Re: [osg-users] vpbmaster TiffOpen too many files open

2010-03-08 Thread Torben Dannhauer
Hi Robert,

There is a mechanism to cap the number of open files? I haven't found this 
option despite my source code dive-in...

@Threadstarter:
On linux, I solved this issue with reconfiguring my ressources.
in ubuntu:

Code:

sudo vim /etc/security/limits.conf

# End of file
your account name  softnofile  65353
your account name  hardnofile  65353




Thank you!

Cheers,
Torben

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Re: [osg-users] vpbmaster TiffOpen too many files open

2010-03-08 Thread Torben Dannhauer
Hi,

Life is so easy.. :D Seems I should improve my grep abilities ;)

Thank you!

Cheers,
Torben

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Re: [osg-users] Easiest way to bundle an OSG app

2010-02-28 Thread Torben Dannhauer
Hi,

to deliver my software, I use MS Visual Studio setup projekt. I add my complete 
osg binary folder (of course only release build) to my project as well as my 
application binary to the project. The dependencies regarding the compiler etc. 
are solved by VS.

Why do I add my complete large binary folder? Well, I can't foresee which 
models my clients will use, so I deliver all plugins. Maybe this is'nt the best 
solution, but it's fast to build, easy to use and thanks to broadband, the 
transfer of the installer is fast enough.

Cheers,
Torben

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[osg-users] Mutex and Windows XP - Hang

2010-02-23 Thread Torben Dannhauer
Hi,

I have to secure a std::vector for multithreaded access and used a Reentrant 
Mutex for this.

(btw: Whats the diferent between reentrant mutex and mutex?)

On my development Platform (Vista) this works great.
On windows XP 32 bit, the application hangs on this mutex, although it is not 
locked.


What is the best way to secure access to a std::vector which should run on all 
platforms?

I' have seen this scopedLock is often used, by I have no clue what this is 
about and how it works.

Has anybody an idea where to get further information?

Thank you!

Cheers,
Torbenand Wind

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Re: [osg-users] Mutex and Windows XP - Hang

2010-02-23 Thread Torben Dannhauer
Hi,

Thanks to all for your information, now I'm awar of scopedLock :) I used it and 
rewrote my code to use it and now it works in XP AND vista. ( But I don't know 
why, because it was strait forward, no path alternatives, just lock, doing and 
unlock. )

Well, how ever:  
Thank you!

Cheers,
Torben

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Re: [osg-users] Enhancement of osgDB::serializer

2010-02-23 Thread Torben Dannhauer
Hi Wang

I hope you had a recreative vacation.

I'll post my osgDB::Serializer beginner tutorial/notes in this thread. but 
this will be in some days, I'm under load for an  dev release deadline (well, 
no good idea to use a software in development stage for presentations. ;)) 

Thank you for your great help regarding serializer!

Cheers,
Torben

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Re: [osg-users] How does ADD_LIST_SERIALIZER work?

2010-02-23 Thread Torben Dannhauer
Hi Wang,

yes, I realized this namespace requirement and added it to my application. 
Isn't very sophisticated, just a namespace to get serialization working.

I'll have a look at META_Node to learn what it does. 

Thank you!

Cheers,
Torben

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[osg-users] CMake Structure for new projects

2010-02-22 Thread Torben Dannhauer
Hi,

Has OSG any agreement about the directory/cmake structure?
To prepare publication of my project, I'd like to know if I had to follow some 
rules in my cmake structure.

Thank you!

Cheers,
Torben

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Re: [osg-users] CMake Structure for new projects

2010-02-22 Thread Torben Dannhauer
Hi Robert,

great, I'll dive into it!

Thank you!

Cheers,
Torben

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Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-22 Thread Torben Dannhauer
Hi,

What is the issue with the server and repository?

Can anyone estimte the monthly traffic and the required harddrive space?

Depending of this values, I'll can see if I can offer a solution for free. 

Cheers,
Torben

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Re: [osg-users] [osgOcean] osgOcean with osgEarth

2010-02-22 Thread Torben Dannhauer
Hi,

Your screenshot shows a geocentric earth model.
osgOcean does not support this at the moment. Have you tried a flat terrain 
model with osgEarth and osgOcean?


Cheers,
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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-20 Thread Torben Dannhauer
Hi,

My tests today were sucessful. At the moment I'm not aware of all improvements 
in 2.9.7, but it seems that my application has some fps more than before. and 
loading of new terrain tiles is smoother.

Thank you!

Cheers,
Torben

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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-20 Thread Torben Dannhauer
Hi Robert,

yes, because it is a visual system for flight simulators with HIres Data (up to 
25cm per pixel): yes, there are a lot of tiles comming in and out ;)

but some minutes ago, a problem rised : if I change my manipulator from 
osgviewer default manipulator, I get a crash in transform.cpp line 83:
code
  const_castNode*(nodePath[i])-accept(*this);
/code

nodePath is 0x000..


Have you any ideas?

Cheers,
Torben

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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-20 Thread Torben Dannhauer
Hi Robert,

yes the problem is solved, thank!

Cheers,
Torben

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[osg-users] outputsize of osgb and osgt

2010-02-19 Thread Torben Dannhauer
Hi,

I have written a clsuter/network module to transport nodes over network
(atm only nodes are serializable, not osg::objects).

I have play a bit with the zlib compressor and the binary and ascii version.

My result was a larger binary result as ASCII result of the identical node.
I didn't expect this, I always thought ascii format is larger than binary..

Do I miss something, or I just my binary cluster implementation buggy?

My Processing-pipline is:
- serialize node to std::stringstream
- extracting string of stringstream and pass it as chr* to the socket.


btw: At the end, when my code is robust and well factored, is there any 
interest to add a cluster-node to OSG to allow highlevel UDP stream over 
network? Something like:

Code:

osg::cluster mycluster = new osg:cluster();
mycluster-init( port, destination address, useCompressor, asAscii );
mycluster-sendNode( mynode);
..
mynode = mycluster-readNode();





Thank you!

Cheers,
Torben

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Re: [osg-users] outputsize of osgb and osgt

2010-02-19 Thread Torben Dannhauer
Hi Robert, 

my serialized sizes are:
Ascii format: 137 byte
binary format uncompressed 217 byte (!)
binary format compressed 107 byte.

6 Month ago, I implemented 2 prototypes (TCP, UDP) . My result was, that
TCP is not as fast as UDP, but it was the only possibilty to (nearly) sync  the 
different channel's swap at final draw callback.

On UDP I currently use broadcast, but thats not mandatory. Because of its 
unreliability, my UDP approach is fire and forget. So the slave tries to get as 
much as possible packets (to avoid framentation, the datacontainer must be 
smaller than the max payload of an UDP datagram) and uses the newest one for 
processing.

My TCP approach was to send the frame information at the beginning to all 
slaves, then waits for all slave to report as ready, and if every client is 
ready, the sends the swap command to all clients. This solution was quite slow, 
so at the moment I focus an a UDP solution. 

I don't know which functionalities you would include in a cluster Node.
Only transporting a transport container over network, or also complete frame 
sync?

In my application I use to callbacks, eventdraw callback and finaldraw callback.
At these two positions in the frame, the callbacks act depending of the role as 
master, slave or as standalone. They send information to slaves, receive 
information from master or do nothing.

To make the cluster transparent to the scenegraph independent from the role, I 
implemented a dataIO interface which they query. Beyond this interface, there 
is the cluster driver (slave) or cluster driver + externalLink driver (master).

The ladder connects the visual to its external control source, which can be a 
flighsimulator, a control program or anything else.

My current transport content is:
- viewmatrix
- variables which are used of my objects updater classes
- list of executer command, which can transport a command as enum and some 
parameter (e.g. to change weather at all clusternodes)

This is my current approach. My project will be openscource in some days/weeks 
(depends on my time to set up my trac environment).

Because you are under heavy load, maybe it is best If I continue my project, 
and when its published, you can take a look on it and we can discuss how man of 
the architecture could be abstracted, refactored to your wishes and included as 
cluster framework...


Thank you!

Cheers,
Torben

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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-19 Thread Torben Dannhauer
Hi Robert,

compiling under Vista32, VS2005 SP1 works.

But I get some warnings, e.g. 
- CullSettings.cpp Line 31: Warnung osg::CullSettings::VariablesMask in 
unsigned int, signed/unsigned-Konflikt. 
- graph_array.h line 106: 
'triangle_stripper::detail::graph_arraynodetype::node': Assignmentoperator 
could not be generated
- policy.h line 41: 'triangle_stripper::detail::policy': Assignmentoperator 
could not be generated

Testing follows tomorrow.

Thank you!

Cheers,
Torben

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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-18 Thread Torben Dannhauer
Hi Robert,

Thank you very much for your great engagement! *must be said* ;)

The development speed of OSG is amazing, I'll upgrade to 2.9.7 in the next days.

Cheers,
Torben

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Re: [osg-users] [osgPlugins] png, tif 3ds files reading problem

2010-02-17 Thread Torben Dannhauer
Hi,

.3ds Files are read by the 3ds plugin, not freetype as far as I know.

Thank you!

Cheers,
Torben

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Re: [osg-users] Two rotations on an object?

2010-02-15 Thread Torben Dannhauer
Hi,

ups... ;) I have corrected it.

Thank you!

Cheers,
Torben

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[osg-users] Enhancement of osgDB::serializer

2010-02-14 Thread Torben Dannhauer
Hi Wang,

I managed to get the serializer working.

I have some proposals to enhance the serializer:

1. It is only possible to serialize objects inherited from osg::Node or Images. 
Classes just inherited from osg::Object are not handled.  There is a Function 
Code:

WriteResult writeObject( const osg::Object object, std::ostream fout, const 
Options* options ) const



 but this function only tries to cast into image or node and fails otherwise.

It would be great to provide also serialization for osg:Objects.


2. documentation: I have a list of questions/ common mistakes. Should I modify 
the wikipage directly (login/permission required) or should i send you the list?

Thank you!

Cheers,
Torben

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Re: [osg-users] Two rotations on an object?

2010-02-14 Thread Torben Dannhauer
Hi,

you could to it as a chain of PAT Notes 
1. rotate to the desired angle of the planet around sun
2. translate the planet to add you desired radius
3. Rotate the plane to rotate it around it own axis.

Cheers,
Torben

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Re: [osg-users] osgTerrain

2010-02-13 Thread Torben Dannhauer
Hi,

to render terrain in OSG, there are several methods.

First of all you have to choose between
preprocessing your terrain for high performance and
rendering on demand for high flexibility and low performance.

For the first method, you can use VirtualPlanetBuilder (an other project of 
OSG),  which creates an database in the osg standart format .ive

For the second approach, you can use the project osgEarth, which allows
the define project files, in which you can select several driver and source 
formats. This way, your DEM und orthophoto is processt during rendering of 
course you have to pay this flexibility with performance

So, as next step you could google after both projects and dive into them.

Have fun!

Cheers,
Torben

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Re: [osg-users] OpenSceneGraph and MultiThreading

2010-02-13 Thread Torben Dannhauer
Hi,

I'm interested as well ;)

Thank you!

Cheers,
Torben

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Re: [osg-users] website down

2010-02-13 Thread Torben Dannhauer
Hi,

yes, cannot reach osg too.

Regards,
Torben

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Re: [osg-users] How does ADD_LIST_SERIALIZER work?

2010-02-13 Thread Torben Dannhauer
Hi,

Well, I have defined my wrapper for my testclass and it compiles, unfortunately 
it is not serialized.

My testcall is:

Code:

dataIO_transportContainer* test = new dataIO_transportContainer();
test-setFrameID( 22 );

std::ofstream myOstream(test.txt );

osgDB::ReaderWriter* rw = 
osgDB::Registry::instance()-getReaderWriterForExtension(osgt);
if ( rw )
{
OSG_NOTIFY( osg::ALWAYS )  Save testnode.  std::endl;
osgDB::ReaderWriter::WriteResult wr = rw-writeNode( *test, 
myOstream, new osgDB::Options(Ascii) );
if (wr.success() )
OSG_NOTIFY( osg::ALWAYS )  Save successful.  
std::endl;
else
OSG_NOTIFY( osg::ALWAYS )  Save failed.  
std::endl;
}
else
OSG_NOTIFY( osg::ALWAYS )  error getting readerWriter for 
osgt  std::endl;

myOstream.flush();
myOstream.close();




The outputfile contains:

Code:

#Ascii Scene 
#Version 2 
#Generator OpenSceneGraph 2.9.7 

osg::Group { 
  UniqueID 1 
} 
 




The headerfile of the transport container is:

Code:

#pragma once

#include osg/Group
#include osg/Matrixd

#include dataIO_executer.h
#include dataIO_slotContainer.h

#include vector

class dataIO_transportContainer : public osg::Group
{
public:
dataIO_transportContainer(){}
virtual ~dataIO_transportContainer(){}

typedef std::vectorosg::ref_ptrdataIO_executer  executerList;
typedef std::vectorosg::ref_ptrdataIO_slotContainer  slotList;

private:
int frameID;
osg::Matrixd viewMatrix;
executerList executer;
slotList ioSlots;

// Access functions for Serializer
public:
int getFrameID() const {return frameID;}
void setFrameID(int frameID_ ){frameID=frameID_;}

void setViewMatrix(const osg::Matrixd 
viewMatrix_){viewMatrix=viewMatrix_;}
const osg::Matrixd getViewMatrix() const {return viewMatrix;}

void setExecuter(const executerList executer_) {executer=executer_;}
const executerList getExecuter() const {return executer;}

void setIOSlots(const slotList ioSlots_) {ioSlots=ioSlots_;}
const slotList getIOSlots() const {return ioSlots;}
};


.. and the wrapper definition is:








Code:

#include dataIO_transportContainer.h
#include osgDB/ObjectWrapper
#include osgDB/InputStream
#include osgDB/OutputStream

REGISTER_OBJECT_WRAPPER( dataIO_transportContainer,  // The 
unique wrapper name
 new dataIO_transportContainer, // The proto
 dataIO_transportContainer, // The 
class typename
 osg::Object osg::Node 
osg::Group std::dataIO_transportContainer )  // The inheritance relations
{
ADD_INT_SERIALIZER( FrameID, 0 );
ADD_MATRIXD_SERIALIZER( ViewMatrix, osg::Matrixd() );
ADD_LIST_SERIALIZER( Executer, dataIO_transportContainer::executerList 
);
ADD_LIST_SERIALIZER( IOSlots, dataIO_transportContainer::slotList );
}






Why does serializer stop after defining the origin of this class? he onlsy 
write down that this class is inherited from osg::Group.

Why does the serializer not dive into my class and serialzes all defined 
elements?


Thank you for your help,

Torben

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[osg-users] [osgDB::serializer] How does ADD_LIST_SERIALIZER work?

2010-02-12 Thread Torben Dannhauer
Hello,

How does ADD_LIST_SERIALIZER work?

in sourcecode, some classes call it like

Code:

ADD_LIST_SERIALIZER( AudioStreams, osg::ImageStream::AudioStreams );




I read 
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/SerializationSupport
 , but there is only mentiond that this serializer iterates through the 
std::vector.

How is the type in each element serialized? Does the LIST serializer query an 
other serializer recursive, or how is the payload serialized?

Thank you for your help!


Best wishes,
Torben

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Re: [osg-users] [solved] How does ADD_LIST_SERIALIZER work?

2010-02-12 Thread Torben Dannhauer
Hi Wang,

thank you for this introduction.

Now I think I understand (at least a little) the design of the serializer, but 
I have a quite elementary problem:

I don't wont to write my objects to file, I would like to get the bitstream to 
send it over network.

My idea was something like a pointer to a buffer and size information how long 
the content is.
This way I could read my serialized objects and pass the data to the cluster 
engine.

How can I retireve the serialized data? Is it binary or a large ascii string? 
(because source and target of the compressor are std::string)

Additionally I have a question regarding compressors. In the wiki page is 
noted, that zLib compressor is available. I found it in the source code, but 
how can I apply the compressor to the stream to get a smaller stream?
I'm not sure to use it, but its an interesting option with that compressor..

Thank you for your introductions,

Torben

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Re: [osg-users] How does ADD_LIST_SERIALIZER work?

2010-02-12 Thread Torben Dannhauer
Hi Wang,

Thank you, I seems to be part of the serializer wiki page, I did not know that 
this solution is appropriate for my problem, because I did not realize the 
serializer ist triggered by read/writeNode function.

Than this aspect is clear, and I have to learn more about iostream handling 
(haven't used it yet)


Greetings from Salzburg,

Torben

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Re: [osg-users] How does ADD_LIST_SERIALIZER work?

2010-02-12 Thread Torben Dannhauer
Hi,

I have testes serializer in my class, but im unable to link it. Linker always 
complain:

Code:

Fehler  2   error LNK2005: void __cdecl 
wrapper_propfunc_dataIO_slotDefinition(class osgDB::ObjectWrapper *) 
(?wrapper_propfunc_dataIO_slotDefinition@@yaxpavobjectwrap...@osgdb@@@Z) ist 
bereits in dataIO_clusterDummy.obj definiert.   dataIO_extLinkVCL.obj   




I have added my wrapper definition in the same file direct below my class 
definition.

The headerfile is protected with #pragma once, but every time this file is 
included in another file, the linker complains afterwards with the error above.

My assumption is, that the REGISTER_OBJECT_WRAPPER is processed every time by 
the Preprocessor.

Have anyone an idea why?

thank you very much,

Torben

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[osg-users] atomic pointer swap

2010-02-11 Thread Torben Dannhauer
Hi,

does OpenThreads provide an atomic, threadsafe and platform independent swap of 
two pointers?

Thank you!

Cheers,
Torben

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[osg-users] osgDB::serializer and alignment (pack(n))

2010-02-11 Thread Torben Dannhauer
Hi,

I#m thinking about usind the osg serializer to serialize a transportcontainer, 
transfere it over a network and de-serialize it on the other node.

Could osgDB::serializer be fast enough to do that every frame, or is it not 
fast enough caused by it's architecture? 

My second question is: what is the alignment of the serializer? Is it alignt by 
1 byte, by 4 bytes or anything else? Can I change it freely without side 
effects?

Thank you very much,
Torben

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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-10 Thread Torben Dannhauer
Hi,

I haven't seen this, but it would be great if you post your prebuild package on 
OSG website.

Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] VPB fails because build_master.source is empty

2010-02-10 Thread Torben Dannhauer
Hi,

I dived into the code and discovered, that the problem is cause by 
vpbmaster.cpp:

Code:

if (!taskManager-hasTasks())
{
std::string sourceFileName = taskManager-getBuildName() + 
std::string(_master.source);
tasksOutputFileName = taskManager-getBuildName() + 
std::string(_master.tasks);

taskManager-setSourceFileName(sourceFileName);
if (!taskManager-generateTasksFromSource())
{
// nothing to do.
return 1;
}

taskManager-writeSource(sourceFileName);

...




 
The function   taskManager-writeSource(sourceFileName) itself 
calls

Code:

osgDB::writeNodeFile(*_terrainTile, _sourceFileName);





This last function call returns true ( for success) but it does not seem to be 
successful. 

If I'm right, the appropriate reader/writer is determinded by the extension.

But I can't discover which plugin is used to store a .source file.
Because this file is empty, the osgdem tasks fail and the program exit.

Can anyone give me an hint wich modul / class or filename handles writing 
.source files?

my suggested solution:
Step 1: modify TaskManager to throw an exception if writing build_master.source 
failes.
Step 2: determin the correct writer, fix him and ensure that he returns false 
on failure.

Best regards,

Torben

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Re: [osg-users] [vpb] VPB fails because build_master.source is empty

2010-02-10 Thread Torben Dannhauer
Hi Robert!

thank you, I'm spending my whole day in that issue, but my knowledge about the 
plugin arcitecture is still very small. :(

Is any documentation about that architecture available?

this way many people could dive deeper into OSG solving bugs would be easier.


Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] VPB fails because build_master.source is empty

2010-02-10 Thread Torben Dannhauer
Hi Robert,

thanks for your Introduction.

My post shouldn't be a criticism, only a hint.. But your are right , surely you 
know that problem.

In the next one or two month I plan to publish my osg project, yesterday I 
registered the domain: osgvisual.org. I hope to continue my heavy documentation 
style. Time is limited as you know.. .;)
Its a visual system for simulators, focused on flight simulators ( professionla 
one with curved screen, large FoV, multiple chanel etc. )


Thank you!

Cheers,
Torben

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Re: [osg-users] Transparent window

2010-02-10 Thread Torben Dannhauer
Hi,

That looks cool!

Where do I call the DwmEnableBlurBehindWindow function? Is this in OSg or just 
a c++ Windows API call?

How many bits are requiered to set for alphachannel?

Thank you!

Cheers,
Torben

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Re: [osg-users] [osgEarth]General question

2010-02-09 Thread Torben Dannhauer
Hi,

There is a forum, but I don't know if its connected to a mailing list.

http://n2.nabble.com/osgEarth-f2174485.html

Regards,
Torben



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Re: [osg-users] Windows threadings issues + possible solution checked into svn/trunk, please test.

2010-02-09 Thread Torben Dannhauer
Hi Robert,

my compiler runs, thank you very much for this improvement!

Well than I 'll start to change all my notifies from osg::notify() to NOTIFY ...


Thank you!

Cheers,
Torben

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[osg-users] [vpb] VPB fails because build_master.source is empty

2010-02-09 Thread Torben Dannhauer
Hi,

Today I checked out the newest trunk of OSG and VPB in my linux machine. Both 
compiled without problem.

OSG seem to work ( tested with osgviewer) but vpbmaster doen't work.

I can start my compile project, and he checks all sourcefiles and starts to 
generate the taskfiles, but he aborts because my build_master.source is empty. 
It is created (touched), but it is empty.

Logfiles are NOT produced until that state.

Does anyone know this problem?

The Debugmessages are:

Code:

scheduling task : tasks/build_subtile_L3_X0_Y2/build_subtile_L8_X21_Y67.task

   
scheduling task : tasks/build_subtile_L3_X0_Y2/build_subtile_L8_X21_Y68.task

   
scheduling task : tasks/build_subtile_L3_X0_Y2/build_subtile_L8_X22_Y65.task

   
scheduling task : tasks/build_subtile_L3_X0_Y2/build_subtile_L8_X22_Y66.task

   
scheduling task : tasks/build_subtile_L3_X0_Y2/build_subtile_L8_X22_Y67.task

   
scheduling task : tasks/build_subtile_L3_X0_Y2/build_subtile_L8_X22_Y68.task

   
Constructor ReaderWriterOSG2 - loaded OK

   
Constructor ReaderWriterOSG2 - loaded OK

   
Constructor OSGReaderWriter - loaded OK 

   
No data loaded  

   
Error: unable to load source file build_master.source 

   
   the file was found as build_master.source  

   
   now setting NotifyLevel to DEBUG, and re-running load:   

   

FindFileInPath(build_master.source): returning build_master.source
No data loaded

Second attempt to load source file build_master.source also failed.

Constructor ReaderWriterOSG2 - loaded OK
Constructor OSGReaderWriter - loaded OK 
No data loaded  
Error: unable to load source file build_master.source
   the file was found as build_master.source 
   now setting NotifyLevel to DEBUG, and re-running load:

FindFileInPath(build_master.source): returning build_master.source
No data loaded

Second attempt to load source file build_master.source also failed.

Constructor ReaderWriterOSG2 - loaded OK
Constructor ReaderWriterOSG2 - loaded OK
Constructor OSGReaderWriter - loaded OK 
Constructor OSGReaderWriter - loaded OK 
No data loaded  
No data loaded  
Error: unable to load source file build_master.source
Error: unable to load source file build_master.source
   the file was found as build_master.source 
   the file was found as build_master.source 
   now setting NotifyLevel to DEBUG, and re-running load:
   now setting NotifyLevel to DEBUG, and re-running load:


FindFileInPath(build_master.source): returning build_master.source
FindFileInPath(build_master.source): returning build_master.source
No data loaded

Second attempt to load source file build_master.source also failed.

No data loaded

Second attempt to load source file build_master.source also failed.

machine=localhost completed task=tasks/build_root_L0_X0_Y0.task in 0.1 seconds
Number of tasks completed 1, running 6, pending 105. Estimated time to 
completion 0 seconds, 23.0 percent done.
machine=localhost completed task=tasks/build_subtile_L3_X1_Y1.task in 0.1 
seconds  
Number of tasks completed 2, running 5, pending 105. Estimated time to 
completion 1 seconds, 12.2 percent done.
machine=localhost completed task=tasks/build_subtile_L3_X0_Y3.task in 0.1 
seconds  
Number of tasks 

Re: [osg-users] Conversion from 'GLsizeiptrARB' to 'const GLvoid *' of greater size

2010-02-09 Thread Torben Dannhauer
Hi,

I have the same warning with OSG 2.9.6+ (2010/02/10)

My Dev-env is:

Vista 32bit
VS 2005 SP1


Thank you!

Cheers,
Torben

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Re: [osg-users] Maybe Bug in Culling near in combination with HUD and negative values

2010-01-29 Thread Torben Dannhauer
Hi,

hmmm, good point :)

Thank you!

Cheers,
Torben

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[osg-users] Maybe Bug in Culling near in combination with HUD and negative values

2010-01-28 Thread Torben Dannhauer
Hi,

Just for your interest, maybe it is not a bug: 

Yesterday I spent 4 hours to fix my ClampProjectionMatrixCallback for automatic 
near far computation.

I combined it yesterday with an HUD (like osgHUD example) and discovered, that 
the culling crashes if the computation returns negative values for the near 
plane.

In my callback, the near plane depends on the height above terrain (HAT).
Because at the beginning of the program startup, this computation returns 
negative values.
This causes the render process not to render properly. The framerate is very 
low and nothing is rendered except the broken HUD. It looks like an culling 
problem combined the wrong clearmask.

Yes, I'm guilty because my callback produced negative values (of course I fixed 
it..), but maybe someone has a similar problem and this post can help :)

I do not know if something should be changed, maybe the function which executes 
clampProjectionMatrixImplementation should clamp the values to valid values.

Best regards from Austria,

Torben

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Re: [osg-users] dynamic QuadTree on spherical terrain

2010-01-27 Thread Torben Dannhauer
Hi,
Thank you for that hint!

Best regards,
Torben

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Re: [osg-users] [vpb] Problems using SSI Cluster Example

2010-01-20 Thread Torben Dannhauer
Hi,

I use sshf for the shared working directory. It is'nt the fastet solution I 
suppose, but its easy to setup.


Cheers,
Torben

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Re: [osg-users] Separating draw and swapbuffers

2010-01-19 Thread Torben Dannhauer
Hi,

I think there was a suibmission years ago, but it wasn't included into 
mainstream code.

I would be interested too in such an interface. :)

Cheers,
Torben

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Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece

2010-01-14 Thread Torben Dannhauer
Hi,

is it possible to specifiy my polygon outline position and elevation, and GDAL 
rasterize code will interpolate correctly that this area is really flattend? or 
does it lift up/sink sown all coordinates inside the polygon to the specified 
value?

How can I access the new API if now available via rasterize?

Thank you,

Torben

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Re: [osg-users] [vpb] Are we too optimistic about large database generation ?

2010-01-12 Thread Torben Dannhauer
Hi Luc,

I had problems like you, but I managed to discover a setup which works without 
problems, and renders large databases.

At first: Are you really really sure you want to use windows?
Don't misunderstand me, I'm not a linux-geek, I use myself windows for nearly 
everything, but VPB is one of the things which are running much faster on linux.

I do not know why windows is slow an fails after some hours or days, but it 
seems to be related with NTFS, because rendering under linux with a NTFS 
partition is still slow and unstable - so only use native linux filesystems 
like ext3 or ext4.

To reduce your rendering time, use a cluster with vpbmaster and use a 64 bit 
system (32 bit kubuntu fails in my during creating all the taskfiles - maybe 
running out of handles or things like that. In 64 bit, it works.)

and now, if your process still fails after some days, just resume your compile 
process (only available in 2.9.6 and newest vpb)
See also http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/Resume

Now, if you have lots of CPUs and RAM, but your HHD is your bottleneck:
Compress your textures lossless. This will shift your system load a little bit 
from HHD input to CPU, because your loaded sources are smaller but have to be 
decompressed in memory.
In my case, the database rendering became much faster!

If you have any questions, contact me.

Greetz,

Torben

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Re: [osg-users] MultiTexturecontrol on OSG subgraphs (NOT VPB)

2009-12-28 Thread Torben Dannhauer
Hmm, has anyone yet used a Model with more than one texture? Hard to believe.. 
I would be happy to write a howto, but I have no clue myself...

Well,I'll let you Know if I have a solution.

Thanks Torben

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Re: [osg-users] MultiTexturecontrol on OSG subgraphs (NOT VPB)

2009-12-24 Thread Torben Dannhauer
Hi Robert,

I understand the multitexturecontrol example, I modified it and slenderized it, 
so that I simply can shift the textureWeight between my two examples. 

But the output is not correct. I suppost my model is not correct textured.

therefore I need to know what a) the right structure is or b) what the reight 
procedure is to generate the right structur.
Unfortunately the is no doc so I failed to learn it myself.

My startingpoint:
I have a model, which has a texture. Aditionally I have a not used 2nd 
texturefile, which I'd like to ambed as second user, so I can switch between 
texture1 und texture 1 ( day texture and night texture).

I load my model, and put it after an osgFX::MultiTextureControl node.

if i switch textureweight, it changes the look, the background behind the 
texture changes, and if I focus totaly to the second texture, no texture is 
visible.

what wiiould be the correct way to texturize my model.
Because one texturunit is in use, I suppose the textureVertices shouldn't be 
any problem, because they exist already.

I simply want to change change the texture.

This was my code to add the 2nd texture:

Code:

bool airportCreator::addTexture( osg::Node* node_, std::string textureFile_, 
int textureUnit_)
{
// check to see if we have a valid (non-NULL) node.
   // if we do have a null node, return NULL.
   if ( !node_)
   {
  return false;
   }

   osg::Geode* geode = getFirstGeode( node_ );
   if (!geode)
   return false;

osg::Texture2D* texNode = new osg::Texture2D;

   // protect from being optimized away as static state:
texNode-setDataVariance(osg::Object::DYNAMIC); 

   // load an image by reading a file: 
   osg::Image* texImage = osgDB::readImageFile(textureFile_);
   if (!texImage)
   {
   qDebug()  Error couldn't find texture '  textureFile_.c_str() 
 ', quiting.;
  return false;
   }

   // Assign the image we read from file to the texture: 
   texNode-setImage(texImage);

   // Assign texture Node to node.
   //node_-getOrCreateStateSet()-setTextureAttributeAndModes( textureUnit_, 
texNode, osg::StateAttribute::ON );
   geode-getStateSet()-setTextureAttributeAndModes( textureUnit_, texNode, 
osg::StateAttribute::ON );

return true;
}




Can you help me?
 

Thank you in advance,

Torben

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Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece

2009-12-23 Thread Torben Dannhauer
Hi,

Can you publish your code where to access the elevation data? At the moment I 
try to calculate how much the elevation differenz to the elipsoid must be to 
get a flat.

Thank you and merry Christmas,

Torben

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Re: [osg-users] [vpb] Problems using SSI Cluster Example

2009-12-21 Thread Torben Dannhauer
Hi,

are you using osgdem or the vpbmaster programm?

--machines is only available at vpbmaster, because this controls how many 
osgdem threads are run.

Cheers,
Torben

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Re: [osg-users] dynamic QuadTree on spherical terrain

2009-12-16 Thread Torben Dannhauer
Hi,

How is it possible to manage forest in osgEarth, i haven't found any clue at 
it's project page.

Can you give me a hint?

Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece

2009-12-12 Thread Torben Dannhauer
Hi,

Well, now I don't understand the different between your loader/saver and your 
.modifyterrain and your pseudo loader/saver

I suppose your what-elevation-should-I-put-here LOADER callback is for 
modifying terrain on the fly during visualization

What ist your callback SAVER for?= creating terrain with VPB?

I think the problem is divided in to seperate aspects:
a) building an interface to OSG / VPB to modify terrain elevation
b) more or less sophisticated algorithms to determine what the desired 
elevation of a specifiy coordinate should be ( maybe only lifting/sinking, mybe 
smoothing like osgTDS does)

Is your available code now compatible with osg 2.9.5, oder is it any old styled 
(you mentioned something abould a code which hast to be adapted)

The background of my project:

I develope a visualization for flight simulators, focused on research 
simulators.
I am allowed to publish the whole project as open source, so when I'm finished, 
i will post it as a new nodekit. The porject is different from flightgear, 
because it is focused on the aspects of a flightsimulator, not a game ( 
framerate,, lights must be specific, multichannel projection with softedge 
blending, HAT/HOT/Collision query interface,etc.etc.etc.)

The data like airports and orthophoto is of course commercial und won't be 
posted in any way, but maybe screenshots...

The terrain modification is requiered because the airports need to be settled 
at flat
terrain.

so my problem consist of two aspects;
a) interface to osg/VPB to control elevation
b) algorithm to determine my desired algorithm. Just setting the elevation to a 
constant value is NOT enough because surface is curved and would cause an 
elevation error of about 4m on a 10km long airport.


Because my project is academic, I have no budget for developement work, but I 
would like to participate work packages to create an open source solution of my 
problem.

If you introduce me in your solution of the elevation modifikation, I'll try to 
implement a solution for the question how height area must be.

Best regards,

Torben

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Re: [osg-users] [vpb] Usage question

2009-12-11 Thread Torben Dannhauer
Hi,

what is OGR?

I'm searching for a tool which can flat terrain (cut volume away, that 
surface is not geocentric but flat at this area) at a specified area for adding 
3D HiRes submodels.

your mention of OGR sounds interesting, what is it for a tool?

Thank you!

Cheers,
Torben

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[osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece

2009-12-11 Thread Torben Dannhauer
Hi,

I use a lowRes local database and want to add small 3D townmodels for local 
areas which require a completely flat underground. Unfortunately the global 
elevation model is not flat and not correct at the models area.

Is it possible to flatten the geocentric database at specific coordiantes, or 
cout out speciffic areas, so the gap can be refilled with a completely flat 
area?

What would be the best approach to get some areas flat? I don't know how to 
reach this goal at runtime or at compile time.



Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece

2009-12-11 Thread Torben Dannhauer
Hi,

yes, a simple rectangular region would be enough.
Does your algorithm determine the height of your flattend area itself by the 
selected area, or do you specify a destination height and you lift/sink your 
rectangular area to this level?

I'm interested in both methods. Some models are always on, so in best case this 
flattening is compiled into DB to save rendering time. Additionally some models 
are inserted on demand on free coordinates, so this flattening would be great..

Is your feature closed source or is it planned to integrate it into VPB? 


Thank you very much!

Cheers,
Torben

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-12-03 Thread Torben Dannhauer
Hi Robert,

Hmm difficult to determine the responsible part which causes the failure.
My last try failed becuase KDE plasma-desktop crashed.

But the  system was under heavy load an got slower and slower.

Because all SATA Ports are busy by source disks, I used an external USB drive 
to store the calculated data onto it (Output should cause very few datatransfer 
in contrast to source input, I suppose).

Maybe this external case and its USB controller is'nt designed to work under 
heavy load for several days..

I use ext3 , what filesystem would you recommend?


Thank you!

Cheers,
Torben

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[osg-users] [vpb] Getting familiar with VPB sourcode

2009-12-02 Thread Torben Dannhauer
Hi,

To chech wich proceedure/command line options are required to resume a 
canceled/failed vpbmaster run, I try to get familiar wih the VPB code.

In the Head revisions vpbmaster.cpp, line 136, an option --build is possible, 
to activate the variable buildWithoutSlaves.

What does this parameter activate? what is the meaning of slaves in VPB's 
context?

I discovered in TaskManager::run() that taskfiles are skipped if there status 
is set to completed.

How can I start VPB master to use the existing task files instead of generating 
new one? Is it enough to start with the parameter -s?

In VPB 0.9.10 this does not work, because all taskfiles are set to pending.


Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-12-02 Thread Torben Dannhauer
Hi,

Well, 64 bit is besser, it fails after 31000 tasks - but it fails..

But fortunately resuming in VPB is now possible. I Posted it to the VPB wiki 
unser usage exampes

http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/Resume


@Mod: Please close this Thread..


Thank you!

Cheers,
Torben

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Re: [osg-users] [3rdparty] How to configure VPB to start compiling database at random tiles.

2009-11-28 Thread Torben Dannhauer
Hi,

My idea was a new parameter in vpbmaster like diskID number
which describes for every source (DEM or textures)

the execution of all geenrated taskfiles would be like:

[code|
for each DiskID:
execute next task of this DiskID.

if more processes than disks: run multiple processes on each disk
[/code]

I suppose all tiles are generated from sourcedata, so they should be 
independent runable, shouldn't they?

So far, this was my idea...


Thank you!

Cheers,
Torben

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[osg-users] [vpb] Embedding HiRes-DEM into LowRes global DEM

2009-11-28 Thread Torben Dannhauer
Hi,

I have a High resolution digital elevation model which I would like to 
integrate into a larger low resolution Dataset.

Unfortunately my Hi-Res inlay has no rectangular shape, so all uncovered ereas 
are (or at least appeare as) black.

If I compile my dataset, the black area of my HiRes inlay override the valid 
values of the LoRes Global DEM. This causes the area around my HiRes Inlay to 
be flat. Outside of this flat area the dem contains the valid LowRes Values.

Is it possible to configure VPB or modify my HiRes Inlay only to use the inlay 
if it contains at that location valid data?

Thank you for your help!

Cheers,
Torben

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[osg-users] [3rdparty] How to configure VPB to start compiling database at random tiles.

2009-11-26 Thread Torben Dannhauer
Hi,

I compile a large Database (800GB terraindata) to a single database.

so far it is compiling, but besides 2 processes, all other osgdem instances are 
more or less at idle, waiting for disk.

My source data is spreaded above 4 Disks to lower the disk load an consist of 
the following directories with their content files:
-North
-South
-East
-West
-HiRes-Inlay
-DEM

unfortunately VPB starts to render in the south section and assign worktasks 
from south to all cores - therefore my disk containtin south is under heavy 
load, and all other disks are at idle.

Is it possible to configure VPB to start at random tiles, so some tasks are 
working on north data, some other at HiRes and so on?
This way ALL disks would be under load and no osgdem instance would have to 
idle :)

Thank you for your help.

Torben



Thank you!

Cheers,
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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-11-26 Thread Torben Dannhauer
Hi,

Now an update to my compiling Problem:

I have new hardware ( Nehalem architecture )

I installed a fresh system:
64 Bit Kubuntu 9.10 Karmic Koala with OSG 2.8.2 and the corresponding VPB.

In constrast to my last setup, local rendering with all source data does not 
fail. Last night I canceled the compiling after the first 1000 tasks, nothing 
failed. 
@ my last (32bit) setup, even this was not possible.

It seems that 64 bit solves the handle problem, which caused my old setup to 
crash in arbitrary libraries.

I'll report if my compiling was successful finished.

A detailed howto will be posted at openscenegraph.


Thank you for your help,

Torben

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-06 Thread Torben Dannhauer
Hi Robert,

at the moment I dont Use a Cluster, I would be happy if i could compile the 
large dateset one with the local 8 cores (I tried tu run it localle with 2 up 
to 8 cores)


For smaller Datebases I used SSHFS as lightweight cluster filesystem, it 
worked great.


Because running the osgdem tasks manually works great, I asume that vpbmaster 
uses a lot of any (at the moment) unknown ressources while building all task 
files. Therefore the osgdem process crashes if vpbmaster starts them.

If could divide the taskfile creation from the osgdem calls, it should work.

Because I move to another city, I cannot spend time into the project for the 
next two weeks, so I will resume this topics if I continue to work. 


Some last important questions: Which Kubuntu version do you use? Is it 32 or 64 
bit? Is the database output generated by a 64bit system compatible for using 
with 32bit osg software?

Is it possible to get an Wiki account? I would like to oprovide my self written 
tutorials to the community.

Thank you for your help,

Torben

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[osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-05 Thread Torben Dannhauer
Hi,

I try to generate a big (750 GB) database with VPB 0.9.10  OSG 2.8.2 under 
kubuntu 8.04 (32 bit).

Unfortunately it seems to be too big, even Linux crashes (windows crashed even 
in quite small databases, therefor I use only Linux for Database generation).

The crash it self is a failure of sereval osgdem-tasks, always any subsubsub 
lib (sometimes of gdal, often libxbc.so ) of osgdem crashes and causes a 
segfault in that task. At the end of the run, nearly 3 of 75000 tasks are 
not completed. 

Is it possible to re-run the vpbmaster call to only processes the uncompleted 
tasks? 

Are there any reasons why so much of my osgdem tasks fail? They fail local as 
well as on remote machines (cluster usage) .

can ulimits be the reason? which values do I have to rise? Of couse open files 
- anything else?


I hope anyone can give me useful hints.


Thank you in advance,
Torben

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-05 Thread Torben Dannhauer
Hi Robert,

checking 7 log files and 7 task files manually is a lot of work ;)
my syslog told my that osgdem crashed multiple, sometimes caused bei libxbc and 
sometimes by gdal. I'll try got get any more detailed error message.

what was your biggest successfvul rendered database?

Cheers,
Torben

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-05 Thread Torben Dannhauer
Hi Robert,

i've restartet the build process to get the error messages.

For example:

The logfile of the task contains:

Code:

0.011: Adding terrainTile
0.339: DataSet::_run() 0 0
3.161: started DataSet::createDestination(13)
3.236: Time for after_reproject 0.074983
3.376: AR=2.00 C1=2 R1=1
3.376: createNewDestinationGraph
3.665: Time for _destinationGraph-computeMaximumSourceResolution() = 
0.058913
3.665: Time for createDestinationGraph 0.288915
3.665: Time for after_computeNeighbours 0.52
3.665: completed DataSet::createDestination(13)
3.665: There are 1 contributing source files:
3.665: /mnt/disk3/bluemarble/B1.tif




H no reason why it crashes, but it crashes.
The corresponding /var/log/syslog:

Code:

Oct  5 17:18:57 visual-right kernel: [13260.734567] osgdem[7810]: segfault at 
7fe06934 ip b51a6754 sp bfe068c0 error 6 in libxcb.so.1.1.0[b519d000+18000]
Oct  5 17:18:58 visual-right kernel: [13261.066511] osgdem[7812]: segfault at 
7f9e7d14 ip b5285754 sp bf9e7ca0 error 6 in libxcb.so.1.1.0[b527c000+18000]




Any idea? Now I'll try to re-run it via the build_master.source...


Thank you,

Cheers,
Torben[/code]

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-05 Thread Torben Dannhauer
Hi Robert,

executing the taskfiles manually works without crash.

If I would write a script which analyses all taskfiles regarding their pending 
status, and execute that taskfile if it's status is pending - would it result 
in a usable database?

Because osgdem itselfs works properly I assume that the high system load of 
vpbmaster and all of that open files are the reason for the crash. Especially  
that several independet libraries crash intidates a problem in my 
configuration/systemload.
For example I rised the ulimit of allowed open files to 50, but the problem 
of vpbmaster remains.

Are there other limits/values (listable via ulimit -a) that could cause the 
problem? 


Thank you very much!

Best regards,
Torben

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Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run

2009-10-05 Thread Torben Dannhauer
Hi Robert,

my diskdrive is mounted with default settings, which includes async.

vpbmaster calls up to 250 Mb, seems to be OK.
The usage of an osgdem call is not pssible, because ALL osgdem calls fails, so 
no one lives long enought to get his memory consumption.

re-running vpbmaster with the corresponding build_master.source file makes no 
sense, because all tasks, even the completed, are reset to status pending.

is is fixed in 0.9.11?  I use 0.9.10 because 0.9.11 was not compileable on my 
kubuntu.

I variied the number of processes from 1 up to 8 (one per CPU), but nothing 
changed.

Would calling all task files manually result in a valid database?


Thank you and greetings from Munich,

Torben

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Re: [osg-users] osgIntrospection / gen_wrapper - How to use ist?

2009-09-08 Thread Torben Dannhauer
Hello Robert,

thank you for the introduction.
I've postponed the scripting engine due to some other urgent aspectes, but I'll 
continue to try in some days. and will come back on this topic.

Thank you so far,

Torben

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[osg-users] osgIntrospection / gen_wrapper - How to use ist?

2009-09-03 Thread Torben Dannhauer
Hi,

I'm building an osg based visual system for simulators ( e.g. flight 
simulators).

I want to use the osgLua Nodekit for scripting support and discovered that it 
is build on osgIntrospection.

Now I'd like to know how to enable osgIntrospection for my own classes.
I have read that modification of my osg classes are not requiered, because
the osgIntrospection framework is able to do it automaticaly via gen_wrapper.

Unfortunalety i've only found documantation for an old osg version here: 
http://www.openscenegraph.org/projects/osg/wiki/GenWrapper .


What have I to do to make my osg  (2.8.2) classes osgIntrospection ready?

Thank you very much!

Cheers,
Torben

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Re: [osg-users] Render to texture with 32BIT (float) : How to test

2009-08-19 Thread Torben Dannhauer
Hi,

hmmm, whats the difference between both lines?

Greetings,
Torben

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Re: [osg-users] near far plane

2009-08-18 Thread Torben Dannhauer
Hi,

I have the same problem and decided to choose the callback solution.
My callback calculates( so far) useable values for near and far plane, but this 
values are completely ignored.

My current  (maybe wrong ;) ) implementation is:

Code:

   double cloudNear, cloudFar;
   computeNearFarClouds(cloudNear, cloudFar);
   if (cloudNear  znear) znear = cloudNear;
   if (cloudFar  zfar) zfar = cloudFar;
   if (zfar  minFar) zfar = minFar; 

   bool ret = 
stockCullVisitor-clampProjectionMatrixImplementation(projection, znear, zfar);

   if (skyDrawable)
   {
skyDrawable-setSkyboxSize(((zfar - znear) * 0.5 + 
znear) * 2.0);
   }

   return ret;




I install my callback with

Code:

cb = new skySilverLining_projectionMatrixCallback( atmosphere, 
viewer-getCamera(), sceneRoot);
viewer-getCamera()-setClampProjectionMatrixCallback(cb);
cb-setSkyDrawable(skyDrawable);





Now I question myself what I have to do in detail to use the callback.
I guess that the functions

Code:

clampProjectionMatrixImplementation(osg::Matrixf projection, double znear, 
double zfar) const;
clampProjectionMatrixImplementation(osg::Matrixd projection, double znear, 
double zfar) const;



are called by the callback mechanism, right?

What should I do with the three parameters? Is it sufficient to set the 
variables znear and zfar, or do I have to perform any operations on the 
projection variable?

I hope anyone can enlight my mind..


Thank you very much for your support,

Torben[/code]

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Re: [osg-users] New way to workaround MSVC False Positives

2009-07-31 Thread Torben Dannhauer
Hi,

My Workaround bases also on MFC, but seems to smaller:

My standart project started as an empty console application without MFC.

If I enabled only the memory leak detection, i get lots of memory leak 
notification because OSGS static objects are not clean until the end of the 
applications leak detection.


My solution is:
1. enable the memory leak detection in the main function:

Code:

 int main(int argc, char** argv)
{
   /*// Redirect memory debugging output to console
   _CrtSetReportMode( _CRT_WARN, _CRTDBG_MODE_FILE );
   _CrtSetReportFile( _CRT_WARN, _CRTDBG_FILE_STDOUT );
   _CrtSetReportMode( _CRT_ERROR, _CRTDBG_MODE_FILE );
   _CrtSetReportFile( _CRT_ERROR, _CRTDBG_FILE_STDOUT );
   _CrtSetReportMode( _CRT_ASSERT, _CRTDBG_MODE_FILE );
   _CrtSetReportFile( _CRT_ASSERT, _CRTDBG_FILE_STDOUT );
   */

   //start memory observation
_CrtMemState s1;
_CrtMemCheckpoint( s1 );

{   // this scope is important!! It'ns nessecary to use OSG in a subscope 
of the mainfunction to get no false memory leak indications,

// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc,argv);

// instantiate the applications main class
osg::ref_ptrapp_core core = new app_core(arguments);

// init app
core-initialize();
}

// check for leaks
   _CrtMemDumpAllObjectsSince( s1 );

return 0;
}




2. To disable all false notification based on the static variable problem (e.g. 
singletons):
Edit the MSVC Project:
-project settings: Use of the MFC library: change from USE WINDOWS STANDARD 
LIBRARY to USE STATIC MFC LIBRARY
(The use of the dynamic MFC dll doesn't work.)

In my project, now all false positives disapper and only the (test) memory leak 
remains. 

Unfortunately memory leaks are not related to codefiles and codefiles, so 
fixing is quite problematic. To solve this issue:

3. Enable Codefile and Codeline identification

Add a file memoryLeakDetection.h or something like this to your project.

this File contains:

Code:

#pragma once

#ifdef _DEBUG
#include crtdbg.h
#define DEBUG_NEW new(_NORMAL_BLOCK ,__FILE__, __LINE__)
#define new DEBUG_NEW
#else
#define DEBUG_NEW new
#endif




Incude this file in every .cpp file after your corresponding header File.

I included the file in the .cpp file to get rid of problems resulting from 
multiple direct and indirect inclusion in the header file (pragma once doesn't 
seem to work well in all situations.).

Now you should have only named, numbered and true memory leaks in your 
application :) I hope this spares someone for searchong severals hours for a 
solution as i did.


Cheers,
Torben

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