Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread Abhishek Bansal
Hi,

So I tried with 

viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

Its working just fine. There is no crash.

Thank you!

Cheers,
Abhishek

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Re: [osg-users] setNumMultiSamples on render to FBO

2013-05-27 Thread Sebastian Messerschmidt

Hi Bram,

Deferred Shading or rendering to MRT doesn't support standard 
multi-sampling, as the MSAA is only used in the frame buffer resolve.

There are however multiple options.
1. Make all RenderTargets multisampled and use sampler2DMS and 
texelFetch( sampler, texcoord, sample ) in your shaders.
2. Use super-sampling, i.e. your render target is bigger than your 
actual display resolution (2048x2048 vs. 1024x1024)
3. Use postprocessing anti-aliasing. Deferred shading gives you an 
advantage here, as you usually have the normal and depth information 
ready to use it for sophisticated edge detection.
4. Rely on built in post-processing anti-aliasing such as FXAA on nvidia 
cards.


When choosing 1) there are some serious drawbacks. You will have to make 
most targets from your gbuffer pass multisampled and thus having a much 
higher load on the fragment shaders and bandwith.
There are some techniques to multi-sample only fragments that are on an 
edge, but still there will be a lot of work.
Use you preferred internet search to find some papers and other docs 
about multi-sampling and deferred shading/lighting.


Option 2) will also be fairly limited, as it will produce really good 
antialiasing only if you have like 4 times oversampling (so 1920x1080 
would be  8192x8192, which is a guaranteed killer on most GPUs)


I personally use a mix of 2) and 3) for projects where quality doesn't 
have to be excellent

Option 1) is the best, but is slow if done naively.

cheers
Sebastian

P.S.
Search the mail archive, there are some question of mine regarding the 
multi sampled buffer setup.



When I switched from 'normal' rendering to deferred rendering (or how you call 
it) I noticed a difference in how it looked, while it should look the same.

I believe now that it looks different because I use setNumMultiSamples


Code:
osg::DisplaySettings::instance()-setNumMultiSamples( 4 );



But in the render to multiple-textures it does not seem to do this. Is it even 
possible to do this?

I write colors, normals and world coodinates to 3 different buffers, so I 
wouldn't really know if it's possible to do multi sampling on that (does it 
also multi sample the normals etc. then?)

Anyone who can tell me more about this?

Thanks a lot!

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Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-05-27 Thread Michael Borst
Hi,
if i do that, the programm shows me that it is playing the correct animation 
with every detail correct (Playtime, currently Playing, name etc) but i don't 
see anything, the model still has its arms spread like a bird and does nothing.

Am i missing something?


Thank you!

Cheers,
Michael

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Re: [osg-users] [osgPlugins] FBX only Black Texture shown

2013-05-27 Thread Michael Borst
I managed to do it another way.
when loading the Model override its Diffuse colour and Ambient colour to White 
and everything works fine.

Cheers,
Michael

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Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread Robert Osfield
Hi Abhishek,

On 27 May 2013 06:59, Abhishek Bansal discover...@gmail.com wrote:
 So I tried with

 viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

 Its working just fine. There is no crash.

This suggest that it may be threading bug, and my guess would be
something related to the initialization of the static's.   It's a
shame that I can't reproduce the crash here, to help see if I can
reproduce the crash here could you answer the following questions:

What compilers and version are you compiling against?

Does the crash happen when running from a console?

Does it happen in release build and debug builds?  (osgwindows and
osgwindowsd respectively).

How often does it crash vs not crash?

When it terminates by itself is that after running correctly, or is
does it hot bring any windows up and just exists?

Robert.
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[osg-users] VPB build error

2013-05-27 Thread Martin Naylor
Hi All,

I am receiving a build error with VPB under VS2012 using Windows 8(32bit
build of OSG).

 

Error  49   error LNK2005: public: void __thiscall
std::basic_ofstreamchar,struct std::char_traitschar ::`vbase
destructor'(void)
(??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined
in SpatialProperties.obj
H:\Coding\OSG\VirtualPlanetBuilder\src\vpb\osgDB.lib(osg97-osgDB.dll)
vpb

Error  50   error LNK1169: one or more multiply defined symbols
foundH:\Coding\OSG\VirtualPlanetBuilder\lib\Release\vpb.dll
vpb

 

Not sure why though!

 

Thanks

 

Martin Naylor

 

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Re: [osg-users] VPB build error

2013-05-27 Thread Sebastian Messerschmidt

Hi Martin,
please search the forum and the mailing list.

This is a bug in Visual Studio.
To get VPB linked (and possibly other tools) add  /FORCE:Multiple to 
your linker options.


@all:
Should this go to the FAQ/HowTo section on the website?

@Robert:
This seems to be an error in VS linker. I think there was proposed patch 
(something about implementing the destructor IIRC).
It would be nice if we could provide a workaround, as it affects 
basically every VS2010/12 application linking with osg based libraries.



Hi All,

I am receiving a build error with VPB under VS2012 using Windows 
8(32bit build of OSG).


Error  49   error LNK2005: public: void __thiscall 
std::basic_ofstreamchar,struct std::char_traitschar ::`vbase 
destructor'(void) 
(??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already 
defined in SpatialProperties.obj 
H:\Coding\OSG\VirtualPlanetBuilder\src\vpb\osgDB.lib(osg97-osgDB.dll) vpb


Error  50   error LNK1169: one or more multiply defined 
symbols found H:\Coding\OSG\VirtualPlanetBuilder\lib\Release\vpb.dll vpb


Not sure why though!

Thanks

Martin Naylor



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Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread michael kapelko
Not sure if it's the same issue, but I experienced constant reproducible
crashes with my OSG program at the time of exit until I added the call
stopThreading() at the end.

2013/5/27 Robert Osfield robert.osfi...@gmail.com

 Hi Abhishek,

 On 27 May 2013 06:59, Abhishek Bansal discover...@gmail.com wrote:
  So I tried with
 
  viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
  Its working just fine. There is no crash.

 This suggest that it may be threading bug, and my guess would be
 something related to the initialization of the static's.   It's a
 shame that I can't reproduce the crash here, to help see if I can
 reproduce the crash here could you answer the following questions:

 What compilers and version are you compiling against?

 Does the crash happen when running from a console?

 Does it happen in release build and debug builds?  (osgwindows and
 osgwindowsd respectively).

 How often does it crash vs not crash?

 When it terminates by itself is that after running correctly, or is
 does it hot bring any windows up and just exists?

 Robert.
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Re: [osg-users] VPB build error

2013-05-27 Thread Robert Osfield
Hi Sebastian,

On 27 May 2013 09:32, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
 @all:
 Should this go to the FAQ/HowTo section on the website?

Documenting this VS bug and the workaround would be sensible.  I don't
have any expertiese on modern VS issues so am not well placed to
explain the issue.  Do you have an account on the new joomla website?

 @Robert:
 This seems to be an error in VS linker. I think there was proposed patch
 (something about implementing the destructor IIRC).
 It would be nice if we could provide a workaround, as it affects basically
 every VS2010/12 application linking with osg based libraries.

I don't recall a proposed patch for this issue.

Personally I'd recommend just dumping VisualStudio and Windows but I'm
not sure my personal preference will go down well, at least not for a
few more years :-)

Robert.
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Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread Robert Osfield
Hi Michael,

On 27 May 2013 09:44, michael kapelko korn...@gmail.com wrote:
 Not sure if it's the same issue, but I experienced constant reproducible
 crashes with my OSG program at the time of exit until I added the call
 stopThreading() at the end.

This will be an issue related to order of clean up, which is the
opposite problem that I suspect with the problem that Abhishek is
seeing.  In your case it might be application side issue rather than
core OSG - for instances could it be that your viewer is being kept in
memory after the completion of main() so disrupting the normal and
safe destruction order?

In both cases getting small example code and set conditions that
illustrate the problem are key to properly characterizing and fixing
the problem.

Robert.
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Re: [osg-users] VPB build error

2013-05-27 Thread Sebastian Messerschmidt

Am 27.05.2013 10:46, schrieb Robert Osfield:

Hi Sebastian,

On 27 May 2013 09:32, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:

@all:
Should this go to the FAQ/HowTo section on the website?

Documenting this VS bug and the workaround would be sensible.  I don't
have any expertiese on modern VS issues so am not well placed to
explain the issue.  Do you have an account on the new joomla website?

No I don't.
I'm volunteering to describe the issue and the workaround.



@Robert:
This seems to be an error in VS linker. I think there was proposed patch
(something about implementing the destructor IIRC).
It would be nice if we could provide a workaround, as it affects basically
every VS2010/12 application linking with osg based libraries.

I don't recall a proposed patch for this issue.

I didn't find it at glance, so it might be buried somewhere.


Personally I'd recommend just dumping VisualStudio and Windows but I'm
not sure my personal preference will go down well, at least not for a
few more years :-)

I guess there are a lot of people who are not sharing your preference ;-)
But anyways, I guess supporting a lot of platforms/compilers is important.


Robert.
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Re: [osg-users] Spamming errors, view breaks

2013-05-27 Thread Bram Vaessen
Thanks a lot for your great help! 

This will help me a lot, because I do feel like my lack of knowledge of visual 
c++ and debugging processes is keeping me back in the whole process, and indeed 
I should try to take an (hopefully online) course about this. I'll try to find 
more information about it.

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Re: [osg-users] setNumMultiSamples on render to FBO

2013-05-27 Thread Bram Vaessen
thanks! option 3 seems to be an interesting one. I did try to search for it, 
but I might have been using the wrong keywords.
I'll try to find more information on option 3 then!

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[osg-users] OpenSceneGraph-3.1.7 developer release tagged

2013-05-27 Thread Robert Osfield
Hi All,

I have just tagged the latest developer release, OpenSceneGraph-3.1.7.

OpenSceneGraph-3.1.7, released on 27th May 2013, key deliverables in
this dev release are:

Introduced new osgViewer::ViewConfig and SingleWindow, SingleScreen,
AllScreens, SphericalDisplay, PanormaicSphericalDisplay and
WoWVxDisplay display configurations
Serialization support for new ViewConfig implementations to allow
.osgt, .osgb and .osgx files to store above view configurations, that
can be loaded and passed in when configuring viewers.
Improved vnc plugin
Build fixes for Android and iOS
General bug fixes

source package : OpenSceneGraph-3.1.7.zip

svn tag: svn co
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.1.7
OpenSceneGraph


Thanks to everyone that has contributed - the total number of
contributors has now hit 498!  For those with submissions still not
merged yet, please be patient I'm steadily making my way through the
submissions backlog, I'll tackle more this week and make another dev
release to wrap another chunk of submissions in a weeks time.

Cheers,
Robert.


-- Full ChangeLog since 3.1.6:

2013-05-27 08:13  robert

* examples/osgforest/osgforest.cpp: From Martin Naylor, I am
  receiving 1 build error whilst building the SVN, its in osgforest
  as follows:

  error C2065: 'GL_RGBA32F' : undeclared identifier

  Shoudlnt that be GL_RGBA32F_ARB as defined in texture header?

  Attached is the easy fix :).

2013-05-27 08:10  robert

* include/osg/Camera, src/osgUtil/SceneView.cpp: Moved quad buffer
  definitions into include/osg/Camera

2013-05-26 10:44  robert

* AUTHORS.txt, applications/osgversion/Contributors.cpp: Updated
  AUTHORS file

2013-05-26 10:27  robert

* ChangeLog: Updated ChangeLog

2013-05-25 10:09  robert

* src/osgUtil/TangentSpaceGenerator.cpp: From Farshid Lashkari, 
  small update to TangentSpaceGenerator to support QUAD_STRIP
  primitive types.

2013-05-24 17:16  robert

* src/osg/Uniform.cpp, src/osgViewer/Scene.cpp: Resrtuctured the
  use of static's in the Uniform::getNameID() method to avoid
  problems under Android.

2013-05-24 17:06  robert

* examples/osgAndroidExampleGLES1/jni/osgNativeLib.cpp,
  examples/osgAndroidExampleGLES2/jni/osgNativeLib.cpp: From Jordi
  Torres, We must use JNI_FALSE instead of false in JNI code.
  Otherwise the examples will not compile. This patch should be
  applied to osgAndroidExampleGLES1/jni and
  osgAndroidExampleGLES2/jni. the osgNativeLib.cpp is the same. 

2013-05-24 09:43  robert

* src/osgViewer/CompositeViewer.cpp, src/osgViewer/Viewer.cpp:
  Removed redudent code

2013-05-24 09:35  robert

* include/osgGA/Device, include/osgGA/EventQueue,
  include/osgViewer/CompositeViewer,
  include/osgViewer/GraphicsWindow, include/osgViewer/View,
  include/osgViewer/Viewer, include/osgViewer/ViewerBase,
  include/osgViewer/api/Carbon/GraphicsWindowCarbon,
  include/osgViewer/api/Cocoa/GraphicsWindowCocoa,
  include/osgViewer/api/IOS/GraphicsWindowIOS,
  include/osgViewer/api/Win32/GraphicsWindowWin32,
  include/osgViewer/api/X11/GraphicsWindowX11,
  src/osgPlugins/RestHttpDevice/RestHttpDevice.hpp,
  src/osgPlugins/ZeroConfDevice/ReaderWriterZeroConfDevice.cpp,
  src/osgPlugins/osc/OscReceivingDevice.hpp,
  src/osgPlugins/sdl/JoystickDevice.cpp,
  src/osgPlugins/sdl/JoystickDevice.h,
  src/osgViewer/CompositeViewer.cpp,
  src/osgViewer/GraphicsWindowCarbon.cpp,
  src/osgViewer/GraphicsWindowCocoa.mm,
  src/osgViewer/GraphicsWindowIOS.mm,
  src/osgViewer/GraphicsWindowWin32.cpp,
  src/osgViewer/GraphicsWindowX11.cpp, src/osgViewer/Viewer.cpp:
  Fixed panning bug, when using RUN_ON_DEMAND, that resulted in the
  camera being thrown off towards infinity.

  The solution for to refactor the way that events are checked so I
  add a bool return type to checkEvents() method across
  osgViewer::GraphcisWindow, osgGA::Devive and
  osgViewer::Viewer/CompositeViewer classes

2013-05-23 18:29  robert

* src/osgParticle/ParticleSystem.cpp: Added repolation of the
  _deadparts stack which would otherwise been invalidatd by the
  depth sort of particles.

2013-05-23 15:55  robert

* examples/osgforest/osgforest.cpp: From Pawel Ksiezopolski, Added
  example of using osg::TextureBuffer + GLSL to render forest.

2013-05-23 14:14  robert

* CMakeLists.txt: From David Fries, This updates the
  CMakeLists.txt instructions for the commands
  to make the doxygen documentation.

2013-05-23 12:29  robert

* src/osgPlugins/vnc/ReaderWriterVNC.cpp: Refactored the idle
  mechanism to fix problems with the vnc thread going idle when it
  shouldn't have.

2013-05-23 10:25  robert

* src/osgWidget/PdfReader.cpp, src/osgWidget/VncClient.cpp: Added
  assigned of the InteractiveImageHandler as a cull callback 

Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-05-27 Thread Sergey Polischuk
Hi

idk, for me it worked out of the box :)

Cheers.

27.05.2013, 11:32, Michael Borst mich...@jborst.de:
 Hi,
 if i do that, the programm shows me that it is playing the correct animation 
 with every detail correct (Playtime, currently Playing, name etc) but i don't 
 see anything, the model still has its arms spread like a bird and does 
 nothing.

 Am i missing something?

 Thank you!

 Cheers,
 Michael

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Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread Abhishek Bansal

 
 What compilers and version are you compiling against?


gcc 4.4.5


 Does the crash happen when running from a console?

Yes I ran osgwindowsd from console five times out of which three time it gave 
me segmentation fault and 2 times it terminated by itself.


 Does it happen in release build and debug builds?  (osgwindows and
 osgwindowsd respectively).


So i dont have release build of that example but i built it in release mode 
with release libraries and executed in terminal i got same results. This time 
it gave me segfault 2 times out of total 5.


 How often does it crash vs not crash?


Again in debug mode with IDE and source code it crashed three times out of 
five. It got terminated other two times.


 When it terminates by itself is that after running correctly, or is
 does it hot bring any windows up and just exists?


It brings up two windows(for a moment) which have no scene(black) when it 
terminates. At the time of crash atleast i can see the scene for a moment.

Robert.
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[osg-users] Model not scene

2013-05-27 Thread Sujan Dasmahapatra
I am using OSG with QT..Made the OSG viewer in QWidget Layout as
QGridLayout. My model is vanished, not seen. Please tell me what I am doing
wrong.

For creatting the view in Qt my code is below


CSGroup* root = new CSGroup();
ViewerWidget* viewWidget = new
ViewerWidget(m_Modelling_Designs-m_TabWidget-widget(0), root, fileName) ;
QGridLayout *layoutForModel = new QGridLayout;
layoutForModel-addWidget(viewWidget);
m_Modelling_Designs-m_TabWidget-widget(0)-setLayout(layoutForModel);
viewWidget-show();


For adding model into scene snippet is below.
///
osg::ref_ptrosg::Node axes =
osgDB::readNodeFile(C:\\SUJAN_C_DRIVE\\OSG_DATA\\OpenSceneGraph-Data-3.0.0\\axes.osgt);
 scene-addChild( axes);

  gView = (CSGraphicsView*) (addViewWidget(
createCamera(0,0,-0.5,0.5), scene ));

  QGridLayout* grid = new QGridLayout;
  grid-addWidget( gView, 0, 0 );
   setLayout( grid );
///

Please help why my model is not appearing. Thanks in advance.

-- 
Thanks  Regards
Sujan
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[osg-users] OpenGL 3.x support

2013-05-27 Thread Sebastian Messerschmidt

Hello folks,

What is the current status of the OpenGL 3.x, 4.x support in OSG?
I'm asking, because I'm quite unsure if it makes sense to move to the 
newer Implementations.

In detail I'd be interested in the following issues:

1. Handling of Matrices etc.
I know of the osg_* uniforms for the modelview/projection matrices.
Is there something missing, or are the replacements there completely? (a 
list would be nice)


2. Handling of glMaterial etc.
Is there some handling of materials, lights etc?
My naive expectation would be, that there are replacements for the 
glMaterial and glLight calls, which are setting uniform structs.


3. Handling of various osgXXX libraries.
What about basic support for osgParticle, osgShadow etc.? Is there 
something usable right now? Or would we have to invest further work here 
aswell?


4. Are there any other cave-eats I forgot?

cheers
Sebastian


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[osg-users] Save rendered frames to video file.

2013-05-27 Thread David Hornung
Hi,

did somebody already implemented a component to save the recent frames in a 
video file in real time?

The only solution I found was implemented using OpenCV
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2012-August/059394.html

Are there any other solutions? (OpenCV is a little bit too huge just for saving 
the frames to video file)

Thank you!

Cheers,
David

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[osg-users] Save rendered frames to video file.

2013-05-27 Thread Sergey Kurdakov
Hi David,

a practical solution is to write frames using

https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp

then to convert resulting frames to video using ffmpeg or one of free
video editors.

you might also use ffmpeg for real time encoding frames using
approaches something like in

https://github.com/neilmendoza/ofxMovieExporter/blob/master/src/ofxMovieExporter.cpp
http://qgismapper.googlecode.com/svn-history/r59/trunk/mapper/video-capture/CompressThread.cpp
http://vpman.googlecode.com/svn-history/r7/VPM/vc-video.cpp
http://dvj.googlecode.com/svn-history/r580/trunk/src/LGL.module/LGL.cpp

( there are a lot of samples just search google in cpp files for
av_write_frame )

I would recommend to setup FFmpeg video codec ( lossless codec  FFV1)
and later convert video to any desired format using ffmpeg ( ffv1
reduces hard drive access compared with raw images - but does not load
cpu much ).


Regards
Sergey


On Mon, May 27, 2013 at 6:10 PM, David Hornung
webmaster.elj-ges...@web.de wrote:
 Hi,

 did somebody already implemented a component to save the recent frames in a 
 video file in real time?

 The only solution I found was implemented using OpenCV
 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2012-August/059394.html

 Are there any other solutions? (OpenCV is a little bit too huge just for 
 saving the frames to video file)

 Thank you!

 Cheers,
 David

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Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread Robert Osfield
Hi Abhishek,

Thanks for the extra details.  Being able to reliable reproduce the
problem is good news in that at least you should be able to confirm a
fix on your system.  On my on Kubuntu system I'm not yet able to
reproduce the same error, but on repeatidly running osgwindows 100
times I was able to get the following error on one of the runs:

Warning Referenced::signalObserversAndDelete(,,) doing delete with
_refCount=4294967295
Warning: deleting still referenced object 0x236c230 of type
'PN3osg10ReferencedE'
 the final reference count was 4294967295, memory corruption possible.

This looks likely to be a threading issue on destruction rather than
construction like you are seeing, it could be connected but more
likely to be something else.  The way I test osgwindow was to run in
using the follow bash alias (put into .basrc)


# implement repeat command
repeat() {
n=$1
shift
while [ $(( n -= 1 )) -ge 0 ]
do
$@
done
}

Open a new bash shell to force the definitation of repeat then then in
this console tell osgViewer::Viewer::run() to only complete 10 frames
and then exit via:

 export OSG_RUN_FRAME_COUNT=10

Then run the test:

 repeat 100 osgwindows cow.osg

For me it can correctly for each of the 100 runs, and only once
reported the error to the console.

The Kubuntu 13.04 distribution have version 4.7.3 of the gnu compilers:

$ c++ --version
c++ (Ubuntu/Linaro 4.7.3-1ubuntu1) 4.7.3
Copyright © 2012 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

I guess there is a chance that there is a relationship between the
problem you've seen a the gnu compiler version.  Could you try
building the OSG on another dev system with a more up to date
compiler?

I will do some longer tests here to see if I can get it to reveal the
problems you are seeing.

Robert.
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Re: [osg-users] osgWindows Example Crashing on Linux

2013-05-27 Thread michael kapelko
I've stripped down my OSG app to the attached archive. Upon exit there's
some threading error, not real crash. But when I make my mCamera
reference-count-controlled by osg::ref_ptr my app crashes. So may be I'm
having my threading exit hanging due to not using osg::ref_ptr.

2013/5/27 Robert Osfield robert.osfi...@gmail.com

 Hi Abhishek,

 Thanks for the extra details.  Being able to reliable reproduce the
 problem is good news in that at least you should be able to confirm a
 fix on your system.  On my on Kubuntu system I'm not yet able to
 reproduce the same error, but on repeatidly running osgwindows 100
 times I was able to get the following error on one of the runs:

 Warning Referenced::signalObserversAndDelete(,,) doing delete with
 _refCount=4294967295
 Warning: deleting still referenced object 0x236c230 of type
 'PN3osg10ReferencedE'
  the final reference count was 4294967295, memory corruption
 possible.

 This looks likely to be a threading issue on destruction rather than
 construction like you are seeing, it could be connected but more
 likely to be something else.  The way I test osgwindow was to run in
 using the follow bash alias (put into .basrc)


 # implement repeat command
 repeat() {
 n=$1
 shift
 while [ $(( n -= 1 )) -ge 0 ]
 do
 $@
 done
 }

 Open a new bash shell to force the definitation of repeat then then in
 this console tell osgViewer::Viewer::run() to only complete 10 frames
 and then exit via:

  export OSG_RUN_FRAME_COUNT=10

 Then run the test:

  repeat 100 osgwindows cow.osg

 For me it can correctly for each of the 100 runs, and only once
 reported the error to the console.

 The Kubuntu 13.04 distribution have version 4.7.3 of the gnu compilers:

 $ c++ --version
 c++ (Ubuntu/Linaro 4.7.3-1ubuntu1) 4.7.3
 Copyright © 2012 Free Software Foundation, Inc.
 This is free software; see the source for copying conditions.  There is NO
 warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

 I guess there is a chance that there is a relationship between the
 problem you've seen a the gnu compiler version.  Could you try
 building the OSG on another dev system with a more up to date
 compiler?

 I will do some longer tests here to see if I can get it to reveal the
 problems you are seeing.

 Robert.
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osg_exit_hang.tar.bz2
Description: BZip2 compressed data
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[osg-users] Culling w/ RTT

2013-05-27 Thread Jeremy Moles
Hello everyone! I'm running into a problem in my application where I'm 
trying to switch between two different subgraphs as the result of some 
event (key press or similar). The first of these two objects is a 
standard subgraph with nothing too sophisticated going on. The second of 
these is a RTT stack of Camera objects.


The problem manifests in that if I switch FROM the standard graph (just 
a random grouping of models) to the RTT Camera stack, the bounds of the 
previous node are used for the RTT Camera. This means that while the 
same scene rendered within my RTT stack is fine as long as you don't 
adjust the view matrix, as soon as you move the scene around it begins 
to get culled. I can remedy this problem by disabling culling on the 
main viewer camera when my RTT stack is in effect, but I feel like I'm 
doing something wrong... the reason I think this is because I can add 
the RTT stack to my scene as the FIRST scene (and never toggle it to 
anything else) and the culling occurs correctly. The problem only 
manifests when I switch from the RTT stack to a standard node AND THE 
BACK to the RTT scene.


Has anyone tried anything like this in the past? Does anyone have any 
hints? :)

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[osg-users] Recommendation Graphic Card

2013-05-27 Thread Knacktus

Hi guys,

can you help me find an appropriate graphic card?

My OSG app is a CAD-data viewing application. Large models (full 
vehicles) with plenty culling. Up to 1 individual parts, for the 
triangle count I'd roughly estimate  20 million.


Upper price limit is around 800 $.

Some of my main questions:

What are the benefits of professional cards (quadro and firegl) over 
standard cards (geforce, radeon)? (Especially for OSG applications, of 
course.)


Which of these two professional cards would you consider more appropiate 
for my use case?


ATI FirePro W7000 or Nvidia Quadro K4000

Or would a gaming card like Geforce 780 GTX or a 6 GB card like this one 
http://www.newegg.com/Product/Product.aspx?Item=N82E16814202005 be better?



Cheers,

Jan

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Re: [osg-users] VPB build error

2013-05-27 Thread Martin Naylor
Hi Sebastian,

I found the post and submitted a fix.

It just need a minor tweak to include quotation marks to fix the semicolon
that appeared in the linker options.

 

Thanks.

 

Martin

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sebastian
Messerschmidt
Sent: 27 May 2013 09:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB build error

 

Hi Martin, 
please search the forum and the mailing list.

This is a bug in Visual Studio. 
To get VPB linked (and possibly other tools) add  /FORCE:Multiple to your
linker options. 

@all:
Should this go to the FAQ/HowTo section on the website?

@Robert:
This seems to be an error in VS linker. I think there was proposed patch
(something about implementing the destructor IIRC). 
It would be nice if we could provide a workaround, as it affects basically
every VS2010/12 application linking with osg based libraries.

Hi All,

I am receiving a build error with VPB under VS2012 using Windows 8(32bit
build of OSG).

 

Error  49   error LNK2005: public: void __thiscall
std::basic_ofstreamchar,struct std::char_traitschar ::`vbase
destructor'(void)
(??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined
in SpatialProperties.obj
H:\Coding\OSG\VirtualPlanetBuilder\src\vpb\osgDB.lib(osg97-osgDB.dll)
vpb

Error  50   error LNK1169: one or more multiply defined symbols
foundH:\Coding\OSG\VirtualPlanetBuilder\lib\Release\vpb.dll
vpb

 

Not sure why though!

 

Thanks

 

Martin Naylor

 






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Re: [osg-users] [osgPlugins] How to add Animations stored in Fbx to another Fbx model

2013-05-27 Thread Michael Borst
Do you have sample code,
maybe i am just missing one importent line or flag to be set

Thank you!

Cheers,
Michael

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