Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-03 Thread Björn Blissing
and 174.47 show the same issue. Cheers, Wojtek - Original Message - From: Björn Blissing [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Sent: Thursday, April 03, 2008 1:12 PM Subject: [osg-users] Problem with multi monitor with NVIDIA card I recently got the SVN

Re: [osg-users] Problem with multi monitor with NVIDIA card

2008-04-03 Thread Björn Blissing
and correctness choose span, and if you can accept some dual-screen OpenGL glitches choose multi-monitor ;-) As Robert said - check your using the latest and greatest driver it might just start working for you... Cheers, Colin. Björn Blissing wrote: I recently got the SVN release

[osg-users] CompositeViewer inside a GLUT window?

2008-05-14 Thread Björn Blissing
Is it possible (and appropriate) to use compositeViewer inside a GLUT window? /Björn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Problem with OpenThreads::Atomic when building application with OSG 2.6.0 on SUSE 10.2

2008-10-08 Thread Björn Blissing
and Windows. /Björn Blissing ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Problem with OpenThreads::Atomic when building application with OSG 2.6.0 on SUSE 10.2

2008-10-08 Thread Björn Blissing
Hello Björn, I am building OpenSceneGraph 2.6.0 from source on a machine running SUSE 10.2. When running cmake script I get the following warnings. ... -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Failed --

Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-08 Thread Björn Blissing
-Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Jean-Sébastien Guay Skickat: den 8 oktober 2008 16:20 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2 Hi

Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-08 Thread Björn Blissing
Just as you we put OSG under source control, although only the include files. But the OpenThreads/Config file is NOT under source control. Ok, just as I suspected. I have built OSG with CMAKE out of source and if I check the OpenThreads/Config file on each computer I can clearly

Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-09 Thread Björn Blissing
Hi Björn, Hmm, did you change the OpenThreads config file by hand? Looking at the code I can think of hating that effect ... No. I did not. I let cmake generate it for me. Also, can you tell, if OpenThreads.so includes that symbol? nm -C is your friend. Below is the complete output of

Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-09 Thread Björn Blissing
No. I did not. I let cmake generate it for me. Hmm, strange. Indeed... Where are the Atomic operators referenced from? I am not sure actually. My code is based on the CompositeViewer example. And contains nothing unusual to my knowledge. Are there any objrct files from previous builds

Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-09 Thread Björn Blissing
Where are the Atomic operators referenced from? I am not sure actually. My code is based on the CompositeViewer example. And contains nothing unusual to my knowledge. So, one of the libs/objects you link must contain that unresolved reference. So which one? nm can tell you which

Re: [osg-users] Problemwith OpenThreads::Atomic when buildingapplication with OSG2.6.0 on SUSE 10.2

2008-10-10 Thread Björn Blissing
-Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Björn Blissing Skickat: den 10 oktober 2008 13:40 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Problemwith OpenThreads::Atomic when buildingapplication with OSG2.6.0 on SUSE 10.2 Line 4

Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-10 Thread Björn Blissing
Line 4: U OpenThreads::Atomic::operator--() display.cpp:0 Tells that the symbol is referenced from dispay.cpp. This is one of the offending symbols. Find out why this display.cpp is compiled with this code non inline? There seems to be some problem during the preprocessor step

Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-10 Thread Björn Blissing
I have dug down on this problem during the day. The problem is that the code that checks if ATOMIC should use GCC BUILTIN fails. I have traced this failure to the combination of the XEON processor and GCC version. But if I forces it to use GCC_BUILTINS and compiles OSG and my code with the

Re: [osg-users] Problem with OpenThreads::Atomic whenbuildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-14 Thread Björn Blissing
Hi, On Friday 10 October 2008 17:27, Björn Blissing wrote: I have dug down on this problem during the day. The problem is that the code that checks if ATOMIC should use GCC BUILTIN fails. I have traced this failure to the combination of the XEON processor and GCC version

Re: [osg-users] Problem with OpenThreads::Atomicwhenbuildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-14 Thread Björn Blissing
-Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Robert Osfield Skickat: den 14 oktober 2008 12:57 Till: OpenSceneGraph Users Ämne: Re: [osg-users] Problem with OpenThreads::Atomicwhenbuildingapplication with OSG 2.6.0 on SUSE 10.2 Hi Björn,

Re: [osg-users] About OSG Distributed Usage

2008-10-20 Thread Björn Blissing
You can try and take a look at the following master thesis: http://www.ub.uit.no/munin/bitstream/10037/1065/1/thesis.pdf /Björn Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För xyc508 Skickat: den 20 oktober 2008 13:00 Till:

Re: [osg-users] PagedLod - How to

2009-09-07 Thread Björn Blissing
Hi Robert, I remember I wondered the same thing my self. The method I (and I guess Vincent) wonders about is the: addChild (Node *child, float min, float max, const std::string filename, float priorityOffset=0.0f, float priorityScale=1.0f) Here you have to supply both a Node* and a filename.

Re: [osg-users] Adding and removing objects to scenegraph duringruntime?

2009-05-05 Thread Björn Blissing
there is an osg example I should study in depth? /Björn Blissing ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Adding and removing objects to scenegraphduringruntime?

2009-05-05 Thread Björn Blissing
. 2009/5/5 Björn Blissing bjorn.bliss...@vti.se The viewer.sync() and viewer.update() seems to be deprecated. And it seems a bit odd (at least for me) to just throw away the functionallity contained in viewer.run

Re: [osg-users] Adding and removing objects toscenegraphduringruntime?

2009-05-05 Thread Björn Blissing
, Did you try to just add an UpdateCallback to your root node for example who makes the job to add or remove nodes ? 2009/5/5 Björn Blissing bjorn.bliss...@vti.se Well that will of course be diffrent depending on if I use Viewer

Re: [osg-users] Problems with FBOs when taking high resolution screenshots.

2009-05-14 Thread Björn Blissing
Hi Jesper! For doing high quality screenshots I recommend you read the following articles: Poster Quality Screenshots by Steve Rabin (Nintendo of America Inc) Available in Game Programming Gems 4, 2004. And Rendering Print Resolution Screenshots by Alex Vlachos and Evan Hart (ATI Research)

[osg-users] Strange compile error when building osgAL with osg 2.8.0

2009-06-02 Thread Björn Blissing
to be the same problem. For Alexandre, updating to the latest SVN version seems to solve the problem. But not for me. I'm guessing some missing parameter in the Cmake file for osgAL, but I can't see where... Maybe someone on this list can give me some advice. Best regards Björn Blissing

[osg-users] Paging strategies for road tiles

2009-08-26 Thread Björn Blissing
Hi all, My application involves road vehicles driving down long roads. Approx 1000 km of continuous road. The problem is that I can only hold about 100 km of road before system memory runs out. Plan B then naturally falls on some sort of paging strategy. I rewrote the software so it generates

Re: [osg-users] Paging strategies for road tiles

2009-08-27 Thread Björn Blissing
osg-users@lists.openscenegraph.org From: Björn Blissing bjorn.bliss...@vti.se Sent by: osg-users-boun...@lists.openscenegraph.org Date: 08/26/2009 11:56AM Subject: [osg-users] Paging strategies for road tiles Hi all, My application involves road vehicles driving down long roads. Approx 1000 km

[osg-users] Render graphics for 3DReady-TV?

2010-06-22 Thread Björn Blissing
Hi, Have anyone tried to render graphics to any of the new consumer LED/Plasma-Tvs displays that supports 3D, sometimes called 3DReady (such as LG, Sony, Samsung or Panasonic Viera)? Do it require special graphics cards or is it possible to do with a any high performance consumer card? Best

[osg-users] Threading issues with osgText

2010-10-12 Thread Björn Blissing
run WinXP 32-bit and have NVIDIA GTX470 cards. When running with DrawThreadPerContext it crashes, but if we set the viewer to run in SingleThreaded mode everything works fine. Best regards Björn Blissing -- Read this topic online here: http://forum.openscenegraph.org

Re: [osg-users] Threading issues with osgText

2010-10-15 Thread Björn Blissing
Hi Robert et al, I have already set DYNAMIC data variance to both the osgText::Text and the osg::Geode which holds the text. Crashes anyway. I have tried to replicate the error in a more simple environment than our production software. But no luck with getting crashes with the simple one. :/

[osg-users] Error when visualizing normals with the pseudo normal loader

2012-10-25 Thread Björn Blissing
Hi, While trying to debug some odd normals in my generated surface I was using the normal pseudo loader with osgviewer to visualize the result. But I was starting to get a lot of error messages: CullVisitor::apply(Geode) detected NaN, depth=-1.#IND, center=(0 0 0), matrix={

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Hi, I have made a example called OsgOculusViewer that I succesfully tested with my Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a class responsible for talking to the Oculus device. This class also works if no Oculus Device is connected, then it just return the

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-03 Thread Björn Blissing
Jan Ciger wrote: Ah, cool! Thanks for that, I will have a look at it. Regards, Jan NP! I have also made progress with the sensor integration and have successfully added correction for chromatic aberration in my shader. I can upload it tomorrow if anyone is interested. Best

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing
Jan Ciger wrote: Sure thing. BTW, it would be best to start e.g. a Github repo for this. I am sure there will be contributors. Jan My code is available at the following GitHub repo: https://github.com/bjornblissing/osgoculusviewer The latest edition is tested against the SDK 0.2.3

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-04 Thread Björn Blissing
I have successfully compiled the source on Linux. Although I only have terminal access to the linux machine for the moment, so I have not been able to verify that the program actually works. Regarding the question about why I used CompositeViewer. Well the simple answer was because I started

Re: [osg-users] adding barrel distortion for stereoscopic rendering in Oculus Rift head set

2013-07-05 Thread Björn Blissing
Jan Ciger wrote: Just a quick report - I have managed to compile your code and it does indeed work with the Oculus SDK on Linux. I have send you a pull request with a modification already. Great! I have merged your changes. On windows the CMake module path started searching from the

Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-30 Thread Björn Blissing
be a moderator that would be rather inactive during some periods. But if there are more moderators our inactive periods hopefully shouldn't overlap too much. TLDR; I hereby volunteer as a forum moderator. Best regards, Björn Blissing -- Read this topic online here: http

Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Björn Blissing
Preet wrote: Regarding user registration - I never really understood the point of having your full name being a mandatory thing for the forum sign up. Is it a courtesy thing? Is it to prevent spam? I guess it is a courtesy thing, but I think it has been allowed to use an alias (such

[osg-users] [osgPlugins] Problems building fbx plugin with osg-3.2.0

2013-08-12 Thread Björn Blissing
Hi, I have tried to build OpenSceneGraph 3.2.0 with FBX support. But I am getting linker errors when linking with FBX SDK libraries. I have tried both 2013.3 version and 2014.1 version of the FBX SDK to no avail. I am building a 32-bit version on Windows 7 with Visual Studio 2010. I get the

Re: [osg-users] [osgPlugins] Problems building fbx plugin with osg-3.2.0

2013-08-12 Thread Björn Blissing
Hi Sebastian, I tried to add the define FBXSDK_NEW_API when compiling with the 2013.3 version, but that didn't solve anything. But then I tried linking with the MT and MD versions. And when I linked against the MD version the compilation succeed both with 2013.3 version and the 2014.1 version

[osg-users] Best way to transition to new fast path osg::geometry in osg 3.2.0?

2013-08-14 Thread Björn Blissing
Hi, When I upgraded to osg 3.2.0 my code no longer compiled because of some old sections that used vertex indices. These where rather trivial to fix. But while I was updating my old code I got to thinking about the rest of my code base. How do I make sure that the rest of my code is using the

Re: [osg-users] Best way to transition to new fast path osg::geometry in osg 3.2.0?

2013-08-14 Thread Björn Blissing
Hi Robert, So if backwards compatibility is desired it is ok to use the old style without it affecting performance? Best regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55845#55845

[osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-14 Thread Björn Blissing
Hi, I have some FBX models with animations that were saved with the 2012.0 version of the FBX plugin. These models worked properly with osg 3.0.1 when compiled together with 2012.1 version. But now when OSG 3.2.0 requires at least the 2013.3 version of the FBX SDK the animations suffers

Re: [osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-14 Thread Björn Blissing
Just an addition. The corruption occurs when I try to blend between animations connected to the same model. If I run just one animation it works properly. Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55850#55850

Re: [osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-15 Thread Björn Blissing
To clarify the problem further. Loading and playing single FBX files seems to work fine. My problems begins when I try to copy animations from several FBX files into one model. I am merging animations from several diffrent files (mainly because Autodesk 3D Studio cannot export FBX files with

Re: [osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-29 Thread Björn Blissing
This is not only connected to FBX models but affects all models with skeletons. See: http://forum.openscenegraph.org/viewtopic.php?t=12736 /Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56017#56017

Re: [osg-users] Deep coping models with skeltons fail with osg 3.2.0

2013-08-30 Thread Björn Blissing
Hi, The osganimationhardware example is also affected by this problem of corruption of model bone information. The model gets corrupted when running the example regardless if running with the software or hardware flag. Although the corruption looks slightly different in the different modes.

Re: [osg-users] Deep coping models with skeltons fail with osg 3.2.0

2013-09-02 Thread Björn Blissing
Hi Robert, I have checked out your change to StackedTransform and I can confirm that the change solves the problem for both my simple example and our main codebase. Also the osganimationhardware example seems to be working as before 3.2.0. Thanks for your help! Best regards, Björn

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-09-26 Thread Björn Blissing
robertosfield wrote: Hi Jan, I just had a quick look over the osgoculusviewer code and first thought is that it should be possible to convert the code across to the new a osgViewer::ViewConfig subclass which could sit alongside the new include/osgViewer/config configurations.  The

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-09-26 Thread Björn Blissing
robertosfield wrote: Hi Bjorn, The orientation of the view would normally come under the View::getCamera()'s ViewMatrix, usually it's the job of the CameraManipulators to do this, so you could implement the local offsets using a custom CameraManipulator written specifically for the

Re: [osg-users] Question about multipass rendering of Cookbook simple water example

2013-09-30 Thread Björn Blissing
Hi Michael, The simple answer is that if you do not add the RTTCamera to the viewer that part of the tree will never be traversed and then no texture will be rendered. Regards, Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56540#56540

[osg-users] Reference pointer pattern question?

2013-10-01 Thread Björn Blissing
Hi, I was looking at Don Burns text from 2003 about reference pointers in osg (sadly no longer available online, although it can be found via Internet Archive sites.) But this got me thinking about the suggested pattern for returning pointers from methods. Looking through different parts of

Re: [osg-users] Reference pointer pattern question?

2013-10-02 Thread Björn Blissing
Hi Robert, I agree that pattern 1 is wins when it comes to clarity. But if you have the macro OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION enabled (which it is as default) then there is nothing protecting the user from stuffing your returned ref_ptr in a raw C pointer. So with this macro

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2013-10-04 Thread Björn Blissing
Hi Robert et al, I have implemented the orientation handling as a NodeCallback connected to the main camera. This makes it possible to use the current MatrixManipulators and then get the head orientation changes stacked on top. I have made enabling of the NodeCallback optional for those users

[osg-users] [vpb] VirtualPlanetBuilder source and homepage gone?

2013-10-14 Thread Björn Blissing
Hi, It seems like both the source and homepage for VirtualPlanetBuilder are missing right now: Old source location: http://www.openscenegraph.org/svn/VirtualPlanetBuilder Old homepage location: http://www.openscenegraph.org/projects/VirtualPlanetBuilder Are these gone forever? Or have

Re: [osg-users] [vpb] VirtualPlanetBuilder source and homepage gone?

2013-10-14 Thread Björn Blissing
Jordi Torres wrote: Hi Björn, Take a look to the OSG main website: http://openscenegraph.org (http://openscenegraph.org) You should see a community post warning of the svn url change: http://www.openscenegraph.org/index.php/community/news/130-new-svn-repository-url

Re: [osg-users] Frame sync issue in Stereo

2014-01-27 Thread Björn Blissing
Hi Arun, What type of HMD are you using? In my Oculus Rift library I use a master camera with two slave cameras that render to texture. And I have not noticed any frame delay between left and right. Check the following thread: http://forum.openscenegraph.org/viewtopic.php?t=12490 Cheers,

Re: [osg-users] Please test svn/trunk and OSG-3.2 branch in prep for 3.3.1 dev release and OSG-3.2rc2

2014-01-27 Thread Björn Blissing
Hi Robert, I have tested the 3.2 branch. Compiles fine on Windows 7 with Visual Studio 2010. Also no problems when linking with our application. Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58037#58037

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-02-25 Thread Björn Blissing
Hi David, Since I am one of the authors of OsgOculusViewer I will try to answer you question. First of all I have developed the code on windows and I suspect you are running on Linux. Correct? Have you pulled the lasted source code from my GitHub repo? Regards, Björn -- Read

Re: [osg-users] [vpb] Windows and weird error messages

2014-05-16 Thread Björn Blissing
Hi, I fixed this by replacing all std::ifstream with osgDB::ifstream. And all std::ofstream with osgDB::ofstream. And then you will have to replace the following line in include/vpb/BuildLog: Code: #include fstream with: Code: #include osgDB/fstream Maybe this should be submitted as a

[osg-users] Changing vertex color array causes crash due to null pointer in TemplateAttributeDispatch

2014-06-02 Thread Björn Blissing
Hi, We recently got a strange crash behavior in our software. We were fixing a piece of code that caused GL_ERRORS on some platforms. When we had fixed this, a new bug surfaced in a completely different part of the code base. It was code that had worked for years, but suddenly it started to

Re: [osg-users] Changing vertex color array causes crash due to null pointer in TemplateAttributeDispatch

2014-06-02 Thread Björn Blissing
Hi Robert, Thank you! That should have been obvious. Sometime you just need a second set of eyes to look at your code. Regards Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59621#59621 ___

Re: [osg-users] Developer Release

2014-06-26 Thread Björn Blissing
robertosfield wrote: Would it be possible to have a developer release before summer holidays? Yes indeed. I will make one this week. Cheers Robert. Will we see a new release candidate from the 3.2 branch as well? We are really looking forward to a new stable release

Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Björn Blissing
Hi Robert, The content of this tag looks really odd. The main folder contains a yet another folder containing a complete copy of OpenSceneGraph. The folder is named OpenSceneGraph-3.2 I guess this has something to do with commit 14356. This is probably a mistake and this folder should be

Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Björn Blissing
Hi Robert, RC7 looks correct. I don't know what happened during the tagging of RC6, but if you look in the SVN log there is actually two commits for the tag. Commit 14355 and 14356, the last one being the one that made the duplicated folder. Best regards Björn -- Read this

Re: [osg-users] How to start osgViewer with light On?

2014-07-20 Thread Björn Blissing
Hi Shyguy, The light is ON when starting the osgviewer. Pressing the L-key will actually disable the light. Instead you will only see pure vertex colors and texture colors. The reason that your model looks dark when light is enabled is the material settings on your model. Try to raise the

[osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-07-20 Thread Björn Blissing
Hi Robert et al, I tried to compile OSG with QT Creator using MinGW and GCC 4.8.2. It worked pretty well. But I found a case of ambiguous defines in Atomic.cpp in OpenThreads. The problem is that both: _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS and _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED is

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-07-20 Thread Björn Blissing
Hi Robert, I tried both options and they both seem to work. Although I guess some deeper benchmarking would be in order. Are there any of the examples and/or datasets that would be good candidates for benchmarking the different versions? Regards, Björn -- Read this topic

Re: [osg-users] CppCheck

2014-08-10 Thread Björn Blissing
Hi SunBlack (or whatever your real name might be), Static Code Analysis, such as CppCheck, PVS Studio, Lint etc, should not be considered 100% accurate. The many of the errors they report are often false positives, even if CppCheck is one of the more conservative static code analysis tools I

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-14 Thread Björn Blissing
I have just pushed the latest changes to the Oculus library to GitHub. This includes support for: * Version 0.4.1 of the Oculus SDK. * Positional Tracking (only with DK2 camera) * Time warp * Three separate examples of how to use the library: - Standard Viewer - Standard Viewer with ViewConfig

Re: [osg-users] Dll's in OSG_BIN_PATH not being found.

2014-08-15 Thread Björn Blissing
Hi Chris, I don't think that the windows platform will look in any OSG_BIN_PATH environment variable. Instead it looks in the folder specified by the environment variable PATH. You can either add your DLL-folder directly to the PATH variable or add the OSG_BIN_PATH variable to the PATH:

Re: [osg-users] Dll's in OSG_BIN_PATH not being found.

2014-08-15 Thread Björn Blissing
Hi Chris, I can't really say what your problem is. But I usually solve it like this: 1. During development I set the environment variable PATH to point to the folders containing the necessary DLL-files. I do this by setting the environment variable PATH explicit inside visual studio. Example

Re: [osg-users] Dll's in OSG_BIN_PATH not being found.

2014-08-15 Thread Björn Blissing
Hi Chris, Good that you got it working. I often automate the process using CMake to generate my solution files. In my CMake script I collect the location of the needed DLL-files and stores this in a CMake variable. And then I use a template Visual studio project file and automatically add

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-15 Thread Björn Blissing
Hi Mike, This is due to the extra semicolon at the end of the shaders. My NVIDIA card has no problem to compile with these, but I know that other shader compilers (i.e. graphic card vendors) can have problems with these. I have remove the trailing semicolons and updated shaders on the github

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-16 Thread Björn Blissing
Hi Jan, Well, their SDK is still open source. I was actually forced to rebuild the entire library from source to get it to work with Visual Studio 2013 Express, since they only shipped compiled libraries for the pro versions. What complicates things is that they have added a runtime layer

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-17 Thread Björn Blissing
cbuchner1 wrote: could this be worked around by wrapping the OsgOculus library as some kind of RPC service, and making RPC calls to it instead of dynamically linking? I am not very good at the fine details licensing. If you look at the discussions at the Oculus Forum most people seem to

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-17 Thread Björn Blissing
Hi Robert, Well that was pretty much how my previous implementation worked. This implementation is still available in the master branch on GitHub (Tag: viewer-0.2.2). You can get all functionality except movement tracking to work without compiling with the Oculus SDK. Warping is made within a

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-24 Thread Björn Blissing
pajuelo wrote: it seems that openHMD had implemented dk2 initial dk2 support 4 days ago :) Well that is great news. But their interface are a bit different, so it won't work as a drop in replacement for the 0.4.1 version of the Oculus SDK if you want to use my integration. The OpenHMD

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-24 Thread Björn Blissing
pajuelo wrote: Yes but thinking a little about the future, they will implement those features at some time but the oculus sdk will become closed source sooner than later... and dont forget that now the oculus sdk has no linux support :( I don't think that that Oculus SDK will become a

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-25 Thread Björn Blissing
Patrik Andersson wrote: Hi, Mike,I think you have to set the clearcolor of HUD camera to change the clearcolor of the none-distorted area, and for the distorted area you have to set the clearcolor of the RTT camera. This is correct. But it probably wise to let the clear color for the

Re: [osg-users] OpenSceneGraph Oculus Rift integration

2014-08-26 Thread Björn Blissing
Jan Ciger wrote: Yeah, I hope so too. At the moment I am not really motivated to doanything with it, because they could just pull the rug from under meagain by license changes or simply not supporting (properly) my platform. The lack of official support from the Oculus team on the their

Re: [osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )

2014-08-31 Thread Björn Blissing
Hi, As someone who as worked (on and off) with OSG for last 12 years I would like to share my opinion. My principal belief is that splitting code and documentation (wiki) would inevitable lead to problems with keeping them in sync. Just look at the current tutorials which do not longer

Re: [osg-users] create a OSG wiki: (it was OpenSceneGraph Oculus Rift integration )

2014-09-02 Thread Björn Blissing
gwaldron wrote: Robert, No, unfortunately RTD is not an alternative to doxygen. It only renders your RST files into HTML, PDF etc. Such an integration is a good idea though, and I've heard people ask for it. I'll have to see if anyone's working on that. There is a plugin to Sphinx (the

Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash

2014-09-06 Thread Björn Blissing
felipeberquo wrote: Hi, I've tried in Windows 7 (64-bit) and I think (didn't have much time to make some tests yet) it worked! The only issue I've noticed was that the model wasn't at the center of the screen, but it didin't crash. Regards, Felipe Hi Felipe, The model is

Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash

2014-09-06 Thread Björn Blissing
felipeberquo wrote: Hi Björn, nice to read that! :D I tried to make those changes in the code (those you sent me via e-mail) and had no success. I'm gonna have to look for some apple or intel support... If I get any answer to solve this I'll let you know Well, it seems to me like it is

Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash

2014-09-11 Thread Björn Blissing
Hi, Working together (me and Felipe) have been able to track down the error which caused this behaviour on the Mac's using Intel graphics. The problem was that I forgot to force VertexBufferObjects for the geometry performing the optical distortion correction. So the geometry used DisplayLists

Re: [osg-users] code repository for OSG dependencies?

2014-09-29 Thread Björn Blissing
Hi Christian, I have tried to compile all the dependencies in a combined CMake build script, for automated builds of dependencies. The idea is to be able to just download the source for the individual libraries and then do automated builds for your desired toolset. As for now I support

[osg-users] Windows 8.1 DPI-aware scaling: Problem and solution

2014-10-10 Thread Björn Blissing
Hi, The Problem: Today I tried to run our software on a computer running Windows 8.1. And for some reason my application window became too large for the screen, even though I explicitly set the window resolution to be the same size as the display resolution. Why the problem happens: This

[osg-users] Windows 8 adds one frame of latency

2014-10-14 Thread Björn Blissing
Hi, When running our OSG-based application in Windows 8, we have noticed that we get an extra frame of latency. This is (probably) due to the fact that Windows 8 uses Desktop Window Manager (DWM) composition by default. In Windows 7 you could disable DWM composition by using a basic theme

[osg-users] Strange flickering in Linux when using FRAME_BUFFER_OBJECT

2014-10-29 Thread Björn Blissing
Hi, Some of the linux users of my OsgOculus implementation are reporting flickering images. The piece of code which seems to be the offender is the renderToTexture camera setup: Code: ... camera-setDrawBuffer(GL_FRONT); camera-setReadBuffer(GL_FRONT);

Re: [osg-users] frequently modified osg::Image uploads

2014-10-29 Thread Björn Blissing
Hi Nick, Make sure that it actually is the image transfer which is the culprit. In my case it was the image retrieval which was slowing down my osg webcam example program. So moving the image retrieval function to an own thread made my example go from 4 fps to ~3000 fps. Cheers, Björn

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-11-20 Thread Björn Blissing
July 2014 18:43, Björn Blissing bjorn.bliss...@vti.semailto:bjorn.bliss...@vti.se wrote: Hi Robert, I tried both options and they both seem to work. Although I guess some deeper benchmarking would be in order. Are there any of the examples and/or datasets that would be good candidates

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-11-20 Thread Björn Blissing
Ämne: Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC Hi Bjorn, On 20 November 2014 12:02, Björn Blissing bjorn.bliss...@vti.semailto:bjorn.bliss...@vti.se wrote: Hi Robert, Well, not really. My limited benchmarks did not show any performance differences

Re: [osg-users] Oculus+OSG

2015-02-17 Thread Björn Blissing
Hi, Anders and I had a off-list discussion where we managed to solve these Windows issues. And the examples now performs on par with Oculus own examples. Some bullet points which may help others: * I have implemented a function to automatically disable desktop composition when running in

Re: [osg-users] Oculus+OSG

2015-02-17 Thread Björn Blissing
Hi Robert, I think I have been able to fix the error you saw and the warnings inside the code I can control. Regarding the warnings from the Oculus SDK. I really don't know the best way of handling the reporting of errors in the SDK. Oculus have a support forum, but it is sadly a huge mess.

Re: [osg-users] GIF plugin and animated GIFs

2015-01-09 Thread Björn Blissing
Hi Christian, I don't know how many who still is using the gif-plugin. But another thing I discovered is that the latest versions of GIFLIB breaks API-compatibility. (The fix needed is trivial). So the gif-plugin needs two different code paths depending on which GIFLIB version it is built

Re: [osg-users] Oculus+OSG

2015-02-09 Thread Björn Blissing
Hi Anders et al, Since I am the main author of the OsgOculusViewer I will try to answer some of your questions. First of all, you are not the first user which seem to experience these types of problems. The judder you are seeing have been reported by many Oculus users for all kinds of

Re: [osg-users] Oculus+OSG

2015-02-09 Thread Björn Blissing
Hi again, Just a follow up on my last post. I tried running OsgOculusViewer with the following variations of settings: * Extended Mode + Desktop Composition On = Serious Judder * Extended Mode + Desktop Composition On + Single Threaded = Serious Judder * Extended Mode + Desktop Composition

Re: [osg-users] Oculus+OSG

2015-03-09 Thread Björn Blissing
PhoenixBF wrote: Just a question: are there significant differences in performance on the long run / scaling up to complex models  when using the composite viewer approach (compositeviewerexample) rather than view config (viewconfigexample) or basic viewerexample? Bruno Fanini 3D

Re: [osg-users] GL error line 2255: invalid operation

2015-03-05 Thread Björn Blissing
Hi Nick, I got a couple of this while doing the Oculus integration (mostly due to Oculus driver injection). But the procedure I usually use is this: 1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment variable: OSG_GL_ERROR_CHECKING=ON This will give you more information

Re: [osg-users] GL error line 2255: invalid operation

2015-03-07 Thread Björn Blissing
Hi, I haven't tried it myself, but gDebugger is available for Linux as well: http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/ Cheers Björn -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62983#62983

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-27 Thread Björn Blissing
d_a_heitbrink wrote: What we did for our test was trigger a A/D deviceto I think a go from 0 to 5v, and a we added a line in our fragment shader to over ride the color and set it to white, or black depending on a value of a uniform. We change the Uniform to 1 (to set it to white) and

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-27 Thread Björn Blissing
Some minor notes about the latest numbers. First of all, the Oculus units were used as pure screens, i.e. no lens distortion shaders. For DK2 this means running the unit in extended mode. (To be able to run via Direct Mode I would have to modify my test program to use the Oculus SDK.)

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