that using SO would be 
convenient for everyone. Not just me. If the mailing list is better, then no 
objections from me.

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Re: [osg-users] Using the notification API with multi-threading - heap corruption errors

2012-06-14 Thread Robert Osfield
Hi Matthias,

On 14 June 2012 15:21, Matthias Schütze matthi.schue...@googlemail.com wrote:
 I agree with that too. Solution using custom osg::NotifyHandler with mutexes 
 is easy and it dont have to be in osg core library, what about using 
 NotifyHandler with mutexes if OSG_NOTIFY_LEVEL is set ?

Potentially we could provide a thread safe version of NotifyHandler as
part of the core OSG, just not have it enabled by default so to
prevent the performance consequences of it.


 Ok the problem will always persist, if someone use std::out directly, but 
 that is not OSG problem 

 Maybe, I missunderstand your argument. I'm sorry, if so. To clarify,
 IMHO custom osg::NotifyHandler with mutexes seems to be *no* problem
 at all. But as I noted earlier in this thread, heap corruption errors
 are very likely a consequence of a race condition for the global
 static instance of osg::NotifyStream (std::ostream). Those errors can
 occur with every kind of notify handler, even empty ones and
 thread-safe ones as well as osg::StandardNotifyHandler.
 Because non-thread-safe implementations of std::ostream seems common
 and OSG uses streams without protection, I think, the notification API
 poses a wide problem, doesn't it? Theoretically, every OSG example
 program executed on a multi-processor machine is affected by the race
 condition by default. So, I would like to know, if this drawback is
 commonly accepted in order to prefer OSG efficiency over guaranteed
 thread-safeness?

The OSG is used in many multi-threaded applications and the
notification system as it is hasn't caused problems, is a debug system
that mostly just sits behind the scenes doing nothing.  If
notification system was causing lots of problems then we'd be hearing
about it much more, and the OSG wouldn't have got to 3.0 without
tackling the issue.  Given this I would expect having a thread safe
NotifyHandler is likely to be niche tool going forward.

W.r.t static initialization, this is something we need to sort out,
and as long as there isn't a performance overhead in how we tackle it
then I have no problem with it being the only code path for
initialization of the singletons that manage the notification.

Robert.
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Re: [osg-users] Strange error with opening osg, osgt, osgb type files - ive files work ok.

2012-06-14 Thread Maia Randria
Hi,

I have the same problems: I can display *.osg or *.obj files with osgviewer or 
viewer. run() but not all *.osgt file. Some work and some not.

Is this a bug of OSG (as reported in these discussions) ? How to correct this ?

Thank you,
Maia

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[osg-users] osgShadow and both-face-visible polygons

2012-06-14 Thread Daniel Schmid
Hi all

I use VDSM and I have a self shadowing issue. The polygons with both faces 
visible flicker with the shadow.
Imagine this is the case for a fence around a house. The fence polygons show 
the fence texture on both sides.

Did anybody experience the same behavior and find a good solution for this?

Daniel
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