Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)
Hi, if you use VPB and restrict your differnet maps to different levels, be aware of the popping effect if you change your camera position and run into a new map. If you want a smooth transition ( blending) between the different map, look at the osgmultitexturecontrol example and configure your VPB run to add every map to a different texture layer. I thing the osgMultiTextureControl allows up to 3 different layers. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42555#42555 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] OpenGLES2.0 build error
Hi guys, Now I have generated a project with this command: cmake -G Xcode \ -DOSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON \ -DBUILD_OSG_APPLICATIONS:BOOL=OFF \ -DBUILD_OSG_EXAMPLES:BOOL=OFF \ -DOSG_BUILD_FRAMEWORKS:BOOL=OFF \ -DOSG_WINDOWING_SYSTEM:STRING=IOS \ -DCMAKE_OSX_ARCHITECTURES:STRING=i386 \ -DOSG_GL1_AVAILABLE:BOOL=OFF \ -DOSG_GL2_AVAILABLE:BOOL=OFF \ -DOSG_GLES2_AVAILABLE:BOOL=ON \ -DOSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \ -DOSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \ -DOSG_GL_LIBRARY_STATIC:BOOL=OFF \ -DOSG_GL_MATRICES_AVAILABLE:BOOL=ON \ -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \ -DOSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \ -DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF \ -DDYNAMIC_OPENTHREADS:BOOL=OFF \ I want to use OpenGLES2.0 and not 1.0. With 1.0 all went fine but now I get errors like this: glLoadMatrix has not been declared GL_VERTEX_ARRAY has not been declared ... Thank you! Cheers, Tobias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42557#42557 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Collada plugin
Hi, I am still having the same problem. Does somebody have any idea of what is happening? Thank you. Héctor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez Sent: miércoles, 24 de agosto de 2011 9:29 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] OSG Collada plugin Hi Jean-Sebastien, thank you for your response. It is possible that I am missing something, but it seems that every library is in debug mode. I have checked with Dependency Walker the libs and I have all the debug dependencies in the folder. I have exported one single cube with Blender, just to check that there are no problems with textures and the same problem is happening. If I try to run the application from command line instead of from Visual Studio, this is the error that I find: HEAP CORRUPTION DETECTED: after Normal block (#37612) at 0x0047CF58. CRT detected that the application wrote to memory after end of heap buffer. And I have seen that the messages in the command line goes a bit further than in VS: ReaderWriterDAE( OSG/box.dae ) URI loaded: OSG/box.dae Adding parent0039C498 Adding parent0039C498 Maybe those lines can be helpful to see where the problem is... Héctor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: martes, 23 de agosto de 2011 15:35 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG Collada plugin Hi Héctor, I am having some problems to load collada files into my project. I have used the collada dom lib (libcollada14dom21) to build the plugin. The line that is throwing the breakpoint is: osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath); This line will be loading the collada plugin, as well as the collada DOM DLLs and others the plugin depends on. So if that line is making your app crash, I would suspect the common gotcha about linking debug and release together (or in general, different runtimes). So check your compile settings and make sure all your libs and DLLs (even the collada ones and its dependencies) are differentiated between debug and release, and that they all match in the linker settings. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Get euler angles from rotation matrix
Hi, everyone I have a rotation matrix, and I need to reconstruct yaw, pitch, roll angles from it. Is there any osg function to do this. I looked through MatrixDecomposition.cpp but didn't find any. Thank you! Cheers, Alexey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42531#42531 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OpenGLES2.0 build error
HI Tibias, In OpenGL ES 2.0 the fixed function pipeline is not available so you have to switch this off with: OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=OFF Robert. 2011/9/9 Tobias Weißhaar tobi_weissh...@onlinehome.de: Hi guys, Now I have generated a project with this command: cmake -G Xcode \ -DOSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON \ -DBUILD_OSG_APPLICATIONS:BOOL=OFF \ -DBUILD_OSG_EXAMPLES:BOOL=OFF \ -DOSG_BUILD_FRAMEWORKS:BOOL=OFF \ -DOSG_WINDOWING_SYSTEM:STRING=IOS \ -DCMAKE_OSX_ARCHITECTURES:STRING=i386 \ -DOSG_GL1_AVAILABLE:BOOL=OFF \ -DOSG_GL2_AVAILABLE:BOOL=OFF \ -DOSG_GLES2_AVAILABLE:BOOL=ON \ -DOSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \ -DOSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \ -DOSG_GL_LIBRARY_STATIC:BOOL=OFF \ -DOSG_GL_MATRICES_AVAILABLE:BOOL=ON \ -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \ -DOSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \ -DDYNAMIC_OPENSCENEGRAPH:BOOL=OFF \ -DDYNAMIC_OPENTHREADS:BOOL=OFF \ I want to use OpenGLES2.0 and not 1.0. With 1.0 all went fine but now I get errors like this: glLoadMatrix has not been declared GL_VERTEX_ARRAY has not been declared ... Thank you! Cheers, Tobias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42557#42557 ___ 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] Bug in TabBoxDragger?
Hi Marco, I don't really have any idea what might be up, it's very strange that not all tabs are appearing, I haven't seen or heard of similar problems before. As a long shot could you try changing the viewer threading model to SingleThreaded. Robert. On Fri, Sep 9, 2011 at 12:02 PM, Marco Fiocco marco.fio...@gmail.com wrote: Hi, I've tried to use a TabBoxDragger inside a CompositeViewer using Qt, by modifying the osgviewerQT example. Something very weird happens - the dragger handles are drawn for every face except one! If Qt is not used it works correctly, but I need Qt. Could you help me to find a workaround? I don't understand if it is a bug of osgQt or TabBoxDragger... Here is the code that I'm compiling, and in the attached screenshot you can see the problem in the top left window. Thank you very much in advance, Marco ---SOURCE CODE--- osg::Node* addDraggerToScene(osg::Node* scene, const std::string name) { //scene-getOrCreateStateSet()-setMode(GL_NORMALIZE, 1); osg::MatrixTransform* selection = new osg::MatrixTransform; selection-addChild(scene); osgManipulator::TabBoxDragger* dragger = new osgManipulator::TabBoxDragger(); dragger-setupDefaultGeometry(); osg::Group* root = new osg::Group; root-addChild(selection); root-addChild(dragger); float scale = scene-getBound().radius() * 1.6; dragger-setMatrix(osg::Matrix::scale(scale, scale, scale) * osg::Matrix::translate(scene-getBound().center())); dragger-addTransformUpdating(selection); // we want the dragger to handle it's own events automatically dragger-setHandleEvents(true); // if we don't set an activation key or mod mask then any mouse click on // the dragger will activate it, however if do define either of ActivationModKeyMask or // and ActivationKeyEvent then you'll have to press either than mod key or the specified key to // be able to activate the dragger when you mouse click on it. Please note the follow allows // activation if either the ctrl key or the 'a' key is pressed and held down. dragger-setActivationModKeyMask(osgGA::GUIEventAdapter::MODKEY_CTRL); dragger-setActivationKeyEvent('a'); return root; } void addClipBox(osg::Group * scene) { osg::Group* root = new osg::Group; QString model_filepath = QString(C:/OpenSceneGraph-3.1/bin/OpenSceneGraph-Data-2.8.0/cow.osg); osg::Node* subgraph = osgDB::readNodeFile(model_filepath.toAscii().data() ); osg::ref_ptrosg::Geode geode_1 = new osg::Geode; osg::ref_ptrosg::MatrixTransform transform_1 = new osg::MatrixTransform; const float radius = 0.8f; const float height = 1.0f; osg::ref_ptrosg::TessellationHints hints = new osg::TessellationHints; hints-setDetailRatio(2.0f); osg::ref_ptrosg::ShapeDrawable shape; shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, -2.0f), 10, 10.0f, 0.1f), hints.get()); shape-setColor(osg::Vec4(0.5f, 0.5f, 0.7f, 1.0f)); geode_1-addDrawable(shape.get()); //osg::ref_ptrosg::MatrixTransform transform_1 = new osg::MatrixTransform; transform_1.get()-addChild(addDraggerToScene(geode_1.get(),TabBoxDragger)); root-addChild(transform_1.get()); scene-addChild(root); } class ViewerWidget : public QWidget, public osgViewer::CompositeViewer { public: ViewerWidget(osgViewer::ViewerBase::ThreadingModel threadingModel=osgViewer::CompositeViewer::SingleThreaded) : QWidget() { setThreadingModel(threadingModel); osg::Group * _root = new osg::Group; //_root-addChild(osgDB::readNodeFile(C:/OpenSceneGraph-3.1/bin/OpenSceneGraph-Data-2.8.0/cow.osg)); QWidget* widget1 = addViewWidget( createCamera(0,0,100,100), _root ); QWidget* widget2 = addViewWidget( createCamera(0,0,100,100), osgDB::readNodeFile(C:/OpenSceneGraph-3.1/bin/OpenSceneGraph-Data-2.8.0/glider.osg) ); QWidget* widget3 = addViewWidget( createCamera(0,0,100,100), osgDB::readNodeFile(C:/OpenSceneGraph-3.1/bin/OpenSceneGraph-Data-2.8.0/axes.osg) ); QWidget* widget4 = addViewWidget( createCamera(0,0,100,100), osgDB::readNodeFile(C:/OpenSceneGraph-3.1/bin/OpenSceneGraph-Data-2.8.0/fountain.osg) ); QWidget* popupWidget = addViewWidget( createCamera(900,100,320,240,Popup window,true), osgDB::readNodeFile(C:\OpenSceneGraph-3.1\bin\OpenSceneGraph-Data-2.8.0\dumptruck.osgt) ); popupWidget-show(); addClipBox(_root); QGridLayout* grid = new QGridLayout; grid-addWidget( widget1, 0, 0 ); grid-addWidget( widget2, 0, 1 ); grid-addWidget( widget3, 1, 0 ); grid-addWidget( widget4, 1, 1 ); setLayout( grid ); connect( _timer, SIGNAL(timeout()), this, SLOT(update()) ); _timer.start( 10 ); } QWidget* addViewWidget( osg::Camera* camera, osg::Node* scene ) { osgViewer::View* view = new osgViewer::View; view-setCamera( camera );
Re: [osg-users] [build] OpenGLES2.0 build error
Hi, OK i got it :) Thank you! Cheers, Tobias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42563#42563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Offscreen viewer maximum resolution problem
Hi, I need to render an offscreen image with a resolution of 2048x2048, and I'm sure that the graphics card can do that because the max framebuffer size is 8192x8192. I'm doing that by using a newly instanced CompositeViewer with Qt and by calling once frame(), then a screenshot callback captures the framebuffer. The problem is: if the current MONITOR screen has a resolution of 1024x768, the offscreen shot is rendered only in the 1024x768 corner of the whole buffer size (2048x2048), the rest is black. The aspect ratio of that piece is correct though, i.e. the projection matrix is correctly set to render the resolution of 2048x2048. You can see the problem in the attached shots, one is the fullscreen resolution, the other is the 2048x2048 offscreen shot. fullscreen: http://cl.ly/2s2M0D3Q090R2w1r2w44 offscreen: http://cl.ly/390L1k2o2k1B2P1r312r Do you know what could be the problem? Thanks in advance Marco ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Is the VPB 1.0.0 available?
Hi all The previous post had a CMake snippet that was bad. Here's one that actually works: # with visual studio 2010 we get multiply defined symbols if(MSVC) if(${MSVC_VERSION} STREQUAL 1600) message(Visual Studio 2010 (${MSVC_VERSION}) build fix at play (/FORCE:MULTIPLE)) set(CMAKE_SHARED_LINKER_FLAGS ${CMAKE_SHARED_LINKER_FLAGS} /FORCE:MULTIPLE) endif() endif() sorry Mattias On Wed, Sep 7, 2011 at 9:51 PM, Mattias Helsing helsin...@gmail.com wrote: Hello Ethan I wonder if you have hit a problem reported earlier. see: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-August/044528.html It is reported as a bug in msvc, and I haven't tracked it for a while. Try and set /FORCE:MULTIPLE in the linker param section for the vpd library A more long lasting solution is to set this in a CMakeLists.txt: if(MSVC) if(${MSVC_VERSION} STREQUAL 1600) message(msvc2010 build fix /FORCE:MULTIPLE) set(CMAKE_SHARED_LINKER_FLAGS ${CMAKE_SHARED_LINKER_FLAGS} /FORCE:MULTIPLE) endif() endif() I don't have the sp1 for my msvc2010 so I don't know if it fixes this issue cheers Mattias On Wed, Sep 7, 2011 at 8:56 PM, Ethan Fahy ethanf...@gmail.com wrote: I am using the following: OSG debug from here: http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-debug-12681.7z OSG release from here: http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-release-12681.7z OSG 3ryparty from here: http://members.iinet.net.au/~bchrist/3rdParty_VC10_x86_x64.zip I am on Windows 7 Pro 32-bit. CMake version 2.8.5. Visual Studio 2010 w/ all latest updates. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42505#42505 ___ 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] Offscreen viewer maximum resolution problem
HI Macro, The way to do what you want is to create a osg::Camera with a FrameBufferObject (to render with the existing context) or a Pbuffer and render your scene to this, then use the final draw callback on this camera to capture the image. Robert. On Fri, Sep 9, 2011 at 12:49 PM, Marco Fiocco marco.fio...@gmail.com wrote: Hi, I need to render an offscreen image with a resolution of 2048x2048, and I'm sure that the graphics card can do that because the max framebuffer size is 8192x8192. I'm doing that by using a newly instanced CompositeViewer with Qt and by calling once frame(), then a screenshot callback captures the framebuffer. The problem is: if the current MONITOR screen has a resolution of 1024x768, the offscreen shot is rendered only in the 1024x768 corner of the whole buffer size (2048x2048), the rest is black. The aspect ratio of that piece is correct though, i.e. the projection matrix is correctly set to render the resolution of 2048x2048. You can see the problem in the attached shots, one is the fullscreen resolution, the other is the 2048x2048 offscreen shot. fullscreen: http://cl.ly/2s2M0D3Q090R2w1r2w44 offscreen: http://cl.ly/390L1k2o2k1B2P1r312r Do you know what could be the problem? Thanks in advance Marco ___ 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] [vpb] Is the VPB 1.0.0 available?
Set my paths correctly and made the CMake mod that Mattias mentioned and presto! everything's working like a charm. My sincere thanks to everyone for their assistance, really saved my bacon! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42567#42567 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)
Thanks the responses everyone! This is actually very exciting news, as I was getting ready to redesign some software I have been working on to try to force the same effect (and the deadline is in less than a week!). Now, I will have to ask that you excuse my ignorance, but I am very unfamiliar with the vpb tool and mapping tools in general to be honest. The application I am using requires that I use VPB/osgdem 0.9.10 since we are using a third party library that runs on top of an older version of openscenegraph to display the maps. The command that I have been using to generate maps from the GEOTIFF textures I have is something like the following: Code: osgdem -o MyMap.ive -l 15 --compressed --skirt-ratio 0.0 --levels 0 15 -t MyGeotiffTextureDir I have looked up the command line options on the Osgdem/vpbmaster Command Line Options page I noticed there is a list /w a small description but it didn't seem very helpful unless you already have some experience with how the application works. I have geotiffs taken from a number of different scales (in separate directories) : 5M:1, 1M:1, 500K:1, 250K:1, 100K:1 ...etc I guess where I am getting confused is how I specify what scale of textures I want to show at what levels. Its my understanding that using the command above, I am currently generating 15 levels. Any thoughts on how to specify textures at each of those levels? Can I specify each level with a different -t TextureDir argument? Also, is osgdem smart enough to figure out when the best time to show the next level is based on scale? As far as the popping effect mentioned earlier, that isn't a concern. It may actually be better as our customers will be able to recognize when they are looking at different map data/scales. Any quick responses are greatly appreciated as I am under a bit of a time crunch! Thank you! Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42568#42568 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get euler angles from rotation matrix
On 9/8/2011 5:19 AM, Alexey Petruchik wrote: Hi, everyone I have a rotation matrix, and I need to reconstruct yaw, pitch, roll angles from it. Is there any osg function to do this. I looked through MatrixDecomposition.cpp but didn't find any. osgWorks (osgworks.googlecode.com) has code for computing yaw, pitch, and roll. But it doesn't take a matrix as input. It takes the original (world) up vector, the world north vector, and the current view direction. A matrix alone seems insufficient for computing yaw, pitch, and roll. Assuming you have those vectors, you should be able to borrow and adapt the osgWorks code. See the file src/osgwMx/MxCore.cpp starting at line 388 (the getYawPitchRoll() function). -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Collada plugin
As Jean-Sebastien already said, If the dae plugin is linked against, for example, msvcr90d.dll, then it is generally good idea to link all its dependant dlls to the same runtime (msvcr90d.dll). That usually means you will have to recompile collada and all its external libs from source. Of course, it is posible that the problem is elsewhere... Robert Milharcic -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez Sent: Friday, September 09, 2011 12:15 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] OSG Collada plugin Hi, I am still having the same problem. Does somebody have any idea of what is happening? Thank you. Héctor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez Sent: miércoles, 24 de agosto de 2011 9:29 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] OSG Collada plugin Hi Jean-Sebastien, thank you for your response. It is possible that I am missing something, but it seems that every library is in debug mode. I have checked with Dependency Walker the libs and I have all the debug dependencies in the folder. I have exported one single cube with Blender, just to check that there are no problems with textures and the same problem is happening. If I try to run the application from command line instead of from Visual Studio, this is the error that I find: HEAP CORRUPTION DETECTED: after Normal block (#37612) at 0x0047CF58. CRT detected that the application wrote to memory after end of heap buffer. And I have seen that the messages in the command line goes a bit further than in VS: ReaderWriterDAE( OSG/box.dae ) URI loaded: OSG/box.dae Adding parent0039C498 Adding parent0039C498 Maybe those lines can be helpful to see where the problem is... Héctor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean- Sébastien Guay Sent: martes, 23 de agosto de 2011 15:35 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG Collada plugin Hi Héctor, I am having some problems to load collada files into my project. I have used the collada dom lib (libcollada14dom21) to build the plugin. The line that is throwing the breakpoint is: osg::ref_ptrosg::Node model = osgDB::readNodeFile(modelFilePath); This line will be loading the collada plugin, as well as the collada DOM DLLs and others the plugin depends on. So if that line is making your app crash, I would suspect the common gotcha about linking debug and release together (or in general, different runtimes). So check your compile settings and make sure all your libs and DLLs (even the collada ones and its dependencies) are differentiated between debug and release, and that they all match in the linker settings. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] OpenGLES2.0 plugins!?
Hi, Someone know which plugins and libraries I need to compile Shaders and so on with OpenGLES2.0 ??? Thank you! Cheers, Tobias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42572#42572 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Laptop switchable graphics and OSG / OpenGL apps?
Hi all, We have recently bought a few good laptops (Lenovo W520) to be able to work at customers' sites, and these come equipped with Intel graphics AND an nVidia Quadro 2000M discrete card. They are supposed to use (buzzword alert) nVidia's Optimus technology to automatically switch between the two based on the app that's currently running. This seems to work well for games I've tried (all based on DirectX). The games clearly don't use the integrated graphics, they run well on high settings (the same I use on my desktop that has a GTX470). However, our own OSG-based apps seem to not be recognized as needing the discrete graphics, and even adding a profile for our app's executable in nVidia Control Panel, telling it to force using the discrete graphics for that app, doesn't work. Our app crashes when loading textures, somewhere in the Intel driver. I haven't tested other OpenGL apps. I will soon. As I see it I have 2 options: 1. Switch to discrete graphics only in the BIOS. I've tried this and it works, but I'd either have to accept the higher battery usage when I'm not using a graphics app, or have to reboot and switch back manually depending on the situation. So it's inconvenient. 2. Write to nVidia to see if they have any hints about how to make Optimus see that our app needs the discrete graphics. Maybe there's a call we can make at the start of our main() that would be a hint to the OpenGL driver? Actually I would have thought that any time OpenGL is used at all (context created, etc.) it would switch to discrete, so this may be a bug in the driver if it's not the case. Has anyone had any experience with this technology? I think it's a good idea, if it worked well it would really be the best of both worlds - low battery usage when no 3D apps are running, and speed when you need it. But as it stands it's a bit inconvenient. Thanks in advance, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
On 9/9/2011 10:29 AM, Jean-Sébastien Guay wrote: We have recently bought a few good laptops (Lenovo W520) to be able to work at customers' sites, and these come equipped with Intel graphics AND an nVidia Quadro 2000M discrete card. They are supposed to use (buzzword alert) nVidia's Optimus technology to automatically switch between the two based on the app that's currently running. I just received one of these (not my laptop, but my wife's). I can try to poke at it here as well. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
Replying to myself, I haven't tested other OpenGL apps. I will soon. I just tried Lightsmark 2008 [http://dee.cz/lightsmark/] and it wouldn't start, saying in its log file that Graphics card driver doesn't support OpenGL 2.0. So I guess that's the same result as our OSG app I tried before. I got the same result (error saying my GPU doesn't support OpenGL 2.0) from FurMark [http://www.ozone3d.net/benchmarks/fur/]. I think I'll write to nVidia to see what they have to say. J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
J-S, On 9/9/11 12:29 PM, Jean-Sébastien Guay wrote: However, our own OSG-based apps seem to not be recognized as needing the discrete graphics, and even adding a profile for our app's executable in nVidia Control Panel, telling it to force using the discrete graphics for that app, doesn't work. Our app crashes when loading textures, somewhere in the Intel driver. Just this morning I started testing on one of these laptops (Dell XPS17). By adding a profile for the specific .exe I wanted to run, I got the Nvidia graphics to kick in for our OSG application. I have not yet found a way for that card to start automatically with OpenGL apps. Martins ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
Hi Martins, Just this morning I started testing on one of these laptops (Dell XPS17). By adding a profile for the specific .exe I wanted to run, I got the Nvidia graphics to kick in for our OSG application. I have not yet found a way for that card to start automatically with OpenGL apps. Which version of the drivers are you using? I'm using 280.26 from nVidia's site, and even creating a profile and setting that profile to run on High-performance NVIDIA Processor didn't work for me. Even if I tried to force it to the discrete graphics globally (in the Global Settings instead of Program Settings where you create a profile) didn't work either. The only thing that worked for me was forcing it in the BIOS. That's something that should work, and I guess it might be a bug in my version of the nVidia control panel. Still, if we could just have the app tell the driver that it needs discrete graphics, instead of having to make a profile for *each* app, on *each* laptop, that would be better. I've written to nVidia to see if they have some more info about this. Thanks, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
J-S, Which version of the drivers are you using? I'm using 268.30, the most recent as provided by Dell specifically for my laptop. I have not tried any of the drivers on Nvidia's site. I'm using 280.26 from nVidia's site, and even creating a profile and setting that profile to run on High-performance NVIDIA Processor didn't work for me. Even if I tried to force it to the discrete graphics globally (in the Global Settings instead of Program Settings where you create a profile) didn't work either. The only thing that worked for me was forcing it in the BIOS. My only option is to create a profile for each application as you described above, as Dell doesn't provide any option to force it from the Bios. If I could, I would just disable it that way. That's something that should work, and I guess it might be a bug in my version of the nVidia control panel. Still, if we could just have the app tell the driver that it needs discrete graphics, instead of having to make a profile for *each* app, on *each* laptop, that would be better. I hope a better solution becomes available. This could be a support nightmare when distributing applications. Martins ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
Hi Martins, I'm using 268.30, the most recent as provided by Dell specifically for my laptop. I have not tried any of the drivers on Nvidia's site. Well, I just reverted to the 268.71 version that is provided by Lenovo. On this version, selecting the discrete graphics in the Global Settings tab works, but profiles I add don't seem to be saved (I close and re-open the nVidia control panel and the profiles I added are gone). So I guess I have a workaround to enable the nVidia graphics chip when I need it without rebooting and doing it in the BIOS, but I hope nVidia reply to my message and fix profiles, and possibly have a way for apps to tell it where to run. That would be the best. I hope a better solution becomes available. This could be a support nightmare when distributing applications. Indeed. J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
On 9/9/2011 1:01 PM, Martins Innus wrote: I'm using 268.30, the most recent as provided by Dell specifically for my laptop. Reason number 1 why I have quit buying Dell. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
The white paper on nvidia's site http://www.nvidia.com/object/optimus_technology.html says these three automatically power on the GPU: DX Calls: Any 3D game engine or DirectX application will trigger these calls DXVA Calls: Video playback will trigger these calls (DXVA = DirectX Video Acceleration) CUDA Calls: CUDA applications will trigger these calls The lack of working profiles and API seems pretty problematic. One could always run some CUDA code at startup, but it doesn't say how shutdown is determined, and this really reeks of a kludge. Ryan On Fri, Sep 9, 2011 at 2:26 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Martins, I'm using 268.30, the most recent as provided by Dell specifically for my laptop. I have not tried any of the drivers on Nvidia's site. Well, I just reverted to the 268.71 version that is provided by Lenovo. On this version, selecting the discrete graphics in the Global Settings tab works, but profiles I add don't seem to be saved (I close and re-open the nVidia control panel and the profiles I added are gone). So I guess I have a workaround to enable the nVidia graphics chip when I need it without rebooting and doing it in the BIOS, but I hope nVidia reply to my message and fix profiles, and possibly have a way for apps to tell it where to run. That would be the best. I hope a better solution becomes available. This could be a support nightmare when distributing applications. Indeed. J-S -- __** Jean-Sébastien Guay jean-sebastien.guay@cm-labs.**comjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.**com/http://whitestar02.dyndns-web.com/ __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Laptop switchable graphics and OSG / OpenGL apps?
Hi Ryan, The white paper on nvidia's site http://www.nvidia.com/object/optimus_technology.html says these three automatically power on the GPU: DX Calls: Any 3D game engine or DirectX application will trigger these calls DXVA Calls: Video playback will trigger these calls (DXVA = DirectX Video Acceleration) CUDA Calls: CUDA applications will trigger these calls Hmm, interesting. Why didn't they include OpenGL calls in the list? Seems like a glaring oversight. The lack of working profiles and API seems pretty problematic. One could always run some CUDA code at startup, but it doesn't say how shutdown is determined, and this really reeks of a kludge. I guess the switch persists until the running application ends... About profiles, I guess the fact they don't persist must be a bug that might have been fixed in a later driver version. It would be nice to at least be able to programmatically add profiles, so users don't have to manually create them. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org