Re: [osg-users] osgWindows Example Crashing on Linux
Hi, So I tried with viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); Its working just fine. There is no crash. Thank you! Cheers, Abhishek -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54204#54204 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setNumMultiSamples on render to FBO
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54201#54201 ___ 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] [osgPlugins] How to add Animations stored in Fbx to another Fbx model
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54206#54206 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] FBX only Black Texture shown
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54207#54207 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWindows Example Crashing on Linux
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB build error
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 found H:\Coding\OSG\VirtualPlanetBuilder\lib\Release\vpb.dll vpb Not sure why though! Thanks Martin Naylor ___ 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] osgWindows Example Crashing on Linux
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. ___ 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] VPB build error
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWindows Example Crashing on Linux
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB build error
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. ___ 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] Spamming errors, view breaks
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54218#54218 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setNumMultiSamples on render to FBO
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54219#54219 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-3.1.7 developer release tagged
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
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54206#54206 ___ 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] osgWindows Example Crashing on Linux
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. ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54222#54222 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Model not scene
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenGL 3.x support
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Save rendered frames to video file.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54225#54225 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Save rendered frames to video file.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54225#54225 ___ 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] osgWindows Example Crashing on Linux
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWindows Example Crashing on Linux
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org osg_exit_hang.tar.bz2 Description: BZip2 compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Culling w/ RTT
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? :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Recommendation Graphic Card
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 $. Some of my main questions: What are the benefits of professional cards (quadro and firegl) over standard cards (geforce, radeon)? (Especially for OSG applications, of course.) Which of these two professional cards would you consider more appropiate for my use case? ATI FirePro W7000 or Nvidia Quadro K4000 Or would a gaming card like Geforce 780 GTX or a 6 GB card like this one http://www.newegg.com/Product/Product.aspx?Item=N82E16814202005 be better? Cheers, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB build error
Hi Sebastian, I found the post and submitted a fix. It just need a minor tweak to include quotation marks to fix the semicolon that appeared in the linker options. Thanks. Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sebastian Messerschmidt Sent: 27 May 2013 09:33 To: OpenSceneGraph Users Subject: Re: [osg-users] VPB build error Hi Martin, please search the forum and the mailing list. This is a bug in Visual Studio. To get VPB linked (and possibly other tools) add /FORCE:Multiple to your linker options. @all: Should this go to the FAQ/HowTo section on the website? @Robert: This seems to be an error in VS linker. I think there was proposed patch (something about implementing the destructor IIRC). It would be nice if we could provide a workaround, as it affects basically every VS2010/12 application linking with osg based libraries. Hi All, I am receiving a build error with VPB under VS2012 using Windows 8(32bit build of OSG). Error 49 error LNK2005: public: void __thiscall std::basic_ofstreamchar,struct std::char_traitschar ::`vbase destructor'(void) (??_D?$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 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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] [osgPlugins] How to add Animations stored in Fbx to another Fbx model
Do you have sample code, maybe i am just missing one importent line or flag to be set Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54235#54235 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org