[osg-users] Problem with current OSG and OSX

2016-12-30 Thread Stev Kookmal
Hi,

All, I am wondering if anyone else is having the same issues as me with OSX.  
When I build the current OSG (as of Dec. 23rd) I cannot get any of the examples 
or anything to run.  On the latest 3.4 build it works great... on the current 
build it works great on my Windows machine.  Only on my OSX machines am I 
running into this issue.  2013 MacBook Air and 2016 MacBook Pro both have the 
issue so I am not sure if it is an isolated graphics card thing.  They are both 
running Sierra though and Xcode 8.2.

Back to the errors, when I run the osgcallback example, I get this:

share/OpenSceneGraph/bin/osgcallback ; exit;
before readNode
after readNode
ViewerBase::configureAffinity() numProcessors=8
  databasePagers = 1

New Frame
_forceVertexArrayObject = 0
_forceVertexBufferObject = 0
Camera event callback - pre traverse0x7fc3b650ee60
Camera event callback - post traverse0x7fc3b650ee60
update callback - pre traverse0x7fc3b654b010
update callback - pre traverse0x7fc3b654b0f0
Drawable update callback 0x7fc3b654b1f0
update callback - post traverse0x7fc3b654b0f0
update callback - post traverse0x7fc3b654b010
Camera update callback - pre traverse0x7fc3b650ee60
Camera update callback - post traverse0x7fc3b650ee60
cull callback - pre traverse0x7fc3b654b010
Drawable cull callback 0x7fc3b654b1f0
cull callback - post traverse0x7fc3b654b010
Warning: detected OpenGL error 'invalid enumerant' at Before Renderer::compile
draw call back - pre drawImplementation0x7fc3b654b1f0
draw call back - post drawImplementation0x7fc3b654b1f0
Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
draw call back - pre drawImplementation0x7fc3b654b1f0
draw call back - post drawImplementation0x7fc3b654b1f0
Warning: detected OpenGL error 'iWarning: detected OpenGL error 'iWarning: 
detected OpenGL error 'iWarning: detected OpenGL error 'invalid operation' at 
end of SceneView::draw()
Camera event callback - pre traverse0x7fc3b650ee60
Camera event callback - post traverse0x7fc3b650ee60
update callback - pre traverse0x7fc3b654b010
update callback - pre traverse0x7fc3b654b0f0
Drawable update callback 0x7fc3b654b1f0
update callback - post traverse0x7fc3b654b0f0
update callback - post traverse0x7fc3b654b010
Camera update callback - pre traverse0x7fc3b650ee60
Camera update callback - post traverse0x7fc3b650ee60
cull callback - pre traverse0x7fc3b654b010
Drawable cull callback 0x7fc3b654b1f0
cull callback - post traverse0x7fc3b654b010
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0xc60
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0xc61
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0xde1
Warning: detected OpenGL error 'invalid operation' after applying attribute 
TexGen 0x7fc3b654c530
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0xb50
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0x4000
Warning: detected OpenGL error 'invalid operation' after applying attribute 
Material 0x7fc3b654b790
Warning: detected OpenGL error 'invalid operation' after applying attribute 
LightModel 0x7fc3b6513ce0
draw call back - pre drawImplementation0x7fc3b654b1f0
Warning: detected OpenGL error 'invalid operation' at start of 
Geometry::drawImplementation()
Warning: detected OpenGL error 'invalid operation' at 
Geometry::drawImplementation() after vertex arrays setup.
Warning: detected OpenGL error 'invalid operation' at end of 
Geometry::drawImplementation().
draw call back - post drawImplementation0x7fc3b654b1f0
Warning: detected OpenGL error 'invalid operation' at start of State::apply()
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0xc60
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode 0xc61


and it continues like that for every frame... would love to help out to get 
this problem fixed if anyone can point me in the right direction.  

Cheers, 
Steve

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Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-30 Thread Andrew Cunningham
Yup that's what I found I had to do . I created a fragment shader and did the 
basic lighting.  I assume I could do that in the vertex shader as well.

Thanks for confirming.

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[osg-users] wireframe mode and degenerate triangles

2016-12-30 Thread Christian Buchner
Hi all,

I have just optimized a human model that had around 150 individual
GL_LINE_STRIP drawables by adjoining these. This requires doubling the last
vertex of a strip and the first vertex of the next strip which is to be
appended, generating a couple of degenerate triangles.

The model still renders fine and the OSG stats viewer now shows a much
lower drawable count.

A quirk appears when rendering this in wireframe mode (using the 'w' hotkey
implemented in one of the builtin Event handlers). I assume this enables a
GL PolygonMode of GL_FRONT_AND_BACK, GL_LINE. Now the degenerate triangles
are still rendered, making the model look broken (arms look fused to the
body).

Here's my question: Shouln't wireframe rendering mode hide degenerate
triangles, as they wouldn't be passed on to the rasterizer in any case?
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Re: [osg-users] Master renders with OpenGL error on OSX

2016-12-30 Thread Stev Kookmal
Hi guys,

Any luck on finding out what is causing this error?  I am also getting it out 
on my 2016 MacBook Pro running OSX Sierra when compiling the latest Dec. 23rd 
commit.  No problem on my Windows machine.  I also tried compiling on my 2013 
MacBook Air with the same results and errors.  I did not have it when I was 
using OSG3.4.

In addition to this:

Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) 

That comes up continuously over and over again in my compile output, I also get 
this:

dynamic_cast error 1: Both of the following type_info's should have public 
visibility.  At least one of them is hidden. 
NSt3__115basic_streambufIcNS_11char_traitsIc, N3osg18NotifyStreamBufferE.

Not sure if this has something to do with it.

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Re: [osg-users] mygui integration (for Wang Rui)

2016-12-30 Thread Nickolai Medvedev
Привет, Денис.

GLUT в OpenSceneGraph так никто не использует. Если он тебе действительно 
нужен, смотри пример examples/osgviewerGLUT.

Удачи!

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Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-30 Thread Christian Buchner
Does your vertex shader code perform any lighting calculations?

I remember that in my instancing vertex shader code I had to explicitly
perform required lighting calculations for ambient, diffuse, specular
components (the usual Blinn-Phong lighting equations) and set the vertex
colors accordingly.

Christian

2016-12-29 22:23 GMT+01:00 Andrew Cunningham :

> Hi guys,
> Can you help me out with this one more time:)
>
> As I said, I am now able to draw my geometry ( a simple square) using
> hardware instancing. It works perfectly with excellent performance for
> millions of squares- except for one thing.
>
> Now I want to light the squares. I have turned on lighting, assigned a
> normal array to the geometry being instanced and assigned material colors,
> but I get  unlit 'black squares' while the rest of my scene is lit just
> fine. Clearly something to do with hardware instancing using the vertex
> shader.
>
> Do I need to add a fragment shader? I am a bit lost here.
>
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>
>
>
>
>
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Re: [osg-users] mygui integration (for Wang Rui)

2016-12-30 Thread Denis Colesnicov
Hi,
 I still do not understand. I'm just getting started with OSG and therefore me 
a lot of things about escapes. I keep showing either no GUI. My wrapper MyGUI 
is osgRecipies. Here is my code of the main features:


Code:


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

osg::ref_ptr loadedModel = 
osgDB::readRefNodeFile(CREATE_PATH(assets/robot.osg));
if (!loadedModel)
{
std::cout "No data loaded." << std::endl;
return 1;
}

glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_ALPHA );
glutInitWindowPosition( 100, 100 );
glutInitWindowSize( 800, 600 );
glutCreateWindow( argv[0] );
glutDisplayFunc( display );
glutReshapeFunc( reshape );
glutMouseFunc( mousebutton );
glutMotionFunc( mousemove );
glutKeyboardFunc( keyboard );



osg::ref_ptr root = new osg::Group;

root->addChild( loadedModel.get() );

osg::ref_ptr mygui = new CustomMYGUIManager;


mygui->setResourcePathFile(std::string("/home/denis/Veřejné/Dropbox/Projects/wall/assets/ui/default/resources.xml"));
osg::ref_ptr geode = new osg::Geode;


geode->setCullingActive( false );
geode->addDrawable( mygui.get() );
geode->getOrCreateStateSet()->setMode( GL_BLEND, osg::StateAttribute::ON );
geode->getOrCreateStateSet()->setRenderingHint( 
osg::StateSet::TRANSPARENT_BIN );
geode->getOrCreateStateSet()->setRenderBinDetails(1000,"RenderBin");

osg::ref_ptr camera = new osg::Camera;
camera->setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera->setRenderOrder( osg::Camera::POST_RENDER );
camera->setAllowEventFocus( false );
camera->setProjectionMatrix( osg::Matrix::ortho2D(0.0, 1.0, 0.0, 1.0) );
camera->addChild( geode.get() );
camera->setClearMask(0);

root->addChild( camera.get() );



viewer = new osgViewer::Viewer;
viewer->setSceneData( root.get() );
viewer->addEventHandler( new MYGUIHandler(camera.get(), mygui.get()) );
viewer->addEventHandler( new osgViewer::WindowSizeHandler );
viewer->addEventHandler( new osgViewer::StatsHandler );

window = viewer->setUpViewerAsEmbeddedInWindow(0,0,800,600);
viewer->setCameraManipulator(new osgGA::TrackballManipulator);

viewer->realize();

glutMainLoop();

return 0;
}






He knew how would you advise someone please ...

Thanks for google translater ...


Thank you!

Cheers,
Denis

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