Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread liu ming
hi Wojtek,Thank you very much,you perfect solved my problem.According to your 
code,Texture2D worked,maybe it is something wrong about Texture1D.  Thank you.

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Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Roman Grigoriev
Just checked my old way http://forum.openscenegraph.org/download.php?id=6045 to 
use compileGLObjects and use glBindVertexArray in DrawForegroundText - works 
fine.
For now I can't know to use VertexArrayState way in osgText

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Re: [osg-users] Vector script out of range

2016-10-05 Thread Trajce Nikolov NICK
Hi Sebastian,

maybe related maybe not, I have seen this in uniform setting. Internally
the code of the uniform setting is using ::vector::first() even for
empty vectors .. just a hint and again, maybe not that issue

Nick

On Wed, Oct 5, 2016 at 5:41 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:

>
> Hi Robert,
>
> A debug assertion will happen under Visual Studio in debug mode.
> I'll will try to see what is going on, but I suspect some empty vector's
> first element  accessed.
>
> Cheers
> Sebastian
>
> Thanks for posting the model. The bunny.ply loads with the OSG git
>> master just fine when I run:
>>
>>osgviewer bunny.ply
>>
>> The bunny renders and there are no warnings to console.  There have
>> been a few changes to the ply plugin since 3.4 so can't rule out a fix
>> with rolling back to 3.4 and trying it.
>>
>> Robert.
>>
>> On 5 October 2016 at 05:43, Uma Devi Selvaraj 
>> wrote:
>>
>>> Hi Sebastain
>>>
>>>  I have attached the model.(Since not .ply extension is not allowed
>>> I have zipped model) I have build osg 3.4.0 in windows.
>>>
>>>
>>> SMesserschmidt wrote:
>>>
 Hi Uma,

 There is no model attached.
 Without giving us a model that shows this behavior and some basic
 information on your OSG-Version, build environment etc. it is hard to
 guess what is going on.
 Most likely the ply-reader produces the error, so please try to attach
 the model so we can investigate. In case you are building OSG yourself,
 it should be easy to attach a debugger and check what is going on for
 yourself ...

 Cheers
 Sebastian

 Hi,
>
> I have tried a simple program in C++ to render 3d model using Osg
> Viewer.
> When I am trying to run the code I am getting "vector script out of
> range error " for some 3d model.
>
> This is my code.
>
> /*osg header files */
>
> int main(int argc,char**argv)
> {
>
>
>  /*using ref_ptr*/
>  osg::ref_ptr root = osgDB::readNodeFile("bunny.ply");
>  osgViewer::Viewer viewer;
>  viewer.setSceneData(root.get());
>  return viewer.run();
> }
>
> can some body tell me what is the problem. but it is working for some
> models. I have attached the 3d model file. I have loaded 2963 KB file
>
>
> Thank you!
>
> Cheers,
> Uma
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=68842#68842
>
>
>
>
>
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Re: [osg-users] blending with shader

2016-10-05 Thread David Heitbrink
Taking a quick look at the code, yes it seems like it is a good example. 

So basically taking a quick read of this, you render your scene to a texture, 
then render a dome basically setup to do your warping, with the results from 
the render to texture, as its texture. You basically want to attach your 
blending shader to this 2nd rendering pass where you render the dome.

You might also look at osg::viewer::PanoramicSphericalDisplay. 

Also a quick tip when you do the render to texture, you need to set the 
multisampleSamples, and multisampleColorSamples, this basically sets your 
anti-aliasing. At least the last time I checked, the over-ride program settings 
for most graphics drivers do not effect render to texture rendering.

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Re: [osg-users] Vector script out of range

2016-10-05 Thread Sebastian Messerschmidt


Hi Robert,

A debug assertion will happen under Visual Studio in debug mode.
I'll will try to see what is going on, but I suspect some empty 
vector's  first element  accessed.


Cheers
Sebastian

Thanks for posting the model. The bunny.ply loads with the OSG git
master just fine when I run:

   osgviewer bunny.ply

The bunny renders and there are no warnings to console.  There have
been a few changes to the ply plugin since 3.4 so can't rule out a fix
with rolling back to 3.4 and trying it.

Robert.

On 5 October 2016 at 05:43, Uma Devi Selvaraj  wrote:

Hi Sebastain

 I have attached the model.(Since not .ply extension is not allowed I have 
zipped model) I have build osg 3.4.0 in windows.


SMesserschmidt wrote:

Hi Uma,

There is no model attached.
Without giving us a model that shows this behavior and some basic
information on your OSG-Version, build environment etc. it is hard to
guess what is going on.
Most likely the ply-reader produces the error, so please try to attach
the model so we can investigate. In case you are building OSG yourself,
it should be easy to attach a debugger and check what is going on for
yourself ...

Cheers
Sebastian


Hi,

I have tried a simple program in C++ to render 3d model using Osg Viewer.
When I am trying to run the code I am getting "vector script out of range error 
" for some 3d model.

This is my code.

/*osg header files */

int main(int argc,char**argv)
{


 /*using ref_ptr*/
 osg::ref_ptr root = osgDB::readNodeFile("bunny.ply");
 osgViewer::Viewer viewer;
 viewer.setSceneData(root.get());
 return viewer.run();
}

can some body tell me what is the problem. but it is working for some models. I 
have attached the 3d model file. I have loaded 2963 KB file


Thank you!

Cheers,
Uma

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Re: [osg-users] multiple input with osgwidgets

2016-10-05 Thread Gianni Ambrosio

Meldryt wrote:
> 
> The reason why i use MouseHandler is because it will send events to the 
> WindowManager which knows all about its windows and widgets.
> 

I may be wrong since I don't know your code in detail but I think about class 
"responsiblities". From my point of view it's not bad to implement a 
MouseEventHandler which updates (in some way) the window manager. Maybe a 
WindowManagerUpdater that will be a collaborator of the MouseEventHandler so 
that your cose will be more testable. You will not have to send events to the 
window manager but just call the proper methods from the WindowManagerUpdater.

Cheers,
Gianni

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Re: [osg-users] [osgPlugins] build osg 3.5.4 plugin lua error, on vs 2010

2016-10-05 Thread Robert Osfield
Thanks Rene, fix now checked into OSG git master.

On 5 October 2016 at 14:54, René Molenaar  wrote:
> Yes,
> the additional memcpy, is the old code,
> (just in case i added updated/fixed version).
>
> gr.
> René
>
>
> 2016-10-05 13:57 GMT+02:00 Robert Osfield :
>>
>> Hi Rene,
>>
>> Thanks for the fix.  I've just compared to master version of lstring.c
>> against your modification version and there are two difference, first
>> the declaration of the start_of_string local variable at the top of
>> the function while resolves the compile issue, and second a memcpy
>> addition prior to the assingment to start_of_string.  This second
>> addition looks like it's been pulled in from the 3.4 branch.
>>
>> Robert,
>>
>> On 5 October 2016 at 12:27, René Molenaar 
>> wrote:
>> > Hi all,
>> >
>> > i ran into the same problem (when compiling in vs2012), see this
>> > changeset:
>> >
>> > https://github.com/openscenegraph/OpenSceneGraph/commit/e64e70870d51873621be4f90f1301640d882704d
>> >
>> > char* start_of_string;
>> >
>> > this is caused by the fact that the file is c code, not c++ and the new
>> > variable needs to be declared at the start of the block.
>> >
>> > (updated file is attached)
>> >
>> > groetjes,
>> > René
>> >
>> >
>> > 2016-08-08 9:11 GMT+02:00 nguyen duy nam :
>> >>
>> >> Hi, help me
>> >> log error
>> >>  All outputs are up-to-date.
>> >> 3>  lstring.c
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(107):
>> >> error C2143: syntax error : missing ';' before 'type'
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(108):
>> >> error C2065: 'start_of_string' : undeclared identifier
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(108):
>> >> warning C4022: 'memcpy' : pointer mismatch for actual parameter 1
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(109):
>> >> error C2065: 'start_of_string' : undeclared identifier
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(109):
>> >> error C2109: subscript requires array or pointer type
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(117):
>> >> error C2143: syntax error : missing '{' before '*'
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(118):
>> >> warning C4431: missing type specifier - int assumed. Note: C no longer
>> >> supports default-int
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(127):
>> >> warning C4133: 'return' : incompatible types - from 'TString *' to 'int
>> >> *'
>> >>
>> >>
>> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(150):
>> >> warning C4133: 'return' : incompatible types - from 'int *' to 'TString
>> >> *'
>> >> 3>
>> >> ...
>> >> anyone show me, how to fix.
>> >> Thank you!
>> >>
>> >> Cheers,
>> >> nguyen
>> >>
>> >> --
>> >> Read this topic online here:
>> >> http://forum.openscenegraph.org/viewtopic.php?p=68301#68301
>> >>
>> >>
>> >>
>> >>
>> >>
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Re: [osg-users] blending with shader

2016-10-05 Thread Gianni Ambrosio
Hi,
do ypu think the osgdistortion example is a good starting point to create the 
proper osg structure to render the scent into a texture?

Cheers,
Gianni

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Re: [osg-users] [osgPlugins] build osg 3.5.4 plugin lua error, on vs 2010

2016-10-05 Thread René Molenaar
Yes,
the additional memcpy, is the old code,
(just in case i added updated/fixed version).

gr.
René


2016-10-05 13:57 GMT+02:00 Robert Osfield :

> Hi Rene,
>
> Thanks for the fix.  I've just compared to master version of lstring.c
> against your modification version and there are two difference, first
> the declaration of the start_of_string local variable at the top of
> the function while resolves the compile issue, and second a memcpy
> addition prior to the assingment to start_of_string.  This second
> addition looks like it's been pulled in from the 3.4 branch.
>
> Robert,
>
> On 5 October 2016 at 12:27, René Molenaar 
> wrote:
> > Hi all,
> >
> > i ran into the same problem (when compiling in vs2012), see this
> changeset:
> > https://github.com/openscenegraph/OpenSceneGraph/commit/
> e64e70870d51873621be4f90f1301640d882704d
> >
> > char* start_of_string;
> >
> > this is caused by the fact that the file is c code, not c++ and the new
> > variable needs to be declared at the start of the block.
> >
> > (updated file is attached)
> >
> > groetjes,
> > René
> >
> >
> > 2016-08-08 9:11 GMT+02:00 nguyen duy nam :
> >>
> >> Hi, help me
> >> log error
> >>  All outputs are up-to-date.
> >> 3>  lstring.c
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(107):
> >> error C2143: syntax error : missing ';' before 'type'
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(108):
> >> error C2065: 'start_of_string' : undeclared identifier
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(108):
> >> warning C4022: 'memcpy' : pointer mismatch for actual parameter 1
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(109):
> >> error C2065: 'start_of_string' : undeclared identifier
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(109):
> >> error C2109: subscript requires array or pointer type
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(117):
> >> error C2143: syntax error : missing '{' before '*'
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(118):
> >> warning C4431: missing type specifier - int assumed. Note: C no longer
> >> supports default-int
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(127):
> >> warning C4133: 'return' : incompatible types - from 'TString *' to 'int
> *'
> >>
> >> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(150):
> >> warning C4133: 'return' : incompatible types - from 'int *' to 'TString
> *'
> >> 3>
> >> ...
> >> anyone show me, how to fix.
> >> Thank you!
> >>
> >> Cheers,
> >> nguyen
> >>
> >> --
> >> Read this topic online here:
> >> http://forum.openscenegraph.org/viewtopic.php?p=68301#68301
> >>
> >>
> >>
> >>
> >>
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/*
** $Id: lstring.c,v 2.26.1.1 2013/04/12 18:48:47 roberto Exp $
** String table (keeps all strings handled by Lua)
** See Copyright Notice in lua.h
*/


#include 

#define lstring_c
#define LUA_CORE

#include "lua.h"

#include "lmem.h"
#include "lobject.h"
#include "lstate.h"
#include "lstring.h"


/*
** Lua will use at most ~(2^LUAI_HASHLIMIT) bytes from a string to
** compute its hash
*/
#if !defined(LUAI_HASHLIMIT)
#define LUAI_HASHLIMIT		5
#endif


/*
** equality for long strings
*/
int luaS_eqlngstr (TString *a, TString *b) {
  size_t len = a->tsv.len;
  lua_assert(a->tsv.tt == LUA_TLNGSTR && b->tsv.tt == LUA_TLNGSTR);
  return (a == b) ||  /* same instance or... */
((len == b->tsv.len) &&  /* equal length and ... */
 (memcmp(getstr(a), getstr(b), len) == 0));  /* equal contents */
}


/*
** equality for strings
*/
int luaS_eqstr (TString *a, TString *b) {
  return (a->tsv.tt == b->tsv.tt) &&
 (a->tsv.tt == LUA_TSHRSTR ? eqshrstr(a, b) : luaS_eqlngstr(a, b));
}


unsigned int luaS_hash (const char *str, size_t l, unsigned int seed) {
  unsigned int h = seed ^ cast(unsigned int, l);
  size_t l1;
  size_t step = (l >> LUAI_HASHLIMIT) + 1;
  for (l1 = l; l1 >= step; l1 -= step)
h = h ^ ((h<<5) + (h>>2) + 

Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Robert Osfield
Hi Roman,

On 5 October 2016 at 13:14, Roman Grigoriev  wrote:
> Hi, Robert!
> It's under Ubuntu 16.04 but with Intel i5 Mesa drivers 12.0.1
> Now  Mesa support GL 3.0 compatability profile and
> GL 3.3 ONLY Core profile. I need geometry shaders and I have to use GL3.3 
> Core profile and use VAO
> Long time ago I posted my version of osgText with VAO.
> forum.openscenegraph.org/viewtopic.php?t=14783
> with patch http://forum.openscenegraph.org/download.php?id=6045
> But I thought that in vertex_array_object branch all will be worked fine
> But not.

The vertex_array_object branch doesn't utilize any of the previous VAO
support submissions, each of these had their own issues that made them
inappropriate for rolling out for general usage.  The
vertex_array_object branch is pretty close to being complete, but
needs testing across the community and across usage models.

What isn't working with the vertex_array_object branch?

Robert.
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Re: [osg-users] GUIEventHandler called twice - possible bug(s)

2016-10-05 Thread Robert Osfield
Hi Riccardo,

On 5 October 2016 at 13:51, Riccardo Corsi  wrote:
> I know there are many things already going on toward OSG 3.6.0,
> but if you get a change to take a look to the sample I've sent, it might be
> worth considering possible fixes before the new release is out.

I've been busy with client work of late so haven't had a chance to
look at your test example yet.

Once I'm back doing more work in prep for 3.6, if I don't get back to
this thread please feel free to raise the topic again.

Robert.
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Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Wojciech Lewandowski
Hi guys,

Here is the repro code. In cmake project.

Change use_data1D value in test.cpp to see the problem.

One note: I tested it with GL 3 Osg build. There may be issues I omitted if
you run it with GL1/GL2/GL3 compatibility OSG build.

Cheers,
Wojtek

2016-10-05 14:38 GMT+02:00 Wojciech Lewandowski :

> Hi Liu,
>
> You got me interested and I created a repro of your problem. I will send
> it in followup mail (to be sure this message passes in case zip attachments
> were prohibited and message got blocked).
>
> I think you see a genuine issue.
>
> I have found that texture1D seems to be a problem. When I used texture2D
> instead it works. One extra note, though. With GL_RGBA16 no one works
> correctly. So internal format needs to be a float format (GL_RGBA16F_ARB,
> GL_RGBA32F_ARB, GL_RGB16F_ARB, GL_RGB32F_ARB).
>
> Cheers,
> Wojtek
>
> 2016-10-05 14:20 GMT+02:00 liu ming <81792...@qq.com>:
>
>> yes,I am getting 0 and 1 in geometry shader,but my input values are :
>>
>>
>> Code:
>>  *ptr1=osg::Vec3( 0.0,0.0,0.0);
>> *ptr1++;
>> *ptr1= osg::Vec3( 40.0,0.0,0.0);
>> *ptr1++;
>> *ptr1=osg::Vec3( 20.0,0.0,20.0);
>>
>>
>>
>> --
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>> http://forum.openscenegraph.org/viewtopic.php?p=68869#68869
>>
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osg_liu_ming_prob_src_cmake.7z
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Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Wojciech Lewandowski
Hi Liu,

You got me interested and I created a repro of your problem. I will send it
in followup mail (to be sure this message passes in case zip attachments
were prohibited and message got blocked).

I think you see a genuine issue.

I have found that texture1D seems to be a problem. When I used texture2D
instead it works. One extra note, though. With GL_RGBA16 no one works
correctly. So internal format needs to be a float format (GL_RGBA16F_ARB,
GL_RGBA32F_ARB, GL_RGB16F_ARB, GL_RGB32F_ARB).

Cheers,
Wojtek

2016-10-05 14:20 GMT+02:00 liu ming <81792...@qq.com>:

> yes,I am getting 0 and 1 in geometry shader,but my input values are :
>
>
> Code:
>  *ptr1=osg::Vec3( 0.0,0.0,0.0);
> *ptr1++;
> *ptr1= osg::Vec3( 40.0,0.0,0.0);
> *ptr1++;
> *ptr1=osg::Vec3( 20.0,0.0,20.0);
>
>
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=68869#68869
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>
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Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread liu ming
yes,I am getting 0 and 1 in geometry shader,but my input values are :

  
Code:
 *ptr1=osg::Vec3( 0.0,0.0,0.0); 
*ptr1++;
*ptr1= osg::Vec3( 40.0,0.0,0.0); 
*ptr1++;
*ptr1=osg::Vec3( 20.0,0.0,20.0); 



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Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Roman Grigoriev
Hi, Robert!
It's under Ubuntu 16.04 but with Intel i5 Mesa drivers 12.0.1
Now  Mesa support GL 3.0 compatability profile and
GL 3.3 ONLY Core profile. I need geometry shaders and I have to use GL3.3 Core 
profile and use VAO
Long time ago I posted my version of osgText with VAO. 
forum.openscenegraph.org/viewtopic.php?t=14783
with patch http://forum.openscenegraph.org/download.php?id=6045
But I thought that in vertex_array_object branch all will be worked fine
But not.

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Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Robert Osfield
On 5 October 2016 at 12:50, Roman Grigoriev  wrote:
> First thing I made is attach shaders to osgText.
> Problem is that in GL core profile OGL doesn't show at all without VAO.

Are you working under OSX?

For VAO support you'll need to use the vertex_array_object branch.
Once it's undergone more testing I'll be merging this with git master
and shortly after will go for the next stable release 3.6, so VAO
support will be part of 3.6.

Robert.
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Re: [osg-users] [osgPlugins] build osg 3.5.4 plugin lua error, on vs 2010

2016-10-05 Thread Robert Osfield
Hi Rene,

Thanks for the fix.  I've just compared to master version of lstring.c
against your modification version and there are two difference, first
the declaration of the start_of_string local variable at the top of
the function while resolves the compile issue, and second a memcpy
addition prior to the assingment to start_of_string.  This second
addition looks like it's been pulled in from the 3.4 branch.

Robert,

On 5 October 2016 at 12:27, René Molenaar  wrote:
> Hi all,
>
> i ran into the same problem (when compiling in vs2012), see this changeset:
> https://github.com/openscenegraph/OpenSceneGraph/commit/e64e70870d51873621be4f90f1301640d882704d
>
> char* start_of_string;
>
> this is caused by the fact that the file is c code, not c++ and the new
> variable needs to be declared at the start of the block.
>
> (updated file is attached)
>
> groetjes,
> René
>
>
> 2016-08-08 9:11 GMT+02:00 nguyen duy nam :
>>
>> Hi, help me
>> log error
>>  All outputs are up-to-date.
>> 3>  lstring.c
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(107):
>> error C2143: syntax error : missing ';' before 'type'
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(108):
>> error C2065: 'start_of_string' : undeclared identifier
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(108):
>> warning C4022: 'memcpy' : pointer mismatch for actual parameter 1
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(109):
>> error C2065: 'start_of_string' : undeclared identifier
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(109):
>> error C2109: subscript requires array or pointer type
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(117):
>> error C2143: syntax error : missing '{' before '*'
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(118):
>> warning C4431: missing type specifier - int assumed. Note: C no longer
>> supports default-int
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(127):
>> warning C4133: 'return' : incompatible types - from 'TString *' to 'int *'
>>
>> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\osgPlugins\lua\lua-5.2.3\src\lstring.c(150):
>> warning C4133: 'return' : incompatible types - from 'int *' to 'TString *'
>> 3>
>> ...
>> anyone show me, how to fix.
>> Thank you!
>>
>> Cheers,
>> nguyen
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=68301#68301
>>
>>
>>
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Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Roman Grigoriev
First thing I made is attach shaders to osgText.
Problem is that in GL core profile OGL doesn't show at all without VAO.

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Re: [osg-users] [osgPlugins] build osg 3.5.4 plugin lua error, on vs 2010

2016-10-05 Thread René Molenaar
Hi all,

i ran into the same problem (when compiling in vs2012), see this changeset:
https://github.com/openscenegraph/OpenSceneGraph/commit/e64e70870d51873621be4f90f1301640d882704d

char* start_of_string;

this is caused by the fact that the file is c code, not c++ and the new
variable needs to be declared at the start of the block.

(updated file is attached)

groetjes,
René


2016-08-08 9:11 GMT+02:00 nguyen duy nam :

> Hi, help me
> log error
>  All outputs are up-to-date.
> 3>  lstring.c
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(107): error C2143: syntax error :
> missing ';' before 'type'
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(108): error C2065:
> 'start_of_string' : undeclared identifier
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(108): warning C4022: 'memcpy' :
> pointer mismatch for actual parameter 1
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(109): error C2065:
> 'start_of_string' : undeclared identifier
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(109): error C2109: subscript
> requires array or pointer type
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(117): error C2143: syntax error :
> missing '{' before '*'
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(118): warning C4431: missing type
> specifier - int assumed. Note: C no longer supports default-int
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(127): warning C4133: 'return' :
> incompatible types - from 'TString *' to 'int *'
> 3>..\..\..\..\..\sources\openscenegraph3.5.0\src\
> osgPlugins\lua\lua-5.2.3\src\lstring.c(150): warning C4133: 'return' :
> incompatible types - from 'int *' to 'TString *'
> 3>
> ...
> anyone show me, how to fix.
> Thank you!
>
> Cheers,
> nguyen
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68301#68301
>
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/*
** $Id: lstring.c,v 2.26.1.1 2013/04/12 18:48:47 roberto Exp $
** String table (keeps all strings handled by Lua)
** See Copyright Notice in lua.h
*/


#include 

#define lstring_c
#define LUA_CORE

#include "lua.h"

#include "lmem.h"
#include "lobject.h"
#include "lstate.h"
#include "lstring.h"


/*
** Lua will use at most ~(2^LUAI_HASHLIMIT) bytes from a string to
** compute its hash
*/
#if !defined(LUAI_HASHLIMIT)
#define LUAI_HASHLIMIT		5
#endif


/*
** equality for long strings
*/
int luaS_eqlngstr (TString *a, TString *b) {
  size_t len = a->tsv.len;
  lua_assert(a->tsv.tt == LUA_TLNGSTR && b->tsv.tt == LUA_TLNGSTR);
  return (a == b) ||  /* same instance or... */
((len == b->tsv.len) &&  /* equal length and ... */
 (memcmp(getstr(a), getstr(b), len) == 0));  /* equal contents */
}


/*
** equality for strings
*/
int luaS_eqstr (TString *a, TString *b) {
  return (a->tsv.tt == b->tsv.tt) &&
 (a->tsv.tt == LUA_TSHRSTR ? eqshrstr(a, b) : luaS_eqlngstr(a, b));
}


unsigned int luaS_hash (const char *str, size_t l, unsigned int seed) {
  unsigned int h = seed ^ cast(unsigned int, l);
  size_t l1;
  size_t step = (l >> LUAI_HASHLIMIT) + 1;
  for (l1 = l; l1 >= step; l1 -= step)
h = h ^ ((h<<5) + (h>>2) + cast_byte(str[l1 - 1]));
  return h;
}


/*
** resizes the string table
*/
void luaS_resize (lua_State *L, int newsize) {
  int i;
  stringtable *tb = (L)->strt;
  /* cannot resize while GC is traversing strings */
  luaC_runtilstate(L, ~bitmask(GCSsweepstring));
  if (newsize > tb->size) {
luaM_reallocvector(L, tb->hash, tb->size, newsize, GCObject *);
for (i = tb->size; i < newsize; i++) tb->hash[i] = NULL;
  }
  /* rehash */
  for (i=0; isize; i++) {
GCObject *p = tb->hash[i];
tb->hash[i] = NULL;
while (p) {  /* for each node in the list */
  GCObject *next = gch(p)->next;  /* save next */
  unsigned int h = lmod(gco2ts(p)->hash, newsize);  /* new position */
  gch(p)->next = tb->hash[h];  /* chain it */
  tb->hash[h] = p;
  resetoldbit(p);  /* see MOVE OLD rule */
  p = next;
}
  }
  if (newsize < tb->size) {
/* shrinking slice must be empty */
lua_assert(tb->hash[newsize] == NULL && tb->hash[tb->size - 1] == NULL);
luaM_reallocvector(L, tb->hash, tb->size, newsize, GCObject *);
  }
  tb->size = newsize;
}


/*
** creates a new string object
*/
static TString *createstrobj (lua_State *L, const char *str, size_t l,
  int tag, unsigned int h, GCObject **list) {
  TString *ts;
  size_t totalsize;  /* total size of TString object */
  char* 

Re: [osg-users] Vector script out of range

2016-10-05 Thread Robert Osfield
Hi Uma,

Thanks for posting the model. The bunny.ply loads with the OSG git
master just fine when I run:

  osgviewer bunny.ply

The bunny renders and there are no warnings to console.  There have
been a few changes to the ply plugin since 3.4 so can't rule out a fix
with rolling back to 3.4 and trying it.

Robert.

On 5 October 2016 at 05:43, Uma Devi Selvaraj  wrote:
> Hi Sebastain
>
> I have attached the model.(Since not .ply extension is not allowed I have 
> zipped model) I have build osg 3.4.0 in windows.
>
>
> SMesserschmidt wrote:
>> Hi Uma,
>>
>> There is no model attached.
>> Without giving us a model that shows this behavior and some basic
>> information on your OSG-Version, build environment etc. it is hard to
>> guess what is going on.
>> Most likely the ply-reader produces the error, so please try to attach
>> the model so we can investigate. In case you are building OSG yourself,
>> it should be easy to attach a debugger and check what is going on for
>> yourself ...
>>
>> Cheers
>> Sebastian
>>
>> >
>> > Hi,
>> >
>> > I have tried a simple program in C++ to render 3d model using Osg Viewer.
>> > When I am trying to run the code I am getting "vector script out of range 
>> > error " for some 3d model.
>> >
>> > This is my code.
>> >
>> > /*osg header files */
>> >
>> > int main(int argc,char**argv)
>> > {
>> >
>> >
>> > /*using ref_ptr*/
>> > osg::ref_ptr root = osgDB::readNodeFile("bunny.ply");
>> > osgViewer::Viewer viewer;
>> > viewer.setSceneData(root.get());
>> > return viewer.run();
>> > }
>> >
>> > can some body tell me what is the problem. but it is working for some 
>> > models. I have attached the 3d model file. I have loaded 2963 KB file
>> >
>> >
>> > Thank you!
>> >
>> > Cheers,
>> > Uma
>> >
>> > --
>> > Read this topic online here:
>> > http://forum.openscenegraph.org/viewtopic.php?p=68842#68842
>> >
>> >
>> >
>> >
>> >
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Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Sebastian Messerschmidt

Hi Liu,

Are you getting values between 0 and 1?
Cheers
Sebastian

thank you for your reply ,I have tried your solution ,But it still is 
invaild,the Geometry shader can not get original input values.Are there  other 
wrong in code?Thank you for your help.

SMesserschmidt wrote:

Am 10/5/2016 um 3:37 AM schrieb liu ming:


Hi Wojtek ,Thank you for your reply,I have  tried GL_RGBA16F_ARB instead like that 
"texture0->setInternalFormat(GL_RGBA16F_ARB);",but  it seemed like not 
valid.The value still is 0..1 range.Are there other solutions? Thank you.


So they are now _between_ 0 and , instead of 0 _or_ 1? Then, at least,
you're on the right track.
What  seems wrong however is your sampler setup. Try this instead:

osg::Uniform* sampler = new osg::Uniform(osg::Uniform::SAMPLER_1D, "data");
sampler->set(0); //assign unit

ss->addUniform(sampler);

ss->setTextureAttribute(0/*unit*/, texture0 ,osg::StateAttribute::ON );

Cheers
Sebastian





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Re: [osg-users] Error with osgDB::readRefNodeFiles[Solved]

2016-10-05 Thread Inna Reddy
Hi Mr.Robert, 

Yes, I have been using osg 3.4.0 version. yes, I realized lately, that I have 
been practicing the example of the 3.5 Version. I can not upgrade to newer 
version, because my current project demands me to use OSG 3.4.0  and Qt 5.6.  

Thank you!

Cheers,
Inna

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Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread liu ming
thank you for your reply ,I have tried your solution ,But it still is 
invaild,the Geometry shader can not get original input values.Are there  other 
wrong in code?Thank you for your help.

SMesserschmidt wrote:
> Am 10/5/2016 um 3:37 AM schrieb liu ming:
> 
> > Hi Wojtek ,Thank you for your reply,I have  tried GL_RGBA16F_ARB instead 
> > like that "texture0->setInternalFormat(GL_RGBA16F_ARB);",but  it seemed 
> > like not valid.The value still is 0..1 range.Are there other solutions? 
> > Thank you.
> > 
> So they are now _between_ 0 and , instead of 0 _or_ 1? Then, at least, 
> you're on the right track.
> What  seems wrong however is your sampler setup. Try this instead:
> 
> osg::Uniform* sampler = new osg::Uniform(osg::Uniform::SAMPLER_1D, "data");
> sampler->set(0); //assign unit
> 
> ss->addUniform(sampler);
> 
> ss->setTextureAttribute(0/*unit*/, texture0 ,osg::StateAttribute::ON );
> 
> Cheers
> Sebastian
> 
> 
> 
> 
> > 
> > --
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> > http://forum.openscenegraph.org/viewtopic.php?p=68852#68852
> > 
> > 
> > 
> > 
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Re: [osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Sebastian Messerschmidt

Hi Roman,

See this thread:

"osgText and OpenGL ES 3"

You need to attach a shader to the text, as it is based on fixed 
function right currently.+


Cheers

Sebastian



Am 10/5/2016 um 9:04 AM schrieb Roman Grigoriev:

Hi,
I have to port my software to intel graphics under linux,
but in mesa drivers only GL 3.3 core context,
so I switched to vertex_array_object branch
and slightly modify osgQT to have core context in embedded GL windows.
All works fine but osgText.
I know that I have to switch on VAO on text, but I don't know the right way.
Nothing drawed at all, even simple quads.
Maybe someone already tried make similar, please share your solution.
Thank you!

Cheers,
Roman

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[osg-users] osgText and GL3.3 core profile

2016-10-05 Thread Roman Grigoriev
Hi,
I have to port my software to intel graphics under linux,
but in mesa drivers only GL 3.3 core context, 
so I switched to vertex_array_object branch 
and slightly modify osgQT to have core context in embedded GL windows. 
All works fine but osgText.
I know that I have to switch on VAO on text, but I don't know the right way. 
Nothing drawed at all, even simple quads. 
Maybe someone already tried make similar, please share your solution.
Thank you!

Cheers,
Roman

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Re: [osg-users] multiple input with osgwidgets

2016-10-05 Thread Sebastian Schmidt

gambr wrote:
> Honestly I usually derive from osgGA::GUIEventHandler to handle mouse events.
> 
> Cheers,
> Gianni


I use the osgWidget::MouseHandler and osgGA::CameraManipulator which both 
derive from osgGA::GUIEventHandler.

The reason why i use MouseHandler is because it will send events to the 
WindowManager which knows all about its windows and widgets.

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Re: [osg-users] transfer data to shader with osg::texture

2016-10-05 Thread Sebastian Messerschmidt



Am 10/5/2016 um 3:37 AM schrieb liu ming:

Hi Wojtek ,Thank you for your reply,I have  tried GL_RGBA16F_ARB instead like that 
"texture0->setInternalFormat(GL_RGBA16F_ARB);",but  it seemed like not 
valid.The value still is 0..1 range.Are there other solutions? Thank you.
So they are now _between_ 0 and , instead of 0 _or_ 1? Then, at least, 
you're on the right track.

What  seems wrong however is your sampler setup. Try this instead:

osg::Uniform* sampler = new osg::Uniform(osg::Uniform::SAMPLER_1D, "data");
sampler->set(0); //assign unit

ss->addUniform(sampler);

ss->setTextureAttribute(0/*unit*/, texture0 ,osg::StateAttribute::ON );

Cheers
Sebastian





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