Re: [osg-users] Adding code for movie textures
Hi Patrick, Playing movies automatically isn't that what all users will want all the time, so hard coding this in isn't appropriate. In the past I've always just used a custom NodeVisitor to traverse through an enable the movies, this is pretty straight forward to write and retains complete control to the application developer. You could place such a visitor inside a osgDB::Registry::ReadFileCallback to apply the visitor automatically to all loaded models. Robert. On Fri, Sep 19, 2008 at 12:53 AM, Patrick A. Webb [EMAIL PROTECTED] wrote: I've been trying to find a way to get movie textures to play using only a .osg file as the input to osgviewer. From skulking around in the source code I figured out how osgviewer --movie plays movies on a polygon and took that idea and applied it to the texture handling source files in osgPlugins/osg. I added the following code to Texture1D.cpp, Texture2D.cpp, Texture3D.cpp and TextureRectangle.cpp: #include osg/ImageStream if (fr[0].matchWord(movie) fr[1].isString()) { std::string filename = fr[1].getStr(); Image* image = fr.readImage(filename.c_str()); ImageStream* imagestream = dynamic_castosg::ImageStream*(image); if (imagestream) { texture.setImage(imagestream); imagestream-play(); } } So far it's worked. Is this something that's going to work out in the long run? Is there a better way for me to do what I've done? ___ 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] CompositeViewer, update traversal, prerender branch
Hi Fabian, I'm afraid you don't really say enough about the specifics of your setup for others to know enough to help you. With your View, do they are share the same GaphicsWindow? How do you setup the pre render step? A slave Camera? A Camera in the scene graph, how do you grab the live Camera stream? What version of the OSG, OS and hardware are you using? Robert. On Fri, Sep 19, 2008 at 4:26 AM, Fabian Bützow [EMAIL PROTECTED] wrote: Hi everybody, Ive got some problems with displaying the result of a prerender step in different views. The root node has two basic branches: a prerender branch that renders and processes a live camera image, and a main render branch, that has two subnodes. The output texture of the prerender step is applied to the subnodes in different ways. A View is set to each subnode to display the specific view of the scene. A third View is set to the root node to observe the overall behavior of the texture (applied to both subnodes). The problem is, that the Texture gets updated in the overall view, but not in the subnode views (it shows the initialised static texture, not even the updated camera image). When I set the scene data of the subnode views to the root, the texture gets updated, but the framerate drops. When i assign no View to the scene root, the prerender branch isnt traversed at allAs far as i know, the update traversal is called once per frame for a composite viewer, that should update the texture in all nodes. Please help me with that one. Cheers, Fabian ___ 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] ImageStream current frame
Hi Richard, These methods are virtual methods, and ImageStream is a base class... that implementations subclass from, so the fact a header doesn't implement something doesn't say anything about the actual implementations that are meant to implement it. Secondly the getReferenceTime() and TimeMultiplier are an time offset and multiple, that is used by the ImageStream implementations to compute the current time, and not the current time of the movie. The actual time of the movie is something that would have to added to ImageStream and its implementations, it should be possible to do this, something like a getMovieTime(). Robert. On Fri, Sep 19, 2008 at 6:52 AM, Richard Baron Penman [EMAIL PROTECTED] wrote: hello, I would like to display what percentage of a video has been played. I'm using the ImageStream class and I thought getReferenceTime() or getTimeMultiplier() might help me, but they always return 0. Examining the header file I found this: 72 virtual double getLength() const { return 0.0; } 73 74 virtual void setReferenceTime(double) {} 75 virtual double getReferenceTime() const { return 0.0; } 76 77 virtual void setTimeMultiplier(double) {} 78 virtual double getTimeMultiplier() const { return 0.0; } So it seems this functionality is not ready yet. Does anyone have an alternative way to determine the current playing video frame? regards, Richard ___ 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] Problem with local coordinate!
Thanks, I've done it. I don't know how to reply a post, because this group is annoucement only!? -- ЯicKy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Getting started with OSG and GLSL
Hi all, I would like to add shading effects to my application, which uses OSG, but have never programmed GLSL or Cg before. Can anyone please guide me to tutorials or a good source of information about using GLSL with OSG? I noticed that OSG comes with one or two shading examples but I would like to see how .osg/.ive files can be loaded to the scenegraph and what kind of shading information I can embed in the files. Any direction to where I can do some reading is appreciated. Cheers, Filip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting started with OSG and GLSL
Hi Filip, I have been studying GLSL in OSG like you :) I have made lots of search and firstly you should learn GLSL with using in OpenGL programs. Sources; 1 - http://www.ozone3d.net/index.php 2 - http://www.cs.lth.se/DAT135/ 3 - http://graphics.tu-bs.de/teaching/lectures/ss08/CG2/ 4 - http://opengl.org/documentation/glsl/ 5 - http://wiki.vislab.usyd.edu.au/moinwiki/Multimedia_Computing_and_Processing/Tutorials 6 - http://www.fas.harvard.edu/~lib175/materials.html 7 - http://www.vislab.usyd.edu.au/?q=wiki/GLSL_Basics 8 - http://wiki.vislab.usyd.edu.au/moinwiki/Multimedia_Computing_and_Processing/Tutorials/OpenGL_Basics?highlight=(basics)|(opengl) 9 - http://zach.in.tu-clausthal.de/teaching/cg2_07/literatur/glsl_tutorial/index.html 10 - http://www.clockworkcoders.com/oglsl/tutorials.html 11 - http://www.typhoonlabs.com/ 12 - http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx#prog 13 - http://www.lighthouse3d.com/opengl/glsl/ and you can find much of them from Google but If you are newbie like me you should first read http://www.lighthouse3d.com/opengl/glsl/ and http://www.typhoonlabs.com/ tutorials and learn the samples. And you can look at RenderMonkey samples to grasp what you can do with glsl. I think you can write your GLSL embeded osg scene in ive or osg like glsl_confetti.osg, glsl_julia.osg and etc. For example I will planing to create bouncing fish model with using GLSL vertex shader and embeded this model to the osg file so I can get simple prepared bouncing model to use in any program only loading fish.osg :) Good Luck. Umit Uzun 2008/9/19 Filip R. Andersson [EMAIL PROTECTED] Hi all, I would like to add shading effects to my application, which uses OSG, but have never programmed GLSL or Cg before. Can anyone please guide me to tutorials or a good source of information about using GLSL with OSG? I noticed that OSG comes with one or two shading examples but I would like to see how .osg/.ive files can be loaded to the scenegraph and what kind of shading information I can embed in the files. Any direction to where I can do some reading is appreciated. Cheers, Filip ___ 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
[osg-users] osgPPU down...
Hello, It appears the osgPPU site is down: http://projects.tevs.eu/osgppu. I am hoping the owner might be on this list to be able to get the site back up again. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU down...
http://projects.tevs.eu/osgPPU should do the trick 2008/9/19 Doug McCorkle [EMAIL PROTECTED] Hello, It appears the osgPPU site is down: http://projects.tevs.eu/osgppu. I am hoping the owner might be on this list to be able to get the site back up again. Doug ___ 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] osgPPU down...
Thanks! The site is not linked properly here: http://www.openscenegraph.org/projects/osg/wiki/Community/People/ArtTevs On Sep 19, 2008, at 4:33 AM, Bart Kevelham wrote: http://projects.tevs.eu/osgPPU should do the trick 2008/9/19 Doug McCorkle [EMAIL PROTECTED] Hello, It appears the osgPPU site is down: http://projects.tevs.eu/osgppu. I am hoping the owner might be on this list to be able to get the site back up again. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU down...
Hi guys, yeah sorry, I was moving the repository and all my pages to another server. In between time there were some DNS issues (there are still there, because unfortunately correct information is propagating to all DNS servers very slowly), therefor osgPPU was not reachable. Now it should work again (over /osgPPU and /osgppu). Currently I still have some problems with svn over apache and I am trying to solve them. I hope it will work today. Cheers, Art --- Doug McCorkle [EMAIL PROTECTED] schrieb am Fr, 19.9.2008: Von: Doug McCorkle [EMAIL PROTECTED] Betreff: Re: [osg-users] osgPPU down... An: OpenSceneGraph Users osg-users@lists.openscenegraph.org Datum: Freitag, 19. September 2008, 11:38 Thanks! The site is not linked properly here: http://www.openscenegraph.org/projects/osg/wiki/Community/People/ArtTevs On Sep 19, 2008, at 4:33 AM, Bart Kevelham wrote: http://projects.tevs.eu/osgPPU should do the trick 2008/9/19 Doug McCorkle [EMAIL PROTECTED] Hello, It appears the osgPPU site is down: http://projects.tevs.eu/osgppu. I am hoping the owner might be on this list to be able to get the site back up again. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer, update traversal, prerender branch
Ok, sorry Robert, now more specifically: Hardware/software: WinXP, Opteron 2 GHz, 1 GB Ram, Geforce 8800 GS, OSG 2.4. The prerender node has 5 camera nodes, a textured rectangle is attached to each camera node. The cameras render to texture in a defined RenderOrder. The textures of the rectangles are connected in a way that the output of one RTT camera is the input of the next. The pointer to the final texture is stored in a data class. The live-camera image is retrieved via CMUfirewire API, and updated in a StateAttribute::Callback function attached to the initial live-camera texture. The Views are defined by the setUpViewInWindow() functions and added to a CompositeViewer. The scene data of the overall View (A) is set to the root node (thats the View that shows the updated texture), the scene data of the other two Views(B,C) is set to the subnodes in the scene graph. The camera position of each View is set via the getCamera()-setProjection() / ViewMatrix() methods. Rectangles are attached to the subnodes that should display the output of the prerender step (they get the texture via the pointer in the data class), but the textures dont get updated in the subviews B,C (they remain in their initialised state). I call CompositeViewer-frame() in the render loop. (No slave cameras or anything like that.) The strange thing is, when I set the scene data of View B or C to the root node, the rendered textures get updated. (Maybe then, for this View the prerender branch is also traversed, causing the loss of fps, but on the other hand the Callback of the live-camera texture is called only once per frame..) Thanks for your interest, cheers, Fabian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg movie
Please search the OSG mail archives, this topic has been covered several times and there are several routes u could consider http://www.mail-archive.com/osg-users@lists.openscenegraph.org __ Gordon Tomlinson [EMAIL PROTECTED] IM: [EMAIL PROTECTED] www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Qiu Li Sent: Thursday, September 18, 2008 2:56 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osg movie hi, all, How can I record a movie(like avi file) easily? thanks Qiu Li ___ 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] Profiler with OSG
No one never profile his OSG code ? I found a tool named visual leak detector... but it returns me a lot of leaks in OSG, I suppose in relation with ref_ptr For the moment I am looking at a memory leak detector only. (a profiler too, but it is too hard to find a free one) Thanks for help. Regards, Vincent. 2008/9/18 Vincent Bourdier [EMAIL PROTECTED] Hi, Searching memory leaks, I use some libraries looking at leaks but it is very difficult to know if a leak is really one or not, specially due to ref_prt. Is there any free profiler (memory, time, number of acces, ...) for windows or even for VS 2005 (not Team edition) to trace an OSG based program ? Thanks a lot. Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer, update traversal, prerender branch
Hi Fabian, The first problem to resolve is the fact that views are each using a separate GraphicsWindow, this means a separate GraphicsContext for each view, which in term means that FBO's/texture objects/display lists have be duplicated for each context, unless you enable sharing of contexts, but this itself introduces other problems. The best thing you could do would be to create a single GraphicsWindow and then share this between all your Views, you then won't have an problems with rendering order and sharing of textures or FBOs as it'll all be on one graphics context. See the sogcompositeviewer example for how to set up the Views/Camera GraphicsWindow. Robert. On Fri, Sep 19, 2008 at 11:17 AM, Fabian Bützow [EMAIL PROTECTED] wrote: Ok, sorry Robert, now more specifically: Hardware/software: WinXP, Opteron 2 GHz, 1 GB Ram, Geforce 8800 GS, OSG 2.4. The prerender node has 5 camera nodes, a textured rectangle is attached to each camera node. The cameras render to texture in a defined RenderOrder. The textures of the rectangles are connected in a way that the output of one RTT camera is the input of the next. The pointer to the final texture is stored in a data class. The live-camera image is retrieved via CMUfirewire API, and updated in a StateAttribute::Callback function attached to the initial live-camera texture. The Views are defined by the setUpViewInWindow() functions and added to a CompositeViewer. The scene data of the overall View (A) is set to the root node (thats the View that shows the updated texture), the scene data of the other two Views(B,C) is set to the subnodes in the scene graph. The camera position of each View is set via the getCamera()-setProjection() / ViewMatrix() methods. Rectangles are attached to the subnodes that should display the output of the prerender step (they get the texture via the pointer in the data class), but the textures dont get updated in the subviews B,C (they remain in their initialised state). I call CompositeViewer-frame() in the render loop. (No slave cameras or anything like that.) The strange thing is, when I set the scene data of View B or C to the root node, the rendered textures get updated. (Maybe then, for this View the prerender branch is also traversed, causing the loss of fps, but on the other hand the Callback of the live-camera texture is called only once per frame..) Thanks for your interest, cheers, Fabian ___ 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] Profiler with OSG
El Viernes 19 Septiembre 2008ES 13:00:57 Vincent Bourdier escribió: No one never profile his OSG code ? Yes, but with the Linux-only valgrind tool :) http://valgrind.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Profiler with OSG
I know... but I am under windows... and so I have to forget this one... :'( No one under windows ? Thanks. 2008/9/19 Alberto Luaces [EMAIL PROTECTED] El Viernes 19 Septiembre 2008ES 13:00:57 Vincent Bourdier escribió: No one never profile his OSG code ? Yes, but with the Linux-only valgrind tool :) http://valgrind.org/ ___ 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] Profiler with OSG
Hi Vincent On Fri, Sep 19, 2008 at 1:12 PM, Vincent Bourdier [EMAIL PROTECTED] wrote: I know... but I am under windows... and so I have to forget this one... :'( No one under windows ? You could try IBM Rational Purify. It's quite a nice tool and you can download a trial version. (You can also try to port your code to Linux. You get a triple benefit: you can cross-check your code for compiler-specific hidden bugs, you can use Valgrind and your app will run under Linux.) Searching memory leaks, I use some libraries looking at leaks but it is very difficult to know if a leak is really one or not, specially due to ref_prt. Is there any free profiler (memory, time, number of acces, ...) for windows or even for VS 2005 (not Team edition) to trace an OSG based program ? I've never come across difficulties with ref_ptrs themselves. If you don't create circular dependencies, they will free the memory they point to and the memory leak detector will not report a false positive. If you use the Microsoft compiler, do you get any reports when leak detection is turned on ? (i.e. by calling _CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG) | (_CRTDBG_LEAK_CHECK_DF)); at the beginning of your program) If you do have reports here you obviously have a memory leak due to a programming error, not related to ref_ptrs. Regards Thibault ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Latest SVN Version
Hi all, I updated my working copy to latest SVN version (8900) of OpenSceneGraph. I am wondering way the performance (more fluid) for pagedLOD models has changed, its more fast / fluid while paging under windows vista. what did we change, threading? good work adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with local coordinate!
uhhh, well you just replied ??? Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tuan Do Sent: Friday, September 19, 2008 4:09 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Problem with local coordinate! Thanks, I've done it. I don't know how to reply a post, because this group is annoucement only!? -- ЯicKy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Profiler with OSG
Hi thibault I just have tried with the microsoft compiler. I still have some memory leaks, but the ouput is unreadable : [...] {431278} normal block at 0x12194A50, 108 bytes long. Data: {\ FC 7B 5C 10 00 00 00 00 01 00 00 00 00 00 00 00 {431277} normal block at 0x12194A08, 12 bytes long. Data: U O T P S R 55 03 4F 03 54 03 50 03 53 03 52 03 [...] I just need the line code where to find the leak but I am not able to do it... I added #define _CRTDBG_MAP_ALLOC but nothing appear... Any suggestion to get the file and line number ? thanks a lot. Regards, Vincent. 2008/9/19 Thibault Genessay [EMAIL PROTECTED] Hi Vincent On Fri, Sep 19, 2008 at 1:12 PM, Vincent Bourdier [EMAIL PROTECTED] wrote: I know... but I am under windows... and so I have to forget this one... :'( No one under windows ? You could try IBM Rational Purify. It's quite a nice tool and you can download a trial version. (You can also try to port your code to Linux. You get a triple benefit: you can cross-check your code for compiler-specific hidden bugs, you can use Valgrind and your app will run under Linux.) Searching memory leaks, I use some libraries looking at leaks but it is very difficult to know if a leak is really one or not, specially due to ref_prt. Is there any free profiler (memory, time, number of acces, ...) for windows or even for VS 2005 (not Team edition) to trace an OSG based program ? I've never come across difficulties with ref_ptrs themselves. If you don't create circular dependencies, they will free the memory they point to and the memory leak detector will not report a false positive. If you use the Microsoft compiler, do you get any reports when leak detection is turned on ? (i.e. by calling _CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG) | (_CRTDBG_LEAK_CHECK_DF)); at the beginning of your program) If you do have reports here you obviously have a memory leak due to a programming error, not related to ref_ptrs. Regards Thibault ___ 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] Latest SVN Version
Hi Adrian, It's nice to hear that performance is looking good, but... as to what changed all depends upon the delta between the last time your tested and when you just did your svn update. Robert. On Fri, Sep 19, 2008 at 12:54 PM, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] wrote: Hi all, I updated my working copy to latest SVN version (8900) of OpenSceneGraph. I am wondering way the performance (more fluid) for pagedLOD models has changed, its more fast / fluid while paging under windows vista. what did we change, threading? good work adrian -- Adrian Egli ___ 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] Profiler with OSG
Hello Vincent try visual memory leak detector http://dmoulding.googlepages.com/vld it is easy - just add a header and a lib then you get reports which lead to the lines in your code. Regards Sergey Kurdakov On Fri, Sep 19, 2008 at 4:08 PM, Vincent Bourdie ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A couple of Cmake issues with 2.6
On Thu, Sep 18, 2008 at 11:48 AM, Tomlinson, Gordon [EMAIL PROTECTED] wrote: found the issue with the cl : Command line warning D9025 : overriding '/Fotg_OpenThreads.dir\Debug\' with '/Fo' cl : Command line error D8016 : '/fp:fast' and '/fp:except' command-line options are incompatible Some command line option were gettng added incorrectly so rjust removing them all solved that Still not sure why I get osg.lib and osgD.lib in my debug linker inputs Could you elaborate a bit more? Are you getting osg.lib and osgD.lib inputs in your own CMake project or is this within the OSG? What version of OSG / CMake are you using? -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with multi-monitor and DrawThreadPerContext mode
Thanks again Robert for these informations. I've made some tests and everything fails : - I've tweaked osg::Object to have all the objects in DYNAMIC, it still crash. - I've installed the NVIDIA beta drivers, it doesn't change anything. - I've tested the CullDrawThreadPerContext mode, still the same crash. - I've tested with a simple model and not my whole application. It only works on SingleThreaded mode, but the frame drop in this mode is not acceptable. :/ I'll continue to investigate on the subject but I start to desesperate. My application uses a CompositeViewer with different osgViewer::View for each window, I'll try different setups to see if it still crash. On Thu, Sep 18, 2008 at 9:43 PM, Robert Osfield [EMAIL PROTECTED]wrote: Hi Serge, On Thu, Sep 18, 2008 at 5:36 PM, Serge Lages [EMAIL PROTECTED] wrote: As a side note, setting a drawable to DYNAMIC protects it from being modified by the update traversal, No, it doesn't affect your ability to update, it doesn't affect the update traversal at all, it's just a hint from the app developer to the draw traversal that that object will be updated, so drawables and stateset that you update in the update traversal should have a DataVariance of DYNAMIC, the rest should be STATIC. but if I remove a drawable (or its geode) from the scene during the update, do I need to set it to DYNAMIC too ? In other words, drawables in STATIC mode are the only ones which are never modified nor removed from the scene ? Adding or removing Drawable or StateSet is safe, you don't need to protect this at all as the draw traversal retains it's own references to prevent the objects from getting deleted. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Profiler with OSG
Hi Vincent On Fri, Sep 19, 2008 at 2:08 PM, Vincent Bourdier [EMAIL PROTECTED] wrote: Hi thibault I just have tried with the microsoft compiler. I still have some memory leaks, but the ouput is unreadable : [...] {431278} normal block at 0x12194A50, 108 bytes long. Data: {\ FC 7B 5C 10 00 00 00 00 01 00 00 00 00 00 00 00 {431277} normal block at 0x12194A08, 12 bytes long. Data: U O T P S R 55 03 4F 03 54 03 50 03 53 03 52 03 [...] This is quite expected, unless you leak a memory block containing a string. Anyway, the valuable information here is: - the allocation number of the block (here, 431278 and 431277) - the length (108 bytes and 12 bytes) To chase the bug, you need to find the lowest allocation number that results in a leak, since further allocations might be done by the object that is leaking and fixing the first leak may fix others - maybe all if you are lucky :) Once you have this, you need to re-run your program a few times to see if this allocation number changes. If it does, you are in trouble (see below). If it does not, then what you need to do is to call _CrtSetBreakAlloc(your allocation number); at the beginning of the program and run it under the debugger. When the allocation number is hit, you get a popup from the debugger and you are pointed to the exact instruction that triggers the allocation. With this information you can hopefully find why the memory block is never freed. If the allocation number changes from run to run, it means that there is some kind of random process bothering you. This typically happens in GUIs as the user moves the mouse pointer, triggering events that allocate memory and it is impossible to recreate the exact same order of allocations between two runs. Facing this kind of horror, two techniques can help you: - try to reduce the program by removing all interactions and any other source of randomness until the leaking allocation number does not change between runs - track the allocation size with a hook. Let me explain this further: You can place a hook (i.e. callback) for each allocation with the function _CrtSetAllocHook(): First, our callback: int MyAllocHook( int allocType, void *userData, size_t size, int blockType, long requestNumber, const unsigned char *filename, int lineNumber) { // This is called upon each allocation. Return TRUE to allow the allocation, FALSE to make it fail return TRUE; } and then at the beginning of the program: _CrtSetAllocHook(MyAllocHook) Now your hook is called for each allocation. To find the mysterious allocation that leaks, try to find a range of numbers (e.g. the first block that leaks is almost always in 431000..431300) and use the allocation size in an if test such as: if (size == the size of your block requestNumber = 431000 requestNumber = 431300) int dummy = 0; Place a breakpoint on the int dummy=0 line. It will hopefully be hit once during the faulty allocation. If it is hit more than once, try to narrow the allocation range as much as you can. You can as well use the hook instead of the _CrtSetBreakAlloc() call since you are given the allocation number in it. Hope this helps Thibault I just need the line code where to find the leak but I am not able to do it... I added #define _CRTDBG_MAP_ALLOC but nothing appear... Any suggestion to get the file and line number ? thanks a lot. Regards, Vincent. 2008/9/19 Thibault Genessay [EMAIL PROTECTED] Hi Vincent On Fri, Sep 19, 2008 at 1:12 PM, Vincent Bourdier [EMAIL PROTECTED] wrote: I know... but I am under windows... and so I have to forget this one... :'( No one under windows ? You could try IBM Rational Purify. It's quite a nice tool and you can download a trial version. (You can also try to port your code to Linux. You get a triple benefit: you can cross-check your code for compiler-specific hidden bugs, you can use Valgrind and your app will run under Linux.) Searching memory leaks, I use some libraries looking at leaks but it is very difficult to know if a leak is really one or not, specially due to ref_prt. Is there any free profiler (memory, time, number of acces, ...) for windows or even for VS 2005 (not Team edition) to trace an OSG based program ? I've never come across difficulties with ref_ptrs themselves. If you don't create circular dependencies, they will free the memory they point to and the memory leak detector will not report a false positive. If you use the Microsoft compiler, do you get any reports when leak detection is turned on ? (i.e. by calling _CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG) | (_CRTDBG_LEAK_CHECK_DF)); at the beginning of your program) If you do have reports here you obviously have a memory leak due to a programming error, not related to ref_ptrs. Regards Thibault ___ osg-users mailing list
Re: [osg-users] Problems with multi-monitor and DrawThreadPerContext mode
HI Serge, What happens with the OSG examples on this setup? Is there any chance you could dual boot and test out under Linux, it wouldn't solve the problem you have under XP directly, but it would at least provide another data point into the nature of the problem. If it crashes under Linux then there is good chance that it's an OSG or your app related problem, which is easier for us to track down and solve. Also have you been able to get stack traces? Robert. On Fri, Sep 19, 2008 at 1:33 PM, Serge Lages [EMAIL PROTECTED] wrote: Thanks again Robert for these informations. I've made some tests and everything fails : - I've tweaked osg::Object to have all the objects in DYNAMIC, it still crash. - I've installed the NVIDIA beta drivers, it doesn't change anything. - I've tested the CullDrawThreadPerContext mode, still the same crash. - I've tested with a simple model and not my whole application. It only works on SingleThreaded mode, but the frame drop in this mode is not acceptable. :/ I'll continue to investigate on the subject but I start to desesperate. My application uses a CompositeViewer with different osgViewer::View for each window, I'll try different setups to see if it still crash. On Thu, Sep 18, 2008 at 9:43 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Serge, On Thu, Sep 18, 2008 at 5:36 PM, Serge Lages [EMAIL PROTECTED] wrote: As a side note, setting a drawable to DYNAMIC protects it from being modified by the update traversal, No, it doesn't affect your ability to update, it doesn't affect the update traversal at all, it's just a hint from the app developer to the draw traversal that that object will be updated, so drawables and stateset that you update in the update traversal should have a DataVariance of DYNAMIC, the rest should be STATIC. but if I remove a drawable (or its geode) from the scene during the update, do I need to set it to DYNAMIC too ? In other words, drawables in STATIC mode are the only ones which are never modified nor removed from the scene ? Adding or removing Drawable or StateSet is safe, you don't need to protect this at all as the draw traversal retains it's own references to prevent the objects from getting deleted. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.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] A couple of Cmake issues with 2.6
Hi Philip This is with the Cmake 2.4 or 2.6 using the OSG 2.6x branch In the resultant vcproj files created many(most) projects end up with both osg.lib and osgd.lib and some with osgGA.lib and osgGAd.lib and those the use OpenThreads Now I'm quite sure it is something we ( meaning me ) has screwed up some how/were ;), as I said I'm a newbie when it comes to the minutia of Cmake the one thing we do is as a pre_fix to all the dll's and lib's 'tg_' to stop any library/dll's clashes etc with other projects in doing this we probably Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Philip Lowman Sent: Friday, September 19, 2008 8:32 AM To: OpenSceneGraph Users Subject: Re: [osg-users] A couple of Cmake issues with 2.6 On Thu, Sep 18, 2008 at 11:48 AM, Tomlinson, Gordon [EMAIL PROTECTED] wrote: found the issue with the cl : Command line warning D9025 : overriding '/Fotg_OpenThreads.dir\Debug\' with '/Fo' cl : Command line error D8016 : '/fp:fast' and '/fp:except' command-line options are incompatible Some command line option were gettng added incorrectly so rjust removing them all solved that Still not sure why I get osg.lib and osgD.lib in my debug linker inputs Could you elaborate a bit more? Are you getting osg.lib and osgD.lib inputs in your own CMake project or is this within the OSG? What version of OSG / CMake are you using? -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Profiler with OSG
Hi Vincent, No one never profile his OSG code ? I think everyone has different ways of working. I tend to evaluate performance with the Stats Handler and try out different variations of algorithms to see which one performs better. I've rarely needed to do actual profiling. When I did need to, I've used AQTime and gDebugger for general and OpenGL profiling respectively. Neither is free though. Apparently if you're on Linux you can use valgrind to find memory leaks (and I hear that either it understands ref_ptr natively or there's a workaround to eliminate the related false positives) and oprofile to profile your code. I don't work on Linux enough to have had to use them myself though. Sorry I can't help more, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Latest SVN Version
Hi Adrian, I updated my working copy to latest SVN version (8900) of OpenSceneGraph. I am wondering way the performance (more fluid) for pagedLOD models has changed, its more fast / fluid while paging under windows vista. what did we change, threading? Perhaps it's the matrix multiplication optimization that went in this past week? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with multi-monitor and DrawThreadPerContext mode
Hi Serge, My application uses a CompositeViewer with different osgViewer::View for each window, I'll try different setups to see if it still crash. If osgviewer (or osgcompositeviewer) itself does not crash, and your app crashes, you could try to start with osgviewer.cpp (or osgcompositeviewer.cpp) and work up to something that looks like your application. Add one thing at a time, and test to see if the crash happens. At this point it's really hard to say if the problem you're seeing is an OSG bug, a driver bug or a bug in your application, but since no one here seems to be able to reproduce what you're seeing, I'd suspect the latter until you can prove the contrary... So as I said, work up from something simple that doesn't crash to something that looks like your app, and you might find what you're doing that causes the crash. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] A couple of Cmake issues with 2.6
Hi Gordon, In the resultant vcproj files created many(most) projects end up with both osg.lib and osgd.lib and some with osgGA.lib and osgGAd.lib and those the use OpenThreads Now I'm quite sure it is something we ( meaning me ) has screwed up some how/were ;), as I said I'm a newbie when it comes to the minutia of Cmake I have never seen such a problem... What steps do you take when generating the project files with CMake? I'd suggest deleting your build directory and starting the generation from scratch to see if it was some glitch or weird occurence that caused the problem. http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio (in case it can help...) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCairo, osgPango
On Thu, 2008-09-18 at 20:54 -0400, Jean-Sébastien Guay wrote: Hi Jeremy, In the hope that my wandering will help someone in the future... Incidentally, I thought this info would be useful to other potential users of your nodekits on Windows, but I can't find an add page button for the wiki on osgpango.googlecode.org... Do new pages need to be added by the project administrator? This is all good info! I have a meeting in a few minutes, but I'll try to respond in more thorough means (I'd love to get this all written down for my OWN Windows testing) in an hour or so... Thanks a ton, as usual! J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Profiler with OSG
Hi @Sergey : I currently do it, but it returns me a lot of leak, and a lot looks like false positive... Thanks Jean-Sébastien for AQTime ans gDebugger, I'll have a look at these. Thibault, thanks a lot for this very detailed answer. I think I will find my problems with all these possibilities. Thanks a lot, I'll tell you if I find an easy solution to find memory leaks. Regards, Vincent. 2008/9/19 Jean-Sébastien Guay [EMAIL PROTECTED] Hi Vincent, No one never profile his OSG code ? I think everyone has different ways of working. I tend to evaluate performance with the Stats Handler and try out different variations of algorithms to see which one performs better. I've rarely needed to do actual profiling. When I did need to, I've used AQTime and gDebugger for general and OpenGL profiling respectively. Neither is free though. Apparently if you're on Linux you can use valgrind to find memory leaks (and I hear that either it understands ref_ptr natively or there's a workaround to eliminate the related false positives) and oprofile to profile your code. I don't work on Linux enough to have had to use them myself though. Sorry I can't help more, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ 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
[osg-users] 16 bits per component off-screen rendering
Hi, I would like to perform 16 bits per component off-screen rendering. In particular I need that each color channel (RGBA) be in 16 bits. I red that it maybe possible by using the framebuffer object extension. Can someone can confirm to me that this is possible? Does OpenSceneGraph 2.2 support the use of the framebuffer object extension of I need to update it at least to the version 2.4? If you have any hint about 16 bits per component off-screen rendering, please tell me. Thank you Jonathan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ref_ptr wrong utilisation ?
Hi, Looking for memory leaks, Visual Leak Detector return me that : -- Block 0 at 0x01F12C18: 100 bytes -- Call Stack: z:\projets\easymonitoring\3dem\trunk\include\terrain\textureinit.h (39): TextureInit::TextureInit z:\projets\easymonitoring\3dem\trunk\src\terrain\terrain.cpp (21): `dynamic initializer for 'textureInit'' f:\sp\vctools\crt_bld\self_x86\crt\src\crt0dat.c (855): _initterm f:\sp\vctools\crt_bld\self_x86\crt\src\crtexe.c (512): __tmainCRTStartup f:\sp\vctools\crt_bld\self_x86\crt\src\crtexe.c (414): mainCRTStartup 0x7C816FD7 (File and line number not available): RegisterWaitForInputIdle Data: [...] with the following code : class TextureInit { public: TextureInit( unsigned int numCol, unsigned int numRow ) { [...] _texCoord = new osg::Vec2Array( numCol * numRow ); //l 39. [...] } ~TextureInit() { _texCoord = NULL; } //get method returning ref_prt [...] protected: osg::ref_ptrosg::Vec2Array_texCoord; } TextureInit is declarer as a global delcaration... maybe this can be the only problem.. Any idea ? Thanks, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ref_ptr wrong utilisation ?
If TextureInit is, for example, a singleton that persists for the life of the application, then it's destructor never gets called. However, it only allocates once. If this is the case, then technically speaking it's not a leak, at least not the kind of leak that would impact anyone's application. _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vincent Bourdier Sent: Friday, September 19, 2008 8:35 AM To: osg Subject: [osg-users] ref_ptr wrong utilisation ? Hi, Looking for memory leaks, Visual Leak Detector return me that : -- Block 0 at 0x01F12C18: 100 bytes -- Call Stack: z:\projets\easymonitoring\3dem\trunk\include\terrain\textureinit.h (39): TextureInit::TextureInit z:\projets\easymonitoring\3dem\trunk\src\terrain\terrain.cpp (21): `dynamic initializer for 'textureInit'' f:\sp\vctools\crt_bld\self_x86\crt\src\crt0dat.c (855): _initterm f:\sp\vctools\crt_bld\self_x86\crt\src\crtexe.c (512): __tmainCRTStartup f:\sp\vctools\crt_bld\self_x86\crt\src\crtexe.c (414): mainCRTStartup 0x7C816FD7 (File and line number not available): RegisterWaitForInputIdle Data: [...] with the following code : class TextureInit { public: TextureInit( unsigned int numCol, unsigned int numRow ) { [...] _texCoord = new osg::Vec2Array( numCol * numRow ); //l 39. [...] } ~TextureInit() { _texCoord = NULL; } //get method returning ref_prt [...] protected: osg::ref_ptrosg::Vec2Array_texCoord; } TextureInit is declarer as a global delcaration... maybe this can be the only problem.. Any idea ? Thanks, Regards, Vincent. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to get model scale?
Hi Cliff, Forest, Read the camera analogy in the viewing chapter of the OpenGl red book. It will help with everyone having the same definitions of zoom and scale. And, a better chance the original post can be answered with a question using terms we can understand. Positioning the viewing volume (moving your eyepoint or camera) is not the same as zoom or scale but could easily be confused as either. This is the view matrix. Cliff's post seems to call this zoom. Scale is a modeling transformation. In an osg scenegraph a MatrixTransform or related nodes modify the scale of an object (or scene if the top node is an MT). Zoom is a projection transformation. Change the field of view to change the zoom. Forest, we don't know what zoom scale means. If you're trying to get zoom it doesn't make sense to look at the view matrix. You need to look at the projection matrix. Also, it doesn't make sense to look at the view matrix to get the scale of an object. -Original Message- From: Cliff Taylor [mailto:[EMAIL PROTECTED] Sent: Thursday, September 18, 2008 6:44 PM To: OpenSceneGraph Users Subject: Re: [osg-users] how to get model scale? I think I understand what he means. I'm going to throw in my 2 cents, because I'm interested in the answer to this question. I'm going to use directions based on a line-of-sight instead of x/y/z to avoid confusing myself or others. I think what he means is this: -- assume the camera at a fixed angle (i.e. 2D view of either a 2D or 3D object) and the user can manually move the camera (via click and drag, perhaps) up/down, left/right, and in/out (this is our zoom). The user just cannot turn the camera. -- at any given camera position, I would like to know the scale of the zoom. That is, how much bigger or smaller does the object appear. I'm sure at some level (OpenGL, hardware), a transform is done using some form of scaling of the original object description. That may, however, be very difficult or impossible to retrieve or use. From what I see you guys saying, he will just need to do the math on his in/out camera position. For instance, if the user is half the distance to the object, the zoom scale is now 2 (or 200%). Likewise, if the user has moved the camera half the original distance farther away, the scale should be 0.75 (75%). If the camera moves twice the original distance away, the scale is 0.5 (50%), meaning everything looks half as big (in theory). Is this correct? Is there no way to find the scale of the object compared to the original view other than do the math with the distances? Forgive me if I'm wrong about your question, Forest. That sounds like what you were asking to me, being a relative newbie to the graphics and scene graph world myself. 2008/9/18 Paul Martz [EMAIL PROTECTED]: I'm not entirely sure what you mean by scale of the scene from your message. To me, this is an application concept. The user sets the scale using some user interface, and the application stores this value and modifies the scene graph to redraw the scene at a different size. If your application were set up this way, you would already have the scale and wouldn't need to retrieve it from OSG. -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of forest37 Sent: Thursday, September 18, 2008 9:22 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] how to get model scale? hi all, When the secne is zoomed in or out ,I want to get the zoom scale.I do it like this: osg::Camera* camera= viewer.getCamera(); osg::Matrix vm=camera-getViewMatrix(); osg::Vec3 scale=vm.getScale(); the result is that scale always equals to (1,1,1).What does this mean and how can I get the reall scale of the scene? thanks best regards forest [广告] 买房不必东奔西走,上房老大,看二手房网上房展会 http://popme.163.com/link/003984_0909_8679.html ___ 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-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.6 API Documentation in HTML, HT ML Help and PDF format
David Spilling [EMAIL PROTECTED] writes: Ernst,Your 1.2 docs have been a permanent shortcut on my desktop for several years now, so many thanks for doing the same for 2.6!David divdiv dir=ltrErnst,brbrYour 1.2 docs have been a permanent shortcut on my desktop for several years now, so many thanks for doing the same for 2.6!brbrDavidbrbr /div/div Nice to hear! Ernst ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] setLODScale affecting near far planes?
Hi all, I am getting this rather weird effect when playing with the setLODScale values in my application. I have a large pagedLOD terrain, with near/far planes culling mode enabled for my camera, and I am looking at a certain direction in the scene. I added osg's lod scale handler so that I can modify the value interactively (with the * and / keys, just like in osgviewer) and it turns out that as I change that value, and I dump my application's debug information, I notice the the near/far planes do not remain constant, although I am not moving around the scene and I am always looking in the same direction. This causes problems because the clipping planes change as a result of changing the LOD scale and my non-LOD objects beyond the planes get culled. I don't think that the clipping planes should change at all if I am not moving my camera. I should still see the objects that are within a constant near/far distance, and I should only observe different level of detail on the LOD objects as I change the scale. What am I missing here? I am using osg.2.6.0 on a 64bit intel linux machine. Thanks, -Jose ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setLODScale affecting near far planes?
Do you get the same behavior when viewing your database in osgviewer and hitting the * and / keys? -Paul Hi all, I am getting this rather weird effect when playing with the setLODScale values in my application. I have a large pagedLOD terrain, with near/far planes culling mode enabled for my camera, and I am looking at a certain direction in the scene. I added osg's lod scale handler so that I can modify the value interactively (with the * and / keys, just like in osgviewer) and it turns out that as I change that value, and I dump my application's debug information, I notice the the near/far planes do not remain constant, although I am not moving around the scene and I am always looking in the same direction. This causes problems because the clipping planes change as a result of changing the LOD scale and my non-LOD objects beyond the planes get culled. I don't think that the clipping planes should change at all if I am not moving my camera. I should still see the objects that are within a constant near/far distance, and I should only observe different level of detail on the LOD objects as I change the scale. What am I missing here? I am using osg.2.6.0 on a 64bit intel linux machine. Thanks, -Jose ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] shared VertexBufferObject question
I want to create a VertexBufferObject that is shared by several Geometry nodes so that the number of calls to glBindBuffer() are decreased, but I noticed that on lines 1561 - 1567 of Geometry.cpp there is some code that automatically unbinds the vertex buffer object effectively forcing each Geometry node to rebind the VBO each time. Why does it do this? Isn't this preventing a shared VBO from being used in the most efficient way possible? Thanks. Alex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org