Re: [osg-users] Donations
Thanks Chris, I'll do that. And Robert, I think I'll keep with RC testing:) Cheers, Can -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64652#64652 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Volume image crash on the latest version of Nvidia driver
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64651#64651 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-3.4.0-rc10 tagged
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using osg::shadow with Gl 3.2 (Shader 1.5)
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 - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org