Re: [osg-users] Crash from loading assets in worker thread

2013-11-22 Thread Bradley Baker Searles
Hi Robert- I agree the osgDB::readRef*File() functions are safe. I was only noting that the osgDB::readRef*File() functions that return raw pointers are used in more than just Input.cpp and the deprecated wrappers as you'd mentioned. As for whether using the take methods invalidate the

Re: [osg-users] Crash from loading assets in worker thread

2013-11-21 Thread Bradley Baker Searles
Hi Robert, The DatabasePager calls using ReadResult all use a ref_ptrosg::Object to store the loaded item, unlike the code in src/osgwrappers/deprecated-dotosg/osg/texture2d.cpp :: Texture2D_readLocalData(Object, Input), which uses Input::ReadImage(filename) to load the image.

[osg-users] Crash from loading assets in worker thread

2013-11-19 Thread Bradley Baker Searles
Hello, Summary: Since upgrading to OSG 3.2, our application will crash during render while loading a legacy .OSG file on a worker thread. The legacy/deprecated OSG code will load objects that are put into the object cache, but then use takeImage to get a raw pointer to a ref-counted object.

Re: [osg-users] nVidia bug with multiple windows

2013-04-30 Thread Bradley Baker Searles
FYI - This bug is fixed as of the 320.00 Beta drivers. -Baker -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53868#53868 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] nVidia bug with multiple windows

2012-11-28 Thread Bradley Baker Searles
Just as an update, I submitted this issue to NVIDIA and they were able to reproduce it on their end. They are currently working on it, although they do not have an ETA at this point. In addition to our workaround of enabling VBOs, they offered up this possible fix (I have not tried it, very

Re: [osg-users] nVidia bug with multiple windows

2012-10-22 Thread Bradley Baker Searles
Hi Leigh, Thanks for the pointer to that revision, however our issue persists at revision 13170. I posted that repro case to their dev support email address, and they let me know they're taking a look at it. I'll update this thread with any progress made. Thanks- Baker Searles

Re: [osg-users] nVidia bug with multiple windows

2012-10-17 Thread Bradley Baker Searles
Hi J-S, That's a good idea, and I just submitted the example to them. I'll go ahead and post the zip file here too just for posterity, as it's self-contained other than the Visual Studio 2010 runtimes. Actually, I posted it via their website and not directly to that e-mail address, perhaps

Re: [osg-users] Memory issues when using uniform shader variables on Intel HD graphics

2012-10-16 Thread Bradley Baker Searles
Hi Clemens- What version of the OSG are you using? There was a bug fixed in OSG r13015 that would cause out of memory issues for our application. It still seems like the Intel driver uses more memory than the other drivers (AMD/nVidia), but it's workable now.

[osg-users] nVidia bug with multiple windows

2012-10-16 Thread Bradley Baker Searles
Hi, Short Version Run the attached files with the osgCamera example on your nVidia Geforce GPU (we're on Windows), with the parameters -s -3 [FILENAME]. You'll notice the file 1_UV.OSG renders the single triangle fine. 2_UV.OSG does not render correctly across the windows (it added only a

Re: [osg-users] osg::Image pixel format conversion

2011-11-10 Thread Bradley Baker Searles
will be sheared and look very wrong. Thanks-- Baker robertosfield wrote: Hi Baker, On 7 November 2011 19:32, Bradley Baker Searles How would you use gluScaleImage to convert formats? It only takes one format parameter, and internally it uses that one format to compute the size

[osg-users] ViewDependentShadowMap - Everything shadowed in subsequent panes.

2011-11-10 Thread Bradley Baker Searles
Hi Robert- I built and tested the shiny new ViewDependentShadowMap code yesterday from trunk (r12877), in the hope that it would alleviate some issues we are seeing in a large scene with the LispSM technique (which works great most of the time, but from some camera angles the light source

Re: [osg-users] OSGExp specular

2011-06-28 Thread Bradley Baker Searles
Hi Guys, We're running into this issue as well, and I'd agree that to synchronize what the artist sees in MAX with what is rendered in OSG, the scale by 9.99 should not happen. Currently the MAX specular level of 999 is required to get an OSG specular material value of 1.0, which means the

Re: [osg-users] OBJ reader and Ns / shininess

2011-04-08 Thread Bradley Baker Searles
Hi David- Thank you for your thoughtful reply. The more I look at this, the more sure I am that the OBJ importer should not be scaling the Ns value into the OSG shininess. I've attached some screens with the (tiny) change I made, which behaves as you'd expect (unlike the scaling). When we run

[osg-users] OBJ reader and Ns / shininess

2011-04-07 Thread Bradley Baker Searles
Hi, We have a fairly large array of legacy shapes that we're loading with our OSG application in the OBJ/MTL format, and I think the OSG reader may not be handling the shininess value correctly. It has been noticed that the built-in OBJ exporter (v0.97b by guruware) in 3ds Max 2011 outputs

Re: [osg-users] StandardShadowMap on ATI

2010-08-04 Thread Bradley Baker Searles
Hi Wojtek, Ahh, good catch with the improper derivation! :) Thank you. I'm attaching the corrected st.h file. I just tried to get the osgShadow example working (-4 --lispsm), and it didn't work with any of the workarounds that I'd used in my code (not using variables to index light sources,

Re: [osg-users] StandardShadowMap on ATI

2010-08-03 Thread Bradley Baker Searles
Alright, so just wanted to post the code for the overrides I did, just in case anyone stumbles upon this forum entry and wants to see precisely what I did. It's a bit different than the example that Wojtek posted in this thread (as referenced above):

Re: [osg-users] StandardShadowMap on ATI

2010-07-29 Thread Bradley Baker Searles
Hi Wojtek- Thanks again for the thoughtful response. I believe I have enough information to work around this issue now. I just wanted to post my last set of findings for anyone else who might be helped by the thread. I installed catalyst 10.4 and 10.2, and I never quite got to a point

Re: [osg-users] StandardShadowMap on ATI

2010-07-28 Thread Bradley Baker Searles
Hi Wojtek, Thank you so much for the response. Just for reference, the modifications I've made in my glsl shaders to get it running on ATI were mainly the following: - only index texture coordinates with constants, variables (even const) don't seem to work. - ensure all variables

[osg-users] StandardShadowMap on ATI

2010-07-27 Thread Bradley Baker Searles
Hi, I have been working for a while on compatibility issues with nVidia and ATI in our OpenSceneGraph application. Aside from a fair number of GLSL shader source issues, one of the last remaining problems was that textured objects were not casting shadows (please see first attached