[osg-users] getFrameBufferObject from a child camera

2016-04-21 Thread Steven Powers
I've added a camera as a child to the main view camera. This camera renders to 
a texture using a FBO.

I'm trying to get the FBO of this child camera so I can redirect it to 
different textures during runtime.

I'm attempting to get the FBO using this technique but its not working when the 
camera is added as a child camera. It seems to work fine if it is added as a 
slave camera.


Code:
static osg::FrameBufferObject* getFrameBufferObject(osg::RenderInfo& renderInfo)
{
osg::Camera* camera = renderInfo.getCurrentCamera();
osgViewer::Renderer* camRenderer = 
(dynamic_cast(camera->getRenderer()));
if (camRenderer != nullptr)
{
osgUtil::SceneView* sceneView = camRenderer->getSceneView(0);

if (sceneView != nullptr)
{
osgUtil::RenderStage* renderStage = 
sceneView->getRenderStage();

if (renderStage != nullptr)
{
return renderStage->getFrameBufferObject();
}
}
}

return nullptr;
}




The problem is that the renderer returned from getRenderer() does not cast to 
the osgViewer::Renderer and it returns without finding the FBO.

Any idea what I'm doing wrong?

Thank you!

Cheers,
Steven
Code:




--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66917#66917





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Chris Hanson
On Thu, Apr 21, 2016 at 2:11 PM, Christian Buchner <
christian.buch...@gmail.com> wrote:

> AAA Games tend to not use OpenGL much these days.  At one pointOpenGL
> development wasn't able to catch up to DirectX feature wise (simply too
> much buerocracy in the decision making pipeline) - that's when OpenGL lost
> developers to DirectX.
> Also OpenGL driver quality on Windows was often way behind DirectX
> implementations (I am looking at you, Intel)
>


All very valid points. However, I will say that making titles that port to
Android and iOS (and maybe Linux, if anyone cares about your game on Linux)
makes OpenGL much more appealing these days.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
iPhone/iPad/iOS • Android
@alphapixel  facebook.com/alphapixel (775)
623-PIXL [7495]
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Christian Buchner
AAA Games tend to not use OpenGL much these days.  At one pointOpenGL
development wasn't able to catch up to DirectX feature wise (simply too
much buerocracy in the decision making pipeline) - that's when OpenGL lost
developers to DirectX.

Also OpenGL driver quality on Windows was often way behind DirectX
implementations (I am looking at you, Intel)

Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Jannik Heller
Hi,

Good point, but I think there's more to it than just performance. There are 
games using off-the-shelf scene graphs, for example Bethesda RPG games (Elder 
Scrolls, Fallout) are built on Gamebryo, which is a general purpose scene graph 
much like the OSG. (Note Gamebryo is a bit more than just a scenegraph, it also 
has game engine functionality e.g. physics, but that's besides the point).

https://en.wikipedia.org/wiki/Category:Gamebryo_engine_games

I think we can categorise most AAA devs into two groups:
1. People that want to roll everything on their own (and have the resources to 
do so)
and 2. People that want to build on a complete game engine (asset pipeline, 
physics engine, etc. think Unity, Unreal, Gamebryo).

OSG is kind of in a niche since it doesn't fit either group.

I also think there may be a stigma against free/open sources engines. (Maybe 
related to licensing and/or paid support). 

Third, there is the fact that Direct3D has had a dominant position in the games 
industry for years, and OSG in built on OpenGL only.

Cheers,
Jannik

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66912#66912





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Terry Welsh
Hi Michael,
After building 1.5 games using OSG, I'm surprised there aren't more.
OSG is probably built to be general-purpose first and high-performance
second. So this might scare away someone building an extremely
high-fidelity game. But for anything less OSG is fine. Also, being
free and having an extremely active community counts for a lot in my
book.

When I meet other devs they're usually surprised (sometimes shocked
and amazed) that I'm not using Unity or some other popular game
engine. So the main reason OSG isn't popular for games may be that
there is a huge swath of younger developers that don't know C++ or are
daunted at the idea of building a game with it.

>From my first game, nothing about OSG registered as a big performance
problem unless you count osgParticle. I wrote my own OpenGL particle
systems, partly for better performance but also because I wanted some
features not available in osgParticle. The other big performance
issues came from shaders (purely a problem with OpenGL and graphics
hardware) and computing stuff that was off-screen (purely a game logic
problem).

Concerning your particular problem of rendering large areas of rural
and urban terrain, many of us on this list have done that at high
performance with OSG. OSG contains good tools for spatial organization
of your data and LOD. If you use all of it and avoid novice mistakes
(like putting transparency in your low-LOD models), you can get
seriously high performance. Of course, a game engine tuned for that
specific type of game should do more for you automatically and lead
you toward good decisions.
--
Terry Welsh
http://www.reallyslick.com


>
> Message: 9
> Date: Thu, 21 Apr 2016 16:07:12 +0200
> From: "Michael DeForge" 
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Why isn't OpenSceneGraph used in games?
> Message-ID: <1461247632.m2f.66...@forum.openscenegraph.org>
> Content-Type: text/plain; charset=UTF-8
>
> Can anyone explain to me why OpenSceneGraph isn't used in the games industry? 
> There seems to be a large stigma surrounding OSG's performance, but is there 
> really a problem here or not? OSG's own website claims "high performance". Is 
> it really?
>
> I've heard reports that people have had to keep their scene graphs shallow 
> otherwise the lookups become too expensive. Makes sense, but is that enough 
> to disqualify it for use in games?
>
> My problem is that we have to render very large expanses of terrain in urban 
> and rural environments. Think GTA, but for simulation research purposes, not 
> entertainment.
>
> I know OSG is used a lot in the simulation industry but I don't understand 
> why when there's better tech out there.
>
> I'm not trying to incite a flame war, I just want a straight honest answer. 
> We're considering many different frameworks and engines right now and OSG 
> seems like an iceberg that I'm trying to steer us away from.
>
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Chris Hanson
On Thu, Apr 21, 2016 at 11:10 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> I will jump in with an add as well (please don't be mad at me, it is still
> about OSG :-) )
> Have a look at http://openig.compro.net
>


I'll second everything Nick says. We're getting going with OpenIG ourselves
and like osgEarth, it's a fantastic toolkit for this sort of thing. I
actually plan to use osgEarth AND OpenIG together in the future if possible.

Maybe if you describe more of what you're actually trying to do with your
project, we can make better recommendations about what toolkits to use.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
iPhone/iPad/iOS • Android
@alphapixel  facebook.com/alphapixel (775)
623-PIXL [7495]
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Trajce Nikolov NICK
I will jump in with an add as well (please don't be mad at me, it is still
about OSG :-) )

Have a look at http://openig.compro.net

It is a very thin and simple Image Generator on top of OSG, opensource as
well, and it does have some features implemented that are common in the
game dev ( I am not a game dev expert though ). Things like Forward+
lighting, env/normal mapping, real physics based sensor support, 3D ocean,
3D clouds, true ephemeris model (some of these rely on commercial toolkits,
used in game dev as well). It also have support for bullet physics
(opensource too), support for large pageable terrain visual databases, even
the whole planet with osgearth. The great thing about this is that OSG is
making it easy to implement such projects in very short term cost effective
by the huge foundation of code and the large community, without the need of
big amount of cash as the others from the game dev will ask you for, like
Havok, Crytek .. It is opensource (oh well, Unreal is opensource too right
:-) )

So, although OSG is general purpose scenegraph, it is widely used in very
high-end simulation programs (I have seen it it Airbus, Williams Formula 1
and many other simulation companies). But, it is possible to narrow it into
more optimized direction and implement very hacky tricks known from the
game dev. Also, you can find here on this list gurus that can do that in
very professional way.

Just a few words

Cheers,
Nick

On Thu, Apr 21, 2016 at 5:18 PM, Chris Hanson  wrote:

> AAA Games tend to not use ANY off the shelf engine technology, because
> they like to be able to hack up and optimize everything down to the lowest
> level.
>
> A scene graph such as OSG (or any other scene graph, really) tends to be
> setup to work well for a large number of general cases, which means it may
> not be totally optimal for one particular case.
>
> Many games aren't totally free-roaming "sandbox" environments and as such,
> can make optimizations to culling and LOD that a general purpose scene
> graph does not support. I worked on a vis-sim project where the viewpoint
> was literally "on rails". It could only move along certain paths. They
> struggled a little bit with culling in their general-purpose scene graphs
> (like OSG, but others too) that do full general purpose culling on every
> frame. It just wasn't necessary.
>
> Short answer: Scene Graphs of all kinds, including OSG, are often too
> general for the violently performance-competitive realm of AAA game
> development. Titles like those usually get customized tweaks put into the
> actual GRAPHIC DRIVER in order to maximize performance. Long before they
> got to that point, they would have wanted to strip down and redesign the
> entire scene graph to remove ANYTHING they didn't need and optimize the
> rest to one single goal and architecture.
>
> OSG _does_ get used in a variety of independent and lower-tier games where
> development time and cost and efficiency may have a higher importance than
> absolute raw blistering performance.
> ​
> For your project, OSG should be excellent. Look at Virtual Planet Builder
> and possibly osgEarth for large free-roaming environments. osgEarth could
> save you a decade of man-years of development of high-efficiency large
> terrain area roaming algorithms and code, and it utilizes OSG in the most
> high-performance ways available.
>
>
> If you want consulting assistance on your project, that's what I do to put
> bread on the table every week. ;)
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>


-- 
trajce nikolov nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Chris Hanson
AAA Games tend to not use ANY off the shelf engine technology, because they
like to be able to hack up and optimize everything down to the lowest level.

A scene graph such as OSG (or any other scene graph, really) tends to be
setup to work well for a large number of general cases, which means it may
not be totally optimal for one particular case.

Many games aren't totally free-roaming "sandbox" environments and as such,
can make optimizations to culling and LOD that a general purpose scene
graph does not support. I worked on a vis-sim project where the viewpoint
was literally "on rails". It could only move along certain paths. They
struggled a little bit with culling in their general-purpose scene graphs
(like OSG, but others too) that do full general purpose culling on every
frame. It just wasn't necessary.

Short answer: Scene Graphs of all kinds, including OSG, are often too
general for the violently performance-competitive realm of AAA game
development. Titles like those usually get customized tweaks put into the
actual GRAPHIC DRIVER in order to maximize performance. Long before they
got to that point, they would have wanted to strip down and redesign the
entire scene graph to remove ANYTHING they didn't need and optimize the
rest to one single goal and architecture.

OSG _does_ get used in a variety of independent and lower-tier games where
development time and cost and efficiency may have a higher importance than
absolute raw blistering performance.
​
For your project, OSG should be excellent. Look at Virtual Planet Builder
and possibly osgEarth for large free-roaming environments. osgEarth could
save you a decade of man-years of development of high-efficiency large
terrain area roaming algorithms and code, and it utilizes OSG in the most
high-performance ways available.


If you want consulting assistance on your project, that's what I do to put
bread on the table every week. ;)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-21 Thread Michael DeForge
Can anyone explain to me why OpenSceneGraph isn't used in the games industry? 
There seems to be a large stigma surrounding OSG's performance, but is there 
really a problem here or not? OSG's own website claims "high performance". Is 
it really?

I've heard reports that people have had to keep their scene graphs shallow 
otherwise the lookups become too expensive. Makes sense, but is that enough to 
disqualify it for use in games?

My problem is that we have to render very large expanses of terrain in urban 
and rural environments. Think GTA, but for simulation research purposes, not 
entertainment.

I know OSG is used a lot in the simulation industry but I don't understand why 
when there's better tech out there.

I'm not trying to incite a flame war, I just want a straight honest answer. 
We're considering many different frameworks and engines right now and OSG seems 
like an iceberg that I'm trying to steer us away from.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66906#66906





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Custom GraphicsContext Segmentation Fault when using Multithreading

2016-04-21 Thread Philipp Meyer
DISCLAIMER: I'm not a graphics or OpenGL expert, so if something is dumb or 
doesnt make sense please let me know.

Hi,

I am trying to use OSG to create an application for a real time Linux system 
without a windowing system.

To get OSG to work properly, I create my own GraphicsContext and assign it to 
each Camera I'm using. Within the GraphicsContext I set up EGL and DRM.

My GraphicsContext source code:

This works fine and I can run my application perfectly on the real time 
machine. However, if I switch from a single threaded rendering mode to 
multithreaded mode, I get a segmentation fault error and I'm having trouble 
understanding why.

I debugged the application via remote debugger and the segmentation fault 
happens here:


Code:
Shader::PerContextShader::PerContextShader(const Shader* shader, unsigned int 
contextID) :
osg::Referenced(),
_contextID( contextID )
{
_shader = shader;
_extensions = GLExtensions::Get( _contextID, true );
_glShaderHandle = _extensions->glCreateShader( shader->getType() );
requestCompile();
}




The function ptr "glCreateShader" is set to 0x0. After double checking it seems 
like the method to assign the function pointers fails because no valid OpenGL 
context can be found. The application also prints 


> Error: OpenGL version test failed, requires valid graphics context.


So now I'm wondering why this only happens if I enable multithreaded rendering, 
and not for singleThreaded rendering. What exactly do I need to change so that 
multithreading works on the real time machine?

Thank you!

Cheers,
mille25

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66895#66895





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Heresy: Direct3D?

2016-04-21 Thread Chris Hanson
  I know it's persona non grata, but this is the best community of
performance 3D GPU people I know, so I'll ask.

  I might need a subcontractor who is skilled in both OpenGL and modern
Direct3D in the future. If you're in the US and are interesting in doing
work like that, contact me privately off-list. This would be an
optimization and tuning of existing software and possibly hardware in a
vis-sim multi-view environment (multi-projector displays).

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
iPhone/iPad/iOS • Android
@alphapixel  facebook.com/alphapixel (775)
623-PIXL [7495]
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Windows7/VS2013/CMake error

2016-04-21 Thread Sebastian Messerschmidt

Hi Robert,

In some occasions this can be solved by putting the cmake-installation 
path and the visual studio "VC\bin" into the PATH environment (Rapid 
Environment Editor [1] is a great tool to do this without any pain).

If this doesn't help, start cmake-gui from the visual studio console.
Hope that helps.

Cheers
Sebastian



[1]http://www.rapidee.com

HI All.

I am just setting a Windows 7 build machine, having installed VS2013 
and CMake 3.5.2.  On attempting to build the OSG (from github master), 
I get the follow error report from CMakeSetup.  I've got VS2013 on 
another Wiindows 7 machine and haven't seen this error.  I've 
reinstalled both VS2013 and CMake but the error remains.


Does anyone know what might be amiss?  Output from CMakeSetup below.

Thanks,
Robert.

The C compiler identification is MSVC 18.0.21005.1

The CXX compiler identification is MSVC 18.0.21005.1

Check for working C compiler using: Visual Studio 12 2013

Check for working C compiler using: Visual Studio 12 2013 -- broken

CMake Error at C:/Program Files 
(x86)/CMake/share/cmake-3.5/Modules/CMakeTestCCompiler.cmake:61 (message):

The C compiler "C:/Program Files (x86)/Microsoft Visual Studio
12.0/VC/bin/cl.exe" is not able to compile a simple test program.

It fails with the following output:

Change Dir: C:/Tmp/CMakeFiles/CMakeTmp



Run Build Command:"C:/Program Files (x86)/MSBuild/12.0/bin/MSBuild.exe"
"cmTC_aadfb.vcxproj" "/p:Configuration=Debug" 
"/p:VisualStudioVersion=12.0"


Microsoft (R) Build Engine version 12.0.21005.1



[Microsoft .NET Framework, version 4.0.30319.34209]



Copyright (C) Microsoft Corporation. All rights reserved.





Build started 21/04/2016 12:36:58.



Project "C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj" on node 1 (default
targets).



PrepareForBuild:



Creating directory "cmTC_aadfb.dir\Debug\".


Creating directory "C:\Tmp\CMakeFiles\CMakeTmp\Debug\".


Creating directory "cmTC_aadfb.dir\Debug\cmTC_aadfb.tlog\".



InitializeBuildStatus:



Creating "cmTC_aadfb.dir\Debug\cmTC_aadfb.tlog\unsuccessfulbuild" 
because "AlwaysCreate" was specified.




ClCompile:



C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\CL.exe /c 
/Zi /W3 /WX- /Od /Ob0 /Oy- /D WIN32 /D _WINDOWS /D _DEBUG /D 
"CMAKE_INTDIR=\"Debug\"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise 
/Zc:wchar_t /Zc:forScope /Fo"cmTC_aadfb.dir\Debug\\" 
/Fd"cmTC_aadfb.dir\Debug\vc120.pdb" /Gd /TC /analyze- 
/errorReport:queue C:\Tmp\CMakeFiles\CMakeTmp\testCCompiler.c



Microsoft (R) C/C++ Optimizing Compiler Version 18.00.21005.1 for x86


Copyright (C) Microsoft Corporation. All rights reserved.



cl /c /Zi /W3 /WX- /Od /Ob0 /Oy- /D WIN32 /D _WINDOWS /D _DEBUG /D 
"CMAKE_INTDIR=\"Debug\"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise 
/Zc:wchar_t /Zc:forScope /Fo"cmTC_aadfb.dir\Debug\\" 
/Fd"cmTC_aadfb.dir\Debug\vc120.pdb" /Gd /TC /analyze- 
/errorReport:queue C:\Tmp\CMakeFiles\CMakeTmp\testCCompiler.c




testCCompiler.c



C:\Tmp\CMakeFiles\CMakeTmp\testCCompiler.c(12): fatal error C1069: cannot
read compiler command line [C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj]



Done Building Project "C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj"
(default targets) -- FAILED.





Build FAILED.





"C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj" (default target) (1) ->



(ClCompile target) ->



C:\Tmp\CMakeFiles\CMakeTmp\testCCompiler.c(12): fatal error C1069: 
cannot read compiler command line 
[C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj]






0 Warning(s)


1 Error(s)





Time Elapsed 00:00:00.64







CMake will not be able to correctly generate this project.
Call Stack (most recent call first):
CMakeLists.txt:52 (PROJECT)

Configuring incomplete, errors occurred!

See also "C:/Tmp/CMakeFiles/CMakeOutput.log".

See also "C:/Tmp/CMakeFiles/CMakeError.log".





___
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] Windows7/VS2013/CMake error

2016-04-21 Thread Robert Osfield
HI All.

I am just setting a Windows 7 build machine, having installed VS2013 and
CMake 3.5.2.  On attempting to build the OSG (from github master), I get
the follow error report from CMakeSetup.  I've got VS2013 on another
Wiindows 7 machine and haven't seen this error.  I've reinstalled both
VS2013 and CMake but the error remains.

Does anyone know what might be amiss?  Output from CMakeSetup below.

Thanks,
Robert.

The C compiler identification is MSVC 18.0.21005.1

The CXX compiler identification is MSVC 18.0.21005.1

Check for working C compiler using: Visual Studio 12 2013

Check for working C compiler using: Visual Studio 12 2013 -- broken

CMake Error at C:/Program Files
(x86)/CMake/share/cmake-3.5/Modules/CMakeTestCCompiler.cmake:61 (message):
The C compiler "C:/Program Files (x86)/Microsoft Visual Studio
12.0/VC/bin/cl.exe" is not able to compile a simple test program.

It fails with the following output:

Change Dir: C:/Tmp/CMakeFiles/CMakeTmp



Run Build Command:"C:/Program Files (x86)/MSBuild/12.0/bin/MSBuild.exe"
"cmTC_aadfb.vcxproj" "/p:Configuration=Debug" "/p:VisualStudioVersion=12.0"

Microsoft (R) Build Engine version 12.0.21005.1



[Microsoft .NET Framework, version 4.0.30319.34209]



Copyright (C) Microsoft Corporation. All rights reserved.





Build started 21/04/2016 12:36:58.



Project "C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj" on node 1 (default
targets).



PrepareForBuild:



Creating directory "cmTC_aadfb.dir\Debug\".


Creating directory "C:\Tmp\CMakeFiles\CMakeTmp\Debug\".


Creating directory "cmTC_aadfb.dir\Debug\cmTC_aadfb.tlog\".



InitializeBuildStatus:



Creating "cmTC_aadfb.dir\Debug\cmTC_aadfb.tlog\unsuccessfulbuild" because
"AlwaysCreate" was specified.



ClCompile:



C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\CL.exe /c /Zi
/W3 /WX- /Od /Ob0 /Oy- /D WIN32 /D _WINDOWS /D _DEBUG /D
"CMAKE_INTDIR=\"Debug\"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise
/Zc:wchar_t /Zc:forScope /Fo"cmTC_aadfb.dir\Debug\\"
/Fd"cmTC_aadfb.dir\Debug\vc120.pdb" /Gd /TC /analyze- /errorReport:queue
C:\Tmp\CMakeFiles\CMakeTmp\testCCompiler.c


Microsoft (R) C/C++ Optimizing Compiler Version 18.00.21005.1 for x86


Copyright (C) Microsoft Corporation. All rights reserved.



cl /c /Zi /W3 /WX- /Od /Ob0 /Oy- /D WIN32 /D _WINDOWS /D _DEBUG /D
"CMAKE_INTDIR=\"Debug\"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise
/Zc:wchar_t /Zc:forScope /Fo"cmTC_aadfb.dir\Debug\\"
/Fd"cmTC_aadfb.dir\Debug\vc120.pdb" /Gd /TC /analyze- /errorReport:queue
C:\Tmp\CMakeFiles\CMakeTmp\testCCompiler.c



testCCompiler.c



C:\Tmp\CMakeFiles\CMakeTmp\testCCompiler.c(12): fatal error C1069: cannot
read compiler command line [C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj]



Done Building Project "C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj"
(default targets) -- FAILED.





Build FAILED.





"C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj" (default target) (1) ->



(ClCompile target) ->



C:\Tmp\CMakeFiles\CMakeTmp\testCCompiler.c(12): fatal error C1069: cannot
read compiler command line [C:\Tmp\CMakeFiles\CMakeTmp\cmTC_aadfb.vcxproj]





0 Warning(s)


1 Error(s)





Time Elapsed 00:00:00.64







CMake will not be able to correctly generate this project.
Call Stack (most recent call first):
CMakeLists.txt:52 (PROJECT)

Configuring incomplete, errors occurred!

See also "C:/Tmp/CMakeFiles/CMakeOutput.log".

See also "C:/Tmp/CMakeFiles/CMakeError.log".
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Multipass Technique

2016-04-21 Thread Robert Osfield
Hi Alex,

On 20 April 2016 at 21:02, Alex Taylor  wrote:

> I'm interested in trying out the MultiPassTechnique for for volume
> rendering and I have a few questions after looking through the source code
> and the example.
>
> 1) In the example, here is the description of the convex hull that can be
> used by MultipassTechnique:
>
> --hull","load 3D hull that defines the extents of the region to volume
> render.
>
> The hull is then read in from a file, if specified. My first question is,
> what is the expected form of the geometry that one adds to the Tile via
> addChild? It's not clear to me in the example without seeing an example of
> a file that contains a hull.
>

The hull just needs to contain a geometry mesh that represents the boundary
of the volume you want to render.  The way MultipassTechnique works is to
render the back side of the hull to one depth texture and then the front
side to another depth texture.  Then during the ray tracing of the volume
data it checks the two depth textures to work out where the ray should
start and finish.



>
> 2) There are different shaders and enums for three different scenarios:
> CUBE, HULL, and CUBE AND HULL. What do each of these scenarios mean? When
> would each be useful?
>

I can't recall the exact details off the top of my head, but they'll be
something like CUBE - just render the volume tile as a straight cube, HULL
- render the hull to two depth textures and constrain the volume rendering
between these, CUBE AND HULL - render the full cube but use two different
settings for alpha within the HULL vs outside the HULL but still inside the
CUBE.



>
> 3) I'm interested in Multi-pass technique because I'd like to be able to
> implement a clipping "ROI" defined by an data-axes aligned cube. Would it
> be possible to define a cube shaped convex hull and have the portion of my
> data that is inside be rendered and have the portion outside the cube be
> clipped? Is this within the use cases that were in mind when Multipass
> Technique was added?
>

I am not clear on what you have in mind here so can't answer.


Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org