Re: [osg-users] Need help fixing my atmospheric transmission shader, it's so close to working!
I should have mentioned before that only the red channel is of any importance; There is a viewer further down the pipeline that picks up the red channel values from the framebuffer so the green and blue channels don't matter at all. I just set the green and blue channels to the red channel in case I ever want to use a different viewer and see things in grey-scale. I tried to do a bit of research on GLSL texture binding but am very confused by it and not sure what I could change about my shader to fix binding issues. I tried using this line: Code: vec4 color = texture2D(baseTexture, gl_TexCoord[0].st) + gl_Color; thinking that by adding the texture color to the tree colors I might get the correct result. This actually makes me see both the terrain texture and the tree colors. This may then be the correct solution, but I'm not sure if it is really doing what I think it's doing... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45118#45118 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is it possible to get OpenGL calls as output from OSG?
Hi guys, I have what may be a little bit of an unusual question regarding usage of OpenSceneGraph. In our application we use OSG for drawing views of a dynamically created and animated model, which has so far worked out very well for us. We are now in the situation where we would like to be able to interface with various CAD packages and be able to show our model inside them. A number of CAD packages support this by allowing plugins to render OpenGL calls within the host CAD programs viewports (so that the viewport can contain the combined contents of the plugin drawing and elements from the host CAD program). I am wondering if I can somehow use our existing setup for generating these OpenGL calls directly from OSG. Would it somehow be possible to draw to a kind of OpenGL call buffer rather than directly to a drawing context from OpenSceneGraph. I guess that there's no code in OSG which can do this directly, but I was thinking that it might be possible to create a substitution for GraphicsWindow32 where I could catch the OpenGL calls being generated, and then transfer them to a plugin in the CAD program from there. I do however see some possible issues where OSG is aware of the exact stage of the OpenGL setup, and I would somehow have to flush this when generating the OpenGL call stack. Regards, and thanks in advance. Jesper D. Thomsen AnyBody Technology ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it possible to get OpenGL calls as output from OSG?
On Mon, Jan 30, 2012 at 2:48 PM, Jesper D. Thomsen j...@anybodytech.com wrote: Hi guys, I have what may be a little bit of an unusual question regarding usage of OpenSceneGraph. In our application we use OSG for drawing views of a dynamically created and animated model, which has so far worked out very well for us. We are now in the situation where we would like to be able to interface with various CAD packages and be able to show our model inside them. A number of CAD packages support this by allowing plugins to render OpenGL calls within the host CAD programs viewports (so that the viewport can contain the combined contents of the plugin drawing and elements from the host CAD program). I am wondering if I can somehow use our existing setup for generating these OpenGL calls directly from OSG. Would it somehow be possible to “draw” to a kind of OpenGL call buffer rather than directly to a drawing context from OpenSceneGraph. I guess that there’s no code in OSG which can do this directly, but I was thinking that it might be possible to create a substitution for GraphicsWindow32 where I could catch the OpenGL calls being generated, and then transfer them to a plugin in the CAD program from there. OSG makes OpenGL calls ;-) The issue is running OSG in a situation where it is not in control of creating and managing the graphics context. To get started, take a look at the examples like osgviewerSDL that set up the viewer as an embedded window. I do however see some possible issues where OSG is aware of the exact stage of the OpenGL setup, and I would somehow have to flush this when generating the OpenGL call stack. Yes, that is the issue. It can be done with some careful use of callbacks in the scene graph. In your situation, you need to be careful to be in the expected state when OSG rendering starts, and leave it in the state expected by the CAD program when OSG finishes up. Tim Regards, and thanks in advance. Jesper D. Thomsen AnyBody Technology ___ 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] Is it possible to get OpenGL calls as output from OSG?
Hi it is possible to achieve this in following way: render to FBO camera on provided by CAD context ( set main camera as FBO ), get texture ( there are ways to make it clean, but I just stole texture id from within inside OSG ) and apply it onto OpenGL quad I achieved rendering in Blender with OSG, but so that it worked I used only one threaded model. Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is it possible to get OpenGL calls as output from OSG?
On 1/30/2012 7:49 AM, Sergey Kurdakov wrote: render to FBO camera on provided by CAD context ( set main camera as FBO ), get texture ( there are ways to make it clean, but I just stole texture id from within inside OSG ) and apply it onto OpenGL quad I achieved rendering in Blender with OSG, but so that it worked I used only one threaded model. I've done this too, only using a context cloned and shared from the original one provided by the host app. Then you just rasterize OSG's texture within the host app. Regards Sergey -- 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] Need help fixing my atmospheric transmission shader, it's so close to working!
Only your terrain have texture and for your trees - function call texture2D(baseTexture, gl_TexCoord[0].st) return black (0,0,0,1). Your trees have per-vertex color attribute, and your ground dont(?) (i dont know to what value it defaults). Simplest options to fix this - set 1x1 white texture to your trees or add color array to ground (with black color values) and use texture2D(baseTexture, gl_TexCoord[0].st) + gl_Color, or write different shaders (one version with texture, one without). If gl_Color defaults to black without color array, you can use vec4 color = texture2D(baseTexture, gl_TexCoord[0].st) + gl_Color; without any changes. 30.01.2012, 17:30, Ethan Fahy ethanf...@gmail.com: I should have mentioned before that only the red channel is of any importance; There is a viewer further down the pipeline that picks up the red channel values from the framebuffer so the green and blue channels don't matter at all. I just set the green and blue channels to the red channel in case I ever want to use a different viewer and see things in grey-scale. I tried to do a bit of research on GLSL texture binding but am very confused by it and not sure what I could change about my shader to fix binding issues. I tried using this line: Code: vec4 color = texture2D(baseTexture, gl_TexCoord[0].st) + gl_Color; thinking that by adding the texture color to the tree colors I might get the correct result. This actually makes me see both the terrain texture and the tree colors. This may then be the correct solution, but I'm not sure if it is really doing what I think it's doing... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45118#45118 ___ 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] Is a render to texture master camera critical?
Hi all, I've tried to use the main camera as RTT in several applications and it works for me as well. But I'd like to ask a couple of questions on the post process passes instead: - is there any conceptual difference between using the final ortho camera as a in-graph POST_RENDER or as a viewer's slave one? - if using multiple post process passes, is it a good solution to add all of the post cameras as children of a group with TraversalOrderBin, to obtain a specific rendering order? Does this work correctly with all the threading models? Or is it better to explicitly assign to each camera its render order via setRenderOrder()? Thank you. Ricky On Fri, Jan 27, 2012 at 11:40, Tim Moore timoor...@gmail.com wrote: 2012/1/17 Martin Großer grosser.mar...@gmx.de: Hello all, A few weeks ago, I want to render my scene into a texture, which I want to use in the final rendering on a screen aligned quad. My first problem was I lost the shadows, because view dependent shadow techniques don't work with nested cameras. So I used a RTT slave camera. Now my Callbacks don't work, because they don't work with slave cameras (no update visistors for slave scene graphs). So now my rtt camera is the master camera and my ortho camera for the quad is a nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I am not sure whether it is a good idea. There are any special explanatory notes for me? Is it a good or bad scene graph pattern for my use case? A couple of points: The default for a slave camera is to use the master camera's scene graph. In that case you don't need to worry about callbacks in the main scene graph. You can install an UpdateSlaveCallback if you really need it. See osg/View. If you set up your windows and contexts explicitly and assign them to slave cameras before calling Viewer::realize() or Viewer::run(), then the master camera will not be given a graphics context and won't be used for rendering. The manipulators will still update the master and Its view and projection matrices will be used to control the slave cameras if desired. When I play with RTT, I like to open the window and set up the graphics context with GraphicsContext::createGraphicsContext(), then assign that to the slave cameras that render the scene graph and display the rendered texture on the screen. I don't put the RTT camera in the scene graph. Tim Cheers Martin -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ 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] Help: many cameras are rendering at the same time or one by one?
Hello, My question might be silly, but I really want to know about that. I wonder if there are many cameras (one main camera + many pre render cameras), will OSG (or grahic hardware) manage to make these cameras render one by one or at the same time? I have a programm concerning leveraging GPU parallelism capability, but I include many pre render cameras in it. So I would like to know how these cameras are managed. Thank you in advance! Shuiying ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] Maintaining osgWidget Window aspect ratio on resize
Hi, I'm starting to use osgWidget to create a GUI in a GraphicsWindowWX and am attempting to figure out how to best get an osgWidget Window to maintain a defined aspect ratio on window resize. It appears that it's not possible to do this through subclassing as the only virtual functions are intended to handle internal redrawing internal widgets. I'm currently only using precompiled binaries and so would rather look for a quicker solution over setting up the proper build environment to build from source. Is this possible with osgWidget out of the box? Thanks, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45126#45126 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FOV
Hi, Thanks chris .. em able to zoom using getProjectionMatrixAsPerspective and setProjectionMatrixAsPerspective fuctions Actually em trying this view for LDP instead of Aircraft and i want to make my view as entire black screen (instead of Runway) during initialization until i select some modes Wat parameters in which function should i set to get black screen Any suggestion plz share :| ... Thank you! Cheers, Shaheed -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45127#45127 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FOV
On 1/30/2012 12:25 PM, Shaheed Khan wrote: Actually em trying this view for LDP instead of Aircraft and i want to make my view as entire black screen (instead of Runway) during initialization until i select some modes Wat parameters in which function should i set to get black screen You could probably set the clear color to black and just set the Nodemask of your top-level node to 0. -- 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
[osg-users] Getting osgWidget::Window to maintain aspect ratio on graphics context resize
Hi, First off, I accidentally created this topic initially in the 3rd Party subforum and can't seem to delete it on my own. I'm starting to use osgWidget to create some basic GUI elements in a GraphicsWindowWX and am attempting to figure out how to best get an osgWidget Window to maintain a defined aspect ratio on window resize. It appears that it's not possible to do this through subclassing as the only virtual functions are intended to handle redrawing internal widgets. I'm currently only using precompiled binaries and so would rather look for a quicker solution over setting up the proper build environment to build from source and modify osgWidget::Window. Is this possible with osgWidget out of the box? Or, alternately, are there any 2D GUI libraries that can be integrated with OSG that can easily interface with osg::Texture classes? Thanks, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45129#45129 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help: many cameras are rendering at the same time or one by one?
On 1/30/2012 12:27 PM, wang shuiying wrote: I wonder if there are many cameras (one main camera + many pre render cameras), will OSG (or grahic hardware) manage to make these cameras render one by one or at the same time? I have a programm concerning leveraging GPU parallelism capability, but I include many pre render cameras in it. So I would like to know how these cameras are managed. I believe this is determined by osgViewer's threading model: CullDrawThreadPerContext CullThreadPerCameraDrawThreadPerContext DrawThreadPerContext SingleThreaded etc. Thank you in advance! Shuiying -- 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] osgViewer::GraphicsWindowCocoa::WindowData dynamic_cast returns 0
Looks like my own project had both of those flags set to true. Setting them to false cleared it up. Thanks, Sean sth wrote: Hi Sean, I had similar problems in the past as you and Chuck. My fix was to make sure the project-settings for osg and my own project where the same and set to FALSE: Symbols hidden by default (GCC_SYMBOLS_PRIVATE_EXTERN): FALSE and eventually Inline hidden methods (GCC_INLINES_ARE_PRIVATE_EXTERN): FALSE Cheers, Stephan Am 27.01.12 18:11, schrieb Sean Sullivan: Hey guys, I'm trying to pass an osgViewer::GraphicsWindowCocoa::WindowData to my traits object with CreateOnlyView specified. For some reason whenever my WindowData is dynamic_cast in GraphicsWindowCocoa.mm it just returns 0. If I switch them to static_cast they work. Here's my code: Code: // OSGWindow.h osgViewer::GraphicsWindowCocoa::WindowData* windowData; // OSGWindow.cpp windowData = new osgViewer::GraphicsWindowCocoa::WindowData (osgViewer::GraphicsWindowCocoa::WindowData::CreateOnlyView); osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits(); traits-x = 100; traits-y = 100; traits-width = 1280; traits-height = 720; traits-red = 8; traits-blue = 8; traits-green = 8; traits-alpha = 8; traits-depth = 24; traits-windowDecoration = false; traits-doubleBuffer = true; traits-vsync = false; traits-stencil = 1; traits-samples = 8; traits-sampleBuffers = 1; traits-inheritedWindowData = windowData; osg::ref_ptrosg::GraphicsContext context = osg::GraphicsContext::createGraphicsContext (traits.get()); This is what's in GraphicsWindowCocoa.mm that returns 0: Code: GraphicsWindowCocoa::WindowData* windowData = traits-inheritedWindowData ? dynamic_castGraphicsWindowCocoa::WindowData*(traits-inheritedWindowData.get()) : NULL; I tried expanding it into if statements and the traits-inheritedWindowData returns true. I also tried copying and pasting this line into my file where I create my traits object and it returns properly. Any ideas? Cheers, Sean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45082#45082 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45130#45130 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Best usage of function: return ref_ptr or standard ptr?
Hi, I have a function which I want to return a group, with two alternatives: Code: osg::ref_ptr osg::Group returnGroup() { osg::ref_ptr osg::Group group = new osg::Group; ... return group; } Code: osg::Group * returnGroup() { osg::Group * group = new osg::Group; ... return group; } Which usage is better if garbage collection is desired? Thank you! Cheers, Juan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45134#45134 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best usage of function: return ref_ptr or standard ptr?
Hi Juan, Returning a reference counted pointer is in general the safest thing to do as it ensures that the object will get deleted when it goes out of scope. A quick search of the osg-users will reveal a number of threads on the subject alternatively try the link below: http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html K. On 30 January 2012 21:45, Juan Herrera juan...@gmail.com wrote: Hi, I have a function which I want to return a group, with two alternatives: Code: osg::ref_ptr osg::Group returnGroup() { osg::ref_ptr osg::Group group = new osg::Group; ... return group; } Code: osg::Group * returnGroup() { osg::Group * group = new osg::Group; ... return group; } Which usage is better if garbage collection is desired? Thank you! Cheers, Juan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45134#45134 ___ 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] Array of geometries
Hi, I need to create an array of geometries. I'm not sure whether to use: Code: osg::Geometry** tube; ref_ptr ref_ptr Geometry tube; ref_ptr Geometry * tube; I want then to allocate the tube Geometry array as something like: Code: tube = new Geometry[pointList-size() - 1]; Thank you! Cheers, Juan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45136#45136 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best usage of function: return ref_ptr or standard ptr?
Juan Herrera juan...@gmail.com writes: Hi, I have a function which I want to return a group, with two alternatives: Code: osg::ref_ptr osg::Group returnGroup() { osg::ref_ptr osg::Group group = new osg::Group; ... return group; } Code: osg::Group * returnGroup() { osg::Group * group = new osg::Group; ... return group; } Which usage is better if garbage collection is desired? There is no garbage collection in osg. Objects are deleted through reference counting, but that is probably what you mean. I'd go with the second style if nothing in returnGroup stores the pointer. It is certainly safe, if the pointer is assigned to a ref_ptr in another object. In general, use ref_ptr when you need to store something for a longer duration and a plain pointer for short-lived access and creation. Cheers, Philipp Thank you! Cheers, Juan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45134#45134 ___ 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] Array of geometries
Hi std::vectorosg::ref_ptrosg::Geometry 31.01.2012, 02:18, Juan Herrera juan...@gmail.com: Hi, I need to create an array of geometries. I'm not sure whether to use: Code: osg::Geometry** tube; ref_ptr ref_ptr Geometry tube; ref_ptr Geometry * tube; I want then to allocate the tube Geometry array as something like: Code: tube = new Geometry[pointList-size() - 1]; Thank you! Cheers, Juan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45136#45136 ___ 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] Help: many cameras are rendering at the same time or one by one?
Hi If you have one graphics device and one graphics context - all cameras rendered one by one (i mean actual draw calls) 30.01.2012, 23:27, wang shuiying shuiying.w...@fu-berlin.de: Hello, My question might be silly, but I really want to know about that. I wonder if there are many cameras (one main camera + many pre render cameras), will OSG (or grahic hardware) manage to make these cameras render one by one or at the same time? I have a programm concerning leveraging GPU parallelism capability, but I include many pre render cameras in it. So I would like to know how these cameras are managed. Thank you in advance! Shuiying ___ 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] osgmaxexp problems
Hi Farshid, Yes, when 3ds max starts up it gives this error. Could it be since I also use newer OSG version than what was with the current stable release of osgmaxexp (1.0.1)? I have copied the corresponding dll files there too so it is not atleast missing any dll files, but I am not sure if that causes the problem anyway. Thanks, -Seppo From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid Lashkari Sent: 26. tammikuuta 2012 20:02 To: OpenSceneGraph Users Subject: Re: [osg-users] osgmaxexp problems Hi Seppo, On Tue, Jan 24, 2012 at 12:37 AM, Seppo se...@kuutio.net wrote: I have compiled osgmaxexp svn rev 236 without problems, but when using that I get this error when running 3DS max 2012 (32bit version): DLL (OSGEXP.dle) failed to initialize. Error code 998 - Invalid access to memory location. Are you getting this error when 3ds max starts up or when you try to export? Cheers, Farshid ___ 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] OSG website error
Hello everyone, from France I receive following response trying to log to www.openscenegraph.org : Traceback (most recent call last): File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in send_error 'text/html') File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in render_template data = self.populate_data(req, data) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, in populate_data d['chrome'].update(req.chrome) File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in __getattr__ value = self.callbacks[name](self) File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, in prepare_request for category, name, text in contributor.get_navigation_items(req): File /usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 295, in get_navigation_items if 'BROWSER_VIEW' in req.perm: File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in has_permission return self._has_permission(action, resource) File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in _has_permission check_permission(action, perm.username, resource, perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in check_permission perm) File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in check_permission get_user_permissions(username) File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in get_user_permissions for perm in self.store.get_user_permissions(username): File /usr/lib/python2.5/site-packages/trac/perm.py, line 175, in get_user_permissions cursor.execute(SELECT username,action FROM permission) File /usr/lib/python2.5/site-packages/trac/db/util.py, line 51, in execute return self.cursor.execute(sql) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 58, in execute args or []) File /usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py, line 50, in _rollback_on_error return function(self, *args, **kwargs) OperationalError: database is locked Does anyone experience the same behaviour ? Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org