Re: [osg-users] OSG 3.0.1 on iOS 5
Hi Stephan, thank you for your reply. After I compared my project with the iPhone-Example on github, I found out that the file PerlinNoise.cpp is missed in OpenSceneGraph-3.0.1-zip (which I downloaded from OSG-Website). This was the reason for the osgUtil-error mentioned above. Another point I want to indicate is when main-method look like this: @autoreleasepool { return UIApplicationMain(argc, argv, nil, NSStringFromClass([osgAppDelegate class])); } building of app is failed with this message: ScopedLock: Parse Issue. Unknown type name 'namespace'. Parse Issue. Expected '.' after top level declarator Notify: Lexical or Preprocessor Issue. 'ostream' file not found. Any idea what this could be mean? Thank you! Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45669#45669 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem
Hi Chris, I tested the imageio-plugin on os x 10.7 with an older 32bit build (from Nov 2011) and it works for me. I tested only png and jpg files. HTH, Stephan Am 21.02.12 19:51, schrieb Chris Hanson: I had a user contact me for some assistance on this issue. I'm not an OSX/imageio guy, so I don't know the ramifications of this, and I thought I'd throw it out for the wider community to comment on before proposing a patch. From the user: We have found some image color ordering issue on MacOS Snow Leopard 10.6. We do x86_64 build, with imageio plugin. We set CMAKE flag: OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio For some reason, for all tested images, color channels Red and Blue were swapped. For instance in RGBA case, we have BGRA image. Now, I'm not familiar with the imageio plugin, but it seems like if it was horribly broken and returning the wrong channel order, someone would have noticed by now. Has anyone had problems with this on OSX 32-bit or 64-bit? ___ 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] OSG 3.0.1 on iOS 5
Hi, Am 22.02.12 09:51, schrieb Büsra Gülten: Another point I want to indicate is when main-method look like this: @autoreleasepool { return UIApplicationMain(argc, argv, nil, NSStringFromClass([osgAppDelegate class])); } Looks like your main-file gets compiled as Objective C only and chokes about some c++-stuff. Try renaming the file from *.m to *.mm cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem
Hi Chris, On 22/02/12 20:29 , Stephan Maximilian Huber wrote: I tested the imageio-plugin on os x 10.7 with an older 32bit build (from Nov 2011) and it works for me. I tested only png and jpg files. I've also tested imageio on 10.7 with a current 64-bit build (trunk) and it works okay (png, jpg, gif). /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgCompute] Computation on a rendered texture quad
Hi, What does the applyAsRenderTarget function do, and when should I call it ? I have a TextureQuad with a osgCuda::TextureRect on it. The textureRect is updated every frame with a frame from a video. I want to render the quad on the screen and use the same osgCuda::TextureRect in my Computation that is attached to the same scenegraph. The computation only reads from the texture. The problem is that when I call the map function, I get the [osgCuda::TextureMemory::alloc()]: unable to register image object (cudaGraphicsGLRegisterImage()) error. If I don't display the TextureQuad, then the errors goes away. But I need to display the TextureQuad. Do I need to call applyAsRenderTarget somewhere ?? Thank you! Cheers, Jaco -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45674#45674 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disable all antialiasing
Hi, I'm facing a problem when creating my FBO : Code: Warning: detected OpenGL error 'invalid operation' at After Renderer::compile RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6 Warning: FrameBufferObject: could not create the FBO RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 Warning: detected OpenGL error 'invalid value' at after RenderBin::draw(..) Warning: FrameBufferObject: could not create the FBO RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x0 PixelBufferWin32::bindPBufferToTextureImplementation, wglBindTexImageARB error: LÆopÚration a rÚussi. Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) Warning: detected OpenGL error 'invalid operation' at end of SceneView::draw() Warning: detected OpenGL error 'invalid operation' at start of State::apply(StateSet*) Warning: detected OpenGL error 'invalid operation' at end of State::apply(StateSet*) My code : Code: p_renderTexture = new osg::Texture2D(); p_renderTexture-setTextureSize(200, 200); p_renderTexture-setInternalFormat(GL_RGBA_INTEGER_EXT); p_renderTexture-setSourceFormat(GL_RGBA32I_EXT); p_renderTexture-setSourceType(GL_BYTE); p_renderTexture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST); p_renderTexture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST); p_renderTexture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); p_renderTexture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); p_renderTexture-setDataVariance(osg::Object::DYNAMIC); p_renderTexture-setUseHardwareMipMapGeneration(false); p_renderTexture-setResizeNonPowerOfTwoHint(false); I think there is something wrong with that : Code: p_renderTexture-setInternalFormat(GL_RGBA_INTEGER_EXT); p_renderTexture-setSourceFormat(GL_RGBA32I_EXT); p_renderTexture-setSourceType(GL_BYTE); For another application, I use : Code: p_renderTexture-setInternalFormat(GL_RGBA32F_ARB); p_renderTexture-setSourceFormat(GL_RGBA); p_renderTexture-setSourceType(GL_FLOAT); which works well to render to a floating point FBO Thanks for your help ! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45677#45677 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disable all antialiasing
Hum... I think I'm swapped two parameters. The following seems to work : Code: p_renderTexture-setInternalFormat(GL_RGBA32I_EXT); p_renderTexture-setSourceFormat(GL_RGBA_INTEGER_EXT); p_renderTexture-setSourceType(GL_BYTE); Could you explain me the difference between these 3 parameters ? setInternalFormat = is it the data storage format ? so here, R, G, B and A components stored as a single 32 bit integer ? setSourceFormat= I don't really understand this parameter... setSourceType= I don't really understand this parameter... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45678#45678 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Controlling osgViewer through QScriptEngine
Hello, has anybody tried to integrate osgViewer with a QScriptEngine? I'm currently adding scripting support to a Qt based application and wanted to see if anybody else has experience with it. Currently I see only one option: write a class derived from QObject that has the necessary slots to forward everything to the corresponding Qt functions. A prime candidate for such a wrapper would be osg::Camera or a osgGA::CameraManipulator or possibly a GUIEventHandler. Manipulating the scene graph itself through a QScript should be possible by wrapping the graph in a QAbstractItemModel and exposing this model to the QScriptEnginge. Did someone do something similar yet that could be reused or serve as an example? Any roadblocks I don't see (thread safety probably)? -- Philipp Moeller GeometryFactory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting animations initial frame bones matrix
Hi, I managed to see the information I need debugint the proyect in visual studio, but I don't know how to reach it .. Code: for(int i=0;i\_AnimationManager-getOSGManager()-getAnimationList().size();i++){ osg::ref_ptrosgAnimation::Animation anim = _AnimationManager-getOSGManager()-getAnimationList()[i]; if(!anim-getName().compare(name)){ osgAnimation::ChannelList channelList = anim-getChannels(); for(int j=0;j\ channelList.size();j++) { osgAnimation::Channel* channel = channelList[j]; osgAnimation::TemplateTarget osgAnimation::Target* target = channelList[j]-getTarget(); } } } - target - osgAnimation::Target + osg::Reference _Weight _priorityWeight _lastPriority - _Target - osgAnimation::TemplateTargetosg::Vec3f* + osgAnimation::Target - _target + _v + osg::Reference _Weight _priorityWeight _lastPriority I don't know how to reach _v! Any suggestion???!!! Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45680#45680 ___ 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, I try the RTT master camera and for one view it works fine, but when I want to use multiple views in a composite viewer my trackball manipulators don't work. Only the first view get a new viewmatrix. There are any experiance about rtt cameras and camera manipulators? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45682#45682 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Missing ot12-OpenThreadsd.dll when building staticlly
Hi, I am having an issue when building my code staticlly. when the applicaiton runs, i get the error that the ot12-OpenThreadsd.dll is missing. I am using openscenegraph staticlly and also osgNV and osgNVPhysx staticlly. using only openscenegraph static libs does not give me any problem in my code ( i followed the osgstaticviewer example ), however, including osgNV and osgNVPhysx, which is also build staticlly, complains about the DLL missing. Is anyone familiar with osgNV and is there a setting that i am missing? Thank you! Cheers, Renato -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45683#45683 ___ 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, Additionally, the manipulator for the first view only works if I move the window at the beginning. It seems to me it only works after the first window redraw event. I am not sure. My RTT camera has a viewport with x = 0, y = 0, width = textureWidth and height = textureHeight. Is that the problem? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45684#45684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange results from osgviewer
Hi, The version of OSG I'm currently using is 3.0.1. I tried both source code and binaries, the same problems in both cases. Apart from the issue with displaying some of the 3D models I have noticed that I cannot see any textures I use them in my program. Even the examples provided with OSG do not display any textures. Is it required to have dependencies like 'libpng' and 'libz' etc. present in the system before building OSG? Because this is the only thing I missed when I was setting up OSG on my computer. Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45685#45685 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange results from osgviewer
Hi Chris, On 22 February 2012 14:57, Chris Blizniak bliznia...@hotmail.com wrote: The version of OSG I'm currently using is 3.0.1. I tried both source code and binaries, the same problems in both cases. Could you try svn/trunk. There have been a few updates to the serializers/.osgt/.osgb/.osgx support since 3.0.1 so there is chance the problem is now resolved, although as I can't spot a specific bug fix for the type of problem your are seeing this is a bit of long shot. One thing of note is that I don't recall other Windows users using 3.0.1 reporting problems as you've described so there is chance there is something specific about your setup. Trying out svn/trunk is worth trying out either ways as if it does turn out there is bug lurking a fix to this will be made against svn/trunk before it gets rolled out to stable releases. Apart from the issue with displaying some of the 3D models I have noticed that I cannot see any textures I use them in my program. Even the examples provided with OSG do not display any textures. This is likely simply an issue of now having the image plugins that these models require to handle images in them. Is it required to have dependencies like 'libpng' and 'libz' etc. present in the system before building OSG? This are optional dependencies - you don't need them to build the OSG, but if you have models that use formats such as png you'll need the associated dependencies. You can use the published 3rd party dependencies to get the most commonly used external dependencies. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disable all antialiasing
Internal format is storage format, it specifies channels number, optionally: data type, number of bits per channel etc Source format is specification of components number, meaning and order Source type is storage data type in image used to load texture from image 22.02.2012, 17:14, Aurelien Albert aurelien.alb...@alyotech.fr: Hum... I think I'm swapped two parameters. The following seems to work : Code: p_renderTexture-setInternalFormat(GL_RGBA32I_EXT); p_renderTexture-setSourceFormat(GL_RGBA_INTEGER_EXT); p_renderTexture-setSourceType(GL_BYTE); Could you explain me the difference between these 3 parameters ? setInternalFormat = is it the data storage format ? so here, R, G, B and A components stored as a single 32 bit integer ? setSourceFormat= I don't really understand this parameter... setSourceType= I don't really understand this parameter... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45678#45678 ___ 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?
Hello all, I note only my post sent per mail. I tried the forum and this was the first time. Sorry about the confusing mails. However I hope someone understand my problem. I would like to state my question even more clearly. When I define a viewport like setViewport(0,0,800,600) to change the influence range of the trackball manipulator to the right top corner like (400,300,400,300)? I think that could solve my problem. Thanks Cheers, Martin Original-Nachricht Datum: Wed, 22 Feb 2012 15:56:15 +0100 Von: Martin Großer grosser.mar...@gmx.de An: osg-users@lists.openscenegraph.org Betreff: Re: [osg-users] Is a render to texture master camera critical? Hi, Additionally, the manipulator for the first view only works if I move the window at the beginning. It seems to me it only works after the first window redraw event. I am not sure. My RTT camera has a viewport with x = 0, y = 0, width = textureWidth and height = textureHeight. Is that the problem? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45684#45684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- 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
Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem
On Wed, Feb 22, 2012 at 2:55 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote: Hi Chris, On 22/02/12 20:29 , Stephan Maximilian Huber wrote: I tested the imageio-plugin on os x 10.7 with an older 32bit build (from Nov 2011) and it works for me. I tested only png and jpg files. I've also tested imageio on 10.7 with a current 64-bit build (trunk) and it works okay (png, jpg, gif). Thanks for the feedback. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] KeySwitchMatrixManipulator
Hi, I set my own KeySwitchMatrixManipulator in an osg viewer as follows: osgViewer::View::setCameraManipulator(keyswitchManipulator.get()); Now, is there a way to set one of the manipulators programmatically? I mean, the default manipulator is a TrackballManipulator, but in a particular case I would like to force a NodeTrackerManipulator (the second one in the KeySwitchMatrixManipulator list). Can you help me please? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45690#45690 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] KeySwitchMatrixManipulator
HI Gianni, On 22 February 2012 16:17, Gianni Ambrosio ga...@vi-grade.com wrote: Hi, I set my own KeySwitchMatrixManipulator in an osg viewer as follows: osgViewer::View::setCameraManipulator(keyswitchManipulator.get()); Now, is there a way to set one of the manipulators programmatically? I mean, the default manipulator is a TrackballManipulator, but in a particular case I would like to force a NodeTrackerManipulator (the second one in the KeySwitchMatrixManipulator list). Can you help me please? You simply use KeySwitchMatrixManipulator::selectMatrixManipulator(num) where num is the index of the manipulator you want to select. See the applications/osgviewer/osgviewer.cpp to see an example of this in action. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rendering an OpenSceneGraph scene in Qt QuickRendering an OpenSceneGraph scene in QML Rendering an OpenSceneGraph scene in QML
Hi, Have you seen the qml ogre demo? I assume you could do the same thing for osg. Regards, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45692#45692 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Counting OpenGL Draw calls in Stats
Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any thoughts? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Counting OpenGL Draw calls in Stats
gDEBugger has the ability to view OpenGL Call history. Can't speak on the performance hit. But, sounds like you need it in the app itself. I don't know of an internal mechanism. However, should be able to easily CASE a thin inlined OpenGL layer with metrics embedded. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 11:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Counting OpenGL Draw calls in Stats Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any thoughts? --J ___ 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] Counting OpenGL Draw calls in Stats
Thanks, Bob. I've used gDEBugger for this before, but for this case, I need to get it into the OSG Stats proper. The capability isn't there yet, so I'm looking into adding it. I'm trying to gauge how feasible it would be to add this feature without adversely affecting performance. The current frame Stats don't seem too heavy, but they're mainly taking measurements before and after the frame, not counting events that happen during the frame. --J On 02/22/2012 03:22 PM, Buckley, Bob CTR MDA/DES wrote: gDEBugger has the ability to view OpenGL Call history. Can't speak on the performance hit. But, sounds like you need it in the app itself. I don't know of an internal mechanism. However, should be able to easily CASE a thin inlined OpenGL layer with metrics embedded. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 11:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Counting OpenGL Draw calls in Stats Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any thoughts? --J ___ 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
Re: [osg-users] Counting OpenGL Draw calls in Stats
OpenGL video driver comes to mind. Anything in the spec that facilitates this across platforms? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 1:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats Thanks, Bob. I've used gDEBugger for this before, but for this case, I need to get it into the OSG Stats proper. The capability isn't there yet, so I'm looking into adding it. I'm trying to gauge how feasible it would be to add this feature without adversely affecting performance. The current frame Stats don't seem too heavy, but they're mainly taking measurements before and after the frame, not counting events that happen during the frame. --J On 02/22/2012 03:22 PM, Buckley, Bob CTR MDA/DES wrote: gDEBugger has the ability to view OpenGL Call history. Can't speak on the performance hit. But, sounds like you need it in the app itself. I don't know of an internal mechanism. However, should be able to easily CASE a thin inlined OpenGL layer with metrics embedded. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 11:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Counting OpenGL Draw calls in Stats Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any thoughts? --J ___ 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] Help: problems of intersectorVisitor with Qtmutex
Hello, My program has an osg::viewer as a view widget of a Qt window. An intersectorVisitor object is initialised at the start of the program. The osg::viewer updates its children nodes as a normal viewer does, and updates the transform matrix of intersectorVisitor at the same time. I make another thread to do call of node-accept(intersectorVisitor), where the node is the root node of osg::viewer. In case that the two processes might conflict with each other I set lock with Qmutex when the osg::viewer updates and when node-accept(intersectorVisitor) is called in another thread. But the result turns out to be wrong. When I let the two processes run freely without locking them, then the result is right. I am wondering what happens here. That is to say, what intersectorVositor will do when it itself is locked or the nodes that it visits are locked. Thank you very much in advance! Shuiying ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Counting OpenGL Draw calls in Stats
A co-worker sent me this: http://www.opengl.org/sdk/tools/GLIntercept/ It wraps opengl32.dll so that it can log all calls to OpenGL Unfortunately, it appears to be Windows only. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Buckley, Bob CTR MDA/DES Sent: Wednesday, February 22, 2012 2:02 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats OpenGL video driver comes to mind. Anything in the spec that facilitates this across platforms? -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 1:34 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Counting OpenGL Draw calls in Stats Thanks, Bob. I've used gDEBugger for this before, but for this case, I need to get it into the OSG Stats proper. The capability isn't there yet, so I'm looking into adding it. I'm trying to gauge how feasible it would be to add this feature without adversely affecting performance. The current frame Stats don't seem too heavy, but they're mainly taking measurements before and after the frame, not counting events that happen during the frame. --J On 02/22/2012 03:22 PM, Buckley, Bob CTR MDA/DES wrote: gDEBugger has the ability to view OpenGL Call history. Can't speak on the performance hit. But, sounds like you need it in the app itself. I don't know of an internal mechanism. However, should be able to easily CASE a thin inlined OpenGL layer with metrics embedded. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, February 22, 2012 11:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Counting OpenGL Draw calls in Stats Hi, all, I'm interested in determining how many OpenGL draw calls are made during the rendering of a frame (counting and storing them as a Stats variable). I'm sure this is possible, but I wonder if it would be feasible to do without significantly affecting performance. Anyone have any thoughts? --J ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setViewMatrixAsLookAt in Qt
Hi Chris, Can you give a bit more info about what you've tried and why it isn't working? I haven't worked with osgViewerQt before, but it looks like it inherits from osgViewer::Viewer, runs in single threaded mode, and frame() is called by the paintGL method, which is presumably triggered by the QApplication's event loop. In this case, it ought to be safe to set the camera position in other events in the same loop, such as user interaction through the sliders you want to use. What I'd recommend is connecting the sliders via the signal/slot mechanism to a function you define, which reads the value of each slider and creates an osg::Vec3 from them. This will be your eye vector. You also will define the center vector (the point the camera aims at) and the up vector of the camera. To actually get the camera, use ViewerQT::getCamera() (inherited from osgViewer::Viewer). Then make the call to setViewMatrixAsLookAt with the vectors from above. Hope that helps, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45699#45699 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Problem in loading Shape file
Hi Lalit, On 24/12/11 0:32 , Lalit Manchwari wrote: I followed your instruction and now program is not crashing. But in some file it does not load the complete shape file. I have attached here a shape file and its snapshot (with complete view). Please could you help. When opening the 'polygon.shp' file I'm getting the following from osgviewer: ESRIShape loader : .dbf file containe different record number that .shp file. .dbf record skipped. This appears to indicate a problem with the .shp loader, but I don't know enough about shape files to make any further comment, sorry. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Counting OpenGL Draw calls in Stats
On 02/22/2012 05:53 PM, Buckley, Bob CTR MDA/DES wrote: A co-worker sent me this: http://www.opengl.org/sdk/tools/GLIntercept/ It wraps opengl32.dll so that it can log all calls to OpenGL Unfortunately, it appears to be Windows only. Hi, Bob, I'm not really interested in any other solutions outside of OSG itself. What I'm considering specifically is adding code to count the actual OpenGL draw calls made by OSG (mainly in PrimitiveSet.cpp) and placing the count into an osg::Stats variable (much like the FPS, update, cull, and draw times, number of groups and geodes in the scene, etc). I'd like to add GL draw calls as a stat that can be queried in code (and conceivably could be put into the StatsHandler display). I'm just not sure whether or not collecting this count would be too heavy for general use. If it can't be done without a driver layer or some kind of non-standard instrumentation (like gDEBugger), then we'd rather just not do it. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Testing of OpenSceneGraph svn/trunk in prep for 3.1 dev release
Hi Robert, OSG compiles and runs as expected on Kubuntu 10.04 I'll compile it on windows 7 with VS2008 Sp1 today evening. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45704#45704 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org