Re: [osg-users] An entity that could build OSG?

2019-07-23 Thread Zachary1234
Thank you for your response.

I am using Windows 10 64 bit home edition.
I am using the TDM Windows 64 bit c++ compiler.
I have installed 64 bit Windows cmake, on my path.

I find that when I type 

cmake .

I am told the following, about a file that cmake does not possess:

What should be done in face of this particular issue?

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Re: [osg-users] Android: Survive Context Loss without complete reinitialization

2019-07-23 Thread Chris Djali
Hi,

You can't release objects that belong to a destroyed context, so you definitely 
need to call all the releaseGLObjects methods before the context is destroyed. 
You shouldn't need to call it on the root node provided the root node is still 
attached to the viewer when the viewer and context are destroyed, as the normal 
viewer does this for you.

You need to give the state associated with the context that's being destroyed 
if you just want to clear GL objects for that context. If you're fine deleting 
things from every context (e.g. because you've only got one context or destroy 
them all at once) you can just pass a null pointer, and it'll do it for all 
contexts.

flushAllDeletedGLObjects gets called automatically unless you're using a weird 
viewer (which is possible given that you're using Android, but I'd guess it 
isn't happening).



If I were in your situation, if you're loading fonts from files, I'd try 
calling releaseGLObjects on the object cache 
(osgDB::Registry::instance()->getObjectCache()->releaseGLObjects();) right 
before the context is closed, and if you're letting OSG use its default font, 
I'd do the default font instead 
(osgText::Font::getDefaultFont()->releaseGLObjects();). If either of these 
helps, then the problem is what I think it is. I've not looked at the Android 
examples, so I don't know where you'd put the call, though.


Cheers,
Chris

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Re: [osg-users] Android: Survive Context Loss without complete reinitialization

2019-07-23 Thread Martin Siggel
Dear Robert,

what is the correct order of the calls I have to made? :
a) Context detroyed
b) call releaseGLObjects. This required a state argument. Which state
do I have to put in here? Is it sufficient to call this on the root
node of my scene graph?
c) what about osg::flushAllDeletedGLObjects? Is this called automatically?

Or do I have to call releaseGlObjects BEFORE the context is destroyed?

Sorry for asking these probably stupid questions.

What would be a more standard way of doing things (on android)? Is a
context loss so exotic?

Regarding VSG: I'd really love playing around with Vulkan.
Unfortunately, two things are making me to stick to OpenGL:
1) Vulkan requires Android 8. Therefore, many phones would not be supported.
2) Not enough time to get into Vulkan at the moment :(

I actually don't need much features, so VSG might be nice in future:
 - Geometry creation from own tesselations
 - Edge/Line rendering
 - Picking / Intersections
 - Custom Shaders
 - Text Nodes

Martin
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Re: [osg-users] [ANN] Job Opportunity: Research Engineer - Visualization and Driving Simulation

2019-07-23 Thread Björn Blissing
The submission e-mail address was apparently cut from the previous message.

If you want to apply for the above position via e-mail, send your application 
including cv and other documentation you see as relevant to:
vti(at)vti.se

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Re: [osg-users] Android: Survive Context Loss without complete reinitialization

2019-07-23 Thread Chris Djali
Hi,

This is almost certainly due to one of the issues I've outlined here: 
http://forum.openscenegraph.org/viewtopic.php?p=76471#76471

The standard viewer definitely doesn't clean everything up that it's supposed 
to, as demonstrated by the examples I gave in that thread. Specifically, this 
example shows that the static default font isn't released: 
http://forum.openscenegraph.org/viewtopic.php?p=76365#76365, and this example 
shows that loaded fonts living in the object cache aren't released: 
http://forum.openscenegraph.org/viewtopic.php?p=76345#76345.

You'll need to run these examples through an OpenGL debugger like CodeXL that 
tells you when things aren't released.

Cheers,
Chris

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Re: [osg-users] Removing objects with shared GL state from scene graph

2019-07-23 Thread Chris Djali
Hi,

Now Robert seems to be back from his break, I'm just going to mention the 
potential footguns I found here in case they need sorting out. I've got a 
reasonable solution for the issue I was having, so that doesn't really need 
discussing any more, but it seems sensible to me that OSG might want to avoid 
letting people get into such a situation in the first place.

When a context is destroyed, the object cache can still have things in 
it that need releasing. It might be a good idea to automatically release things 
in the object cache when a context is destroyed. Even in the single-view case, 
it's not best practice to rely on the GPU driver to clean up everything when a 
context is closed, so this might be helpful for anything that loads stuff from 
files.

If a composite viewer has a cleanup operation, it's only called when 
the composite viewer is destroyed, and not when associated contexts are 
destroyed. This should maybe be changed so that it happens when a view is 
removed, too, or maybe it should be possible to set a cleanup operation on the 
context objects themselves.

The static default font doesn't get released when a context is 
destroyed. I don't know everything about OSG, so maybe there's a list of static 
OSG objects that it should be added to, or maybe having static OSG objects is 
just a bad idea.



Cheers,
Chris

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Re: [osg-users] Removing objects with shared GL state from scene graph

2019-07-23 Thread Chris Djali
Hi,

Now Robert seems to be back from his break, I'm just going to mention the 
potential footguns I found here in case they need sorting out. I've got a 
reasonable solution for the issue I was having, so that doesn't really need 
discussing any more, but it seems sensible to me that OSG might want to avoid 
letting people get into such a situation in the first place.

When a context is destroyed, the object cache can still have things in 
it that need releasing. It might be a good idea to automatically release things 
in the object cache when a context is destroyed. Even in the single-view case, 
it's not best practice to rely on the GPU driver to clean up everything when a 
context is closed, so this might be helpful for anything that loads stuff from 
files.

If a composite viewer has a cleanup operation, it's only called when 
the composite viewer is destroyed, and not when associated contexts are 
destroyed. This should maybe be changed so that it happens when a view is 
removed, too, or maybe it should be possible to set a cleanup operation on the 
context objects themselves.

The static default font doesn't get released when a context is 
destroyed. I don't know everything about OSG, so maybe there's a list of static 
OSG objects that it should be added to, or maybe having static OSG objects is 
just a bad idea.



Cheers,
Chris

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[osg-users] I'm writing a Siggraph BOF presentation, what do you want to know?

2019-07-23 Thread Robert Osfield
Hi All,

I'm currently writing a presentation to be use at this year's OpenScenGraph
Bird of a Feather session.  It'll be written from the perspective of what
I've been focused on in the last year - so maintenance of the OSG and
development of the VSG.

Do you have any specific topics you'd like me to cover?  Be aware I only
have scope for high level stuff, especially as I'll not be in their in
person to deliver it.

Potentially I could have a bash at recording a video with me giving the
presentation, though will need to have a think what is possible/sensible.

Cheers,
Robert.
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Re: [osg-users] [forum] My intro and need help for making graph

2019-07-23 Thread Robert Osfield
Hi Eliza,

Welcome :-)

On Tue, 23 Jul 2019 at 14:28, Eliza Marshal <
designer.absolutedigitiz...@gmail.com> wrote:

> Eliza here. A new member of the forum. I need some help for making a
> graph. THis is my intro post. I am a graphic designer. Hope to enjoy my
> stay here.
>

The OpenSceneGraph is middle-ware software that software engineers use when
writing graphics applications, so I a little concerned that it might not be
the most appropriate tool for you.  You don't say specifically what you are
trying to achieve so can't say whether it's appropriate or not, could you
explain what type of project(s) you want to tackle?

Cheers,
Robert.
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Re: [osg-users] long waiting time between cull and draw

2019-07-23 Thread Robert Osfield
Hi Tom,

>From the on screen stats it looks like the GPU work is holding back the
draw dispatch of the next frame, the last camera's draw GPU looking like
the most obvious culprit.  It could be the FIFO is filling and then
blocking, or it could be that there is sync in place that is holding back
the next frame.

Given you are getting stuttering then my guess is that as things stand the
GPU throughout is something to work on.  I don't know anything about your
hardware, database and rendering requirements so I can't suggest any
specific remedy.  Could you provide some more info.  For instance adding
scene stats to the screenshot would help.

Robert.
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Re: [osg-users] Android: Survive Context Loss without complete reinitialization

2019-07-23 Thread Robert Osfield
Hi Martin,

The osg::Node's have releaseGLObjects() that help disconnect the GLObjects
from the scene graph, these get put in several backend containers for the
GLObjects, that get cleaned up by a call to osg::flushAllDeletedGLObjects.
The standard viewer should be doing all this for you, but in your case
you'll be using a non standard route thanks to the constraints of Android
windowing.  I'm not the author of the the Android windowing example so
can't comment on the specifics.  I guess there is chance there is an error
at the viewer level somewhere.

As general comment, the VSG project is probably a better fit for Android
than the OSG, thanks to both the Vulkan and the lightweight
design/implementation of the VSG.   Under Vulkan you create most graphics
objects tied to the Vulkan Instance, when a window is resized or
closed/opened you have to recreate the window related objects, but other
objects can be shared.  This recreation of objects happens for all
platforms so it's not a Android special issue like it is for OpenGL, so
it's more likely we'll be able to spot issues and debug them prior to a
port to Android.

The VSG still early it's life though, so feature wise it's a long way
behind the OSG right now.  It's still a moving target too, but if you don't
need a wide range of OSG features then you might be able to get by with the
VSG.

Robert.
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[osg-users] [forum] My intro and need help for making graph

2019-07-23 Thread Eliza Marshal
Hi,

Eliza here. A new member of the forum. I need some help for making a graph. 
THis is my intro post. I am a graphic designer. Hope to enjoy my stay here. 


Thank you!

Cheers,
Eliza

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[osg-users] long waiting time between cull and draw

2019-07-23 Thread Tomas Eilsoe
Hi,

We are experiencing that our application can get into a state where stuttering 
occurs (unable to sustain 60hz).

We observe a large period of waiting between the cull and the draw calls, which 
seems weird. See attached pic. 

Sometimes one or more of the draw call are drawn further to the left ie. after 
3ms. But there is always this big void where it looks like nothing is going on. 

Anybody have a hint on how to debug this ?

... 

Thank you!

Cheers,
Tomas

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Re: [osg-users] Android: Survive Context Loss without complete reinitialization

2019-07-23 Thread Martin Siggel
Dear Robert,

I am now on master. The problems still exist.

> Those shaders are related to the shader pipeline that is only part of master, 
> they don't exist in 3.6.

You are right. Lets forget the inbuilt shaders. The problems occur
also with my own shaders. The only place I use the inbuilt ones are
for text nodes. Those also existed in rc3.

> Or are you using osgUtil::ShaderGen?

No.

> What hardware/software Android platform are you testing with?

I am testing it in the android emulator that comes with the Android
SDK. Additionally I also have a One Plus 3 around, which show the same
problems.

Is there any way I can help you setting up an Android Dev environment?
I am thinking of a virtual machine that I could create for testing. Or
step by step instructions, how to build OSG and the example.

But maybe lets not focus too much on android. It seems, that similar
issues also occurred with qt, when a gl context was recreated. My
question is, how to properly notify to OSG, that all shaders +
uniforms are invalid such that it recompiles them. Actually, OSG
already recompiles the shader after creating a new embedded window and
therefore increasing the context id. Maybe the old shader objects are
not disposed properly and are still attached to the stateset (just
guessing).

Unfortunately, I don't know OSG much that I can find out, what is
actually going wrong.

Martin

Am Di., 23. Juli 2019 um 11:03 Uhr schrieb Robert Osfield
:
>
> Hi Martin,
>
> On Mon, 22 Jul 2019 at 19:33, Martin Siggel  
> wrote:
> > I am using OSG 3.6.4-rc3.
>
> That's from back in January so it would be worth updating to 3.6.4-rc8.
>
> I've done a diff between rc3 and rc8 and overall there are quite a few fixes, 
> I couldn't see a change that would affect things for you with osgText.
>
> > The only built-in shaders I am using right now are the osgText shaders:
> https://github.com/openscenegraph/OpenSceneGraph/tree/master/src/osgText/shaders
>
> These are automatically bound, when no other shaders are added to a text node.
>
> > When I don't add shaders to a geometry node, other built-in shaders seem to 
> > get active as well. I guess these are the ones from 
> > https://github.com/openscenegraph/OpenSceneGraph/tree/master/src/osg/shaders.
>
> Those shaders are related to the shader pipeline that is only part of master, 
> they don't exist in 3.6.  If you are aren't creating your own shaders do they 
> come with your data?  Or are you using osgUtil::ShaderGen?
>
> > When I e.g. use osgText, the text will appear after starting the 
> > application. When I go to the android main screen and then go back to the 
> > app, the text nodes will become black rectangles. Somehow, osg seems to 
> > reference still the "old" objects from the context before.
>
> > Still, from the log I can verify, that shaders are compiled again after 
> > resuming to the app.
>
> What hardware/software Android platform are you testing with?
>
> > I could provide a "minimal" example if anyone is interested.
>
> I don't personally have a Android dev environment setup, so I can't test.  I 
> was hoping that other Android users would chip in here, unfortunately the 
> forum has been a bit unreliable of late so perhaps this is contributing.
>
> Cheers,
> Robert.
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Re: [osg-users] Android: Survive Context Loss without complete reinitialization

2019-07-23 Thread Robert Osfield
Hi Martin,

On Mon, 22 Jul 2019 at 19:33, Martin Siggel 
wrote:
> I am using OSG 3.6.4-rc3.

That's from back in January so it would be worth updating to 3.6.4-rc8.

I've done a diff between rc3 and rc8 and overall there are quite a few
fixes, I couldn't see a change that would affect things for you with
osgText.

> The only built-in shaders I am using right now are the osgText shaders:
https://github.com/openscenegraph/OpenSceneGraph/tree/master/src/osgText/shaders

These are automatically bound, when no other shaders are added to a text
node.

> When I don't add shaders to a geometry node, other built-in shaders seem
to get active as well. I guess these are the ones from
https://github.com/openscenegraph/OpenSceneGraph/tree/master/src/osg/shaders
.

Those shaders are related to the shader pipeline that is only part of
master, they don't exist in 3.6.  If you are aren't creating your own
shaders do they come with your data?  Or are you using osgUtil::ShaderGen?

> When I e.g. use osgText, the text will appear after starting the
application. When I go to the android main screen and then go back to the
app, the text nodes will become black rectangles. Somehow, osg seems to
reference still the "old" objects from the context before.

> Still, from the log I can verify, that shaders are compiled again after
resuming to the app.

What hardware/software Android platform are you testing with?

> I could provide a "minimal" example if anyone is interested.

I don't personally have a Android dev environment setup, so I can't test.
I was hoping that other Android users would chip in here, unfortunately the
forum has been a bit unreliable of late so perhaps this is contributing.

Cheers,
Robert.
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Re: [osg-users] An entity that could build OSG?

2019-07-23 Thread Robert Osfield
Hi ?

I don't know any contractors using WIndows with the TDM compilers so can't
provide any suggestions on who might be able to help you.

Looking only TDM looks just to be GNU tool chain for Mingw, in which case
it should be able to just build the OSG from the command line following
unix style usage i.e.

   > cd OpenSceneGraph
   > cmake .
   > make -j 4
   > make install

There are lots of options controllable via cmake, for cmake it's best just
to learn it, it's now the defacto standard build generator used in open
source projects so the time you invest in learning it will benefit your
work far beyond the OSG.

Robert.

On Tue, 23 Jul 2019 at 06:19, A Z  wrote:

> Is it possible for someone on this forum that can point
> me in the direction of an entity, pay or otherwise,
> that can build the latest stable version of OSG for me?
>
> I am not using Microsoft Visual Studio, but am using
> the GNU TDM C++ 64 bit compiler.  Because of this,
> I can't use the offered build MSVC from Objexx Engineering.
> For the TDM, the bit profile for the .lib or .a files have
> to be different.
>
> I am also discovering that the CMAKE build system
> is plain too much for me.
>
> Is there someone here in the know, with an addressing
> response for me kindly?
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