Re: [osg-users] Picking based on Render order, not depth

2015-03-03 Thread Christian Buchner
Can't you attach user data element to your Geodes or Geometry objects that
roughly correspond to render bins or rendering order? Then in the
intersection code, get a list of all hits, and sort it by render order
first, followed by depth. This of course means that you have to pretty
tightly control the render order yourself.

If you want to incorporate the Z buffer results in your intersection tests,
you need to render to an FBO with a Z buffer that is also readable as a
texture. That allows you to extract the depth of each screen pixel and
convert it to a linear distance from camera (or even a world space
coordinate).  Using this knowledge you can ignore intersection hits that
are not anywhere close to the coordinate reported by the intersection
visitor.

Christian


2015-03-03 10:24 GMT+01:00 Robert Osfield robert.osfi...@gmail.com:

 Hi John-Luke,

 The osgUtil::IntersectionVisitor/LineSegmentIntersector is based of pure
 geometry calculations, there isn't any reference to rendering elements so
 has no knowledge of what may or may not have been rendered.

 If you want to have picking based on rendering results you'll need to
 implement your own scheme based on OpenGL rendering of the scene.  There
 are a range of ways to tackle it's quite a bit more complicated than just
 using the OSG's standard intersection classes.

 Robert.

 On 2 March 2015 at 21:46, John-Luke Laue jlguitar...@gmail.com wrote:

 Hi all,

 Hopefully this isn't too newbie a question.

 Let's say I have a camera at the origin, looking down +x axis.
 I have a cube at position (1,0,0) and a sphere at position (5,0,0).

 If I render my scene normally, I will see (from the camera) the cube, but
 not the sphere because it is occluded by the cube. When I use the osg
 picker to pick with my mouse, it will pick the cube first, then the sphere.

 Next, I disable depth testing and give the sphere a higher render order
 than the cube. When I render my scene again, now I see the sphere and not
 the cube.
 However, if I use my picker again, the picker still picks the cube first,
 and then the sphere.  I want the opposite.

 Which leads me to my question: Can the osg picker order the picking based
 on render order or is it always by depth only?

 Thank you for your time!

 Cheers,
 John-Luke

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[osg-users] Writing osg::Group to osg and osgt : Two different results

2015-03-03 Thread John Pasnom
Hi,

using 3.0.1 I created the following test code:


Code:
osg::ref_ptrosg::Group group = new osg::Group();
group-setName( dummy group );

auto path = destDir_ + /group.osg; 
osgDB::writeNodeFile( *group, path );
osgDB::writeNodeFile( *group, path+t );



The resulting group however is entirely different when comparing the osg file 
to the osgt file:


osg file:

 Group {
   name dummy group
   nodeMask 0x
   cullingActive TRUE
 }


osgt file:

 #Ascii Scene 
 #Version 80 
 #Generator OpenSceneGraph 3.0.1 
 
 osg::Group {
   UniqueID 1 
 }



They do not contain the same information. The name I've set for instance is 
lost, when storing to osgt. While I am aware that default values can be skipped 
during osgt serialization I doubt that the name string should be skipped at all.

How can this behaviour be explained?


Thank you!

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[osg-users] Serialization always says: Unsupported associated class osg::Object

2015-03-03 Thread John Pasnom
Hi,

using OSG 3.0.1 I've implemented a custom class deriving from osg::Object that 
should support serialization:

The register object wrapper looks like this:


Code:
REGISTER_OBJECT_WRAPPER( MyLights,  
new dx::MyLights, 
dx::MyLights,
osg::Object dx::MyLights ) 
{
ADD_USER_SERIALIZER( VisionLight );
}




While the serialization to osgt works perfectly I still get msgs during 
serialization:


 OutputStream::writeObject(): Unsupported associated class osg::Object
 InputStream::readObject(): Unsupported associated class osg::Object


Why is that happening? I know this occurs because my inheritance says  
osg::Object dx::MyLights but I've searched through the osg source for classes 
deriving from osg::Object and they all do the same inheritance, first 
osg::Object then their own one

Example:


Code:
REGISTER_OBJECT_WRAPPER( AutoTransform,
 new osg::AutoTransform,
 osg::AutoTransform,
 osg::Object osg::Node osg::Group osg::Transform 
osg::AutoTransform )



How can I properly solve this? Leaving osg::Object simply out? Or do all those 
classes generate serialization messages?

Thanks

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Re: [osg-users] Writing osg::Group to osg and osgt : Two different results

2015-03-03 Thread Robert Osfield
Hi John,

Could you post the .osg file that is revealing this problem?  I can run an
osgconv on my system and see if the problem exists in OSG-3.2.x or
svn/trunk.

It does sounds like a bug.  This is OSG-3.0.1 which was the first stable
release that had the new serializers.  A great deal of improvements to the
serializers has happened since then a range of problems have been resolved.

There have also been lots of other bug fixes and other improvements to the
OSG since 3.0.1, there are lots of reasons to update.

Robert.


On 3 March 2015 at 12:42, John Pasnom stupid_sys...@dontsendmespam.de
wrote:

 Hi,

 using 3.0.1 I created the following test code:


 Code:
 osg::ref_ptrosg::Group group = new osg::Group();
 group-setName( dummy group );

 auto path = destDir_ + /group.osg;
 osgDB::writeNodeFile( *group, path );
 osgDB::writeNodeFile( *group, path+t );



 The resulting group however is entirely different when comparing the osg
 file to the osgt file:


 osg file:

  Group {
name dummy group
nodeMask 0x
cullingActive TRUE
  }


 osgt file:

  #Ascii Scene
  #Version 80
  #Generator OpenSceneGraph 3.0.1
 
  osg::Group {
UniqueID 1
  }



 They do not contain the same information. The name I've set for instance
 is lost, when storing to osgt. While I am aware that default values can be
 skipped during osgt serialization I doubt that the name string should be
 skipped at all.

 How can this behaviour be explained?


 Thank you!

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Re: [osg-users] Serialization always says: Unsupported associated class osg::Object

2015-03-03 Thread Robert Osfield
Hi John,

In principle the code snippets you have provided look OK.

Like in my previous email, it could well be a bug that has long been fixed
- OSG-3.0.1 was released along time ago.  Without specific code to test
against there isn't any way to know the answer.

Robert.


On 3 March 2015 at 12:25, John Pasnom stupid_sys...@dontsendmespam.de
wrote:

 Hi,

 using OSG 3.0.1 I've implemented a custom class deriving from osg::Object
 that should support serialization:

 The register object wrapper looks like this:


 Code:
 REGISTER_OBJECT_WRAPPER( MyLights,
 new dx::MyLights,
 dx::MyLights,
 osg::Object dx::MyLights )
 {
 ADD_USER_SERIALIZER( VisionLight );
 }




 While the serialization to osgt works perfectly I still get msgs during
 serialization:


  OutputStream::writeObject(): Unsupported associated class osg::Object
  InputStream::readObject(): Unsupported associated class osg::Object


 Why is that happening? I know this occurs because my inheritance says
 osg::Object dx::MyLights but I've searched through the osg source for
 classes deriving from osg::Object and they all do the same inheritance,
 first osg::Object then their own one

 Example:


 Code:
 REGISTER_OBJECT_WRAPPER( AutoTransform,
  new osg::AutoTransform,
  osg::AutoTransform,
  osg::Object osg::Node osg::Group osg::Transform
 osg::AutoTransform )



 How can I properly solve this? Leaving osg::Object simply out? Or do all
 those classes generate serialization messages?

 Thanks

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Re: [osg-users] Writing osg::Group to osg and osgt : Two different results

2015-03-03 Thread John Pasnom
Hi,

Robert, I've attached both files (or I've tried, looks like it ignores the 
second attachment...)

Another interesting part is, as far as I can see, the UserData should be 
serialized as well. The patch posted 
http://forum.openscenegraph.org/viewtopic.php?t=5561 seems to be already in 
3.0.1 but it looks like my custom user data (derived from object and extended 
by wrapper) is ignored here.


Thank you!

Cheers,
John

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Re: [osg-users] OpenSceneGraph-3.3.3 developer release

2015-03-03 Thread Robert Osfield
Hi Stephan,

I have return to the issue of the visualization problems with the database
you provided.  Eventually was able to isolate the problem to the binary
parsing of the ClusterCullingCallback which in the end was fixable by just
adding a osg::Callback entry into the ClusterCullingCallback serializers
associates list, as this is now required as the NodeCallback no longer
takes responsibility for the NestedCallback serialization, this is now move
to osg::Callback.

The Warning: CollectLowestTransformsVisitor::removeTransforms() error,
encountered a NULL Transform pointer looks to be an erroneous error, as
the case it occurs perfectly benign - so I've addressed it by removing this
reporting code.

Could you please update to svn/trunk and let me know if these problem have
been resolved.

I will now wrap up the next dev release (3.3.4) in prep for 3.4 stable
release.  Testing is really important now as we are just weeks away from a
stable release.

Robert.
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[osg-users] OpenScenGraph-3.3.5 dev release tagged

2015-03-03 Thread Robert Osfield
Hi All,

From the
http://www.openscenegraph.org/index.php/download-section/developer-releases
page:

*O**pen**SceneGraph-3.3.5, **released on 3rd March **2015*, key
deliverables in this dev release are:

   - No new features this dev release as we are now focusing on refining
   the software for the up coming OSG-3.4 stable release
   - Bug and build fixes

*source package :* OpenSceneGraph-3.3.5.zip
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.3.5.zip

*svn tag:* svn co
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.3.5
OpenSceneGraph


I have a few more items to tidy up before I make the OSG-3.4 branch, these
aren't big changes though so 3.3.5 is getting pretty close to what will
make into OSG-3.4.

As we are so close to stable release please test svn/trunk or the OSG-3.3.4
dev release on as many patforms and applications as you can.

Cheers

Robert.


ChangeLog since 3.3.4 --

2015-03-03 14:59  robert

* src/osgWrappers/serializers/osg/ClusterCullingCallback.cpp: Fixed
  ClusterCullingCallback parser problem due to osg::Callback not
  being included in inheritance list

2015-03-03 12:56  robert

* src/osgUtil/Optimizer.cpp: Restructed the checks in the
  CollectLowestTransformsVisitor::removeTransforms() to avoid
  benign case being flagged as warning.

2015-03-03 12:03  robert

* include/osgDB/ObjectWrapper, include/osgDB/Serializer,
  src/osgWrappers/serializers/osg/Camera.cpp,
  src/osgWrappers/serializers/osg/ClearNode.cpp,
  src/osgWrappers/serializers/osgText/TextBase.cpp: From Miha
  Ravselj, Regarding previous submission it was only partial
  solution. After further testing I found similar bug also in
  ClearNode serializer.

  //GLbitfield mask = GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;
  This line was problematic since it produced incorrect result when
  let's say COLOR flag is serialized
  it should be null as in Camera serializer or in a proposed
  BitFlagsSerializer


  This line of code caused that whenever only GL_COLOR_BUFFER_BIT
  bit was written and on value read
  GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT was restored instead of
  GL_COLOR_BUFFER_BIT only.

  //GLbitfield mask = 0; //this resolves the issue same as in
  camera
  Also same bit-wise comparison bug was also present in write
  method.

-

  As you can see there are total 3 bit mask serializers in OSG and
  all 3 had bugs so I decided to add ADD_BITFLAGS_SERIALIZER and
  replace USER serializers in osg::Camera, osg::ClearNode and
  osgText::TextBase. I have made sure that bitflags serializer does
  not break backwards-compatibility since it uses same code as user
  serializer does in all 3 cases. (see tester.cpp on how
  compatibility test was performed)

2015-03-03 12:00  robert

* src/osg/PolygonMode.cpp: Re-organized the #ifdef's to avoid usage
  of glPolyginMode under GLES

2015-03-02 14:38  robert

* CMakeLists.txt: Updated SO_VERSION to take account of API changes
  in osgDB

2015-03-02 12:11  robert

* include/osgDB/ConvertBase64, src/osgDB/CMakeLists.txt,
  src/osgDB/ConvertBase64.cpp, src/osgDB/InputStream.cpp,
  src/osgDB/OutputStream.cpp: From Johannes Scholz, Attached you
  find a patch for osgDB::OutputStream and osgDB::InputStream to
  include osg::Image::data() using Base64 encoding inside the ASCII
  OSGT, if WriteImageHint=IncludeData is set, only.

2015-03-02 12:09  robert

* examples/osgtessellationshaders/osgtessellationshaders.cpp,
  include/osg/GLDefines: From Michael McDonnel, The tessellation
  shader example has a small bug.The middle of the
  geometry is clipped as soon as it is tessellated. The clipping is
  probably caused by rounding errors because it is only in one
  spot. The
  clipping disappears when the camera is moved, and reappears when
  it is
  moved back. Expanding the the bounding box fixed the clipping
  bug.

  Tweaked by Robert Osfield to expand it to a -1 to 1 unit box.
  Actual clipping bug is not due to rounding errors but the shaders
  creating vertices outside the bounding box of the original input
  vertices

2015-03-01 15:20  robert

* examples/osgshadercomposition/osgshadercomposition.cpp: Fixed
  StateSet::Define names to match OpenSceneGraph-Data/shaders.

2015-03-01 11:08  robert

* src/osgGA/OrbitManipulator.cpp,
  src/osgGA/StandardManipulator.cpp: From Jannik Heller, I noticed
  the rotation in the OrbitManipulator depends on the framerate. To
  reproduce this issue, start the osganimate example, rotate the
  model with the left mouse button, then let go of the mouse button
  while still moving. You will notice that with V-Sync enabled, the
  model rotates slower.

  

Re: [osg-users] Compute shaders halt

2015-03-03 Thread Markus Hein

Hi Steven,

I never came across that compute shader execution stopped , but in som 
cases I experienced some flickering that could somehow depend on 
culling, but I did not find the reason for this.  You could try to track 
if glDispatchCompute() in Program.cpp is called properly and at the 
right time on your system.


In osgcomputeshaders example, i remember, there was an issue that it 
only worked for me if this axes.osgt model was added to the scene (Line 66).


Could you describe your scene a little bit more? What is somehow special 
with the geometry that will stop your computeshader ?


regards, Markus




Den 02.03.2015 18:14, skrev Steven Powers:

Hi, I'm using the compute SSBO technique to handle a particle system.

I have everything working but in some cases the compute shader stops 
functioning and the particle system freezes. This seems to happen when a 
particular geometry in the scene is drawn. If the geometry is culled the 
particle system works just fine.

The scene graph looks like this:

-Group
 +computeNode (with the SSBO and compute shader attached)
   - Group
   + rendering particle system with geom/vert/frag shaders 
attached
 + test geometry (readNodeFile(test.osg))


If the test geometry is off screen the computeNode functions fine. If it is on 
screen the computeNode no longer runs the compute shader.

Also, if I attach a static geometry (read from a file) to the computeNode this 
problem no longer occurs. Even if that geometry is loaded from the same file as 
the test geometry.

When it works the scene graph looks like this:

-Group
 +computeNode (with the SSBO and compute shader attached)
   - Group
   + rendering particle system with geom/vert/frag shaders 
attached
   - test geometry (readNodeFile(test.osg))
 + test geometry (readNodeFile(test.osg))


Thank you!

Cheers,
Steven

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[osg-users] performance of a fbx 3D model

2015-03-03 Thread Lv Qing
Hi,

... 

I just buy some fbx 3D model with some animation,each 3D model have one main 
part .fbx file and some separate animation .fbx file.

 main part .fbx dose not has animation  effect if not loading  other  animation 
.fbx file .

The problem is,when loaded a main part .fbx with osgviewer ,I found the update 
frame is extremely higher than a normal 3D model which without animation.Like 
pitcure below:
 
[img]http://bbs.osgchina.org/forum.php?mod=attachmentaid=NjE2NHw4OTNhYTA4M3wxNDI1Mz
 [/img]

the update frame is 6.8 .

If I convert main part .fbx to main part .ive ,the update frame is 0.0~0.01

more than 100 main part .fbx will drop performance of our app significantly.

I think a fbx file may attach some bone updatecallback even it does not run a 
animation , 

so the question is ,may i close the updatecallback of a fbx file when i do not 
need the animation ,or other way just improve the 
performance of a fbx 3D model?

Thank you!

Cheers,
Lv

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Re: [osg-users] Writing osg::Group to osg and osgt : Two different results

2015-03-03 Thread Robert Osfield
Hi John,

I have ran osgconv on the file:

 osgconv group.osg out.osgt

And the resulting files looks like:

#Ascii Scene
#Version 117
#Generator OpenSceneGraph 3.3.5

osg::Group {
  UniqueID 1
  Name dummy group
}

Which is correct.  So svn/trunk works correctly w.r.t Name.  I expect
OSG-3.2.x will also work as well.

I can't provide free support for OSG-3.0.x so if you want to resolve this
problem I'd suggest updating to OSG-3.2.1 or svn.trunk (which is very close
to up coming stable release 3.4.)

Robert.

Robert.

On 3 March 2015 at 13:04, John Pasnom stupid_sys...@dontsendmespam.de
wrote:

 Hi,

 Robert, I've attached both files (or I've tried, looks like it ignores the
 second attachment...)

 Another interesting part is, as far as I can see, the UserData should be
 serialized as well. The patch posted
 http://forum.openscenegraph.org/viewtopic.php?t=5561 seems to be already
 in 3.0.1 but it looks like my custom user data (derived from object and
 extended by wrapper) is ignored here.


 Thank you!

 Cheers,
 John

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Re: [osg-users] OpenSceneGraph-3.3.3 developer release

2015-03-03 Thread Sebastian Messerschmidt

Hi Robert,

Hi Stephan,

You don't seem to like my name ;-)


I have return to the issue of the visualization problems with the 
database you provided. Eventually was able to isolate the problem to 
the binary parsing of the ClusterCullingCallback which in the end was 
fixable by just adding a osg::Callback entry into the 
ClusterCullingCallback serializers associates list, as this is now 
required as the NodeCallback no longer takes responsibility for the 
NestedCallback serialization, this is now move to osg::Callback.


The Warning: CollectLowestTransformsVisitor::removeTransforms() 
error, encountered a NULL Transform pointer looks to be an erroneous 
error, as the case it occurs perfectly benign - so I've addressed it 
by removing this reporting code.


Could you please update to svn/trunk and let me know if these problem 
have been resolved.


I will now wrap up the next dev release (3.3.4) in prep for 3.4 stable 
release.  Testing is really important now as we are just weeks away 
from a stable release.


The fix works great! All older VPB-databases are running smoothly again, 
saving us weeks of compilation. Where can I donate? :-)




Robert.

Cheers
Sebastian



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[osg-users] Questions about CompositeViewer views created/udpated/run in multiple threads

2015-03-03 Thread Chris Sconyers
I'm using a CompositeViewer (viewer) to have multiple cameras with their own 
graphics contexts imaging a single scene. I've wrapped all this up in function 
calls that I expose to a separate UI, and so far I have the capability to 
change scene configuration on the fly and take simultaneous snapshots with 
viewer-frame().

That's really all I need, but I can only verify the scene contents by reviewing 
the stills from the snapshots. To get live imagery and use manipulators 
effectively, I figure I need to use viewer-run() or something equivalent. My 
first thought was to create a graphics context, apply to a view, and run() this 
in a separate thread.

So, my questions:

I'd have to call viewer-run() or equivalent, right?

While the viewer is running in its thread, can a user still call my 
functions to take snapshots? Are these going to trigger traversals that could 
interfere with the running thread?

What if the viewer is running and the user calls a function that adds a 
new node to the scene graph?

What if the viewer is running and the user calls a function to add a 
second live view? How much trouble am I asking for here?

What should the threading model be for the viewer, or does that even 
matter in this sense?

Is there anything inherently problematic about this approach? Any part 
of the approach.



Many thanks!

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[osg-users] Remote Deskstop Display issue

2015-03-03 Thread Clement.Chu
Hi,

   Recently, I found a display problem with using remote desktop connection.  
If I used RDC connected to remote machine and then start the an application 
with embed osg viewer, the viewer cannot display volume image probably (empty 
image).  If the application is already started at remote machine before RDC 
connection, the volume image can display probably and everything working fine.

  I think the problem may relate to opengl32 library.  If the application is 
started after RDC connection, then osg will load opengl32 library which is 
based on RDC generic display driver.  That driver cannot osg volume image.  I 
also tested with the machine which has nvidia quadro installed.  The problem is 
gone even before or after RDC connection to start the application.  Does anyone 
have a solution to solve this problem?  Is possible to force osg is not using 
generic display driver?  Thanks.


Regards,
Clement



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Re: [osg-users] OpenSceneGraph-3.3.3 developer release

2015-03-03 Thread Robert Osfield
HI Sebastian,

On 3 March 2015 at 17:09, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

  Hi Robert,

 Hi Stephan,

 You don't seem to like my name ;-)


Sorry about that, too many hours coding of late.


 The fix works great! All older VPB-databases are running smoothly again,
 saving us weeks of compilation. Where can I donate? :-)


Blood or organ donation? ;-)

Robert.
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[osg-users] Android not building. Can someone have a look...

2015-03-03 Thread Mattias Helsing
Hi all,

As I said in a previous I occasionally build the OSG using an older
ndk (r7 something). I'm not really using it right now, I just wanted
to test out the PlatformSpecifics/Android/android.toolchain.cmake
stuff that was added a couple of months ago. However:

The builds have been failing for different reasons for months. Now
things look more stable and the only error left is that glPolygonMode
isn't available in the ndk. See for example:
http://cdash.openscenegraph.org/viewBuildError.php?buildid=6110


I think the fix is trivial for someone who knows the android ndk and
have a better knowledge in OpenGL variants better than I do. So if
someone could have a look and submit a fix OR reply here and I'll
prepare a submission in your name to Robert. We have a stable release
coming up so this should be sorted before that I think.

cheers
Mattias
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Re: [osg-users] Android not building. Can someone have a look...

2015-03-03 Thread Robert Osfield
Hi Mattias,

It looks like a revision to the PolygonMode.cpp to better handle GL3
onwards has caused this regression.  I have amended the #ifdef usage to
avoid compiling the glPolygonMode call under GLES1 and GLES2.  Could you do
an svn update and let me know how you get on.

Cheers,
Robert.

On 3 March 2015 at 10:38, Mattias Helsing helsin...@gmail.com wrote:

 Hi all,

 As I said in a previous I occasionally build the OSG using an older
 ndk (r7 something). I'm not really using it right now, I just wanted
 to test out the PlatformSpecifics/Android/android.toolchain.cmake
 stuff that was added a couple of months ago. However:

 The builds have been failing for different reasons for months. Now
 things look more stable and the only error left is that glPolygonMode
 isn't available in the ndk. See for example:
 http://cdash.openscenegraph.org/viewBuildError.php?buildid=6110


 I think the fix is trivial for someone who knows the android ndk and
 have a better knowledge in OpenGL variants better than I do. So if
 someone could have a look and submit a fix OR reply here and I'll
 prepare a submission in your name to Robert. We have a stable release
 coming up so this should be sorted before that I think.

 cheers
 Mattias
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Re: [osg-users] Compute shaders halt

2015-03-03 Thread Robert Osfield
Hi Stephan,

This type of issue isn't something that others can really help with, there
are simply too many unknowns.  It could be a driver bug, a problem with
your shaders, a hardware problem, an OS problem, a problem in the OSG, a
problem in your application.  Even if you have everything in front of you
and able to re-produce it's still hard.  The best we can do is make
suggestions on possible things you can look at to diagnose what might be
amiss.

First thing I'd do is see if there are any GL debugging tools available on
your platform.

Second thing would be to simplify your application, data and shaders to see
when things break.

Third, try different hardware, drivers, OS etc.

Robert.

On 2 March 2015 at 17:14, Steven Powers stevenapow...@gmail.com wrote:

 Hi, I'm using the compute SSBO technique to handle a particle system.

 I have everything working but in some cases the compute shader stops
 functioning and the particle system freezes. This seems to happen when a
 particular geometry in the scene is drawn. If the geometry is culled the
 particle system works just fine.

 The scene graph looks like this:

 -Group
 +computeNode (with the SSBO and compute shader attached)
   - Group
   + rendering particle system with geom/vert/frag shaders
 attached
 + test geometry (readNodeFile(test.osg))


 If the test geometry is off screen the computeNode functions fine. If it
 is on screen the computeNode no longer runs the compute shader.

 Also, if I attach a static geometry (read from a file) to the computeNode
 this problem no longer occurs. Even if that geometry is loaded from the
 same file as the test geometry.

 When it works the scene graph looks like this:

 -Group
 +computeNode (with the SSBO and compute shader attached)
   - Group
   + rendering particle system with geom/vert/frag shaders
 attached
   - test geometry (readNodeFile(test.osg))
 + test geometry (readNodeFile(test.osg))


 Thank you!

 Cheers,
 Steven

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Re: [osg-users] writeNodeFile question

2015-03-03 Thread Robert Osfield
Hi Clement,

Yesterday I merged a submission to OSG svn/trunk that added read/write
support for inlined image data within .osgt and .osgx ascii files.

To tell the .osgt, .osgx writer to inline the data you should use the
OptionsString WriteImageHint=IncludeData.

Robert
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Re: [osg-users] Fwd: Last update in the osgAnimation::Animation ONCE mode bug fix

2015-03-03 Thread Robert Osfield
Hi Konstantin,

Thanks for the full name.

I haven't decided how best to tackle this submission yet.  As is it would
cause a performance hit as Pjotr explained.  I'm open to suggestions of how
best to resolve this issue whilst addressing the bug your change sought to
address.

Cheers
Robert.



On 28 February 2015 at 23:34, Matveyev Konstantin lalakos...@gmail.com
wrote:

 Konstantin Matveyev

 On Nov 20, 2014, at 12:46 PM, Robert Osfield wrote:

 Hi KOS,

 I have just got to reviewing your proposed change to Animation.cpp.  What
 name would you like me to use when attributing this fix when I check it in?

 Cheers,
 Robert.

 On 27 August 2014 13:03, Konstantin lalakos...@gmail.com wrote:



 -- Forwarded message --
 From: Konstantin lalakos...@gmail.com
 Date: 2014-08-26 18:27 GMT+04:00
 Subject: Last update in the osgAnimation::Animation ONCE mode bug fix
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org,
 osg-submissi...@lists.openscenegraph.org


 Hello everybody!




 *osgAnimation/Animation.cpp**bool Animation::update (double time, int
 priority)*


 *OpenSceneGraph 3.2.1*:

 case ONCE:
 if (t  _originalDuration)
 return false;


 *Should be:*

 case ONCE:
 if (t  _originalDuration)
 {


 *for (ChannelList::const_iterator chan = _channels.begin();
  chan != _channels.end(); ++chan)
 (*chan)-update(_originalDuration, _weight, priority);*

 return false;
 }

 *maybe :)*

 KOS

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Re: [osg-users] Picking based on Render order, not depth

2015-03-03 Thread Robert Osfield
Hi John-Luke,

The osgUtil::IntersectionVisitor/LineSegmentIntersector is based of pure
geometry calculations, there isn't any reference to rendering elements so
has no knowledge of what may or may not have been rendered.

If you want to have picking based on rendering results you'll need to
implement your own scheme based on OpenGL rendering of the scene.  There
are a range of ways to tackle it's quite a bit more complicated than just
using the OSG's standard intersection classes.

Robert.

On 2 March 2015 at 21:46, John-Luke Laue jlguitar...@gmail.com wrote:

 Hi all,

 Hopefully this isn't too newbie a question.

 Let's say I have a camera at the origin, looking down +x axis.
 I have a cube at position (1,0,0) and a sphere at position (5,0,0).

 If I render my scene normally, I will see (from the camera) the cube, but
 not the sphere because it is occluded by the cube. When I use the osg
 picker to pick with my mouse, it will pick the cube first, then the sphere.

 Next, I disable depth testing and give the sphere a higher render order
 than the cube. When I render my scene again, now I see the sphere and not
 the cube.
 However, if I use my picker again, the picker still picks the cube first,
 and then the sphere.  I want the opposite.

 Which leads me to my question: Can the osg picker order the picking based
 on render order or is it always by depth only?

 Thank you for your time!

 Cheers,
 John-Luke

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Re: [osg-users] [vpb] osgdem Colormap gets flipped

2015-03-03 Thread Michi Scholz
Thanks a lot for your efforts! Yes, for the former version exporting as .osgb 
and .ive works fine and also by passing -O ddsNoAutoFlipWrite to osgdem I can 
export in .osg without problems. After pulling your changes I can confirm that 
no workaround is needed any more. Superb!

Happy Michi

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