Re: [osg-users] osgQtWidget in dynamic library

2019-12-05 Thread Robert Osfield

The above post wasn't originally from me, but the googlegroup put this post 
from  *蔡少波* beijihuohu onto another topic due to it being posted as a reply 
to the other thread but without a changed subject  Folks please just 
post directly to the list if you have a new topic, don't reply and change 
the topic as it breaks threading...

Anyway, w.r.t osgQt, it's now a separate project not maintain by me.  I 
don't personally much Qt expertise so it was never qualified to provide any 
guidance or support on Qt issues - it's why osgQt was spun out.  I'll have 
to defer to Qt OSG users to be able to answer questions like this one.

In principle I can't see why the OSG/osgQt can't by used as a dynamic 
library, because err well the OSG has always been built as a lib/dll 
combination.  Perhaps the questions isn't actually about dll's though... 
Perhaps just a Qt specific issue?  Either way I can't provide any input on 
it as right now it doesn't look like general OSG issue that I might have 
expertise on.

Cheers,
Robert.

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[osg-users] osgQtWidget in dynamic library

2019-12-05 Thread Robert Osfield
Hi Robert,
 I am building application with Qt 5.12.6 version and openscenegraph 
3.6.2 version,but found that  the osg widget for qt work well in stand 
alone application(exe for example) and can't be loaded in 
dynamic library, that will increase the difficulty for plugin framework.
Is there a solution for this problem?

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Re: [osg-users] Testing cross posting from googlegroup to osg-users mailing list

2019-12-05 Thread Robert Osfield
Replying to googlegroup post from osg-users mailing list

On Thu, 5 Dec 2019 at 17:38, Robert Osfield 
wrote:

> Another test, please ignore
>
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Re: [osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Brad Colbert
Working

On Thu, Dec 5, 2019 at 9:34 AM Robert Osfield 
wrote:

> Testing reply from osg-users googlegroup
>
> On Thursday, 5 December 2019 17:31:28 UTC, Robert Osfield wrote:
>>
>> HI All,
>>
>> I am just testing the cross posting of posts to osg-users mailing list to
>> the new osg-users googlegroup.
>>
>> Cheers,
>> Robert.
>>
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[osg-users] Testing cross posting from googlegroup to osg-users mailing list

2019-12-05 Thread Robert Osfield
Another test, please ignore

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Re: [osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Robert Osfield
Testing another reply from osg-users mailing list

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Re: [osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Robert Osfield
Testing reply from osg-users googlegroup

On Thursday, 5 December 2019 17:31:28 UTC, Robert Osfield wrote:
>
> HI All,
>
> I am just testing the cross posting of posts to osg-users mailing list to 
> the new osg-users googlegroup.
>
> Cheers,
> Robert.
>

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Re: [osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Robert Osfield
Testing reply to osg-users mailing list.

On Thu, 5 Dec 2019 at 17:30, Robert Osfield 
wrote:

> HI All,
>
> I am just testing the cross posting of posts to osg-users mailing list to
> the new osg-users googlegroup.
>
> Cheers,
> Robert.
>
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[osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Robert Osfield
HI All,

I am just testing the cross posting of posts to osg-users mailing list to
the new osg-users googlegroup.

Cheers,
Robert.
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Re: [osg-users] Issue with setCompileOnNextDraw (Robert Osfield)

2019-12-05 Thread Heitbrink, David A
I am only doing setCompileOnNextDraw, after the load of my main scene. If I do 
not do it, then I get a lot more severe hangs...however after some further 
test I ran into some complications. I have a user set option to use this or 
not. I found if the scene is larger than what can fit on the GPU, I am better 
off not doing this.

I am currently running nodes with 3-4 projectors per node, 2 video cards per 
node. Each projector runs has its own process. What I found from running a 
profiler is glGet*, caused periodic hangs, this included:  

glGetInteger64v(GL_TIMESTAMP, ); 

I setup a condition around where said line is used so it is not being run 
unless stats are enabled. So it turns out when I run without stats enabled, I 
get a lot fewer hangs...but it makes it harder to quantify without stats. I 
am doing ground based simulation, so I have pretty high optical flow rates so 
dropped frames are really noticeable. I don't really see this on my development 
machine, or not to the same degree. My deployment machines are older and are 
running multiple processes. So...problem solved.maybe? 

I am still getting 100's of :
Warning: detected OpenGL error 'invalid enumerant' at after 
stateset.compileGLObjects in GLObjectsVisitor::apply(osg::StateSet& stateset)

After setCompileOnNextDraw, and I am still concerned about these messages. I 
have not tracked down exactly what objects being compiled at the time 
are..or if it's every object for that matter. 

I was also looking at the shared state manager, I am using OSG 3.6.3. Is there 
anything in particular I should do to use this?

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Today's Topics:

   1. Issue with setCompileOnNextDraw (Heitbrink, David A)
   2. Re: Issue with setCompileOnNextDraw (Robert Osfield)


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Message: 1
Date: Wed, 4 Dec 2019 14:49:54 +
From: "Heitbrink, David A" 
To: "osg-users@lists.openscenegraph.org"

Subject: [osg-users] Issue with setCompileOnNextDraw
Message-ID:



Content-Type: text/plain; charset="us-ascii"

I am doing a setCompileOnNextDraw on each render for each camera , (I typically 
only have 1) loading my scene. 

After doing thing I am getting a large number of error messages:

Warning: detected OpenGL error 'invalid enumerant' at after 
stateset.compileGLObjects in GLObjectsVisitor::apply(osg::StateSet& stateset)

It also seems that I am getting a large number of hangs. It looks like I have 
plenty of free memory on the GPU. I am pretty sure this is from loading 
textures.

 When should you use setCompileOnNextDraw? Has any else scene this issue before?
 
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osg-users-requ...@lists.openscenegraph.org
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Today's Topics:

   1. OpenSceneGraph Forum moved to googlegroups (Robert Osfield)


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Message: 1
Date: Tue, 3 Dec 2019 10:35:27 +
From: Robert Osfield 
To: OpenSceneGraph Users 
Subject: [osg-users] OpenSceneGraph Forum moved to googlegroups
Message-ID:

Content-Type: text/plain; charset="utf-8"

Hi All,

Our old forum was generously created by a member of our community, but a number 
of years ago the creator/manager of the forum moved on work in an area 
unrelated to the OpenSceneGraph so the forum no longer had a maintainer, 
finally the old server that was hosting has gone too.

Previous discussions in the community didn't come up with a replacement, and as 
I don't have any expertise 

[osg-users] osgQtWidget in dynamic library

2019-12-05 Thread 蔡少波



Hi Robert,
 I am building application with Qt 5.12.6 version and openscenegraph 3.6.2 
version,but found that  the osg widget for qt work well in stand alone 
application(exe for example) and can't be loaded in 
dynamic library, that will increase the difficulty for plugin framework.
Is there a solution for this problem?
At 2019-12-04 23:16:45, "Robert Osfield"  wrote:

Hi David,



On Wed, 4 Dec 2019 at 14:50, Heitbrink, David A  
wrote:

I am doing a setCompileOnNextDraw on each render for each camera , (I typically 
only have 1) loading my scene.



CompileOnNextDraw is a feature that is meant to be used sparingly such as on 
start up when you are first pre compiling all new GL objects to prevent 
incremental compiles from breaking frame later in the app run.


First thing you should do is remove that call and see what happens.


Do you have an idea why this line was added? 



Robert.

 
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