Re: [osg-users] vpbmaster TiffOpen too many files open
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25352#25352 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpbmaster TiffOpen too many files open
Hi, Life is so easy.. :D Seems I should improve my grep abilities ;) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25359#25359 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Easiest way to bundle an OSG app
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24992#24992 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Mutex and Windows XP - Hang
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24697#24697 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mutex and Windows XP - Hang
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24755#24755 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Enhancement of osgDB::serializer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24797#24797 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does ADD_LIST_SERIALIZER work?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24798#24798 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CMake Structure for new projects
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24587#24587 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CMake Structure for new projects
Hi Robert, great, I'll dive into it! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24589#24589 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24631#24631 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] osgOcean with osgEarth
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, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24648#24648 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24526#24526 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24535#24535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph
Hi Robert, yes the problem is solved, thank! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24541#24541 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] outputsize of osgb and osgt
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24419#24419 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] outputsize of osgb and osgt
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24437#24437 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24515#24515 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24386#24386 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] png, tif 3ds files reading problem
Hi, .3ds Files are read by the 3ds plugin, not freetype as far as I know. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24277#24277 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
Hi, ups... ;) I have corrected it. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24185#24185 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Enhancement of osgDB::serializer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24142#24142 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24152#24152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgTerrain
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24114#24114 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph and MultiThreading
Hi, I'm interested as well ;) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24115#24115 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] website down
Hi, yes, cannot reach osg too. Regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24134#24134 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does ADD_LIST_SERIALIZER work?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24136#24136 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgDB::serializer] How does ADD_LIST_SERIALIZER work?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24056#24056 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [solved] How does ADD_LIST_SERIALIZER work?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24064#24064 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does ADD_LIST_SERIALIZER work?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24070#24070 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does ADD_LIST_SERIALIZER work?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24101#24101 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] atomic pointer swap
Hi, does OpenThreads provide an atomic, threadsafe and platform independent swap of two pointers? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23994#23994 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgDB::serializer and alignment (pack(n))
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24038#24038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Osg with 64Bit (dependency)
Hi, I haven't seen this, but it would be great if you post your prebuild package on OSG website. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23896#23896 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] VPB fails because build_master.source is empty
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23933#23933 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] VPB fails because build_master.source is empty
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23935#23935 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] VPB fails because build_master.source is empty
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23947#23947 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparent window
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23981#23981 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgEarth]General question
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 -- Dipl.-Ing. Torben Dannhauer Lehrstuhl für Flugsystemdynamik, TU München -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23840#23840 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows threadings issues + possible solution checked into svn/trunk, please test.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23868#23868 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] VPB fails because build_master.source is empty
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
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23888#23888 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maybe Bug in Culling near in combination with HUD and negative values
Hi, hmmm, good point :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23404#23404 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Maybe Bug in Culling near in combination with HUD and negative values
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23391#23391 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic QuadTree on spherical terrain
Hi, Thank you for that hint! Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23275#23275 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Problems using SSI Cluster Example
Hi, I use sshf for the shared working directory. It is'nt the fastet solution I suppose, but its easy to setup. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22937#22937 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Separating draw and swapbuffers
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22914#22914 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22632#22632 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Are we too optimistic about large database generation ?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22469#22469 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiTexturecontrol on OSG subgraphs (NOT VPB)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21887#21887 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MultiTexturecontrol on OSG subgraphs (NOT VPB)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21863#21863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21834#21834 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Problems using SSI Cluster Example
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21743#21743 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dynamic QuadTree on spherical terrain
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21597#21597 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21364#21364 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Usage question
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21333#21333 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21350#21350 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Geocentric Database, how to flattening area or cut out piece
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21356#21356 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20806#20806 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Getting familiar with VPB sourcode
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20740#20740 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20779#20779 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] How to configure VPB to start compiling database at random tiles.
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20515#20515 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Embedding HiRes-DEM into LowRes global DEM
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20516#20516 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] How to configure VPB to start compiling database at random tiles.
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, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20456#20456 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20465#20465 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17952#17952 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17881#17881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17891#17891 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17899#17899 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17905#17905 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] lots of failed tasks: Resuming vpbmaster run
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17911#17911 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgIntrospection / gen_wrapper - How to use ist?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17139#17139 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgIntrospection / gen_wrapper - How to use ist?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17022#17022 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Render to texture with 32BIT (float) : How to test
Hi, hmmm, whats the difference between both lines? Greetings, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16440#16440 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] near far plane
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] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16371#16371 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New way to workaround MSVC False Positives
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15666#15666 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org