Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-21 Thread Christiansen, Brad
Hi,

I didn't notice a slowdown either. I will leave it running overnight with the 
FPS showing.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ola Nilsson
Sent: Tuesday, 21 August 2012 5:36 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg(terrain) krasches on a double delete

Interesting. Did you notice any slowdown? In my experience, even if the crash 
doesn't happen for a long time, a significant slowdown is almost immediate.

Ola

On Tue, 21 Aug 2012 07:41:27 +0200, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:

 Hi,

 As another data point for you, I tried to reproduce the crash on a Win 7
 machine (VS2010) using a trunk build from a few weeks ago, and couldn't
 reproduce the crash. I left the example running for about 10 minutes
 with the camera spinning.

 Cheers,
 Brad

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ola
 Nilsson
 Sent: Thursday, 9 August 2012 11:41 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osg(terrain) krasches on a double delete

 Here is some more info on how to reproduce our crash.

 1. Compile the attached osgterrain program by overwriting
 examples/osgterrain/osgterrain.cpp and recompile.
 2. Run the program with
 http://www.openscenegraph.org/data/earth_bayarea/earth.ive as input.
 3. Wait (no further input is necessary). However, camera movement (tile
 loading) produces earlier crashes. The attached image shows performance
 of a typical run (without user input) where the frame time cyclically
 increases until the program crashes.

 Cheers,

 Ola

 ps. The output from the program is: iteration sample_ratio frame_time



 On Tue, 07 Aug 2012 11:59:00 +0200, Ola Nilsson o...@weatherone.tv
 wrote:

 Hi,

 We have been looking for a hard-to-reproduce crash in our software
 that seems to originate from a double delete inside osg. I have
 (finally) been able to reproduce the crash using a version of the
 osgterrain-example that _exaggerates_ the usage pattern that crashes
 our application.

 In examples/osgterrain.cpp remove return viwer.run(); an exchange it
 with:

while(!viewer.done())
  {
   osg::Timer_t start_tick = osg::Timer::instance()-tick();
   float sr = rand() * 1.0 / RAND_MAX ;
   std::cerr  sr;

   viewer.getCamera()-setLODScale(sr*10);
   terrain-setSampleRatio( sr );

   osg::Timer_t middle_tick = osg::Timer::instance()-tick();

   std::cerr  osg::Timer::instance()-delta_m(start_tick,
 middle_tick)
  std::flush;

   viewer.frame();
   std::cerr  ' '  osg::Timer::instance()-delta_m(middle_tick,
 osg::Timer::instance()-tick())  std::endl;
  }
return 0;

 When run (tested on ive earth models generated with osgdem) the frame
 time slowly increases, and, after a while, it warns about deleting a
 still referenced object and then (after arbitrary time) crashes with a
 glibc error.

 Is this usage (setLODScale + setSampleRatio) safe? If not how should
 these functions be called?

 If it's a bug, we would be _very_ happy to have it fixed or pointers
 about where to look in the code. We've previously submitted a patch
 that switched to a ReentrantMutex in osgTerrain/Terrain.cpp (changeset
 12904), could this be a similar issue?

 My system is running Centos 6.3 (x86_64) and I compiled osg in debug
 mode with gcc 4.4.6. I have tested both against the 3.0.1 tag and
 trunk (r13106).

 Since I suspect a threading issue; OpenThreads/Config looks like this:
 #define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
 /* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
 /* #undef _OPENTHREADS_ATOMIC_USE_SUN */
 /* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
 /* #undef _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC */
 /* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */
 /* #undef OT_LIBRARY_STATIC */

 If I set a break point in the warning for deleting still referenced I
 get the following stack trace (using the osg 3.0.1 tag):

 Breakpoint 1, osg::Referenced::~Referenced (this=0xaec2160,
 __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Referenced.cpp:236
 236 OSG_WARNWarning: deleting still referenced object
 this of type 'typeid(this).name()'std::endl;
 (gdb) bt
 #0  osg::Referenced::~Referenced (this=0xaec2160, __in_chrg=value
 optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Referenced.cpp:236
 #1  0x779e467c in osg::Object::~Object (this=0xaec2160,
 __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Object.cpp:45
 #2  0x779dd71d in osg::Node::~Node (this=0xaec2160,
 __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Node.cpp:94
 #3  0x77993953 in osg::Group::~Group (this=0xaec2160,
 __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Group.cpp:53
 #4

Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-21 Thread Christiansen, Brad
Hi,

I have managed to reproduce the crash during the overnight run. The stack trace 
looks the very similar.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, 22 August 2012 2:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg(terrain) krasches on a double delete

Hi Ola et. al,

I've looked at the problem Terrain containers and they present an interesting 
issue - the std::setTerrainTile* that is used can't easily be converted into 
an std::set osg::observer_ptrTerrainTile  as the observer_ptr can have 
it's value changed to NULL by another thread when destructing the observed 
TerrainTile and std::set require their values to be const.

What will be required is a custom container of osg::oberserver_ptr along the 
lines of osg::OberservedNodePath but written to manage it's contents in a 
similar way to a std::set.

Robert.
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Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-21 Thread Christiansen, Brad
Hi,

I forgot to mention my interest in this:
While I don't change the sample ratio in our application, I do rebuild the tile 
meshes in a similar way when the user changes the elevation data being used on 
the fly. This issue could explain a very rare crash in our application  I have 
seen but have never been able to reproduce.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Wednesday, 22 August 2012 11:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg(terrain) krasches on a double delete

Hi,

I have managed to reproduce the crash during the overnight run. The stack trace 
looks the very similar.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, 22 August 2012 2:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg(terrain) krasches on a double delete

Hi Ola et. al,

I've looked at the problem Terrain containers and they present an interesting 
issue - the std::setTerrainTile* that is used can't easily be converted into 
an std::set osg::observer_ptrTerrainTile  as the observer_ptr can have 
it's value changed to NULL by another thread when destructing the observed 
TerrainTile and std::set require their values to be const.

What will be required is a custom container of osg::oberserver_ptr along the 
lines of osg::OberservedNodePath but written to manage it's contents in a 
similar way to a std::set.

Robert.
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Re: [osg-users] osg(terrain) krasches on a double delete

2012-08-20 Thread Christiansen, Brad
Hi,

As another data point for you, I tried to reproduce the crash on a Win 7 
machine (VS2010) using a trunk build from a few weeks ago, and couldn't 
reproduce the crash. I left the example running for about 10 minutes with the 
camera spinning.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ola Nilsson
Sent: Thursday, 9 August 2012 11:41 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg(terrain) krasches on a double delete

Here is some more info on how to reproduce our crash.

1. Compile the attached osgterrain program by overwriting 
examples/osgterrain/osgterrain.cpp and recompile.
2. Run the program with
http://www.openscenegraph.org/data/earth_bayarea/earth.ive as input.
3. Wait (no further input is necessary). However, camera movement (tile
loading) produces earlier crashes. The attached image shows performance of a 
typical run (without user input) where the frame time cyclically increases 
until the program crashes.

Cheers,

Ola

ps. The output from the program is: iteration sample_ratio frame_time



On Tue, 07 Aug 2012 11:59:00 +0200, Ola Nilsson o...@weatherone.tv wrote:

 Hi,

 We have been looking for a hard-to-reproduce crash in our software
 that seems to originate from a double delete inside osg. I have
 (finally) been able to reproduce the crash using a version of the
 osgterrain-example that _exaggerates_ the usage pattern that crashes
 our application.

 In examples/osgterrain.cpp remove return viwer.run(); an exchange it
 with:

while(!viewer.done())
  {
   osg::Timer_t start_tick = osg::Timer::instance()-tick();
   float sr = rand() * 1.0 / RAND_MAX ;
   std::cerr  sr;

   viewer.getCamera()-setLODScale(sr*10);
   terrain-setSampleRatio( sr );

   osg::Timer_t middle_tick = osg::Timer::instance()-tick();

   std::cerr  osg::Timer::instance()-delta_m(start_tick, middle_tick)
  std::flush;

   viewer.frame();
   std::cerr  ' '  osg::Timer::instance()-delta_m(middle_tick,
 osg::Timer::instance()-tick())  std::endl;
  }
return 0;

 When run (tested on ive earth models generated with osgdem) the frame
 time slowly increases, and, after a while, it warns about deleting a
 still referenced object and then (after arbitrary time) crashes with a
 glibc error.

 Is this usage (setLODScale + setSampleRatio) safe? If not how should
 these functions be called?

 If it's a bug, we would be _very_ happy to have it fixed or pointers
 about where to look in the code. We've previously submitted a patch
 that switched to a ReentrantMutex in osgTerrain/Terrain.cpp (changeset
 12904), could this be a similar issue?

 My system is running Centos 6.3 (x86_64) and I compiled osg in debug
 mode with gcc 4.4.6. I have tested both against the 3.0.1 tag and
 trunk (r13106).

 Since I suspect a threading issue; OpenThreads/Config looks like this:
 #define _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
 /* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
 /* #undef _OPENTHREADS_ATOMIC_USE_SUN */
 /* #undef _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED */
 /* #undef _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC */
 /* #undef _OPENTHREADS_ATOMIC_USE_MUTEX */
 /* #undef OT_LIBRARY_STATIC */

 If I set a break point in the warning for deleting still referenced I
 get the following stack trace (using the osg 3.0.1 tag):

 Breakpoint 1, osg::Referenced::~Referenced (this=0xaec2160,
 __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Referenced.cpp:236
 236 OSG_WARNWarning: deleting still referenced object
 this of type 'typeid(this).name()'std::endl;
 (gdb) bt
 #0  osg::Referenced::~Referenced (this=0xaec2160, __in_chrg=value
 optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Referenced.cpp:236
 #1  0x779e467c in osg::Object::~Object (this=0xaec2160,
 __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Object.cpp:45
 #2  0x779dd71d in osg::Node::~Node (this=0xaec2160,
 __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Node.cpp:94
 #3  0x77993953 in osg::Group::~Group (this=0xaec2160,
 __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Group.cpp:53
 #4  0x75df4ae8 in osgTerrain::TerrainTile::~TerrainTile
 (this=0xaec2160, __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osgTerrain/TerrainTile.cpp:95
 #5  0x75df4b1e in osgTerrain::TerrainTile::~TerrainTile
 (this=0xaec2160, __in_chrg=value optimized out) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osgTerrain/TerrainTile.cpp:95
 #6  0x77a131a6 in osg::Referenced::signalObserversAndDelete
 (this=0xaec2160, signalDelete=true, doDelete=true) at
 /home/ola/src/OpenSceneGraph-3.0.1/src/osg/Referenced.cpp:323
 #7  0x0040b07d in osg::Referenced::unref (this=0xaec2160) at
 

[osg-users] Nvidia Optimus / AMD switchable

2012-05-10 Thread Christiansen, Brad
Hi,

I am looking at getting a couple of laptops with Nvidias 'Optimus' switchable 
graphics and AMDs equivalent.
My hope is to be able to manually switch between the two so I can test our 
application using both discrete and Intel graphics.  There was a thread back in 
September of last year which didn't sound too encouraging.

Can anyone provide any feedback on the current state of these technologies when 
running OSG based applications?

Cheers,
Brad


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Re: [osg-users] Frame Rate Decay w/ Silver Lining Integration

2012-03-28 Thread Christiansen, Brad
Hi,

Sorry it has taken so long to respond. The joy of releases!

The issue was resolved by updating to the 300 series drivers (had to use a 
modified inf file to be able to install drivers more recent than 276 for my 
laptop, that is why I didn't try this straight away.)
Turning off threaded optimisations didn't seem to help.

Cheers,
Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech 
Lewandowski
Sent: Saturday, 17 March 2012 10:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

Hi Brad,

Thank you for the report. I personally investigated and reported another issue 
with VBOs on Nvidia drivers few months ago. And that issue was fixed in 290 
driver series. It may be a long shot but I am just curious if these two 
problems could be related. While investigating my issue 
(http://forum.openscenegraph.org/viewtopic.php?t=9258postdays=0postorder=ascstart=0).
 I got following post from Ruben Smelik:

[..]
This mail reminded me of an issue I had a couple of years ago with VBO's on a 
particular Windows pc with a 9800GX2. I thought it was an issue of that PC, as 
it was quite unstable, so I didn't report the problem at that time. The 
solution I accidently found back then was to turn off Threaded Optimization in 
the NVidia Control Panel (Auto per default).

But now I'm getting the bad result of your test on a GTX 480 (266.58 driver), 
and that fix works again. After turning off Threaded Optimization, I see the 
proper gradient displayed.

Could you try this as well?
[..]


Your drivers are 276.21 so pretty close to 266.58 Ruben used. So I am now also 
curious if you could try to turn off Threaded Optimization and/or try newer 
drivers and see if the problem still exsists.

Cheers,
Wojtek


2012/3/16 Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi Woktej,

Thanks for you offer to help out, but I have managed to track it down enough to 
have a good enough solution for now.
For anyone else who stumbles across this issue,  my work around is to disable 
VBOs in silverlining. If I did this by using  the SILVERLINING_NO_VBO 
environment variable it crashed so I simply hard coded them to off in 
SilverLiningOpenGL.cpp. I narrowed down the source of the issue to calls to 
AllocateVertBuffer in the same file.  Even if the buffers are never used, 
simply allocating them for the 6 faces of the sky box is enough to cause things 
to go wrong.

I am using version 2.35 of SilverLining.
VS2010 SP1
OSG trunk as of a month or two ago
Windows 7
Nvidia GTX460M Driver Version 267.21

The same problem was also occurring on another machine. I think that had a 
450GT in it, but otherwise the same.

Cheers,

Brad

From: 
osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org
 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Wojciech Lewandowski
Sent: Saturday, 17 March 2012 1:59 AM

To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

Hi, Brad,

We have SilverLining source code license. I may find few hours in next week to 
look at the problem, if the issue can be reproduced on one of my machines (ie 
Nvidia GF580/GF9400 or GF540M). I would like to have as much info as possible 
to replicate the issue, though. I would like to know:

- System version
- OSG version
- Graphics board and driver version (dual monitor setup ? GPU panel tweaks)
- Compiler/linker VS studio version
- SilverLining version. If not yet tested I would be grateful if you could test 
it with latest trial SilverLining SDK to be sure its not fixed already.

What exactly is done with SilverLining ? What cloud types / wind settings / 
lighnting etc are used ?. Each type of SilverLining Cloud entities  has its own 
specific parameters and can be drawn with different algorithm and use differen 
graphics resources. So it may be important to know what SilverLining resourses 
are in use. Probably the best would be if you could send the sample source you 
are testing.

Cheers,
Wojtek Lewandowski


2012/3/16 Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi,

Thanks for the response. I have a little more details of the problem but am 
still completely stumped.

This is my test:
Start my application and leave it running for a while.  Frame rate, memory use 
etc all stable.
Enable silverlinng.
As reported by gDebugger, after the initial expected increase,  the number of 
reported OpenGL calls, vertices, texture objects (and every other counter they 
have)
stays completely stable expect for the frame rate which reduces at a steady 
rate, a few frames each second.

In the earlier thread, it was noted that changing the threading model seemed to 
;reset' the frame rate. I looked into this some more

Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-16 Thread Christiansen, Brad
Hi,

Thanks for the response. I have a little more details of the problem but am 
still completely stumped.

This is my test:
Start my application and leave it running for a while.  Frame rate, memory use 
etc all stable.
Enable silverlinng.
As reported by gDebugger, after the initial expected increase,  the number of 
reported OpenGL calls, vertices, texture objects (and every other counter they 
have)
stays completely stable expect for the frame rate which reduces at a steady 
rate, a few frames each second.

In the earlier thread, it was noted that changing the threading model seemed to 
;reset' the frame rate. I looked into this some more and it seems the behaviour 
is 'reset' when the draw thread is recreated started. If you return back to a 
thread that had previously 'decayed', it continues to decay from where it left 
off.
e.g. singlthreaded decays to 50fps
switch to draw thread per context and frame rate goes back to 100fps when a new 
thread is created and it starts decaying again
switch back to single threaded (no new threads are created) and you are back at 
50 fps and still decaying
switch to draw thread per context and frame rate goes back to 100fps when a new 
thread is created and it starts decaying again

It seems that a delay is being added to the current GL thread by silverlining. 
What ever it is doing, it is not making extra gl calls etc.

Any ideas what could cause this sort of behaviour? I don't!

Cheers,

Brad


When running in gDebugger,
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson
Sent: Thursday, 15 March 2012 10:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
 wrote:
Hi,
I have come across the exact problem discussed on the forum here: 
http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011.
The discussion described the problem I am seeing perfectly but unfortunately 
there is no resolution posted.


  I think Mike Weiblen integrated OSG with SilverLining as well, he might be 
able to comment but he's terribly busy.

  Have you checked to see if gDebugger shows any issues?

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
Training * Consulting * Contracting
3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * 
GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
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Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-16 Thread Christiansen, Brad
Hi Woktej,

Thanks for you offer to help out, but I have managed to track it down enough to 
have a good enough solution for now.
For anyone else who stumbles across this issue,  my work around is to disable 
VBOs in silverlining. If I did this by using  the SILVERLINING_NO_VBO 
environment variable it crashed so I simply hard coded them to off in 
SilverLiningOpenGL.cpp. I narrowed down the source of the issue to calls to 
AllocateVertBuffer in the same file.  Even if the buffers are never used, 
simply allocating them for the 6 faces of the sky box is enough to cause things 
to go wrong.

I am using version 2.35 of SilverLining.
VS2010 SP1
OSG trunk as of a month or two ago
Windows 7
Nvidia GTX460M Driver Version 267.21

The same problem was also occurring on another machine. I think that had a 
450GT in it, but otherwise the same.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech 
Lewandowski
Sent: Saturday, 17 March 2012 1:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

Hi, Brad,

We have SilverLining source code license. I may find few hours in next week to 
look at the problem, if the issue can be reproduced on one of my machines (ie 
Nvidia GF580/GF9400 or GF540M). I would like to have as much info as possible 
to replicate the issue, though. I would like to know:

- System version
- OSG version
- Graphics board and driver version (dual monitor setup ? GPU panel tweaks)
- Compiler/linker VS studio version
- SilverLining version. If not yet tested I would be grateful if you could test 
it with latest trial SilverLining SDK to be sure its not fixed already.

What exactly is done with SilverLining ? What cloud types / wind settings / 
lighnting etc are used ?. Each type of SilverLining Cloud entities  has its own 
specific parameters and can be drawn with different algorithm and use differen 
graphics resources. So it may be important to know what SilverLining resourses 
are in use. Probably the best would be if you could send the sample source you 
are testing.

Cheers,
Wojtek Lewandowski


2012/3/16 Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi,

Thanks for the response. I have a little more details of the problem but am 
still completely stumped.

This is my test:
Start my application and leave it running for a while.  Frame rate, memory use 
etc all stable.
Enable silverlinng.
As reported by gDebugger, after the initial expected increase,  the number of 
reported OpenGL calls, vertices, texture objects (and every other counter they 
have)
stays completely stable expect for the frame rate which reduces at a steady 
rate, a few frames each second.

In the earlier thread, it was noted that changing the threading model seemed to 
;reset' the frame rate. I looked into this some more and it seems the behaviour 
is 'reset' when the draw thread is recreated started. If you return back to a 
thread that had previously 'decayed', it continues to decay from where it left 
off.
e.g. singlthreaded decays to 50fps
switch to draw thread per context and frame rate goes back to 100fps when a new 
thread is created and it starts decaying again
switch back to single threaded (no new threads are created) and you are back at 
50 fps and still decaying
switch to draw thread per context and frame rate goes back to 100fps when a new 
thread is created and it starts decaying again

It seems that a delay is being added to the current GL thread by silverlining. 
What ever it is doing, it is not making extra gl calls etc.

Any ideas what could cause this sort of behaviour? I don't!

Cheers,

Brad


When running in gDebugger,
From: 
osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org
 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Chris Hanson
Sent: Thursday, 15 March 2012 10:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
 wrote:
Hi,
I have come across the exact problem discussed on the forum here: 
http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011.
The discussion described the problem I am seeing perfectly but unfortunately 
there is no resolution posted.


  I think Mike Weiblen integrated OSG with SilverLining as well, he might be 
able to comment but he's terribly busy.

  Have you checked to see if gDebugger shows any issues?

--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
Training * Consulting * Contracting
3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * 
GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL
Digital Imaging * GIS * GPS

[osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-15 Thread Christiansen, Brad
Hi,

I have come across the exact problem discussed on the forum here: 
http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011.
The discussion described the problem I am seeing perfectly but unfortunately 
there is no resolution posted.

Knarf, did you end up solving this issue? At least I now know its not just me!

Cheers,

Brad


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Re: [osg-users] Missing parts of 3rdParty_VC10_x86_x64.zip

2012-02-14 Thread Christiansen, Brad
Hi,

I was the creator of the 3rd party dependancies package you downloaded (I 
should add that info to the wiki).
When I started using VS2010 with OSG no binaries where available for the 3rd 
party libraries so I had to build them all myself. After doing so I made them 
available for others to ease the transition for others.

The build is based on the VS9 binaries provided by OSG Visual. They havent been 
updated for some time as I have had no need to do so. If you send me any new 
binaries / changes I will happily include them.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terry Welsh
Sent: Sunday, 12 February 2012 2:58 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Missing parts of 3rdParty_VC10_x86_x64.zip

Well, we can chalk this up to my inexperience with Cmake in Windows.
Looks like I needed to point it at 3rdParty\x86 instead of just
3rdParty.  Also, the libs I need are in there, but some of them appear
to be static libraries now instead of .dlls so I was just looking in
the wrong place.

Chris, thanks for the link.  It looks like you still have a
libpng13.dll and zlib1.dll while the other 3rdParty binaries download
does not.  I don't know that one is better than the other for my
purposes right now.

Now everything is compiled.  Too bad my game is only running at 0.1Hz.
 I really miss Linux.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com



On Fri, Feb 10, 2012 at 9:17 PM, Terry Welsh mogu...@gmail.com wrote:
 Hi,
 I just upgraded to Visual Studio 10 Express.  After compiling I found
 I was missing plugins for freetype, png, and zip.  I believe these
 projects didn't get built because I'm missing the necessary .lib and
 .dll files in the 3rdParty binaries.  They are there for x64 but not
 x86.  The 3rdParty binaries for VS9 contained these and they were very
 helpful.

 So is there a known better way to deal with freetype, png, and zlib
 nowadays, or are they just missing?  And if they're just missing, who
 maintains those downloads and do you want me to try to compile them
 and contribute them?
 --
 Terry Welsh
 mogumbo 'at' gmail.com
 www.reallyslick.com
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Re: [osg-users] Frame drops when using DB pager and compressed textures

2012-02-06 Thread Christiansen, Brad
Thanks Mathias,

Thanks for the response. Proves I am not going crazy : )
I will try generating mip maps and see if that resolves the issue.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mathias 
Fröhlich
Sent: Monday, 6 February 2012 6:06 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame drops when using DB pager and compressed textures


Hi,

On Monday 06 February 2012, Christiansen, Brad wrote:
 I am seeing some strange behaviour with the DatabasePager and compressed
 textures (compressed using the nvtt image processor) and cant get my head
 around what is happening.

 My setup is this:
 - A paged terrain very similar in nature to a VPB created terrain.
 - Images and height fields are stored in a database and read at runtime. As
 the db uses aggressive mem caching, many reads of 'files' are actually read
 straight from memory so images are loaded very quickly.

 To demonstrate the problem, I rapidly move the camera around the terrain to
 generate lots of database requests. If the textures are not compressed (or
 stored as jpegs etc, so they are not compressed once loaded) then the
 precompilation works perfectly and I get no frame drops. If I change the
 textures to use compressed dds images, I get terrible frame drops (down
 from completely solid 60hz to bellow 20).

 I figured something was going wrong with the precompiler but after much
 debugging this seems to be working as designed. If I set the max num of
 objects to compile to 1 then the problem is reduced, but this is obviously
 not a solution as it is just masking the problem.

 The only thing I can think of is that the precompiler isn't actually
 uploading / compiling the textures when they are compressed, but it is when
 they are not. As such, the precompilation stage races through lots of
 textures and then during the draw phase the actual work is done, causing
 the frame drops. However, I have no idea why this should be the case or how
 I could address issue.

 Has anyone come across this before or have any suggestions as to what might
 be going on?

We see very similar things with the nvidia driver in flightgear.
In the end it turns out to be the mipmapping code in the nvidia driver. They 
seem to have a horrible slow implementation of that in their code.

People report that if you provide precomputed mipmaps in your dds files, 
compressed or uncompressed, you do not see any hangs of the rendering code.
As far as I can tell you can put the mipmaps also into the dds files by your 
mentioned nvidia tool.

Also not exactly all nvidia chips seem to suffer from that problem. But a wide 
range works really bad.

For osg I think one reliable way to get around that problem would be to 
precompute the mipmaps on the cpu in the database pager thread. This seems 
ugly, since the hardware could in theory compute that way faster than we can 
on the cpu. But the nvidia driver behaves that unpredictible in that area 
that I consider doing that for flightgear in a image read callback.

The open source driver stack really shows how fast computing mipmaps could be 
using the hardware. The internal implementation sets up an fbo for the 
texture, sets up a rendertarget of the next higher mipmap level, and draws a 
quad textured with the current mipmap level into this render target. This is 
repeated until you have reached the last level. Even if the official open 
source driver cannot support 3ds compression for patent reasons, you can 
trick the sourcecode for the amd chips to at least show that this method also 
performs equally fast for compressed textures. I have not tried the nvidia 
ones, but I assume that they also have on chip 3ds compression and 
decompression and could behave the same.
And no, I have no clue why this described algorithm is probalby not used for 
in nvidias binary blob.

Greetings

Mathias

-- 
Dr. Mathias Fröhlich, science + computing ag, Software Solutions
Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
-- 
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Dr. Bernd Finkbeiner, Michael Heinrichs, 
Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Philippe Miltin
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
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Re: [osg-users] Frame drops when using DB pager and compressed textures

2012-02-06 Thread Christiansen, Brad
Hi,

Just a follow up for anyone hitting this issue. I enabled the creation of 
mipmaps in my dds files and the issue vanished. Thanks so much for the tip 
Mathias.
Luckly, thanks to the wonderful OSG API, making the change was as simple as 
changing a 'false' to a 'true' in my call to he image processor.

Cheers,

Brad


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[osg-users] Frame drops when using DB pager and compressed textures

2012-02-05 Thread Christiansen, Brad
Hi,

I am seeing some strange behaviour with the DatabasePager and compressed 
textures (compressed using the nvtt image processor) and cant get my head 
around what is happening.

My setup is this:
- A paged terrain very similar in nature to a VPB created terrain.
- Images and height fields are stored in a database and read at runtime. As the 
db uses aggressive mem caching, many reads of 'files' are actually read 
straight from memory so images are loaded very quickly.

To demonstrate the problem, I rapidly move the camera around the terrain to 
generate lots of database requests. If the textures are not compressed (or 
stored as jpegs etc, so they are not compressed once loaded) then the 
precompilation works perfectly and I get no frame drops. If I change the 
textures to use compressed dds images, I get terrible frame drops (down from 
completely solid 60hz to bellow 20).

I figured something was going wrong with the precompiler but after much 
debugging this seems to be working as designed. If I set the max num of objects 
to compile to 1 then the problem is reduced, but this is obviously not a 
solution as it is just masking the problem.

The only thing I can think of is that the precompiler isn't actually uploading 
/ compiling the textures when they are compressed, but it is when they are not. 
As such, the precompilation stage races through lots of textures and then 
during the draw phase the actual work is done, causing the frame drops. 
However, I have no idea why this should be the case or how I could address 
issue.

Has anyone come across this before or have any suggestions as to what might be 
going on?

Cheers,
Brad


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Re: [osg-users] [vpb] Large VPB Database build fails without

2012-01-12 Thread Christiansen, Brad
Hi,

Just to let you know, I regulary build DEM only data sets and havent run into 
this problem, so it might be something to do with your particular data. Having 
said that, I always manually specify the output bounds so maybe that is why I 
havent had an issue.

An examaple command I run is:
vpbmaster.exe --run-path D:\BuildArea\CanberraDTED2 --geocentric -ge -180 -90 
360 180 --add --layer 0 --tile-terrain-size 32 --tile-image-size 256 
--layer-inheritance no -l 99 -d ..\CanberraDTED2_Data -o 
data/CanberraDTED2.ive

The bit specifying the bounds is -ge -180 -90 360 180.

I will try a test using your commands when I back at the office and let you 
know if I can reproduce the problem.

Cheers,
Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller, 
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Thursday, 12 January 2012 6:20 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Large VPB Database build fails without

I agree with Torben here. 

There is no usage of texture or images anywhere in this problem. Only
elevation data is being fed to vpbmaster when the hiccup occurs. What's
strange is that running a single osgdem on the problem as a whole builds
the database just fine. It's when osgdem runs in a subset role via
vpbmaster that things blow up.

If I issue the command

vpbmaster --TERRAIN --geocentric -d /my/dted/path -o elev.ive

or

osgdem --run-path /my/dted/path -s build_master.source --subtile 2 0 4
(the task that fails)

it blows up. On the other hand if I do

osgdem --TERRAIN --geocentric -d /my/dted/path -o elev.ive

It builds just fine and I can use osgviewer to look at the resultant
terrain.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Wednesday, January 11, 2012 6:01 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Large VPB Database build fails without

Hi Robert,

this issues seems to be independent from reprojection aspects:
it occurs as soon as a database setup contains DEM data wich is not
covered with texture data.
All data is reprojected in the corrected way. 
Regarding the latter I am sure because I used exactly the same data
later on for my database - I was simply not able to exclude texture data
from my DB to avoid this issue..

Thank you!

Cheers,
Torben

--
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http://forum.openscenegraph.org/viewtopic.php?p=44756#44756





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Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-12-13 Thread Christiansen, Brad
Hi,

I do something similar to what I think you want to do.
To calcluate the rotation to be applied I use osg Matrix method 
'makeRotate(Vec3 from, Vec4 to)'. For the from I use the up axis of the model 
(in your case +ve x) and for the to I use the local up provided by the 
Ellipsoid used for the terrain.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan Fahy
Sent: Monday, 12 December 2011 11:38 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Placing an object on a UTM file generated with 
osgdem

Object rotation is the last piece of this puzzle.  When on object is placed on 
a geocentric terrain using the methods outlined in this thread, the object 
always appears to be oriented correctly upwards with respect to the center of 
the earth.  However I'm not sure how it is being oriented with respect to its 
rotation.  Does anyone have any insight into this?  For example if I know that 
my object's internal coordinate system specifies that positive x is north and 
positive y is west and I place that object on an arbitrary WGS84, geocentric 
terrain, how will I know how to rotate the object to line up the north 
orientation?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44344#44344





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Re: [osg-users] best format for paged database

2011-12-08 Thread Christiansen, Brad
Hi,

Just a comment regarding My initial wish was to have everything in one file..
You can achieve this by placing all you data into an archive format. I have 
used osga before and I have seen quite a bit of activity around the zip plugin 
recently. I ended up creating my own OSG archive based on SQLite but I havent 
managed to submit that code yet.

One thing to note when using archives and PagedLODs, you have to make sure that 
rescources in sperate files are specified relative to the root of the archive, 
not relative to the loading file. I wrote a simple visitor to do this before 
adding all my data to the archive.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of PC John
Sent: Thursday, 8 December 2011 4:27 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] best format for paged database

Hi Torben and Xenon,

I was studying OSG sources... (as usual way to study OSG)

 BTW: What are your performance requirements?

Main requirement: I need to load base level geometry and base resolution 
textures ASAP, f.ex 1s. I will probably inline base-level texture data into 
the base-level scene database.

Then, paging of geometry: Seems that high-res geometry need to stay in 
separate file, otherwise it would be loaded at start-up, slowing down the 
opening process, that has to complete in 1s.

The last goal - to page in and page out textures depending on spatial 
proximity. The testing model is 72MB of jpegs and they take approximately 
4.5GB when decompressed to memory while using several resolutions for each 
texture.

What archtecture would you propose?
I guess, I will need to place high-res textures to external files. And high-res 
geometry as well to avoid them being parsed on start-up and prolonging opening 
process. (My initial wish was to have everything in one file.)

John

On Wednesday 07 of December 2011 09:02:25 Chris 'Xenon' Hanson wrote:
 On 12/7/2011 12:29 AM, PC John wrote:
  Thanks Chris and J.P.,
  I am wondering that flt and vpb and similar formats does not support
  paging
   VPB isn't a format. VPB is a tool. It generates data in any OSG-writable
 format, including .osg/.ive/.osgt/.osgb. It does support terrain paging
 with PagedLOD.
  (PagedLOD). In that case, osgb seems to be the best format. Can it store
  texture data internally, or all jpegs and pngs have to stay as separate
  files (possibly increasing data fragmentation)?
 
   It can do either way.
 
  osgEarth is definitely the project to look at. Thanks,
 
   Yes.
 
   If you're not interested in building it from scratch (it can be difficult
 the first time), my company, AlphaPixel offers subscriptions to a
 binaries-download system that builds projects like osgEarth every night,
 whenever the source has changed.
  John
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Re: [osg-users] Problem loading IVE files

2011-11-23 Thread Christiansen, Brad
Hi,

If you have built everything from source, and havent installed any binary 
versions, you should have no issues.
The is an osgversion.exe application created as part of the standard build. 
This should dump the version of the core osg library to the console. My 3.0.0 
build reports 3.0.0 from this app and the plugins dir osgPlugins-3.0.0.

My latest trunk build reports 3.1.0 from osgversion.exe and the plugin folder 
is osgPlugins-3.1.0.

Cheers,
Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez
Sent: Tuesday, 22 November 2011 5:34 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi and thank you again,

what you are saying is logical for me, but I am pretty sure that I didn't
rename that folder. In which step is defined that folder? As far as I
remember, I put the dependencies in the 3rdparty folder and run the cmake. I
have checked the cmake options, but I have not found where this plugin
folder is defined. How can I check that I am using the right dependencies?
The dependencies listed here are the right ones for osg 3.0.0 or for any
other version?:

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

Anyway, it is strange that the rest of the plugins are properly working. I
thought that IVE should be easier to be working than DAE, for example, which
is working for me.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: martes, 22 de noviembre de 2011 6:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

The plugin folders name does correlate to the version of the OSG that was
used to create the plugins. This is done to avoid loading plugins from a
different version of OSG.
This looks like your problem.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Monday, 21 November 2011 3:47 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi,

thank you for your reply and sorry for the delay in my answer (I was on a
trip). Yes, I am using 3.0.0. What you can see in:

LoadLibraryA((.)\osgPlugins-3.1.0\osgdb_ived.dll)

is not the OSG version. This is just the name of the plugins folder that,
for some reason, has been called 3.1.0, but I think that it is not related
with the actual version of OSG. If I am wrong, please let me know. :)

Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: miércoles, 16 de noviembre de 2011 3:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted
from dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

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Re: [osg-users] Getting Started - VS2010

2011-11-23 Thread Christiansen, Brad
Hi,

Express does include the optimizer now and you can get it to build x64, but yo 
uhave to jump through a few hoops. From memory, you need to download the 
windows SDK, setup up some paths then create the x64 target manually within vs. 
Do a web search and you will find instructions.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Wednesday, 23 November 2011 12:00 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Getting Started - VS2010

On 11/22/2011 3:52 AM, Markus Kahl wrote:
 Yes, I use the Express Edition. Then that must be the reason. I wonder why 
 that is.

  That's what you get for free.

  I think Express also lacks the optimizer.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] osgTerrain::getTile returns nothing

2011-11-23 Thread Christiansen, Brad
Hi,

Terrain tiles register themselves with the terrain during one of the scene 
travesals. I cant remember off the top of my head if it occurs during the 
update or cull traversal, but I think it might be the update traversal. If the 
scene has not been traversed, the none of the tiles will have been regstered 
yet.

Have a look at the traverse method of TerrainTile, I think that is where the 
registration is done.

If you are using a VPB built terrain, all the tiles (except the tiles at level 
0 ) are pagged in via the database pager. If the terrain hasn't been rendered, 
then no tiles would have been loaded.

Cheers,
Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jonathan Klein
Sent: Thursday, 24 November 2011 5:31 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgTerrain::getTile returns nothing

Hi,
I want to access TerrainTiles, but I get always a 0 Pointer.


Code:

ref_ptrNode model=osgDB::readNodeFile(Filename.toStdString());

//try to convert the node to an osg::Terrain and analyse it
ref_ptrosgTerrain::Terrain Terrain(model-asTerrain());
if(Terrain)
{
  cout  We have a terrain :)\n  ...analyzing  endl;
  osgTerrain::TerrainTile *Tile=Terrain-getTile(osgTerrain::TileID(0, 0, 0));
  cout  Tile adress:   Tile  endl;

  //get more detailed info:
  osgTerrain::TerrainTest* 
T=reinterpret_castosgTerrain::TerrainTest*(*Terrain);
  cout  TestTerrain Size:   T-_terrainTileMap.size()  endl;
}




The first thing that I checked is, whether my Node is an actual Terrain (which 
it is, as Terrain is not 0).
Then I'm trying to access a random tile, I supposed that 0,0,0 should always 
exist. But I get a 0-Pointer.
I can't access the TileMap from Terrain directly, so I copied the class 
declaration, made the members public and cast the pointer. (the debugger 
wouldn't show me any contents of _terrainTileMap.
But the map seams to be empty, size is 0. The documentation of Terrain is very 
short, so I don't see any way to access the tiles, or in other words, there 
seam to be no Tiles at all.

Thank you!

Cheers,
Jonathan

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Re: [osg-users] Problem loading IVE files

2011-11-21 Thread Christiansen, Brad
Hi,

The plugin folders name does correlate to the version of the OSG that was used 
to create the plugins. This is done to avoid loading plugins from a different 
version of OSG.
This looks like your problem.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez
Sent: Monday, 21 November 2011 3:47 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Problem loading IVE files

Hi,

thank you for your reply and sorry for the delay in my answer (I was on a
trip). Yes, I am using 3.0.0. What you can see in:

LoadLibraryA((.)\osgPlugins-3.1.0\osgdb_ived.dll)

is not the OSG version. This is just the name of the plugins folder that,
for some reason, has been called 3.1.0, but I think that it is not related
with the actual version of OSG. If I am wrong, please let me know. :)

Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.

Cheers!

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: miércoles, 16 de noviembre de 2011 3:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files

Hi,

Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted
from dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor
Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

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Re: [osg-users] Problem loading IVE files

2011-11-15 Thread Christiansen, Brad
Hi,

It looks like osg can't load the ive dll. Have you checked that you have all 
the dependancies of the ive dll in your path?
From memory it has quite a few dependancies on various parts of OSG. The 
'depends.exe' tool is a great help on windows for this sort of thing (and its 
free) (http://www.dependencywalker.com/ )


Cheers,
Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez
Sent: Tuesday, 15 November 2011 2:55 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Problem loading IVE files

Hi,

I have some problems loading IVE files. I have created a simple box with 
3DStudio and exported to IVE and is not working. If I export it to OSG format 
it works fine, but if I try with IVE or with OSGB it is not working at all.

When trying to load, the output is this:

FindFileInPath() : trying (...)\osgPlugins-3.1.0\osdb_ived.dll ...
FindFileInPath() : USING (...)\osgPlugins-3.1.0\osdb_ived.dll ...
DynamicLibrary::failed loading osgPlugins-3.1.0\osdb_ived.dll
Warning: Could not find plugin to read objects from file OSG/box.ive.
Error: Unable to load model OSG/box.ive.

Any ideas about the problem?

Thank you in advance.

Best regards


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Re: [osg-users] Problem loading IVE files

2011-11-15 Thread Christiansen, Brad
Hi,

Just checking you don't have multiple version of OSG in your path. You said 
bellow that you are using version 3.0.0 of OSG yet the output you posted from 
dependency walker lists OSG version 3.1.0.

If you do have both version on your path, this could be your issue.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez
Sent: Tuesday, 15 November 2011 6:32 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi Torben,

thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.

Cheers

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes, 15 de noviembre de 2011 12:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Problem loading IVE files

Hi,

ive support should work quite out of the box. What is your OS, compiler, OSG
Version?

Cheers,
Torben

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[osg-users] Independent update/cull traversals for different parts of a scene

2011-11-09 Thread Christiansen, Brad
Hi,

I am trying to improve the consistency between the rendering of our terrain and 
the objects that interact with it.

What I want to achieve each frame is the following (NB: all objects are under a 
single camera):

1) Do the update then cull traversal on the terrain.
- Doing this first allows the rest of the scene to know exactly what terrain 
tiles will be used to render the frame. From this I can determine which areas 
of the terrain have been changed since the last frame so I can limit the 
intersections I need to do to keep objects on its surface.

2) Do some processing external to the OSG frame loop
- At this stage our application will need to process various functions based on 
underlying terrain that are not directly integrated with OSG.

3) Do the update and cull traversals on the rest of the scene.
- The big change in this passes is that during the update traversal the terrain 
tiles to be rendered is known. This ensure there is no 'frame lag' when placing 
objects a consistent distance on or above the surface of the terrain.

4) Render the combined result.

At the moment I simply call frame on a Viewer instance.

My first thought was to use node masks at the top of the terrain and 'the rest 
of the scene' and simply run the update and cull traversals twice each frame 
with a different mask. This seems easy to implement for the update traversals 
but I cannot see how I can easily implement this for the cull traversals as 
both the cull and rendering passes are implemented by the single 
ViewerBase::renderingTraversals.  Overriding this function to add the 
functionality I want seems like a rather complex problem to tackle.

Is there another, easier way, to get the results I want?

Cheers,

Brad


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Re: [osg-users] [vpb] How to add texture to the terrain using vpbmaster

2011-11-09 Thread Christiansen, Brad
Hi,

I have had issues gettign geo-reference jpegs to work correctly. I would 
suggest exporting the file from global mapper, making sure the coordinate 
system is the same as the terrain file, as a geotiff and trying to use that 
instead of the jpeg.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Xiaofeng Yang
Sent: Wednesday, 9 November 2011 6:48 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] How to add texture to the terrain using vpbmaster

Hi,
I have downloaded the hgt format file from the dds.cr.usgs.gov
and I used the osgdem to generate the terrain(ive format),
I use osgDB::readNodeFile to get a node from the terrain file and I can get the 
lat,lon information everywhere in the terrain right.
But the terrrain does not have the texture,So I download a jpg format picture 
and use globalmapper to set the coordinate system and the lat,lons. I can also 
use gdalinfo to get the information about the texture file.
But when I use vpbmaster to patch the texture file to my terrain file,it always 
prints No soure file found to base database patching on.
When I use osgdem to generate the terrain with texutre,I can get the ive 
terrain with texture,but it does not have the coordinate system or its system 
is not right.
I do not know why and how to add the texture to the terrain well.


Thank you!

Cheers,
Xiaofeng

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Re: [osg-users] loading and rendering large objects

2011-11-03 Thread Christiansen, Brad
Have you tried using the MeshOptimizers in osgUtil ? I can rememeber a report 
that using them could result in very large performance improvements on verty 
large models. From memory the vertex data is organised to reduce cache misses 
etc on the video card.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mo Flanders
Sent: Thursday, 3 November 2011 10:47 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] loading and rendering large objects

Hi,

I'm trying to render Lucy (form the Stanford repository) stable. This model has 
about 28-million tris. I wrote an offline spatializer to improve culling. Every 
geode has after the spatializer process about 1-million tris. The size of the 
model is 2.4 GB - Memory on my NV Quadro 5000 is about 2.5 GB.

Sync to VBlank is on. Here my problem:

When I'm start the osgviewer it took about 30-40 seconds - that's okay. The 
viewer also ran with an acceptable frame rate. Everything fine. (Stats: Draw 
2.3 GPU: 27.2). If I move Lucy so that only a half or a fourth of the model is 
displayed the frame rate increased (culling active). BUT if I move the model 
back - that everything is visible again the frame rate is not that I was 
expected. (Stats: Draw: 2.68 GPU: 1000.0). Any suggestions?

I thought - through the culling process the culled geodes could be deleted on 
the GPUs memory and they have to reload - but after waiting 120-500 seconds the 
frame rate doesn't get better.
Again any suggestions?

... 

Thank you!

Cheers,
Mo

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Re: [osg-users] osgDB::Registry bug with files not loading after an archive has been accessed

2011-11-02 Thread Christiansen, Brad
Hi,

I came across this issue when I coded my own archive format.
I fixed the issue at the oter end and returned a FILE_NOT_HANDLED from my 
archive instead of a FILE_NOT_FOUND. This struck me as slightly odd at the time 
but I assumed this was the correct return value from my archive as it achieved 
the correct result.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, 2 November 2011 6:59 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDB::Registry bug with files not loading after an 
archive has been accessed

HI Anthony,

 Like you am I left wondering if this quick fix is a complete solution
 so will need to think some more about the topic before commit a fix.

I have done some testing and some thinking about the issue and feel
that the fix you suggested is a good solution, the code I've checked
into svn/trunk is essential the same, only adds a little text in
explanation:

// check loaded archives.
AvailableArchiveIterator aaitr(_archiveCache, _archiveCacheMutex);
for(;aaitr.valid();++aaitr)
{
ReaderWriter::ReadResult rr = readFunctor.doRead(*aaitr);
if (readFunctor.isValid(rr)) return rr;
else
{
// don't pass on FILE_NOT_FOUND results as we don't want
to prevent non archive plugins that haven't been
// loaded yet from getting a chance to test for the
presence of the file.
if (rr.status()!=ReaderWriter::ReadResult::FILE_NOT_FOUND)
results.push_back(rr);
}
}

Cheers,
Robert.
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Re: [osg-users] Migration of website and version control

2011-10-31 Thread Christiansen, Brad
Hi,

I thinking moving to git would be a very positive move. I haven't used it a 
great deal but I am very familiar which mercurial which is similar. I have also 
recently been involved in migrating a fairly large project from SVN to 
mercurial so I might be able to contribute something on the technical side of 
any move.

For the wiki, I quite like Confluence 
(http://www.atlassian.com/software/confluence/overview ). I have used it for 
many years and it is simple, powerful and works well. It is a commercial 
product but they licence it free to open source projects 
(http://www.atlassian.com/software/views/open-source-license-request ). It also 
integrates very nicely with their issue tracking software JIRA which is also a 
great product.
They do offer hosted instances at a monthly rate but I haven't had any 
experience with this as we host our own servers. 

Cheers,
Brad



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, 31 October 2011 7:24 PM
To: OpenSceneGraph Users
Subject: [osg-users] Migration of website and version control

Hi All,

I would like to start a discussion about migrating our website and
version control services to new servers and feel this might be a good
opportunity to change the technology that we use on the server for
providing the website and version control services.  One of the
reasons that adds a little imperative to the move is that the current
hosts of our server AI2, Universidad Politecnica de Valencia, Spain,
look unlikely to be able to continue providing due to funding cuts.
Technology wise it would also be good to find a better wiki and
version control system.  We also need engineers to help out with
migration and ongoing maintenance of new servers and services that
will be moving too.

There is a wide range of different hosts and technologies we could
use, and I'm happy to admit that I'm no expect in hosting, webserves,
wiki management, version control systems, but this is a huge community
so no doubt there is lots opinions, and perhaps even a few experts out
there that might be able to help out with great suggestions and time
to make things happen.

To help kick things off.  On the hosting side I currently have a
Dreamhost account that provides the mailing lists services that we
currently use, and my account looks to be sufficient for provide a
Tracs and Subversion services as well - so pontentially we could move
to Dreamhost and rely upon them for management of the server and
server software and let us concentrate on the content.  I really don't
know how well this would work out having not tried to migrate services
other than mailman across to them.  If we do have to move existing
services across quickly this might be strong contender.

Technology wise I am comfortable with Subversion, but for fully
distributed it's not as powerful as newer technologies like git.
We've discussed both Mercurial and git on the mailing list before as
possible contenders and feedback I've got from various experiments out
in the community is that git looks to be most practical for our needs.
 Rather spend lots of time discussing the pros and cons of these two
technologies I'm happy to narrow things down to migrating to git.
What is open for discussion is really when and how we migrate to git.

One possibility with migrating to git would be to have our own server,
use a host like Dreamhost or go with another 3rd party like github.
For the latter there is already a mirror of our subversion repository
hosted over at github maintained by members of the community (please
come forward as I've forgotten who set it up :-) :

  https://github.com/openscenegraph/osg

I haven't used git too much yet other than to check out third party
libs, but when the time comes I'll just have to roll my sleeves and
dive and learn to use it properly.

github also now have their own wiki, Gollum:

https://github.com/features/projects/wikis

I know nothing about Gollum so can't comment on it, I'm not overly
impressed by Tracs - it's been sufficient but not that that powerful,
so I'm reluctant to go with yet another dev wiki that is almost by not
quite as powerful as the likes of MediaWiki.  I have to admit that I
really don't know too much about the practical behind the scenes
management of MediaWiki let alone Gollum and Tracs so I really need to
feedback from the community of the various strengths, weaknesses and
practicalities.

Finally once we've decided upon hosts for our needs, and the
technologies that we migrate too we'll need to do the migration of our
present wiki and version control systems.  We'll need the engineers to
help our with coordinating and undertaking this work. Once we've got a
basic plan and the people in place we start migrating bit by bit.

I look forward to your thoughts and in particular your offers of assistance ;-)

Cheers,
Robert.

[osg-users] Bug in NVTT image processor.. no sure about the solution

2011-10-14 Thread Christiansen, Brad
Hi,

I have discovered that the NVTT image processor contains a bug which results in 
a crash is an already compressed image is passed in (I know you shouldn't do 
this anyway).

The problem lines are:
if (image.getPixelFormat() == GL_RGB)
{
convertRGBToBGRA( imageData, image.data() );
}
else
{
convertRGBAToBGRA( imageData, image.data() );
}

This assumes that if the format is not GL_RGB, it is always GL_RGBA, and thus 
there are 4 * s * t values in image.data().

To fix the issue I could simply make the else and else if(GL_RGBA) { ... } 
else return false, but I am concerned that this may result in a failure to 
compress other formats which are valid, but I am not aware of.

The other approach would be just to test the size of image.data() and make sure 
it is big enough but that will just avoid a crash, not necessarily result in 
correct behaviour.

Any input to what the correct approach should be?

Cheers,
Brad


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Re: [osg-users] Current time when displaying an image stream

2011-09-27 Thread Christiansen, Brad
Hi,

Thanks for the info.
That works for the ffmpeg plugin but wasn't implemented at all in the direct 
show function.
I have posted a submission which adds a new function ( getCurrentTime ) to 
ImageStream and have implemented the new methon in the direct show plugin, and 
implemented it in ffmpeg by simply calling getReferenceTime.

I took this approach as I am not sure what the 'correct' meaning of 
getReferenceTime is as there is also a setReferenceTime as well as a seek 
function.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Julen Garcia
Sent: Tuesday, 27 September 2011 4:51 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Current time when displaying an image stream

Hi Brad,

I have also a simple video player using the ImageStream class and the FFmpeg 
plugin. For the slider, I get the maximum value from the 
ImageStream-getLenght() method and to update the current position I call 
periodically ImageStream-getReferenceTime(). I think that this is the 
'curentTime' function you are looking for.

If you need any help, just let me know ;)

Cheers,
Julen.

2011/9/23 Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi,

I am creating a basic video player using the ImageStream class. I have created 
a standard 'position' slider to seek within the stream. Seeking is working with 
no problems but I cant see any way of reliabily updating the position of the 
slider as the stream is played.

As well as the seek() and length() function I was hoping to find a 'curentTime' 
like function, basically the 'getter' for 'seek'. Without this function it 
looks like I will have to assume that length and seek are both in seconds and 
then calculate my own 'currentTime' based on elapsed time since play was 
called. This seems overly complex and somewhat unreliable as it also assumes 
that the stream is playing with exactly the correct timing.

Has anyone solved this? Have I missed something?

Cheers,
Brad
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[osg-users] Current time when displaying an image stream

2011-09-22 Thread Christiansen, Brad
Hi,

I am creating a basic video player using the ImageStream class. I have created 
a standard 'position' slider to seek within the stream. Seeking is working with 
no problems but I cant see any way of reliabily updating the position of the 
slider as the stream is played.

As well as the seek() and length() function I was hoping to find a 'curentTime' 
like function, basically the 'getter' for 'seek'. Without this function it 
looks like I will have to assume that length and seek are both in seconds and 
then calculate my own 'currentTime' based on elapsed time since play was 
called. This seems overly complex and somewhat unreliable as it also assumes 
that the stream is playing with exactly the correct timing.

Has anyone solved this? Have I missed something?

Cheers,
Brad


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Re: [osg-users] Fixed function pipeline in OSG 3.0.1

2011-09-14 Thread Christiansen, Brad
Hi,

If you don't attach shaders then the fixed function pipeline is used, unless 
you are not using GLES2, in which case I think shaders are generated for you. I 
have never used this path so I am not sure though.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pecoraro, 
Alexander N
Sent: Thursday, 15 September 2011 7:20 AM
To: OpenSceneGraph Users
Subject: [osg-users] Fixed function pipeline in OSG 3.0.1

In OSG version 3.0.1, if I don't explicitly attach a shader to my scene graph 
does it fall back on the fixed function pipeline or is a fixed function 
pipeline equivalent shader generated for it?

Thanks.

Alex


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Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

2011-09-12 Thread Christiansen, Brad
Hi, 

The way the resolution works is thus (once again, this is just from memory, so 
no guarantees an accuracy):

Level 0 will cover the entire bounds in a single texture (assuming you use the 
defaults, this will be 256x256 pixels). Level 1 will then split the terrain 
into two or more textures. The number of textures that are created depends on 
the aspect ratio of the source data. I think you will always end up with either 
one row or one column, with the required number of rows/columns to maintain the 
aspect ratio.

For example, for a whole world database (twice as many lon values as lat), you 
will end up with one row, two columns (each tile is 180 degrees width and 
height).

From this point, things get easier, as for each level, each texture is divided 
into four textures which cover the same region, a standard quad tree. To 
calculate the resolution of a level you simply divide the number of pixels by 
the covered area. 

As a simple example, lets say your source data covers a quarter of the world 
from 0-90 lat and 0-90 lon.
At level 0, this is covered by 256x256 pixels, therefore the resolution is 
90/256 degrees per pixel.
At level 1, this is covered by 512x512 pixels, therefore the resolution is 
90/512 degrees per pixel.
At level 2, this is covered by 1024x1024 pixels, therefore the resolution is 
90/1024 degrees per pixel.
etc etc

To calculate the resolution of your source imagery use something like gdalinfo 
to get the required details.

I am sure everything is now as clear as mud for you : )

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Ess
Sent: Tuesday, 13 September 2011 5:49 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Thanks Brad, that worked.

My (hopefully) final issue is trying to set the levels correctly to update the 
texture at an appropriate time.  I have been tinkering with it attempting to 
get it using trial and error.  However, it takes a long time to build the map 
so each of my adjustments is causing me to wait close to 45 mins each before I 
see how it has changed.

Is there any rule of thumb or equation that can help give me better results?  

Cheers,
Chris

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Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

2011-09-11 Thread Christiansen, Brad
Hi,

Some quick answers for you:

 .  Any thoughts on how to specify textures at each of those levels? Can I 
 specify each level with a different -t TextureDir argument?

You use the '--levels' argument, one for each source. For example:
 --levels 0 5 -t GeoTiff1.tiff --levels 6 10 -t GeoTiff2.tiff --levels 11 15 -t 
GeoTiff3.tiff

 Also, is osgdem smart enough to figure out when the best time to show the 
 next level is based on scale?
In short, no. The longer answer is that all the infornation is actually 
available internally to osgdem but there is no mechanism exposed to use this 
info in the way you wish (unless this has chaanged since I last worked with the 
code)

Cheers,
Brad



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Ess
Sent: Friday, 9 September 2011 9:43 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Thanks the responses everyone!  This is actually very exciting news, as I was 
getting ready to redesign some software I have been working on to try to force 
the same effect (and the deadline is in less than a week!).  

Now, I will have to ask that you excuse my ignorance, but I am very unfamiliar 
with the vpb tool and mapping tools in general to be honest.  The application I 
am using requires that I use VPB/osgdem 0.9.10 since we are using a third party 
library that runs on top of an older version of openscenegraph to display the 
maps.  The command that I have been using to generate maps from the GEOTIFF 
textures I have is something like the following:


Code:

osgdem -o MyMap.ive -l 15 --compressed --skirt-ratio 0.0 --levels 0 15 -t 
MyGeotiffTextureDir




I have looked up the command line options on the  Osgdem/vpbmaster Command 
Line Options page 
I noticed there is a list /w a small description but it didn't seem very 
helpful unless you already have some experience with how the application works. 
 I have geotiffs taken from a number of different scales (in separate 
directories) : 5M:1, 1M:1, 500K:1, 250K:1, 100K:1 ...etc

I guess where I am getting confused is how I specify what scale of textures I 
want to show at what levels.  Its my understanding that using the command 
above, I am currently generating 15 levels.  Any thoughts on how to specify 
textures at each of those levels? Can I specify each level with a different -t 
TextureDir argument?  Also, is osgdem smart enough to figure out when the 
best time to show the next level is based on scale?

As far as the popping effect mentioned earlier, that isn't a concern.  It may 
actually be better as our customers will be able to recognize when they are 
looking at different map data/scales.

Any quick responses are greatly appreciated as I am under a bit of a time 
crunch!

Thank you!

Chris

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Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

2011-09-08 Thread Christiansen, Brad
Hi,

To run VPB you need in your path: the osg dlls, vpb.dll, gdals dll. I am 
responsible for the 3rd party library collection you are using and can confirm 
that this includes all you need to compile and run VPB and OSG from source, 
using the latest version (atleast as of a few weeks ago when I last did a full 
build).

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan Fahy
Sent: Friday, 9 September 2011 5:16 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Is the VPB 1.0.0 available?

You mention that there are VPB 3rd part dependencies; is this a download 
package that I missed?  I don't see any reference to it on the VPB website or 
in the VPB source code...

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Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

2011-09-08 Thread Christiansen, Brad
Hi,

What you want is possible with VPB by restricting the levels at which the maps 
are used. I cant remember the options off the top of my head, but you will need 
to specify each source individually and specify at what levels it should be 
used. From memory, the levels are quad tree levels so you may need to do some 
calculations of your own (or use trial and error) to figure out what level a 
certain map should become available.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Naylor
Sent: Friday, 9 September 2011 6:11 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Hi,
I believe it may be possible with vpb.
But you may want to take a look at osgearth, it has some features you need
such fade in between layers.
My knowledge on the two is minimal, but it may help?
Regards
Martin Naylor 


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Ess
Sent: 04 September 2011 01:46
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Hi,

I am not sure if this is even possible, but I would like to use 5 or 6
different maps taken at varying altitudes but of the same region and create
one model/map. 

As a user zooms in on the model/map the texture would update.  

For example:  Say I had a map of North America, then a more detailed map of
the United States, and finally another detailed map of just a state in the
US.  As the user zooms in they would see North America, then the United
States, and finally a detailed state map.

From the little bit of experimenting I have done, I have thrown all the
geotiffs in one folder (from all 3 different maps) and built a model.  What
I am seeing is parts of the map are at the original scale (North America),
then the regions of North America that have more detailed tiles available
from the sub maps are simply overwritten with the more detailed tiles.  So
its like 3 different map formats all on one map and looks like some kind of
Frankenstein monster.

What I would like is for all of the North America map  to display, then as
the user zooms in, if a more detailed view/map is available, it should
update accordingly, showing the detailed portions only if the user is at the
necessary scale/zoom level.

I hope this makes sense, I feel I explained it horribly.  Is this even
possible using VPB/osgdem?  Are there any other tools that may work better?


Thank you!

Cheers,
Chris

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Re: [osg-users] Constantly increasing draw/gpu time

2011-07-14 Thread Christiansen, Brad
Hi,

Thanks for the response. Just closing this question off as the issue has 
auto-magically been fixed by doing absolutely nothing.  I have no idea why it 
was so easily reporducable after several machine restarts etc but has now 
vanished but I am very happy about it.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, 13 July 2011 12:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Constantly increasing draw/gpu time

Do you see the same thing with osgviewer?
-Paul


On 7/11/2011 9:50 PM, Christiansen, Brad wrote:
 Hi,

 I have come across a difficult issue and have run out of ideas of where to 
 look
 to try and find the solution.

 What I am observing is this:

 Leaving or application running, without ANY modification, results in a fairly
 rapid rise in both Draw and GPU time (as shown in on the stats hud). This
 results in a FPS drop from ~250fps down to ~30fps within 15 minutes. This drop
 seems to continue indefinitely, though the rate of slowing does seem to 
 decrease.

 During this time both OSG's diagnostics and gDebuggers are showing a constant
 load on the card (same number of vertices, textures, VBOs etc) which is 
 expected
 as the scene or viewport is not being modified. The memory and CPU use of the
 application does not change. The only thing that does seem to change is how 
 long
 it takes to dispatch all the draw calls. I have reproduced this on a couple
 machines.

 I am using OSG 3.0, Windows 7 64 (my application is 32 bit though) and an 
 Nvidia
 GTX 460M with driver revision 267.21.

 If anyone can suggest anything (at all) that I could look into it would be
 greatly appreciated as I am completely stuck.

 Cheers,

 Brad

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[osg-users] Constantly increasing draw/gpu time

2011-07-11 Thread Christiansen, Brad
Hi,

I have come across a difficult issue and have run out of ideas of where to look 
to try and find the solution.

What I am observing is this:

Leaving or application running, without ANY modification, results in a fairly 
rapid rise in both Draw and GPU time (as shown in on the stats hud). This 
results in a FPS drop from ~250fps down to ~30fps within 15 minutes. This drop 
seems to continue indefinitely, though the rate of slowing does seem to 
decrease.

During this time both OSG's diagnostics and gDebuggers are showing a constant 
load on the card (same number of vertices, textures, VBOs etc) which is 
expected as the scene or viewport is not being modified. The memory and CPU use 
of the application does not change. The only thing that does seem to change is 
how long it takes to dispatch all the draw calls. I have reproduced this on a 
couple machines.

I am using OSG 3.0, Windows 7 64 (my application is 32 bit though) and an 
Nvidia GTX 460M with driver revision 267.21.

If anyone can suggest anything (at all) that I could look into it would be 
greatly appreciated as I am completely stuck.

Cheers,

Brad



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Re: [osg-users] Setting the reference location for LOD calcs for a camera

2011-07-08 Thread Christiansen, Brad
Hi,

I found what I was looking for, and it might even provide the easier solutin 
you are looking for.
I change the reference frame from ABSOLUTE_RF to ABSOLUTE_RF_INHERIT_VIEWPOINT. 
Stepping through the code it appears that in this mode, the viewpoint is 
inherited from the parent camera. So, as long as your RTT camera is a a child 
of your main camera you should get the beaviour you want.

From the testing I have done so far it appears to work as I have described. If 
anyone can confirm this is the intention of the setting that would be great.

Cheers,
Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Friday, 8 July 2011 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Setting the reference location for LOD calcs for a 
camera

Hi,

Thanks for the info. It looks like I will have to do something similar.
The function I was thinking of was for the line intersector, which allows you 
to set the reference eye point.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Smelik, R.M. 
(Ruben)
Sent: Thursday, 7 July 2011 3:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Setting the reference location for LOD calcs for a 
camera


Hi Brad,



We have done this with a custom CullVisitor that stores the eye position of the 
main camera and overrides the getDistanceToViewPoint to use that eye position 
for all LOD distance calculations. If there is an easier solution, I'd love to 
hear it :-)



Kind regards,



Ruben




From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] on behalf of Christiansen, Brad 
[brad.christian...@thalesgroup.com.au]
Sent: Thursday, July 07, 2011 8:08 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Setting the reference location for LOD calcs for a camera
Hi,

I am producing some depth textures for shadowing using a couple of RTT cameras.
When producing these depth maps I want to use the same LOD levels (from a VPB 
based PagedLOD database) that are rendered by the 'main' camera.

I am sure I have done this before and there was a simple method to do so 
(something like camera-setReferenceEyePoint()). Can anyone point me to the 
correct approach for doing this?

Cheers,

Brad
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Re: [osg-users] [vpb] Questions regarding setname, optional layers and layer inheritance

2011-07-07 Thread Christiansen, Brad
Hi,

I haven't done a direct comparison on performance, but the only real overhead 
at tile loading is a small step in deciding which images to load. There are 
more files read from disk as the images are not inline which is probably a 
little slower that reading a single file but I don't think it will effect 
performance much.

From my experience, the biggest hit is the 'unbounded' number of textures 
required to render a single tile. Using the standard approach only a single 
texture exists for each tile. Using optional layers you could theoretically 
have an unlimited number of textures to render to each tile. In theory you 
could even run out of texture units / samplers for each tile (though in 
practice you need a lot of optional layers for this).

Accessing and blending multiple textures will obviously be slower than only 
using one, though I havent noticed much of a performance difference in practice 
when I turn on or off a bunch of optional layers. The other side effect of this 
is complicating the management of the shaders used to render the tile (assuming 
you are not using fixed function). To get good performance on both ATI and 
Nvidia cards I ended up creating a separate shader for all possible number of 
active optional layers and switching between them at run time. this works much 
better than my original approach which used dynamic branching in a single 
shader.

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben 
Dannhauer
Sent: Wednesday, 6 July 2011 8:26 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Questions regarding setname, optional layers and 
layer inheritance

Hi Brad,

I realized that I missed a very central question regarding optional layers:

How to they affect the rendering performance? 

Of course it takes some computation time to merge all different layers, but 
have you some hints how the performance is im comparison to a native database 
with all data directly integrated?

Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] Questions regarding setname, optional layers and layer inheritance

2011-07-07 Thread Christiansen, Brad
Hi,

I also didn't have a lot of luck with external elevation layers, but didn't 
really need them so didn't look into it any further. I am pretty sure that if 
the elevation layers where saved seperately they would simply be an .ive or 
.osgb file with the HeightField layer in it.

Good luck with your investigations. It was quite a long road to get our terrain 
renderer to where it is now.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben 
Dannhauer
Sent: Thursday, 7 July 2011 2:50 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Questions regarding setname, optional layers and 
layer inheritance

Hi Brad,

thanks for the update.

Yesterday I successfully created a database with an optional imagery layer. The 
.dds files were created in the separate folder as desired. With the elevation I 
was not successful, but the question raised what file format would be used for 
the optional elevation layer? I don't think .dds is the appropriate one ;)

Anyway - it seems I was too naive regarding the integration of optional layers. 
I use FFP in my project and I'm still a beginner in shaders, so it will be a 
bumpy way for me to get optional layers working :)
I'll go in the next days through your advices how to display optional layers 
and try to get a basic idea what the main aspects are.

Cheers,
Torben

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[osg-users] GLSL shadow2D / shadow2DProj question

2011-07-07 Thread Christiansen, Brad
Hi,

I am implementing some shadows at the moment and have come unstuck with my 
understanding of how to sample a shadow texture.

To test my understanding, I implemented what I though shadow2D() would do using 
'standard' sampling and a few calculations. This lead to the following code 
which works as expected:


varying vec4 projShadow;
uniform sampler2D depthTex;

float val = texture2D(depthTex, projShadow.xy / projShadow.w).r;
float fragDepth = projShadow.z / projShadow.w;
if(val = fragDepth) {
  col = mix(col, vec4(1,0,0,1), 0.3);   //shadow
} else {
  col = mix(col, vec4(0,1,0,1), 0.3);  //lit
}

From my understanding I should be able to replace all this with:
varying vec4 projShadow;
uniform sampler2DShadow depthTex;
float val = shadow2D(depthTex, projShadow.xyz / projShadow.w).r;
or
float val = shadow2DProj(depthTex, projShadow).r;

When I do this I just get garbage.

Given I am getting the correct result with the first approach, and I think the 
second should do exactly the same thing, I am stck as to why I cant get shadow 
sampling to work correctly. Any suggestions would be greatly appreciated.

Cheers,
Brad


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Re: [osg-users] GLSL shadow2D / shadow2DProj question

2011-07-07 Thread Christiansen, Brad
Hi,

Thanks for the responses. I missed all the calls you mentioned (configure 
shadow comparison, func, and mode). I am surprised I missed these when looking 
through the OSG shadow code.

I am setting the internal format GL_DEPTH_COMPONENT but I noticed last night 
that gDebugger list the texture type as RGB, so I might have a bug in my Java 
bindings to OSG.

Thanks for the suggestions.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech 
Lewandowski
Sent: Friday, 8 July 2011 5:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GLSL shadow2D / shadow2DProj question

Hi Brad,

Did you forget to call
texture-setShadowComparison(true) ?

Its neccessary for shadow2D and shadow2DProj to work.

setShadowComparison( true ) is equivalent to OpenGL:
glTexParameteri( TextureId , GL_TEXTURE_COMPARE_MODE_ARB, 
GL_COMPARE_R_TO_TEXTURE_ARB );

Cheers,
Wojtek

-Oryginalna wiadomość- 
From: Paul Martz
Sent: Thursday, July 07, 2011 7:13 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] GLSL shadow2D / shadow2DProj question

On 7/7/2011 11:02 AM, Paul Martz wrote:
 According to the GLSL spec, results from shadow2D and friends is undefined 
 if
 the texture is not a depth format.

Another thought is what version of GLSL you're invoking. If you use 
shadow2D()
to sample the texture, that's good for GLSL 1.20, but is deprecated in 1.30 
and
beyond (in which you simply use texture2D() to sample the texture, even if 
it's
a shadow texture).
-Paul

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Re: [osg-users] Setting the reference location for LOD calcs for a camera

2011-07-07 Thread Christiansen, Brad
Hi,

Thanks for the info. It looks like I will have to do something similar.
The function I was thinking of was for the line intersector, which allows you 
to set the reference eye point.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Smelik, R.M. 
(Ruben)
Sent: Thursday, 7 July 2011 3:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Setting the reference location for LOD calcs for a 
camera


Hi Brad,



We have done this with a custom CullVisitor that stores the eye position of the 
main camera and overrides the getDistanceToViewPoint to use that eye position 
for all LOD distance calculations. If there is an easier solution, I'd love to 
hear it :-)



Kind regards,



Ruben




From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] on behalf of Christiansen, Brad 
[brad.christian...@thalesgroup.com.au]
Sent: Thursday, July 07, 2011 8:08 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Setting the reference location for LOD calcs for a camera
Hi,

I am producing some depth textures for shadowing using a couple of RTT cameras.
When producing these depth maps I want to use the same LOD levels (from a VPB 
based PagedLOD database) that are rendered by the 'main' camera.

I am sure I have done this before and there was a simple method to do so 
(something like camera-setReferenceEyePoint()). Can anyone point me to the 
correct approach for doing this?

Cheers,

Brad
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Re: [osg-users] [vpb] Questions regarding setname, optional layers and layer inheritance

2011-07-05 Thread Christiansen, Brad
Hi,

Firstly a tip from building large databases myself, make sure you source 
imagery has been optimised as much as possible. I have found ecw files are much 
faster to process than other formats due to their exceptional speed in creating 
arbitrary overviews. If you are using GeoTiffs make sure you have created 
'overviews' (I cant think of the correct name) for them (basically a set of 
mipmaps stored inline). This make a big difference to generation speed.
I would also suggest you look pay attention to what output format you use for 
your imagery. I have found that compressing the output imagery takes the 
greatest amount of CPU time of the build process. If you use no compression, 
the output will be massive. I use these settings:
--compressed-dxt1a (of dxt1 if my data completely covers the area being 
generated or I am using layer inheritance).
--compression-quality-fastest (I honestly cant see a visible difference 
compared to the high quality mode, but runs almost an order of magnitude faster)
--compressor-nvtt-nocuda (I run on a machine with no or poor graphics card)


Now on to your question regarding options:

--layer-inheritance [Lowest/Nearest/No]
This comes in to play when the source data for a tile does not cover the full 
extents of the tile. This option determines what you see in the 'empty space'.
When set to 'No', the empty space is left empty. If your output format doesn't 
include an alpha channel, the 'empty' space will be black, if your output 
format does support alpha, the empty space will be transparent.
When 'Lowest' is specified, the lowest resolution data available for the area 
if used to fill the gaps.
When Nearest is specified, the nearest resolution data available for the area 
if used to fill the gaps.

Note that when you use optional layers, it really only makes sense to use 'No'.

--set setname
used by itself, I haven't been able to figure out what effect this has.
--optional-set setname
When used in conjunction with --set (i.e. specify both with the same value: 
--set MySet --optional-set MySet) you imagery layer is stored in an external 
(i.e. not in the .ive or .osgb file) directory structure. This allows a tile to 
be loaded without having to load all the optional images associated with it.

--optional-image-layout [inline/external-set-dir/external-local-dir]
--optional-elevation-layout [inline/external-set-dir/external-local-dir]
This determines how optional layers will be written to disk. Using inline 
stores the optional layers within the .ive/.osgb file. These seems to defeat 
the purpose of optional layers but I am probably just missing the use case for 
this.
From my experience both external-set-dir/external-local-dir produce the same 
output, but this may have changed since I last played with these options. I 
think the intention was that external-set-dir places files for each optional 
layer in a folder named after the set, while external-local-dir places all the 
optional layers in a single directory structure. This needs to be confirmed 
though.


 How does the idea of optional layers work? I assume it is possible to plug 
 in optional layers for DEM and for textures independent?
It is, though I haven't personally tried optional elevation data.

 Do I need a special terrain technique to use such a database with optional 
 layers, or can I use the standard osgViewer?
I have written my own terrain technique to control the display of optional 
layers (a sub-class of GeometryTechnique) but I think you can access up to 
three optional layers via a MultiTextureControl node used to decorate the 
generated scene though I haven't used this myself. I am pretty sure the default 
osgViewer doesn't provide access to this functionality though. 
You should also look at the osgTerrain::TerrainTile::setTileLoadedCallback() 
method and the default implementation WhiteListTileLoadedCallback which can be 
used to control the loading of optional layers (I have also implemented my own 
call-back).


I will also add a couple of comments not directly related your questions:

I would suggest you look closely at creating your own TerrainTechnique. 
Subclassing GeometryTechneque is pretty easy and will give you a lot more 
control. While this was quite a bit of work, I have managed to dynamically 
merge the output of multiple VPB databases at runtime. This provides a lot more 
flexibility to 'mix and match' different datasets and greatly simplifies the 
process of adding a bit of new data.

As a side note, once you generate a large database moving it about is very 
painful due to the huge number of small files it creates. To help with this I 
place my databases into an archive format (I think the largest archive I have 
created is ~150gig), though this is probably not practical when your output 
will be several terabytes. If you decide to look into this, a couple of 
pointers / warnings:
- you will need to convert the relative file names for optional layers into 
filenames relative 

Re: [osg-users] VC++10 SP1 binary miscibility?

2011-06-29 Thread Christiansen, Brad
Hi,

From my personal experience, I updated to SP1 and rebuilt our OSG based 
application without re-building OSG or the 3rd party dependencies, and had no 
issues. This is only one small data point though and it is on my TODO list to 
rebuild everything using SP1.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Thursday, 30 June 2011 7:35 AM
To: OpenSceneGraph Users
Subject: [osg-users] VC++10 SP1 binary miscibility?


  We might be changing our VC++10 to SP1 shortly, and I'm wondering if the 
binaries from
SP1 are immiscible with non-SP1 the way VC++2008SP1 was? Basically, will I need 
to publish
prebuilt binaries for both SP1 and non-SP1? Anyone made the switch yet?

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-28 Thread Christiansen, Brad
Hi,

This seems to be the same / related to an issue raised some time ago with 
VS2010.

When I build VirtualPlanetBuilder with VS2010 I get errors complaining about 
duplicate definitions of the stream destructors (cant remember the details of 
hand). The same code works without issue on non-windows platforms and all other 
VS compilers tried.

As I don't have time to look into the issue I simply force the link to complete 
with multiply defined symbols.


A quick search through my local OSG-users archive found the thread + message 
included bellow. Do a search through the archives around this topic and you 
should find all the details.

Cheers,

Brad



Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

Ok, I have localized the problem.

For example, the class osgDB::fstream:

class OSGDB_EXPORT fstream : public std::fstream
{

};

which just inherits from std:.fstream causes the symbols of std::fstream to be 
exposed into osgDB.dll

This effectively means that It might cause problems for people linking against 
osgDB.dll later on.
Same goes for inheriting from std::string, std::ostringstream etc.

This must obviously be a bug, a very serious one in VS2010.
We had a class derived from std::ostringstream, which exposed the symbols in 
the vtable for the class:

namespace ns
{
class Notify : public std::ostringstream
{
};
}

Using depends.exe to analyze the dll-file gives:

const ns::Notify::`vftable'{for `std::basic_ostringstreamchar,struct 
std::char_traitschar,class std::allocatorchar '}

My issue was reported to the msdn forum. Their first take was: Oh you use 
CMake, thats not our product :-)
But in later threads, they tried to reproduce the problem without luck...
So if you manage to reproduce this in a small example, go ahead and post it. We 
must make them aware of this problem.

http://social.msdn.microsoft.com/Forums/en-US/vclanguage/thread/191de00a-53c9-4bd9-9cb6-e844eb224ca2

/Anders




From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vincent 
Bourdier
Sent: Wednesday, 27 April 2011 11:47 PM
To: osg user
Subject: Re: [osg-users] osgDB ifstream / ofstream conflict

Hi,

Sorry to insist but I would appreciate any advices about this issue. Maybe I'm 
the only one who encountered it, but the patch I did is not so... clean to my 
mind...

Thanks.

Regards,
Vincent.

Le 21/04/2011 14:50, Vincent Bourdier a écrit :
Hi all,

I just found a fix after some tests, but it is not a fix I am proud of.
I just added the close() method in osgDB/fstream implementation, so there is no 
conflict because my fstream implementation uses osgDB/fstream and not 
osgDB/fstream AND std::fstream.

I will continue to investigate to be sure to understand why this occurs, but 
any advices or explanations are welcome.
If my fix is accepted this could be a submission for OSG, eventually...

Thanks.

Regards,
Vincent.

Le 20/04/2011 14:54, Vincent Bourdier a écrit :
Hi Mourad

Thanks for your answer but I already checked that. TsLib_MDdNET2010 is a static 
lib but linked with /MD(d), like my application...

Vincent.

Le 20/04/2011 11:50, Mourad Boufarguine a écrit :
Hi Vincent,
On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier 
vincent.bourd...@gmail.commailto:vincent.bourd...@gmail.com wrote:
2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void __thiscall 
std::basic_ifstreamchar,struct std::char_traitschar ::close(void) 
(?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined 
in osgDBd.lib(osg65-osgDBd.dll)
2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public: void 
__thiscall std::basic_ifstreamchar,struct std::char_traitschar 
::close(void) (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) 
already defined in osgDBd.lib(osg65-osgDBd.dll)

It seems like a static/dynamic c++ runtime conflict. Check if osg and 
TsLib_MDdNET2010 are linked against the same type of c++ runtime (both with 
/MTd flag or both with /MDd flag)

Mourad



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Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-20 Thread Christiansen, Brad
Hi,

I seem to be the only one who actually much prefers 2010 to 2008. I agree it is 
slower at times but I find intellisense to be more useful / accurate than in 
2008. Maybe this is because (other than OSG) the C++ projects I work on are 
pretty small. 

The major issue I have is the need to force the linking of VPB due to the 
multiply defined symbols. I haven't seem any issues, but I really don't like to 
use hacks like this. Does anyone know if SP1 fixes this issue?

One question I have for those who use my pre-built 2010 dependencies (the ones 
linked to from the wiki): Do I need to / is it worth building a new set of 3rd 
party dependencies using SP1?

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Thursday, 17 March 2011 10:06 AM
To: OpenSceneGraph Users
Subject: [osg-users] Download details: Microsoft Visual Studio 2010 Service 
Pack 1 (Installer)


  VC++2010 SP1 is apparently out now.

https://www.microsoft.com/downloads/en/details.aspx?FamilyID=75568aa6-8107-475d-948a-ef22627e57a5


  I have one client who really wants to use OSG on 2010 (64-bit even!) and I'm 
curious
about people's experiences with stability. Is 2010 generating good solid 
binaries from the
OSG codebase, or are there still issues that we'll need to see if the SP1 fixes?

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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Re: [osg-users] [build] x64 library Dependencies for VC9sp1

2011-02-28 Thread Christiansen, Brad
Hi,

The link to the sources is just a few words along from the link the used to 
download the binaries : )

Home page for dependencies:
http://www.osgvisual.org/projects/osgvisual/wiki/Downloads#Dependencies

Source:
http://www.osgvisual.org/public_download/3rdParty_VC9sp1_x86_x64-src_V3.7z

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Craig Lane
Sent: Tuesday, 1 March 2011 9:17 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [build] x64 library Dependencies for VC9sp1

Hi,

I am having a problem with the x64 libraries that are in  
3rdParty_VC9sp1_x86_x64_V3.7z.  This link is on the dependencies page.  When I 
uncompress the file many of the x64 libraries seem to be corrupt.  I have tried 
a number of .7z unpacking programs and all have the same problem.  

Is anyone else having this problem?

Also where can I get access to the required dependency source, so I can build 
the libraries myself.  Or do I just track them down on the web.

Cheers,
Craig

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Re: [osg-users] multiple tex gen modes in a single scene

2011-01-21 Thread Christiansen, Brad
Hi,

I have a small amount of extra info to add, which confuses me even more. 
Revisting all my code I discovered that my overlays actualy use two eye linear 
tex gens (one for close items, one for distant ones, a bit like the parralel 
split shadow maps) with different matrices and different units. These work fine 
in isolation, but don't work when I add in the third shadow tex gen. The code 
that adds the tex gens to the positional state container is almost identical.

I am now very confused as to why I can use two tex gens for my overlays but it 
wont work with shadows added.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Friday, 21 January 2011 3:47 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] multiple tex gen modes in a single scene

Hi Robert,

I am currently adding shadows to my scene (which is going well) but in doing so 
I have hit this issue. I already use an eye linear tex gen in my scene to 
render overlays (very similar code to the osgSim::OverlayNode). I don't think 
it would be possible for me to split the renderering accross two different 
RenderStages as the two tex gens are used from within the same shader to render 
my terrain (one for applying shadows and the other for applying overlays). 

I have had a look at the PositionalStateContainer class and I do not understand 
why the issue exists. The tex gens use different texture units and as such 
there matrices are stored and applied seperately. However the result I am 
seeing is one of the two always 'wins' and its matrix is applied to both tex 
gens. 

This is an issue I will need to resolve so I am hoping you could provide some 
more guidance as to what would be the best solution.

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, 13 January 2011 6:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] multiple tex gen modes in a single scene

Hi Paul,

Eye linear glTexGen is positional state, i.e. it's value depends on
the current modelview matrix, so has to be treated by the OSG like
other positional state like glLight and glClipPlane. All positional
state has to be positioned by a positional state node, and for
glTexGen this is TexGenNode.

During the cull traversal the OSG collects the positional state and
binds the TexGen/Light/ClipPlane to modelview matrix at that point in
traversal, this binding is done via the PositionalStateContainer, and
there is one of these per RenderStage.  During the draw traversal the
positional state is then applied prior to the traversal of the
RenderStage, and fixes each positional state in the appropriate place.
  While this technique doesn't properly fix the state as required, it
does limit you to one position, per stage, you can't have two eye line
tex gens/lights/clip planes applied on two separate subgraphs.

Object linear TexGen isn't positional state so can be applied in the
normal way and you have multiple of these per stage without problem.

To have multiple Eye linear TexGen/TexGenNode's you'll need to break
the scene up into multiple RenderStage and use the clear mask set to 0
on the subsequent stages so that each stage overlays correctly on the
previous one.  Other approaches are to write a custom TexGen that you
push/pop a custom modelview matrix.  I'm afraid both approaches are
rather hacky.

Robert.

On Thu, Jan 13, 2011 at 2:28 AM, Paul Martz pma...@skew-matrix.com wrote:
 Hi all -- Has anyone ever successfully used multiple TexGen modes (say,
 EYE_LINEAR and OBJECT_LINEAR) on different objects in the same scene? What
 is the recommended way to do this in OSG?

 The TexGenNode has a pointer to a TexGen, and the TexGen has the mode. I
 assume I should create two TexGens, one OBJECT_LINEAR and one EYE_LINEAR,
 and two TexGenNodes to reference them, and add the two TexGenNodes to the
 scene graph. Then, I assume I should attach the same two TexGens as
 StateAttributes to different Node's StateSets as needed.

 I am running into some issues with this. If it sounds like I'm doing
 everything right, I'll post a small example that fails, or dig into the OSG
 code. More than likely, I'm doing something wrong here, so I just wanted to
 ask what the intended usage is.

 Thanks,
 --
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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DISCLAIMER

Re: [osg-users] multiple tex gen modes in a single scene

2011-01-20 Thread Christiansen, Brad
Hi Robert,

I am currently adding shadows to my scene (which is going well) but in doing so 
I have hit this issue. I already use an eye linear tex gen in my scene to 
render overlays (very similar code to the osgSim::OverlayNode). I don't think 
it would be possible for me to split the renderering accross two different 
RenderStages as the two tex gens are used from within the same shader to render 
my terrain (one for applying shadows and the other for applying overlays). 

I have had a look at the PositionalStateContainer class and I do not understand 
why the issue exists. The tex gens use different texture units and as such 
there matrices are stored and applied seperately. However the result I am 
seeing is one of the two always 'wins' and its matrix is applied to both tex 
gens. 

This is an issue I will need to resolve so I am hoping you could provide some 
more guidance as to what would be the best solution.

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, 13 January 2011 6:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] multiple tex gen modes in a single scene

Hi Paul,

Eye linear glTexGen is positional state, i.e. it's value depends on
the current modelview matrix, so has to be treated by the OSG like
other positional state like glLight and glClipPlane. All positional
state has to be positioned by a positional state node, and for
glTexGen this is TexGenNode.

During the cull traversal the OSG collects the positional state and
binds the TexGen/Light/ClipPlane to modelview matrix at that point in
traversal, this binding is done via the PositionalStateContainer, and
there is one of these per RenderStage.  During the draw traversal the
positional state is then applied prior to the traversal of the
RenderStage, and fixes each positional state in the appropriate place.
  While this technique doesn't properly fix the state as required, it
does limit you to one position, per stage, you can't have two eye line
tex gens/lights/clip planes applied on two separate subgraphs.

Object linear TexGen isn't positional state so can be applied in the
normal way and you have multiple of these per stage without problem.

To have multiple Eye linear TexGen/TexGenNode's you'll need to break
the scene up into multiple RenderStage and use the clear mask set to 0
on the subsequent stages so that each stage overlays correctly on the
previous one.  Other approaches are to write a custom TexGen that you
push/pop a custom modelview matrix.  I'm afraid both approaches are
rather hacky.

Robert.

On Thu, Jan 13, 2011 at 2:28 AM, Paul Martz pma...@skew-matrix.com wrote:
 Hi all -- Has anyone ever successfully used multiple TexGen modes (say,
 EYE_LINEAR and OBJECT_LINEAR) on different objects in the same scene? What
 is the recommended way to do this in OSG?

 The TexGenNode has a pointer to a TexGen, and the TexGen has the mode. I
 assume I should create two TexGens, one OBJECT_LINEAR and one EYE_LINEAR,
 and two TexGenNodes to reference them, and add the two TexGenNodes to the
 scene graph. Then, I assume I should attach the same two TexGens as
 StateAttributes to different Node's StateSets as needed.

 I am running into some issues with this. If it sounds like I'm doing
 everything right, I'll post a small example that fails, or dig into the OSG
 code. More than likely, I'm doing something wrong here, so I just wanted to
 ask what the intended usage is.

 Thanks,
 --
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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copying, alteration, storage or distribution of, or reliance on, this message is
strictly prohibited. No part may be reproduced, adapted or transmitted without 
the
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are not an authorised recipient, please immediately notify the sender by return 
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delete this message and all copies from your e-mail system, and destroy any 
printed
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deemed a
waiver of any privilege or protection. Thales 

Re: [osg-users] Limitation in current ImageLayer serializer

2011-01-05 Thread Christiansen, Brad
Hi,

I have found the problem that is causing me trouble. The code I posted is 
writing two 'end brackets':

os  osgDB::BEGIN_BRACKET  std::endl;
os.writeImage( value );
os  osgDB::END_BRACKET;

If I don't write the an end bracket explicity then everything seems to work ok. 
I am guessing that the writeImage call is adding the end bracket for me. Is 
this expected behaviour? The code looks incorrect without it:

os  osgDB::BEGIN_BRACKET  std::endl;
os.writeImage( value );

Cheers,
Brad



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Wednesday, 5 January 2011 3:51 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Limitation in current ImageLayer serializer

Hi,

I have found a little more time to work on this issue but have become stuck. 
Using a user serializer I have managed to read and write the image sucsessfully 
in the case that the image is loaded, but cant get it to work in the case the 
image should not be loaded. I think the issue is that, when I don't want want 
to read the image (i.e. deffered loading is enabled), then I still need to read 
the image 'header' from the stream. If the image is embedded in the file then I 
think I will need to read the entire image regardless of wether deffered 
loading is enabled or not (I haven't looked at this case yet).

The code I am using is (I am testing with .osgt files so far):

static bool readImage( osgDB::InputStream is, osgTerrain::ImageLayer im )
{
  
  std::string filename = im.getFileName();
  if (!filename.empty())
  {  
  bool hasImage; 
  is  hasImage;
  if(hasImage) {
  is  osgDB::BEGIN_BRACKET;

  bool deferExternalLayerLoading = 
osgTerrain::TerrainTile::getTileLoadedCallback().valid() ? 
  
osgTerrain::TerrainTile::getTileLoadedCallback()-deferExternalLayerLoading() : 
false;  
  if (!deferExternalLayerLoading)  
  {
  osg::ref_ptrosg::Image image = is.readImage();
  if (image.valid())
  {
  im.setImage(image.get());
  }
  } else {
  //I think this is where I need to read of the image 'header'
  }
  is  osgDB::END_BRACKET;
  }
  }
  return true;
}

static bool writeImage( osgDB::OutputStream os, const osgTerrain::ImageLayer 
im )
{ 
const osg::Image* value = im.getImage();
bool hasObject = (value!=NULL);

os  hasObject;
if ( hasObject )
{
os  osgDB::BEGIN_BRACKET  std::endl;
os.writeImage( value );
os  osgDB::END_BRACKET;
}  
return true;  
}


The relevenat section of the osgt file that is created is:

Layers 1 {
  Object osgTerrain::ImageLayer {
UniqueID 9 
Name kljhjkl 
FileName earth_L1_X0_Y0_kljhjkl.dds 
Locator TRUE {
  osgTerrain::Locator {
UniqueID 4 
  }
}
Image TRUE {
  UniqueID 10 
  FileName earth_L1_X0_Y0_kljhjkl.dds 
  WriteHint 2 2 
  DataVariance STATIC 
}}
}

And the error I get when loading the file with deffered loading enabled is a 
bad allocation error.

Any suggestions would be greatly appreciated!

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: Tuesday, 30 November 2010 1:47 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Limitation in current ImageLayer serializer

Hi Brad,

In fact when I'm working on the osgTerrain serializers, I don't pay
much attention to the special mechanism that may be required when
loading terrain tile and layer classes. For the case that the image
layer may be loaded inactive according to an additional flag, I
suggest that we should handle all of these with a user serializer
instead, that is,

REGISTER_OBJECT_WRAPPER( osgTerrain_ImageLayer,
 new osgTerrain::ImageLayer,
 osgTerrain::ImageLayer,
 osg::Object osgTerrain::Layer
osgTerrain::ImageLayer )
{
ADD_USER_SERIALIZER( Image );  // _image
}

And write/read images and activate them by ourselves. Here we can read
out an image object from the input stream using is.readImage(), and
write image to disk files with the  operator.

Hope this can help if you would like to help fix the problem. :-)

Cheers,

Wang Rui


2010/11/30 Brad Christiansen brad.christian...@thalesgroup.com.au:
 Hi,

 I have discovered a piece of missing functionality in the new serializer for 
 osgTerrain::ImageLayers. The issue is that all optional layers are loaded 
 when an osgb file is loaded regardless of weather they should be or not.

 The relevant piece of code for the the .ive format is in  (in osgDB_ive) 
 void ImageLayer::read(DataInputStream* in) at line 64:

 bool deferExternalLayerLoading = 
 osgTerrain::TerrainTile

Re: [osg-users] Limitation in current ImageLayer serializer

2011-01-04 Thread Christiansen, Brad
Hi,

I have found a little more time to work on this issue but have become stuck. 
Using a user serializer I have managed to read and write the image sucsessfully 
in the case that the image is loaded, but cant get it to work in the case the 
image should not be loaded. I think the issue is that, when I don't want want 
to read the image (i.e. deffered loading is enabled), then I still need to read 
the image 'header' from the stream. If the image is embedded in the file then I 
think I will need to read the entire image regardless of wether deffered 
loading is enabled or not (I haven't looked at this case yet).

The code I am using is (I am testing with .osgt files so far):

static bool readImage( osgDB::InputStream is, osgTerrain::ImageLayer im )
{
  
  std::string filename = im.getFileName();
  if (!filename.empty())
  {  
  bool hasImage; 
  is  hasImage;
  if(hasImage) {
  is  osgDB::BEGIN_BRACKET;

  bool deferExternalLayerLoading = 
osgTerrain::TerrainTile::getTileLoadedCallback().valid() ? 
  
osgTerrain::TerrainTile::getTileLoadedCallback()-deferExternalLayerLoading() : 
false;  
  if (!deferExternalLayerLoading)  
  {
  osg::ref_ptrosg::Image image = is.readImage();
  if (image.valid())
  {
  im.setImage(image.get());
  }
  } else {
  //I think this is where I need to read of the image 'header'
  }
  is  osgDB::END_BRACKET;
  }
  }
  return true;
}

static bool writeImage( osgDB::OutputStream os, const osgTerrain::ImageLayer 
im )
{ 
const osg::Image* value = im.getImage();
bool hasObject = (value!=NULL);

os  hasObject;
if ( hasObject )
{
os  osgDB::BEGIN_BRACKET  std::endl;
os.writeImage( value );
os  osgDB::END_BRACKET;
}  
return true;  
}


The relevenat section of the osgt file that is created is:

Layers 1 {
  Object osgTerrain::ImageLayer {
UniqueID 9 
Name kljhjkl 
FileName earth_L1_X0_Y0_kljhjkl.dds 
Locator TRUE {
  osgTerrain::Locator {
UniqueID 4 
  }
}
Image TRUE {
  UniqueID 10 
  FileName earth_L1_X0_Y0_kljhjkl.dds 
  WriteHint 2 2 
  DataVariance STATIC 
}}
}

And the error I get when loading the file with deffered loading enabled is a 
bad allocation error.

Any suggestions would be greatly appreciated!

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: Tuesday, 30 November 2010 1:47 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Limitation in current ImageLayer serializer

Hi Brad,

In fact when I'm working on the osgTerrain serializers, I don't pay
much attention to the special mechanism that may be required when
loading terrain tile and layer classes. For the case that the image
layer may be loaded inactive according to an additional flag, I
suggest that we should handle all of these with a user serializer
instead, that is,

REGISTER_OBJECT_WRAPPER( osgTerrain_ImageLayer,
 new osgTerrain::ImageLayer,
 osgTerrain::ImageLayer,
 osg::Object osgTerrain::Layer
osgTerrain::ImageLayer )
{
ADD_USER_SERIALIZER( Image );  // _image
}

And write/read images and activate them by ourselves. Here we can read
out an image object from the input stream using is.readImage(), and
write image to disk files with the  operator.

Hope this can help if you would like to help fix the problem. :-)

Cheers,

Wang Rui


2010/11/30 Brad Christiansen brad.christian...@thalesgroup.com.au:
 Hi,

 I have discovered a piece of missing functionality in the new serializer for 
 osgTerrain::ImageLayers. The issue is that all optional layers are loaded 
 when an osgb file is loaded regardless of weather they should be or not.

 The relevant piece of code for the the .ive format is in  (in osgDB_ive) 
 void ImageLayer::read(DataInputStream* in) at line 64:

 bool deferExternalLayerLoading = 
 osgTerrain::TerrainTile::getTileLoadedCallback().valid() ?
        
 osgTerrain::TerrainTile::getTileLoadedCallback()-deferExternalLayerLoading() 
 : false;
 // Should we read image data from stream
 IncludeImageMode includeImg = (IncludeImageMode)in-readChar();

 if (includeImg==IMAGE_REFERENCE_FILE  deferExternalLayerLoading)
 {
  setFileName(in-readString());
 }
  else
 {
  setImage(in-readImage(includeImg));
 }

 The new serializer simple adds an image serializer for an ImageLayer with no 
 similar checks.

 I have had a quick look at coding a fix but have to admit I still dont fully 
 understand how the new system works in such cases. If anyone can give me some 
 pointers on how to go about adding this functionality that would be greatly 
 apprecaited as at the momment I am having to covert my terrain 

Re: [osg-users] [vpb] How to debug VPB step by step

2010-11-30 Thread Christiansen, Brad
Hi,

It isn't exactly what you are after, but you can set the OSG_NOTIFY_LEVEL to 
debug and that will give you a decent idea of what is happening. Having said 
that, I really do think the be option is to do the 'really boring' work and 
step through the execution with a debugger. I have done exactly this with 
VPBMaster and osgdem many times to gain a good understanding of how it works. 
It might be slow but it really is the only way you will really get to grips 
with what I happening.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wang junchao
Sent: Wednesday, 1 December 2010 9:58 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] How to debug VPB step by step

Hi Robert,

Thank you for your reply. But maybe I didn't make myself understood. As you 
know, reading source code is a very complex and boring work. So my question is 
that : can I input a commandline like osgdem -t -.. d.. - o output.ive and 
trace the execution of the program step by step like the Visual Studio's debug 
mode ?

Thank you again for your reply!

Cheers,
wang

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This e-mail transmission and any documents, files and previous e-mail messages
attached to it are private and confidential. They may contain proprietary or 
copyright
material or information that is subject to legal professional privilege. They 
are for
the use of the intended recipient only.  Any unauthorised viewing, use, 
disclosure,
copying, alteration, storage or distribution of, or reliance on, this message is
strictly prohibited. No part may be reproduced, adapted or transmitted without 
the
written permission of the owner. If you have received this transmission in 
error, or
are not an authorised recipient, please immediately notify the sender by return 
email,
delete this message and all copies from your e-mail system, and destroy any 
printed
copies. Receipt by anyone other than the intended recipient should not be 
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waiver of any privilege or protection. Thales Australia does not warrant or 
represent
that this e-mail or any documents, files and previous e-mail messages attached 
are
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Re: [osg-users] [3rdparty] FWTools on Visual Studio 2010?

2010-11-29 Thread Christiansen, Brad
Hi,

I don't know of any FWTools binaries that have been built with 2010 but you can 
get proj (and quite a few other useful libs) by downloading the GDAL developer 
binaries found here: http://vbkto.dyndns.org/sdk/

I am the fool responsible for most of the 2010 OSG binaries and I must say this 
is the last time I will be using a new version of VS soon after release. It is 
a real pain building 3rd party libraries with 2010 as most don't yet support it 
so you are on your own. Good luck!

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Farrier
Sent: Sunday, 28 November 2010 11:26 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [3rdparty] FWTools on Visual Studio 2010?

Hi,

I am working with an entire app built with Visual Studio 2010.  I am using the 
pre-built OpenSceneGraph 3rd Party files that were built with 2010, but FWTools 
was NOT built with 2010 and I have not found binaries built with 2010.  
Further, upon downloading some source for FWTools components, (Proj, to start 
with), I see it does not have a VS project of any kind.  Is anyone able to 
provide FWTools built with 2010 or a older complete solution that I could 
upgrade to 2010 and compile?

Thank you!

Cheers,
John

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attached to it are private and confidential. They may contain proprietary or 
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material or information that is subject to legal professional privilege. They 
are for
the use of the intended recipient only.  Any unauthorised viewing, use, 
disclosure,
copying, alteration, storage or distribution of, or reliance on, this message is
strictly prohibited. No part may be reproduced, adapted or transmitted without 
the
written permission of the owner. If you have received this transmission in 
error, or
are not an authorised recipient, please immediately notify the sender by return 
email,
delete this message and all copies from your e-mail system, and destroy any 
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--

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Re: [osg-users] [build] 3rd party libs and VS 2010

2010-11-10 Thread Christiansen, Brad
Hi,

Ideally this shouldn't be necessary as the cmake find modules should be able to 
find what is needed once you have set the 3rdParty dir in cmake. I think I have 
not structured my dependencies correctly for the all to be found. It is on my 
to-do list to clean up the dependencies I have published, and if necessary 
modify the 'find module' cmake files so they are all automatically detected, 
but this task never seems to rise to the top to the list : )

If anyone has built 64 bit dependencies using VS2010 I am happy to package them 
up and make them available too. It is also on my to-do list to publish 64bti 
binaries but that is another task that never quite seems to get done.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Joel Graff
Sent: Saturday, 6 November 2010 8:41 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [build] 3rd party libs and VS 2010

Just as a follow-up (esp. for others who aren't greatly familiar with cmake), I 
discovered that most of my problems getting the various plugins to show up in 
the generated VS project were solved by clicking the Advanced checkbox in the 
upper right of the cmake gui.

This exposes a whole bunch more variables for referencing libraries, not the 
least of which are the Freetype libraries.  I set the directory paths / lib 
locations and viola! freetype compiles!

Hope it helps save someone else a week of work trying to get OSG to compile...

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the use of the intended recipient only.  Any unauthorised viewing, use, 
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copying, alteration, storage or distribution of, or reliance on, this message is
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Re: [osg-users] Visual Studio 2010 binaries

2010-11-10 Thread Christiansen, Brad
Hi,

I have added 'fix the png header' to the list : )
I didn't build debug libraries for boost as I didn't need them and compiling 
all the dependencies for the collada plug-in took a long time. If you do build 
the debug version or replace the png header could you send them to me so I can 
update the zip so others don't end up with the same issue?

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian 
Buchner
Sent: Monday, 8 November 2010 7:11 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 binaries

Thank you for your response.

I noticed your zip archive contains png.h from version 1.2.39 whereas
the supplied .lib file is version 1.4.3. This triggers a runtime error
in my application (which also uses Qt and other libraries).

And them I am still facing issues with the Collada plugin in Debug
mode, which currently refuses to load as a DLL. I suspect this is
because the boost dependencies were only supplied as binaries in
release mode. But with the pointers you provided, I should be able to
create debug versions as well.

Christian
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Re: [osg-users] [build] 3rd party libs and VS 2010

2010-11-10 Thread Christiansen, Brad
Hi,

I certainly am. I am not doing a 64bit build at the moment but it will save me 
(and others) some time compiling them. If you can get them to me I will package 
them up and post a link on the osg-wiki. I am not sure I will get it done in 
the next week or as I am off on holidays on Saturday for a week, but I will 
upload them once I get back if I run out of time.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: Wednesday, 10 November 2010 6:01 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [build] 3rd party libs and VS 2010

Hi Brad,

I got some dependencies for VC10 64bits (WinSDK 7.1):
- curl-7.21.1 without SSL
- freetype-2.4.2
- jpeg-8b
- lpng143
- zlib

And some others:
- Boost 1.44
- freealut-1.1.0
- libsquish
- ode-0.11.1
- ogg, vorbis
- OpenAL-Soft

Interested?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Brad Christiansen brad.christian...@thalesgroup.com.au a écrit :

 Hi,
 
 Ideally this shouldn't be necessary as the cmake find modules should
 be able to find what is needed once you have set the 3rdParty dir in
 cmake. I think I have not structured my dependencies correctly for the
 all to be found. It is on my to-do list to clean up the dependencies I
 have published, and if necessary modify the 'find module' cmake files
 so they are all automatically detected, but this task never seems to
 rise to the top to the list : )
 
 If anyone has built 64 bit dependencies using VS2010 I am happy to
 package them up and make them available too. It is also on my to-do
 list to publish 64bti binaries but that is another task that never
 quite seems to get done.
 
 Cheers,
 Brad
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Joel
 Graff
 Sent: Saturday, 6 November 2010 8:41 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] [build] 3rd party libs and VS 2010
 
 Just as a follow-up (esp. for others who aren't greatly familiar with
 cmake), I discovered that most of my problems getting the various
 plugins to show up in the generated VS project were solved by clicking
 the Advanced checkbox in the upper right of the cmake gui.
 
 This exposes a whole bunch more variables for referencing libraries,
 not the least of which are the Freetype libraries.  I set the
 directory paths / lib locations and viola! freetype compiles!
 
 Hope it helps save someone else a week of work trying to get OSG to
 compile...
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=33554#33554
 
 
 
 
 
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
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copying, 

Re: [osg-users] Visual Studio 2010 binaries

2010-11-10 Thread Christiansen, Brad
Thanks heaps. I will try and get the updates posted today. 

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian 
Buchner
Sent: Wednesday, 10 November 2010 8:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 binaries

Here is your x86 3rdparty folder enhanced with the following fixes

-replaced the png headers
-added a debug DLL build of the Collada DOM
-(optionally) added boost 1.4.3 headers

without boost headers
http://www.mediafire.com/file/tmu278o6fej7jpi/3rdParty.7z

with boost 1.43 headers
http://www.mediafire.com/file/nh37v305e509m83/3rdParty_noboost.7z

You're free to integrate any of this into your binary distribution. I will
keep it up on mediafire for a while.

Christian
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[osg-users] Pausing the database pager

2010-11-10 Thread Christiansen, Brad
Hi,

I am currently implementing run-time merging of datasets created using VPB. 
When I add a new dataset I walk through an existing PagedLOD structure and add 
the appropriate Layers to the existing terrain tiles. During this process I may 
also update/add children and or settings of an existing PagedLOD.  The same 
class that manages this process is also responsible for loading subtiles in 
response to a database request.

The problem I am having at the moment is that it is possible for my update 
thread (the frame loop is paused for the update) to be in the middle of merging 
in a new data set when a request comes in to load subtiles. This is causing 
some headaches as it is possible for me to miss updating subtiles that have 
been created due the request, but not yet added as a child to my PagedLOD. I am 
also iterating through a vector in one of the threads and updating it in the 
other which is obviously bad news.

I could implement some sort of locking mechanism to solve the problem but I 
think it would be much cleaner to, before starting the update, pause the 
DatabasePager, clear any outstanding requests and wait for any requests that 
are currently being processed to complete. I could then safely updated the 
PagedLOD structure, then restart the pager.

There is a setDatabasePagerThreadPause method but from my understaning of the 
code this returns immiadiatley. What I need to do is wait for the the pause to 
be completed before I continue. Is this functionality already available? I cant 
see how to achieve what I want but the pager is a not a simple class to 
understand so I may be missing something.

Cheers,

Brad



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Re: [osg-users] Proposed changes to VPB re compression

2010-10-26 Thread Christiansen, Brad
Hi,

I have just finished some basic benchmarking of the three different compression 
methods I am playing with with some very surprising results (to me anyway : ) I 
created a small test app that used either the current GL context, NVTT with 
CUDA or vanilla CPU based NVTT to compress an image to a specified format. The 
image was compressed ten times and the total time taken is given in seconds. I 
ran the tests on two machines (one laptop and one desktop).

Desktop Win7 3.2ghz CPU Geforce GTX275
--
CPUCUDA  GL
DXT117.0   1.47   0.66
DXT1a   14.22 0.47
DXT312.58  1.48   0.52


Laptop Win7 3.17ghz CPU ATI Mobility FireGL V5700
-
CPUGL
DXT118.61  3.913
DXT1a   20.65  3.948
DXT318.13  0.977


The main surprise for me was how much faster using the current GL approach is 
compared to using NVTT. There is a big difference between the two video cards 
but both are much faster than the CPU. I was a bit disappointed at the CUDA 
results especially given this will only work on Nvidia cards and some formats 
(the DXT1a cuda score isn't given as this output format doesn't support cuda 
acceleration atm).


Before these tests I was leaning towards defaulting to using NVTT for maximum 
compatibility but this doesn't look so good now.

Cheers,
Brad






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Re: [osg-users] Proposed changes to VPB re compression

2010-10-26 Thread Christiansen, Brad
Hi,

I remembered you had previous mentioned about the debug build of nvtt so I did 
check that. I was also having some issues with building from source and using 
static libs for nvtt so I ended up switching to the pre-build binaries from the 
Nvidia web site just to be sure I wasn't breaking something at my end. Using 
either my own release build or the pre-built binaries the results were the same 
(as I posted before).

I have now completed the changes need to be able to switch at runtime between 
the different techniques and have done a quick test of vpbmaster generating 6 
levels of blue marble data from an ecw file. In this test the run using the GL 
compressor finished in 17.7 seconds while the nvtt run took 90 seconds. I 
wonder if this could be a platform difference? Maybe the GL drivers under Linux 
do the compression in software while the windows ones do it in hardware.

Regarding submitting these changes, I have had a quick look at what 
modifications I have made and while they aren't huge, they have been made on 
top of the various outstanding submissions for VPB. Would you prefer me to hold 
off with this submission until you have gone through the others individually (I 
will handle and merges on my end) or should I just submit the combination of my 
and Fabiens changes as I have them?

I have named the options: 
--compressor-nvtt (nvvt, cuda if available) --compressor-nvtt-nocuda (force no 
cuda) --compressor-gl-driver (current method)
which match to new build option 'compressionMethod': 
enum CompressionMethod{ GL_DRIVER, NVTT,NVTT_NOCUDA }

Let me know if you can think of better names. 

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, 26 October 2010 8:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Proposed changes to VPB re compression

Hi Brad,

When I first tested the NVTT based compression on my Linux system I
found that the NVTT compression was slower than GL based.  I then
checked the build options of NVTT and the Release build was set,
fixing this and then a rebuilding NVTT improved the results so they
matched the GL compile time.

As for the idea of having the -texture-process command line option to
select which to use, I think this is a good idea.  #if'defing the code
paths for when NVTT isn't available is a perfectly acceptable thing to
do in this instance as we aren't talking about lots of place in the
code.

Cheers,
Robert.

On Tue, Oct 26, 2010 at 12:00 PM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Hi,

 I have just finished some basic benchmarking of the three different 
 compression methods I am playing with with some very surprising results (to 
 me anyway : ) I created a small test app that used either the current GL 
 context, NVTT with CUDA or vanilla CPU based NVTT to compress an image to a 
 specified format. The image was compressed ten times and the total time taken 
 is given in seconds. I ran the tests on two machines (one laptop and one 
 desktop).

 Desktop Win7 3.2ghz CPU Geforce GTX275
 --
        CPU    CUDA  GL
 DXT1    17.0   1.47   0.66
 DXT1a   14.22         0.47
 DXT3    12.58  1.48   0.52


 Laptop Win7 3.17ghz CPU ATI Mobility FireGL V5700
 -
        CPU    GL
 DXT1    18.61  3.913
 DXT1a   20.65  3.948
 DXT3    18.13  0.977


 The main surprise for me was how much faster using the current GL approach is 
 compared to using NVTT. There is a big difference between the two video cards 
 but both are much faster than the CPU. I was a bit disappointed at the CUDA 
 results especially given this will only work on Nvidia cards and some formats 
 (the DXT1a cuda score isn't given as this output format doesn't support cuda 
 acceleration atm).


 Before these tests I was leaning towards defaulting to using NVTT for maximum 
 compatibility but this doesn't look so good now.

 Cheers,
 Brad






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[osg-users] Tip for large VPB builds

2010-10-25 Thread Christiansen, Brad
Hi,

Over the weekend I discovered some data preparation steps that have resulted in 
a dramatic improvement in the performance of my VPB generation runs and thought 
I should share. While I haven't done a proper benchmark, it appears that the 
changes I made to the source data have cut the processing time for one of my 
datasets from around 18 days to just 1.5 days.

The original source data was several thousand DTED tiles, 12 large GeoTiffs 
(about 1 gig each) and hundreds of small GeoTiffs (10s-100s of megs each). 
Before sending the data to VPB, I used Global Mapper (not free but it is cheap 
for what you get) to convert all the color data into one ecw file per layer (3 
total). I also converted the DTED tiles into a single compressed .img (edras) 
file and generated overviews in this file using GDAL. I tried creating a 
JPEG2000 elevation file but this crashed on each attempt.

After this, the source data went from 1000s of files to just 4 and the size on 
disk was reduced by roughly one order of magnitude. All this processing took (a 
vague guess of) 24 hours. Given that the VPB process has been reduced by many 
times this it appears to be a relatively small overhead and makes the data a 
lot easier to deal with.

I think the main improvements in speed come from ECWs brilliant performance in 
generating arbitrary overviews of the color data as well as a clear savings in 
disk overhead. The only downside with using the ecw format is the slightly 
painful liscing of the ECW sdk which meant that I had to rebuild GDAL with ECW 
support rather than using the gdal binaries available from the 3rdParty libs on 
the OSG wiki. It is however possible to download pre-built gdal binaries (which 
you can link OSG against) with ecw support, though I am not convinced they meet 
the license requirements of ECW. 

If anyone else gives this a shot I would be very interested to see if the gains 
I have found can be repeated.

Cheers,
Brad



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[osg-users] Proposed changes to VPB re compression

2010-10-25 Thread Christiansen, Brad
Hi,

I have found some time to work on the new NVTT compression path in VPB and have 
a couple of quick questions about how best to proceed. 

My current plan is to add a couple of new options to osgdem/vpbmaster such as 
--textureProcessor-GL (old implementation) --textureProcessor-CPU (current nvtt 
implementation) --textureProcessor-CUDA (nvtt with cuda). When osgdem is run, 
it will try and use the requested texture processing path, failing back to CPU 
if this is not available. Does this approach sound reasonable?

In relation to this, should the use of nvtt remain optional? This does seem 
doable but it will result in some macro uglyness in the code and will 
complicate some sections.

One last question for anyone who has built VPB with the new nvvt code, did 
everything build ok after cmake had configured the projects? I found I had to 
add nvtts internal squish.lib as a dependancy to get things building. I have 
added this to the cmake setup (as well as the cuda runtime (optionaly)), but am 
curious to know if this requirement is purely an artifact of how I built nvtt.

One final note, if anyone wants to have a quick  play with the new code under 
windows I have packaged up the reuqired 3rd party libs (gdal, nvtt, cuda) for 
VS2008 x64 and x86 and can post them if wanted.

Cheers,

Brad 




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Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-10-20 Thread Christiansen, Brad
Hi,

I never managed to get any further. I am still just forcing the output of the 
dll and seriously considering moving back to VS 2008.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: Wednesday, 20 October 2010 4:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

Hi all,

Any update on this side? I've got the same issue (I use fstream in my project 
which depends on osgDB, under VC2010 x64).
Or is there a way to temporarily workaround this in OSG with an ugly #ifdef?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

- Anders Backman ande...@cs.umu.se a écrit :

 Ok, I have localized the problem.
 
 
 For example, the class osgDB::fstream:
 
 
 
 class OSGDB_EXPORT fstream : public std::fstream
 {
 
 
 };
 
 
 which just inherits from std:.fstream causes the symbols of
 std::fstream to be exposed into osgDB.dll
 
 
 This effectively means that It might cause problems for people linking
 against osgDB.dll later on.
 Same goes for inheriting from std::string, std::ostringstream etc.
 
 
 This must obviously be a bug, a very serious one in VS2010.
 We had a class derived from std::ostringstream, which exposed the
 symbols in the vtable for the class:
 
 
 namespace ns
 {
 class Notify : public std::ostringstream
 {
 };
 }
 
 
 Using depends.exe to analyze the dll-file gives:
 
 
 const ns::Notify::`vftable'{for `std::basic_ostringstreamchar,struct
 std::char_traitschar,class std::allocatorchar '}
 
 
 My issue was reported to the msdn forum. Their first take was: Oh you
 use CMake, thats not our product :-)
 But in later threads, they tried to reproduce the problem without
 luck...
 So if you manage to reproduce this in a small example, go ahead and
 post it. We must make them aware of this problem.
 
 
 http://social.msdn.microsoft.com/Forums/en-US/vclanguage/thread/191de00a-53c9-4bd9-9cb6-e844eb224ca2
 
 
 /Anders
 
 On Mon, Aug 30, 2010 at 4:31 AM, Christiansen, Brad 
 brad.christian...@thalesgroup.com.au  wrote:
 
 
 
 
 
 
 Hi,
 
 
 
 Unfortunately I can't offer a solution, but I thought I would mention
 I have come across this exact problem and have also pulled my hair out
 trying to find a solution. This same problem exists when building
 virtual planet builder, linking with osgDB causes the multiply defined
 symbols. I had no other issues building the 3rd party libs and osg
 with 2010.
 
 
 
 The only way I could move forward was to allow multiply defined
 symbols (as has already been mentioned). I agree this seems dangerous
 and is not a solution but it has allowed me to continue working. So
 far it hasn’t caused any issues with my vpb build.
 
 
 
 Given you have used the streams extensively without issue and it seems
 osgDB is the source of the trouble, have you had a look to see if
 there is any discernable difference between your code and that in
 osgDB ?
 
 
 
 I would love to find a solution to this.
 
 
 
 Cheers,
 
 Brad
 
 
 
 
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org ] On Behalf Of Anders
 Backman
 Sent: Friday, 27 August 2010 4:00 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OT: VS2010 LNK2005 problem related to
 ostringstream
 
 
 
 
 
 
 
 I have verified the build mode for all ingoing libraries.
 
 
 
 
 
 I build all the dependencies myself. Including OSG.
 
 
 
 
 
 The problem I have (which is OSG related), is that if I build without
 OSG support (no rendering), it all works.
 
 
 And I still use std::ostringstream and std::stringstream quite
 extensively...
 
 
 We still link against OpenThreads (but no rendering).
 
 
 
 
 
 
 
 
 So only when I link against osg (osg.lib, osgDB.lib, osgText.lib,
 osgShadow.lib, osgViewer.lib osgGA.lib) I get this problem.
 
 
 
 
 
 I have verified that osg (and OpenThreads) are all built consistently
 all over the field. Release and /MD (MultiThreadedDLL), which is
 default from CMake.
 
 
 
 
 
 
 
 
 So I can use/link against OpenThreads.lib, but not OSG...
 
 
 
 
 
 Rather nasty problem, I'm trying to reduce it, but I'm getting
 nowhere.
 
 
 And once again, same settings, same CMake version, same code all over
 the place, and it works in VS2008...
 
 
 
 
 
 /A
 
 
 
 
 
 On Thu, Aug 26, 2010 at 8:17 PM, Simon Hammett 
 s.d.hamm...@googlemail.com  wrote:
 
 Ah ok, then next things to check:
 
 Make absolutely sure you aren't mixing up objects  libraries from the
 different builds.
 For my projects I include a vc version number in the name, so
 .vc7.lib/vc7.dll  .vc9.lib/.vc9.dll
 and I also use the vc version in the name of output  intermediate
 directory
 
 Then check all the code for any use of
 
 #pragma comment(lib, libname)
 
 and make sure any preprocessor guards that select different versions
 have been updated to know about vc2010

Re: [osg-users] Intersecting volumes and terrain

2010-10-15 Thread Christiansen, Brad
Hi,

I haven't done this myself, but I believe the PolytopeIntersector will give you 
a list of points you are after. You need to define the planes that make up your 
volume and then use an IntersectionVisitor with the PolytopeIntersector to 
intersect agains your terrain. From there you can retrieve the intersection 
points. I know something similar is done in the osgSim::OverlayNode though I 
think its usage is more complex than yours.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev
Sent: Saturday, 16 October 2010 1:32 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Intersecting volumes and terrain

Hi, I generate terrain using VPB and need to implement intersection lines like 
on attached picture (green lines that shows intersecton between cone and 
terrain). Could someone please give me a hint how to make it using osg?


Thank you!
Cheers,
Roman

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Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Christiansen, Brad
Hi Robert,

I have done some more reading and I understand a little what is going on. With 
this understanding I have made the same fix but without defining any additional 
macros (though I do use the already defined GL_APIENTRY). The change to tess.h 
also removes the special case for windows as this is handled already by using 
the existing GL_APIENTRY.

The cause of the problem is the fact the OSG is built using the _cdecl calling 
convention (which is normal). However if you're using any callback functions 
with the Windows API (which the GLU implementation does), they must be declared 
using CALLBACK and/or WINAPI. That will apply appropriate decorations to make 
the compiler generate code that cleans the stack correctly. On Windows with 
visual sutio GL_APIENTRY ends up being defined as WINAPI.

Let me know if you are happy with the new approach.

Cheers,

Brad

-Original Message-
From: osg-submissions-boun...@lists.openscenegraph.org 
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Robert 
Osfield
Sent: Thursday, 14 October 2010 3:58 PM
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] [osg-users] Crash with SVN version of 
Tessellator (FIXED)

Hi Brad,

I would really like to keep the macro crud down in the headers, there
is already the OSG_EXPORT macro used, this is purely to placate
Windows issues, but to have yet another macro placed in a function
call really is forcing the readability to deteriorate further.  Can
this be avoided?  We declare other functions in the OSG without
anything more than the OSG_EXPORT.

The implementation side I'm a little less concerned about, as it
already has these macros in place, but they don't have the extra
OSG_EXPORT.

Robert.


On Thu, Oct 14, 2010 at 5:24 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Hi,

 I have managed to track down the issue and have attached the fix. The problem 
 was that the GLU functions were using a different calling convention. I don't 
 for a second pretend to understand the issue properly or why it exists as 
 anything that combines windows and C++ completely defies my understanding. 
 However, what I have done seems reasonable and does fix the problem. Somebody 
 who actually understands this stuff might have a cleaner solution but the 
 changes are actually very small and seem inline with what has been done in 
 other parts of OSG.

 For anyone who is interested or might understand the errors better, the 
 Visual Studio debugger reported the following:
 Run-Time Check Failure #0 - The value of ESP was not properly saved across 
 a function call.  This is usually a result of calling a function declared 
 with one calling convention with a function pointer declared with a 
 different calling convention.

 This led me here:
 http://blogs.msdn.com/b/mithuns/archive/2006/12/11/pay-attention-to-the-calling-convention.aspx
 Which is what I based my fix on.



 I have also noticed some warning during compilation which I haven't fixed but 
 thought I would mention anyway:

 1  tess.cpp
 1..\..\..\src-trunk\src\osg\glu\libtess\tess.cpp(505): warning C4611: 
 interaction between '_setjmp' and C++ object destruction is non-portable

 1  error.cpp
 1..\..\..\src-trunk\src\osg\glu\libutil\error.cpp(135): warning C4245: 
 'initializing' : conversion from 'int' to 'GLuint', signed/unsigned mismatch

 1  tess.cpp
 1..\..\..\src-trunk\src\osg\glu\libtess\tess.cpp(505): warning C4611: 
 interaction between '_setjmp' and C++ object destruction is non-portable

 1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(5208): warning 
 C4701: potentially uninitialized local variable 'iter' used
 1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(5550): warning 
 C4701: potentially uninitialized local variable 'iter' used
 1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(6934): warning 
 C4701: potentially uninitialized local variable 'iter' used
 1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(7368): warning 
 C4701: potentially uninitialized local variable 'iter' used

 Cheers.
 Brad


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Christiansen, Brad
 Sent: Thursday, 14 October 2010 9:40 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Crash with SVN version of Tessellator

 Hi Robert,

 Both osgtesselate and osgtext3D crash as well. The stack trace for 
 osgtesselate is:

osgd.dll!RenderStrip(osg::GLUtesselator * tess=0x0272a9f8, GLUhalfEdge * 
 e=0x0272e6a0, long size=12907152)  Line 311 + 0x32 bytesC++
 osgd.dll!__gl_renderMesh(osg::GLUtesselator * tess=0x0272a9f8, GLUmesh * 
 mesh=0x0272bb40)  Line 99 + 0xd bytesC++
 osgd.dll!osg::gluTessEndPolygon(osg::GLUtesselator * tess=0x0272a9f8)  
 Line 572 + 0xd bytesC++
 osgUtild.dll!osgUtil::Tessellator::endTessellation()  Line 87 + 0xf bytes 
C++
 osgUtild.dll!osgUtil

Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Christiansen, Brad
Cheers.

Every time I touch windows programming I cringe and generaly run as fast as I 
can in the other direction. Unfortunately this isnt always possible.
I have a feeling some of the other glu functions may suffer the same windows 
missery. Do any of the other examples use the new functions that you know of? 
If so I will do some testing and try and ensure they work on windows as well.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, 14 October 2010 7:12 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osg-submissions] Crash with SVN version of 
Tessellator (FIXED)

Hi Brad,

I think this change is a bit cleaner and an acceptable, albeit with a
bit cringe about how hacky windows programming is and the fallout it
has on the rest of the programming world.  You changes are now merged
and submitted to svn/trunk.

Cheers,
Robert.

On Thu, Oct 14, 2010 at 11:41 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Hi Robert,

 I have done some more reading and I understand a little what is going on. 
 With this understanding I have made the same fix but without defining any 
 additional macros (though I do use the already defined GL_APIENTRY). The 
 change to tess.h also removes the special case for windows as this is handled 
 already by using the existing GL_APIENTRY.

 The cause of the problem is the fact the OSG is built using the _cdecl 
 calling convention (which is normal). However if you're using any callback 
 functions with the Windows API (which the GLU implementation does), they must 
 be declared using CALLBACK and/or WINAPI. That will apply appropriate 
 decorations to make the compiler generate code that cleans the stack 
 correctly. On Windows with visual sutio GL_APIENTRY ends up being defined as 
 WINAPI.

 Let me know if you are happy with the new approach.

 Cheers,

 Brad

 -Original Message-
 From: osg-submissions-boun...@lists.openscenegraph.org 
 [mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield
 Sent: Thursday, 14 October 2010 3:58 PM
 To: OpenSceneGraph Submissions
 Subject: Re: [osg-submissions] [osg-users] Crash with SVN version of 
 Tessellator (FIXED)

 Hi Brad,

 I would really like to keep the macro crud down in the headers, there
 is already the OSG_EXPORT macro used, this is purely to placate
 Windows issues, but to have yet another macro placed in a function
 call really is forcing the readability to deteriorate further.  Can
 this be avoided?  We declare other functions in the OSG without
 anything more than the OSG_EXPORT.

 The implementation side I'm a little less concerned about, as it
 already has these macros in place, but they don't have the extra
 OSG_EXPORT.

 Robert.


 On Thu, Oct 14, 2010 at 5:24 AM, Christiansen, Brad
 brad.christian...@thalesgroup.com.au wrote:
 Hi,

 I have managed to track down the issue and have attached the fix. The 
 problem was that the GLU functions were using a different calling 
 convention. I don't for a second pretend to understand the issue properly or 
 why it exists as anything that combines windows and C++ completely defies my 
 understanding. However, what I have done seems reasonable and does fix the 
 problem. Somebody who actually understands this stuff might have a cleaner 
 solution but the changes are actually very small and seem inline with what 
 has been done in other parts of OSG.

 For anyone who is interested or might understand the errors better, the 
 Visual Studio debugger reported the following:
 Run-Time Check Failure #0 - The value of ESP was not properly saved across 
 a function call.  This is usually a result of calling a function declared 
 with one calling convention with a function pointer declared with a 
 different calling convention.

 This led me here:
 http://blogs.msdn.com/b/mithuns/archive/2006/12/11/pay-attention-to-the-calling-convention.aspx
 Which is what I based my fix on.



 I have also noticed some warning during compilation which I haven't fixed 
 but thought I would mention anyway:

 1  tess.cpp
 1..\..\..\src-trunk\src\osg\glu\libtess\tess.cpp(505): warning C4611: 
 interaction between '_setjmp' and C++ object destruction is non-portable

 1  error.cpp
 1..\..\..\src-trunk\src\osg\glu\libutil\error.cpp(135): warning C4245: 
 'initializing' : conversion from 'int' to 'GLuint', signed/unsigned mismatch

 1  tess.cpp
 1..\..\..\src-trunk\src\osg\glu\libtess\tess.cpp(505): warning C4611: 
 interaction between '_setjmp' and C++ object destruction is non-portable

 1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(5208): warning 
 C4701: potentially uninitialized local variable 'iter' used
 1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(5550): warning 
 C4701: potentially uninitialized local variable 'iter' used
 1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(6934

Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Christiansen, Brad
Hi,

I have tested parts 2 and 3 and they are working without error. I can't think 
of an easy way to get an OpenGL error thought to test part 1. OSG is too good 
at protecting OpenGL from the likes of me : )

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, 14 October 2010 8:36 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osg-submissions] Crash with SVN version of 
Tessellator (FIXED)

Hi Brad,

On Thu, Oct 14, 2010 at 12:41 PM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Every time I touch windows programming I cringe and generaly run as fast as I 
 can in the other direction. Unfortunately this isnt always possible.
 I have a feeling some of the other glu functions may suffer the same windows 
 missery. Do any of the other examples use the new functions that you know of? 
 If so I will do some testing and try and ensure they work on windows as well.

There are essentially three parts of GLU that I've pulled in.  The parts are:

1) Error message string gluErrorString(), this is very simple
2) Mipmapping and gluScaleImage functions, all in glu/libutil/mipmap.cpp
3) Tessellation all found in glu/libtess

Part 1 is used is various of places over the OSG when checking OpenGL
errors.  Run the OSG and get an OpenGL error message and you'll be
exercising this part.

Part 2 if the OSG generates mipmaps on the CPU or rescales imagery
then it'll be stressing this part.  The running osggeometry example
will invoke a rescale of the non power of two image, so is a place to
see a quick test of the new functionality.

Part 3 is stressed by osgtext3D and osgtessellate.

Robert.
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[osg-users] Crash with SVN version of Tessellator

2010-10-13 Thread Christiansen, Brad
Hi,

I have just updated to the latest revision of OSG and am now getting a crash 
when calling Tessellator.retessellatePolygons.

The code in my application calling this function hasn't changed in many years 
and has started breaking since the update. I have debugged the issue a little 
and the crash is occuring when the Tessellator::endTessellation function is 
called. The crash occurs on a call to free. I think I will need to do a full 
debug build of OSG to get much further with my debuging (I am using release 
with debug info) but a full rebuild will take me a while.

The previous (working) version of OSG I used was revision 11703 and the new 
(broken) revision is 11835.

I know al the new GLU code has been added between these revision so I am 
guessing that is what is causing the error. Before I go much further I was 
wondering if anyone had any info that might help me track down the issue. It 
doesn't seem that the required usage of Tessellator has changed but I am hoping 
it has so I can simply call some different methods to fix the issue.

Cheers,

Brad





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Re: [osg-users] Crash with SVN version of Tessellator

2010-10-13 Thread Christiansen, Brad
Hi,

I forgot a few details. I am runnign Windows 7 with Visual Studio 2010.

The relevent bit of the stack trace is:

msvcr100.dll!free(void * pBlock=0x0c3acde8)  Line 51C
   osgUtilrd.dll!std::vectorosg::Vec3f *,std::allocatorosg::Vec3f * 
 ::reserve(unsigned int _Count=141)  Line 765 + 0x6 bytes   C++
osgUtilrd.dll!std::vectorosg::Vec3f *,std::allocatorosg::Vec3f * 
::_Reserve(unsigned int _Count=150271084)  Line 1297 + 0x21 bytes  C++
osgUtilrd.dll!std::vectorosg::Vec3f *,std::allocatorosg::Vec3f * 
::push_back(osg::Vec3f * const  _Val=0x)  Line 995 + 0xe bytesC++
08f4f488()  
osgrd.dll!__gl_renderCache(osg::GLUtesselator * tess=0x08f4f9b4)  Line 
493 + 0x1a bytes C++

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Wednesday, 13 October 2010 2:05 PM
To: OpenSceneGraph Users
Subject: [osg-users] Crash with SVN version of Tessellator

Hi,

I have just updated to the latest revision of OSG and am now getting a crash 
when calling Tessellator.retessellatePolygons.

The code in my application calling this function hasn't changed in many years 
and has started breaking since the update. I have debugged the issue a little 
and the crash is occuring when the Tessellator::endTessellation function is 
called. The crash occurs on a call to free. I think I will need to do a full 
debug build of OSG to get much further with my debuging (I am using release 
with debug info) but a full rebuild will take me a while.

The previous (working) version of OSG I used was revision 11703 and the new 
(broken) revision is 11835.

I know al the new GLU code has been added between these revision so I am 
guessing that is what is causing the error. Before I go much further I was 
wondering if anyone had any info that might help me track down the issue. It 
doesn't seem that the required usage of Tessellator has changed but I am hoping 
it has so I can simply call some different methods to fix the issue.

Cheers,

Brad





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disclosure,
copying, alteration, storage or distribution of, or reliance on, this message is
strictly prohibited. No part may be reproduced, adapted or transmitted without 
the
written permission of the owner. If you have received this transmission in 
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are not an authorised recipient, please immediately notify the sender by return 
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delete this message and all copies from your e-mail system, and destroy any 
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Re: [osg-users] Crash with SVN version of Tessellator

2010-10-13 Thread Christiansen, Brad
Hi Robert,

Both osgtesselate and osgtext3D crash as well. The stack trace for osgtesselate 
is:

osgd.dll!RenderStrip(osg::GLUtesselator * tess=0x0272a9f8, GLUhalfEdge * 
 e=0x0272e6a0, long size=12907152)  Line 311 + 0x32 bytesC++
 osgd.dll!__gl_renderMesh(osg::GLUtesselator * tess=0x0272a9f8, GLUmesh * 
mesh=0x0272bb40)  Line 99 + 0xd bytesC++
 osgd.dll!osg::gluTessEndPolygon(osg::GLUtesselator * tess=0x0272a9f8)  
Line 572 + 0xd bytesC++
 osgUtild.dll!osgUtil::Tessellator::endTessellation()  Line 87 + 0xf bytes  
  C++
 osgUtild.dll!osgUtil::Tessellator::retessellatePolygons(osg::Geometry  
geom={...})  Line 285C++
 osgtessellated.exe!makeFrontWall(const float zpos=0.)  Line 289 + 
0x19 bytesC++
 osgtessellated.exe!makeHouse()  Line 295 + 0xb bytesC++
 osgtessellated.exe!makeTessellateExample()  Line 563 + 0x5 bytesC++
 osgtessellated.exe!main(int argc=1, char * * argv=0x0270dbe8)  Line 762 + 
0x5 bytesC++
 osgtessellated.exe!__tmainCRTStartup()  Line 555 + 0x19 bytesC
 osgtessellated.exe!mainCRTStartup()  Line 371C

Now I have a nice simple example to debug (and a debug build of it) I will try 
and dig a little further and track down the issue. I am not holding my breath 
though as my C++ debugging skills are not exactly stellar. I am primarily a 
Java programmer after all : )

I assume this is a platform specific issue of some type? It would be great to 
get some feedback from others using different platforms and compilers to try 
and narrow down the cause of the crash.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, 13 October 2010 4:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Crash with SVN version of Tessellator

Hi Brad,

As you've spotted the GLU tessellation code has now been integrated
with the build of the core OSG library.  I have taken the code from
Mesa 7.9, which in turn based it's GLU implementation on SGI base.
I'd expect most GLU implementations are based on the original SGI code
base, they might all have different bug fixes applied to them, perhaps
the Mesa code doesn't have a fix that the previous GLU library that
you were linking against had, or perhaps I've introduced a bug during
integration.

One advantage now is that you will be able build the GLU code with
debug along with the rest of the OSG and be able step through it see
where problems might be arising.  From your stack trace the line:

:push_back(osg::Vec3f * const  _Val=0x)

Looks pretty suspicious.  The debug info doesn't really reveal exactly
which code is calling phs_back with the dodgy value.

BTW, Do you see problems when you run osgtext3D? Or osgtessellate?
Both of these will be using the newly integrated GLU tessellation
code.

Robert.


On Wed, Oct 13, 2010 at 9:42 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Hi,

 I forgot a few details. I am runnign Windows 7 with Visual Studio 2010.

 The relevent bit of the stack trace is:

        msvcr100.dll!free(void * pBlock=0x0c3acde8)  Line 51    C
       osgUtilrd.dll!std::vectorosg::Vec3f *,std::allocatorosg::Vec3f * 
 ::reserve(unsigned int _Count=141)  Line 765 + 0x6 bytes   C++
        osgUtilrd.dll!std::vectorosg::Vec3f *,std::allocatorosg::Vec3f * 
 ::_Reserve(unsigned int _Count=150271084)  Line 1297 + 0x21 bytes  C++
        osgUtilrd.dll!std::vectorosg::Vec3f *,std::allocatorosg::Vec3f * 
 ::push_back(osg::Vec3f * const  _Val=0x)  Line 995 + 0xe bytes    
 C++
        08f4f488()
        osgrd.dll!__gl_renderCache(osg::GLUtesselator * tess=0x08f4f9b4)  Line 
 493 + 0x1a bytes C++

 Cheers,

 Brad

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Christiansen, Brad
 Sent: Wednesday, 13 October 2010 2:05 PM
 To: OpenSceneGraph Users
 Subject: [osg-users] Crash with SVN version of Tessellator

 Hi,

 I have just updated to the latest revision of OSG and am now getting a crash 
 when calling Tessellator.retessellatePolygons.

 The code in my application calling this function hasn't changed in many years 
 and has started breaking since the update. I have debugged the issue a little 
 and the crash is occuring when the Tessellator::endTessellation function is 
 called. The crash occurs on a call to free. I think I will need to do a full 
 debug build of OSG to get much further with my debuging (I am using release 
 with debug info) but a full rebuild will take me a while.

 The previous (working) version of OSG I used was revision 11703 and the new 
 (broken) revision is 11835.

 I know al the new GLU code has been added between these revision so I am 
 guessing that is what is causing the error. Before I go much further I was 
 wondering if anyone had any info that might help me track down

Re: [osg-users] Crash with SVN version of Tessellator (FIXED)

2010-10-13 Thread Christiansen, Brad
Hi,

I have managed to track down the issue and have attached the fix. The problem 
was that the GLU functions were using a different calling convention. I don't 
for a second pretend to understand the issue properly or why it exists as 
anything that combines windows and C++ completely defies my understanding. 
However, what I have done seems reasonable and does fix the problem. Somebody 
who actually understands this stuff might have a cleaner solution but the 
changes are actually very small and seem inline with what has been done in 
other parts of OSG.

For anyone who is interested or might understand the errors better, the Visual 
Studio debugger reported the following:
 Run-Time Check Failure #0 - The value of ESP was not properly saved across a 
 function call.  This is usually a result of calling a function declared with 
 one calling convention with a function pointer declared with a different 
 calling convention.

This led me here: 
http://blogs.msdn.com/b/mithuns/archive/2006/12/11/pay-attention-to-the-calling-convention.aspx
Which is what I based my fix on.



I have also noticed some warning during compilation which I haven't fixed but 
thought I would mention anyway:

1  tess.cpp
1..\..\..\src-trunk\src\osg\glu\libtess\tess.cpp(505): warning C4611: 
interaction between '_setjmp' and C++ object destruction is non-portable

1  error.cpp
1..\..\..\src-trunk\src\osg\glu\libutil\error.cpp(135): warning C4245: 
'initializing' : conversion from 'int' to 'GLuint', signed/unsigned mismatch

1  tess.cpp
1..\..\..\src-trunk\src\osg\glu\libtess\tess.cpp(505): warning C4611: 
interaction between '_setjmp' and C++ object destruction is non-portable

1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(5208): warning 
C4701: potentially uninitialized local variable 'iter' used
1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(5550): warning 
C4701: potentially uninitialized local variable 'iter' used
1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(6934): warning 
C4701: potentially uninitialized local variable 'iter' used
1d:\osg\osg-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(7368): warning 
C4701: potentially uninitialized local variable 'iter' used

Cheers.
Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Thursday, 14 October 2010 9:40 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Crash with SVN version of Tessellator

Hi Robert,

Both osgtesselate and osgtext3D crash as well. The stack trace for osgtesselate 
is:

osgd.dll!RenderStrip(osg::GLUtesselator * tess=0x0272a9f8, GLUhalfEdge * 
 e=0x0272e6a0, long size=12907152)  Line 311 + 0x32 bytesC++
 osgd.dll!__gl_renderMesh(osg::GLUtesselator * tess=0x0272a9f8, GLUmesh * 
mesh=0x0272bb40)  Line 99 + 0xd bytesC++
 osgd.dll!osg::gluTessEndPolygon(osg::GLUtesselator * tess=0x0272a9f8)  
Line 572 + 0xd bytesC++
 osgUtild.dll!osgUtil::Tessellator::endTessellation()  Line 87 + 0xf bytes  
  C++
 osgUtild.dll!osgUtil::Tessellator::retessellatePolygons(osg::Geometry  
geom={...})  Line 285C++
 osgtessellated.exe!makeFrontWall(const float zpos=0.)  Line 289 + 
0x19 bytesC++
 osgtessellated.exe!makeHouse()  Line 295 + 0xb bytesC++
 osgtessellated.exe!makeTessellateExample()  Line 563 + 0x5 bytesC++
 osgtessellated.exe!main(int argc=1, char * * argv=0x0270dbe8)  Line 762 + 
0x5 bytesC++
 osgtessellated.exe!__tmainCRTStartup()  Line 555 + 0x19 bytesC
 osgtessellated.exe!mainCRTStartup()  Line 371C

Now I have a nice simple example to debug (and a debug build of it) I will try 
and dig a little further and track down the issue. I am not holding my breath 
though as my C++ debugging skills are not exactly stellar. I am primarily a 
Java programmer after all : )

I assume this is a platform specific issue of some type? It would be great to 
get some feedback from others using different platforms and compilers to try 
and narrow down the cause of the crash.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, 13 October 2010 4:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Crash with SVN version of Tessellator

Hi Brad,

As you've spotted the GLU tessellation code has now been integrated
with the build of the core OSG library.  I have taken the code from
Mesa 7.9, which in turn based it's GLU implementation on SGI base.
I'd expect most GLU implementations are based on the original SGI code
base, they might all have different bug fixes applied to them, perhaps
the Mesa code doesn't have a fix that the previous GLU library that
you were linking against had, or perhaps I've introduced a bug during
integration.

One advantage now is that you will be able build the GLU code

Re: [osg-users] New nvtt based compression in VPB

2010-10-11 Thread Christiansen, Brad
Thanks for the answer. I literally just opened up the project to try and track 
down the issue. I am glad I check my email first!
I will apply the patch you submit to my local repository and test it as soon as 
its available.

Have you managed to get the cuda code path working with nvtt? I saw no 
difference in performance when I rebuilt with cuda support so I am guessing it 
wasn't being used.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Fabien 
Lavignotte
Sent: Monday, 11 October 2010 4:02 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] New nvtt based compression in VPB

Hi Brad,
I just check the code, in fact it does not work when using --terrain,
only with --polygonal.
I am submitting a fix to Robert.

Cheers,
Fabien
 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: dimanche 10 octobre 2010 07:02
To: OpenSceneGraph Users
Subject: [osg-users] New nvtt based compression in VPB

Hi,

I have just completed a build of VPB using the new nvtt code path.
Everything thing seems to have compiled and linked ok and VPB still
works. The issue I am seeing is that the resulting textures arnt
compressed. Some processing is definitely being done as using
--RGBA-compressed or -compressed-dxt5 results in my test build taking 4
times longer than using --RGBA. The resulting dds images are not
compressed at all though. Using RGBA-compressed result in RGBA images
and DXT5 results in RGB images (determined using nvtt nvddsinfo).

I will try and track down what is going on but it seems very odd. Has
anyone had success with this new code path?

I am running:
Windows 7 64 bit
VS 2009 SP1 64 bit builds
OSG, VPB and nvtt (and gdal) were all compiled from source using the
latest versions.

Cheers,

Brad 



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[osg-users] The next step using nvtt

2010-10-11 Thread Christiansen, Brad
Hi,

After some playing with the new nvvt code path in VPB I have had some thoughts 
on possible improvements / extensions to what has already been done and would 
like to see if anyone else has anything to add.

What I would like to support is the following:

From a single VPB build / install I would like to be able to always use the 
fastest path available for texture compression. Without actually benchmarking 
the 3 possibilities I would guess, from fastest to slowest, the paths would 
be: 
- CUDA based nvtt (Nvidia site claims 10x faster than CPU path): requires an 
Nvidia GPU
- OpenGL context based ARB_COMPRESSION : ATI or non-CUDA Nvidia card
- CPU nvtt : no suitable GPU available

I did do some basic benchmarking between ARB_COMPRESSION and nvtt CPU based 
compression and found the VPB build using OpenGL compression was ~4-5 times 
faster (in total run time). This is obviously a very big difference in 
performance.

For a project I am working on we will have no direct control over the hardware 
VPB will be running on so I need to ensure that a pure CPU solution is 
available. However I don't want to slow down the builds unnecessarily if a 
suitable GPU is installed.

Before I start trying to code this, does this sound feasible / desirable? 
Robert, I know you mentioned that you would be looking into integrating nvtt at 
some point into OSG. Would this sort of change fit more naturally into some 
kind of general OSG texture tools plug-in / utility or am I best just to focus 
on VPB for now?

Cheers,

Brad



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[osg-users] New nvtt based compression in VPB

2010-10-09 Thread Christiansen, Brad
Hi,

I have just completed a build of VPB using the new nvtt code path. Everything 
thing seems to have compiled and linked ok and VPB still works. The issue I am 
seeing is that the resulting textures arnt compressed. Some processing is 
definitely being done as using --RGBA-compressed or -compressed-dxt5 results in 
my test build taking 4 times longer than using --RGBA. The resulting dds images 
are not compressed at all though. Using RGBA-compressed result in RGBA images 
and DXT5 results in RGB images (determined using nvtt nvddsinfo).

I will try and track down what is going on but it seems very odd. Has anyone 
had success with this new code path?

I am running:
Windows 7 64 bit 
VS 2009 SP1 64 bit builds
OSG, VPB and nvtt (and gdal) were all compiled from source using the latest 
versions.

Cheers,

Brad 



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Re: [osg-users] Performance problem with osgTerrain

2010-10-06 Thread Christiansen, Brad
Hi,

Just thought I should report that I have also come across this issue and have 
seen similar issues. I have also commented out the equalization code :  )
I will try and make some time to code up a fix in the next few days.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, 6 October 2010 10:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Performance problem with osgTerrain

Hi Fabien,

On Wed, Oct 6, 2010 at 2:13 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
 We are testing in release build. And we have the same result on windows and 
 linux.
 The high cost is a little bit surprising but i didn't have time to 
 investigate further.
 So, the idea is add a flag on osgTerrain (hum set/getProcessNeigbours maybe?)

Terrain::set/getBoundaryEqualization(bool) would be my choice for naming.

I'm busy with other tasks right now so can't tackle this, feel free to
dive and add it ;-)

On the performance side, one thing I've planned for
osgTerrain::GeometryTechnique is to split off the boundary mesh parts
from the central mesh for each tile, so that when you have to rebuild
the boundaries you don't need to rebuild the central mesh.  This
change should make it possible to keep the cost of boundary
equalization much lower.

Robert.
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Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-08-29 Thread Christiansen, Brad
Hi,

Unfortunately I can't offer a solution, but I thought I would mention I have 
come across this exact problem and have also pulled my hair out trying to find 
a solution. This same problem exists when building virtual planet builder, 
linking with osgDB causes the multiply defined symbols. I had no other issues 
building the 3rd party libs and osg with 2010.

The only way I could move forward was to allow multiply defined symbols (as has 
already been mentioned). I agree this seems dangerous and is not  a solution 
but it has allowed me to continue working. So far it hasn't caused any issues 
with my vpb build.

Given you have used the streams extensively without issue and it seems osgDB is 
the source of the trouble, have you had a look to see if there is any 
discernable difference between your code and that in osgDB ?

I would love to find a solution to this.

Cheers,
Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Anders Backman
Sent: Friday, 27 August 2010 4:00 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

I have verified the build mode for all ingoing libraries.

I build all the dependencies myself. Including OSG.

The problem I have (which is OSG related), is that if I build without OSG 
support (no rendering), it all works.
And I still use std::ostringstream and std::stringstream quite extensively...
We still link against OpenThreads (but no rendering).


So only when I link against osg (osg.lib, osgDB.lib, osgText.lib, 
osgShadow.lib, osgViewer.lib osgGA.lib) I get this problem.

I have verified that osg (and OpenThreads) are all built consistently all over 
the field. Release and /MD (MultiThreadedDLL), which is default from CMake.


So I can use/link against OpenThreads.lib, but not OSG...

Rather nasty problem, I'm trying to reduce it, but I'm getting nowhere.
And once again, same settings, same CMake version, same code all over the 
place, and it works in VS2008...

/A

On Thu, Aug 26, 2010 at 8:17 PM, Simon Hammett 
s.d.hamm...@googlemail.commailto:s.d.hamm...@googlemail.com wrote:
Ah ok, then next things to check:

Make absolutely sure you aren't mixing up objects  libraries from the 
different builds.
For my projects I include a vc version number in the name, so .vc7.lib/vc7.dll 
 .vc9.lib/.vc9.dll
and I also use the vc version in the name of output  intermediate directory

Then check all the code for any use of

#pragma comment(lib, libname)

and make sure any preprocessor guards that select different versions have been 
updated to know about vc2010.


On 26 August 2010 18:37, Anders Backman 
ande...@cs.umu.semailto:ande...@cs.umu.se wrote:
Well, I have verified that ALL the dependencies Im using are all built with /MD 
and NOT debug.
Im building all of the dependencies for osg and our lib myself, so I got full 
control.

Also, as I wrote before, I have even tried to build our libs using project 
files generated from cmake  vs2008, build with vs2008 -  works ok.
Open same project files in vs2010 - problem occurs.
Im using buildscripts to build dependencies, and it all works for vs2008...
No external libraries, everything is built from code.

For VS2010, all the dependencies (including osg 2.8.3) builds/links fine.
But for my libs, I get the linking errors.

Allowing multiple symbols sounds dangerous, and it did not resolve my problem...

/A

On Thu, Aug 26, 2010 at 7:26 PM, Simon Hammett 
s.d.hamm...@googlemail.commailto:s.d.hamm...@googlemail.com wrote:

On 26 August 2010 17:35, Anders Backman 
ande...@cs.umu.semailto:ande...@cs.umu.se wrote:

snip

 CMake defaults to /MD code generation (MultiThreaded). Im using this 
consistently over all my libraries (just double checked to be sure).

Never use that setting unless you know what you are doing.

Change every project to

Multi-threaded Debug DLL (/MDd) for Debug builds and
Multi-threaded DLL (/MD) for Release builds

And it will all start working.

Those Runtime library settings are the number one 'gotch-ya' for Visual studio, 
and Cmake defaulting to them is daft.

--
http://www.ssTk.co.uk

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Re: [osg-users] [vpb] inlineImageFile MIP_MAPPING_HARDWARE suggestion

2010-08-11 Thread Christiansen, Brad
Hi,

Looks correct to me. Support for .osgb has only recently been added to VPB and 
it looks like the case you mention was missed. I would suggest you submit a 
patch to osg-submissions.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexander Irion
Sent: Wednesday, 11 August 2010 9:28 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] inlineImageFile  MIP_MAPPING_HARDWARE suggestion

Hi,

shouldn't the line

bool inlineImageFile = _dataSet-getDestinationTileExtension()==.ive; 

be expanded to:

bool inlineImageFile = _dataSet-getDestinationTileExtension()==.ive || 
_dataSet-getDestinationTileExtension()==.osgb;

inorder to get mipmaps as imagery in osgb files?

I would also only set hardware mipmap generation in the output file, when 
MIP_MAPPING_HARDWARE is set:

texture-setUseHardwareMipMapGeneration(getImageOptions(layerNum)-getMipMappingMode()
 == DataSet::MIP_MAPPING_HARDWARE);

Is this correct?

--Alex






Thank you!

Cheers,
Alexander

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Re: [osg-users] Visual Studio 2010 and iostream

2010-08-09 Thread Christiansen, Brad
Hi,

I am also using Win7 64 Ultimate, VS2010 Prof, CMake 2.8.2. I am not sure where 
the binaries are built as I always use the install target in VS. This places 
everything correctly in the directory I specified in CMake.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic 
Bouvier
Sent: Tuesday, 10 August 2010 12:31 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 and iostream

Yes I do. Windows 7 64, VS2010, CMake 2.8.2

-Fred

- Martin Naylor martinnay...@virginmedia.com a écrit :

 Hi Fred,
 I just removed cmake 2.8 and installed cmake 2.8.2 and rechecked out
 OSG and I still have the same issue with exe and dll's not being moved
 or created in the OSG bin folder, it's a pain everytime you recompile
 anything as it's a manual copy job..
 
 Just tried it on my 32bit machine and still the same results.
 I am beginning to suspect it's something different in Windows 7, is
 anyone else compiling with Windows 7x64/32 and VS2010?
 
 
 Regards
 
 Martin.
 
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Frederic Bouvier
 Sent: 06 August 2010 17:16
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
 This error is gone with CMake 2.8.2
 
 -Fred
 
 - Martin Naylor a écrit :
 
  Hi Fred,
  A that explains why I don’t see errors...
  I am still using vs2008 as VS2010 seems to leave the exe files in
 the
  bin and lib folders whenever I build and I had funny linker errors
  last time ( a few months back).
 
  I might have a go at building flightgear later, let you know how it
  goes or doesn’t!
 
  Regards
 
  Martin.
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
  Frederic Bouvier
  Sent: 06 August 2010 15:21
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
  Hi Martin,
 
  to be precise, I don't see any errors when building OSG. The problem
  arise when liking the application (here, it is FlightGear). I use
 3rd
  party libs already used for the VS2008 build. VS2010 is used to
 build
  OSG and FlightGear.
 
  -Fred
 
  - Martin Naylor a écrit :
 
   Interesting, I have just managed to build it VS2010 with no
 problems
   using 2008 libaries.
   You could try using CMake to generate 2008 projects files and
  convert
   them to 2010 using VS2010, see if it makes a difference?
  
   Regards
  
   Martin.
  
  
   -Original Message-
   From: osg-users-boun...@lists.openscenegraph.org
   [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
   Frederic Bouvier
   Sent: 06 August 2010 13:44
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] Visual Studio 2010 and iostream
  
   Hi Jason,
  
   - Jason Alexander a écrit :
  
Recently Brad Christiansen uploaded some 3rd party binaries
 built
   with
Visual Studio 2010.  (Thanks!)  He noted problems with iostream.
  I
still have iostream problems when linking in OSG into my
  application
in specific places under Visual Studio 2010.  Does anyone
  understand
what the issue is?
   
Originally, I thought that the 3rd party libraries I was using
  were
built with a previous version of VS and, thus, caused these
  linking
issues when rolled into my application.  I would have thought
 that
using 3rd party libraries totally built with vs2010 would have
resolved this, but Brad even noted this problem when he
 originally
posted the binaries.  Any insight would be appreciated!
  
   I also encountered these issues. I ended up adding /FORCE:MULTIPLE
  to
   my link arguments. There is a field for that in the link topic of
  the
   project properties.
  
   -Fred
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Re: [osg-users] Visual Studio 2010 and iostream

2010-08-08 Thread Christiansen, Brad
Hi,

As mentioned before, I also had the same issue linking VPB (but not my own 
application). I also ended up resorting to adding /FORCE:MULTIPLE. This was all 
done using CMake 2.8.1. I will try with 2.8.2 as you suggested. Did you have to 
rebuild OSG from scratch to resolve the issue?

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic 
Bouvier
Sent: Saturday, 7 August 2010 12:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 and iostream

This error is gone with CMake 2.8.2

-Fred

- Martin Naylor a écrit :

 Hi Fred,
 A that explains why I don’t see errors...
 I am still using vs2008 as VS2010 seems to leave the exe files in the
 bin and lib folders whenever I build and I had funny linker errors
 last time ( a few months back).
 
 I might have a go at building flightgear later, let you know how it
 goes or doesn’t!
 
 Regards
 
 Martin.
 
 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Frederic Bouvier
 Sent: 06 August 2010 15:21
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
 Hi Martin,
 
 to be precise, I don't see any errors when building OSG. The problem
 arise when liking the application (here, it is FlightGear). I use 3rd
 party libs already used for the VS2008 build. VS2010 is used to build
 OSG and FlightGear.
 
 -Fred
 
 - Martin Naylor a écrit :
 
  Interesting, I have just managed to build it VS2010 with no problems
  using 2008 libaries.
  You could try using CMake to generate 2008 projects files and
 convert
  them to 2010 using VS2010, see if it makes a difference?
 
  Regards
 
  Martin.
 
 
  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
  [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
  Frederic Bouvier
  Sent: 06 August 2010 13:44
  To: osg-users@lists.openscenegraph.org
  Subject: Re: [osg-users] Visual Studio 2010 and iostream
 
  Hi Jason,
 
  - Jason Alexander a écrit :
 
   Recently Brad Christiansen uploaded some 3rd party binaries built
  with
   Visual Studio 2010.  (Thanks!)  He noted problems with iostream. 
 I
   still have iostream problems when linking in OSG into my
 application
   in specific places under Visual Studio 2010.  Does anyone
 understand
   what the issue is?
  
   Originally, I thought that the 3rd party libraries I was using
 were
   built with a previous version of VS and, thus, caused these
 linking
   issues when rolled into my application.  I would have thought that
   using 3rd party libraries totally built with vs2010 would have
   resolved this, but Brad even noted this problem when he originally
   posted the binaries.  Any insight would be appreciated!
 
  I also encountered these issues. I ended up adding /FORCE:MULTIPLE
 to
  my link arguments. There is a field for that in the link topic of
 the
  project properties.
 
  -Fred
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[osg-users] Visual Studio 2010 binaries

2010-08-01 Thread Christiansen, Brad
Hi All,

I have built OSG, VPB and many of the 3rd party libraries using Visual Studio 
2010 (trying to decide whether to upgrade). I have just uploaded them in case 
anyone else might find them useful:

http://members.iinet.net.au/~bchrist/OSG-Rev11685-Binaries-2010-x86.zip.zip 
(today's trunk)
http://members.iinet.net.au/~bchrist/VPB-Rev1013-Binaries-VS2010-x86.zip 
(today's trunk)
http://members.iinet.net.au/~bchrist/OSG-3rdParty-VS2010-x86.zip 
http://members.iinet.net.au/~bchrist/GDAL-1.6.3-Apps-VS2010-x86.zip 

I had to submit a very small patch to osgTerrain (missing include) and have had 
to make some small changes to the DirectShow plug-in (not yet submitted) but 
other than that OSG built without issue. VPB compiled fine but I did get a link 
error against osgDB which I couldn't resolve (duplicate symbol for a destructor 
of an iostream or something) but I forced the generation of the dll and it runs 
without any (obvious) issues.

The 3rd party libraries included are:
free type
gif
glut
jpeg
png
tiff
squish
zlib
gdal (no debug)
collada (no debug)
curl (no ssl) 
DirectShow (you still need to install the Windows SDK to build the plug-in)

Cheers,
Brad







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Re: [osg-users] Visual Studio 2010 3rd Party

2010-07-30 Thread Christiansen, Brad
Hi,

I have finished building the 3rd party libs using VS2010. I have compiled OSG 
without issue, though I have not done any testing. VPB fails to link against 
osgDB due to a duplicate symbol for the destructor of an iostream. I had this 
issue last time I used 2010. I have forced the link and am about to do some 
testing of VPB.

The way I have structured things seems to result in the auto-detection of the 
libs in cmake to fail in many cases so I had to manually specify locations but 
this isn't too big an issue for now. I would love to get some feedback on 
whether all the libs are working ok.

What is included:
freetype
gdal (no debug)
gif
glut
jpeg
collada (no debug, takes a lot of effort to build this one!)
curl (no ssl for now)
png
tif
squish
zlib

This isn't a complete list but it is a good starting point. It would be great 
if people could add some of the others over time. once they have been tested I 
will look at getting them posted to the OSG wiki.

http://members.iinet.net.au/~bchrist/3rdPartyLib.zip

Good luck,

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Alexander
Sent: Thursday, 29 July 2010 11:22 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 3rd Party

That would be fantastic!!  I appreciate it!

Thank you!

Cheers,
Jason

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Re: [osg-users] Visual Studio 2010 3rd Party

2010-07-30 Thread Christiansen, Brad
Forgot to mention, I have only built the 32 bit binaries. If there is demand 
for 64 bit then I will look at building them too.

I have now tested my VPB build (with the force option to work-around the link 
error) and it works fine.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Friday, 30 July 2010 2:03 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 3rd Party

Hi,

I have finished building the 3rd party libs using VS2010. I have compiled OSG 
without issue, though I have not done any testing. VPB fails to link against 
osgDB due to a duplicate symbol for the destructor of an iostream. I had this 
issue last time I used 2010. I have forced the link and am about to do some 
testing of VPB.

The way I have structured things seems to result in the auto-detection of the 
libs in cmake to fail in many cases so I had to manually specify locations but 
this isn't too big an issue for now. I would love to get some feedback on 
whether all the libs are working ok.

What is included:
freetype
gdal (no debug)
gif
glut
jpeg
collada (no debug, takes a lot of effort to build this one!)
curl (no ssl for now)
png
tif
squish
zlib

This isn't a complete list but it is a good starting point. It would be great 
if people could add some of the others over time. once they have been tested I 
will look at getting them posted to the OSG wiki.

http://members.iinet.net.au/~bchrist/3rdPartyLib.zip

Good luck,

Cheers,

Brad


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Alexander
Sent: Thursday, 29 July 2010 11:22 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 3rd Party

That would be fantastic!!  I appreciate it!

Thank you!

Cheers,
Jason

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Re: [osg-users] Visual Studio 2010 3rd Party

2010-07-28 Thread Christiansen, Brad
Hi,

Sorry about the silence, been off with the flu for the last week. I can't track 
down the binaries I built (looks like some overzealous hard drive cleaning 
claimed them) but I still have the projects etc so I will try and get the 
binaries built over the weekend.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Alexander
Sent: Thursday, 22 July 2010 8:00 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 3rd Party

Posting those binaries somewhere would be a fantastic help to me and others, it 
sounds like!  Thanks!!!

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Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-07-27 Thread Christiansen, Brad
Hi,

I am not using this functionality at the moment but I do plan on doing so in 
the relatively near future. As such, please keep posting any findings you make. 
If it looks like some modifications to the code could help performance I would 
be willing to chip in some effort.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller, 
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 28 July 2010 2:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

Since I didn't receive any input or feedback on my previous inquiry, I'm 
assuming no one has used osgSim very much in an extensive setting.?.?

At any rate, I've done some further investigation. It appears that performance 
is very poor when HAT inquiries are randomly called in different portions of 
the code via the
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the other 
hand, if HAT points via hat.addPoint() are collected up and then computed 
(intersections) in one place, performance improves. I'm assuming that this is 
the correct usage for OSG? If this is true, I must say that this is a major 
problem since HAT inquiries need to be done at different times throughout the 
application due to dependencies on HAT for other calculations.

I would like some feedback from someone in the know on osgSim so I know what 
the proper usage is for maximum performance. If it is true that all HAT points 
in OSG need to be consolidated for intersection calculation, then I will 
attempt to refactor the code to support what OSG wants.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,Shayne 
R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Friday, July 23, 2010 10:57 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgSim HeightAboveTerrain performance...

All,

 

I was wanting some feedback for those who have used osgSim in querying VPB 
database info such has HAT, LOS, etc., during runtime. 

 

I'm seeing some performance issues when using
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT value 
for a particular location in the database. At times, we need multiple HAT 
values per frame which seems to bog the performance down. I would surmise that 
LOS calculations are probably worse since multiple intersections are computed.

 

My question is, is how efficient is the osgSim HAT function? Is the process of 
retrieving HAT a slow one? If so, is there a way to improve performance if one 
or more HAT requests are issued on a per frame basis?

 

Thanks in advance,

-Shayne




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Re: [osg-users] Visual Studio 2010 3rd Party

2010-07-20 Thread Christiansen, Brad
Hi,

I have previously built the majoroty of the 3rd party libs with VS2010 so I 
will try and track down the binaries I produced. 

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Alexander
Sent: Wednesday, 21 July 2010 4:35 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 3rd Party

Hi,

Nothing yet.  Hoping 3rd party libraries show up soon.  Please post to this 
thread if anyone has them available!

Thank you!

Cheers,
Jason

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Re: [osg-users] Fix for adding / removing layers / optional layers using VPB

2010-07-01 Thread Christiansen, Brad
Hi Torben,

I have replied on the osg-user list rather than submissions, hope that's ok.

I cant say exactly what Roberts plan for optional layers was / is but I can 
tell you how I am using them.

Optional image layers have their images stored in a separate directory 
structure from 'normal' layers. For example, when not using optional layers, 
all meshes and images will be stored in a directory structure such as:

root/
earth.ive 
earth_root_L0_X0_Y0/
earth_subtile_l_X0_Y0/

If you then add another 'normal' layer, no new files or folders are created, 
the new imagery is just included (by default) in the existing .ive / .osgb 
files. When you add an optional layer, all the new imagery is stored under a 
separate directory. In the case of the above example:

root/
earth.ive 
earth_root_L0_X0_Y0/
earth_subtile_l_X0_Y0/
MyOptionalLayer/
earth_L0_X0_Y0_l1.dds
etc


I am not sure exactly how loading layers is handled by the default Terrain 
Technique (I am using a custom one) but one big advantage I gain is that it 
allows me to load optional layers on demand. If all the imagery for a layer is 
contained in a single .ive / .osgb file, then this must be loaded as one, 
regardless of wether all the layers are actually being displayed. With the 
optional layer approach, it is possible to only the load the imagery that is 
currently being viewed. This is important for my project as our clients can 
often have a low bandwidth connection to the map server. This enables us to 
make a large number of layers available without effecting the load time of the 
base tiles.

My standard setup for VPB generated databases is to only have one 'normal' 
layer with data such as blue marble. This acts as the default layer that is 
always available. All other imagery layers are added as optional layers. 

I hope that makes some sense.

Cheers,

Brad




-Original Message-
From: osg-submissions-boun...@lists.openscenegraph.org 
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Torben 
Dannhauer
Sent: Thursday, 1 July 2010 2:46 PM
To: osg-submissi...@lists.openscenegraph.org
Subject: Re: [osg-submissions] Fix for adding / removing layers / optional 
layers using VPB

Hi Brad and Robert,

thanks for your fixes.

One question: can you explain me what optional layers are? ;)


Thank you!

Cheers,
Torben

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Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-07-01 Thread Christiansen, Brad
Hi,

Sounding great so far. A lot to digest! I have a couple of questions.

One thing I am not clear on is how the rules for injecting a Shader into a 
ShaderMain would work. This is an area I have had difficulty with in my own 
shader assembly approach. For example, how will it be possible to change the 
order in which shaders are applied? As a contrived example, I might want to use 
the material color of a fragment as the input to my lighting shader, and then 
blend my textures with the result. Alternatively, I might want to first blend 
all my textures, then use this color as the input to the lighting shader. How 
would I specify these kind of rules?

Another area I am not clear on is how (if at all) we will be able to avoid 
doing the same calculations many times for a single vertex or fragment. Say, 
for example, we need the ec position of a vertex as an input to several of our 
vertex Shaders. Would each shader have to recalculate this value independently? 
This shouldn't be a major hit to performance in most cases but it is obviously 
less efficient than just doing the calculation once. Then again, maybe the 
compiler can figure this out for us.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, 1 July 2010 4:30 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Shader composition, OpenGL modes and custom modes

Hi All,

I've been thinking about the various classes and relationships that
we'll need to support both the front end API for shader composition,
and the backend implementation of it, and my current thoughts are:

1) The ShaderSet I've been discussing over my last few post should be renamed,
my current preferred name is ShaderComponent.

2) Rather than ShaderComponent (was ShaderSet) have the details of how to
inject code into the shader main for each of the vertex, geometry
and fragment
mains, I now feel it would be more managable to move injection support into
   osg::Shader.

   This would mean that ShaderComponent would then just have a list of
one or more
   osg::Shader.  These Shaders would then be grouped into ones that affect the
   vertex, geometry and fragment programs.

   The osg::Shader class would have some new API for setting up the inject code,
   this could be empty/inactive in a default constructed osg::Shader,
so wouldn't
   affect how we use osg::Shader/osg::Program right now.  It's only when shader
   composition comes into play will these extra fields be queried.

3) StateAttribute would have a ShaderComponent that implements the
   shader functionality, this ShaderComponent would typically be shared between
   the same type of StateAttribute.  The StateAttribute attribute
would also provide
   osg::Uniform that pass in the values to the associated ShaderComponent, these
   osg::Unfirom will be applied by the existing
StateAttribute::apply(..) method.

   This is approach I've been discussing before (save for the ShaderSet rename.)

4) osg::State will maintain a current list of enabled ShaderComponent's, this
list of pointers will form a key to search for the appropriate osg::Program
to apply to achieve that functionality.  The way that the osg::Program will
be wrapped up and cached is within a ShaderAssembly.   osg::State
would internally manage the creation of ShaderAssembly, and cache of these
and apply the osg::Program they contain.

Lazy state updating in osg::State will seek to minimize the times that
the state is changed between ShaderAssembly.  When the set/list of enabled
ShaderComponent's changes a the appropriate ShaderAssumbly for this set
of ShaderComponent is then lookup in the ShaderAssembly cache.  If
non apporpriate ShaderAssembly is found then the ShaderComposer is
invoked to create a new ShaderAssembly which is then cached and made
current.

 5) A ShaderAssembly is an internal implementation class so not something
 a user would normally worry about, only the ShaderComposer or
 subclasses from it would need to know about it.

 A ShaderAssembly has the final osg::Program that is applied to OpenGL,
 this osg::Program is composed on the osg::Shader's provided by the
 osg::ShaderComponent, and also an automatically created osg::Shader
 main for each of the vertex, geometry and fragment parts osg::Program.

 The automatically generated shader mains are wrapped up in a ShaderMain
 class that has a list of osg::Shader that contribute to it, these
osg::Shader
 are pulled in from the ShaderComponent's that are associated with the
 ShaderAssembly.  The individual osg::Shader that assigned to a ShaderMain
 provide the code injection details that enable the ShaderComposer to create
 the final main() code that gets placed in the ShaderMain's automatically
 generated osg::Shader.

 The ShaderAssembly contains a 

Re: [osg-users] Shader composition, OpenGL modes and custom modes

2010-06-30 Thread Christiansen, Brad
Hi,

I would just like to comment on this:

 Ooo I hadn't thought about providing a mechanism for computing vertex 
 positions on the CPU, but this would be very very useful for the quandary of 
 using shaders to modify the vertex positions dynamically.
 The mechanism would need to know the uniform state and the ShaderSet that 
 are relevant, so the StateAttribute might be the place to couple this.  Or 
 perhaps the ??IntersectionVisitor etc. could accumulate StateSet's and pick 
 out the StateAttribute that effect the vertex position.

I have recently run into this issue when doing billboarding within a vertex 
shader. To still allow picking I have had to write a custom routine that 
operates on only this section of my scene and mask it out of the general 
picking mechanism. This is quite a painful and time consuming process. I 
believe this issue will become very common as more work is moved into vertex 
and geometry shaders. As such I would be very keen to see this sort of 
functionality incorporated into the core. There is also some danger in doing so 
though, as this could make picking operations much more expensive. After all, I 
moved the billboard calculation from the CPU to the GPU for a reason :  )

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, 30 June 2010 5:05 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Shader composition, OpenGL modes and custom modes

Hi Roland,

On Tue, Jun 29, 2010 at 10:22 PM, Roland Smeenk roland.sme...@tno.nl wrote:
 1) Provide a way of encapsulating all the details required to
 contribute a single chunk of functionality that will be combined with other 
 active ShaderSet to provide final composed osg::Program.

 Isn't this what I solved with the ShaderMode class?

I believe ShaderMode and ShaderSet are pretty close in concept, the
fit a similar role and functionality granularity.  Implementation and
usage wise they differ, but they have lots of similarity, i.e. they
are both big cats, but ones a tiger and ones a lion.


 Or is it that you are trying to separate the shader mode associated with a 
 StateAttribute from the part that is responsible for adding of the piece of 
 shader functionality.

My currently thought is that the various StateAttribute subclasses
would provide a standard ShaderSet instance that implements their
functionality, but also make it possible to override this standard
ShaderSet with custom ones.  For instance we might have a standard
implementation of osg::Light, but we also want to enable users to have
their own implementation, by just providing their own
MyCustomPerPixelLightShaderSet.

There might also be cases where a osg::StateAttribute subclass might
dynamically decide which ShaderSet to use depending upon how it's
configured - this would be if we wanted to reduce the number of
uniforms by having more pre-configured shaders.

 In my contribution I implemented a single ShaderMode that implements all 
 fixed function lighting possibilities. For new types of lighting it seems 
 more logical to indeed make a more fine grained breakup of ShaderModes.

 However there's a (minor) advantage to this one size fits all lighting code 
 currently.  To enable or disable lighting you simply can override a single 
 mode. In the case where there are multiple lighting modes (directional, spot 
 etc.) overall disabling of lighting needs to be done per lighting type. It 
 might be needed that multiple ShaderSets implementing the same aspect/feature 
 can be switched on or off all together with a single override. This will also 
 be needed for instance in shadow map creation where in the first pass you 
 would like to render geometry into a shadowmap as cheaply as possible and 
 therefore without lighting.
 Perhaps multiple ShaderSets implement a the same aspect/feature in the final 
 program that need to be disabled or enabled collectively. Again in the case 
 of shadowmap creation you would like to only render geometry, no texturing, 
 no lighting, no fog, but you do want to take into account skinned mesh 
 deformation, wind deflection etc.

I don't yet have any concrete plan on how to manage the case where
multiple GL enums control particular features.  It might be that it'll
be best to map some of the controls to uniforms that enable one to
toggle features on/off such as lighting, but it might also be that we
it could be best to just pass the all modes on the StateAttribute when
asking for the appropriate ShaderSet to use and let it decide what to
use.

This type of issue I expect to fall out of experience with
implementing various fixed function functionality such as Lighting.


 3) The ShaderSet would contain list osg::Shader objects, these osg::Shader 
 objects would target which ever part of the overall program that the 
 ShaderSet effects - be in multiple osg::Shader for vertex programs, 

Re: [osg-users] New problem with VPB serializer

2010-06-25 Thread Christiansen, Brad
Hi,

I just looked over last night's email and realized what I wrote is about as 
clear as mud.

The problem is this: when the build options are read from disk by the 
readOptionalLayerSet method in BuildOptionsIO a leading empty string is 
retrieved from the stream resulting in an optional layer being added (which 
doesn't exist in the original file) with an empty name.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Friday, 25 June 2010 1:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] New problem with VPB serializer

Hi,

I have tracked down the issue further and have attached a 'fix' for the 
problem. My code change does seem to work but it is clearly not the correct 
solution. Wang Rui (or somebody else familiar with the new serialization), I am 
hoping that you will be able to point in the in direction of a proper fix as I 
am now stuck (and it is way past my bedtime :  ).

The old code was:

static bool readOptionalLayerSet( osgDB::InputStream is, vpb::BuildOptions bo 
) {
vpb::BuildOptions::OptionalLayerSet ols = bo.getOptionalLayerSet();
unsigned int size = 0; is  size  osgDB::BEGIN_BRACKET;
for ( unsigned int i=0; isize; ++i  )
{
std::string value;
is.readWrappedString( value );
ols.insert(value);
}
is  osgDB::END_BRACKET;
return true;
}

and my 'fix; is:

static bool readOptionalLayerSet( osgDB::InputStream is, vpb::BuildOptions bo 
) {
vpb::BuildOptions::OptionalLayerSet ols = bo.getOptionalLayerSet();
unsigned int size = 0; is  size  osgDB::BEGIN_BRACKET;
++size; //new
for ( unsigned int i=0; isize; ++i  )
{
std::string value;
is.readWrappedString( value );
  if(!value.empty()) { //new
  ols.insert(value);
  } //new
}
is  osgDB::END_BRACKET;
return true;
}

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Friday, 25 June 2010 12:40 AM
To: OpenSceneGraph Users
Subject: [osg-users] New problem with VPB serializer

Hi,

I have just tracked down another issue with the VPB serializer. This time the 
issue arises when you try to add an optional layer (nb: this fails at an 
earlier point with the code in trunk at the moment, I will be submitting a fix 
for that tomorrow, though the issue can be demonstrated without it).

When build options that contain an optional layer are serialized an empty entry 
is added to the list.
e.g.

OptionalLayerSet 2 {
  
  AnOptionalLayerName
} 

I believe the bug is in BuildOptionsIO.cpp, probably in the SetSerializer 
class, thought I haven't managed to track it down exactly yet.

The attached files can be used to reproduce the error.
original.source is a copy of the build_master.source that was written out when 
I tried to add an optional set.

If you run:
 osgdem -s original.source --so original_resaved.source an error will be 
produced as the file cannot be read.

I have also attached 'fixed.source'. This has had the  removed (note that the 
number of items in the set is still set to 2). This file can be de-serialized 
and then re-serialized but the result has the extra  included. This can be 
done by running:
osgdem -s fixed.source --so fixed_result.source

Cheers,

Brad



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Re: [osg-users] VPB master fails to patch an existing database (serialization error again?)

2010-06-24 Thread Christiansen, Brad
Hi,

I have just manged to get some time to look into the issue and have found what 
appears to be a problem.

The build compatablity check that is failing, the previous and current 
DatabaseBuilder having a different number of layer image options, seems to be 
the correct state when adding a new layer. If I understand this correctly, the 
check should not be in the code as this will stop you from ever adding new 
layers to an existing database.

I will submit a patch that removes this check but thought I would see if anyone 
knew if it is there for a reason that I am missing. The relevent code is in 
BuildOptions.cpp in the compatable method.

I have now created a more complex test which is failing in a different way so 
back to the debugger..  :  )

Cheers,

Brad



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Wednesday, 23 June 2010 1:16 PM
To: OpenSceneGraph Users
Subject: [osg-users] VPB master fails to patch an existing database 
(serialization error again?)

Hi,

I seem to have uncovered another issue with the recent changes to VPB. If I try 
to do a trivial patch of an existing database I get the error:  Build 
configuration invalid : Previous build options not compatible with new build 
options, cannot patch database.

To reproduce the problem I am using the following simple test case:

-create the database:
vpbmaster --bluemarble-west -t hills.png --bluemarble-east -t hills2.png -o 
./out/test.osgb

-then patch it:
vpbmaster --patch ./out/test.osgb --add --layer 1 --bluemarble-east -t hill3.png

This used to work without issue. 

I have started tracking down what is going wrong and it seems to be failing in 
BuildOptions.cpp method: bool BuildOptions::compatible(BuildOptions rhs) const.
This method returns false as the number of image options are different ( if 
(_imageOptions.size() != rhs._imageOptions.size()) return false; ). It seems 
that when the new .soure file is written out (in the test case above, the file: 
test.osgb.1.source) it contains two identical ImageOptions.

I will keep investigating and post any further information, or hopefully a fix.

Cheers,

Brad

ps- Windows XP, Visual Studio 2008 SP1




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[osg-users] New osgTerrain serializer not calling TileLoadedCallback

2010-06-24 Thread Christiansen, Brad
Hi,

Using the new serializes for osgTerrain, it appears that the TileLoadedCallback 
is not being called when a new TerrainTile is loaded.

This used to be done at the end of the TerrainTile_readLocalData method in the 
old (.ive/.osg format) loaded but I cant see it being done from the new 
serializer (and my caqllback isnt getting called).

I have started to understand the new serializers a little but am hoping to get 
some advice on the most appropriate place to call 
TerrainTile::getTileLoadedCallback()-loaded(theNewlyLoadedTile, options).

Cheers,

Brad  



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Re: [osg-users] New osgTerrain serializer not calling TileLoadedCallback

2010-06-24 Thread Christiansen, Brad
Hi,

I am quite stuck now as to what the best approach is for this behavior using 
the new sterilizers and am hoping somebody with some knowledge in this area can 
help.

What I need to do is call a static method once an object (TerrainTile in this 
instance) has been loaded. I can't see any mechanism by which I can add a 
callback which is called at the end of the de-serialization process. At the 
moment I am looking at writing out a dummy value at the end of the stream so 
when I read it back in I get the opportunity to make my call. This is a very 
ugly hack. 

Any pointers would be greatly appreciated. 

I should add that the more I examine this new mechanism the more I like it. 
Very clean and extensible (except for my odd use case :). Thanks to Wang Rui, 
Robert and everyone else involved. A great addition to osg.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Thursday, 24 June 2010 10:19 PM
To: OpenSceneGraph Users
Subject: [osg-users] New osgTerrain serializer not calling TileLoadedCallback

Hi,

Using the new serializes for osgTerrain, it appears that the TileLoadedCallback 
is not being called when a new TerrainTile is loaded.

This used to be done at the end of the TerrainTile_readLocalData method in the 
old (.ive/.osg format) loaded but I cant see it being done from the new 
serializer (and my caqllback isnt getting called).

I have started to understand the new serializers a little but am hoping to get 
some advice on the most appropriate place to call 
TerrainTile::getTileLoadedCallback()-loaded(theNewlyLoadedTile, options).

Cheers,

Brad  



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Re: [osg-users] New osgTerrain serializer not calling TileLoadedCallback

2010-06-24 Thread Christiansen, Brad
Hi,

Thanks. I have managed to get it to work by writing out a dummy value to the 
end of the terrain tile record and then calling the TileLoadedCallback when I 
read the value back in but as I said, this is a very ugly hack.

My question now is, at this stage, is it a good idea to rely on the 
TileLoadedCallback mechanism within the current osgTerrain design? I think I 
can implement what I need without using it if it looks like this may disappear 
in future versions (given it is currently broken with the new serializers). If 
it is likely that the feature will stay I will just fall back to writing out 
.ive databases for now until a good solution can be implemented (I need to 
generate some new databases very soon for some demos). 

Thanks for the input.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, 24 June 2010 10:48 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] New osgTerrain serializer not calling 
TileLoadedCallback

HI Brad,

I'm afraid I'm still learning about the serializers myself so can't
provide a quick answer.  Hopefully Wang Rui will have some thoughts on
how to do this. My guess is that the design at present isn't set up to
do stuff like this, but is possible to customize the process a bit so
hopefully it won't be too difficult.

Robert.

On Thu, Jun 24, 2010 at 3:43 PM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
 Hi,

 I am quite stuck now as to what the best approach is for this behavior using 
 the new sterilizers and am hoping somebody with some knowledge in this area 
 can help.

 What I need to do is call a static method once an object (TerrainTile in this 
 instance) has been loaded. I can't see any mechanism by which I can add a 
 callback which is called at the end of the de-serialization process. At the 
 moment I am looking at writing out a dummy value at the end of the stream so 
 when I read it back in I get the opportunity to make my call. This is a very 
 ugly hack.

 Any pointers would be greatly appreciated.

 I should add that the more I examine this new mechanism the more I like it. 
 Very clean and extensible (except for my odd use case :). Thanks to Wang Rui, 
 Robert and everyone else involved. A great addition to osg.

 Cheers,

 Brad

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org 
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Christiansen, Brad
 Sent: Thursday, 24 June 2010 10:19 PM
 To: OpenSceneGraph Users
 Subject: [osg-users] New osgTerrain serializer not calling TileLoadedCallback

 Hi,

 Using the new serializes for osgTerrain, it appears that the 
 TileLoadedCallback is not being called when a new TerrainTile is loaded.

 This used to be done at the end of the TerrainTile_readLocalData method in 
 the old (.ive/.osg format) loaded but I cant see it being done from the new 
 serializer (and my caqllback isnt getting called).

 I have started to understand the new serializers a little but am hoping to 
 get some advice on the most appropriate place to call 
 TerrainTile::getTileLoadedCallback()-loaded(theNewlyLoadedTile, options).

 Cheers,

 Brad



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 without the
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Re: [osg-users] New osgTerrain serializer not calling TileLoadedCallback

2010-06-24 Thread Christiansen, Brad
Hi,

Thanks Wang Rui. I am also on GMT +8 (Perth Australia) so yes, it is a little 
late :  )

I am still investigating the issue but it seems the previous problem yourself 
and Robert fixed in relation to the reading of .source file has re-appeared. I 
will post details if I can confirm the issue as well as having a look at the 
changes you made to solve the problem before.

Cheers,

Brad

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: Thursday, 24 June 2010 11:56 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] New osgTerrain serializer not calling 
TileLoadedCallback

Hi Brad,

Thanks for the information. I believe this is a bug of the osgTerrain 
serializers. I will have a look at it tomorrow and try to submit a fix. I'm at 
the timezone GMT+8 and it's a little late at present. :)

Cheers,

Wang Rui

2010/6/24 Christiansen, Brad 
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi,

I am quite stuck now as to what the best approach is for this behavior using 
the new sterilizers and am hoping somebody with some knowledge in this area can 
help.

What I need to do is call a static method once an object (TerrainTile in this 
instance) has been loaded. I can't see any mechanism by which I can add a 
callback which is called at the end of the de-serialization process. At the 
moment I am looking at writing out a dummy value at the end of the stream so 
when I read it back in I get the opportunity to make my call. This is a very 
ugly hack.

Any pointers would be greatly appreciated.

I should add that the more I examine this new mechanism the more I like it. 
Very clean and extensible (except for my odd use case :). Thanks to Wang Rui, 
Robert and everyone else involved. A great addition to osg.

Cheers,

Brad

-Original Message-
From: 
osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org
 
[mailto:osg-users-boun...@lists.openscenegraph.orgmailto:osg-users-boun...@lists.openscenegraph.org]
 On Behalf Of Christiansen, Brad
Sent: Thursday, 24 June 2010 10:19 PM
To: OpenSceneGraph Users
Subject: [osg-users] New osgTerrain serializer not calling TileLoadedCallback

Hi,

Using the new serializes for osgTerrain, it appears that the TileLoadedCallback 
is not being called when a new TerrainTile is loaded.

This used to be done at the end of the TerrainTile_readLocalData method in the 
old (.ive/.osg format) loaded but I cant see it being done from the new 
serializer (and my caqllback isnt getting called).

I have started to understand the new serializers a little but am hoping to get 
some advice on the most appropriate place to call 
TerrainTile::getTileLoadedCallback()-loaded(theNewlyLoadedTile, options).

Cheers,

Brad



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[osg-users] New problem with VPB serializer

2010-06-24 Thread Christiansen, Brad
Hi,

I have just tracked down another issue with the VPB serializer. This time the 
issue arises when you try to add an optional layer (nb: this fails at an 
earlier point with the code in trunk at the moment, I will be submitting a fix 
for that tomorrow, though the issue can be demonstrated without it).

When build options that contain an optional layer are serialized an empty entry 
is added to the list.
e.g.

OptionalLayerSet 2 {
  
  AnOptionalLayerName
} 

I believe the bug is in BuildOptionsIO.cpp, probably in the SetSerializer 
class, thought I haven't managed to track it down exactly yet.

The attached files can be used to reproduce the error.
original.source is a copy of the build_master.source that was written out when 
I tried to add an optional set.

If you run:
 osgdem -s original.source --so original_resaved.source 
an error will be produced as the file cannot be read.

I have also attached 'fixed.source'. This has had the  removed (note that the 
number of items in the set is still set to 2). This file can be de-serialized 
and then re-serialized but the result has the extra  included. This can be 
done by running:
osgdem -s fixed.source --so fixed_result.source

Cheers,

Brad



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fixed.source
Description: fixed.source


original.source
Description: original.source
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Re: [osg-users] New problem with VPB serializer

2010-06-24 Thread Christiansen, Brad
Hi,

I have tracked down the issue further and have attached a 'fix' for the 
problem. My code change does seem to work but it is clearly not the correct 
solution. Wang Rui (or somebody else familiar with the new serialization), I am 
hoping that you will be able to point in the in direction of a proper fix as I 
am now stuck (and it is way past my bedtime :  ).

The old code was:

static bool readOptionalLayerSet( osgDB::InputStream is, vpb::BuildOptions bo 
)
{
vpb::BuildOptions::OptionalLayerSet ols = bo.getOptionalLayerSet();
unsigned int size = 0; is  size  osgDB::BEGIN_BRACKET;
for ( unsigned int i=0; isize; ++i  )
{
std::string value;
is.readWrappedString( value );
ols.insert(value);
}
is  osgDB::END_BRACKET;
return true;
}

and my 'fix; is:

static bool readOptionalLayerSet( osgDB::InputStream is, vpb::BuildOptions bo 
)
{
vpb::BuildOptions::OptionalLayerSet ols = bo.getOptionalLayerSet();
unsigned int size = 0; is  size  osgDB::BEGIN_BRACKET;
++size; //new
for ( unsigned int i=0; isize; ++i  )
{
std::string value;
is.readWrappedString( value );
  if(!value.empty()) { //new
  ols.insert(value);
  } //new
}
is  osgDB::END_BRACKET;
return true;
}

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, 
Brad
Sent: Friday, 25 June 2010 12:40 AM
To: OpenSceneGraph Users
Subject: [osg-users] New problem with VPB serializer

Hi,

I have just tracked down another issue with the VPB serializer. This time the 
issue arises when you try to add an optional layer (nb: this fails at an 
earlier point with the code in trunk at the moment, I will be submitting a fix 
for that tomorrow, though the issue can be demonstrated without it).

When build options that contain an optional layer are serialized an empty entry 
is added to the list.
e.g.

OptionalLayerSet 2 {
  
  AnOptionalLayerName
} 

I believe the bug is in BuildOptionsIO.cpp, probably in the SetSerializer 
class, thought I haven't managed to track it down exactly yet.

The attached files can be used to reproduce the error.
original.source is a copy of the build_master.source that was written out when 
I tried to add an optional set.

If you run:
 osgdem -s original.source --so original_resaved.source an error will be 
produced as the file cannot be read.

I have also attached 'fixed.source'. This has had the  removed (note that the 
number of items in the set is still set to 2). This file can be de-serialized 
and then re-serialized but the result has the extra  included. This can be 
done by running:
osgdem -s fixed.source --so fixed_result.source

Cheers,

Brad



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[osg-users] VPB master fails to patch an existing database (serialization error again?)

2010-06-22 Thread Christiansen, Brad
Hi,

I seem to have uncovered another issue with the recent changes to VPB. If I try 
to do a trivial patch of an existing database I get the error:  Build 
configuration invalid : Previous build options not compatible with new build 
options, cannot patch database.

To reproduce the problem I am using the following simple test case:

-create the database:
vpbmaster --bluemarble-west -t hills.png --bluemarble-east -t hills2.png -o 
./out/test.osgb

-then patch it:
vpbmaster --patch ./out/test.osgb --add --layer 1 --bluemarble-east -t hill3.png

This used to work without issue. 

I have started tracking down what is going wrong and it seems to be failing in 
BuildOptions.cpp method: bool BuildOptions::compatible(BuildOptions rhs) const.
This method returns false as the number of image options are different ( if 
(_imageOptions.size() != rhs._imageOptions.size()) return false; ). It seems 
that when the new .soure file is written out (in the test case above, the file: 
test.osgb.1.source) it contains two identical ImageOptions.

I will keep investigating and post any further information, or hopefully a fix.

Cheers,

Brad

ps- Windows XP, Visual Studio 2008 SP1




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Re: [osg-users] VPBMaster failing - build_master.source not loaded correctly.

2010-06-21 Thread Christiansen, Brad
Hi Robert,

I have just completed an update and build and all seems to be running correctly 
again. Thanks so much to yourself and Wang Rui for solving the issue 
(especially given I was kicking back on holidays at the time! : ). I will now 
be able to move on to testing your fixes to the DB pager, hopefully today, if 
not tomorrow.

Thanks again,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, 21 June 2010 10:46 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPBMaster failing - build_master.source not loaded 
correctly.

Hi Brad,

I have now reviewed Wang Rui's fixes and rather than adopt these
directly, I've learnt from them what the problem was - which enabled
me to recreate the problem under Linux, so can confirm now that it's
now Windows specific issue, it was just I wasn't quite recreating the
same usage.

With the new knowledge of the problem in hand I've implemented a
variation on Wang Rui's fix which handles the failing case as well as
provides syntax which is a bit more succint than Wang Rui's changes
and bit closer to the original .osg style syntax.

I've checked my changes into OSG svn/trunk, could you do an svn update
and let me know how you get on.

Cheers,
Robert.
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Re: [osg-users] VPBMaster failing

2010-06-17 Thread Christiansen, Brad
Hi,

Thanks. The error is:
Error: no destination graph built, cannot proceed with build.

I am just starting the run with a break point on createDestination() in 
DataSet.cpp from osgdem to see why it isn't creating the destination now.

Cheers,

Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben 
Dannhauer
Sent: Thursday, 17 June 2010 1:38 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VPBMaster failing

Hi,


 Warning: Task tasks/build_root_L0_X0_Y0.task has failed, blacklisting machine 
 and resubmitting task. 


means, that the osgdem run of this task failed. You can read the logfile 
corresponding to this task to get information why it failed.

Failed tasks let vpbmaster blacklist the host which run this task, in this case 
your localhost. Because it is the only host working on your batch, it stops 
premature and your vpbmaster run is uncompleted.


Cheers,
Torben

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