Re: [osg-users] EventQueue::userEvent
Hi Aaron, On 1 October 2015 at 05:57, Aaron Andersenwrote: > I've tried to use the EventQueue::userEvent method which takes a "time" > argument but no matter what value I put in for time the event always fires > immediately. Is there any documentation on this? > It's just a queue that gets queried each frame, if you don't want an event to get handled then you shouldn't be putting it in the queue. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OS X (10.9) Texture2D with hardware compression results in no texture data.
I found the commit that triggered this bug: 9bb2cfd3d4e4a08628ca8c49a2e6c061fe143fb8 (check it out on OSG's github mirror at /openscenegraph/osg, I can't post urls yet, unfortunately) Bug can be easily reproduced using current master of OpenMW (/openmw/openmw on GitHub) on OS X (at least 10.10 & 10.11 are affected with Intel GPU, still not sure about other). Continuing discussion here since submission thread is not the right place for bug reports. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65276#65276 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] EventQueue::userEvent
Robert, I had assumed the time argument represented when the event should be processed, not representing the time of the event. I understand now. Thank you, Aaron On Oct 1, 2015 3:45 AM, Robert Osfieldwrote: > > Hi Aaron, > > On 1 October 2015 at 05:57, Aaron Andersen wrote: >> >> I've tried to use the EventQueue::userEvent method which takes a "time" >> argument but no matter what value I put in for time the event always fires >> immediately. Is there any documentation on this? > > > It's just a queue that gets queried each frame, if you don't want an event to > get handled then you shouldn't be putting it in the queue. > > Robert. > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] BK patches to osgOcean for stability, up to osg 3.4.0 compilation and more
Dear Robert, first of all thank you very much for taking your precious time to answer and give your advice: we appreciate very much. Looks like there's not too much interest in osgOcean progress in this period. Or maybe for other people it works nicely as it is. Our environment, as I've explained to you a few days ago, is a complex application scenario with terrestrial, above and underwater articulated vehicles, all interactive or driven by internal simulations or external telemetries, all fully dynamic with a few scenario's options preconfigured. And for sure our own powerful bugs (they come for free but s... don't tell anybody or people will ask only for those). For what regards opening a github, well, in this moment we don't have the means to give the right assistance to people who may download ocean from our repository and consequently might need to have explanations on topics and usage of the whole, which is far beyond our current knowledge and time availability. Let's say that, for now, everybody can read we have some patches to compile osgOcean with 3.4.0 and that we've found some bugs on the code which affects overall stability. If anyone has similar troubles can try to contact us. In the mean time we'll wait to see what happens. For what regards OSG we're still in the process of modifying stuff so we need more time. But thank you very much for indicating the way to proceed. I'm at your disposal for any question. Best regards, Cheers! Fabrizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65280#65280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] diable tex gen
Hi Community, I bit of simple question: How to disable TexGen totally? Thanks a bunch as always -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Help with OSG_OPTIMIZER
Hello OSG developers, I'm trying to have all my VertexArray outputs unique in my osg output file. I tried using set OSG_OPTIMIZER=INDEX_MESH and other settings, but my VertexArray always has duplicates. The osg output file is from osgUtil::DelaunayTriangulator. I tried using the osgconv tool, but have the same problem. Can someone point me in the right direction to have unique VertexArray outputs? Thank you, Maya ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Avoiding texture release
Hi Robert, You're right, it was the sheer amount of texels that was the problem. By adding polygons using both set of textures in both switch children, I saw that performance was bad all the time instead, due to constant swapping. Guess I thought I used a better graphics card. :-) I had to scale down to 4096x4096 which was fine. Regards, Andreas > 30 sep 2015 kl. 16:56 skrev Robert Osfield: > > Hi Andreas, > > I suspect just letting the OSG do it's thing with be just fine, and it's > simply the amount of memory on the GPU that these textures take is > fundamental problem you need to address. > > Try texture compression on the textures, or try a small pixel format. > > The other approach would be to tile that data up so you have a set of smaller > textures each applied to it's own Geode. > > Robert. > >> On 30 September 2015 at 14:25, Andreas Ekstrand >> wrote: >> Hi, >> >> I have a switch node with two geodes containing one geometry each, >> shallow-copied from the same geometry but with different state sets having >> different textures. The textures are large (8192x8192) and this causes a >> massive frame drop when switching between the two geodes at runtime. I know >> it's the textures causing the hickup since it doesn't happen when not >> setting the texture attributes. >> >> I have tried applying a GLObjectsVisitor before adding the geodes to the >> switch, and after adding them, setting a 0x node mask. I have tried >> applying a TextureVisitor with changeAutoUnref and valueAutoUnref. I have >> also tried setting an IncrementalCompileOperation although I don't really >> know why. Nothing helps, how can I avoid these frame drops? I guess I want >> to avoid a releaseGLObjects happening somewhere? >> >> Regards, >> Andreas >> >> >> ___ >> 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroid - Deploying and Debugging
Hi Shamim, I'm glad you made it work, but I'm concerned about the osgsimple sample in osgAndroid not working for you. Could you tell me if the logcat says something?, maybe the model you tried to load is not in the expected path? If you have any improvements to the OSG sample you can send a submission using the osg-submissions list. If you have any modification to osgAndroid, just send a pull request in github and I'll review the changes and merge them. Regards, Rafa El mié., 30 sept. 2015 a las 12:24, Akhtar Shamim () escribió: > Hi > > Just an update. > > I managed to make osgAndroidExampleGLES1 work based on the Android.mk > settings for osgSimple and am able to load cessna.osg or any other osg > models. However, i am still not able to make osgSimple work based on the > predefined setting. > > If anyone is interested then I can provide a complete step by step guide > for making osgAndroid compile and run the osgAndroidExampleGLES1 example on > an Android device (with development environment on both Windows 10 and > Ubuntu 14.0.4) > > regards > Shamim > > On Tue, Sep 29, 2015 at 3:12 PM, Akhtar Shamim wrote: > >> Hi Rafa >> >> Thank you for the pointer. I managed to compile and run the application >> in an Android device successfully. >> I have also managed to compile and run the osgAndroidExampleGLES1 on my >> mobile device. I can see the blue background for the example together with >> three buttons. >> >> However, now when i try to load a model (cessna.osg) it shows error: >> dlopen failed: library osgPlugins-3.4.0/osgdb_osg.so" not found. >> DynamicLibrary::failed loading "osgPlugins-3.4.0/osgdb_osg.so". It is >> strange because the build is static build yet it is looking for .so file. >> >> I am not too sure why this is happening. Any pointer will be very helpful. >> >> regards >> Shamim >> >> >> On Mon, Sep 28, 2015 at 5:08 PM, Rafa Gaitan >> wrote: >> >>> Hi Shamim, >>> >>> I added glustl_shared to be loaded dynamically before loading any >>> osgAndroid jni library, because linking it statically was giving a lot of >>> problems. >>> >>> I don't recall having problems before, but I usually work on linux or >>> mac when I have to develop in android and OSG. Maybe is something related >>> to the r10e NDK?. >>> >>> Anyway, could you check if you have in your >>> org.openscenegraph.android/libs/armeabi/ the library libgnustd_shared.so?, >>> if not, probably you need to copy it there from the NDK. >>> >>> I don't recall if I copied it by myself that or it's automated somehow >>> by the NDK build system. But if you have it there along the >>> libjni-osggles*.so libraries it will be deployed within the apk. >>> >>> Regards, >>> Rafa. >>> >>> >>> El lun., 28 sept. 2015 a las 9:34, Akhtar Shamim ( ) >>> escribió: >>> Hi Recently we had a requirement to build OSG for Android and load a OpenFlight MetaFight file. This is what I did: - Checkout the 3.4.0 stable release of OSG - Installed Android NDK, SDK and Eclipse. - Used the toolchain to compile OSG for GLES1 - Downloaded OSGAndroid from GitHub - Imported to Eclipse - Build all the four projects So far there is no problem at all. Everything went smooth. However, when I am trying to deploy the osgsimple application using eclipse or trying to debug the application it throws an error saying: "Couldn't load gnustl_shared from loader dalvik.system.PathClassLoader". This is what I did: - Modified Android.mk to have the correct OSG_SDK path - Modified Android.mk to have the correct plugins (osgPlugins-3.4.0) Note: (a) No other changes made to any files downloaded from GitHub for osgAndroid. (b) The command used to configure cmake is <<< > set ANDROID_NDK=C:\Android\android-ndk-r10e > "c:\Program Files (x86)\CMake 2.8\bin\cmake.exe" .. -G"MinGW Makefiles" -DANDROID_NDK=C:/Android/android-ndk-r10e -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake -DCMAKE_MAKE_PROGRAM="%ANDROID_NDK%\prebuilt\windows-x86_64\bin\make.exe" -DOPENGL_PROFILE="GLES1" -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15 -DANDROID_ABI=armeabi -DCMAKE_INSTALL_PREFIX=C:/Android/OSG_ES1-3.4.0 > make -j 8 > make install I tried the above in Windows 10. Any help to get this resolved will be greatly appreciated. regards Shamim ___ 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 >>>