Re: [osg-users] [build] problem building OSGOCean in fedora 11
Hi Aburik, Which version of osgOcean are you using 1.0 or 1.0.1? Kim. 2009/11/27 Aburik Mathnan foru...@ymail.com: Hi, When i try to make OSG Ocean in my fedora 11, i get the following errors [r...@coral osgOcean]# cmake . -- Using FFTSS (LGPL) as FFT library. CMake Error: The following variables are used in this project, but they are set to NOTFOUND. Please set them or make sure they are set and tested correctly in the CMake files: OPENTHREADS_LIBRARY_DEBUG linked by target osgOcean in directory /usr/src/OSG/osgOcean/src/osgOcean -- Configuring incomplete, errors occurred! can any one tell me how should i correct this. i have already installed FFTSS and open thread in my system. i checked, it exist in my /usr/local/ directory. Thank you! Cheers, Aburik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20463#20463 ___ 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] Slave camera configuration by config file
Hi Paul, It would be great to be able to detect the physical arrangement when you have multiple displays, if there are API solutions then encoding this into the WindowingSystemInterface and implementing this in the GraphicsWindowWin32/X11 etc would be great. Such autodetection won't get you all the way though, powerful configuration file support where we could write out as well as read the full configuration would be great. I've done part of the work towards this with the .view plugin, but it's only partly completed - just another one of those tasks that I've been unable to get back to due to the great tide of work that's come my way over the past couple of years. I would very much like to be able to get back and complete the job... BTW, the .view format is a variation on the the standard .osg format, you can even potentially put OSG scene graph objects into a .view file - this gives one the possibility of encoding distortion correction into the setup. Robert. On Thu, Nov 26, 2009 at 6:38 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- How would I create a config file that would tell osgViewer to arrange four slave cameras in a 2x2 configuration? I have a system with four displays arranged as a 2x2 powerwall. If I simply bring up osgviewer cow.osg, osgViewer seems to think that the four displays are arranged horizontally. That seems like a fine default assumption. So I set about looking at the cfg plugin and the example Configuration files in OSG-Data to see how I might set up a camera config file that would offset the slaves appropriately for a 2x2 powerwall. But I'm rather stumped as to how to go about this. I see in osgViewer source code that, when it loads a config file, it dynamic_casts the object as a Viewer. So my initial inclination was to write a small OSG program that properly configured the four slaves, and dump the viewer out to file as an object, then use that as the config file. But this doesn't work. :( Obviously, I've overlooked something in the code, because I thought this would be the way to do it. I tested some of the provided config files, for example: OSG_CAMERA_FILE=Configuration/AllScreens.view osgviewer cow.osg From looking at the AllScreens.view file, my assumption was that this would give me the same horizontal alignment behavior that I got with no config file at all. But this command fails with a failed to set up any windows error message. Then it's off to the OSG-Users Google Group, where I searched for info on camera config files. There was very little information available. Thanks for any info. -- Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 ___ 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] [3rdparty] How to configure VPB to start compiling database at random tiles.
Hi Torben, I'm afraid at present there is no way to alter the order that vpbmaster dispatches the tasks. I doubt a random ordering will help, but have a scheme were cache coherency and data locality would be an interest advance. Such a scheme is a non trivial enhancement though. Robert. On Thu, Nov 26, 2009 at 7:11 PM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi, I compile a large Database (800GB terraindata) to a single database. so far it is compiling, but besides 2 processes, all other osgdem instances are more or less at idle, waiting for disk. My source data is spreaded above 4 Disks to lower the disk load an consist of the following directories with their content files: -North -South -East -West -HiRes-Inlay -DEM unfortunately VPB starts to render in the south section and assign worktasks from south to all cores - therefore my disk containtin south is under heavy load, and all other disks are at idle. Is it possible to configure VPB to start at random tiles, so some tasks are working on north data, some other at HiRes and so on? This way ALL disks would be under load and no osgdem instance would have to idle :) Thank you for your help. Torben Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20456#20456 ___ 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] [build] How to properly use the OSG_GL3_AVAILABLE CMake option?
Hi John, On Fri, Nov 27, 2009 at 3:21 AM, John Price john.pric...@gmail.com wrote: My understanding of the way bindness graphics actually achieves its speedup is by not requiring CPU dereferencing of graphic object pointers and the likely L2 cache misses this causes. NVidia bindless graphics extension is about reducing the CPU overhead in draw dispatch, but... for the majority of modern graphics applications draw dispatch isn't the bottleneck, so it'll only help the minority of graphics apps that draw dispatch is a bottleneck. Again, I'd ask yourself am is draw dispatch likely to be a bottleneck in my app? Likely cases of draw dispatch limited app is when you have many thousands of separate geometries and state in screen on each frame. Even without the bindless graphics extension you can address this bottleneck with a more balanced scene graph layout - i.e. make it more coarse grained, by clumping geometry and state together. If you can't address the draw bottleneck with a more efficient scene graph then implementation the bindless graphics extension will be important, if not then there is sure plenty of other things that you can invest your time in to get better peformance. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] problem building OSGOCean in fedora 11
Hi Kim, I am using osgOcean 1.0. Thank you! Cheers, Aburik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20472#20472 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] problem building OSGOCean in fedora 11
Hi Aburik, Try using the new 1.0.1 source on the website, this issue, amongst others, have since been resolved. Cheers, Kim. http://osgocean.googlecode.com/files/osgOcean-Source-1.0.1.rar http://osgocean.googlecode.com/files/osgOcean-Resources-1.0.1.rar 2009/11/27 Aburik Mathnan foru...@ymail.com: Hi Kim, I am using osgOcean 1.0. Thank you! Cheers, Aburik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20472#20472 ___ 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] [build] problem building OSGOCean in fedora 11
Hi Kim, Thank you very much, OsgOcean 1.0.1 is building properly. Cheers, Aburik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20474#20474 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO's - lifetime.
Hi Nico, I have just checked in the implementation of the GL object clean up, and all the debug messages are now quieten down/removed so the code should be good to go for real application work now. Please let me know if you still see problems. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ReaderWriterDICOM : build error
Hi Robert, I tried to fix the ReaderWriterDicom.cpp , if USE_ITK is set the the virtual ReadResult readImage(const std::string file, const osgDB::ReaderWriter::Options* options) const cause a build error \ Error1error C2065: 'result' : undeclared identifier f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error2error C2228: left of '.getImage' must have class/struct/union f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error3error C2227: left of '-getUserData' must point to class/struct/union/generic type f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error4error C2228: left of '.getImage' must have class/struct/union f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 365 Error5error C2227: left of '-getUserData' must point to class/struct/union/generic type f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 365 The problem is that i don't correct understand what you would like to get throught user data. But we need to define result . it's defined within a for loop. but how can we fix it? /adrian MSVC 2005 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Need advice for performance tweaks
All, I have a need to run my OSG app on some marginal hardware (single CPU with a GeForce 4800 for example) while still maintaining some decent frame rates (around 30fps). I want to use the same terrain database (built with VPB with the -terrain option) if possible. I've used the setSampleRatio() method in the osgTerrain class and culling backfaces to thin out the geometry with some success but I'm still not where I need to be. As a result, I'm wanting to optimize a bit more if possible. Does anyone have any suggestions for particular settings in the databasepager or pagedLOD that I could try to achieve better performance? I'm willing to sacrifice database fidelity to maintain decent frame rates if I must. Thanks for any suggestions in advance. Shayne smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need advice for performance tweaks
Hi Shayne, You can use the osgTerrain::Terrain::setSampleRatio(float) to cut down geometry complexity alone, and use osg::Camera::setLODScale(float) to make the selection of LOD's more aggressive. One thing you could do is implement an adaptive setting of LODScale/SampleRatio by looking at the frame time of the previous frame and it is looks close to breaking frame change the ratio's to reduce the overhead, this way you might be able to get away with better visuals when the hardware can cope such as looking downwards, and only go for low high res visuals when you are looking at a shallow angle to the horizontal when lots of tiles will be in view. Robert. On Fri, Nov 27, 2009 at 6:00 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: All, I have a need to run my OSG app on some marginal hardware (single CPU with a GeForce 4800 for example) while still maintaining some decent frame rates (around 30fps). I want to use the same terrain database (built with VPB with the -terrain option) if possible. I've used the setSampleRatio() method in the osgTerrain class and culling backfaces to thin out the geometry with some success but I'm still not where I need to be. As a result, I'm wanting to optimize a bit more if possible. Does anyone have any suggestions for particular settings in the databasepager or pagedLOD that I could try to achieve better performance? I'm willing to sacrifice database fidelity to maintain decent frame rates if I must. Thanks for any suggestions in advance. Shayne ___ 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] ReaderWriterDICOM : build error
Hi Adrian, The code looks it's been copy and pasted from elsewhere where the result variable is defined. I've attempted a fix and checked this in. I don't have ITK installed right now so can't test it. Could you do an svn update and then test it? FYI, the DCMTK pathway is much more sophisticated and feature rich so is the best route for importing dicoms. Robert. On Fri, Nov 27, 2009 at 5:20 PM, Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com wrote: Hi Robert, I tried to fix the ReaderWriterDicom.cpp , if USE_ITK is set the the virtual ReadResult readImage(const std::string file, const osgDB::ReaderWriter::Options* options) const cause a build error \ Error 1 error C2065: 'result' : undeclared identifier f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error 2 error C2228: left of '.getImage' must have class/struct/union f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error 3 error C2227: left of '-getUserData' must point to class/struct/union/generic type f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 316 Error 4 error C2228: left of '.getImage' must have class/struct/union f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 365 Error 5 error C2227: left of '-getUserData' must point to class/struct/union/generic type f:\dev\OpenSceneGraph\OpenSceneGraphSVN\src\osgPlugins\dicom\ReaderWriterDICOM.cpp 365 The problem is that i don't correct understand what you would like to get throught user data. But we need to define result . it's defined within a for loop. but how can we fix it? /adrian MSVC 2005 -- 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] Crash in nVidia driver : particles + dynamically adding/removing views
Hi Robert, You latest fixes to texture and buffer objects fixed the crash I was experiencing in this code. Thanks! However, starting at the second time the child window is opened (third time you press 'a'), I get these messages every frame, and the particle systems do not render correctly anymore: Warning: detected OpenGL error 'invalid value' at after RenderBin::draw(..) This happens on both Windows and Linux (Ubuntu Jaunty x64) So I think there's still something lurking. Could you check it out please? See the code posted in my previous message. It seems that this issue is close to being put to rest... Thanks in advance, J-S Jean-Sébastien Guay wrote: Hi all, So I just wanted to post my latest code that can reproduce this issue, and see if I can get Robert's attention so he can check it out. It may be related to the crashes others are seeing with texture pools and/or VBOs lately, but it might not. It's also triggered by starting/stopping viewers, but it's reproducible in OSG 2.6 so it's probably not related to the latest texture pool code (unless a bug has carried over from before). The code attached can be changed using #defines at the top of the osgviewer.cpp file to demonstrate the problem and two possible workarounds. First, you can make the program use either osgParticle::PrecipitationEffect or the SiltEffect that's present it osgOcean. Both will reproduce the problem and will react the same to the workarounds (which makes sense since the SiltEffect is a modified PrecepitationEffect to begin with). Change between the two by changing the #define USE_EFFECT to either SILT or PRECIPITATION. Then, if you comment both the defines that follow (that start with WORKAROUND_) you should be able to reproduce the bug. Run the program with those two defines commented, and when the window comes up, press 'a'. You'll get a new window. Press 'a' again and the window will close. Repeat this. On both Linux and Windows, after 2-3 times, the window becomes gray (partially or completely) and I get Warning: detected OpenGL error 'invalid value' at After Renderer::compile Additionally, under Windows, after a few more opens/closes, the app crashes. On Linux it seems to crash much less often, sometimes it does, but most of the time I just get the gray window. Now, you can test out the two workarounds by uncommenting one of the two WORKAROUND_* defines. The first one is to share contexts, and the second is to not reuse context IDs (by incrementing the context ID usage count so that a new one is used each time). We're currently using the latter workaround in our app, and it works well, but of course it would be better if OSG could clean up after itself correctly when a context is destroyed and then the context ID reuse would work as intended. So, I hope this example code helps reproduce and squash another bug... Let me know if there's more I can do to help. Thanks, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] [osgOcean] Wake effects?
Hi Tian, Could you download and run this program for me: http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/ And then use the Full XML Export tool under the Tools tab and then send me the xml file please. I need to know exactly what your card supports and I can't seem to find out from my searches. Cheers. Kim. 2009/11/27 Tian Ma tianxiao...@foxmail.com: Hi Kim: Thank you! By now, I am using the olde version. And I will try more. Regards, Tian Kim Bale wrote: Hi Tian, It did highlight some useful stuff. Unfortunately I won't get round to fixing this immediately. However, if you want to use the version in the trunk you can probably get round it by replacing the uniform booleans one by one with hard coded values in the water shader for the options you want to enable until it stop complaining. Obviously this is a temporary fix until I get round to investigating further. K. 2009/11/26 Tian Ma : Hi Kim: Thanks for your helpful work! Does the information inf file ocean_output.txt help? Regards, Tian Kim Bale wrote: Hi Peter, Well this is really what the many weird and wonderful configurable options are for in OceanScene, nearly every effect can be turned off an on to suit the graphics card configuration. I think it's probably better to do it this way, rather than grouping them together to give the low,medium and high settings, as you can fine tune the rendering to suit the available hardware. The core water shader itself isn't so expensive, it's largely the pre render passes that bring down the frame rate and all of these can be turned off and on as desired. (I think) the problem with Tians card at the moment is that the water shader in the trunk has used up all the maximum number of uniforms permitted on nvidia 7 series card which use a version of glsl that I'm not 100% sure of. But I think this can be worked around, I just haven't got round to it yet (plus it's quite hard to test without a suitable card) K. 2009/11/26 Peter Bear : Would it be possible to implement sort of a config option with 2 or more shaders for multiple quality levels? This would allow for the use of one shader if you have a more powerful card, or another shader for an older card. Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20395#20395 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20410#20410 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20461#20461 ___ 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] Need advice for performance tweaks
Robert, Thanks for the quick reply. I haven't played with the LOD scale so I'll explore that. I also like your suggestion of some sort of adaptive setting. Is there a way to query the frame time of the previous frame? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Friday, November 27, 2009 11:08 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Need advice for performance tweaks Hi Shayne, You can use the osgTerrain::Terrain::setSampleRatio(float) to cut down geometry complexity alone, and use osg::Camera::setLODScale(float) to make the selection of LOD's more aggressive. One thing you could do is implement an adaptive setting of LODScale/SampleRatio by looking at the frame time of the previous frame and it is looks close to breaking frame change the ratio's to reduce the overhead, this way you might be able to get away with better visuals when the hardware can cope such as looking downwards, and only go for low high res visuals when you are looking at a shallow angle to the horizontal when lots of tiles will be in view. Robert. On Fri, Nov 27, 2009 at 6:00 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: All, I have a need to run my OSG app on some marginal hardware (single CPU with a GeForce 4800 for example) while still maintaining some decent frame rates (around 30fps). I want to use the same terrain database (built with VPB with the -terrain option) if possible. I've used the setSampleRatio() method in the osgTerrain class and culling backfaces to thin out the geometry with some success but I'm still not where I need to be. As a result, I'm wanting to optimize a bit more if possible. Does anyone have any suggestions for particular settings in the databasepager or pagedLOD that I could try to achieve better performance? I'm willing to sacrifice database fidelity to maintain decent frame rates if I must. Thanks for any suggestions in advance. Shayne ___ 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 smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IntersectVisitor does not recognize Nodes on different Projection
Hi, OK. Thank you. Got it working now. Changed setProjectionMatrixOrtho2D into setProjectionMatrixOrtho. Next problem that i have is that the Buttons in my SceneGraph consist of several geometries and the Button is a Geode but its not recognized as Geode. Only as several Geometries. I dont know how to solve this. After going through the API i found Geode-setNodeMask. Could this help maybe? Ive no idea what a nodemask is though... Thank you! Cheers, Thorsten -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20497#20497 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Simple Loading Tutorial
Hi all, I've recently been trying to get my head around OSG, been trying the inbuilt examples and am not getting very far. I thought i'd check out the OSG tutorials but the site seems to have been down for the last few days now. Is there any specific example that I should be looking at just to learn how to load a model into OSG, as some seem a little more complex than this. Hopefully that made sense, cheers ... Thank you! Cheers, s -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20490#20490 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] fatal error on simple programm
Hi, I am trying to lunch one executable using openSceneGraph and i dont succes!! http://cheveche4.developpez.com/tutoriels/openscenegraph/osg-02/ their is the tuto i try (i give you the second for easier look at code) at the end of file, when i arrive to viewer.run() (at execution) i have: (sorry that is in frensh so i had translate with reverso): Microsoft studio C Runtime Detected an irreparable error and if i remove the most part of the code (saving 4 first lines and 3 last) it does: (translate too sorry): It can be due has a failure of the heap which indicates a bug in ***.exe or in some of the DLL in charge of(DLL loaded with) and the programm stop please help me :( i am using windows xp pro with visual 2008 Thank you! Cheers, Anthony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20235#20235 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simple Loading Tutorial
Have you taken a look at the OSG Quick Start Guide and its examples? http://www.skew-matrix.com/OSGQSG/index.html Anyway, a bare-bones OSG example would be: #include osgDB/ReadFile #include osgViewer/Viewer int main() { osgViewer viewer; viewer.setSceneData( osgDB::ReadNodeFile( cow.osg ) ); viewer.run(); } Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Sam Gidding wrote: Hi all, I've recently been trying to get my head around OSG, been trying the inbuilt examples and am not getting very far. I thought i'd check out the OSG tutorials but the site seems to have been down for the last few days now. Is there any specific example that I should be looking at just to learn how to load a model into OSG, as some seem a little more complex than this. Hopefully that made sense, cheers ... Thank you! Cheers, s -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20490#20490 ___ 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] Organising Geodes and Drawables
I have an object with separate component eg: a top, bottom and an outline. I have a choice of storing a group with each component in a separate osg::Geode but the outline points are shared by the top and bottom and I would rather not have data duplicate. There are a lot of points because the components are derived from a scanner. If I store them as drawables in the same Geode, I can create a surface mesh of just the top and bottom by having the same vertex array and different Geometry drawables. A couple of questions: osg::Geometry doesn't have a nodemask - how can I control which drawables are drawn? If I only want to draw one component do I have to create a drawable listing the index in the vertex array of all the points? Or is there any easy way to say, draw points 0-n, or n-m Thank you! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20499#20499 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Organising Geodes and Drawables
Hi Martin, If I store them as drawables in the same Geode, I can create a surface mesh of just the top and bottom by having the same vertex array and different Geometry drawables. Actually, you can give any drawables the same vertex array if you want, even if the drawables are not part of the same Geode. Does this resolve your problems? osg::Geometry doesn't have a nodemask - how can I control which drawables are drawn? All drawables of a geode are drawn. You can work around that somewhat by attaching an empty osg::Drawable::DrawCallback to a drawable (i.e. one that doesn't call drawable-drawImplementation(renderInfo); in its drawImplementation() method). This will cause the drawable not to be drawn. When you want it to be drawn again you just remove the callback. But it's easier to use separate Geodes and use the nodemasks on Geodes. Or is there any easy way to say, draw points 0-n, or n-m osg::DrawArrays does this... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] osgterrain example and required input file
Hi, what kind of input file does the osgterrain example expect? BTW: what is a master file in this context?? Thank you! Cheers, Hartwig -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20501#20501 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Organising Geodes and Drawables
So a good model would be : Single osg::Geode representing the entire part with all the vertex data and separate child geodes each with a single drawable for the points in the top, bottom and outline. Then meshes etc can be added to the children all sharing the same vertex data, in the parent ? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20503#20503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] broken osgconv.exe
hm well thought I did do that. I am able to get it all working on another PC without installing 2005 *SP1*. just VC90 installed. thanks, have a good weekend. -T snip I think you didn't install the 2005 *SP1* redistribuable package (http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en) .\ snip On Wed, Nov 25, 2009 at 3:24 AM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Ted, I downloaded the osg precompiled package you are using (openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip), and I checked that indeed, the osgdb_ive.dll depends on a zlib1.dll that was compiled with VS 2005 SP1 (which is weird). I presume it is also the case of libpng, curl and tiff. So, to move on, you have to recompile osg from the sources using the vc90 dependencies, or install the VC++ 2005 redistribuable packages (there are two if my memory serves me right ), I think you didn't install the 2005 * SP1* redistribuable package (http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en) . Regards, Mourad On Tue, Nov 24, 2009 at 9:03 PM, ted morris wrote: Yes, I think I resolved finding the 3rdparty dependencies. But for some reason, the osgdb_xxx pluggins listed in the last e-mail: osgdb_gz osgdb_curl osgdb_ive osgdb_png osgdb_tiff osgdb_tiffd dependencywalker shows that these pluggin dlls are still looking for MSVCR80.DLL *and* MSVCR90.DLL And the other pluggins can't find MSVCR90.DLL. bizarre. thanks, t Well, I tried dependencywalker.com and opened up the pluggins. On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine wrote: Hi Ted, You can use the Dependency Walker (http://www.dependencywalker.com/) to check the version number of the runtime, the dependencies were compiled against. I just tried it with the zlib and png dlls contained in VisualStudio 9 (2008) SP1 prebuild dependencies ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies), and I found that the release versions were compiled with the 9.0.30729 runtime, which is actually 2008 SP1. The debug version, though, was compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib is used in both ive and gz plugins. I don't see how you get the message about the 2005 runtime dependency. Double check in the output window of VS that the zlib and png dlls that are actually loaded are the good ones. Regards, Mourad On Tue, Nov 24, 2009 at 1:21 AM, ted morris wrote: credist_x86 VisualStudio 2005 (v8) runtimes ___ 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 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] broken osgconv.exe
ok -- well, since I got it working on another box here at home I presume there must be another matching dll floating around on that PC. thanks, t On Thu, Nov 26, 2009 at 3:00 PM, Mattias Helsing helsin...@gmail.comwrote: Hi Ted, J-S, all, First - all creds and kudos for the vc90 binary win32 2.8.2 packages to Sukender, not me. Second - did you (Ted) sort this out? Can we drop it or do you still have problems? Mattias On Wed, Nov 25, 2009 at 1:03 PM, Mattias Helsing helsin...@gmail.com wrote: Hi again Ted, I can't find any dll that depends on msvc*80 runtime dll but may have some clues to a solution. On Tue, Nov 24, 2009 at 9:03 PM, ted morris ted.mor...@gmail.com wrote: Yes, I think I resolved finding the 3rdparty dependencies. But for some reason, the osgdb_xxx pluggins listed in the last e-mail: osgdb_gz osgdb_curl osgdb_ive osgdb_png osgdb_tiff osgdb_tiffd These all depend on zlib1.dll, which on my system depend correctly on msvcp90.dll. I'm guessing that somehow your system picks up some other zlib1. The zlib module is very common so there is a good chance you already got it embedded with other software. Try setting the PATH explicitly like: set PATH=vc90_dependencis\bin;vc90_osg\bin before running dependency walker or osgviewer dependencywalker shows that these pluggin dlls are still looking for MSVCR80.DLL *and* MSVCR90.DLL No, osgdb_tiff, _curl and the other plugin in your list depends on msvcr90.dll. However they also depend on many other modules that may, in turn, depend on whatever runtime they were compiled against. Hitting f9 in dependency walker will show you the full path to all listed dlls And the other pluggins can't find MSVCR90.DLL. I think this is a flaw in dependency walker. I don't have your system, but my system reports this too where top dependency msvcp90 depends on msvcr90. If this is the case also for you then just ignore. I'm dropping this for now since I can't find anything wrong with the binaries on the website. Drop me screenshots, text logs or whatever and I'll investigate further. cheers Mattias bizarre. thanks, t Well, I tried dependencywalker.com and opened up the pluggins. On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Ted, You can use the Dependency Walker (http://www.dependencywalker.com/) to check the version number of the runtime, the dependencies were compiled against. I just tried it with the zlib and png dlls contained in VisualStudio 9 (2008) SP1 prebuild dependencies ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies), and I found that the release versions were compiled with the 9.0.30729 runtime, which is actually 2008 SP1. The debug version, though, was compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib is used in both ive and gz plugins. I don't see how you get the message about the 2005 runtime dependency. Double check in the output window of VS that the zlib and png dlls that are actually loaded are the good ones. Regards, Mourad On Tue, Nov 24, 2009 at 1:21 AM, ted morris ted.mor...@gmail.com wrote: credist_x86 VisualStudio 2005 (v8) runtimes ___ 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 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] [ANN] The book OpenSceneGraph Design and Implementation is published
Hi Roland, These functions are included internal in CMake 2.6 or higher. Regards, Wang Rui 2009/11/28 Roland Smeenk roland.sme...@tno.nl Hi Wang, I am trying to create project files for the book examples by running CMake, but some files seem to be missing in CMakeModules. All FindOsg*.cmake files include the files Findosg_functions and FindPackageHandleStandardArgs, but they are not in the examples download or the SVN repository. warmest regards, Roland Smeenk -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20502#20502 ___ 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] imageio problems and possible solutions on loading some PNG images.
I'm betting you hit the same premultiplied alpha problem/limitation reported in SDL_image. http://bugzilla.libsdl.org/show_bug.cgi?id=868 The workaround/solution was to add a block of code at the end of the loader to un-premultiply the alpha (now in the codebase). If that is indeed the problem and the workaround works, I recommend you submit the fix for osgdb_ImageIO. Also, please file a bug report/feature request with Apple. The more reports they get, the better. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VBO's - lifetime.
Hi Robert, Everything works fine now. Thanks a lot for investigating this problem. -- Nico On Fri, Nov 27, 2009 at 12:49 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nico, I have just checked in the implementation of the GL object clean up, and all the debug messages are now quieten down/removed so the code should be good to go for real application work now. Please let me know if you still see problems. Robert. ___ 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