Re: [osg-users] OSGEarth crash when loading large amount of data

2014-08-26 Thread Sebastian Messerschmidt
Hi Glen, It totally depends on the model. Maybe it has nothing to do with the model's size. Can you check memory growth while loading it? Maybe you can compress the model with a 7z and maximum compression so we can check it out. Cheers Sebastian Hello Robert, A strange issue

Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-26 Thread Sebastian Messerschmidt
Hi Daniel, You code is far from compiling and the only thing which is an obvious error is the fact you are not setting up normals for you geometry. Hence there are no normals to be used in the shader and you probably see the texture coordinates. Cheers Sebastian Hi, I tried to fix it with

Re: [osg-users] osgExp 3ds max transforms

2014-08-26 Thread Robert Osfield
Hi Sonya, On 25 August 2014 20:24, Sonya Blade sonyablade2...@hotmail.com wrote: Hi Jorge, It can be a quite dumb suggestion, since other experts comment on the issue , but did you call the dirtyDisplayList after you performed all the transformations? Drawable::dirtyDisplayList() only

Re: [osg-users] OSGEarth crash when loading large amount of data

2014-08-26 Thread Robert Osfield
Hi Glen, A 100Mb file is relatively small and shouldn't normally be expected to cause problems. However, unless you can provide stack trace or a post a link to the model so that others can test there really won't be much we can do to help. You don't mention what hardware you are using, this may

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-26 Thread Jan Ciger
On Tue, Aug 26, 2014 at 4:43 AM, Simon Wood si...@mungewell.org wrote: I believe (from a presentation by Oculus) that they are sequencing the LEDs in order to aid identification of which is which, but don't have access to DK2 to prove/experiment. Yeah, that I think so too, but that doesn't

Re: [osg-users] OSGEarth crash when loading large amount of data

2014-08-26 Thread Robert Osfield
HI Glen, Thanks for posting the model. The mailing list rejects messages that are larger than 300k so it won't have made it through to the list. I get all bounced messages as I'm the mailing list admin. I had a quite look at the model - it loads fine with my osgviewer but I get the message:

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-26 Thread Björn Blissing
Jan Ciger wrote: Yeah, I hope so too. At the moment I am not really motivated to doanything with it, because they could just pull the rug from under meagain by license changes or simply not supporting (properly) my platform. The lack of official support from the Oculus team on the their

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-26 Thread Jan Ciger
On Tue, Aug 26, 2014 at 11:29 AM, Björn Blissing bjorn.bliss...@vti.se wrote: The lack of official support from the Oculus team on the their support forum is actually quite surprising. The feeling I get from the forums are that they are totally focused towards game developers using Unity3D

Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-26 Thread Daniel Lobo
The color of the walls could be texture coordinates as you says, it sounds convincing. But, anyway, I tried adding some normals for testing with following code but it is still not working: Code: osg::Vec3Array *normalArray = new osg::Vec3Array(); normalArray-push_back(osg::Vec3(0.0f,0.0f,

Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-26 Thread Trajce Nikolov NICK
Hi, is it possible for OSG to render a geometry with shaders (e.g.: cow) and another geometry without any shader (e.g.:walls) in the same scene yes. You set your osg::Program with the shaders only for that part of the scene you want to have it in effect, via StateSet, like

Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-26 Thread Daniel Lobo
Thanks Nick for the clarification. In my code I am doing Code: osg::StateSet* shaderState = cowG-getOrCreateStateSet(); ... shaderState-setAttributeAndModes(program, osg::StateAttribute::ON); that seems similar to your suggestion. The weird thing here is that geometries with no shaders

Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-26 Thread Sebastian Messerschmidt
Hi, Thanks Nick for the clarification. In my code I am doing Code: osg::StateSet* shaderState = cowG-getOrCreateStateSet(); ... shaderState-setAttributeAndModes(program, osg::StateAttribute::ON); that seems similar to your suggestion. The weird thing here is that geometries with no

Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-26 Thread Daniel Lobo
Why is the attribute aliasing enabled in the first place? If I am not wrong I have to enable attribute aliasing to use osg_Normals from shaders. Have you tried loading a osg model and display it with your shader? The cow in ScreenShot168.png is rendered with my shader (It is a simple

Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-26 Thread Sebastian Messerschmidt
Am 26.08.2014 13:37, schrieb Daniel Lobo: Why is the attribute aliasing enabled in the first place? If I am not wrong I have to enable attribute aliasing to use osg_Normals from shaders. You can use gl_Normals if you use a compatibility profile and no vertex attribute aliasing. You need this

Re: [osg-users] No texture with setUseVertexAttributeAliasing enabled

2014-08-26 Thread Daniel Lobo
Looks okay. Still the osg_Normal might default to attribute slot 0, so it I still don't get what you are trying to achieve. I want to draw some walls with textures and a model with shaders. Should I render walls with a shader too? What do you mean with

Re: [osg-users] wireframe

2014-08-26 Thread Gianni Ambrosio
Hi, I used osgFX easily but it seems the solution of osgscribe looks nicer (i.e. the wireframe color is the same of the surface but a little darker) Code: osg::StateSet* stateset = new osg::StateSet; osg::PolygonMode* polymode = new osg::PolygonMode;

[osg-users] Disable/enable multisampling per attachment

2014-08-26 Thread Claus Steuer
Hi, when attaching a textures to a camera one can define separate values for the parameters multisampleSamples and multisampleColorSamples for each attachment. In my specific use case i want to enable multisampling for COLOR_BUFFER0 and disable it for all other color buffers (e.g objectid

Re: [osg-users] wireframe

2014-08-26 Thread Gianni Ambrosio
Hi, unfortunately now I found an unexpected behavior with the non-osgFX solution. Pushing wireframe button on and off quite fast from my application I get sometimes a crash, sometimes the surface disappears and I can see just the wireframe (there's no way to get the surface visible again). OSG

Re: [osg-users] wireframe

2014-08-26 Thread Robert Osfield
HI Gianni, My guess would be that you've introduced a threading bug by creating/destroying state objects in the scene graph whilst it's being rendered. If you want to toggle on/off behavior like this considering using a NodeMask on the wireframe portion of the subgraph and just toggle the

Re: [osg-users] wireframe

2014-08-26 Thread Gianni Ambrosio
Thanks Robert for the reply. I suspected a thread issus but since osgFX::Scribe code does not do anything special regarding thread safety I expected my code should work fine as well. Can you see the point in my code? Or maybe a threading issue in OSG code? The difference wrt the osgFX::Scribe

[osg-users] Last update in the osgAnimation::Animation ONCE mode bug fix

2014-08-26 Thread Konstantin
Hello everybody! *osgAnimation/Animation.cpp**bool Animation::update (double time, int priority)* *OpenSceneGraph 3.2.1*: case ONCE: if (t _originalDuration) return false; *Should be:* case ONCE: if (t _originalDuration) { *for

Re: [osg-users] wireframe

2014-08-26 Thread Robert Osfield
Hi Gianni, If you want to remove and add back StateAttribute to a StateSet you have to mark the StateSet's DataVariance as DYNAMIC, otherwise the draw thread will overlap the update traversal and contend on the data structure and crash. Setting DataVariance to DYNAMIC isn't ideal though as it

Re: [osg-users] Disable/enable multisampling per attachment

2014-08-26 Thread Pjotr Svetachov
Hi, According to http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt all your attachments need to have the same amount of samples. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60798#60798

Re: [osg-users] Disable/enable multisampling per attachment

2014-08-26 Thread Claus Steuer
You are right... i have now implemented fxaa to achieve the desired behaviour. Thank you! Claus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60799#60799 ___ osg-users mailing list

Re: [osg-users] wireframe

2014-08-26 Thread Gianni Ambrosio
OK Robert, thank you for the explanation. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60800#60800 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] 答复: OSGEarth crash when loading large amount of data

2014-08-26 Thread Glen
Hi Robert, Thank you very much for helping me trace the problem. I will later check the material parameters according to what you indicate. Now I concern about another issue. Suppose that I got an quite large model file and need to load it into OSG. Usually the model file is so big that