Re: [osg-users] Donations

2015-08-06 Thread Can T. Oguz
Thanks Chris,

I'll do that.

And Robert,

I think I'll keep with RC testing:)

Cheers,

Can

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Re: [osg-users] Volume image crash on the latest version of Nvidia driver

2015-08-06 Thread Clement.Chu
Hi Robert,

   Thanks for your help.  The solution fixed the problem.  Thanks.


Regards,
Clement


From: osg-users [osg-users-boun...@lists.openscenegraph.org] on behalf of 
Robert Osfield [robert.osfi...@gmail.com]
Sent: Thursday, 6 August 2015 21:32
To: OpenSceneGraph Users
Subject: Re: [osg-users] Volume image crash on the latest version of Nvidia 
driver

Hi Clement,

I have now ported the RayTracedTechnique shaders all across to use an int 
variable for the sampling loop and this fixes the hang when running with your 
model.  I have checked this fix into OSG-svn/trunk, 3.4 branch and 3.2 branch 
and OpenSceneGraph-Data/trunk.  This fix will required a OSG-3.2.3 release.

Robert.
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Re: [osg-users] Volume image crash on the latest version of Nvidia driver

2015-08-06 Thread Robert Osfield
Hi Clement,

I have now ported the RayTracedTechnique shaders all across to use an int
variable for the sampling loop and this fixes the hang when running with
your model.  I have checked this fix into OSG-svn/trunk, 3.4 branch and 3.2
branch and OpenSceneGraph-Data/trunk.  This fix will required a OSG-3.2.3
release.

Robert.
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Re: [osg-users] Segfault occuring in -- void Text::drawImplementation(osg::State state, const osg::Vec4 colorMultiplier) const -- after updating from osg 3.3.1 to the current trunk

2015-08-06 Thread Curtis Rubel
Hi Robert,

OK I will update my copy of the OSG trunk and let you know as soon
as I have a minute.  Probably something I will have to do in my
off time at home as work time is pretty much taken up right now.

I would not consider myself a QT expert either, but will see if I can find
anything that stands out.  The failing example is pretty basic stuff so 
hopefully something will show up when I recompile everything in
debug mode so I can step into this a little at a time and see what
is happening in there.

Thank you very much,

Curtis


... 

Thank you!

Cheers,
Curtis

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[osg-users] OpenSceneGraph-3.4.0-rc10 tagged

2015-08-06 Thread Robert Osfield
Hi All,

Since rc9 I've added a workaround to an NVidia driver/GPU bug that
osgVolume::RayTracedTechnique fragment shaders triggered, and also added
some additional checks to more robustly handle text initialization in
osgText.  I've wrapped this up in an 3.4.0-rc10


   - Zip file containing source code : OpenSceneGraph-3.4.0-rc10.zip
   
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.4.0-rc10.zip
   - Subversion tag for 3.4.0-rc10 : svn co
   http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.4.
   
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.4.0-rc100-rc10
   OpenSceneGraph

I have also tagged the OpenSceneGraph-Data to go along with the 3.4.0
release:

svn co
http://svn.openscenegraph.org/osg/OpenSceneGraph-Data/tags/OpenSceneGraph-Data-3.4.0
OpenSceneGraph-Data-3.4.0

I will upload a zip file for the OpenSceneGraph-Data next.

My plan is now to go for the 3.4.0 release tomorrow - as long as no new
problems arise from all the testing you are all doing :-)

Robert.

-- ChangeLog since 3.4.10-rc9


2015-08-06 15:04  robert

* src/osgVolume/Shaders/volume_frag.cpp,
  src/osgVolume/Shaders/volume_iso_frag.cpp,
  src/osgVolume/Shaders/volume_lit_frag.cpp,
  src/osgVolume/Shaders/volume_lit_tf_frag.cpp,
  src/osgVolume/Shaders/volume_mip_frag.cpp,
  src/osgVolume/Shaders/volume_tf_frag.cpp,
  src/osgVolume/Shaders/volume_tf_iso_frag.cpp,
  src/osgVolume/Shaders/volume_tf_mip_frag.cpp: Merged workaround
  for NVidia driver/GPU bug by updating shaders from svn/trunk that
  change float to int usage.

2015-08-06 15:03  robert

* src/osgText/Text.cpp: Added checks for the validity of chached
  coordinate arrays.
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[osg-users] Using osg::shadow with Gl 3.2 (Shader 1.5)

2015-08-06 Thread Werner Modenbach

Due to several reasons I had to convert a project to above versions.
I was successful almost all over the project due to the excellent work 
of osg exported uniforms etc.

The last item I have to solve now is shadow.
I'm using osgShadow::LightSpacePerspectiveShadowMapCB and I found out 
how to replace

 the given shaders.
In my old vertex shader I had to calculate the shadow texture coordinate 
like that:


if(useShadow){

gl_TexCoord[1].s=dot(eye,gl_EyePlaneS[1]);

gl_TexCoord[1].t=dot(eye,gl_EyePlaneT[1]);

gl_TexCoord[1].p=dot(eye,gl_EyePlaneR[1]);

gl_TexCoord[1].q=dot(eye,gl_EyePlaneQ[1]);

}

Unfortunately the gl_EyePanes are no more available.
I also couldn't find any uniform exports like osg_vertex etc.
Is there any way I can calculate this inside the vertex shader
by using the given uniforms and the eye position?
Or is there anything I can precalculate on CPU and provide it via uniform?

Any help is highly appreciated.

- Werner -


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Re: [osg-users] Segfault occuring in -- void Text::drawImplementation(osg::State state, const osg::Vec4 colorMultiplier) const -- after updating from osg 3.3.1 to the current trunk

2015-08-06 Thread Robert Osfield
Hi Curtis,

On 5 August 2015 at 18:19, Curtis Rubel cru...@compro.net wrote:

 Just tested the trunk from a svn co from about 1 hour ago,
 with my test osgviewerQT.cpp source.

 Still getting a segv when running it.  I was running in release
 mode for this test so cannot verify if its exactly the same fault
 or notbut it would seem that there is still some sort of issue
 with this.

 I will rebuild in debug mode as soon as I have some more free time
 and check to see if its the same bug or something different as
 I saw before.


I have just added some more checks into src/osgText/Text.cpp so that it
should mange the chached coordinate arrays more robustly, your example no
longer crashes like it was prior these latest changes.  This fixes are now
checked into svn/trunk and the OSG-3.4 branch and part of the
OSG-3.4.0-rc10.

While your example doesn't crash for me now, it hangs in the swap buffers,
without even a window appearing on screen so it looks like there are other
problems with this particular example unrelated to the osgText issue that
is hopefully now resolved.  I'm no Qt expert so am not about to dive into
why your example doesn't bring up a context correctly.

Could you please try out OSG svn/trunk, OSG-3.4 branch or the 3.4.0-rc10
and let me know if your text usage now works with your application.

Robert.
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