Re: [osg-users] Lot of questions about OSG (Shaders)

2015-09-01 Thread Andrey Perper
i do not understand! What do i have to do? Code plz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64966#64966 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-09-01 Thread Sebastian Messerschmidt
Hey Andrey, Simply take a look at the osgShader example. It will explain loading, adding to the statesets and how it simply will compile the shader programs on first use. We won't be able to help you in terms of writing code, as we might not understand your problem. If you need to know if a

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-09-01 Thread Robert Osfield
On 1 September 2015 at 08:33, Andrey Perper wrote: > 2 robertosfield > > I still wait , that 100 000 users of OSG will help me! > You need to write questions that are easy to understand and reply to if you want replies, otherwise people will just scratch their heads and skip

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-09-01 Thread Andrey Perper
2 robertosfield I still wait , that 100 000 users of OSG will help me! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64968#64968 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2015-09-01 Thread Robert Osfield
Hi Thomas, On 1 September 2015 at 08:58, Thomas Stegemann wrote: > If you have a multi-monitor setup (e.g. 2 Monitors attached) running the > latest stable release 3.4.0 of OpenSceneGraph, the application crashed at > startup when no --screen parameter is set.

[osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2015-09-01 Thread Thomas Stegemann
If you have a multi-monitor setup (e.g. 2 Monitors attached) running the latest stable release 3.4.0 of OpenSceneGraph, the application crashed at startup when no --screen parameter is set. (OSG tries to use all monitors by default, worked with 3.2.3) This doesn't happen if you explicitely call

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Jan Ciger
On Tue, Sep 1, 2015 at 11:15 AM, Christian Buchner wrote: > > Can you make any statements regarding latency improvements upgrading from > the 0.6 SDK to 0.7 for osgoculusviewer based applications? > > Our current use case is currently, attaching an Intel RealSense

Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2015-09-01 Thread Thomas Stegemann
Hi Robert,HW: Nvidia GeForce GTX 770, Intel i7 4770, 32GB, 2 Displays (each 1920x1200 px)OS: Win7 x64,- compiled using Visual Studio 12 (2013) for x64- same settings worked with OpenSceneGraph 3.2.3- did a full (re)build (no old data kept, flushed build folders first)Call stack until crashed

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Christian Buchner
Can you make any statements regarding latency improvements upgrading from the 0.6 SDK to 0.7 for osgoculusviewer based applications? Our current use case is currently, attaching an Intel RealSense camera to the front of the Oculus DK2 and streaming a live image into the viewer's eyes. Our latency

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Björn Blissing
cbuchner1 wrote: > Can you make any statements regarding latency improvements upgrading from the > 0.6 SDK to 0.7 for osgoculusviewer based applications? Hi Christian, I have not had time to do any measurements regarding latency differences between 0.6 and 0.7 yet. Sorry. cbuchner1 wrote:

Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2015-09-01 Thread Thomas Stegemann
Hi Robert, I will send you a complete dump file in the evening (local time Germany). There is currently no way out here. ;-) Thomas Date: Tue, 1 Sep 2015 13:29:35 +0100 From: robert.osfi...@gmail.com To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Open Scene Graph 3.4.0 has bug

Re: [osg-users] Lot of questions about OSG (Shaders)

2015-09-01 Thread Andrey Perper
Thanks Sebastian ! Looks like i found solution: Code: bool ProgramIsCompiled(COITPCore *pCre,osg::Program *pPrg) { Camera *pCam = pCre->getCamera(); int contextID = pCam->getGraphicsContext()->getState()->getContextID(); for(int i = 0; i < pPrg->getNumShaders(); i++) {

Re: [osg-users] Open Scene Graph 3.4.0 has bug when using two monitor setup

2015-09-01 Thread Robert Osfield
Hi Thomas, Thanks for the details. The stack trace is a bit too incomplete to be able to spot where exactly the problem might lie.In particular the [Externer Code] should give us an idea how StandardManipulator::centerMousePointer(..) is eventually calling GraphicsContext::getTraits().

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Christian Buchner
In this case I am using a slightly modified DirectShow OSG plug-in, running the osgviewer in single threaded mode. The plug-in provides an osg::ImageStream and updates a texture that is displayed in the OSG scene. The camera is an USB 3.0 model, and I would expect it to be one of the fastest "web

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Jan Ciger
On Tue, Sep 1, 2015 at 2:57 PM, Christian Buchner wrote: > > In this case I am using a slightly modified DirectShow OSG plug-in, running > the osgviewer in single threaded mode. The plug-in provides an > osg::ImageStream and updates a texture that is displayed in the

Re: [osg-users] Oculus+OSG

2015-09-01 Thread Björn Blissing
Hi Christian, Well, I don't know how the OSG-DirectShow plugin works regarding threading and latency. When I did a similar setup I used OpenCV and wrote a plugin that spawn a thread for image acquisition. Here is my code: https://github.com/bjornblissing/osgopencv Hopefully the new Oculus