Re: [osg-users] OpenThreads threading bug on creation/deletion (leads to crashes)

2007-09-25 Thread Robert Osfield
Hi Adam, On 9/24/07, Adam Coates [EMAIL PROTECTED] wrote: It looks like there's still a problem with the current setup. The Thread object itself can get deleted before the pthread actually gets to the lock (which, I guess is what you just added). If I understand correctly you are saying that

Re: [osg-users] osg-users osgviewerQT

2007-09-25 Thread Robert Osfield
Hi Jim, I suspect this problem is down to stupid bit of behavior under OSX that Apple decided was a good idea... basically you have to tell the OS that you actually want events in your application. osgViewer::GraphicsWindowCarbon has a call to do this, this must be missing from QT. The

Re: [osg-users] FBO

2007-09-25 Thread Robert Osfield
Hi Guy, If you destroy a window then all the OpenGL objects associated with it will be removed. If you are using 2.0/osgViewer it should be able to automatically release the OpenGL objects and reallocated them on the new graphics context. Which verison of the OSG/viewer library are you using?

Re: [osg-users] OSG crash in OpenThreads::ScopedLock

2007-09-25 Thread Gert van Maren
Hi Robert, Used the latest SVN. Getting the occasional crash in release now. No crash in debug yet. msvcr71.dll!_lock_fhandle(int fh=4) Line 453 C msvcr71.dll!_close(int fh=) Line 60 + 0x6 C Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality

Re: [osg-users] OpenThreads threading bug on creation/deletion (leads to crashes)

2007-09-25 Thread Robert Osfield
Hi Adamn, On 9/25/07, Robert Osfield [EMAIL PROTECTED] wrote: On 9/24/07, Adam Coates [EMAIL PROTECTED] wrote: It looks like there's still a problem with the current setup. The Thread object itself can get deleted before the pthread actually gets to the lock (which, I guess is what you

[osg-users] applying textures

2007-09-25 Thread Enrico Villani
Hi to all! i'm a newbie of osg and i would share my problem with the community... i'm developing a VR application which should load various kind of 3D models (mainly flt and osg/ive), insert them into an appropriate environement and allow to modify all the scenegraph at runtime. in fact

Re: [osg-users] FBO

2007-09-25 Thread [EMAIL PROTECTED]
I'm using the OSG 1.2 version, but I have the code of the OSG2.0 to compare with, and the clean up is similar. I also try to keep the questions not specific to the 1.2 implementation I noticed that on the clean_frame, the pass over the scene doesn't get to all the objects for some reason. For

Re: [osg-users] may be some bug in dds plugin

2007-09-25 Thread David Spilling
Just to add my 2p, the changes I submitted would only be seen as colour changes (red/blue swap) on dds write; I didn't do anything with regard to file sizes. The image is DXT1 encoded, and includes 6 levels of mipmap. I had a quick look, and it's falling over in the osgImage.release() method at

Re: [osg-users] may be some bug in dds plugin

2007-09-25 Thread David Spilling
Ah - just noticed. The DDS file you attached claims to have 10 mipmaps, but there is only data for (and it only makes sense to have) 7. So, firstly, something looks broken in whatever wrote the file, in terms of retrieving the number of mipmaps. Setting it to a low value during the image load

Re: [osg-users] FBO

2007-09-25 Thread Robert Osfield
Hi Guy, 2.x and 1.2 and substantially different when it comes to management of clean up of graphics contexts. I suggest you upgrade, your problems might be fixed right away, but if not then there is much better chance that others will be able to support you. Robert. On 9/25/07, [EMAIL

[osg-users] Problems with the latest registry version

2007-09-25 Thread María Ten
Hi Robert, I have a plugin to read some paged tiles. Our plugins are registered by code and don't use a dll system. It worked fine before the update. But yesterday, I updated my osg svn version and now the registry is saying that can't read the plugin. I debug it and it seems like the registry

[osg-users] pbuffer performance

2007-09-25 Thread Rahul Jain
Hi Guys, This question is not directly related to OSG, but I hope the OSG users must have answer to this problem and the reason i am asking this on this forum is that because the OSG has most number of OpenGL experts.;) I am transfering data from one pbuffer to other pbuffer using glCopyPixel and

Re: [osg-users] Problems with the latest registry version

2007-09-25 Thread Robert Osfield
Hi María, There have been changes to Registry but I don't recall any that should break your usage model. Tracs provides online browsing of changes, the place for Registry.cpp is: http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/trunk/src/osgDB/Registry.cpp Click on the ChngSt

Re: [osg-users] pbuffer performance

2007-09-25 Thread Robert Osfield
Hi RJ, glCopyPixels will be doing a round trip to the CPU. You might be able to help out by using a PixelBuffer object for reading and writing, but as general advice I have to say absolutely don't code the problem in the way your are doing as it will be slow. Use FBO to render a texture and

[osg-users] osgviewerQT

2007-09-25 Thread James E. Hopper
Robert, I agree something is happening with events, but its not the wrapper issue. Well if i understand what you are saying I am building it as an application with proper wrapper. thats why i used qmake which knows how to build a standard universal mac application. In addition i

[osg-users] osgDotNet : Nodes adding to scene graph outside main() function scope

2007-09-25 Thread Christophe Medard
Hi everyone, I don't know if I was very clear in my last post. My problem is to implement in C# small sfx in nodes in the scenegraph... The fact is that as soon as the Osg.Node (in the example the _root Osg.PositionAttitudeTransform) that is added to the scene is enterily monitored by a C#

Re: [osg-users] using Mesa instead of opengl

2007-09-25 Thread Jonathan Richard
Did you use glut on top of Mesa? Does glut support 16 bits/32 bits color channel? If not do you know another toolkit that can be use instead of glut? Thanks Jo On 9/25/07, J.P. Delport [EMAIL PROTECTED] wrote: Hi, we have used it with OSMesa to get float colour channels. jp Jonathan

[osg-users] (no subject)

2007-09-25 Thread Jan Hettwer
Hi everybody, I'm new in delveloping with osg and I have a problem with texturing. I created a heightmap composed of triangles. Now I want to texture this plane. My problem is that I don't know how to do that. If I have a 3x3 map I have 16 vertices. As said in the pyramid-example there must be 1

Re: [osg-users] using Mesa instead of opengl

2007-09-25 Thread J.P. Delport
Hi, we render off-screen to an OSMesa context in CPU memory using OSG's SceneView, so I'm not sure about any support in toolkits or visual displays for 8bits per channel. regards jp Jonathan Richard wrote: Did you use glut on top of Mesa? Does glut support 16 bits/32 bits color channel? If

Re: [osg-users] osgDotNet : Nodes adding to scene graph outside main()function scope

2007-09-25 Thread Mike Wittman
Hi Christophe, This sounds like a bug that Jason reported where a particle system under a PAT node gives the same symptoms - http://www.openscenegraph.org/projects/osgDotNet/ticket/1. I've dug into that problem some, but only enough to know that it will take quite a bit more time to track

[osg-users] MODKEY_CTRL problem

2007-09-25 Thread Panagiotis Papadakos
Hi! I still have problems with MODKEY_CTRL modifiers. See http://osgcvs.no-ip.com/osgarchiver/archives/May2007/0203.html. Also another problem I have is that if I switch to another application and then I switch back to my OSG app, it seems that I can't catch key events anymore! Thanks in

Re: [osg-users] (no subject)

2007-09-25 Thread David Callu
Hi Jan Take a look to the ShapeDrawable::accept(const HeightField field) to see how osg render a height field. Take a look to the osgtexture2d example to know how to enable and render texture. HTH David ___ osg-users mailing list

Re: [osg-users] osgDotNet : Nodes adding to scene graph outsidemain()function scope

2007-09-25 Thread Jason Beverage
Hi Mike, I tried to do some debugging with regards to the PAT issue I added and it has something to do with the finalizer being run a NodeVisitor object, but that's about as far as I got. I couldn't understand why it would be an issue for nodes containing particle systems, but other nodes are

Re: [osg-users] MODKEY_CTRL problem

2007-09-25 Thread Panagiotis Papadakos
On Tue, 25 Sep 2007, Panagiotis Papadakos wrote: Also another problem I have is that if I switch to another application and then I switch back to my OSG app, it seems that I can't catch key events anymore! Well the above is probably my problem, because osgkeyboard works! Panagiotis

Re: [osg-users] MODKEY_CTRL problem

2007-09-25 Thread Robert Osfield
Hi Panagiotis, Which version of the OSG are you using? Robert. On 9/25/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote: Hi! I still have problems with MODKEY_CTRL modifiers. See http://osgcvs.no-ip.com/osgarchiver/archives/May2007/0203.html. Also another problem I have is that if I

Re: [osg-users] osgDotNet : Nodes adding to scene graphoutsidemain()function scope

2007-09-25 Thread Mike Wittman
Hi Christophe, The dependency on camera position is an interesting and potentially important insight. There may be some location-related conditional behavior within the native code that osgDotNet is not handling properly. Can you tell me generally what is contained in the scene graphs

Re: [osg-users] FBO

2007-09-25 Thread [EMAIL PROTECTED]
Thanks, eventually it was my own bug. doh! sorry for the interruption. I hanged the scene view data according to some condition and didn't set it back to the original that create all the objects. now it works. thanks again, Guy. - Original Message - From: Robert Osfield [EMAIL PROTECTED]

Re: [osg-users] osgDotNet : Nodes adding to scene graphoutsidemain()function scope

2007-09-25 Thread Mike Wittman
Hi Jason, I expect this is a pretty deep problem related to the way reference counting is handled by osgDotNet. I'd recommend reviewing the RefCount Deletion Statechart diagram in the GeneratedCode.uml file, which gives insight into the (intended) reference counting strategy. Also I found

Re: [osg-users] OpenThread leak ?

2007-09-25 Thread Robert Osfield
On 9/25/07, Adam Coates [EMAIL PROTECTED] wrote: I looked into this a tad more; it looks like it is indeed caused by the thread not being detached. I added the line: pthread_attr_setdetachstate(thread_attr, PTHREAD_CREATE_DETACHED); before the thread creation so that the thread will

Re: [osg-users] OpenThread leak ?

2007-09-25 Thread Adam Coates
Makes sense to me -- but at the least this is now a documented issue in case others are curious and need to solve it for their own reasons. Cheers, AC On 9/25/07, Robert Osfield [EMAIL PROTECTED] wrote: On 9/25/07, Adam Coates [EMAIL PROTECTED] wrote: I looked into this a tad more; it looks

[osg-users] Question on Node memory management.

2007-09-25 Thread [EMAIL PROTECTED]
Hello, I am working on converting a project from SGI Performer in C to OSG, so I am familiar with constructing a scene graph. For this project I load all the models I plan to use into a data structure, at a later point in time based on the user responses I swap out the sub-graphs that I wish