Re: [osg-users] how to get pixel value using X and Y coordinates

2016-12-19 Thread Uma Devi Selvaraj
Hi,
  
   Thanks Robert 

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2016-12-19 Thread webmaster
Hi Bruce Clay
  According my experience,you can try to upgrade your display driver to the 
newest version,mostly the problem will disappear.
 zhuwan
 12,20,2016
> -原始邮件-
> 发件人: "Bruce Clay" 
> 发送时间: 2016-12-20 5:34:08
> 收件人: osg-users@lists.openscenegraph.org
> 抄送: 
> 主题: Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor 
> setup
> 
> Robert:
>   Just to be sure I pulled the latest git release and diffed it against the 
> code I had and only found differences in commented headers.  I built the code 
> as I had previously and got the same errors.  I am using the 32 bit version 
> of 3rd party dependencies which is not the latest posted but only a 64 bit 
> version of the latest dependencies is posted and I need a 32 bit app.
> 
> I tried a couple of different things based on flags I saw in the cmake file.
> 
> first I tried using the OSG_MULTIMONITOR_WIN32_NVIDIA_WORKAROUND flag.  I 
> rebuilt the entire package and ran osgViewer cessnafire.osg.  In this 
> configuration, the program sometime crashed immediately with no scene display 
> and other times ran fine.  It we still to unstable to leave in this 
> configuration.
> 
> next I turned off the flag set in the previous step  and tried the 
> BUILD_OPENTHREADS_WITH_QT flag and rebuilt the package.  With this 
> configuration, osgViewer never crashed but some of the other / larger apps 
> still crashed.   I can not name those that crashed or where they crashed at 
> this moment because I am installing Visual Studio 2015 and the installer 
> won't let me run any version of Visual Studio while it is doing a setup.  It 
> did still point towards a threading problem though.  I can check tomorrow 
> when the install is finished.  Hope this sheds some light on the problem.  I 
> will try vs2015 tomorrow as well.
> 
> Bruce
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69712#69712
> 
> 
> 
> 
> 
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Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2016-12-19 Thread Bruce Clay
Robert:
  Just to be sure I pulled the latest git release and diffed it against the 
code I had and only found differences in commented headers.  I built the code 
as I had previously and got the same errors.  I am using the 32 bit version of 
3rd party dependencies which is not the latest posted but only a 64 bit version 
of the latest dependencies is posted and I need a 32 bit app.

I tried a couple of different things based on flags I saw in the cmake file.

first I tried using the OSG_MULTIMONITOR_WIN32_NVIDIA_WORKAROUND flag.  I 
rebuilt the entire package and ran osgViewer cessnafire.osg.  In this 
configuration, the program sometime crashed immediately with no scene display 
and other times ran fine.  It we still to unstable to leave in this 
configuration.

next I turned off the flag set in the previous step  and tried the 
BUILD_OPENTHREADS_WITH_QT flag and rebuilt the package.  With this 
configuration, osgViewer never crashed but some of the other / larger apps 
still crashed.   I can not name those that crashed or where they crashed at 
this moment because I am installing Visual Studio 2015 and the installer won't 
let me run any version of Visual Studio while it is doing a setup.  It did 
still point towards a threading problem though.  I can check tomorrow when the 
install is finished.  Hope this sheds some light on the problem.  I will try 
vs2015 tomorrow as well.

Bruce

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Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2016-12-19 Thread Robert Osfield
Hi

>   The stack trace below is the one I promised to send from work.  This system 
> is a 8 core I7 Dell laptop running windows 7.  I am using the standard 
> setting from the 3.4 developer release.  I have been working with osgEarth 
> for a while and thought the crashes were coming from that but discovered the 
> same thing when running osgViewer.  I had several issues getting Cmake to 
> create valid solutions with osg 3.3.7 so I moved to the latest version to 
> avoid wasting time on an old release.  I have been away from OSG for a while 
> so  I can not say when the issue first came up.  The errors in the list are 
> different from what I was seeing before but I did do a full rebuild to see if 
> that fixed anything.  No matter where the crash is it always seems to be in 
> an area of code related to threads.  Yes I do see graphic frames updated 
> before the crash sometime it stays up longer than others before crashing.  I 
> never have the crash though if I force single threading.  I think the code 
> tree I 
 am
>   using if from 17 Nov. 2016.  As I recall we did not have any problems with 
> version 3.2 but I do not have that version to go back and run the test.

Thanks for the strack trace.  Alas still no good lead on what might be
the cause of the problem.

When your say 3.4 developer release it muddies the water a bit as it
mixes terminology and versions so I'm clear which version you are
working with.  For even point release like 3.4.x are all stable
releases, while uneven point versions like 3.5.x are all developer
releases.

Would it be possible for you test test OSG git master?

Robert.
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Re: [osg-users] About Boat Movement

2016-12-19 Thread Christian Buchner
Have an article about the topic in the context of game programming. The
water surface is modeled as a mesh.

http://www.gamasutra.com/view/news/237528/Water_interaction_model_for_boats_in_video_games.php

As you see, it's complicated subject matter even at the level of
abstraction provided here.

Also it is a generic simulation topic not related to OSG. The OSG related
parts will be limited to providing an appropriate matrix transform to put
the boat into its final position (including any rotation) in 3D space.

Christian


2016-12-19 12:24 GMT+01:00 Christian Buchner :

>
> To do it correctly, you need physics simulation (mass of ship, buoyancy
> forces as a function of immersion depth at different hull sections, water
> forces due to flow currents and kinetic energy of the waves hitting the
> ship)
>
> You could simplify this problem into a mass-spring system with lots of
> damping.
>
> Again, your question is worded far too generic to provide a good answer.
>
> "Fire topedoes!"
>
> Christian
>
>
> 2016-12-19 11:43 GMT+01:00 Rambabu Repaka :
>
>> Hi,How to make Boat oscilate whenver water hits in osg ?
>>
>> ...
>>
>> Thank you!
>>
>> Cheers,
>> Rambabu
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=69707#69707
>>
>>
>>
>>
>>
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>>
>
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Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2016-12-19 Thread Bruce Clay
Robert:
  The stack trace below is the one I promised to send from work.  This system 
is a 8 core I7 Dell laptop running windows 7.  I am using the standard setting 
from the 3.4 developer release.  I have been working with osgEarth for a while 
and thought the crashes were coming from that but discovered the same thing 
when running osgViewer.  I had several issues getting Cmake to create valid 
solutions with osg 3.3.7 so I moved to the latest version to avoid wasting time 
on an old release.  I have been away from OSG for a while so  I can not say 
when the issue first came up.  The errors in the list are different from what I 
was seeing before but I did do a full rebuild to see if that fixed anything.  
No matter where the crash is it always seems to be in an area of code related 
to threads.  Yes I do see graphic frames updated before the crash sometime it 
stays up longer than others before crashing.  I never have the crash though if 
I force single threading.  I think the code tree I am
  using if from 17 Nov. 2016.  As I recall we did not have any problems with 
version 3.2 but I do not have that version to go back and run the test.

Thank you!

Cheers,
Bruce

Run 1 - osgViewer cessnafire.osg
>   osg130-osgViewerd.dll!osgViewer::ViewerBase::renderingTraversals() Line 
> 822 C++
osg130-osgViewerd.dll!osgViewer::ViewerBase::frame(double 
simulationTime) Line 687  C++
osg130-osgViewerd.dll!osgViewer::ViewerBase::run() Line 654 C++
osg130-osgViewerd.dll!osgViewer::Viewer::run() Line 421 C++
osgviewerd.exe!main(int argc, char * * argv) Line 181   C++
[External Code] 
[Frames below may be incorrect and/or missing, no symbols loaded for 
kernel32.dll]  

Run 2 - osgViewer cessnafire.osg
>   
> osg130-osgd.dll!osg::ref_ptr::ref_ptr(const 
> osg::ref_ptr & rp) Line 32  C++
osg130-osgd.dll!osg::OperationQueue::getNextOperation(bool 
blockIfEmpty) Line 89C++
osg130-osgd.dll!osg::OperationThread::run() Line 418C++

ot20-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * 
data) Line 113  C++
[External Code] 
[Frames below may be incorrect and/or missing, no symbols loaded for 
msvcr120d.dll] 


Run 3 - osgViewer cessnafire.osg

04edb708()  Unknown
[Frames below may be incorrect and/or missing]  
>   
> ot20-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * 
> data) Line 113  C++
[External Code] 

Run 4 - osgViewer cessnafire.osg

>   
> osg130-osgd.dll!osg::ref_ptr::ref_ptr(const 
> osg::ref_ptr & rp) Line 32  C++
osg130-osgd.dll!osg::OperationQueue::getNextOperation(bool 
blockIfEmpty) Line 89C++
osg130-osgd.dll!osg::OperationThread::run() Line 418C++

ot20-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * 
data) Line 113  C++
[External Code] 
[Frames below may be incorrect and/or missing, no symbols loaded for 
msvcr120d.dll] 

Rebuilt OSG

Run 5 - osgViewer cessnafire.osg
>   
> osg130-osgd.dll!osg::ref_ptr::ref_ptr(const 
> osg::ref_ptr & rp) Line 32  C++
osg130-osgd.dll!osg::OperationQueue::getNextOperation(bool 
blockIfEmpty) Line 89C++
osg130-osgd.dll!osg::OperationThread::run() Line 418C++

ot20-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * 
data) Line 113  C++
[External Code] 
[Frames below may be incorrect and/or missing, no symbols loaded for 
msvcr120d.dll] 


Run 6 - osgViewer cessnafire.osg
>   osg130-osgUtild.dll!osgUtil::PositionalStateContainer::draw(osg::State 
> & state, osgUtil::RenderLeaf * & previous, const osg::Matrixd * 
> postMultMatrix) Line 64  C++

osg130-osgUtild.dll!osgUtil::RenderStage::drawImplementation(osg::RenderInfo & 
renderInfo, osgUtil::RenderLeaf * & previous) Line 1404  C++
osg130-osgUtild.dll!osgUtil::RenderBin::draw(osg::RenderInfo & 
renderInfo, osgUtil::RenderLeaf * & previous) Line 430   C++
osg130-osgUtild.dll!osgUtil::RenderStage::drawInner(osg::RenderInfo & 
renderInfo, osgUtil::RenderLeaf * & previous, bool & doCopyTexture) Line 940
  C++
osg130-osgUtild.dll!osgUtil::RenderStage::draw(osg::RenderInfo & 
renderInfo, osgUtil::RenderLeaf * & previous) Line 1249C++
osg130-osgUtild.dll!osgUtil::SceneView::draw() Line 1366C++
osg130-osgViewerd.dll!osgViewer::Renderer::draw() Line 751  C++

osg130-osgViewerd.dll!osgViewer::Renderer::operator()(osg::GraphicsContext * 
__formal) Line 911 C++
osg130-osgd.dll!osg::GraphicsContext::runOperations() Line 771  C++
osg130-osgd.dll!osg::RunOperations::operator()(osg::GraphicsContext * 
context) Line 139 C++
osg130-osgd.dll!osg::GraphicsOperation::operator()(osg::Object * 
object) Line 53C++

Re: [osg-users] About Boat Movement

2016-12-19 Thread Christian Buchner
To do it correctly, you need physics simulation (mass of ship, buoyancy
forces as a function of immersion depth at different hull sections, water
forces due to flow currents and kinetic energy of the waves hitting the
ship)

You could simplify this problem into a mass-spring system with lots of
damping.

Again, your question is worded far too generic to provide a good answer.

"Fire topedoes!"

Christian


2016-12-19 11:43 GMT+01:00 Rambabu Repaka :

> Hi,How to make Boat oscilate whenver water hits in osg ?
>
> ...
>
> Thank you!
>
> Cheers,
> Rambabu
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69707#69707
>
>
>
>
>
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[osg-users] About Boat Movement

2016-12-19 Thread Rambabu Repaka
Hi,How to make Boat oscilate whenver water hits in osg ?

... 

Thank you!

Cheers,
Rambabu

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Re: [osg-users] how to get pixel value using X and Y coordinates

2016-12-19 Thread Robert Osfield
Hi Uma,

On 19 December 2016 at 09:08, Uma Devi Selvaraj  wrote:
>   Can somebody tell me is it possible to get pixel value from x and y 
> co-ordinates?


You can implement a draw callback that uses glReadPixels() if you want
the actual pixel value.  This however limits to you doing the
operation in the draw traversal and forces a round trip to the GPU
which is slow process.

Normally when you want to intersect the scene at the mouse x,y
position you'll using osgViewer::View::computeIntersections() or the
osgUtil::IntersectionVisitor with  LineSegmentIntersector.  You can
get the intersection values and tex coords from the intersection which
then can be used to query the osg::Texture and finally the osg::Image
for it's value.  This route is CPU based and avoids the round trip
cost.

Robert.
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Re: [osg-users] how to get pixel value using X and Y coordinates

2016-12-19 Thread Uma Devi Selvaraj
Hi,

  Can somebody tell me is it possible to get pixel value from x and y 
co-ordinates?

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2016-12-19 Thread Robert Osfield
Hi Bruce,

I am surprised that this is an issue, the OSG has long been able to
run multi-threaded across multiple monitors, it's a fundamental part
of the OSG design.  I don't personally use Windows too often so there
might be a Windows specific issue that others under Windows didn't
pick up on the OSG-3.4 pre-release cycle.  I would have expected
others to flag up the issue as well.  Given this I don't have any
straight forward explanation to why it might be happening.

The stack trace doesn't really provide much insight to what is going
wrong unfortunately. Is it actually crashing in ref_optr<>?

Does it rendering any frames before crashing?

Did you build the OSG with defaults or adjust the settings for a
particular set of preferences?

Does multi-montior but single graphics card fail?

What has been your experience with other OSG version? I.e. did 3.2
fail in the same way as well?  Have you tried git master?

Robert.



On 18 December 2016 at 19:45, Bruce Clay  wrote:
> Robert:
>   For a basic test I ran osgViewer cessnafire.org.  The results I get on my 
> home machine are different from those of my work machine but it does crash on 
> both systems.  In both cases through it seems to be a threading issue.  At 
> home the stack traces looks like
>
>>   
>> osg130-osgd.dll!osg::ref_ptr::ref_ptr(const 
>> osg::ref_ptr & rp) Line 32  C++
> osg130-osgd.dll!osg::OperationQueue::getNextOperation(bool 
> blockIfEmpty) Line 89C++
> osg130-osgd.dll!osg::OperationThread::run() Line 418C++
> osg130-osgd.dll!osg::GraphicsThread::run() Line 41  C++
> 
> ot20-OpenThreadsd.dll!OpenThreads::ThreadPrivateActions::StartThread(void * 
> data) Line 113  C++
> [External Code]
> [Frames below may be incorrect and/or missing, no symbols loaded for 
> msvcr120d.dll]
>
> whereas at work it is always crash at the osg::Group traverse.  I will send a 
> stack trace from there tomorrow.  At home I am running on Windows 7 
> Professional with an AMD Phenom II 6X 1090T and I have two Nvidia 550 
> graphics cards.  The work system is an 8 core Dell laptop running Windows 7.  
> but if I force it to single threaded it does not crash even will all of the 
> monitors on.
>
> I have also tried various other work systems some with Windows 7 and others 
> windows 10 but I did not have a compiler that I could use for debugging on 
> those systems so I don't know for sure where it crashed just that it did if I 
> do not use SingleThreaded
>
> Cheers,
> Bruce
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=69703#69703
>
>
>
>
>
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