[osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi, When I run my application (on Linux Debian) which has call to do intersection tests, I get: undefined symbol: ZN11OpenThreads6AtomicmmEv when the application is trying to call addIntersector() function of the osgUtil::IntersectorGroup. In my application's Makefile I only link with

Re: [osg-users] Incorrect deepth sorting

2010-10-27 Thread J.P. Delport
Hi, On 27/10/10 05:44, Serg Radkov wrote: Hi, How to make transparent geometry located at various osg:: Drawable properly sorted in depth? properly sorted is difficult. OSG sorts the geometry by the distance from the camera. This leads to incorrect results. what else do you think would

Re: [osg-users] Translucent primitives grouped by Drawable or by Geode?

2010-10-27 Thread Robert Osfield
Hi Thomas, One shouldn't mix primitives that will have some form of alpha blending with opaque ones in the same osg::Drawable/osg::Geometry leaves, as the depth sorting of the transparent bin is done at the Drawable level. However, it doesn't matter how you group the Drawables themselves in the

Re: [osg-users] [osgPlugins] upgrades to osgdb_bsp

2010-10-27 Thread Robert Osfield
Hi Thomas, On Tue, Oct 26, 2010 at 8:44 PM, Thomas Dickerson osgfo...@tevs.eu wrote: Over the last few weeks I've been working on upgrades to the ReaderWriterBSP class to allow it to load drawable geometry from files in the Dynamix Interior Format, a bsp format used by the Torque Game

Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Robert Osfield
Hi Huron, On Wed, Oct 27, 2010 at 1:02 AM, Huron Sam Perera hsper...@bellhelicopter.textron.com wrote: When I run my application (on Linux Debian) which has call to do intersection tests, I get: undefined symbol: ZN11OpenThreads6AtomicmmEv when the application is trying to call

[osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-27 Thread Fred Smith
Hi, When I only have one point in a GL_POINTS DrawElements primitive, the shaders in my StateSet have no effect. It seems a primitiveset cannot contain use only one point, or the point does not reach the shaders for some reason. To reproduce the problem, change the osggeometryshaders sample so

Re: [osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-27 Thread Robert Osfield
Hi Fred, My guess is that small feature culling is culling the Geometry before it even gets into the draw traversal. You can switch off small feature culling by doing: viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode() ~osg::CullSettings::SMALL_FEATURE_CULLING); Robert.

Re: [osg-users] Combining shaders and query about them

2010-10-27 Thread Aitor Ardanza
Thanks for the replay! Another question how can I know the hardware limit vertex attributes? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33117#33117 ___ osg-users

[osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Hi all I'm trying to push the IPhone fps to the limit, at moment I can render 10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I think we can squeeze a lot more out of it. So i'm writing a node visitor which could eventually be added to the optimizer to remove all un used

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Robert Osfield
Hi Tom, The CPU cost of depth sorting the transparent objects is pretty low, and will only be significant if you have a very large number of geometries that need to depth sorted. Do you think you are CPU limited by the sorting of transparent bin? Robert. On Wed, Oct 27, 2010 at 11:19 AM,

Re: [osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-27 Thread Fred Smith
robertosfield wrote: Hi Fred, My guess is that small feature culling is culling the Geometry before it even gets into the draw traversal. You can switch off small feature culling by doing: viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode()

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Hi Robert At the moment I'd say my scene isn't complex enough to really tell, everything is in one location and there aren't many geodes. Main reason I'm looking into it is the apple docs state that it's a waste of cpu to depth sort and I'm just looking for all the extra performance I can find

[osg-users] FBX Up axis bug

2010-10-27 Thread Thomas Hogarth
Hi all Just a little heads up for anyone using fbx plugin with fbx sdk 2011.2. I found a bug with the up axis. When exporting from 3ds max the axis are stored as x=0 y=1 z=2 But for some reason the fbx sdk 2011.2 sets the eUpVector enum in kfbxaxissystem.h to the following enum eUpVector {

Re: [osg-users] New osgText library - Questions

2010-10-27 Thread Sukender
Alright then... but why didn't my app compile, then? Are there known regressions? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, Right now I'd recommend just sticking with

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Robert Osfield
Hi Thomas, On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: At the moment I'd say my scene isn't complex enough to really tell, everything is in one location and there aren't many geodes. Main reason I'm looking into it is the apple docs state that it's a

Re: [osg-users] New osgText library - Questions

2010-10-27 Thread Robert Osfield
On Wed, Oct 27, 2010 at 1:21 PM, Sukender suky0...@free.fr wrote: Alright then... but why didn't my app compile, then? I can't answer this. Are there known regressions? I don't know of any present regressions, if there are lets us know. Robert. ___

[osg-users] osg::DrawElements - i missed something?

2010-10-27 Thread Robert Gosztyla
Hi, Small piece of code: Code: osg::ref_ptr osg::Vec3Array verts = new osg::Vec3Array(); verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) ); verts-push_back(osg::Vec3( 100.0f, 200.0f,-100.0f ) ); verts-push_back(osg::Vec3( 100.0f, 200.0f, 100.0f ) ); verts-push_back(osg::Vec3(-100.0f,

Re: [osg-users] osg::DrawElements - i missed something?

2010-10-27 Thread Wang Rui
Hi Robert, DrawElementsUInt can make use of std::vector methods directly, such like: osg::DrawElementsUInt* de = new osg::DrawElementsUInt(osg::PrimitiveSet::LINE_LOOP); de-push_back( 0 ); de-push_back( 1 ); de-push_back( 2 ); Or de-resize(3); (*de)[0] = 0; (*de)[1] = 1; (*de)[2] = 2; Just

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Sounds sensible to me. I'm just a little too keen. All in all though I've been really impressed by the performance already. I'll start making a test scene and perhaps add a few features that can be toggled, like render to texture etc. I'll see if I find time this weekend On 27 October 2010

[osg-users] Missing getEnableDepthWrites() in include/osgText/Text.

2010-10-27 Thread Sewell, Kenneth R Civ USAF AFRL/RYZW
In the current trunk in include/osgText/Text it looks like the first definition of setEnableDepthWrites() should be getEnableDepthWrites() instead. bool setEnableDepthWrites() { return _enableDepthWrites; } void setEnableDepthWrites(bool enable) { _enableDepthWrites = enable; } Ken.

Re: [osg-users] Missing getEnableDepthWrites() in include/osgText/Text.

2010-10-27 Thread Robert Osfield
Hi Ken, This is a mistake, thanks for spotting it. I've fixed this and checked it into svn/trunk. Robert. On Wed, Oct 27, 2010 at 2:40 PM, Sewell, Kenneth R Civ USAF AFRL/RYZW kenneth.sew...@wpafb.af.mil wrote: In the current trunk in include/osgText/Text it looks like the first definition

Re: [osg-users] [3rdparty] osgAudio Sound Position

2010-10-27 Thread Chris 'Xenon' Hanson
On 10/26/2010 12:13 PM, Chris 'Xenon' Hanson wrote: On 10/26/2010 11:56 AM, Matt Caron wrote: The demos work fine - I have tried the occlusion demo and it seems to be working for both sound intensity and doppler shift... Can you start with that and modify it incrementally to be what you

[osg-users] OSG ActiveX + IFC

2010-10-27 Thread Zdravko Clarion
Hi, I need OSC ActiveX + option to load IFC file. If there is someone who can do that, please contact me for details. Thank you! Cheers, Zdravko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33141#33141

Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-10-27 Thread Zdravko Clarion
Hi, I need OSC ActiveX + option to load IFC file. If there is someone who can do that, please contact me for details. Thank you! Cheers, Zdravko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33141#33141

Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Robert Osfield
Hi Huron, On Wed, Oct 27, 2010 at 5:49 PM, Huron Sam Perera hsper...@bellhelicopter.textron.com wrote: I added libosg.so and I still get the unresolved symbol. To answer your other questions: Yes, I built OSG myself. I think I am using 2.8.3. By the way, is there any file in the dowload

Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi Robert, My debian version is 5.0.2. When I type gcc -v on my system the response is (along with bunch of other information): gcc version 4.3.2 (Debian 4.3.2-1.1). Thank you! Cheers, Huron -- Read this topic online here:

Re: [osg-users] osg::DrawElements - i missed something?

2010-10-27 Thread Robert Gosztyla
Hi, Hmm, the same effect, doesn't work (why should?). There is something wrong with elements-addElement() method? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33151#33151

Re: [osg-users] Render to texture for IPhone

2010-10-27 Thread Stephan Huber
Hi, Am 22.10.10 05:47, schrieb Thomas Hogarth: I'm gonna continue digging but would really appreciate if you could lend a hand. Once this is working I think we have the full set of features I commonly use in OSG all working for IPhone. I tried some stuff to get FBOs working on the iPhone, but

Re: [osg-users] [osgPlugins] upgrades to osgdb_bsp

2010-10-27 Thread Thomas Dickerson
robertosfield wrote: If there are lots of changes then consider placing the changes into a separate plugin, but this does also assume that their is a different file extension for this file format, I don't know anything about the Dynamix Interior Format so can't comment on this. Whether you

Re: [osg-users] Translucent primitives grouped by Drawable or by Geode?

2010-10-27 Thread Thomas Dickerson
Robert, That is the response I was anticipating, but it's good to have my suspicions confirmed. Thanks, Thomas Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) || Village2Village Project (http://www.village2villageproject.org)

Re: [osg-users] Render to texture for IPhone

2010-10-27 Thread Thomas Hogarth
Hi I think i've pinned it down to the fact the context isn't actually ready on the first call to frame (only get created once the views are shown) So I'm gonna have a play with changing when the timer gets started and see if that fixes things. Tom On 27 October 2010 20:30, Stephan Huber

Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Huron Sam Perera
Hi Robert, The problem may be in the way I am linking with OSG libs in my Makefile. To check that I tried to create a Makefile for the osgintersection example. when I run cmake I get the following: The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for

Re: [osg-users] osg::DrawElements - i missed something?

2010-10-27 Thread Wang Rui
Hi Robert, In fact both your code and mine work fine under my platform. It is OK to use addElement(), too and a triangle line (made up by the first three elements in the vertex array) will appear. Is there something wrong with your makefile or project settings? What is the error message? Cheers,

Re: [osg-users] [build] undefined symbol: _ZN11OpenThreads6AtomicmmEv

2010-10-27 Thread Ulrich Hertlein
Hi Huron, On 28/10/10 9:17 , Huron Sam Perera wrote: The problem may be in the way I am linking with OSG libs in my Makefile. This may be a silly question, but are you linking OpenThreads? I usually link with '-L/usr/local/lib -losgViewer -losgGA -losgDB -losgUtil -losg -lOpenThreads'. To