[osg-users] SharedStateManager and autoUnrefImageAfterApply

2008-10-13 Thread Schmidt, Richard
Hi, the SharedStateManager is not able to share TextureAttributes which have the UnrefImageAfterApply flag set. Unreffing the images will 'change' the TextureAttribute with regard to its comparison operator. (i.e. image name, image data, etc.) There are several solutions for this problem: *

[osg-users] SharedStateManager does not check on already compiled TextureAttributes

2008-10-13 Thread Schmidt, Richard
The ShareStateManager:isShared( ... ) Method does not compare on shared TextureAttributes, but only on shared StateSets. A StateSet (and its TextureAttribute) will get compiled, even if its TextureAttributes are already shared. The causes the texture to be uploaded (when compiling) and being

[osg-users] SharedStateManager does not releaseGLObjects

2008-10-13 Thread Schmidt, Richard
SharedStateManager does not release any GLObjects (like TextureAttributes, for instance). Possible solution osg::Registry::releaseGLObjects calls a SharedStateManager::releaseGLObjects which releases the GLObjects of the shared Statesets and TextureAttributes. Richard Richard Schmidt

[osg-users] Caching Nodes is not a threadsafe operation

2008-10-13 Thread Schmidt, Richard
Osg has the option to cache nodes by using osgDB:Registry. Retrieving a node from the cache and attaching them to your subgraph is not threadsafe, because Node::addParent, Node::removeParent and Node::getParents is not threadsafe. Consider this scenario: A node gets 'disposed' in the main

[osg-users] Porting RenderMonkey's NightSky Effect to OSG in GLSL

2008-10-13 Thread Ümit Uzun
Hi All, I want to create sky night effect on simple quad.3ds model with using GLSL like RenderMonkey- Examples- GL2-ScreenSpace Effects-NightSky. I opened up render monkey and analyzed the given sample and it's look like

[osg-users] how to know a node whether in the viewport?

2008-10-13 Thread forest37
hi all, I set a animationpath to a node,how can i know whether the node is moved outside of the viewport? what i want to do is this:when the node is moved outside of the viewport ,I will change the camera's position to make sure the node is seen all the time.So,what should i do?

Re: [osg-users] Is OSG Website down?

2008-10-13 Thread Jose Luis Hidalgo
Is up and running again! this time was our server, I will check out why and schedule a global update... that will be a horrible headache but is mandatory. thank you all for your patience, and sorry for all the inconveniences. Jose L. On Sun, Oct 12, 2008 at 7:58 PM, James Moliere [EMAIL

Re: [osg-users] how to know a node whether in the viewport?

2008-10-13 Thread Ümit Uzun
Hi forest, Why don't you use nodeTrackerManipulator to trace the expected node. So you can always make this node in the vieweport. Hope this helps. Umit Uzun 2008/10/13 forest37 [EMAIL PROTECTED] hi all, I set a animationpath to a node,how can i know whether the node is moved

Re: [osg-users] how to know a node whether in the viewport?

2008-10-13 Thread Vincent Bourdier
hi Why not just use the cameraLookAt to compute camera direction ? the node will always be seen from the camera... Vincent. 2008/10/13 forest37 [EMAIL PROTECTED] hi all, I set a animationpath to a node,how can i know whether the node is moved outside of the viewport? what i

[osg-users] Skew-matrix domain transfer

2008-10-13 Thread Paul Martz
FYI -- I'm transferring the skew-matrix.com domain to a new host. In the interim, you can expect some bounces to my email address as well as problems reaching my web site. I apologize for any inconvenience. If you must contact me immediately, call me, or email me at pmartz 'at' frii 'dot' com.

Re: [osg-users] osgText::getGlyphQuads

2008-10-13 Thread Robert Osfield
Hi Yang, The GlyphQuads are supposed to be be internal data structures that aren't accessed externally, so if you are needing access to them then it suggests that public API really needs to tweaking to give you access to what you want without grappling with the internals. Why not have a bash at

Re: [osg-users] SharedStateManager does not releaseGLObjects

2008-10-13 Thread Robert Osfield
Hi Richard, Could you please put all these SharedStateManager comments into a single thread, as they area clearly all related, this will make it easier to keep track of things. I personally haven't used the SharedStateManager and I'm not the author of this code so can't dive in and answer all

Re: [osg-users] Caching Nodes is not a threadsafe operation

2008-10-13 Thread Robert Osfield
HI Richard, Which version of the OSG are you using? The OSG has had mutex protection of addParents/removeParent() for quite some while. Robert. On Mon, Oct 13, 2008 at 7:59 AM, Schmidt, Richard [EMAIL PROTECTED] wrote: Osg has the option to cache nodes by using osgDB:Registry. Retrieving a

[osg-users] FBO performance in osgprerender example

2008-10-13 Thread Alexander Löffler
Hi all, I am using OSG 2.6.0 on Linux. I am currently trying to render a subgraph of my scene to texture and then use that rendering again visibly at another place in my scene. I am experiencing some performance problems I would not expect: When using an unmodified osgprerender example on a

Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-13 Thread Mathias Fröhlich
Hi, On Friday 10 October 2008 17:27, Björn Blissing wrote: I have dug down on this problem during the day. The problem is that the code that checks if ATOMIC should use GCC BUILTIN fails. I have traced this failure to the combination of the XEON processor and GCC version. But if I forces

[osg-users] Soliciting osgWidget Advice (osgWidget::Frame)

2008-10-13 Thread Jeremy Moles
Hello folks. :) So, I'm working on osgWidget::Frame (a 3x3 table-like Window class that has 4 corners, 4 borders, and a center viewable area). What I'm wanting to do is borrow the World of Warcraft (we should remember here that they have almost 10 million users and an unfathomably large UI

Re: [osg-users] FBO performance in osgprerender example

2008-10-13 Thread Robert Osfield
Hi Alex, If your frame rate drops when you zoom it suggests you are fill limited which shouldn't be related to the FBO/PixelBuffer/FrameBuffer choice for the RTT as it's res is fixed. Hight RT cost would make give the app less time to do this fill so perhaps the extra fill is just the final

Re: [osg-users] segfault: osgDB::DatabasePager::FindCompileableGLObjectsVisitor::apply

2008-10-13 Thread Robert Osfield
Hi Melchior, Thanks for the update. It's good to hear that things are now working. Whether it was a false alarm or just a symptom of very subtle threading bug I'd leave till the new DatabasePager has been thrashed for a few more years :-) Robert. On Mon, Oct 13, 2008 at 5:29 PM, Melchior

[osg-users] OpenThreads/pthreads OpenMP on RHEL5.2 take 2

2008-10-13 Thread Ralph R. Peters
Hi, I found some code that tests pthread_setaffinity_np at http://www.thinkingparallel.com/2006/08/18/more-information-on-pthread_setaffinity_np-and-sched_setaffinity. I added to prints immediately before the 2 calls to pthread_setaffinity_np in thread_func. It compiles and runs fine for

[osg-users] crash in osgviewer on Linux

2008-10-13 Thread Hartmut Seichter
Dear osg'ler Following scenario: Quad Core 2 with three NVIDIA 260 GTX - SLI is installed but not used - four screens (final setup will have six), no Xinerama (this performs even worse). OSG is build with Xrandr support so it works as is with the four screens Ubuntu 8.04.1 + latest

[osg-users] Using osgUtil::RenderStage for selective lighting

2008-10-13 Thread Daniel Rowe
Hi everyone, This is my first post to osg-users, and I'd like to thank everyone who has contributed to OpenSceneGraph. I have found it to be indispensable. Currently I am modifying a Delta3D-based engine to select the most influential lights around an object, to allow our artists to place any

Re: [osg-users] crash in osgviewer on Linux

2008-10-13 Thread Jeremy Moles
On Tue, 2008-10-14 at 09:58 +1300, Hartmut Seichter wrote: Dear osg'ler Following scenario: Quad Core 2 with three NVIDIA 260 GTX - SLI is installed but not used - four screens (final setup will have six), no Xinerama (this performs even worse). OSG is build with Xrandr support so it works