Re: [osg-users] Segfault with Qt
Hi Jason Well, I tried once with the nvidia-drivers as well and I got a segfault in libGL instead, but I will try again. This was on a Gentoo Linux, not on a Fedora, but the versions of nouveau-drivers, mesa, qt and openscenegraph were basically the same. While I could reproduce it on Fedora 16, it works on Kubuntu 11.10 as Robert said. The version of Qt is always 4.7.4, so it may be the nouveau-drivers and the failure I had with the nvidia-drivers was something different, but I will check again. Interestingly, openscenegraph is currently the only 3D-library having a problem here, the demos from Visualization Library with Qt work. Thanks, Tiziano Am Montag, den 24.10.2011, 11:58 -0400 schrieb Jason Daly: On 10/22/2011 09:09 AM, Tiziano Müller wrote: Hi everyone I am using OpenSceneGraph-3.0.1 for a little project together with Qt-4.7.4 and it worked perfectly. After same updates on my system (I can't figure out what exactly changed) I get segfaults when starting either my app or the osgviewerQt demo. Hi, Tiziano, It looks like you're using the open-source Nouveau drivers that come with Fedora. These drivers are in a constant state of development. From the Nouveau FAQ: nv50 and nvc0 On February 28th, 2011, the original nv50 Gallium3D driver was completely replaced (in git) by the nvc0 Gallium3D driver ported to NV50 family of cards. These drivers are included in Mesa 7.11. For nvc0 and the new nv50 drivers, you have to use at least the 2.6.38 kernel or you will encounter memory corruption. Bug reports for nv50 and nvc0 can be submitted by following the general reporting guidelines. Please, also follow the About bugs and problems section above. If you want things to function reliably, you should probably install the proprietary Nvidia drivers from http://www.nvidia.com. Otherwise, it'll be up to you to deal with the normal issues of unstable open-source software. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Suggestion for Cuda + OSG, smooth particle hydrodynamic
Hi, On 23/10/2011 04:25, brian tse wrote: Hi, I am very new to CUDA and OSG, please accept my apologies if this is a stupid questions. I am trying to build SPH algorithm using Cuda to calculate the particle forces and update its position. I would like to ask is there a way in Cuda to pass the position array to OSG without doing a cudaMemcpyDeviceToHost operation on every loop? Is there some special function in OSG that directly integrated into CUDA? I'm quite sure there is no such function in plain OSG. You can have a look at osgPPU or osgCompute node kits that allows one to pass data between OSG/CUDA. I've only used the texture passing functions, but you should look for code that passes VBOs between CUDA/OSG. Consult the CUDA docs on the sections about OpenGL interop. I have a CPU loop for CUDA kernel, and I have another CPU loop for OSG. When the OSG need the graphics update, it send a flag to CUDA reqesting for new position array. Is this the right way to do it? You should be able to avoid copy to host. Let CUDA update the VBO that OSG then uses. The synchronisation might be an issue, that's why it might be better to use cuda inside the scene graph. cheers jp Thank you very much in advance. I really appreciate your effort. Cheers, Brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43510#43510 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Segfault with Qt
Hi Tiziano, On Tue, Oct 25, 2011 at 7:15 AM, Tiziano Müller t...@dev-zero.ch wrote: Well, I tried once with the nvidia-drivers as well and I got a segfault in libGL instead, but I will try again. Do none Qt OSG apps work OK?, i.e. osgviewer, osgcomposteviewe etc. Have you tried the --SingleThreaded option that I suggested? Interestingly, openscenegraph is currently the only 3D-library having a problem here, the demos from Visualization Library with Qt work. Threading, types of OpenGL calls could all have an effect on what parts of Qt and the GL driver stack that are being worked so just because one library doesn't exhibit problems and another does it doesn't mean that the problem in the driver. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Left-handed to right-handed
Hi Dakota, On Mon, Oct 24, 2011 at 12:57 PM, Jen Hunter jenr...@web.de wrote: I was wondering if there is a way to transform a left-handed modelview matrix into a right-handed one? You just an osg::MatrixTransform above your subgraph that use osg::Matrix::scale(sx,sy,sz) with the appropriate scale value. You might also want to apply a rotation as well. I can't recommend specifics in this case as I'm not familiar with the OpenCV coordinate system and frame and what you want to achieve on the OSG side. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgDEM bug?
Hi Giachao, I'm finding to parse exactly what is amiss. Is it that you are trying to create a geocentric database? Or do you want to destination coordinate system to be in epsg:3785. Geocentric is computed in lat/longs and then projected into the Earth Center Earth Fixed (ECEF) coordinate system, you can't mix other coordinate systems with this. Robert. On Fri, Oct 14, 2011 at 12:50 PM, Gaichao Bai 53368...@qq.com wrote: osgdem -t L:\tex\qiuMerca_t.tif --geocentric --cs epsg:3785 -l 4 -o L:\tex\sky.ive with this command,osgdem can run and no error reported,but nothing generated. why? is the osgdem only run with wgs84? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Concave polygons
Hi, I'm having problem with concave polygons. If I use osgUtil::Tessellation it destroys information, that this was a polygon, so I have two options, glue it together or save data (which is memory consuming). It can be done, but the worse problem is in outlining them afterwards with PolygonMode(LINE), because osgUtil::Tessellation doesnt support glEdgeFlag, so the polygon isnt outlined but created triangles are. This can be solved by drawing lines on top of polygon, but that has the same problem, memory consumption. If I use stencil method (http://glprogramming.com/red/chapter14.html - section: Drawing Filled, Concave Polygons Using the Stencil Buffer) everything is OK, except if I have two overlapping polygons, they cut each other and create a hole between intersection, I'm using this custom Effect: Code: // implement pass #1 { osg::ref_ptrosg::StateSet ss = new osg::StateSet; osg::ref_ptrosg::Stencil stencil = new osg::Stencil; stencil-setFunction(osg::Stencil::NEVER, 0, ~0u); stencil-setOperation(osg::Stencil::INVERT, osg::Stencil::KEEP, osg::Stencil::KEEP); ss-setAttributeAndModes(stencil, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); addPass(ss.get()); } // implement pass #2 { osg::ref_ptrosg::StateSet ss = new osg::StateSet; // stencil op osg::ref_ptrosg::Stencil stencil = new osg::Stencil; stencil-setFunction(osg::Stencil::NOTEQUAL, 0, ~0u); stencil-setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP); ss-setAttributeAndModes(stencil, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); addPass(ss.get()); } /// I THINK I HAVE TO CLEAR BUFFER HERE BY THIRD PASS, BUT THIS DOESNT WORK: /* // implement pass #3 { osg::ref_ptrosg::StateSet ss = new osg::StateSet; // stencil op osg::ref_ptrosg::Stencil stencil = new osg::Stencil; stencil-setFunction(osg::Stencil::NEVER, 0, ~0u); stencil-setOperation(osg::Stencil::ZERO, osg::Stencil::KEEP, osg::Stencil::KEEP); ss-setAttributeAndModes(stencil, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); addPass(ss.get()); } */ I was considering writing polygon tessellation shader too, but I find it really complicated and dont know where to start... ... Thank you! Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43535#43535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problems with RTT, Shadowmaps and Callbacks
Hello, I am so dissatisfied at the moment. I render my scene into a texture and put it on a quad. I want use shadow maps in my scene, so I have to use a slave camera, because shadowmap technique doesn't work with nested cameras. But my problem is, all my callback function doesn't work now. The only work with nested cameras. It is a big dilemma, isn't it? What can I do? Is there a typical solution for this problem? Thanks Martin -- NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie! Jetzt informieren: http://www.gmx.net/de/go/freephone ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgDEM bug?
robertosfield wrote: Hi Giachao, I'm finding to parse exactly what is amiss. Is it that you are trying to create a geocentric database? Or do you want to destination coordinate system to be in epsg:3785. Geocentric is computed in lat/longs and then projected into the Earth Center Earth Fixed (ECEF) coordinate system, you can't mix other coordinate systems with this. Robert. On Fri, Oct 14, 2011 at 12:50 PM, Gaichao Bai wrote: osgdem -t L:\tex\qiuMerca_t.tif --geocentric --cs epsg:3785 -l 4 -o L:\tex\sky.ive with this command,osgdem can run and no error reported,but nothing generated. why? is the osgdem only run with wgs84? ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Thank you! Robert.My English is poor. I do want to create a geocentric database,but the texture's coordinate system is epsg:3785. Can osgdem use my texture with out reprojection? Thank you again. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43539#43539 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Segfault with Qt
Hi Mathias Am Dienstag, den 25.10.2011, 07:54 +0200 schrieb Mathias Fröhlich: Hi, On Monday 24 October 2011, Jason Daly wrote: If you want things to function reliably, you should probably install the proprietary Nvidia drivers from http://www.nvidia.com. Otherwise, it'll be up to you to deal with the normal issues of unstable open-source software. He reported at the bottom of the original mail that it also fails on nvidias own drivers. So it's probably just nice to see a non obfuscated backtrace on our end, when we get such a backtrace in a bugreport ... Unfortunately I can't reproduce it anymore with the newest NVidia (290.03) drivers. Older nvidia-drivers don't build anymore here because of a newer xorg-server and had several problems using Gnome and Compiz. So, I guess this can be marked as solved for now. Thanks for your help, Cheers, Tiziano ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Segfault with Qt
Hi Robert Am Dienstag, den 25.10.2011, 08:44 +0100 schrieb Robert Osfield: Hi Tiziano, On Tue, Oct 25, 2011 at 7:15 AM, Tiziano Müller t...@dev-zero.ch wrote: Well, I tried once with the nvidia-drivers as well and I got a segfault in libGL instead, but I will try again. Do none Qt OSG apps work OK?, i.e. osgviewer, osgcomposteviewe etc. Have you tried the --SingleThreaded option that I suggested? Yes, and also my application is using the single thread model. Unfortunately it didn't help, same result. Interestingly, openscenegraph is currently the only 3D-library having a problem here, the demos from Visualization Library with Qt work. Threading, types of OpenGL calls could all have an effect on what parts of Qt and the GL driver stack that are being worked so just because one library doesn't exhibit problems and another does it doesn't mean that the problem in the driver. Yes, that's what I meant. Greets, Tiziano ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ShadowedScene with CastsShadowTraversalMask
Hi, I am using osgShadow::ShadowedScene to render shadows. This works fine with every technique as long as I am not using a castsShadowTraversalMask. If I set the mask to anything diffrent than 0x the shadow looks like a quad.The correct nodes casts shadows but the shadow looks wrong. It seems that the shadow is the quad around the shadow. I tried diffrent techniques but it is the same result. Any suggestions what I am doing wrong? Here is the part of my code: // add shadowed scene osgShadow::ShadowedScene *shadowedScene = new osgShadow::ShadowedScene(); shadowedScene-setReceivesShadowTraversalMask(receiveShadow); shadowedScene-setCastsShadowTraversalMask(castShadow); shadowedScene-cleanSceneGraph(); ... osg::Box* boxGeometry = new osg::Box(osg::Vec3(0.0f, 0.0f, 0.0f), width, length, height); osg::ShapeDrawable* boxDrawable = new osg::ShapeDrawable(boxGeometry); osg::Geode* boxGeode = new osg::Geode(); boxGeode-addDrawable(boxDrawable); boxGeode-setNodeMask(Visible | castShadow); shape-setGeometryNode(boxGeode); I defined receiveShadow=1 castShadow=2 visible=32 The NodeMask is set to visible ( 0x ) and to castShadow. If I am not setting the mask to visible, my render will hide this object but the shadow looks the same. Thanks in advance Katja -- VISUAL ENGINEERING SOLUTIONS - Wir machen Innovation sichtbar! _ Katja Kristin Oechsner | VISENSO GmbH | Nobelstr. 15 | D-70569 Stuttgart Fon Office ++ 49 - 711 - 849 700 0 Fon Direct ++ 49 - 711 - 849 700 24 Fax Office ++ 49 - 711 - 849 700 79 k...@visenso.de | http://www.visenso.de __ Geschäftsführer: Dr. Andreas Wierse, Martin Zimmermann Registergericht: Amtsgericht Stuttgart Registernummer: HRB 720380 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with RTT, Shadowmaps and Callbacks
Hi, Martin I am assuming you are complaining about limitiation of techniques derived from ViewDependentShadowTechnique. If thats a such huge problem for you then you may try to fix ViewDependentShadowTechnique to use RenderStage ptr instead of CullVisitor ptr to index ViewDependentData. That requires some bravery but I think there is huge chance it may be quite easy to do... Just look at ViewDependentShadowTechnique / ViewDependentShadowTechnique.cpp and see how CullVisitor pointer is used to recognize yet another view (slave) is drawn and shadowed. Nested cameras use the same CullVisitor as parent cam and thats the reason it does not work for nested cams, but RenderStages are unique (I believe) so you may try to use current RenderStages obtained from CullVisitior to index shadow instances I could help you with this, but not in this month... So have fun;-) Cheers, Wojtek -Oryginalna wiadomość- From: Martin Großer Sent: Tuesday, October 25, 2011 12:02 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Problems with RTT, Shadowmaps and Callbacks Hello, I am so dissatisfied at the moment. I render my scene into a texture and put it on a quad. I want use shadow maps in my scene, so I have to use a slave camera, because shadowmap technique doesn't work with nested cameras. But my problem is, all my callback function doesn't work now. The only work with nested cameras. It is a big dilemma, isn't it? What can I do? Is there a typical solution for this problem? Thanks Martin -- NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie! Jetzt informieren: http://www.gmx.net/de/go/freephone ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Segfault with Qt
On 10/25/2011 02:15 AM, Tiziano Müller wrote: Hi Jason Well, I tried once with the nvidia-drivers as well and I got a segfault in libGL instead, but I will try again. My mistake. I didn't catch that in your original message. Sometimes I read too quickly :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Comparison between OpenSceneGraph/Unity3D/Vizard of WorldViz
Hi, I am new in 3D tools and I am trying to compare several ones that are popular ... Sorry if I am a bit confused. Could someone give some kind of comparison about the main differences between Unity3D/OpenSceneGraph/Vizard of WorldViz if they could be compared? We are looking for 3D tools for our future CAVE-like. Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43545#43545 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Comparison between OpenSceneGraph/Unity3D/Vizard of WorldViz
shameless_plug You might also want to consider VR Juggler, which can be used with OpenSceneGraph. I've built a set of bindings for VR Juggler and OpenSceneGraph and some extended capabilities that allow interpretive scripting (in Lua), as well as interactive code execution - it's called VR JuggLua, and is open source here: https://github.com/vance-group/vr-jugglua /shameless_plug Ryan On Tue, Oct 25, 2011 at 9:50 AM, Maia Randria veneree.randrianari...@crulrg.ulaval.ca wrote: Hi, I am new in 3D tools and I am trying to compare several ones that are popular ... Sorry if I am a bit confused. Could someone give some kind of comparison about the main differences between Unity3D/OpenSceneGraph/Vizard of WorldViz if they could be compared? We are looking for 3D tools for our future CAVE-like. Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43545#43545 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Comparison between OpenSceneGraph/Unity3D/Vizard of WorldViz
Thanks Ryan, I forgot to mention VRJuggler that I am considering too since we are going to use several input/output devices inside the CAVE. Certainly, I will have a look into your VR JuggLua. My concerns is about comparing the pro/con features of these tools, like commercial vs. opensource, I understand that it could be very hard to do. Cheers, Maia 2011/10/25 Ryan Pavlik rpav...@iastate.edu shameless_plug You might also want to consider VR Juggler, which can be used with OpenSceneGraph. I've built a set of bindings for VR Juggler and OpenSceneGraph and some extended capabilities that allow interpretive scripting (in Lua), as well as interactive code execution - it's called VR JuggLua, and is open source here: https://github.com/vance-group/vr-jugglua /shameless_plug Ryan On Tue, Oct 25, 2011 at 9:50 AM, Maia Randria veneree.randrianari...@crulrg.ulaval.ca wrote: Hi, I am new in 3D tools and I am trying to compare several ones that are popular ... Sorry if I am a bit confused. Could someone give some kind of comparison about the main differences between Unity3D/OpenSceneGraph/Vizard of WorldViz if they could be compared? We are looking for 3D tools for our future CAVE-like. Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43545#43545 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Suggestion for Cuda + OSG, smooth particle hydrodynamic
Hi, Thank you very very much for your reply. I will post the algorithm up once I got it up and running. From your suggestion, at least now I have a better direction to search for the solution. I can't really do the CUDA inside the osg loop, mainly because i need the cuda to run as fast as maximum possible for robotic control application. They has to be separated. Thank you very much for your help! Appreciate all your effort. Cheers, brian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43549#43549 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org