Re: [osg-users] floating point exeption in VPB...
Hi bduvenhage, You saif you are using GDAl 1.7.x .. As I tried to compile VPB with GDAL 1.7.x last time, it failed since there are some modified function signatures. Is VPB modified to work with GDAL 1.7.x ? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30664#30664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Away on a trip this week
Hi Alll, I'm off on a trip for the rest of this week and should be back online next Monday. Have fun! Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] floating point exeption in VPB...
Hi Torben I checked out and successfully recompiled an unmodified VPB (trunk rev 1015) with GDAL 1.7.2 (GDAL 1.7.2, released 2010/04/23) and MS VS8 a few minutes ago. As far as I remember VPB also compiles with the version of GDAL provided with FWTools (GDAL 1.7.0b2, FWTools 2.4.7, released 2010/01/19). I haven't tested other compilers though. Note that the GDAL version strings I give are the result of gdalinfo --version Kind regards, Bernardt Torben Dannhauer 08/10/10 8:58 AM Hi bduvenhage, You saif you are using GDAl 1.7.x .. As I tried to compile VPB with GDAL 1.7.x last time, it failed since there are some modified function signatures. Is VPB modified to work with GDAL 1.7.x ? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30664#30664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Re: floating point exeption in VPB...
Thanks Robert I've used the latest version of vpb (and osg) and successfully built the blue marble terrain that previously led to a memory access violation and program crash. It does indeed seem that the problem is fixed now :-) Regards, Bernardt Robert Osfield 08/09/10 9:50 PM Hi Bernardt, Shayne et. al, I've now reviewed Bernadt's change and understand the need for this. To make the required test clearer I feel that it would be worth making an additional test of a valid GeospatialExtents in the form of a GeospatialExtents::nonZeroExtents() method which, this would then replace the use of valid() method in the SourceData code. I have now implemented, tested and checked in this change. I don't have any databases that trigged the numerical error so could you guys do an svn update on the OSG and VPB and test these changes out. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph + NVIDIA Optix == true?
Hi all. Is there anyone on the list that could elaborate on this: http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf I get the feeling that it is possible to take an OpenSceneGraph app and use Optix to render the scene to get high-quality Raytraced images... If so, its nothing but a huge leap forward, being able to render hi-quality stuff to get screenshots, movies using the same code/app as in realtime. Sounds a liiittle bit to good to be true if you ask me. I know that RedSDK has this support, but thats inside the same scenegraph. This seems to work through a mechanics named SceniX. So is there anyone that has more info??? /Anders -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Away on a trip this week
Hi Robert, enjoy your trip! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30669#30669 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] floating point exeption in VPB...
Hi Bernhard, ok, than I will try it with the newer GDAL versions and will update the VS 2008 precompiled binary package after my holidays. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30670#30670 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgb and external models
Hi, I just wanted to tell that I wrote some visitor code that converts all proxynodes files to osgb, and I had to change the existing proxynode to reference the new osgb file. Works fine. If you need some help to test any of your submissions with regards to this, or maybe you want a openflight file to test tour code with please tell me! Thanks, Morten -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30671#30671 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Copy Texture to an other node
Hello I would like to make a visitor which copy textures in an other model,so I looked at the method clone and CopyOp DEEP_COPY_TEXTURES to clone a texture from a node to another but it seems that it doesn't copy anything because if I modify the first texture, the second will be also modified I try also with DEEP_COPY_ALL but it crashs sometimes :( Is there an other way to copy a texture? Thank you, aerkis. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30673#30673 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgb and external models
Hi Morten, Oh I'm busy writing my OSG beginners book these days. It will be nice if you could submit your changes to the osg-submissions. :) Cheers, Wang Rui 2010/8/10, Morten Hauknes mor...@hauknes.biz: Hi, I just wanted to tell that I wrote some visitor code that converts all proxynodes files to osgb, and I had to change the existing proxynode to reference the new osgb file. Works fine. If you need some help to test any of your submissions with regards to this, or maybe you want a openflight file to test tour code with please tell me! Thanks, Morten -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30671#30671 ___ 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] OpenSceneGraph + NVIDIA Optix == true?
Anders Backman wrote: Hi all. Is there anyone on the list that could elaborate on this: http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf I get the feeling that it is possible to take an OpenSceneGraph app and use Optix to render the scene to get high-quality Raytraced images... If so, its nothing but a huge leap forward, being able to render hi-quality stuff to get screenshots, movies using the same code/app as in realtime. Sounds a liiittle bit to good to be true if you ask me. I know that RedSDK has this support, but thats inside the same scenegraph. This seems to work through a mechanics named SceniX. SceniX is Nvidia's scene graph library (it's essentially a direct competitor to OpenSceneGraph). That said, it is most likely possible that, with some effort, one could be able to use Optix with OSG. Also note that there has been prior work on ray tracing with OSG in the past (using the built-in kd-tree and intersection features). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph + NVIDIA Optix == true?
Anders Backman wrote: If so, its nothing but a huge leap forward, being able to render hi-quality stuff to get screenshots, movies using the same code/app as in realtime. I should also mention that it wouldn't be using the same code as in realtime. You have to write the OptiX code to get the ray tracing done. It's not hard to do, from the examples I've seen, but it's not just plain old scene graph code either. What they're showing off is the ability for SceniX to manage the scene structure, but actually doing the rendering using ray tracing. Their OptiX engine does run interactively, but it uses progressive refinement. If the scene to be rendered is complex enough, you don't get a pretty picture at first. You get a really grainy one instead. If you keep the camera still, it slowly improves as more rays are cast to resolve the scene. It makes a pretty cool demo, but its still got a while to go before it replaces polygonal rendering for interactive apps. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)
First-chance exception at 0x07fefd76aa7d in CheckDllLoad.exe: Microsoft C++ exception: boost::exception_detail::clone_implboost::exception_detail::bad_alloc_ at memory location 0x0026f020.. First-chance exception at 0x07fefd76aa7d in CheckDllLoad.exe: Microsoft C++ exception: [rethrow] at memory location 0x.. First-chance exception at 0x07fefd76aa7d in CheckDllLoad.exe: Microsoft C++ exception: boost::exception_detail::clone_implboost::exception_detail::error_info_injectorboost::filesystem::basic_filesystem_errorboost::filesystem::basic_pathstd::basic_stringchar,std::char_traitschar,std::allocatorchar,boost::filesystem::path_traits at memory location 0x0026ed10.. Stacktrace after LoadLibrary call: openvrmld.dll!boost::copy_exceptionboost::exception_detail::bad_alloc_(const boost::exception_detail::bad_alloc_ e={...}) Line 42 + 0x23 bytesC++ openvrmld.dll!boost::exception_detail::get_bad_alloc42() Line 80 + 0xb1 bytesC++ openvrmld.dll!`dynamic initializer for 'boost::exception_detail::exception_ptr_bad_alloc42::e''() Line 94 + 0x10 bytesC++ msvcr90d.dll!0f5b2a3c() openvrmld.dll!_CRT_INIT(void * hDllHandle=0x07fee8dd, unsigned long dwReason=1, void * lpreserved=0x) Line 320C openvrmld.dll!__DllMainCRTStartup(void * hDllHandle=0x07fee8dd, unsigned long dwReason=1, void * lpreserved=0x) Line 537 + 0x13 bytesC openvrmld.dll!_DllMainCRTStartup(void * hDllHandle=0x07fee8dd, unsigned long dwReason=1, void * lpreserved=0x) Line 508 C To me it looks like the boost exceptions are initializing themselves (to have enable the global functions like current_exception etc.) by throwing around some exceptions. Now the MSVC exception handling implementation (as far as I read) uses a special errorcode (-*529697949* , In *hex*, this is 0xE06D7363) internally to determine if an exception occured. With this errorcode set (from the unevil exception during initialization) the LoadLibrary call exits with an error, just because the internal errror flag is set to the C++ exception Magic Number...so far my ideas, I might be totally wrong. However, looks like a openvrml problem rather then an osgPlugin one. Regards, Thomas On Fri, Jul 30, 2010 at 6:33 PM, Jan Ciger jan.ci...@gmail.com wrote: On Fri, Jul 30, 2010 at 6:28 PM, Jan Ciger jan.ci...@gmail.com wrote: However, the only thing that uses Boost is OpenVRML and according to what they have on the web page, 1.41 Boost should work with 0.18.4 and upwards. It would probably pay off to post the exception to the OpenVRML forum/mailing list and ask there as it doesn't seem to be anything OSG related. One more thing - if the exception is from the filesystem module, it could mean that boost is told to open something that it cannot find. What kind of exception are you getting? Jan ___ 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] OpenSceneGraph + NVIDIA Optix == true?
Anders Backman wrote: I think you are wrong, having ray tracing in the same scenegraph which you use for real-time rendering is not because you want to use it for the every day simulator. The purpose mainly (until it is fast enough) is for engineering, movie making, screenshots etc. where real time is not an issue. I misunderstood you. I thought you were referring to getting high quality ray traced images at interactive rates. OptiX can't do that (yet). Indeed, one of the demos at SIGGRAPH this year was a CAD company that had integrated OptiX into their CAD renderer. The end result lets you position your viewpoint interactively, using an interactive, but grainy rendering. Then, once you let go, it gradually refined the image to a high quality rendering over time. It's an interesting way to provide both interactivity and high quality at almost (but not quite) the same time. Generating movies of high-quality from a simulator without the need to write a single line of code is not a bad thing!! Its a request you get on a daily basis when you sell simulators. Nobody's saying it is a bad thing :-) Anyway, I just wondered if someone had played around with Optix and seen any relation to OSG. If they can mix SceniX and OptiX, I don't see why someone couldn't mix OSG and OptiX. I haven't done a lot of digging, but I don't see why it wouldn't be possible. As you said, it's just a matter of getting the scene data there. No idea how much work it would be, though. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] parameters
Hi Robert, So there is no way I can capture focal length effects in OSG using the Prespective projection matrix? Thank you! Cheers, Ricky -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30680#30680 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] VRML plugin - compile error (osg 2.9.8, VS2008, openvrml 0.4.13)
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, On 08/10/2010 06:01 PM, Tom's Lists wrote: To me it looks like the boost exceptions are initializing themselves (to have enable the global functions like current_exception etc.) by throwing around some exceptions. Now the MSVC exception handling implementation (as far as I read) uses a special errorcode (-/529697949/ , In /hex/, this is 0xE06D7363) internally to determine if an exception occured. With this errorcode set (from the unevil exception during initialization) the LoadLibrary call exits with an error, just because the internal errror flag is set to the C++ exception Magic Number...so far my ideas, I might be totally wrong. However, looks like a openvrml problem rather then an osgPlugin one. Regards, Thomas No idea, Thomas. This is way beyond my ken, I am mostly Linux developer. You are getting bad_alloc from Boost, that type of error usually means that: a) you have run out of memory (not likely) b) allocation failed due to corrupted heap. My bet is on the second possibility - likely the DLL heap (which is separate for each DLL) is messed up. I would check the compiler switches related to DLLs and make absolutely sure that there is no mismatch between debug and release libs, even for dependencies of OpenVRML - everything needs to be the same. Debug uses different memory allocation code and such crashes are pretty much the symptom of mismatched libs. Can you build some of the OpenVRML demos? That could help to pinpoint the source of the problem. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org/ iD8DBQFMYat1n11XseNj94gRAodyAKDBRHXlQph35aHS7/dcv2DFMhsfeACgn3E3 DIiok1IGsmEDowDGYA4LLj4= =K3Y9 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgEarth processing problems
Hi, I write a map.earth file according to the original examples of .earth files in osgEarth project. The map.earth file is as follows: map name=tkm type=projected heightfield name=terrain-dem driver=vpb url C:\Test.ive /url /heightfield /map where “Test.ive” file is generated by VPB0.9.10 and it’s a terrain file using Gaussian projected coordinate system.. Therefore, the type in .earth file is projected. Then in my win32 console program, I read the map.earth in my project, the codes are as follows: // header files … …… int _tmain(int argc, _TCHAR* argv[]) { int num =1; char* path = D:/maps.earth; osg::ArgumentParser arguments(num,path); osgViewer::Viewer viewer(arguments); osg::ref_ptrosg::Node Test_node = osgDB::readNodeFile(“D:/maps.earth”); viewer.setSceneData(Test_node.get()); viewer.realize(); std::coutpathstd::endl; viewer.run(); return 0; } The compilation is correct. When debugging the code, I find the Test_node point is not empty. However, the ive terrain file is not shown in the whole scene. In the whole scene, there is nothing but the blue background. I use cow.osg to replace Test.ive for tests. However, I cannot find the cow, either. I wonder what is going on with my osgEarth, are there some problems with my coordinate setting or something else? Plus, all the osgEarth dll libraries have been put in the environmental path. Thank you. Thank you! Cheers, ting -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30683#30683 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth processing problems
Hi, On 11/08/10 12:25 , ting zhang wrote: I write a map.earth file according to the original examples of .earth files in osgEarth project. The map.earth file is as follows: map name=tkm type=projected heightfield name=terrain-dem driver=vpb url C:\Test.ive /url /heightfield /map ... The compilation is correct. When debugging the code, I find the Test_node point is not empty. However, the ive terrain file is not shown in the whole scene. In the whole scene, there is nothing but the blue background. I use cow.osg to replace Test.ive for tests. However, I cannot find the cow, either. This is just a wild guess, but is it possible that the 'Test.ive' file isn't loaded in the first place? Have you tried removing the spaces around the path in the url tag? It seems to be using it's own XML parsing (*sigh*) so maybe it's failing on those (or rather not stripping leading/trailing spaces from the text node)? Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth processing problems
On 11/08/10 12:41 , Ulrich Hertlein wrote: it's own XML parsing (*sigh*) so maybe it's failing on those (or rather not stripping Apologies, it's using expat. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgEarth processing problems
Ting, I'm not sure what a Gaussian projected coordinate system is.. can you elaborate? To use the VPB driver, you have to specify several additional options so that osgEarth knows how to load the model. Look at the docs here: http://www.osgearth.org/wiki/TileSourcePluginVPB and look at the vpb_earth_bayarea.earth sample. I also suggest you set the environment variable OSGEARTH_NOTIFY_LEVEL=INFO and see if the output gives you any clues. Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Tue, Aug 10, 2010 at 10:25 PM, ting zhang bee...@sina.com wrote: Hi, I write a map.earth file according to the original examples of .earth files in osgEarth project. The map.earth file is as follows: map name=tkm type=projected heightfield name=terrain-dem driver=vpb url C:\Test.ive /url /heightfield /map where “Test.ive” file is generated by VPB0.9.10 and it’s a terrain file using Gaussian projected coordinate system.. Therefore, the type in .earth file is projected. Then in my win32 console program, I read the map.earth in my project, the codes are as follows: // header files … …… int _tmain(int argc, _TCHAR* argv[]) { int num =1; char* path = D:/maps.earth; osg::ArgumentParser arguments(num,path); osgViewer::Viewer viewer(arguments); osg::ref_ptrosg::Node Test_node = osgDB::readNodeFile(“D:/maps.earth”); viewer.setSceneData(Test_node.get()); viewer.realize(); std::coutpathstd::endl; viewer.run(); return 0; } The compilation is correct. When debugging the code, I find the Test_node point is not empty. However, the ive terrain file is not shown in the whole scene. In the whole scene, there is nothing but the blue background. I use cow.osg to replace Test.ive for tests. However, I cannot find the cow, either. I wonder what is going on with my osgEarth, are there some problems with my coordinate setting or something else? Plus, all the osgEarth dll libraries have been put in the environmental path. Thank you. Thank you! Cheers, ting -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30683#30683 ___ 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