Re: [osg-users] corrupted rendering

2016-12-15 Thread Riccardo Corsi
Hi Robert,

please find attached the hacked viewer which starts also without any loaded
model.

Here are the details of my setup (even though I've noticed this issue since
several osg versions now)
- Win10 / VisualStudio 2013
- nVidia GTX970 with recent drivers
- osg 3.5.3

Thank you,
Riccardo



On Thu, Dec 15, 2016 at 8:16 PM, Robert Osfield 
wrote:

> Hi Riccardo,
>
> Could you post your modified osgviewer so we can attempt to reduce things.
>
> Also please provide details on the OS platform, OSG version, drivers,
> hardware as these are all likely to affect the result.
>
> Robert.
>
> On 15 December 2016 at 18:44, Riccardo Corsi 
> wrote:
> > Hi all,
> >
> > I've found out that when I show the stats handler without having set any
> > data on the viewer,
> > its rendering is corrupted (fonts, transparency) - see attached
> screenshot,
> > I simply forced osgViewer to run without any loaded model.
> >
> > The Stats are rendered without being attached to the scene or as a slave,
> > the stats camera instead is directly added to the first available
> graphics
> > context,
> > so I'm afraid some initialization is missing.
> >
> > I have the same problem with another GUI tool I'm rendering with the same
> > technique.
> > Can anybody provide an hint?
> > Thank you,
> > Riccardo
> >
> >
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
 *
 * This application is open source and may be redistributed and/or modified
 * freely and without restriction, both in commercial and non commercial applications,
 * as long as this copyright notice is maintained.
 *
 * This application is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/

#include 
#include 
#include 

#include 
#include 
#include 

#include 
#include 

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

#include 

#include 


int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(,argv);

arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("--image ","Load an image and render it on a quad");
arguments.getApplicationUsage()->addCommandLineOption("--dem ","Load an image/DEM and render it on a HeightField");
arguments.getApplicationUsage()->addCommandLineOption("--login   ","Provide authentication information for http file access.");
arguments.getApplicationUsage()->addCommandLineOption("-p ","Play specified camera path animation file, previously saved with 'z' key.");
arguments.getApplicationUsage()->addCommandLineOption("--speed ","Speed factor for animation playing (1 == normal speed).");
arguments.getApplicationUsage()->addCommandLineOption("--device ","add named device to the viewer");

osgViewer::Viewer viewer(arguments);

unsigned int helpType = 0;
if ((helpType = arguments.readHelpType()))
{
arguments.getApplicationUsage()->write(std::cout, helpType);
return 1;
}

// report any errors if they have occurred when parsing the program arguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}


#if 0
if (arguments.argc()<=1)
{
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
return 1;
}
#endif


std::string url, username, password;
while(arguments.read("--login",url, username, password))
{
if (!osgDB::Registry::instance()->getAuthenticationMap())
{
osgDB::Registry::instance()->setAuthenticationMap(new osgDB::AuthenticationMap);
osgDB::Registry::instance()->getAuthenticationMap()->addAuthenticationDetails(
url,
new osgDB::AuthenticationDetails(username, password)
);
}
}

std::string device;
while(arguments.read("--device", device))
{
osg::ref_ptr dev = osgDB::readRefFile(device);
if (dev.valid())
{
viewer.addDevice(dev);
}
}

// set up the 

Re: [osg-users] corrupted rendering

2016-12-15 Thread Robert Osfield
Hi Riccardo,

Could you post your modified osgviewer so we can attempt to reduce things.

Also please provide details on the OS platform, OSG version, drivers,
hardware as these are all likely to affect the result.

Robert.

On 15 December 2016 at 18:44, Riccardo Corsi  wrote:
> Hi all,
>
> I've found out that when I show the stats handler without having set any
> data on the viewer,
> its rendering is corrupted (fonts, transparency) - see attached screenshot,
> I simply forced osgViewer to run without any loaded model.
>
> The Stats are rendered without being attached to the scene or as a slave,
> the stats camera instead is directly added to the first available graphics
> context,
> so I'm afraid some initialization is missing.
>
> I have the same problem with another GUI tool I'm rendering with the same
> technique.
> Can anybody provide an hint?
> Thank you,
> Riccardo
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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[osg-users] corrupted rendering

2016-12-15 Thread Riccardo Corsi
Hi all,

I've found out that when I show the stats handler without having set any
data on the viewer,
its rendering is corrupted (fonts, transparency) - see attached screenshot,
I simply forced osgViewer to run without any loaded model.

The Stats are rendered without being attached to the scene or as a slave,
the stats camera instead is directly added to the first available graphics
context,
so I'm afraid some initialization is missing.

I have the same problem with another GUI tool I'm rendering with the same
technique.
Can anybody provide an hint?
Thank you,
Riccardo
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Re: [osg-users] Offscreen rendering with multisampling

2016-12-15 Thread Wojciech Lewandowski
Hi Jan,

...  with more slave  cameras it simply do not work ...


Bugs happen (so I am not going to exclude them). But in my experience its
very easy to burn whole GPU memory with too many FBOs. For example: 4k x
4k,  4 sample RGBA (4bytes) + DEPTH(4bytes) FBO takes 512 MBs.  With double
buffered GL contexts (used by other threading modes except SingleThreaded)
its 1 GB per FBO. Active FBOs have one nasty issue in comparison to vanilla
textures: They cannot be allocated in system RAM. So active FBOs use GPU
ram. And its really easy to reach the GPU mem limits with too many FBOs on
many GPUs.

Cheers,
Wojtek Lewandowski

2016-12-15 16:25 GMT+01:00 Jan Stalmach :

> Hi,
> we have also problems with multisampled FBO. The problem is that in the
> simple example code all works fine but in complex scenes with more slave
> cameras it simply do not work (we have more slave cameras for OIT). I hope
> also for some hint where could be the problem.
>
> Thank for any idea.
>
> Cheers,
> Jan
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69690#69690
>
>
>
>
>
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Re: [osg-users] Offscreen rendering with multisampling

2016-12-15 Thread Jan Stalmach
Hi,
we have also problems with multisampled FBO. The problem is that in the simple 
example code all works fine but in complex scenes with more slave  cameras it 
simply do not work (we have more slave cameras for OIT). I hope also for some 
hint where could be the problem.

Thank for any idea.

Cheers,
Jan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69690#69690





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Re: [osg-users] Triton Ocean

2016-12-15 Thread Rambabu Repaka
Hi,Thanks Robert I thought it is not an email id.

... 

Thank you!

Cheers,
Rambabu

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69689#69689





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Re: [osg-users] Triton Ocean

2016-12-15 Thread Robert Osfield
On 15 December 2016 at 05:37, Rambabu Repaka  wrote:
> Hi,Chris hanson where we find the headers in the forum.

The community is composed of a combined mailing list/forum where posts
to the mailing list get posted to the forum and visa-versa.  Users of
the mailing list get will see the email addresses, as a mailing list
user Chris probably assumed that this applied to the forum as well.

Chris provided his email address in his last post.
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Re: [osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2016-12-15 Thread Maxim Gammer
https://github.com/ChrisDenham/osgopenvrviewer

2016-12-13 14:42 GMT+05:00 Jan Ciger :

> Hello,
>
> On Tue, Dec 13, 2016 at 4:18 AM, Ran Ling  wrote:
>
>> Hi, Jan, I've used osgopenvrviewer too.
>> I have some troubles when I try to get a complete mirror on computer
>> screen, not divided by left eye and right eye.Because main camera has been
>> overwritten by the swap texture.
>> Do you have any ideas about this? or any better choice?
>> Thank you!
>>
>
> I am not quite sure what you are trying to achieve - the HMD needs the
> split left/right image, so if you are mirroring that, that's what you will
> get. If you want a non-split image, you may have to add an extra camera.
>
> Otherwise, for Rift there is the https://github.com/
> bjornblissing/osgoculusviewer which works quite well.
>
> Regards,
>
> J.
>
>
>
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>


-- 

Maxim Gammer
+79199510073
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