.
Thanks,
- Dan
> -Original Message-
> From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Robert Osfield
> Sent: Thursday, June 14, 2018 4:10 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays
H Dan et. al,
On Thu, 14 Jun 2018 at 08:25, Robert Osfield wrote:
> Perhaps another approach would be to just warn the user that the
> Binding hasn't been set prior to the Geometry::set*Array() call, or do
> a belt and braces of treat an BIND_UNDEFINED binding as a
> BIND_PER_VERTEX to force a
Hi Daniel,
On Wed, 13 Jun 2018 at 23:29, Daniel Emminizer, Code 5773
wrote:
> I don't know enough about the inner workings to know if this is a dumb idea
> -- but could you perhaps detect the problem during cull (VBO attachment is
> NULL but array exists and is non-empty), then call
>
> -Original Message-
> From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Robert Osfield
> Sent: Wednesday, June 13, 2018 3:28 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays
>
> I am moving towards t
I am moving towards the idea that we may only be able to catch on the
fly bad usage and disable the arrays that don't have a VBO assigned
when trying to render with VAO, and emit a warning. this will be
better than having an application crash.
I'm going to re-factor the existing places in the OSG
gt; To: OpenSceneGraph Users
> Subject: Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays
>
> Hi Dan, et. al,
>
> I haven't yet got to bottom of this issue, but so far it looks like
> doing the Array::setBinding(Array::BIND_PER_VERTEX) call later than
> the array itself i
Hi All,
I've started investigating what is happening in the VertexArrayState
that is passing the array data to OpenGL. When things are all set up
correctly w.r.t VBO assignment to the Arrays we get:
VertexArrayState::setArray(VertexArrayDispatch, new_array=0x1092250
vbo=0x7f583c09d210
Hi Dan, et. al,
I haven't yet got to bottom of this issue, but so far it looks like
doing the Array::setBinding(Array::BIND_PER_VERTEX) call later than
the array itself is assigned to the geometry bypasses the mechanism
that osg::Geometry uses to make sure all the arrays that need a VBO
have one
ther (and
> if I did, I would only call it at startup, not on each geometry creation).
>
> Are we running the same main.cpp? I'm attaching my original just in case.
>
> Thanks,
>
> - Dan
>
>
>
> > -Original Message-
> > From: osg-users [mailto
nal Message-
> From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Robert Osfield
> Sent: Wednesday, June 13, 2018 7:45 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays
>
> Hi Dan et. al,
>
> I have
Hi Dan et. al,
I have had another look into this issue, looked at Dan's workaround
and used Dan's test example to see investigate what might be going on.
I have checked in a fix:
https://github.com/openscenegraph/OpenSceneGraph/commit/673292b995115c6ca9a3cc82c26e05023f504774
This allows
m: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
> Behalf Of Robert Osfield
> Sent: Monday, June 11, 2018 10:48 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays
>
> Hi Daniel,
>
> Thanks for looking
:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays
Hi Daniel,
I don't understand why your modification to addPrimitiveSet() resolves your
issue with the openflight plugin, as it's called before the proper array
bindings have been set (src\osgPlugins\Open
my immediate crash out of FLT and most of
> the other use cases I've encountered.
>
> Thanks,
>
> - Dan
>
>
>
> > -Original Message-
> > From: Daniel Emminizer, Code 5773
> > Sent: Monday, June 04, 2018 8:45 AM
> > To: OpenSceneGraph Users
binary compatibility and
> is fairly straightforward, and helps my immediate crash out of FLT and most
> of the other use cases I've encountered.
>
> Thanks,
>
> - Dan
>
>
>
> > -----Original Message-
> > From: Daniel Emminizer, Code 5773
> > Sent: Monda
age-
> From: Daniel Emminizer, Code 5773
> Sent: Monday, June 04, 2018 8:45 AM
> To: OpenSceneGraph Users
> Subject: RE: [osg-users] VBO Bug with 3.6.1 and Normal Arrays
>
> Hi Robert,
>
> The file you sent is identical to the one I sent. Was that intentional? You
> also
alf Of Robert Osfield
> Sent: Sunday, June 03, 2018 6:11 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] VBO Bug with 3.6.1 and Normal Arrays
>
> Hi Dan,
>
> On 1 June 2018 at 16:01, Daniel Emminizer, Code 5773
> wrote:
> > Attached is a demo of the probl
On 3 June 2018 at 11:11, Robert Osfield wrote:
> Hi Dan,
>
> On 1 June 2018 at 16:01, Daniel Emminizer, Code 5773
> wrote:
>> Attached is a demo of the problem that generates a console warning. More
>> complex scenes can cause crashes. The red triangle has the problem, but the
>> green one
Hi Dan,
On 1 June 2018 at 16:01, Daniel Emminizer, Code 5773
wrote:
> Attached is a demo of the problem that generates a console warning. More
> complex scenes can cause crashes. The red triangle has the problem, but the
> green one does not.
I have built the example, and to help with test
Could this be why I'm not getting my colors?
Cheers,
Brad
On Fri, Jun 1, 2018 at 8:51 AM, Robert Osfield
wrote:
> Hi Dan,
>
> Thanks for the explanation and example to reproduce the bug... Guess
> it looks like we'll need to make 3.6.2 rather sooner than I was
> hoping, it'll be one a month at
Hi Dan,
Thanks for the explanation and example to reproduce the bug... Guess
it looks like we'll need to make 3.6.2 rather sooner than I was
hoping, it'll be one a month at this rate...
Robert.
On 1 June 2018 at 16:01, Daniel Emminizer, Code 5773
wrote:
> Hi Robert,
>
> Oops -- I sent this
Hi Robert,
Oops -- I sent this earlier today but apparently to the bounces list; that
explains the confusion on GitHub -- my mistake. This was supposedly sent right
before I posted the PR. Here's the original text:
I think I found a bug in 3.6.1. I am loading a FLT model and it's causing a
Hi, Everyone
This the response I got from NVidia:
It turns out this issue is already fixed in our upcoming 290.xx drivers. We
expect a beta driver from this branch to be released sometime in the next few
weeks.
Thanks for the very easy repro and very thorough detailing of the problem.
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VBO Bug ?
Hi, Everyone
This the response I got from NVidia:
It turns out this issue is already fixed in our upcoming 290.xx drivers. We
expect a beta driver from this branch to be released sometime in the next few
weeks
Hi, Guys,
Bug reported to NVidia. Will keep you posted on progress. See my report
below:
WL
From: Wojciech Lewandowski
Sent: Saturday, October 15, 2011 2:10 PM
To: devsupp...@nvidia.com
Subject: OpenGL VBO bug in Windows (OpenSceneGraph)
Dear Dev Support,
We have recently isolated an issue
regards,
Ruben
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: donderdag 13 oktober 2011 7:39
To: OpenSceneGraph Users
Subject: Re: [osg-users] VBO Bug ?
Hi,
On 12/10/2011 18:45
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: donderdag 13 oktober 2011 7:39
To: OpenSceneGraph Users
Subject: Re: [osg-users] VBO Bug ?
Hi,
On 12/10/2011 18:45, Wojciech Lewandowski
Hi guys,
So maybe we should try to reproduce this with pure OpenGL and send a
sample to NVidia (they have been very responsive in the past if you send
an example)
And actually in my experience, even if you send an OSG-based example
(binaries only) they can reproduce it and look at the OpenGL
: Sebastian Messerschmidt
Sent: Thursday, October 13, 2011 9:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VBO Bug ?
I've just tried this, and indeed: Setting Threaded Optimization from
Auto to Off yields the good result.
So maybe we should try to reproduce this with pure OpenGL and send
Hi Wojtek,
Sebastian: Just out of curiosity where do you send or post OpenGL bugs ?
Thru Registered developer's site or NVidia forums ? I have mixed results
with registered devs site. Maybe other paths are a faster ?
Please see my message, generally there's no need to make a pure OpenGL
test
-Sébastien Guay
Sent: Thursday, October 13, 2011 3:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VBO Bug ?
Hi guys,
So maybe we should try to reproduce this with pure OpenGL and send a
sample to NVidia (they have been very responsive in the past if you send
an example)
And actually
Hi Wojtek,
Hehe, do you read my mind ? You posted the answer before my question I
arrived on the list.
I will send them broken model then. If they have osg installed, they
could easily see the OpenGL calls with glDebuger.
I suggest you send them a zip with osgviewer and the required DLLs too,
On 10/12/2011 09:55 AM, Wojciech Lewandowski wrote:
I have prepared a modified osgViewer source which can be used to
reproduce the bug (run it without args). See attached screenshots for
correct and incorrect output. I will be grateful for some feedback on
this issue...
Hi, Wojtek,
RHEL 6.1
Hi Wojciech,
I get the bad result, running on NVidia Quadro NVS 140M, Driver version
186.94, Windows 7 Enterprise 32bit.
Hi Robert and Community,
I am seeing strange problem with VBOs in OSG on Windows and several
NVidia boards and several driver versions. Basically a set of
geometries with
Hi,
On 12/10/2011 15:55, Wojciech Lewandowski wrote:
Could you guys check if this problem also happens in other systems ?
I'm getting the good result.
Debian Sid 64-bit
Nvidia Quadro 2000M
Driver 280.13
jp
--
This message is subject to the CSIR's copyright terms and conditions, e-mail
On 12.10.2011 15:55, Wojciech Lewandowski wrote:
Could you guys check if this problem also happens in other systems ?
Hi Wojtek, bad result.
Win 7 x64, osg build for x86
NVIDIA GTX 295
driver 280.26
Cheers, PP
___
osg-users mailing list
it seems like a
problem is somehow triggered when vbo index range gets close to max value
addresable on ushort.
Cheers,
Wojtek Lewandowski
From: PP CG
Sent: Wednesday, October 12, 2011 6:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VBO Bug ?
On 12.10.2011 15:55, Wojciech
12.10.2011 20:45, Wojciech Lewandowski wrote:
So if you are on Linux and have a minute please let me know how the test
passed on your machine ;-)
Hi, Wojtek,
gentoo x86_64
GeForce 9600 GT
270.41.06
good result
Mikhail.
___
osg-users mailing list
Hi,
On 12/10/2011 18:45, Wojciech Lewandowski wrote:
So if you are on Linux and have a
minute please let me know how the test passed on your machine ;-)
tested on two more for you, both Debian 32-bit.
1:
dual nvidia GTS250s, driver 270.41.19, good result across 4 screens.
2:
nvidia 9600GT,
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