[osg-users] Problems with OSG 3.2.0 (ok with 3.0.1)

2013-08-27 Thread Ale Maro
Hi all,

I switched to OSG 3.2.0 from 3.0.1 version.
I am experiencing a visualization problem (no problems with 3.0.1 with the same 
sources).
Please see attached images. Red triangles should be the interior of the model 
and they should be not visible and the grid should be on the back of the model.
May be I missed something.

I also have a problem on STL ASCII import (for binary import I use my own 
routine). I got a vector subscript out of range assertion on readNode 
(during a stripify).
Is it correct to use a stripify with the new fast path of OSG 3.2.0?

This is the call stack:

   msvcp100d.dll!std::_Debug_message(const wchar_t * message, const 
 wchar_t * file, unsigned int line)  Riga 15C++
osgdb_stld.dll!std::vectorosg::Vec3f,std::allocatorosg::Vec3f 
::operator[](unsigned int _Pos)  Riga 916 + 0x17 byte C++
osgdb_stld.dll!osg::MixinVectorosg::Vec3f::operator[](unsigned int 
index)  Riga 107 + 0x1d byte   C++

osgdb_stld.dll!osg::TemplateArrayosg::Vec3f,28,3,5126::compare(unsigned int 
lhs, unsigned int rhs)  Riga 272 + 0xf byte   C++
osg100-osgUtild.dll!VertexAttribComparitor::operator()(unsigned int 
lhs, unsigned int rhs)  Riga 102 + 0x24 byteC++
osg100-osgUtild.dll!std::_Debug_lt_predVertexAttribComparitor,unsigned 
int,unsigned int(VertexAttribComparitor _Pred, unsigned int  _Left, unsigned 
int  _Right, const wchar_t * _File, unsigned int _Line)  Riga 674 + 0x14 byte  
 C++
osg100-osgUtild.dll!std::_Unguarded_partitionunsigned int 
*,VertexAttribComparitor(unsigned int * _First, unsigned int * _Last, 
VertexAttribComparitor _Pred)  Riga 3733 + 0x2b byte  C++
osg100-osgUtild.dll!std::_Sortunsigned int 
*,int,VertexAttribComparitor(unsigned int * _First, unsigned int * _Last, int 
_Ideal, VertexAttribComparitor _Pred)  Riga 3776 + 0x25 byte C++

osg100-osgUtild.dll!std::sortstd::_Vector_iteratorstd::_Vector_valunsigned 
int,std::allocatorunsigned int  
,VertexAttribComparitor(std::_Vector_iteratorstd::_Vector_valunsigned 
int,std::allocatorunsigned int   _First, 
std::_Vector_iteratorstd::_Vector_valunsigned int,std::allocatorunsigned 
int   _Last, VertexAttribComparitor _Pred)  Riga 3806 + 0x7a byteC++
osg100-osgUtild.dll!osgUtil::TriStripVisitor::stripify(osg::Geometry  
geom)  Riga 271 + 0x77 byte  C++
osgdb_stld.dll!ReaderWriterSTL::ReaderObject::asGeometry()  Riga 134 + 
0x17 byteC++
osgdb_stld.dll!ReaderWriterSTL::readNode(const 
std::basic_stringchar,std::char_traitschar,std::allocatorchar   file, 
const osgDB::Options * options)  Riga 437 + 0x19 byte   C++

osg100-osgDBd.dll!osgDB::Registry::ReadNodeFunctor::doRead(osgDB::ReaderWriter 
 rw)  Riga 937 + 0x40 byte  C++
osg100-osgDBd.dll!osgDB::Registry::read(const 
osgDB::Registry::ReadFunctor  readFunctor)  Riga 1175 + 0x22 byteC++
osg100-osgDBd.dll!osgDB::Registry::readImplementation(const 
osgDB::Registry::ReadFunctor  readFunctor, osgDB::Options::CacheHintOptions 
cacheHint)  Riga 1266 + 0x13 byte  C++
osg100-osgDBd.dll!osgDB::Registry::readNodeImplementation(const 
std::basic_stringchar,std::char_traitschar,std::allocatorchar   
fileName, const osgDB::Options * options)  Riga 1468 + 0x32 byte C++
osg100-osgDBd.dll!osgDB::Registry::readNode(const 
std::basic_stringchar,std::char_traitschar,std::allocatorchar   
fileName, const osgDB::Options * options, bool buildKdTreeIfRequired)  Riga 238 
+ 0x17 byteC++
osg100-osgDBd.dll!osgDB::readNodeFile(const 
std::basic_stringchar,std::char_traitschar,std::allocatorchar   
filename, const osgDB::Options * options)  Riga 69 + 0x1f byte   C++


Thanks
Ale

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Attachments: 
http://forum.openscenegraph.org//files/osg_320_problem_3_353.png
http://forum.openscenegraph.org//files/osg_320_problem_2_126.png


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Re: [osg-users] [osgPlugins] 3ds-plugin is not built on android by default

2013-08-27 Thread Jordi Torres
Hi Deniz and Raphael,

In my opinion it is worth to use the osg binary native format in mobile
applications, as it should reduce the weight of the model file, and it does
not have application specific features. In our applications we convert
first all the models to the native format using osgconv.


Cheers.


2013/8/26 deniz diktas denizdik...@gmail.com

 Hi Raphael,

 Thanks for your quick reply, it worked as you said :)
 However, there is a slight compile problem with converting some variables
 when compiling osg3.0.1, but I think I fixed that.

 cheers,
 deniz


 raphael wrote:
  Hi deniz,
 
  You can comment line 171 and line 173 of src/osgPlugins/CMakeLists.txt
 (conditional on Android). I recently compiled this plugin for Android and
 get no error at compilation (not sure why this plugin has been turned off
 for Android).
  ...
 
  Cheers,
  Raphael


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Re: [osg-users] [osgPlugins] 3ds-plugin is not built on android by default

2013-08-27 Thread deniz diktas
Hi Jordi,

ok thanks for the advice. But how about the repeating textures in different 
models? I think they will be repeated for every model's ive-file even if they 
are shared and may take up too much space depending on the application. 
I also need to be able to accept any file given by the user, so not all of the 
assets are under my control so to speak. 

By the way, do you guys have any idea about how to make go away the 
osg-noficiations when using opengl-es 2.0? I see many warnings which I think 
are related to the properties of the old fixed pipeline (like lighting on/off) 
I thought when osg is built for the core profile / opengl-es 2.0, it deals deal 
with these kind of things automatically and appearently it does not. I have 
been able to remove a large number of features by modifying the osg-files by 
hand, but it is a time-consuming processs and I have not been able to remove 
all of them. But strange enough, this does not cause any visual problems as 
long as I use my own shaders but the notifications are still there and they may 
take up signifant amount of time while trying to set up properties which are 
not available in the new core profile anyway (and these notifications are being 
sent during every frame). I have disabled them using osg::setNotifyLevel() but 
I do not think this is a safe approach because I want to be able
  to log the osg-output while the user uses the app and it should not bloat the 
whole log-file due to an error that can be avoided. 

Is there a visitor or utility to remove all or a subset of the properties 
related to the old-fixed pipeline functionality?


Jordi Torres wrote:
 Hi Deniz and Raphael, 
 
 
 In my opinion it is worth to use the osg binary native format in mobile 
 applications, as it should reduce the weight of the model file, and it does 
 not have application specific features. In our applications we convert first 
 all the models to the native format using osgconv.
 


Cheers,
Deniz

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Re: [osg-users] [osgPlugins] 3ds-plugin is not built on android by default

2013-08-27 Thread Jordi Torres
Hi Deniz,


2013/8/27 deniz diktas denizdik...@gmail.com

 Hi Jordi,

 ok thanks for the advice. But how about the repeating textures in
 different models? I think they will be repeated for every model's ive-file
 even if they are shared and may take up too much space depending on the
 application.
 I also need to be able to accept any file given by the user, so not all of
 the assets are under my control so to speak.


I was referring to osgb not to ive. But if you must to accept any given
file this is out of discussion :).


 By the way, do you guys have any idea about how to make go away the
 osg-noficiations when using opengl-es 2.0? I see many warnings which I
 think are related to the properties of the old fixed pipeline (like
 lighting on/off) I thought when osg is built for the core profile /
 opengl-es 2.0, it deals deal with these kind of things automatically and
 appearently it does not. I have been able to remove a large number of
 features by modifying the osg-files by hand, but it is a time-consuming
 processs and I have not been able to remove all of them. But strange
 enough, this does not cause any visual problems as long as I use my own
 shaders but the notifications are still there and they may take up
 signifant amount of time while trying to set up properties which are not
 available in the new core profile anyway (and these notifications are being
 sent during every frame). I have disabled them using osg::setNotifyLevel()
 but I do not think this is a safe approach because I want to be able
   to log the osg-output while the user uses the app and it should not
 bloat the whole log-file due to an error that can be avoided.

 Is there a visitor or utility to remove all or a subset of the properties
 related to the old-fixed pipeline functionality?



As far as I know there isn't such a visitor.  Possibily you can hack the
3ds plugin to do what you want, or of course write a visitor to avoid the
modification of model files by hand.
Maybe others can give you a better approach to this problem.

By the way, OSG-3.2 comes with important changes to Geometry now
displayLists are deprecated, I think there is a fallback to convert models
using displayLists to vertexArrays, perhaps it could serve as inspiration.

Cheers.



 Jordi Torres wrote:
  Hi Deniz and Raphael,
 
 
  In my opinion it is worth to use the osg binary native format in mobile
 applications, as it should reduce the weight of the model file, and it does
 not have application specific features. In our applications we convert
 first all the models to the native format using osgconv.
 


 Cheers,
 Deniz

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[osg-users] [ANN] Blog and github repository with OpenSceneGraph Examples

2013-08-27 Thread Marcel Pursche
Hello dear OSG-community,

I want to present you my new blog Advanced 3D Computer Graphic Tutorials 
(http://3dcgtutorials.blogspot.de/). It could be interesting to some of you.
Among other topics, there will be some tutorials for OpenSceneGraph. The 
tutorials are not meant as an introduction to OpenSceneGraph. Instead they will 
cover some more advanced rendering techniques. My first tutorial is about 
implementing Instancing with OpenSceneGraph. My demo goes a bit more into 
detail, than the osg example for hardware instancing(especially different 
approaches to store per instance data are shown).
I hope my tutorials will be of some use for you. Suggestions for improvement 
are very welcome.

Best regards,
Marcel

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Re: [osg-users] regular osg-models result in notifications with osg built for opengl-3.x / opengl-es-2.0 support

2013-08-27 Thread Robert Milharcic

On 26.8.2013 22:32, deniz diktas wrote:

Is there a method or utility (maybe some visitor) inside osg that can modify 
the models so that the rendered model is consistent with opengl-3.x and 
opengl-es2.0 features, and that these notifications are disabled?

Hi Deniz,

The short answer is: To my best knowledge, and i might be wrong, osg 
doesn't provide utility or visitor that can remove fixed pipeline state 
attributes from the graph or visitor that is able to output core opengl 
or ES2.0  compatible shaders to be used as a replacement for the fixed 
pipeline state attributes.


Anyway, you might want to have a look at the osgshadergen example to see 
how to do it with osgUtils:ShaderGenVisitor but I believe it won't 
produce opengl 3 core or ES 2 compatible shaders. You can of course 
modify ShaderGenVisitor source...


Also, there is osg::ShaderComposer you might want to have a look at, 
designed to solve problems like one you are describing.  The idea here 
is to attach shader componet to any? fixed pipeline state attribute 
and then let osg automatically compose final shader program for you. The 
bad news here is that shader composer isn't finished yet, I believe. Of 
course, you can have a look at the osgshadercomposition example ...


Robert Milharcic

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Re: [osg-users] [ANN] Blog and github repository with OpenSceneGraph Examples

2013-08-27 Thread michael kapelko
Nice! Thanks.


2013/8/27 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de

 Hello dear OSG-community,

 I want to present you my new blog Advanced 3D Computer Graphic Tutorials (
 http://3dcgtutorials.blogspot.de/). It could be interesting to some of
 you.
 Among other topics, there will be some tutorials for OpenSceneGraph. The
 tutorials are not meant as an introduction to OpenSceneGraph. Instead they
 will cover some more advanced rendering techniques. My first tutorial is
 about implementing Instancing with OpenSceneGraph. My demo goes a bit more
 into detail, than the osg example for hardware instancing(especially
 different approaches to store per instance data are shown).
 I hope my tutorials will be of some use for you. Suggestions for
 improvement are very welcome.

 Best regards,
 Marcel

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Re: [osg-users] regular osg-models result in notifications with osg built for opengl-3.x / opengl-es-2.0 support

2013-08-27 Thread deniz diktas
Hi Robert,

Thanks for the detailed answer. I will go ahead with ShaderGenVisitor and take 
it from there.

Best,
Deniz


rmilh wrote:
 On 26.8.2013 22:32, deniz diktas wrote:
 
  Is there a method or utility (maybe some visitor) inside osg that can 
  modify the models so that the rendered model is consistent with opengl-3.x 
  and opengl-es2.0 features, and that these notifications are disabled?
  
 Hi Deniz,
 
 The short answer is: To my best knowledge, and i might be wrong, osg 
 doesn't provide utility or visitor that can remove fixed pipeline state 
 attributes from the graph or visitor that is able to output core opengl 
 or ES2.0  compatible shaders to be used as a replacement for the fixed 
 pipeline state attributes.
 
 Anyway, you might want to have a look at the osgshadergen example to see 
 how to do it with osgUtils:ShaderGenVisitor but I believe it won't 
 produce opengl 3 core or ES 2 compatible shaders. You can of course 
 modify ShaderGenVisitor source...
 
 Also, there is osg::ShaderComposer you might want to have a look at, 
 designed to solve problems like one you are describing.  The idea here 
 is to attach shader componet to any? fixed pipeline state attribute 
 and then let osg automatically compose final shader program for you. The 
 bad news here is that shader composer isn't finished yet, I believe. Of 
 course, you can have a look at the osgshadercomposition example ...
 
 Robert Milharcic
 
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