Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread J.P. Delport

Hi Eric,

some info in this recent thread too.

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/68096/

jp

On 26/05/11 18:14, Eric Sokolowsky wrote:

Robert Osfield wrote:

Hi Eric,

On Thu, May 26, 2011 at 4:21 PM, Eric Sokolowsky esok@gmail.com
wrote:

Yes, this is what I mean. X11 itself crashes and restarts. One of the
weird
issues is that this happens only for OSG trunk, not for OSG 2.8 svn,
on the
same machine. Perhaps there is some OpenGL3+ weirdness going on here.


I doubt it has anything to do with GL3 as the svn/trunk doesn't do
anything special
for GL3 unless you compile the OSG specifically for the GL3 subset.


Ok, thanks for the info.


There have been a few changes to GraphisWindowX11.cpp since 2.8.x so
you revert these to see if
one of the changesets is the culprit. It could be just a co-incidence
though, sometimes threading
problems can appear and disappear just with slight changes in timing.
I'm afraid I'll have to leave it
to you to try out different versions of GraphicsWindowX11.cpp as I
can't reproduce the problem at
my end so have no way of know which changes might be introducing
problems.


Well I'm making some progress. After updating my nvidia driver X11 no
longer crashes, but osgviewer still does. I'm going to try this on
another mac machine also running Fedora 14. Anyone else using Fedora 14
out there? I'll try messing with GraphicsWindowX11.cpp next.

Eric
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Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-27 Thread dimi christop
Excellent news
I will the svn right away.

On a side note, what is the best way in your opinion to update changing vbo 
geometry 

say for a morpher. In my code I do a array swap, but is there a faster way?

Thank you for spending time hunting down this bug
Dimi



- Original Message 
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thu, May 26, 2011 6:50:51 PM
Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912

Hi Dimi,

I have tracked down the problem to the GLBufferObject::compileBuffer()
which was not downloading all the BufferData entries when it resized
the gl buffer obejct.  I also fixed the BufferObject so that when new
a BufferData enty is added to it automatically dirties the
GLBufferObjects assigned to it.  With these change one doesn't dirty
of the array when you swap the vertex array, one simple calls
setVertexArray() and the OSG does the rest for you.

These fixes are now checked into svn/trunk.

Robert.
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Re: [osg-users] VBO incosistencies between 2.8 and 2.912

2011-05-27 Thread Robert Osfield
HI Dimi,

On Fri, May 27, 2011 at 8:21 AM, dimi christop dimi_chris...@yahoo.com wrote:
 Excellent news
 I will the svn right away.

 On a side note, what is the best way in your opinion to update changing vbo
 geometry

 say for a morpher. In my code I do a array swap, but is there a faster way?

It all depends upon how you are modifying the geometry data.  The most efficient
way is to not modify the vertex data at all and do all the computation
on the GPU.

Downloading two static vertex arrays (use a vertex attrib array) and
then morphing
between on the GPU is an pretty effective scheme.

Swapping arrays like you did is pretty efficient as well, but only
call dirty on the
data if you have actually modified it though, as the OSG will be able to just do
a pointer swap if you just assign a new array, and OpenGL will just happily use
the different pointers without any performance cost.

Copying the data will have if you are dynamically updating the data on the CPU
and can't offload this to the GPU.   If you are copying data every frame then
using VBO's won't be as valuable, you'll need to performance test using staight
vertex arrays vs VBOs.

 Thank you for spending time hunting down this bug

I have to put my hands up and admit that the regression was done to
me, It's good nail regressions
so I'm glad that you were able to reproduce the problem.

Robert.
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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Alberto Luaces
Hi,

what is the usage of the script? I guess it is not run from Blender,
because of the commented out line importing the osggui module.

I have tried to do the same as the 2.4x exporter from the command line,

${blender_exec} -b ${model} -P ${path_to_osgexport.py} --osg=filename=name.osg

but it seems the script gets its arguments duplicated, and later I get
some errors that could be related to this issue.

Thanks,

-- 
Alberto

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Re: [osg-users] vrml plugin for 2.9.14

2011-05-27 Thread Robert Osfield
Hi Keith,

Could you please post the changes you've made as a full modified file
to osg-submissions.

Thanks,
Robert.

On Tue, May 17, 2011 at 8:17 PM, Keith Parkins
kpark...@cs.rochester.edu wrote:
 Hi all,

 I was playing around with the dev release 2.9.14 on Windows (not the
 latest svn) and had to play around with some build files to get it to
 compile. I'm no guru on cmake by any stretch, but to compile the plugin I
 had to edit one of the cmake files. First though, I downloaded openvrml
 0.17.12 and used my existing boost build (1.44.0 the plugin readme says
 to use an older version of boost, but I think this version works too). I
 noticed that cmake wanted to find openvrml _antlr and _regex libraries,
 but both are no longer used in openvrml. I commented out the following
 lines in  src/osgPlugins/vrml/CMakeLists.txt:

 #    FIND_LIBRARY(OPENVRML_ANTLR_LIBRARY
 #        NAMES antlr.lib
 #        PATHS $ENV{OPENVRML_DIR}/lib)
 #    FIND_LIBRARY(OPENVRML_ANTLR_LIBRARY_DEBUG
 #        NAMES antlrd.lib
 #        PATHS $ENV{OPENVRML_DIR}/lib)
 #    FIND_LIBRARY(OPENVRML_REGEX_LIBRARY
 #        NAMES regex.lib
 #        PATHS $ENV{OPENVRML_DIR}/lib)
 #    FIND_LIBRARY(OPENVRML_REGEX_LIBRARY_DEBUG
 #        NAMES regexd.lib
 #        PATHS $ENV{OPENVRML_DIR}/lib)


 and

    SET(TARGET_LIBRARIES_VARS
    #        OPENVRML_ANTLR_LIBRARY
    #        OPENVRML_REGEX_LIBRARY
            OPENVRML_LIBRARY
            JPEG_LIBRARY
            PNG_LIBRARY
            ZLIB_LIBRARY)

 Then I was able to run cmake without a problem.

 The last thing I had to do was to set one of the use/build macros
 defined in the openvrml library file openvrml-config.h. You need
 to choose either OPENVRML_USE_DLL or OPENVRML_USE_LIB depending on
 whether you are linking to dynamic or static libs. In VisualStudio, you
 just open up the properties window, find the Preprocessor menu under
 Configuration Properties-C/C++. Then click Preprocessor Definitions
 and add eitherOPENVRML_USE_DLL or OPENVRML_USE_LIB.

 I didn't notice any mention of this in the osg-users list, so I thought
 I'd send this out in case anyone else had this problem. If there is a
 cleaner solution that I missed, please do correct me.

 Thanks,
 -K

 Keith Parkins                    U of R Center for Visual Science
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[osg-users] A small spelling problem in the cmake scripts

2011-05-27 Thread Wang Rui
Hi Robert,

As OSG is on its way to the 3.0 release, I'd like to report a very
small bug... in fact it's a spelling bug, I think: In
Find3rdPartyDependencies.cmake, there is a ACTUAL_3DPARTY_DIR option
for Windows users to specify the root directory of third party
libraries. But I think it should be ACTUAL_3RDPARTY_DIR (3rd, not 3d),
isn't it? If so, to repair this we may have to face some other
compatibility problems (especially to Windows users who already set up
this option). So what do you think of the solution? Or we could just
leave it alone?

Cheers,

Wang Rui
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Re: [osg-users] A small spelling problem in the cmake scripts

2011-05-27 Thread Robert Osfield
Hi Rui,

I haven't looked at the problem .cmake file yet I would suggest
retaining the old ACTUAL_3DPARTY_DIR one for backwards compatibility
and just add the correctly spelled one and make sure the docs just
refer the to correctly spelled one.

Robert.

On Fri, May 27, 2011 at 11:21 AM, Wang Rui wangra...@gmail.com wrote:
 Hi Robert,

 As OSG is on its way to the 3.0 release, I'd like to report a very
 small bug... in fact it's a spelling bug, I think: In
 Find3rdPartyDependencies.cmake, there is a ACTUAL_3DPARTY_DIR option
 for Windows users to specify the root directory of third party
 libraries. But I think it should be ACTUAL_3RDPARTY_DIR (3rd, not 3d),
 isn't it? If so, to repair this we may have to face some other
 compatibility problems (especially to Windows users who already set up
 this option). So what do you think of the solution? Or we could just
 leave it alone?

 Cheers,

 Wang Rui
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[osg-users] Trackball manipulator start position

2011-05-27 Thread daniele argiolas
Hi,
I'm trying to modify simple application osgViewer.
I want to set the initial position of the camera (trackball manipulator).

How? I try to set it with setByMatrix, setByInverseMatrix but nothing.

can you explain me?

thanks

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Re: [osg-users] Trackball manipulator start position

2011-05-27 Thread Robert Osfield
Hi Daniele,

Try setHomePosition(..).

Robert.

On Fri, May 27, 2011 at 11:56 AM, daniele argiolas arj...@gmail.com wrote:
 Hi,
 I'm trying to modify simple application osgViewer.
 I want to set the initial position of the camera (trackball manipulator).

 How? I try to set it with setByMatrix, setByInverseMatrix but nothing.

 can you explain me?

 thanks

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Re: [osg-users] Trackball manipulator start position

2011-05-27 Thread daniele argiolas
ok!!! thank you very much!

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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Fred Smith
Hi,

Will this issue likely be addressed in the near future? I guess only somebody 
relatively experienced with the OSG code base can dig into this.

I can test the code quite extensively as I have routines that process a lot of 
data. Right now I'm stuck with release 2.9.10. Not absolutely sure there is no 
minor leak with that release either.

Cheers,
Fred

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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Robert Osfield
Hi Fred,

On Fri, May 27, 2011 at 1:12 PM, Fred Smith osgfo...@tevs.eu wrote:
 Will this issue likely be addressed in the near future? I guess only somebody 
 relatively experienced with the OSG code base can dig into this.

 I can test the code quite extensively as I have routines that process a lot 
 of data. Right now I'm stuck with release 2.9.10. Not absolutely sure there 
 is no minor leak with that release either.

I really don't know what is amiss and your modified version
osggeometry.cpp I find just plain confusing.  I can't start testing
something that I don't under is supposed to do in the first and why.
What you've provide as a test case just doens't make sense to me, I
can't work why you'd do what you are trying to do in this way.  I
can't dive in on topic that I have no grasp of.

Robert.
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Eric Sokolowsky

J.P. Delport wrote:

Hi Eric,

some info in this recent thread too.

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/68096/

jp
Thanks for the pointer. I must have skipped over that thread. The 
problem described there looks like what is happening to me (I'm glad I'm 
not the only one!) Following Robert's suggestion to look into changes 
made to GraphicsWindowX11.cpp, I reverted back to r12292 and everything 
seems to work reliably, and now I'm working forward. There were a pretty 
major couple of changes r12293 and r12294 and that's what I suspect 
caused the problem. The only other change to this file after then was 
r12339.


I saw the discussion of making the viewer single-threaded, which of 
course is not a long-term solution. Did anyone find anything in their 
digging?


Eric



On 26/05/11 18:14, Eric Sokolowsky wrote:

Robert Osfield wrote:

Hi Eric,

On Thu, May 26, 2011 at 4:21 PM, Eric Sokolowsky esok@gmail.com
wrote:

Yes, this is what I mean. X11 itself crashes and restarts. One of the
weird
issues is that this happens only for OSG trunk, not for OSG 2.8 svn,
on the
same machine. Perhaps there is some OpenGL3+ weirdness going on here.


I doubt it has anything to do with GL3 as the svn/trunk doesn't do
anything special
for GL3 unless you compile the OSG specifically for the GL3 subset.


Ok, thanks for the info.


There have been a few changes to GraphisWindowX11.cpp since 2.8.x so
you revert these to see if
one of the changesets is the culprit. It could be just a co-incidence
though, sometimes threading
problems can appear and disappear just with slight changes in timing.
I'm afraid I'll have to leave it
to you to try out different versions of GraphicsWindowX11.cpp as I
can't reproduce the problem at
my end so have no way of know which changes might be introducing
problems.


Well I'm making some progress. After updating my nvidia driver X11 no
longer crashes, but osgviewer still does. I'm going to try this on
another mac machine also running Fedora 14. Anyone else using Fedora 14
out there? I'll try messing with GraphicsWindowX11.cpp next.

Eric
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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Fred Smith

robertosfield wrote:
 Hi Fred,
 
 Please try the latest updates to svn/trunk, it may or may not address
 the issues you have seen.  If it doesn't please put together a small
 example that reproduces the problem.
 
 Robert.


robertosfield wrote:
 Hi Fred,
 
 On Fri, May 27, 2011 at 1:12 PM, Fred Smith  wrote:
 
  Will this issue likely be addressed in the near future? I guess only 
  somebody relatively experienced with the OSG code base can dig into this.
  
  I can test the code quite extensively as I have routines that process a lot 
  of data. Right now I'm stuck with release 2.9.10. Not absolutely sure there 
  is no minor leak with that release either.
  
 
 I really don't know what is amiss and your modified version
 osggeometry.cpp I find just plain confusing.  I can't start testing
 something that I don't under is supposed to do in the first and why.
 What you've provide as a test case just doens't make sense to me, I
 can't work why you'd do what you are trying to do in this way.  I
 can't dive in on topic that I have no grasp of.

Run the modified osggeometry.cpp sample and look at the memory usage. There is, 
apparently, a big memory leak. Increase the number of times testRTTCamera() is 
called and you should see the leak even better.
As to why I'm doing what I'm doing, this is to do RTT. I need to do offscreen 
rendering at some point in my application, and for this purpose I'm adding a 
slave camera to my existing viewer, then do my RTT rendering, then dispose of 
the aforementionned camera. It's either that, or I use a separate viewer and do 
the RTT rendering from there.
In both cases I have a memory leak.

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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Robert Osfield
Hi Fred,

On Fri, May 27, 2011 at 2:22 PM, Fred Smith osgfo...@tevs.eu wrote:
 Run the modified osggeometry.cpp sample and look at the memory usage. There 
 is, apparently, a big memory leak. Increase the number of times 
 testRTTCamera() is called and you should see the leak even better.

The modified example is *mess*.  I wouldn't know if it was a memory
leak due to the messy code or an actual bug in the OSG.

 As to why I'm doing what I'm doing, this is to do RTT. I need to do offscreen 
 rendering at some point in my application, and for this purpose I'm adding a 
 slave camera to my existing viewer, then do my RTT rendering, then dispose of 
 the aforementionned camera. It's either that, or I use a separate viewer and 
 do the RTT rendering from there.
 In both cases I have a memory leak.

Off screen rendering is nothing unusual, but convoluteed means of
doing it aren't.

Please think about isolating one problem at a time and providing a
clean code example, telling me just to run an example that I have
already reviewed and decided it's too convulteed to know what going is
of no help to me.

Robert.
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Eric Sokolowsky
Here's some more information about the problem. I have narrowed it down 
to the patch r12294. Before this change I cannot get osgviewer to fail, 
but after this patch it is very easy to get osgviewer to fail. Something 
there caused the timing instability we are seeing. I'm going to 
investigate further but if there are others who want to look at it too 
you are welcome.


Eric

J.P. Delport wrote:

Hi Eric,

some info in this recent thread too.

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/68096/

jp

On 26/05/11 18:14, Eric Sokolowsky wrote:

Robert Osfield wrote:

Hi Eric,

On Thu, May 26, 2011 at 4:21 PM, Eric Sokolowsky esok@gmail.com
wrote:

Yes, this is what I mean. X11 itself crashes and restarts. One of the
weird
issues is that this happens only for OSG trunk, not for OSG 2.8 svn,
on the
same machine. Perhaps there is some OpenGL3+ weirdness going on here.


I doubt it has anything to do with GL3 as the svn/trunk doesn't do
anything special
for GL3 unless you compile the OSG specifically for the GL3 subset.


Ok, thanks for the info.


There have been a few changes to GraphisWindowX11.cpp since 2.8.x so
you revert these to see if
one of the changesets is the culprit. It could be just a co-incidence
though, sometimes threading
problems can appear and disappear just with slight changes in timing.
I'm afraid I'll have to leave it
to you to try out different versions of GraphicsWindowX11.cpp as I
can't reproduce the problem at
my end so have no way of know which changes might be introducing
problems.


Well I'm making some progress. After updating my nvidia driver X11 no
longer crashes, but osgviewer still does. I'm going to try this on
another mac machine also running Fedora 14. Anyone else using Fedora 14
out there? I'll try messing with GraphicsWindowX11.cpp next.

Eric
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Robert Osfield
Hi Eric,

On Fri, May 27, 2011 at 2:29 PM, Eric Sokolowsky esok@gmail.com wrote:
 Here's some more information about the problem. I have narrowed it down to
 the patch r12294. Before this change I cannot get osgviewer to fail, but
 after this patch it is very easy to get osgviewer to fail. Something there
 caused the timing instability we are seeing. I'm going to investigate
 further but if there are others who want to look at it too you are welcome.

Thanks to narrowing it down.  For those interested in look up the
changeset that looks to introduced the problems you can see it up on
the openscenegraph.org:

http://www.openscenegraph.org/projects/osg/changeset/12294/OpenSceneGraph/trunk/src/osgViewer/GraphicsWindowX11.cpp

A quick review of the code doesn't raise any obvious causes.  I
suspect the problems you are seeing are the same as those discusssed
on the thread [build] 2.9.14 and trunk problems on
lubuntu 11.04+lxde+nvidia.

I will run the tests suggest by J.P in this thread to see if I can
reliably reproduce the problem and then see about backing out to
before r12294 and if this fixes things then I'll revert r12294.  I
would like to tag a 2.9.15 dev release today so would like to things
working for it.

Robert.
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread J.P. Delport

Hi

On 27/05/11 15:07, Eric Sokolowsky wrote:

J.P. Delport wrote:

Hi Eric,

some info in this recent thread too.

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/68096/

jp

Thanks for the pointer. I must have skipped over that thread. The
problem described there looks like what is happening to me (I'm glad I'm
not the only one!) Following Robert's suggestion to look into changes
made to GraphicsWindowX11.cpp, I reverted back to r12292 and everything
seems to work reliably, and now I'm working forward. There were a pretty
major couple of changes r12293 and r12294 and that's what I suspect
caused the problem. The only other change to this file after then was
r12339.

I saw the discussion of making the viewer single-threaded, which of
course is not a long-term solution. Did anyone find anything in their
digging?


sorry, I've not had any chance to look at it again. I think you've come 
closest to getting to the actual commits that causes this.


jp

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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Robert Osfield
Hi All,

I'm just doing a code review from before and after the r12294 rev and
it looks like the move of the code from a method being called in the
graphics thread GraphicsWindowX11::swapBufferImplentation() to on
being called from the main thread GraphcisWindowX11::checkEvents()
without the display being changed from the one used for the graphics
thread to the one used for events.  If I am correct then it should be
a simple fix of just replacing the _display variable usage to the
local display variable.

I will test in the svn/trunk configuration and then with my suggested
change.  Will update you all soon on how I get on.

Robert.
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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Damyon Wiese
Hi Alberto,

The script is for using within blender. Copy the files from the blenderExporter 
directory to your blender scripts folder. I'm on linux so my folder is at:

~/.blender/2.57/scripts/addons/

Then when you open blender you will need to enable the script. 

* Open the User Preferences window (Ctrl + Alt + U)
* Click on the Addons tab
* Type osg in the search box
* Check the checkbox next to the Import-Export: Export OSG format (.osg) 
entry to enable the plugin. 
* Click Save as default to save the changes permanently.  

Now the File - Export menu will have an additional entry - OSG Model (.osg) 
which will run the script. 

Hope this helps - Damyon

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[osg-users] OSGExp and Max 2012

2011-05-27 Thread Jean-Sébastien Guay

Hi all,

I just installed Max 2012 (and the SDK) 64-bit, and am trying to compile 
OSGExp, but when it tries to link OSGHelper I'm getting this linker error:


1OSGHelper.cpp.obj : error LNK2001: unresolved external symbol public: 
virtual void __cdecl ReferenceMaker::SetReference(int,class 
ReferenceTarget *) 
(?SetReference@ReferenceMaker@@UEAAXHPEAVReferenceTarget@@@Z)


It's linking to:

${MAXSDK_LIB_DIR}/bmm.lib
${MAXSDK_LIB_DIR}/core.lib
${MAXSDK_LIB_DIR}/geom.lib
${MAXSDK_LIB_DIR}/gfx.lib
${MAXSDK_LIB_DIR}/mesh.lib
${MAXSDK_LIB_DIR}/maxutil.lib
${MAXSDK_LIB_DIR}/maxscrpt.lib
${MAXSDK_LIB_DIR}/manipsys.lib
${MAXSDK_LIB_DIR}/paramblk2.lib

and I had Max 2011 before and it was working fine, so I'm not sure where 
this problem comes from. Has anything changed recently that could affect 
this?


Thanks in advance,

J-S
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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Fred Smith
Attached is a cleaned up, less messy version of the repro.

testRTTCamera() shows off the leak with offscreen rendering using a slave camera

testLeak() shows off the GraphicsContext leak.

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/* OpenSceneGraph example, osggeometry.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include osg/Geode
#include osg/Geometry
#include osg/GraphicsContext
#include osg/Material
#include osg/Vec3
#include osg/MatrixTransform
#include osg/Texture2D
#include osg/PolygonStipple
#include osg/TriangleFunctor
#include osg/io_utils

#include osgDB/ReadFile
#include osgDB/WriteFile

#include osgGA/TrackballManipulator

#include osgViewer/Viewer

#include osg/Math

#include iostream

// This demo illustrates how to create the various different types of geometry that
// the osg::Geometry class can represent.  This demo uses the OpenGL red book diagram of different 
// OpenGL Primitives as a template for all the equivalent OpenSceneGraph Primitives.  The OpenSceneGraph 
// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also 
// wrapped around OpenGL's vertex arrays and draw arrays/elements calls.  Familiarity with
// OpenGL will help you understand the osg::Geometry class which encapsulate all this, or if you
// havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// works!

// The osg::Geometry class is a subclass of osg::Drawable base class, so is an object that provides
// a draw method for drawing objects in the scene.  osg::Geometry contains all the vertex, normal
// color and texture coordinate arrays required to specify the coordinates of your objects, and the
// primitives join these coordinates together as the points, lines or surfaces that you will see
// rendered on your screen. 
//
// This demo is split into two functions, the createScene() function which creates the scene graph
// with the various primitives in it, and the main() which sets up a basic viewer window and
// adds to the it the scene generated by createScene().


struct NormalPrint
{
void operator() (const osg::Vec3 v1,const osg::Vec3 v2,const osg::Vec3 v3, bool) const 
{
osg::Vec3 normal = (v2-v1)^(v3-v2);
normal.normalize();
std::cout  \t(v1) (v2) (v3) ) normal (normal)std::endl;
}
};

// decompose Drawable primitives into triangles, print out these triangles and computed normals.
void printTriangles(const std::string name, osg::Drawable drawable)
{
std::coutnamestd::endl;

osg::TriangleFunctorNormalPrint tf;
drawable.accept(tf);
 
std::coutstd::endl;
}

osg::Node* createScene()
{
// create the Geode (Geometry Node) to contain all our osg::Geometry objects.
osg::Geode* geode = new osg::Geode();

// following are separate blocks for creating POINTS, LINES, LINE_STRIP, LINE_LOOP, POLYGON, QUADS,
// QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN primitives. An image of these primitives
// is provided in the distribution: OpenSceneGraph-Data/Images/primitives.gif.


// create POINTS
{
// create Geometry object to store all the vertices and points primitive.
osg::Geometry* pointsGeom = new osg::Geometry();

// create a Vec3Array and add to it all my coordinates.
// Like all the *Array variants (see include/osg/Array) , Vec3Array is derived from both osg::Array 
// and std::vector.  osg::Array's are reference counted and hence sharable,
// which std::vector provides all the convenience, flexibility and robustness
// of the most popular of all STL containers.
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices-push_back(osg::Vec3(-1.02168, -2.15188e-09, 0.885735));
vertices-push_back(osg::Vec3(-0.976368, -2.15188e-09, 0.832179));
vertices-push_back(osg::Vec3(-0.873376, 9.18133e-09, 0.832179));
vertices-push_back(osg::Vec3(-0.836299, -2.15188e-09, 0.885735));

Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Nan WANG
this FBO issue will influence on QuadBuffer rendering?I got some quad buffer 
problem...

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] 2.8.5 wrappers and osgconv

2011-05-27 Thread Paul Martz

Thanks! This is in r12464 on the 2.8 branch.
   -Paul



On 5/26/2011 4:41 PM, Ryan Pavlik wrote:



On Wed, May 25, 2011 at 6:15 PM, Ryan Pavlik rpav...@iastate.edu
mailto:rpav...@iastate.edu wrote:



On Tue, May 24, 2011 at 1:46 PM, Paul Martz pma...@skew-matrix.com
mailto:pma...@skew-matrix.com wrote:

Hi Ryan -- I just wanted to alert you that the 2.8 branch now contains
some changes that will likely break the wrappers: Texture2DMultisample
support (you'll probably need to add support for this new
StateAttribute) and some changes to osgText. If you could provide
updated wrappers, that would be great. Thanks!

Also, you mentioned some additional changes to osgconv. I'm still
waiting on those.

The only other work to be done is the 3ds backport, and I understand
that's in progress, so hopefully done soon.

We're vary close to a release candidate.


I've updated the wrappers, and am running a test build overnight.  Will get
those to you soon.

Ryan


OK, I've attached the updated wrappers for the 2.8 branch. I've test built these
on Linux 64-bit, and they do all successfully load at runtime.

Ryan

--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University

rpav...@iastate.edu mailto:rpav...@iastate.edu
http://academic.cleardefinition.com



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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Eric Sokolowsky

Robert Osfield wrote:

Hi All,

I'm just doing a code review from before and after the r12294 rev and
it looks like the move of the code from a method being called in the
graphics thread GraphicsWindowX11::swapBufferImplentation() to on
being called from the main thread GraphcisWindowX11::checkEvents()
without the display being changed from the one used for the graphics
thread to the one used for events.  If I am correct then it should be
a simple fix of just replacing the _display variable usage to the
local display variable.

I will test in the svn/trunk configuration and then with my suggested
change.  Will update you all soon on how I get on.

  


I think this is getting close to the problem. I have further narrowed 
the problem to the last section of differences in GraphicsWindowX11.cpp  
between r12293 and r12294 (I applied all the other parts of the 
difference and there is no problem). If I comment out the second while( 
XPending(_display) ) loop (see around line 1467) there is no crash. Is 
the _display variable changed in the first loop?


I also tried putting a sleep(1) call just above line 1467 the first time 
the function is run and now I can not get it to crash, further 
suggesting a race condition that the loop is triggering.


Eric

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[osg-users] 2.8.5 Call for testing

2011-05-27 Thread Paul Martz
Hi all -- I've just tagged 2.8.5 RC1 and would like to request your help in 
testing. You can check out the release candidate from here:


http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5-rc1

All features are in place at this time, with the one exception of the 3DS plugin 
backport. Assuming that work is complete soon, and there is sufficient testing, 
we should be able to release in the very near future.


Features in 2.8.5:

 * Uniform performance enhancement.
 r11952, Michael Plating's performance enhancement for large numbers of 
uniforms, which effectively eliminates the std::mapstd::string lookup.

 r11998, Wojciech Lewandowski's backwards compatibility fix for 11952.
 r12074, Chris Hanson's backwards compatibility fix for 11952.

 * Support for Texture2DMultisample
 r11218, changes to Extensions.
 r11229, fix warnings.
 r11365, 2D multisample support.

 * Added new OutputRelativeTextures dot OSG plugin export option (not on 
trunk).

 * Enhancements for OcclusionQueryNode.
 r11760 (plus r11472 for OQN.cpp only).
 Support for RTT Camera (not on trunk).

 * osgconv --use-world-frame option.

 * NOTIFY_WARN (and friends) macros to ease backporting.
 OSG_NOTIFY_DISABLED CMake variable.

 * FLT plugin update.
 A complete backport of the trunk FLT plugin (as if May 4 2010) to the 2.8 
branch.

 Includes export fixes for multitexture.
 Includes osgSim MultiSwitch changes in r11971.

 * PNM plugin enhancements:
 r12220, adds support for reading and writing images using streams.
 Bug fixes for reading 8-bit and 16-bit images, including loading the 
images upside-down.


 * Fix issue with linking apps to libdl on Linux systems.

 * osgText fix (r11768) to improve text appearance.

 * Updated osgWrappers for all API changes.

 * Bump version# 2.8.5, SO# 74.


Thanks for your help!

--
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   http://www.skew-matrix.com/
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Jeremy Moles
On Fri, 2011-05-27 at 10:41 -0400, Eric Sokolowsky wrote:
 Robert Osfield wrote:
  Hi All,
 
  I'm just doing a code review from before and after the r12294 rev and
  it looks like the move of the code from a method being called in the
  graphics thread GraphicsWindowX11::swapBufferImplentation() to on
  being called from the main thread GraphcisWindowX11::checkEvents()
  without the display being changed from the one used for the graphics
  thread to the one used for events.  If I am correct then it should be
  a simple fix of just replacing the _display variable usage to the
  local display variable.
 
  I will test in the svn/trunk configuration and then with my suggested
  change.  Will update you all soon on how I get on.
 


Just to chime in, I'm also experiencing this problem.

Fedora 14-64, NVidia 270 driver.

 I think this is getting close to the problem. I have further narrowed 
 the problem to the last section of differences in GraphicsWindowX11.cpp  
 between r12293 and r12294 (I applied all the other parts of the 
 difference and there is no problem). If I comment out the second while( 
 XPending(_display) ) loop (see around line 1467) there is no crash. Is 
 the _display variable changed in the first loop?
 
 I also tried putting a sleep(1) call just above line 1467 the first time 
 the function is run and now I can not get it to crash, further 
 suggesting a race condition that the loop is triggering.

 Eric
 
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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Alberto Luaces
Damyon,

Damyon Wiese writes:

 Hi Alberto,

 The script is for using within blender. Copy the files from the 
 blenderExporter directory to your blender scripts folder. I'm on linux so my 
 folder is at:

 ~/.blender/2.57/scripts/addons/

 Then when you open blender you will need to enable the script. 

 * Open the User Preferences window (Ctrl + Alt + U)
 * Click on the Addons tab
 * Type osg in the search box
 * Check the checkbox next to the Import-Export: Export OSG format (.osg) 
 entry to enable the plugin. 
 * Click Save as default to save the changes permanently.  

 Now the File - Export menu will have an additional entry - OSG Model 
 (.osg) which will run the script. 

 Hope this helps - Damyon

Indeed it does, thank you very much. I'm such a newbie when dealing with
these new 2.5x series. I could export some meshes at will. I had only
problems when exporting a MakeHuman skeleton. I attach the log in case
you are interested:

BlenderExporter directory  blenderExporter
read blend: /tmp/5-abril/mr.blend
OpenScenGraph Option [ AUTHOR ] =  
OpenScenGraph Option [ LOG ] = True True
OpenScenGraph Option [ SELECTED ] = ALL ALL
OpenScenGraph Option [ INDENT ] = 3 3
OpenScenGraph Option [ FLOATPRE ] = 4 4
OpenScenGraph Option [ ANIMFPS ] = 25 25.0
OpenScenGraph Option [ FILENAME ] = /tmp/5-abril/mr3.osg /tmp/5-abril/mr3.osg
{'INDENT': 3, 'LOG': True, 'AUTHOR': '', 'SELECTED': 'ALL', 'ANIMFPS': 25.0, 
'FLOATPRE': 4, 'FILENAME': '/tmp/5-abril/mr3.osg'}
FILENAME:'mr3'
 mr3
osg: processing Armature Armature
Traceback (most recent call last):
  File /tmp/blenderSVN/build/bin/2.57/scripts/addons/osgExport.py, line 151, 
in execute
OpenSceneGraphExport(config)
  File /tmp/blenderSVN/build/bin/2.57/scripts/addons/osgExport.py, line 55, 
in OpenSceneGraphExport
export.process()
  File /tmp/osgexport/blenderExporter/osg/osgdata.py, line 444, in process
self.exportItemAndChildren(obj)
  File /tmp/osgexport/blenderExporter/osg/osgdata.py, line 246, in 
exportItemAndChildren
item = self.exportChildrenRecursively(obj, None, None)
  File /tmp/osgexport/blenderExporter/osg/osgdata.py, line 288, in 
exportChildrenRecursively
item = self.createSkeletonAndAnimations(obj)
  File /tmp/osgexport/blenderExporter/osg/osgdata.py, line 406, in 
createSkeletonAndAnimations
for nla_track in obj.animation_data.nla_tracks:
AttributeError: 'NoneType' object has no attribute 'nla_tracks'

location:unknown location:-1

location:unknown location:-1

Regards,

-- 
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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Robert Osfield
Hi Nan,

On Fri, May 27, 2011 at 3:09 PM, Nan WANG nan.c...@gmail.com wrote:
 this FBO issue will influence on QuadBuffer rendering?I got some quad buffer 
 problem...

QuadBuffer stereo is totally unrelated to FBO's.

Robert.
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Robert Osfield
Hi Eric,

On Fri, May 27, 2011 at 4:22 PM, Eric Sokolowsky esok@gmail.com wrote:
 Changing _display to display fixes the crashing problem for me. Here is
 an updated GraphicsWindow.cpp with the fix, which you may have already
 applied.

Good to hear that this fixed the problem - it illustrates it was a
multi-threaded X11 usage issue. Having reviewed the wider code the
actual  check for the window close is already done further up in
checkEvents so the second bit of code shouldn't have any effect.
Removing the check for close from the swapBuffers doesn't seem safe
either so I think the whole submission is suspect, not just the usage
of the _display rather display variable.

Robert.
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Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Hi Jean-Sébastien,

On Fri, May 27, 2011 at 6:56 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 and I had Max 2011 before and it was working fine, so I'm not sure where
 this problem comes from. Has anything changed recently that could affect
 this?


It compiles fine for me, but I just noticed the following in the Max 2012
SDK release notes:

There are some incorrect usages of the reference system that can allow
 plug-ins to cause instabilities in 3ds Max, and eventually leading to
 unexpected behavior or crashes. One such case is when plug-ins call
 ReferenceMaker::SetReference()http://download.autodesk.com/global/docs/3dsmaxsdk2012/en_us/cpp_ref/class_reference_maker.html#ac11372157c1539fe4beb9160e106d739
  directly
 on other plug-ins. Doing so only partially updates the reference graph which
 results in system instability when the reference links are deleted. The
 visibilityReferenceMaker::SetReference()http://download.autodesk.com/global/docs/3dsmaxsdk2012/en_us/cpp_ref/class_reference_maker.html#ac11372157c1539fe4beb9160e106d739
  has
 been changed from public to protected in the class 
 ReferenceMakerhttp://download.autodesk.com/global/docs/3dsmaxsdk2012/en_us/cpp_ref/class_reference_maker.html
  and
 all of its sub-classes, to prevent plug-ins from accidentally calling this
 method. Plug-ins that have been calling 
 ReferenceMaker::SetReference()http://download.autodesk.com/global/docs/3dsmaxsdk2012/en_us/cpp_ref/class_reference_maker.html#ac11372157c1539fe4beb9160e106d739
  on
 objects of types other than themselves or their parent class, will have to
 change their code to call 
 ReferenceMaker::ReplaceReference()http://download.autodesk.com/global/docs/3dsmaxsdk2012/en_us/cpp_ref/class_reference_maker.html#aa14a0521d1381a989ecd80f385bd
  instead.


I don't understand why it compiles fine for me though. I am using a
developer preview version of Max 2012. Maybe this change only appeared in
the final release version, but then what was the point of the developer
preview!

I'll try to download the latest version and see if I can replicate this
issue.

Cheers,
Farshid
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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Damyon Wiese
Hi Alberto,

Here is an updated script that should fix this crash.

Cheers,
Damyon

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osgexport-no-mercurial-20100527_r6.tar.gz
Description: GNU Zip compressed data
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[osg-users] Pyramid Does not appear

2011-05-27 Thread Omar Khaled Aly


hi

i did write the code of Basic Geometry tutorial on OSG tutorials  page

and when i run it the pyramid does not appear in the osg window

any help in that :)

cheers,
Omar
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Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Also, as a quick fix, can you try declaring the SetReference method of
OSGHelper in a protected namespace?

On Fri, May 27, 2011 at 6:56 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 and I had Max 2011 before and it was working fine, so I'm not sure where
 this problem comes from. Has anything changed recently that could affect
 this?

 Thanks in advance,

 J-S
 --
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Robert Osfield
Hi Eric et. al,

I have now reverted the problematic part the r12294 that original
moved the check for close events from the swapBuffersImplementation to
checkEvents, this caused problems because the check was being done on
the _display member variable that is X11 Display connection setup for
access from the graphics thread only.

Could you please do an svn update and let me know how you get on.

Cheers,
Robert.
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Re: [osg-users] [build] 2.9.14 and trunk problems on lubuntu 11.04+lxde+nvidia

2011-05-27 Thread Robert Osfield
Hi All,

On Thu, May 26, 2011 at 2:31 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 ulimit -c unlimited
 for ((i=0; i100; i++)) do  osgviewer --window 0 100 800 600 cow.osg 
 osgviewer --window 500 0 800 600 cow.osg  sleep 0.5; killall osgviewer;
 done

As discussed in the OSG trunk crashing, perhaps an nvidia driver
problem? thread, I've reverted the change that caused the X11
threading issues.  Before reverting these changes I was reliably
getting errors when running the above script, but now I'm getting a
clean run of 100 sets of two windows appearing and disappearing
without any errors.  Yay for a neat little unit test ;-)

Could you all do an svn update and let me know how you get on.

Cheers,
Robert.
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Re: [osg-users] 2.8.5 Call for testing

2011-05-27 Thread Michael Weiblen
Excellent work, will get banging on it.
-- mew


On Fri, May 27, 2011 at 8:47 AM, Paul Martz pma...@skew-matrix.com wrote:
 Hi all -- I've just tagged 2.8.5 RC1 and would like to request your help in
 testing. You can check out the release candidate from here:

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5-rc1

 All features are in place at this time, with the one exception of the 3DS
 plugin backport. Assuming that work is complete soon, and there is
 sufficient testing, we should be able to release in the very near future.

 Features in 2.8.5:

  * Uniform performance enhancement.
     r11952, Michael Plating's performance enhancement for large numbers of
 uniforms, which effectively eliminates the std::mapstd::string lookup.
     r11998, Wojciech Lewandowski's backwards compatibility fix for 11952.
     r12074, Chris Hanson's backwards compatibility fix for 11952.

  * Support for Texture2DMultisample
     r11218, changes to Extensions.
     r11229, fix warnings.
     r11365, 2D multisample support.

  * Added new OutputRelativeTextures dot OSG plugin export option (not on
 trunk).

  * Enhancements for OcclusionQueryNode.
     r11760 (plus r11472 for OQN.cpp only).
     Support for RTT Camera (not on trunk).

  * osgconv --use-world-frame option.

  * NOTIFY_WARN (and friends) macros to ease backporting.
     OSG_NOTIFY_DISABLED CMake variable.

  * FLT plugin update.
     A complete backport of the trunk FLT plugin (as if May 4 2010) to the
 2.8 branch.
     Includes export fixes for multitexture.
     Includes osgSim MultiSwitch changes in r11971.

  * PNM plugin enhancements:
     r12220, adds support for reading and writing images using streams.
     Bug fixes for reading 8-bit and 16-bit images, including loading the
 images upside-down.

  * Fix issue with linking apps to libdl on Linux systems.

  * osgText fix (r11768) to improve text appearance.

  * Updated osgWrappers for all API changes.

  * Bump version# 2.8.5, SO# 74.


 Thanks for your help!

 --
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Re: [osg-users] OSG trunk crashing, perhaps an nvidia driver problem?

2011-05-27 Thread Eric Sokolowsky

Robert,

I tested your changes and I could not get it to crash, so it looks 
squashed to me. Thanks!


Eric

Robert Osfield wrote:

Hi Eric et. al,

I have now reverted the problematic part the r12294 that original
moved the check for close events from the swapBuffersImplementation to
checkEvents, this caused problems because the check was being done on
the _display member variable that is X11 Display connection setup for
access from the graphics thread only.

Could you please do an svn update and let me know how you get on.

Cheers,
Robert.
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Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Jean-Sébastien Guay

Hi Farshid,


Also, as a quick fix, can you try declaring the SetReference method of
OSGHelper in a protected namespace?


Actually, since it's never called by anyone, I just commented it out. It 
compiles and exports correctly. Just another data point for you, but is 
that method useful at all?


Thanks,

J-S
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Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Hi Jean-Sébastien,

On Fri, May 27, 2011 at 9:43 AM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Actually, since it's never called by anyone, I just commented it out. It
 compiles and exports correctly. Just another data point for you, but is that
 method useful at all?


It might be called internally by Max, since it is overriding the base class
method. I'm not 100% sure of this, but it's probably safest to leave it
there.

Also, what version of Visual Studio are you compiling with? The version of
the 2012 SDK I'm using does include the previously mentioned change. So I'm
thinking we might have different compilers.

Cheers,
Farshid
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Re: [osg-users] FrameBufferObject problems on OSG 2.9.11

2011-05-27 Thread Robert Osfield
Hi Fred,

On Fri, May 27, 2011 at 2:57 PM, Fred Smith osgfo...@tevs.eu wrote:
 Attached is a cleaned up, less messy version of the repro.

 testRTTCamera() shows off the leak with offscreen rendering using a slave 
 camera

 testLeak() shows off the GraphicsContext leak.

The test code is still rather a mess, especially the testRTTCamera() -
this *really* isn't how you should do RTT.  To test the two code paths
I had to introduce use of osg::ArgumentParser and make it an option to
run either testRTTCamera or testLeak.  I renamed the file fbotest and
a CmakeLists.txt both of which are attached,

I run both tests :

  fbotest --testRTT

And

  fbotest

And both run without problems and without memory growth, there both
seem fine, despite be pretty dire ways to drive the OSG, both seem to
not cause any problems.

I can't really say whether you have ever seen an actual OSG bug, given
the code you have provided I'd suspect that the convolted way of doing
RTT would easily have problems that would lead bugs in your own code.
Feel free to use tools to debug your application.

Robert.
cmake_minimum_required(VERSION 2.6)

PROJECT(fbotest)

FIND_PACKAGE(OpenThreads)
FIND_PACKAGE(osg)
FIND_PACKAGE(osgDB)
FIND_PACKAGE(osgViewer)

SET(SOURCES
fbotest.cpp
)

INCLUDE_DIRECTORIES(${OPENTHREADS_INCLUDE_DIR} ${OSG_INCLUDE_DIR})

LINK_DIRECTORIES(${OSG_LIB_DIR})

ADD_EXECUTABLE(fbotest ${SOURCES})

TARGET_LINK_LIBRARIES(fbotest ${OSG_LIBRARY} ${OSGVIEWER_LIBRARY} 
${OPENTHREADS_LIBRARY})
/* OpenSceneGraph example, osggeometry.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the Software), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include osg/Geode
#include osg/Geometry
#include osg/GraphicsContext
#include osg/Material
#include osg/Vec3
#include osg/MatrixTransform
#include osg/Texture2D
#include osg/PolygonStipple
#include osg/TriangleFunctor
#include osg/io_utils

#include osgDB/ReadFile
#include osgDB/WriteFile

#include osgGA/TrackballManipulator

#include osgViewer/Viewer

#include osg/Math

#include iostream

// This demo illustrates how to create the various different types of geometry that
// the osg::Geometry class can represent.  This demo uses the OpenGL red book diagram of different 
// OpenGL Primitives as a template for all the equivalent OpenSceneGraph Primitives.  The OpenSceneGraph 
// wraps OpenGL very thinly and therefore uses all the same enum and naming conventions. The coordinate data is also 
// wrapped around OpenGL's vertex arrays and draw arrays/elements calls.  Familiarity with
// OpenGL will help you understand the osg::Geometry class which encapsulate all this, or if you
// havn't learned OpenGL yet, learning osg::Geometry will help you understand how OpenGL
// works!

// The osg::Geometry class is a subclass of osg::Drawable base class, so is an object that provides
// a draw method for drawing objects in the scene.  osg::Geometry contains all the vertex, normal
// color and texture coordinate arrays required to specify the coordinates of your objects, and the
// primitives join these coordinates together as the points, lines or surfaces that you will see
// rendered on your screen. 
//
// This demo is split into two functions, the createScene() function which creates the scene graph
// with the various primitives in it, and the main() which sets up a basic viewer window and
// adds to the it the scene generated by createScene().


struct NormalPrint
{
void operator() (const osg::Vec3 v1,const osg::Vec3 v2,const osg::Vec3 v3, bool) const 
{
osg::Vec3 normal = (v2-v1)^(v3-v2);
normal.normalize();
std::cout  \t(v1) (v2) (v3) ) normal (normal)std::endl;
}
};

// decompose Drawable primitives into triangles, print out these triangles and computed normals.
void printTriangles(const std::string name, osg::Drawable drawable)
{
std::coutnamestd::endl;

osg::TriangleFunctorNormalPrint tf;
drawable.accept(tf);
 
std::coutstd::endl;
}

osg::Node* createScene()
{
// create the Geode (Geometry Node) to contain all our osg::Geometry objects.
osg::Geode* geode = new osg::Geode();

// following are separate blocks for 

Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Jean-Sébastien Guay

Hi Farshid,


It might be called internally by Max, since it is overriding the base
class method. I'm not 100% sure of this, but it's probably safest to
leave it there.


Seems to me that if it's not in the libs, then it can't be called by 
Max... Unless there's a bug in the libs I'm using (perhaps solved by a 
service pack?)



Also, what version of Visual Studio are you compiling with? The version
of the 2012 SDK I'm using does include the previously mentioned change.
So I'm thinking we might have different compilers.


I'm compiling on VC9 x64 for Max 2012 x64 running on Windows 7 x64. :-)

So, what do you suggest?

Thanks,

J-S
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Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Hi Jean-Sébastien,

I'm compiling on VC9 x64 for Max 2012 x64 running on Windows 7 x64. :-)


That's also my setup. Strange.


 So, what do you suggest?


Can you post the contents of the buildnumber.h max header file? Also, try
building using the solution files in the VisualStudio folder. Maybe there
is some project setting that CMake isn't setting properly.

Cheers,
Farshid
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Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Jean-Sébastien Guay

Hi Farshid,


Can you post the contents of the buildnumber.h max header file?


/* This file is automatically generated by the DailyBuild script. */
/* VERSION_STRING is the build's posting, ie. MXXX, Daily, Midday. */
/* VERSION_INT is the last successful major (MXXX) with the letter 
prefix (M) dropped. */

#if defined(GAME_FREE_VER)
  #define VERSION_STRING  C000
  #define VERSION_INT   0
#elif defined(GAME_VER)
  #define VERSION_STRING  G000
  #define VERSION_INT   0
#elif defined(WEBVERSION)
  #define VERSION_STRING  M000
  #define VERSION_INT   0
#elif defined (DESIGN_VER)
  #define VERSION_STRING  B000
  #define VERSION_INT   0
#else // MAX
  #define VERSION_STRING  Rampage with PDBs MAX_R121_64_RL 02-22-2011 
21:37 143392

  #define VERSION_INT   121
#endif


Also,
try building using the solution files in the VisualStudio folder.
Maybe there is some project setting that CMake isn't setting properly.


Yes, that helped find out what was amiss. The CMake build setup was 
missing a define _USRDLL. With this defined (and the SetReference() 
method uncommented) it builds and runs fine.


The modified file is attached. I added the define before adding the src 
subdirectory, instead of inside each project individually, so it will 
get added to all projects. That is also the case in the projects under 
the VisualStudio folder (I checked), so I assume this is OK.


Perhaps you could add a comment as to why this is required (other than 
to fix the linker error I don't know).


Thanks,

J-S
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cmake_minimum_required(VERSION 2.6)

set( ProjectName OSGExp )
project( ${ProjectName} )

set (CMAKE_BUILD_TYPE Release)

list( APPEND CMAKE_MODULE_PATH ${OSGExp_SOURCE_DIR}/CMakeModules )


# Platform specific definitions
IF(WIN32)
IF(MSVC)
# To enable /MP, parralel build on MSVC
OPTION(WIN32_USE_MP Set to OFF to diable /MP. ON)
MARK_AS_ADVANCED(WIN32_USE_MP)
IF(WIN32_USE_MP)
SET(CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS} /MP)
ENDIF(WIN32_USE_MP)

# Other MSVC compilation flags
ADD_DEFINITIONS(-D_SCL_SECURE_NO_WARNINGS)
ADD_DEFINITIONS(-D_CRT_SECURE_NO_DEPRECATE)

ENDIF(MSVC)
ENDIF (WIN32)

SET(CMAKE_DEBUG_POSTFIX d CACHE STRING add a postfix, usually d)
SET(CMAKE_RELEASE_POSTFIX  CACHE STRING add a postfix, usually empty)
SET(CMAKE_RELWITHDEBINFO_POSTFIX rd CACHE STRING add a postfix, usually rd)
SET(CMAKE_MINSIZEREL_POSTFIX s CACHE STRING add a postfix, usually s)

#
# Find Max SDK headers and libraries
#

find_path(MAXSDK_INCLUDE_DIR max.h
HINTS
$ENV{MAXSDK}
PATH_SUFFIXES include
)

# If compiling for 64 bit, look for the 64 bit libraries
# In the default Max 2011 SDK install, the 32 bit libraries are
# in ${MAXSDK}/lib, and 64 bit ones are in ${MAXSDK}/x64/lib
SET(MAXSDK_LIB_PATH_SUFFIX lib)
IF(CMAKE_SIZEOF_VOID_P MATCHES 8)
SET(MAXSDK_LIB_PATH_SUFFIX x64/lib)
MARK_AS_ADVANCED(LIB_POSTFIX)
ENDIF()

find_path(MAXSDK_LIB_DIR maxutil.lib
HINTS
$ENV{MAXSDK}
PATH_SUFFIXES ${MAXSDK_LIB_PATH_SUFFIX}
)

SET(MAXSDK_LIBRARIES
${MAXSDK_LIB_DIR}/bmm.lib
${MAXSDK_LIB_DIR}/core.lib
${MAXSDK_LIB_DIR}/geom.lib
${MAXSDK_LIB_DIR}/gfx.lib
${MAXSDK_LIB_DIR}/mesh.lib
${MAXSDK_LIB_DIR}/maxutil.lib
${MAXSDK_LIB_DIR}/maxscrpt.lib
${MAXSDK_LIB_DIR}/manipsys.lib
${MAXSDK_LIB_DIR}/paramblk2.lib
)

find_path(MAX_DIR 3dsmax.exe
# No hints...
)

add_definitions(-D_USRDLL)

add_subdirectory(src)
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Re: [osg-users] OSGExp and Max 2012

2011-05-27 Thread Farshid Lashkari
Hi Jean-Sébastien,

Yes, that helped find out what was amiss. The CMake build setup was missing
 a define _USRDLL. With this defined (and the SetReference() method
 uncommented) it builds and runs fine.

 The modified file is attached. I added the define before adding the src
 subdirectory, instead of inside each project individually, so it will get
 added to all projects. That is also the case in the projects under the
 VisualStudio folder (I checked), so I assume this is OK.


Thanks, I just committed it.

Cheers,
Farshid
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Re: [osg-users] Pyramid Does not appear

2011-05-27 Thread Chris 'Xenon' Hanson
On 5/27/2011 10:02 AM, Omar Khaled Aly wrote:
 hi
 i did write the code of Basic Geometry tutorial on OSG tutorials  page
 and when i run it the pyramid does not appear in the osg window
 any help in that :)

  I recall some sort of primitiveset error in that last time I saw it. I don't 
have the
time to spend reviewing it again right now. Have you turned up logging, and do 
you see any
GL errors or OSG errors?

 cheers,
 Omar

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http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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[osg-users] [osgPango] Alpha when rendering letters

2011-05-27 Thread Sergey Kurdakov
Hi,

I use osgPango to render text ( latest version from svn ).

from what I got from code,  first glyphs are rendered to layers, then
default shader puts
everything into frontbuffer  ( default is frag1 shader - which I use ).

However - due to use of alpha in shader the text looks somewhat not very
crisp
( some parts of letters appear as if they have some alpha ( I render  above
alpha texture but with osgPango node
with blend option switched off  - but still shader takes it into account)

from shader generator  baseFragmentHeader(unsigned int num)

there is a statement

return vec4(c.rgb * t.a, t.a);

so - naturally alpha is present in output pixel.

Replacing the string

to

return vec4(c.rgb, t.a);

does not change  much.

but

return vec4(c.rgb , 1.0 );

renders everything outside letters  with black ( so instead of text - filled
rectangles ).

now, maybe I miss something simple
but how to filter
alpha so that
I have less fuzzy letters and also do not produce non needed artifacts.


Regards
Sergey
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Re: [osg-users] [osgPango] Alpha when rendering letters

2011-05-27 Thread Jeremy Moles
Can you send me an example showing this? I can probably fix the problem
right up when I see the code.

However, unless you've got some FFP blending setup elsewhere in your
scene, I'm having a hard time imagining what could be wrong...

On Fri, 2011-05-27 at 23:46 +0400, Sergey Kurdakov wrote:
 Hi,
 
 I use osgPango to render text ( latest version from svn ).
 
 
 from what I got from code,  first glyphs are rendered to layers, then
 default shader puts 
 everything into frontbuffer  ( default is frag1 shader - which I
 use ).
 
 
 However - due to use of alpha in shader the text looks somewhat not
 very crisp
 ( some parts of letters appear as if they have some alpha ( I render
  above alpha texture but with osgPango node 
 with blend option switched off  - but still shader takes it into
 account)
 
 
 from shader generator  baseFragmentHeader(unsigned int num)
 
 
 there is a statement
 
 
 return vec4(c.rgb * t.a, t.a);
 
 
 so - naturally alpha is present in output pixel.
 
 
 Replacing the string
 
 
 to
 
 
 return vec4(c.rgb, t.a);
 
 
 does not change  much.
 
 
 but
 
 
 return vec4(c.rgb , 1.0 );
 
 
 renders everything outside letters  with black ( so instead of text -
 filled rectangles ).
 
 
 now, maybe I miss something simple
 but how to filter
 alpha so that
 I have less fuzzy letters and also do not produce non needed
 artifacts.
 
 
 
 
 Regards
 Sergey
 
 
 
 
 
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[osg-users] Too long to generate the DEM with osgdem

2011-05-27 Thread ijustfu
Dear all,
  
  I am newer for using OSG.
  I compile gdal and VPB and rightly get all the files with VS2005. When I 
use osgdem to generate DEM, I find it generates .IVE and a folder of 
XXX-_root_L0_X0_Y0 . 
  The problem is: It takes too long to generate the DEM. I check the time 
of file genration time and find the intervals between first several file is 
very short for level 0, level 1 and level 2. Coming to level 3 and after, the 
intervals are long, in my case 2 minutes or 3 minutes. So, after one and a half 
days, the DEM is only generated half.
   The input files are : Texture is:  texture.tilf 70m 4019*4284  ; DEM  
is: height.tif 47m 4019*4284.
   The comand line to generate DEM is : osgdem -t texture.tif -d height.tif 
-l 8 -a mydem.osga 
   Anybady can help me? 

Thanks a lot.


2011-05-28 



ijustfu 
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