Re: [osg-users] vpbmaster vs osgdem
Hi Robert, jp, gbd pointed to crash in GDAL - sincos. I compiled GDAL 1.6.0 and presto... all good. Thanks for your help. Gert On Fri, 10 Apr 2009 00:56:59 +1200, osg-users-requ...@lists.openscenegraph.org wrote: Hi Gert, Could you run osgdem inside gdb i.e. gdb osgdem run -all-my-usual command line options Then once it crashes type: where To get a stack trace. I seem to remember having a few problems with gdal last year with Kubuntu 8.10, so there is chance that gdal was broken in 8.10. Compiling gdal from source fixed it for me. I'm using Kubuntu 9.04 beta right now at it works fine with gdal. Robert. On Thu, Apr 9, 2009 at 5:44 AM, Gert van Maren g...@k2vi.com wrote: Hi Robert, Try build this task on a different OS, there is a chance that it will either just work, or if it fails it will provide more clues as to what might be wrong. Done that - Installed Ubuntu 8.10 - ran your script to install latest OSG: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg21880.html - installed latest VPBmaster Result: OSG runs fine. All examples run fine including osgprerender cow.osg --pbuffer. But: osgdem and vpbmaster give me: segmentation fault I did read the [osg-users] 'osgdem segmentation fault' thread but this doesn't appear to be a GLX/OpenGL driver bug. Using the 180 Nvidia drivers Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
Hi Robert, Try build this task on a different OS, there is a chance that it will either just work, or if it fails it will provide more clues as to what might be wrong. Done that - Installed Ubuntu 8.10 - ran your script to install latest OSG: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg21880.html - installed latest VPBmaster Result: OSG runs fine. All examples run fine including osgprerender cow.osg --pbuffer. But: osgdem and vpbmaster give me: segmentation fault I did read the [osg-users] 'osgdem segmentation fault' thread but this doesn't appear to be a GLX/OpenGL driver bug. Using the 180 Nvidia drivers Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
Hi Robert, Did you manage to open the zip file? If not I can attach only the last bits of the log files. Gert Hi Robert, I've put a zip file in the same spot: vpb_task_logs.zip Weird thing is that all logs are small except the subtiles ones which are 20Mb+. That suppossed to be? Thanks Gert On Thu, 02 Apr 2009 01:44:56 +1300, osg-users-requ...@lists.openscenegraph.org wrote: HI Gert, I downloaded the file but on attempting to unpack the archive using unrar I get an error: unrar x vpb_task_logs.rar UNRAR 3.80 freeware Copyright (c) 1993-2008 Alexander Roshal The archive header is corrupt Extracting from vpb_task_logs.rar Unexpected end of archive No files to extract If I run md5sum I get: md5sum vpb_task_logs.rar 454388294a9cab627e7e60ac7d1d5e36 vpb_task_logs.rar Is the file OK? Could you try posting a zipped file? Robert. On Wed, Apr 1, 2009 at 7:56 AM, Gert van Maren g...@k2vi.com wrote: Hi Robert, I've put the tasks/logs on our ftp server: ftp.k2vi.com user: DIT_Guest password 33Karaka2oo9 (the two o's are the letter o, not numbers) file: /Download/OSG/vpb_task_logs.rar -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
Hi Robert, I've put the tasks/logs on our ftp server: ftp.k2vi.com user: DIT_Guest password 33Karaka2oo9 (the two o's are the letter o, not numbers) file: /Download/OSG/vpb_task_logs.rar It does look like it goes down to level 21 looking at the log file that was last accessed but I can't see an error/warning. It just stops However when I compare this globe with a globe built by osgdem (also down to level 21) - the osgdem globe is way higher resolution both in terrain and aerial photo. Gert On Wed, 01 Apr 2009 02:59:53 +1300, osg-users-requ...@lists.openscenegraph.org wrote: Hi Gert, Could you post the .log files for the failed tasks. Robert. 2009/3/31 Gert van Maren g...@k2vi.com Hi Robert, Vpbmaster fires up, creates the task files and starts executing the tasks but in the very last task I get again errors. See attached dos output. Weird thing is that this last task appears to be at level 13 at least looking at the subtile naming. osgdem happily builds 21 levels with exactly the same input parameters. Maybe an issue with the task list creation? Have also attached the build_master.tasks and build_master.source files Any ideas? Cheers Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster vs osgdem
Hi Robert, I've put a zip file in the same spot: vpb_task_logs.zip Weird thing is that all logs are small except the subtiles ones which are 20Mb+. That suppossed to be? Thanks Gert On Thu, 02 Apr 2009 01:44:56 +1300, osg-users-requ...@lists.openscenegraph.org wrote: HI Gert, I downloaded the file but on attempting to unpack the archive using unrar I get an error: unrar x vpb_task_logs.rar UNRAR 3.80 freeware Copyright (c) 1993-2008 Alexander Roshal The archive header is corrupt Extracting from vpb_task_logs.rar Unexpected end of archive No files to extract If I run md5sum I get: md5sum vpb_task_logs.rar 454388294a9cab627e7e60ac7d1d5e36 vpb_task_logs.rar Is the file OK? Could you try posting a zipped file? Robert. On Wed, Apr 1, 2009 at 7:56 AM, Gert van Maren g...@k2vi.com wrote: Hi Robert, I've put the tasks/logs on our ftp server: ftp.k2vi.com user: DIT_Guest password 33Karaka2oo9 (the two o's are the letter o, not numbers) file: /Download/OSG/vpb_task_logs.rar -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster freeze on windows
Hi Robert, Rather misleading subject line you got there... freeze isn't quite the same as exit cleanly reporting errors. The blacklisting is done by vpbmaster to prevent the whole build being killed by a single machine that is failing for whatever reason. The big freeze happened when I was running vpbmaster with all the input files. The errors reported as very likely down to osgdem not being on your path, Yep, that was the problem. I had osgdem in the same dir as vpbmaster and assumed it would find it. Works fine now except that vpbmaster doesn't exit after finish but... no biggie. I saw an earlier thread about this but no solution apparently yet: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg08753.html As general note I'd have to recommend running VPB on a unix system as the file system performance under windows sucks for this type or work. I understand. In the process of building a linux box. Thanks Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd 3 Cliff Wilson street Level 2, 9305 Wanaka, New Zealand Phone: +64 21 2855581 Email: g...@k2vi.com Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText + NVidia driver bug fix checked in
Hi Robert, Looks like that did the trick. Thanks Gert Hi All, Thanks to Sherman Wilcox the cause of the crash in osgText looks to have been tracked down to a problem with some NVidia drivers handling subloading of 0 sized data that was triggered by spaces in text. While this actually is a legal size but it causes the NVidia driver to crash no less - so very much looks to be an Nvidia driver bug hence why most users don't see it. However, it doesn't actually make much sense to call OpenGL with a 0 sized subload so we can easily work around but not calling OpenGL in this instance. I've checked in Sherman's fix, could users who've seen this problem do an svn update and let me know how you get on. Cheers, Robert. -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgWidget 0.1.6 /osgText
Hi Jeremy, Is it osgWidget causing the BSOD, or just other things with that driver version? If I could track down a workaround for newer versions, I most certainly would--but every debugging app I've run watches the crash happen in proprietary libGL and stops there... No, not osgWidget. OSG itself. Have gone back to latest drivers and we're replacing all 'space' with '_'. Not ideal but need a solution now. Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB and PagedDatabase performance.
ATI doesn't do display lists at all well, change the DatabasePager to use vertex arrays to see if that helps. Run osgviewer --help-env to list the env vars that you can use to enable the use of vertex arrays. We have the same issue on ATI cards. The paging problem never really got fixed in the ATI drivers unfortunately. Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.1.10 windows refresh / performance
Thanks André I'll try it out. G On Fri, 28 Sep 2007 08:39:21 +1200, [EMAIL PROTECTED] wrote: Hi Gert, FYI, I've just submitted a fix for the taskbar not being repainted when a full-screen graphics window is going to windowed mode. André -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG crash in _lock_fhandle
Hi Robert, Thanks for the stack trace but it doesn't really help me much in working out what might be amiss. Does this crash on exit occur in the OSG examples or just your app? I haven't tried any of the OSG examples. It happens in our app when exiting in window mode via the window 'x'. It happens only once, twice a day while I am debugging so hard to catch. Does it happen on all machines? Just tried it on my dual core machine. Have you tried changing the threading model of the viewer? No I haven't. It is hard to catch it. Will try and get more consistent crashes. Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG crash in OpenThreads::ScopedLock
Hi Robert, Used the latest SVN. Getting the occasional crash in release now. No crash in debug yet. msvcr71.dll!_lock_fhandle(int fh=4) Line 453 C msvcr71.dll!_close(int fh=) Line 60 + 0x6 C Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG crash in OpenThreads::ScopedLock
Hi guys, Another crash now in OpenThreads::ScopedLock. Running OSG 2.1.10, loaded a paged terrain, running dual core and after sometime crash (dev and release). It takes usually 5-10 minutes to crash and I do not move. Have text in view but made it dynamic. Call stack attached. Any ideas? threading again? Regards Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com02740225() osg21-osgd.dll!OpenThreads::ScopedLockOpenThreads::Mutex::ScopedLockOpenThreads::Mutex(OpenThreads::Mutex m={...}) Line 31 + 0x28C++ osg21-osgd.dll!osg::Referenced::ref() Line 129 C++ osg21-osgDBd.dll!osg::ref_ptrosgDB::ReaderWriter::Options::operator=(osgDB::ReaderWriter::Options * ptr=0x02b90dc0) Line 50 + 0x15 C++ osg21-osgDBd.dll!osgDB::DatabasePager::requestNodeFile(const std::basic_stringchar,std::char_traitschar,std::allocatorchar fileName={...}, osg::Group * group=0x09fe0630, float priority=0.86259520, const osg::FrameStamp * framestamp=0x02651438, osgDB::ReaderWriter::Options * loadOptions=0x02b90dc0) Line 364 C++ osg21-osgDBd.dll!osgDB::DatabasePager::requestNodeFile(const std::basic_stringchar,std::char_traitschar,std::allocatorchar fileName={...}, osg::Group * group=0x09fe0630, float priority=0.86259520, const osg::FrameStamp * framestamp=0x02651438) Line 274 + 0x2f C++ osg21-osgd.dll!osg::PagedLOD::traverse(osg::NodeVisitor nv={...}) Line 223 + 0x7bC++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgd.dll!osg::NodeCallback::traverse(osg::Node * node=0x09fe0630, osg::NodeVisitor * nv=0x02655e70) Line 23 C++ osg21-osgd.dll!osg::ClusterCullingCallback::operator()(osg::Node * node=0x09fe0630, osg::NodeVisitor * nv=0x02655e70) Line 201 C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 278 + 0x1aC++ osg21-osgUtild.dll!osgUtil::CullVisitor::apply(osg::LOD node={...}) Line 1084C++ osg21-osgd.dll!osg::NodeVisitor::apply(osg::PagedLOD node={...}) Line 256 + 0x20 C++ osg21-osgd.dll!osg::PagedLOD::accept(osg::NodeVisitor nv={...}) Line 32 + 0x3f C++ osg21-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 62 + 0x23C++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 279 + 0x11C++ osg21-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group node={...}) Line 980 C++ osg21-osgd.dll!osg::Group::accept(osg::NodeVisitor nv={...}) Line 38 + 0x3f C++ osg21-osgd.dll!osg::PagedLOD::traverse(osg::NodeVisitor nv={...}) Line 179 + 0x2dC++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgd.dll!osg::NodeCallback::traverse(osg::Node * node=0x09987e18, osg::NodeVisitor * nv=0x02655e70) Line 23 C++ osg21-osgd.dll!osg::ClusterCullingCallback::operator()(osg::Node * node=0x09987e18, osg::NodeVisitor * nv=0x02655e70) Line 201 C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 278 + 0x1aC++ osg21-osgUtild.dll!osgUtil::CullVisitor::apply(osg::LOD node={...}) Line 1084C++ osg21-osgd.dll!osg::NodeVisitor::apply(osg::PagedLOD node={...}) Line 256 + 0x20 C++ osg21-osgd.dll!osg::PagedLOD::accept(osg::NodeVisitor nv={...}) Line 32 + 0x3f C++ osg21-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 62 + 0x23C++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 279 + 0x11C++ osg21-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group node={...}) Line 980 C++ osg21-osgd.dll!osg::Group::accept(osg::NodeVisitor nv={...}) Line 38 + 0x3f C++ osg21-osgd.dll!osg::PagedLOD::traverse(osg::NodeVisitor nv={...}) Line 179 + 0x2dC++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgd.dll!osg::NodeCallback::traverse(osg::Node * node=0x09685958, osg::NodeVisitor * nv=0x02655e70) Line 23 C++ osg21-osgd.dll!osg::ClusterCullingCallback::operator()(osg::Node * node=0x09685958, osg::NodeVisitor * nv=0x02655e70) Line 201 C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 278 + 0x1aC++ osg21
Re: [osg-users] OSG crash in OpenThreads::ScopedLock
Hi guys, Forgot to mention VS output: First-chance exception at 0x02740225 in v3_viewerd.exe: 0xC01D: Illegal Instruction. Unhandled exception at 0x02740225 in v3_viewerd.exe: 0xC01D: Illegal Instruction. Regards Gert Another crash now in OpenThreads::ScopedLock. Running OSG 2.1.10, loaded a paged terrain, running dual core and after sometime crash (dev and release). It takes usually 5-10 minutes to crash and I do not move. Have text in view but made it dynamic. Call stack attached. Any ideas? threading again? Regards Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com02740225() osg21-osgd.dll!OpenThreads::ScopedLockOpenThreads::Mutex::ScopedLockOpenThreads::Mutex(OpenThreads::Mutex m={...}) Line 31 + 0x28C++ osg21-osgd.dll!osg::Referenced::ref() Line 129 C++ osg21-osgDBd.dll!osg::ref_ptrosgDB::ReaderWriter::Options::operator=(osgDB::ReaderWriter::Options * ptr=0x02b90dc0) Line 50 + 0x15 C++ osg21-osgDBd.dll!osgDB::DatabasePager::requestNodeFile(const std::basic_stringchar,std::char_traitschar,std::allocatorchar fileName={...}, osg::Group * group=0x09fe0630, float priority=0.86259520, const osg::FrameStamp * framestamp=0x02651438, osgDB::ReaderWriter::Options * loadOptions=0x02b90dc0) Line 364 C++ osg21-osgDBd.dll!osgDB::DatabasePager::requestNodeFile(const std::basic_stringchar,std::char_traitschar,std::allocatorchar fileName={...}, osg::Group * group=0x09fe0630, float priority=0.86259520, const osg::FrameStamp * framestamp=0x02651438) Line 274 + 0x2f C++ osg21-osgd.dll!osg::PagedLOD::traverse(osg::NodeVisitor nv={...}) Line 223 + 0x7bC++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgd.dll!osg::NodeCallback::traverse(osg::Node * node=0x09fe0630, osg::NodeVisitor * nv=0x02655e70) Line 23 C++ osg21-osgd.dll!osg::ClusterCullingCallback::operator()(osg::Node * node=0x09fe0630, osg::NodeVisitor * nv=0x02655e70) Line 201 C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 278 + 0x1aC++ osg21-osgUtild.dll!osgUtil::CullVisitor::apply(osg::LOD node={...}) Line 1084C++ osg21-osgd.dll!osg::NodeVisitor::apply(osg::PagedLOD node={...}) Line 256 + 0x20 C++ osg21-osgd.dll!osg::PagedLOD::accept(osg::NodeVisitor nv={...}) Line 32 + 0x3f C++ osg21-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 62 + 0x23C++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 279 + 0x11C++ osg21-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group node={...}) Line 980 C++ osg21-osgd.dll!osg::Group::accept(osg::NodeVisitor nv={...}) Line 38 + 0x3f C++ osg21-osgd.dll!osg::PagedLOD::traverse(osg::NodeVisitor nv={...}) Line 179 + 0x2dC++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgd.dll!osg::NodeCallback::traverse(osg::Node * node=0x09987e18, osg::NodeVisitor * nv=0x02655e70) Line 23 C++ osg21-osgd.dll!osg::ClusterCullingCallback::operator()(osg::Node * node=0x09987e18, osg::NodeVisitor * nv=0x02655e70) Line 201 C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 278 + 0x1aC++ osg21-osgUtild.dll!osgUtil::CullVisitor::apply(osg::LOD node={...}) Line 1084C++ osg21-osgd.dll!osg::NodeVisitor::apply(osg::PagedLOD node={...}) Line 256 + 0x20 C++ osg21-osgd.dll!osg::PagedLOD::accept(osg::NodeVisitor nv={...}) Line 32 + 0x3f C++ osg21-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 62 + 0x23C++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgUtild.dll!osgUtil::CullVisitor::handle_cull_callbacks_and_traverse(osg::Node node={...}) Line 279 + 0x11C++ osg21-osgUtild.dll!osgUtil::CullVisitor::apply(osg::Group node={...}) Line 980 C++ osg21-osgd.dll!osg::Group::accept(osg::NodeVisitor nv={...}) Line 38 + 0x3f C++ osg21-osgd.dll!osg::PagedLOD::traverse(osg::NodeVisitor nv={...}) Line 179 + 0x2dC++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgd.dll!osg::NodeCallback::traverse(osg::Node * node=0x09685958, osg::NodeVisitor * nv=0x02655e70) Line 23 C++ osg21-osgd.dll!osg::ClusterCullingCallback::operator()(osg
Re: [osg-users] OSG 2.1.10 windows refresh / performance
Hi Robert, updating itself. Under windows do you have to give the window manager a kick (i.e. send it an event) each time you close a window? This is something Windows developers will need to answer code a solution. We tried to refresh via SendMessage() but no joy. Will keep investigating. Did do the Cmake release compile but the /O2 option didn't get set in the vs project by Cmake (running VS2003 7). Had to add it manually. Now have comparable fps as OSG12. How are you building using CMake? Using CMakeSetup? Yep, CMakeSetup and the /O2 option is defined there but on in my resulting vcprojs. Maybe because I am using Visual C++ 2003 Standard and the optimizing compiler of Visual C++ Toolkit 2003. Still hesistant to go to VS 2005 because of all the reported bugs which MS promises to fix in VS 2008 but who knows. Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.1.10 crash in osgText / osgdb_freetyped
Hi Robert, Is this in your own application or one of the OSG examples? It is our own app. Are you creating text and then updating per frame? We're creating text and using UpdateCallback to add. Are you running osgViewer multi-threaded? If so which threading model? Well when I run dual core the OSG automatically picks the DrawThreadPerContext model - crash. If I turn dual core off - SingleThread no crash. One possibility is that the new DrawThreadPerContext threaded model is overlapping the drawing of the text with any updating of the text. The way to prevent problems like this is to explictly set the data variance on the text to DYNAMIC so that the draw traversal knows to hold back the next frame till all the dynamic objects have been dispatched. You can ensure this via: myText-setDataVariance(osg::Object::DYNAMIC); Great, that did the trick Thanks Robert. -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.1.10 windows refresh / performance
Hi guys, With 2.1.10 (and 2.1.9/8 as well) my windows taskbar does not refresh after I go from fullscreen osgviewer to windowed. I need to kill osgviewer to get a refresh. Anybody else have these issues? We have it on ATI as well as Nvidia cards. Also still get lower fps than OSG 12 but haven't made an optimised release compile yet. The /O2 is set in Cmake but does not get transfered to the vcproj. Will add it manually. Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.1.10 crash in osgText / osgdb_freetyped
Hi guys, Still getting crashes on dual core machines in osg21-osgTextd.dll / osg21-osgd.dll (with 2.1.10 (also 2.1.9)). It seems to do with the osgdb_freetyped.dll because when we disable all osgText in our app - the osgdb_freetyped.dll does not get loaded hence no crashes. If I disable dual core in the bios, I can have text - no crashes. So when running dual core - still osgText crashes. below: the 'windows' output for 2 crashes and I have attached a call stack as well. 'v3_viewerd.exe': Loaded 'D:\OpenSceneGraph-2.1.10\OpenSceneGraph\bin\osgplugins-2.1.10\osgdb_freetyped.dll', Symbols loaded. First-chance exception at 0x00cd1161 (osg21-osgTextd.dll) in v3_viewerd.exe: 0xC005: Access violation reading location 0x. First-chance exception at 0x7c812a5b in v3_viewerd.exe: Microsoft C++ exception: [rethrow] @ 0x. 'v3_viewerd.exe': Loaded 'D:\OpenSceneGraph-2.1.10\OpenSceneGraph\bin\osgplugins-2.1.10\osgdb_freetyped.dll', Symbols loaded. First-chance exception at 0x008b4232 (osg21-osgd.dll) in v3_viewerd.exe: 0xC005: Access violation reading location 0x0006. Hopefully this points to the bug. Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com msvcr71d.dll!_nh_malloc_dbg(unsigned int nSize=1, int nhFlag=3, int nBlockUse=1240720, const char * szFileName=0x0012ef30, int nLine=0) Line 267 + 0x7 C msvcr71d.dll!_CxxThrowException(void * pExceptionObject=0x0012eeac, const _s__ThrowInfo * pThrowInfo=0x104f6150) + 0x39C++ msvcp71d.dll!std::_Nomemory() Line 10 C++ osg21-osgTextd.dll!operator new(unsigned int size=528) Line 15 C++ osg21-osgTextd.dll!std::_Allocateosg::Vec3f(unsigned int _Count=44, osg::Vec3f * __formal=0x) Line 34 + 0xc C++ osg21-osgTextd.dll!std::allocatorosg::Vec3f::allocate(unsigned int _Count=44) Line 137 + 0xb C++ osg21-osgTextd.dll!std::vectorosg::Vec3f,std::allocatorosg::Vec3f ::_Insert_n(std::vectorosg::Vec3f,std::allocatorosg::Vec3f ::iterator _Where={...}, unsigned int _Count=44, const osg::Vec3f _Val={...}) Line 823 + 0xcC++ osg21-osgTextd.dll!std::vectorosg::Vec3f,std::allocatorosg::Vec3f ::resize(unsigned int _Newsize=44, osg::Vec3f _Val={...}) Line 510 C++ osg21-osgTextd.dll!std::vectorosg::Vec3f,std::allocatorosg::Vec3f ::resize(unsigned int _Newsize=44) Line 504 C++ osg21-osgTextd.dll!osgText::Text::computePositions(unsigned int contextID=8) Line 957 C++ osg21-osgTextd.dll!osgText::Text::computePositions() Line 814 C++ osg21-osgTextd.dll!osgText::Text::computeGlyphRepresentation() Line 744C++ osg21-osgTextd.dll!osgText::Text::setText(const osgText::String text={...}) Line 166 C++ osg21-osgTextd.dll!osgText::Text::setText(const std::basic_stringchar,std::char_traitschar,std::allocatorchar text={...}) Line 170 + 0x28 C++ v3_viewerd.exe!V3viewer_UpdateMessagesCallback::operator()(osg::Node * node=0x02ba4628, osg::NodeVisitor * nv=0x025e2dd8) Line 4898 + 0x52 C++ osg21-osgUtild.dll!osgUtil::UpdateVisitor::handle_callbacks_and_traverse(osg::Node node={...}) Line 83 + 0x1aC++ osg21-osgUtild.dll!osgUtil::UpdateVisitor::apply(osg::Projection node={...}) Line 56 + 0x1a C++ osg21-osgd.dll!osg::Projection::accept(osg::NodeVisitor nv={...}) Line 36 + 0x3f C++ osg21-osgd.dll!osg::Group::traverse(osg::NodeVisitor nv={...}) Line 62 + 0x23C++ osg21-osgd.dll!osg::NodeVisitor::traverse(osg::Node node={...}) Line 180 + 0x1c C++ osg21-osgUtild.dll!osgUtil::UpdateVisitor::handle_callbacks_and_traverse(osg::Node node={...}) Line 84 + 0x27C++ osg21-osgUtild.dll!osgUtil::UpdateVisitor::apply(osg::Group node={...}) Line 54 + 0x1a C++ osg21-osgd.dll!osg::Group::accept(osg::NodeVisitor nv={...}) Line 38 + 0x3f C++ osg21-osgViewerd.dll!osgViewer::Viewer::updateTraversal() Line 1418 + 0x30 C++ osg21-osgViewerd.dll!osgViewer::Viewer::frame(double simulationTime=1.7976931348623157e+308) Line 1019 + 0xd C++ v3_viewerd.exe!renderLoop() Line 2158 + 0x19 C++___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDEM layers and CoordinateSystemNode
Hi Robert, server... By GE do you mean Google Earth? Yep... by default generates OpenGL compressed textures which results in much much large tiles and poorer paging over the web - but much better performance when loading from a local disk. osgdem as it stands is focused on local disk performance. That makes sense. In the rewrite of VPB I will be adding options to generate databases much more suitable for paging over the web where latency and bandwidth are serious issue. Optimizations will include support for compressed imagery and more compact geometry representations. Excellent. As of this week we'll go across to OSG 2.x / VPB 0.9x and I'll start doing some extensive testing. In the end the solution to better paging over the web performance will come from a combination of better runtime paging/download performance and better database generation tuned for lower bandwidth. Great, thanks for your explanation. Regards Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDEM layers and CoordinateSystemNode (Robert Osfield)
Hi Robert, The VPB state seems appropriate to me, I'm not sure what else need to be added. I know it works but performance over the internet is just not really anything like GE (OSG1.2). Maybe 2.x is faster... maybe it is our web server... I saw there was a discussion about speeding up the net plugin about 8 months ago and the answer was to wait for a complete multi threaded database pager? Regards, Gert. -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDEM layers and CoordinateSystemNode
Hi Robert, Try the child below the MultTextureControl, this should be the CoordinateSystemNode you are after. Yep that did the trick. All good. We'll have a look at extending the multitexture control to more than 3 layers. On another note: on the VPB site I read: These databases can then be uploaded onto the internet and provideonline GoogleEarth style roaming of whole planet databases I was under the impression, we could only have it local or on a high speed network thru the net plugin. G. -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDEM layers and CoordinateSystemNode
Hi Robert, You don't say how you check for the CoordinateSystemNode as I suspect this might be the source of your problem. Very simple: if((_osg_terrain = osgDB::readNodeFile(filename))) { /* check if coordinate system */ osg::CoordinateSystemNode* csn = dynamic_castosg::CoordinateSystemNode*(_osg_terrain); This result in csn == NULL; Had a look at the .osg and indeed the CoordinateSystemNode is a child node of the MultiTextureControl node. Thanks Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgDEM layers and CoordinateSystemNode
Hi guys, It seems as soon as I try to add a layer to a geocentric db - CoordinateSystemNode ==NULL; -t %SRC_TEX2% -t %SRC_TEX3% --layer 1 -t %SRC_TEX8%^ -d %SRC_ELE1% -d %SRC_ELE2% -d %SRC_ELE3%^ --no-terrain-simplification --geocentric --skirt-ratio 0.06 -l %NUM_LVL% -o %TGT_IVE% result in CoordinateSystemNode ==NULL -t %SRC_TEX2% -t %SRC_TEX3% --layer 0 -t %SRC_TEX8%^ -d %SRC_ELE1% -d %SRC_ELE2% -d %SRC_ELE3%^ --no-terrain-simplification --geocentric --skirt-ratio 0.06 -l %NUM_LVL% -o %TGT_IVE% result in a proper CoordinateSystemNode. Any ideas? Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org