Re: [osg-users] Segfault with Qt

2011-10-25 Thread Tiziano Müller
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.
 
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Re: [osg-users] Suggestion for Cuda + OSG, smooth particle hydrodynamic

2011-10-25 Thread J.P. Delport

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

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Re: [osg-users] Segfault with Qt

2011-10-25 Thread 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?

 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.
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Re: [osg-users] Left-handed to right-handed

2011-10-25 Thread Robert Osfield
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.
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Re: [osg-users] [vpb] osgDEM bug?

2011-10-25 Thread Robert Osfield
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?
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[osg-users] Concave polygons

2011-10-25 Thread Filip Arlet
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

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[osg-users] Problems with RTT, Shadowmaps and Callbacks

2011-10-25 Thread Martin Großer
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
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Re: [osg-users] [vpb] osgDEM bug?

2011-10-25 Thread Gaichao Bai

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?
  
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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.

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Re: [osg-users] Segfault with Qt

2011-10-25 Thread Tiziano Müller
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

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Re: [osg-users] Segfault with Qt

2011-10-25 Thread Tiziano Müller
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

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[osg-users] ShadowedScene with CastsShadowTraversalMask

2011-10-25 Thread Katja Oechsner
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


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Re: [osg-users] Problems with RTT, Shadowmaps and Callbacks

2011-10-25 Thread Wojciech Lewandowski

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
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Re: [osg-users] Segfault with Qt

2011-10-25 Thread Jason Daly

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  :-)


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[osg-users] Comparison between OpenSceneGraph/Unity3D/Vizard of WorldViz

2011-10-25 Thread Maia Randria
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

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Re: [osg-users] Comparison between OpenSceneGraph/Unity3D/Vizard of WorldViz

2011-10-25 Thread Ryan Pavlik
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

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Re: [osg-users] Comparison between OpenSceneGraph/Unity3D/Vizard of WorldViz

2011-10-25 Thread Vénérée Randrianarisoa
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

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 Iowa State University

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Re: [osg-users] Suggestion for Cuda + OSG, smooth particle hydrodynamic

2011-10-25 Thread brian tse
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

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