[osg-users] Example of osgPartilcle::ExplosionOperator

2016-10-17 Thread Tony Vasile
Does anyone have an example on how to use the osgPartilcle::ExplosionOperator 
class?  I have tried to modify the osgshaderparticle example to include this 
but I can't work out how all the parameters are used.

I have tried to look at http://www.particlesystems.org but it appears to be no 
longer a site about particle  systems.

Any help would be most appreciated.


Tony V

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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Uma Devi Selvaraj
Hi all,

Is there any problem in any my example code.?? 

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-10-17 Thread Stev Kookmal
Hi Mathieu, 

Here is a summary of what I did to get it to compile in MSVC 2015. 

at line 130 where is says 
SET(OPENSCENEGRAPH_SOVERSION 145)

add the following lines that set the version numbers
SET(OPENSCENEGRAPH_MAJOR_VERSION 3)
SET(OPENSCENEGRAPH_MINOR_VERSION 5)
SET(OPENSCENEGRAPH_PATCH_VERSION 6)

Otherwise MSVC will throw an error: RC2127 version WORDs separated by commas 
expected   

delete the following lines as they are not needed
# 3rd Party Dependency Stuff
IF(WIN32)
INCLUDE(Find3rdPartyDependencies)
ENDIF()

At this point MSVC threw an error that it could not find a baseclass for 
fstream is OSGDB, the problem is that fstream is also an include in OSGDB 
include folder... in essence it was not "finding" the std:: include files in 
the MSVC directory.  I am not sure why, something to look into.  I just 
manually copied the absolute directory path to point the compiler to the exact 
file in my MSVC include folder.

IE #include 

It did this a few more times where there were std:: functions. I just added the 
path by hand to the header and it finally compiled.  It was interesting since I 
do see the path for the MSVC includes sitting there in the build system paths.  
Not sure why the compiler is not finding them.

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Re: [osg-users] Insersector doesn't take into account DrawableCullCallback result

2016-10-17 Thread Trajce Nikolov NICK
Hi Davide,

to addition to Robert - the way how I resolved similar case in the past was
indeed by having the NodeMask only on/off (0x0/0x) and in
combination with osg::Node::setUserValue where I was holding my ids (here
you can put your layer id for example) I was able to make the combination
of which nodes (for you layers) should be on or not. Just an idea

Cheers,
Nick

On Mon, Oct 17, 2016 at 5:24 PM, Davide Raccagni 
wrote:

> Hi Robert,
> thank you very much: Group override solves visibility and intersect
> problem at once.
>
> Cheers,
> Davide
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Re: [osg-users] Insersector doesn't take into account DrawableCullCallback result

2016-10-17 Thread Davide Raccagni
Hi Robert,
thank you very much: Group override solves visibility and intersect problem at 
once.

Cheers,
Davide

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Re: [osg-users] Fwd: OSG performance measurement

2016-10-17 Thread Robert Osfield
Hi Hannes,

There really isn't much info to go on from what you are written so
far.  Using the StatsHandler is a good first step but just the frame
rate reports doesn't tell us enough to know what is going on.

Try toggling the the high levels of stats info and then look at the
size of the update, event, cull, draw dispatch and draw GPU.

Another thing to do is switch off vsync via the driver and see what
the framerate is without vysunc on.

Try with a range a models.  As a general note, the OSG with 980Ti
should perform pretty well even for very large models.  I develop
under Kubuntu and find the NVidia drivers work pretty well, it has to
be a pretty serious model to get the frame rate down as low as
30-40fps, this requires ten's of millions of vertices per frame to be
rendered or high res volume rendering.  With an small scene such as
the OpenSceneGraph-Data's cow.osgt I get 6000+fps on a 1920x1080
display.

Robert.

On 17 October 2016 at 16:05, Hannes Naude  wrote:
> OK. Scratch that, I no longer believe that this is a performance measurement
> issue, but rather a performance issue. I have replaced my measurement code
> with the built in StatsHandler class, so my code now looks as follows:
>
> int main() {
> ref_ptr viewer=new osgViewer::CompositeViewer();
> ref_ptr view1 = new osgViewer::View;
> viewer->addView(view1);
> view1->addEventHandler( new osgViewer::StatsHandler );
> return viewer->run();
> }
>
> When I press S statshandler reports 30-40fps. Obviously there is not a lot
> of room to have messed up in a 5-liner program, so I believe that that is
> the actual framerate that I am getting. Question is why. I am running on a
> NVIDIA Geforce 980Ti under Ubuntu 14.04 with nvidia driver version 352.63) .
> I have optimization on (-O3 under gcc)  and believe that I am linking
> against release libraries not debug ones.
>
> Any ideas where to look??
>
> Regards
> Hannes
> -- Forwarded message --
> From: Hannes Naude 
> Date: Mon, Oct 17, 2016 at 1:46 PM
> Subject: OSG performance measurement
> To: OpenSceneGraph Users 
>
>
> Hi all
>
> New to OSG so apologies if this is a stupid question.
>
> I have written a visualization tool in OSG and as a last step, I wish to
> ensure that it runs at the screen refresh rate. My perception was that it
> mostly runs smoothly but stutters every few frames or so, so I wrote code to
> print the elapsed time between every two frames, rather than just the
> average framerate. The printout seemed to confirm this, so I gradually
> removed more and more of my scenegraph, trying to determine where the
> bottleneck lies. The weird thing is that I end up with a completely empty
> scenegraph (just rendering a blue screen) and execution time STILL seems to
> stutter. So, I strongly suspect that there is something fundamentally wrong
> with the way I am measuring. I realise that FPS is a bad performance metric,
> but right now I just want to get to the point where I am updating every
> frame on my hardware and I am not particularly concerned about performance
> on any other hardware. The remaining code looks like this:
>
> int main() {
> ref_ptr viewer=new osgViewer::CompositeViewer();
> ref_ptr view1 = new osgViewer::View;
> viewer->addView(view1);
> float timeNow,timePrev=0;
> while (!viewer->done())
> {
> viewer->frame();
> timeNow=osg::Timer::instance()->time_s();
> std::cout << timeNow-timePrev << " ";
> timePrev=timeNow;
> }
> return(0);
> }
>
> and the resulting printout to the console looks like this:
>
> 0.123003 0.00298501 0.000751987 0.016045 0.083418 0.038128 0.013075
> 0.00068298 0.014678 0.019825 0.013804 0.016688 0.01651 0.066802 0.023197
> 0.07995 0.013019 0.000387967 0.0331 0.000599027 0.03273 0.000575006 0.088067
> 0.083023...
>
> As you can see, the loop occasionally takes as much as 88ms to complete,
> while at other time completing within 0.6ms. What could possibly be causing
> this massive variation?
>
> Regards
> Hannes Naude
>
>
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[osg-users] Fwd: OSG performance measurement

2016-10-17 Thread Hannes Naude
OK. Scratch that, I no longer believe that this is a performance
measurement issue, but rather a performance issue. I have replaced my
measurement code with the built in StatsHandler class, so my code now looks
as follows:

int main() {
ref_ptr viewer=new osgViewer::CompositeViewer();
ref_ptr view1 = new osgViewer::View;
viewer->addView(view1);
view1->addEventHandler( new osgViewer::StatsHandler );
return viewer->run();
}

When I press S statshandler reports 30-40fps. Obviously there is not a lot
of room to have messed up in a 5-liner program, so I believe that that is
the actual framerate that I am getting. Question is why. I am running on a
NVIDIA Geforce 980Ti under Ubuntu 14.04 with nvidia driver version 352.63)
. I have optimization on (-O3 under gcc)  and believe that I am linking
against release libraries not debug ones.

Any ideas where to look??

Regards
Hannes
-- Forwarded message --
From: Hannes Naude 
Date: Mon, Oct 17, 2016 at 1:46 PM
Subject: OSG performance measurement
To: OpenSceneGraph Users 


Hi all

New to OSG so apologies if this is a stupid question.

I have written a visualization tool in OSG and as a last step, I wish to
ensure that it runs at the screen refresh rate. My perception was that it
mostly runs smoothly but stutters every few frames or so, so I wrote code
to print the elapsed time between every two frames, rather than just the
average framerate. The printout seemed to confirm this, so I gradually
removed more and more of my scenegraph, trying to determine where the
bottleneck lies. The weird thing is that I end up with a completely empty
scenegraph (just rendering a blue screen) and execution time STILL seems to
stutter. So, I strongly suspect that there is something fundamentally wrong
with the way I am measuring. I realise that FPS is a bad performance
metric, but right now I just want to get to the point where I am updating
every frame on my hardware and I am not particularly concerned about
performance on any other hardware. The remaining code looks like this:

int main() {
ref_ptr viewer=new
osgViewer::CompositeViewer(); ref_ptr
view1 = new osgViewer::View;
viewer->addView(view1);
float timeNow,timePrev=0;
while (!viewer->done())
{
viewer->frame();
timeNow=osg::Timer::instance()->time_s();
std::cout << timeNow-timePrev << " ";
timePrev=timeNow;
}
return(0);
}

and the resulting printout to the console looks like this:

0.123003 0.00298501 0.000751987 0.016045 0.083418 0.038128 0.013075
0.00068298 0.014678 0.019825 0.013804 0.016688 0.01651 0.066802 0.023197
0.07995 0.013019 0.000387967 0.0331 0.000599027 0.03273 0.000575006
0.088067 0.083023...

As you can see, the loop occasionally takes as much as 88ms to complete,
while at other time completing within 0.6ms. What could possibly be causing
this massive variation?

Regards
Hannes Naude
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Re: [osg-users] Insersector doesn't take into account DrawableCullCallback result

2016-10-17 Thread Robert Osfield
Hi Davide,

On 17 October 2016 at 15:48, Davide Raccagni  wrote:
> thanks for your quick reply. If I have well understood, the NameMask allow to 
> define up to 32 masks (32 bit). My problem is that I have an unpredictable 
> number of layers (in general more than 32): this is the reason why I have 
> used DrawableCullCallback. As an alternative you suggest to use Switch: in 
> this case I could define a class that extends Switch class and override 
> getValue function returning a value in accordance to Layer visibility. What 
> do you think about?

You needn't subclass from osg::Switch, you could just subclass from
osg::Group and override the traverse(.) method to provide the decision
about whether to traverse the subgraph or not.

Another approach is manage the switching on/off at a higher level but
use the NodeMask 0x0 or 0x as the two states for whether to
rendering or not a subgraph.

Robert.
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Re: [osg-users] Insersector doesn't take into account DrawableCullCallback result

2016-10-17 Thread Davide Raccagni
Hi Robert,
thanks for your quick reply. If I have well understood, the NameMask allow to 
define up to 32 masks (32 bit). My problem is that I have an unpredictable 
number of layers (in general more than 32): this is the reason why I have used 
DrawableCullCallback. As an alternative you suggest to use Switch: in this case 
I could define a class that extends Switch class and override getValue function 
returning a value in accordance to Layer visibility. What do you think about?

Thanks in advance

Cheers,
Davide

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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Uma Devi Selvaraj
Hi ,

   Thanks for the reply sebastain and robert. Hope I will get help from
osg forum to fix this .
... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-10-17 Thread Mathieu MARACHE
I'll look into that thanks for the update
Le lun. 17 oct. 2016 à 13:04, Stev Kookmal  a écrit :

> Hey all,
>
> When building with MSVC2015 and WIN32.  CMAKE throws am error at this line
>
> INCLUDE(Find3rdPartyDependencies)
>
> This probably shouldnt be there anymore and is artifact from the original
> OSG .cmake.  Deleting it makes things run fine again and CMAKE configures
> and generates without an error.
>
> But, when I try to build my solution in MSVC, it will not find my
> headers... gives me the 'cannot open include files error'.
>
> Does anyone have a fix for this?
>
> Cheers,
> Bora
>
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>
>
>
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[osg-users] OSG performance measurement

2016-10-17 Thread Hannes Naude
Hi all

New to OSG so apologies if this is a stupid question.

I have written a visualization tool in OSG and as a last step, I wish to
ensure that it runs at the screen refresh rate. My perception was that it
mostly runs smoothly but stutters every few frames or so, so I wrote code
to print the elapsed time between every two frames, rather than just the
average framerate. The printout seemed to confirm this, so I gradually
removed more and more of my scenegraph, trying to determine where the
bottleneck lies. The weird thing is that I end up with a completely empty
scenegraph (just rendering a blue screen) and execution time STILL seems to
stutter. So, I strongly suspect that there is something fundamentally wrong
with the way I am measuring. I realise that FPS is a bad performance
metric, but right now I just want to get to the point where I am updating
every frame on my hardware and I am not particularly concerned about
performance on any other hardware. The remaining code looks like this:

int main() {
ref_ptr viewer=new
osgViewer::CompositeViewer(); ref_ptr
view1 = new osgViewer::View;
viewer->addView(view1);
float timeNow,timePrev=0;
while (!viewer->done())
{
viewer->frame();
timeNow=osg::Timer::instance()->time_s();
std::cout << timeNow-timePrev << " ";
timePrev=timeNow;
}
return(0);
}

and the resulting printout to the console looks like this:

0.123003 0.00298501 0.000751987 0.016045 0.083418 0.038128 0.013075
0.00068298 0.014678 0.019825 0.013804 0.016688 0.01651 0.066802 0.023197
0.07995 0.013019 0.000387967 0.0331 0.000599027 0.03273 0.000575006
0.088067 0.083023...

As you can see, the loop occasionally takes as much as 88ms to complete,
while at other time completing within 0.6ms. What could possibly be causing
this massive variation?

Regards
Hannes Naude
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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Robert Osfield
Hi Uma,

On 17 October 2016 at 12:40, Uma Devi Selvaraj  wrote:
> Hi Robert,
>
>I have used the example code.I have attached code.Yeah I am building 
> OpenThreads with QT in cmake. Yes I am using in single threaded mode since 
> "Qt5 is currently crashing and reporting "Cannot make QOpenGLContext current 
> in a different thread" ".

Thanks for the example.

I personally can't help out here - which is the gist of my previous
post, as I don't have the required Qt/Windows expertise.  This
osg-users mailing list/forum is the correct place for posting these
types of support issues, the experience and expertise of the community
is much bigger than any one person which makes it a real asset.

Hopefully others in the community will be able to chip in and help
resolve the problem.

Robert.
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Re: [osg-users] Insersector doesn't take into account DrawableCullCallback result

2016-10-17 Thread Robert Osfield
Hi Davide,

The Intersectors don't have specific handling of drawable callbacks so
I don't think it'll be possible to do it how you want.

Personally I wouldn't use DrawableCullCalbacks to toggle on/off
drawables from rendering.  I'd either use a osg::Switch or a NodeMask
that decorates the subgraph that you want to toggle on/on.  The
NodeMask is pretty light weight and with OSG-3.4 onwards will work
with Drawable too, so this is what I'd use.

Another advantage of using NodeMask is because it's a built in feature
rather than use customization it will work with built in features.
You can also use traversal mask in combination with node masks if you
want.

Robert.

On 17 October 2016 at 12:34, Davide Raccagni  wrote:
> Hello,
> I need to define a specific DrawableCullCallback for each Geometry to
> hide/show them by using a layer approach like in AutoCAD. I've noticed that
> LinearIntersector and PolytopeIntersector don't skip drawable with a
> DrawableCullCallback assigned that returns true. Is there a way for the
> methods above to take the DrawableCullCallback result into account?
>
> Thanks in advance.
> Davide Raccagni
>
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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Uma Devi Selvaraj
Hi Robert,

   I have used the example code.I have attached code.Yeah I am building 
OpenThreads with QT in cmake. Yes I am using in single threaded mode since "Qt5 
is currently crashing and reporting "Cannot make QOpenGLContext current in a 
different thread" ".

... 

Thank you!

Cheers,
Uma

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examplecode.rar
Description: Binary data
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[osg-users] Insersector doesn't take into account DrawableCullCallback result

2016-10-17 Thread Davide Raccagni
Hello,
I need to define a specific DrawableCullCallback for each Geometry to
hide/show them by using a layer approach like in AutoCAD. I've noticed that
LinearIntersector and PolytopeIntersector don't skip drawable with
a DrawableCullCallback assigned that returns true. Is there a way for the
methods above to take the DrawableCullCallback result into account?

Thanks in advance.
Davide Raccagni
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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Sebastian Messerschmidt

Hi Uma,


Hi Robert,

 Thanks for the reply. Shall I post it in some other forums like 
(osgPlugin,etc) so that I can get any idea ..?
A good portion of the folks here use the mailing list (where the posts 
to the forum are mirrored to), so using a different forum is not likely 
to get you different answers.


Can you give us the the code to a minimal example showing this behavior? 
Also are you building with the OpenThreads with Qt? (CMake option). And 
last not least: Are you using the viewer in singlethreaded mode?


Cheers
Sebastian


...

Thank you!

Cheers,
Uma

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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Uma Devi Selvaraj
Hi Robert,
  
 Thanks for the reply. Shall I post it in some other forums like 
(osgPlugin,etc) so that I can get any idea ..? 

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Feedback/guidance sought on move of osgQt out into it's own project/repository

2016-10-17 Thread Stev Kookmal
Hey all,

When building with MSVC2015 and WIN32.  CMAKE throws am error at this line

INCLUDE(Find3rdPartyDependencies)

This probably shouldnt be there anymore and is artifact from the original OSG 
.cmake.  Deleting it makes things run fine again and CMAKE configures and 
generates without an error. 

But, when I try to build my solution in MSVC, it will not find my headers... 
gives me the 'cannot open include files error'. 

Does anyone have a fix for this?  

Cheers,
Bora

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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Robert Osfield
Hi Uma,

On 17 October 2016 at 11:43, Uma Devi Selvaraj  wrote:
>Just now I have installed stable release of OSG 3.4.0. I have tried 
> with both Debug and Release mode. I am getting error message. I have attached 
> it.

I made a mistake earlier in suggesting the OT version you had was the
latest, I checked it against my git checkout without realizing that I
had been doing working on the OSG-3.4 branch a few days ago.

The stack trace error suggests that you have built OT using Qt
threads.  I haven't done this personally - other members of the
community developed the Qt threads support in OT as well as osgQt so I
can't really help out with it as I don't have the specific expertise
or the software platform to test.

For problems that don't involve Qt+OSG I can have a bash, but this
combination I'll have to defer to others in the community as Qt adds
it's own very specific issues.

Robert.
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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Uma Devi Selvaraj
Hi Robert,

   Just now I have installed stable release of OSG 3.4.0. I have tried with 
both Debug and Release mode. I am getting error message. I have attached it.


robertosfield wrote:
> Hi Uma,
> 
> The stack trace you have provide doesn't really give us any clues to
> what might be amiss.  Form the OT version it's clear you use a dev
> version of the OSG/OT, there is chance that there is bug lurking in
> the recent OT changes.  I would have expected this to be to appear in
> the debug version.  As the stack trace doesn't tell us which bit of
> code causes the seg fault we don't have a means of working out what
> might be wrong.  Could you do a release build with debug info, you'll
> need to rebuild OT and OSG with this setting, and then your own
> application.
> 
> Robert.
> 
> On 17 October 2016 at 07:08, Uma Devi Selvaraj <> wrote:
> 
> > Hi all,
> > 
> > I am trying to create GUI which renders 3D model using OSG and Qt in 
> > VS2013. I am able render 3D model successfully in Debug mode. but In 
> > release mode i am not able to render 3D model. I am getting access 
> > violation error in OpenThreads and symbol not loaded message. I have 
> > attached screen shots for both.I have used the example code which uses 
> > qtwidget to render the model.
> > 
> > ...
> > 
> > Thank you!
> > 
> > Cheers,
> > Uma
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=69021#69021
> > 
> > 
> > 
> > 
> > ___
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Re: [osg-users] camera far plane culling issues

2016-10-17 Thread Trajce Nikolov NICK
Ah ok .. That makes sense then .. Thanks Robert

On Mon, Oct 17, 2016 at 9:46 AM, Robert Osfield 
wrote:

> HI Nick,
>
> Culling works on the bound volumes of objects so if the objects have
> any point of their bounding box/sphere the eye side of the far plan
> they won't be culled.
>
> Robert.
>
> On 16 October 2016 at 23:31, Trajce Nikolov NICK
>  wrote:
> > Hi Commuity,
> >
> > I have RTT camera and for some reason the culling is not working as
> > expected. Here is the code:
> >
> > camera->setProjectionMatrixAsPerspective(70, 1, 5, 10);
> > camera->setCullingMode(osg::CullSettings::FAR_PLANE_CULLING);
> > camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_
> COMPUTE_NEAR_FAR);
> >
> > I am still seeing far behind these 10m
> >
> > Any hints?
> >
> > --
> > trajce nikolov nick
> >
> > ___
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> openscenegraph.org
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Re: [osg-users] Qt version for OSG3.4.0

2016-10-17 Thread Gianni Ambrosio
I'm currently working with Qt 5.6.0 but Qt 5.5.1 worked fine as well.

Cheers,
Gianni

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Re: [osg-users] Qt version for OSG3.4.0

2016-10-17 Thread konstantin
11:06, 17 october 2016 г., Uma Devi Selvaraj :Hi all,  Can somebody tell me which version of Qt does OSG 3.4.0 supports.??... Thank you!Cheers,UmaFor me it's work with Qt 5.5 and 5.7 on Windows.You can try my prebuilt binaries at: http://dad.podsvirov.pro
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Re: [osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Robert Osfield
Hi Uma,

The stack trace you have provide doesn't really give us any clues to
what might be amiss.  Form the OT version it's clear you use a dev
version of the OSG/OT, there is chance that there is bug lurking in
the recent OT changes.  I would have expected this to be to appear in
the debug version.  As the stack trace doesn't tell us which bit of
code causes the seg fault we don't have a means of working out what
might be wrong.  Could you do a release build with debug info, you'll
need to rebuild OT and OSG with this setting, and then your own
application.

Robert.

On 17 October 2016 at 07:08, Uma Devi Selvaraj  wrote:
> Hi all,
>
>I am trying to create GUI which renders 3D model using OSG and Qt in 
> VS2013. I am able render 3D model successfully in Debug mode. but In release 
> mode i am not able to render 3D model. I am getting access violation error in 
> OpenThreads and symbol not loaded message. I have attached screen shots for 
> both.I have used the example code which uses qtwidget to render the model.
>
> ...
>
> Thank you!
>
> Cheers,
> Uma
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69021#69021
>
>
>
>
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[osg-users] Qt version for OSG3.4.0

2016-10-17 Thread Uma Devi Selvaraj
Hi all,

  Can somebody tell me which version of Qt does OSG 3.4.0 supports.??

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Save the image from computer shader

2016-10-17 Thread Robert Osfield
HI Liu,

I'm not the author of the osgcomputeshaders example so can't off the
top of my head put your code snippet in context.  If the text2D is a
texture that is being written to then it won't have an osg::Image
assigned to it, the data will just reside on the GPU.  You need to use
a post or final draw callback with a glRealPixels or
osg::Image::readPixels() if you want to retrieve that data from the
GPU.

Robert


On 15 October 2016 at 17:58, liu ming <81792...@qq.com> wrote:
> Hi,
>
> I am learning  the osg example "osgcomputeshaders",I have a problem that how 
> can I save the image(the result of a computation) from shaders to my folder ? 
> I use the code :
>
>
> Code:
>while(!viewer.done())
> {
>
> viewer.frame();
>
> osgDB::writeImageFile(*(tex2D->getImage(0)),"abc.jpg");
> }
>
>
>
> but it do not work,Could somebody give some suggestions ?
>
> Thank you!
>
> Cheers,
> liu
>
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> http://forum.openscenegraph.org/viewtopic.php?p=69019#69019
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>
>
>
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Re: [osg-users] camera far plane culling issues

2016-10-17 Thread Robert Osfield
HI Nick,

Culling works on the bound volumes of objects so if the objects have
any point of their bounding box/sphere the eye side of the far plan
they won't be culled.

Robert.

On 16 October 2016 at 23:31, Trajce Nikolov NICK
 wrote:
> Hi Commuity,
>
> I have RTT camera and for some reason the culling is not working as
> expected. Here is the code:
>
> camera->setProjectionMatrixAsPerspective(70, 1, 5, 10);
> camera->setCullingMode(osg::CullSettings::FAR_PLANE_CULLING);
> camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
>
> I am still seeing far behind these 10m
>
> Any hints?
>
> --
> trajce nikolov nick
>
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[osg-users] ot20-Openthreads.dll access violation

2016-10-17 Thread Uma Devi Selvaraj
Hi all,
 
   I am trying to create GUI which renders 3D model using OSG and Qt in 
VS2013. I am able render 3D model successfully in Debug mode. but In release 
mode i am not able to render 3D model. I am getting access violation error in 
OpenThreads and symbol not loaded message. I have attached screen shots for 
both.I have used the example code which uses qtwidget to render the model.

... 

Thank you!

Cheers,
Uma

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