Re: [osg-users] osgconv

2014-02-25 Thread Laurens Voerman

Hi Ekaterina,
how is your  OSG_NOTIFY_LEVEL set?
Notify levels FATAL and WARN suppress even the help output, witch might 
explain the lack of response you see.

try (for windows)
set OSG_NOTIFY_LEVEL=NOTICE
osgconv -h

or for unix bash shell this should be
export OSG_NOTIFY_LEVEL=NOTICE
for csh shell family
setenv OSG_NOTIFY_LEVEL NOTICE

Regards, Laurens.

On 2/24/2014 2:51 PM, Ekaterina wrote:

Hi osgusers!

i am trying to convert files using osgconv, but it seems that osgconv doesn´t 
wotk properly. When I open cmd window, type oscconv --help, according to 
documentation, I should see explonation about osgconv. But I get 
nothing...press enter and then nothing happens. Does anybody have an idea what 
it can be?

Thank you!

Cheers,
Ekaterina

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Re: [osg-users] Problem with animation in .osgb files

2014-02-25 Thread Laurens Voerman

Hi Maxim
I tried your code, and it plays an animation from an .osgb file for me.
Regards, Laurens.

On 9/30/2013 2:18 AM, Maxim Voloshin wrote:

Hi, everyone

I am new in OSG and have a problem. I wrote the code that plays animation in 
.fbx models, but I can't play animation in .osgb(.osgt, .ive) models. Please 
see the attached file and help me.

P.S. Sorry for the clumsy English(

Thank you!

Cheers,
Maxim Voloshin

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Re: [osg-users] Problem showing a dashed line in the scene.

2013-10-30 Thread Laurens Voerman

Hi Adri,
I think you want
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE
in your call to setAttributeAndModes, using only OVERRIDE means OVERRIDE | OFF.
Hope that helps, I would expect your code to show the solid line.
Regards, Laurens.

On 10/30/2013 5:17 PM, Adri CS wrote:

Hi!

I'm trying to add a dashed line between two points (for now, they're 
hardcoded. They exist in the point cloud that is already in the scene).


With this code I expected two blue points of size 10 in the same place 
of those in the point cloud and a dashed line between them, yet 
nothing is shown.


Do you know what the problem may be?

Here's the last piece of code I tried:

osg::ref_ptrosg::Vec3Arraydash_points=newosg::Vec3Array;
osg::ref_ptrosg::Vec4Array  dash_color  =  new  osg::Vec4Array;
osg::ref_ptrosg::Geometry  dash_geometry(  new  osg::Geometry);
dash_color-push_back(osg::Vec4f(0.0,0.0,1.0,1.0));
const  osg::Vec3f  P1(525501.015,4668653.861,457.197);
const  osg::Vec3f  P2(525510.287,4668630.738,457.034);
dash_points-push_back(P1);
dash_points-push_back(P2);



qDebug()DASH;
qDebug()\tP1:P1[0]P1[1]P1[2];
qDebug()\tDASH_POINTS[0]:(*dash_points)[0][0](*dash_points)[0][1] 
   (*dash_points)[0][2];
qDebug()\tP2:P2[0]P2[1]P2[2];
qDebug()\tDASH_POINTS[1]:(*dash_points)[1][0](*dash_points)[1][1] 
   (*dash_points)[1][2];



dash_geometry-setVertexArray(dash_points.get());
dash_geometry-setColorBinding(osg::Geometry::BIND_OVERALL);



// The1,0xf0f0parameters were taken from one of the examples...
osg::ref_ptrosg::LineStipple  linestipple(  new  osg::LineStipple(1,0xf0f0)  
);



dash_geometry-getOrCreateStateSet()-setAttributeAndModes(linestipple.get(),  
osg::StateAttribute::OVERRIDE  );
dash_geometry-addPrimitiveSet(  new  
osg::DrawArrays(GL_LINES,0,dash_points-size())  );
dash_geometry-getOrCreateStateSet()-setAttributeAndModes(  new  
osg::Point(10.0f)  );
dash_geometry-addPrimitiveSet(new  osg::DrawArrays(GL_POINTS,  0,  
dash_points-size()));
dash_geometry-setColorArray(dash_color.get());
shape-addDrawable(  dash_geometry  );
shape-addDrawable(text);




Thanks and best regards!

PS: I can show a complete line between the points. I thought that 
the code would be similar, just adding the LineStipple part.



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Re: [osg-users] using stereo with osgview had a problem

2013-09-12 Thread Laurens Voerman

Hi cloudending,

Quad buffered stereo requires a nvidia quadro or ati firepro videocard, 
with OpenGL stereo enabled in the driver.
If you have a capable videocard you will need to enable this option in 
the driver.

Regards, Laurens.

On 8/23/2013 4:45 PM, Liao Jinyi wrote:

Hi,

I an new to OSG。And I am tring to use the below command line

Code:

osgviewer -stereo QUAD_BUFFER cow.osg



but it has errors such as
GraphicsWindow32::setPixelFormat() -- No matching pixel found based on traits 
specified.
I dont know how to fix it. please help me!

Thank you!

Cheers,
cloudending

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Re: [osg-users] Create Texture coodinates for modified geometry

2013-09-06 Thread Laurens Voerman

Hi Daniel,
the following piece of code calculates the textureCoordinates for a 
(user picked)point in 3d space, so this might be useful for what you are 
trying to do.


Laurens.

if (transparentImage) {
const osg::Geometry* geometry = hit.drawable-asGeometry();
if (geometry)
{
const osg::Vec3Array* vertices = dynamic_castconst 
osg::Vec3Array*(geometry-getVertexArray());
const osg::Vec2Array* texCoords = 
dynamic_castconst 
osg::Vec2Array*(geometry-getTexCoordArray(multiTexIndex));

if (vertices  texCoords)
{
const osg::Vec3* firstVertex = 
(vertices-front());

const osg::Vec2* firstTc = (texCoords-front());
const 
osgUtil::LineSegmentIntersector::Intersection::IndexList vIndexList = 
hit.indexList;
if (vIndexList.size()) {//not present on 
indexed vertices
const osg::Vec3 hp = 
hit.getLocalIntersectPoint();
const osg::Vec3* v0 = firstVertex + 
vIndexList[0];
const osg::Vec3* v1 = firstVertex + 
vIndexList[1];
const osg::Vec3* v2 = firstVertex + 
vIndexList[2];

osg::Vec3 hitL = hp - *v0;
osg::Vec3 aL = *v1 - *v0;
osg::Vec3 bL = *v2 - *v0;

float dot00 = aL * aL;
float dot01 = aL * bL;
float dot02 = aL * hitL;
float dot11 = bL * bL;
float dot12 = bL * hitL;

float invDenom = 1 / (dot00 * dot11 - dot01 
* dot01);
float weightA = (dot11 * dot02 - dot01 * 
dot12) * invDenom;
float weightB = (dot00 * dot12 - dot01 * 
dot02) * invDenom;


const osg::Vec2* tc0 = firstTc + vIndexList[0];
const osg::Vec2* tc1 = firstTc + vIndexList[1];
const osg::Vec2* tc2 = firstTc + vIndexList[2];
osg::Vec2 tc(*tc0);
tc += (*tc1 - *tc0) * weightA;
tc += (*tc2 - *tc0) * weightB;
// look at the border clamp mode
switch(transparentTexture-getWrap(osg::Texture::WRAP_S)){
case(osg::Texture::CLAMP):
if(tc[0]  0.0) tc[0] = 0.0;
if(tc[0]  1.0) tc[0] = 1.0;
break;
case(osg::Texture::CLAMP_TO_EDGE):
{
double minS = 
0.5/(double)transparentImage-s();

if(tc[0]  minS) tc[0] = minS;
if(tc[0]  1.0 - minS) tc[0] = 1.0 
- minS;

}
break;
case(osg::Texture::CLAMP_TO_BORDER):
{
double minS = 
0.5/(double)transparentImage-s();

if(tc[0]  minS || tc[0]  1.0 - minS){
float imgAlpha = 
transparentTexture-getBorderColor().a();

if (imgAlpha  aMinVal) {
transparentHit = true;
return true;
}
}
}
break;
case(osg::Texture::REPEAT):
tc[0] = tc[0] - floorf(tc[0]);
if(tc[0]  0.0) tc[0] = 1.0 - tc[0];
break;
case(osg::Texture::MIRROR):
if(osg::absolute((int)tc[0])%(int)2 == 0){
tc[0] = tc[0] - floorf(tc[0]);
if(tc[0]  0.0) tc[0] = 1.0 - tc[0];
} else {
tc[0] = tc[0] - floorf(tc[0]);
if(tc[0]  0.0) tc[0] = tc[0];
else tc[0] = 1.0 - tc[0];
}
break;
}
switch(transparentTexture-getWrap(osg::Texture::WRAP_T)){
case(osg::Texture::CLAMP):
if(tc[1]  0.0) tc[1] = 0.0;
if(tc[1]  1.0) tc[1] = 1.0;
break;

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

2013-08-20 Thread Laurens Voerman

Hi Björn,
simple things first, did you try with
SET OSG_OPTIMIZER=OFF

Regards, Laurens.

On 8/15/2013 10:14 AM, Björn Blissing wrote:

To clarify the problem further. Loading and playing single FBX files seems to 
work fine. My problems begins when I try to copy animations from several FBX 
files into one model.

I am merging animations from several diffrent files (mainly because Autodesk 3D 
Studio cannot export FBX files with multiple animations).

I start by loading the first model, locating the AnimationManager, then opening 
the rest of the models. For each model I am locating their AnimationManager and 
getting the animation stored inside it, then coping and registering the 
animation into the first file's AnimationManager.

A similar example can be found in this thread:
http://forum.openscenegraph.org/viewtopic.php?t=12022

This strategy worked well with OSG 3.0.1, but for some reason (I haven't 
figured out why yet) it refuses to work with the new version. The connection 
between the bones and the animations seems to get a complete mismatch, which 
results in warped and twisted geometry. The bone responsible for the characters 
arm gets connected to the geometry of a foot and some of my animated characters 
literally ends up with their head up their own arse.

The hip bones connected to the neck bone,
The back bones connected to the  foot bone ;)

Björn

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Re: [osg-users] Question regarding collada

2013-07-18 Thread Laurens Voerman

Hi Chris, Torben,

I have set up a svn repostory with the stuff I use to build with vs2012 x64

http://vcs.service.rug.nl/svn/osg-dep/

(currently ~1MB)

It could still use polishing, but I will not find the time to do so 
soon, but suggestions are welcome.

I think next on my list are:
-x86 build with V110_xp toolkit
-debug version suitable for distribution - no symbols, just 
compiled with /MDd


Just hoping this is useful in it's current state.

regarding collada, I tried DOM 2.4.0 and needed a lot of changes to the 
osg plugin, DOM2.3.1 compiles just fine and passed a few short tests.
With DOM 2.4.0 I had collada 1.5.0 compiled, then the osg plugin ONLY 
reads and writes 1.5.0 files. Disabling 1.5.0 in the collada build made 
it read and write 1.4.1 files again.

with dom 2.3.1 I just disabled 1.5.0 and that seemed to work just fine.

Regards, Laurens.



quick (and possibly incomplete) dependencies:
-need to have 7za, wget and sed in PATH
-need perl in c:\Perl64\bin
-need NASM in C:\Program Files (x86)\nasm
-need VC2012 in C:\Program Files (x86)\Microsoft Visual Studio 11.0\

sources.bat will download sources (111 MB) and expand /patch (631 MB / 
773 MB on disk)
make.bat builds both debug and release (2.75 GB / 2.79 GB on disk) (in 
about 20 min on my machine: i7-3770 @3.4GHz 4 core/8threats)




repo currently consists of:

boost_1_53_0
bzip2-1.0.6
curl-7.29.0
expat-2.1.0
fftss-3.0-20071031
freetype-2.4.11
gdal-1.9.2
gettext-0.18.2
giflib-5.0.4
glut-3.7.6
jpegsrc.v9
libiconv-1.14
libpng-1.5.14
libxml2-2.9.0
nvidia-texture-tools-2.0.8-1
openssl-1.0.1e
pcre-8.32
proj-4.8.0
tiff-4.0.3
zlib-1.2.8



On 7/17/2013 6:24 PM, Chris Hanson wrote:
Good luck with that. We have been unsuccessful at doing it so far and 
sort of side-tracked it.


You and I should collaborate on the build process. My build system has 
been sidelined while we struggled to virtualize all of the build 
slaves onto one box, since it's silly to have them all as discrete 
computers when they never run simultaneously anyway. We are getting 
close to having them all spinning full power now though.



On Wed, Jul 17, 2013 at 2:58 AM, Torben Dannhauer 
tor...@dannhauer.info mailto:tor...@dannhauer.info wrote:


Hi,

For the full package of my VS2012 precompiled 3rdParty package,
I want to integrate collada. Unfortunately I'm not aware of the
current Colada status of OSG.
Can I use collada 2.4.0? Which DOM should I use? 1.4 ? 1.5?

Thank you for your help!


Cheers,
Torben

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Re: [osg-users] Display Order with OpenGL ES 2.0 on Android

2013-06-27 Thread Laurens Voerman

Hi Bruno,
you probably want the behind quad to have a different depth (second 
value in the osg::Vec3), so it will appear to be behind the other quad.
The order in the graph or the order of adding to the graph has no impact 
on the result at all.

Regards, Laurens.

On 6/26/2013 11:41 AM, Bruno Ronzani wrote:

Hi,

I'm facing a little problem with OSG on Android : I use an ortho2D camera to 
display simple quads, but they are displayed in the wrong order.

Simple example : I try to display a green square in front of a green square, so 
I add the red square first in my graph, and then my green square.

On my PC, with OSG built with openGl es 2 compatibility it works, but on my 
android phone, the red square is displayed in front of the green square.

Any idea ?

Here is a sample code.

static const char vertSource[] =
attribute vec4 osg_Vertex;  
  \n
attribute vec4 osg_Color;   
  \n
attribute vec4 osg_MultiTexCoord0;  
  \n
uniform mat4 osg_ModelViewProjectionMatrix; 
  \n
varying vec4 v_col; 
  \n

  \n
void main(void) 
  \n
{   
  \n
  gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;   \n
  v_col = osg_Color;
  \n
}   
  \n

  \n;

static const char fragSource[] =
precision mediump float;
  \n
varying vec4 v_col; 
  \n
void main(void) 
  \n
{   
  \n
  gl_FragColor = v_col; 
  \n
  gl_FragColor.a = 0.5; 
  \n
}   
  \n

  \n;

osg::Geode* createQuad(const osg::Vec2 size, const osg::Vec4 color)
{
 osg::Geode *geode = new osg::Geode();
 osg::Geometry *geometry = new osg::Geometry();
 osg::Vec3Array* vertices = new osg::Vec3Array;
 vertices-push_back(osg::Vec3(0, 0, 0));
 vertices-push_back(osg::Vec3(0, 0, size.y()));
 vertices-push_back(osg::Vec3(size.x(), 0, size.y()));
 vertices-push_back(osg::Vec3(size.x(), 0, 0));
 geometry-setVertexArray(vertices);
 osg::Vec4Array* colors = new osg::Vec4Array;
 colors-push_back(color);
 geometry-setColorArray(colors);
 geometry-setColorBinding(osg::Geometry::BIND_OVERALL);
 geometry-addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices-size()));
 osg::Program* program = new osg::Program();
 osg::Shader* frag = new osg::Shader(osg::Shader::FRAGMENT, fragSource);
 osg::Shader* vert = new osg::Shader(osg::Shader::VERTEX, vertSource);
 program-addShader(vert);
 program-addShader(frag);
 geode-getOrCreateStateSet()-setAttribute(program);
 geode-addDrawable(geometry);
 return geode;
}

int main()
{

osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer();

viewer-setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
viewer-setCameraManipulator(new osgGA::TrackballManipulator());

#ifdef ANDROID
viewer-setUpViewerAsEmbeddedInWindow(0,0, 800, 600);
viewer-realize();
#else
 viewer-setUpViewInWindow(40,40,800, 600);
#endif

 viewer-getCamera()-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::PROTECTED);

Re: [osg-users] Please test svn/trunk in prep for 3.1.8 dev release

2013-06-20 Thread Laurens Voerman

Hi Robert,
we noticed over here that something goes wrong if the viewer is started 
with OSG_STEREO=ON,

both with anaglyph stereo on windows and with Quad buffered stereo on linux.

We don't have a fix yet, and probably won't get around to digging out 
the actual problem this week, so for now only a bug report.


steering with the mouse is impossible, which I traced back to 
osgGA::GUIEventAdapter::getXnormalized() (and Y) returning values way 
larger than 1. (about  1024 or so)


we suspect this is caused in some way by assignStereoOrKeystoneToCamera 
not calling assignKeystoneDistortionCamera at all if redering is stereo 
and no keystone file is set.



Regards, Laurens.


On 6/20/2013 12:55 PM, Robert Osfield wrote:

Hi All,

I'm now ready to make the 3.1.8 dev release, but will wait a couple
more hours for build and runtime testing feedback, so please test and
report success/failure.

Cheers,
Robert.
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Re: [osg-users] Pre-built dependencies for Visual Studio 2012

2013-06-14 Thread Laurens Voerman

Hi Jan,
I have a reasonable package compiled with visual studio express 2012, 
currently I have 64 bit versions only, a x86 version for winXP is still 
on my todo list.

also still todo is to clean up my the modifications to the sources.
the include and relase lib files take 21.7 MB in .7z format, the debug 
lib files 34.5 MB.
The url's below are time limited, I am still looking for a more 
permanent way to distribute files.


Regards, Laurens.

|download url   :http://bars.rug.nl/download/11d4c8670473bb45|

avalable until: 2013-06-28

debug libs:

url:http://bars.rug.nl/download/27d449612e669533
filename   : vc11_debug.7z
size: 34.5MB
avalable until: 2013-06-28


00_bzip2
01_zlib
02_openssl
03_expat
04_png
05_jpeg
06_freetype
07_curl
08_pcre
09_glut
10_tiff
11_gif
12_gettext
12_iconv
13_gdal
14_libxml2
15_boost
16_collada_dom
17_proj
18_FFTSS
19_nvidia-texture-tools

On 6/13/2013 8:53 PM, Jan Ciger wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 06/13/2013 08:19 PM, Chris Hanson wrote:

We're working on this ourselves, but we were hampered because our
Windows build system was an old Vista box and VS2012 doesn't work
on Vista, so we had to roll a new build system...

I have managed to build the basic stuff like libpng, zlib, libjpeg and
freetype, but it would help to have some of the other libs too.

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.13 (GNU/Linux)
Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

iD8DBQFRuhUxn11XseNj94gRAiqbAKC3I2PWXdDBhbM8x9mRfp1FwgAdzwCg3z4f
8grzZl9ysH/bjF/Ct8LdqrY=
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Re: [osg-users] Warning messages VS2012...

2013-05-31 Thread Laurens Voerman


On 5/31/2013 10:40 AM, Sebastian Messerschmidt wrote:

Hi Robert,

Hi Pjotr,

On 31 May 2013 08:09, Pjotr Svetachov pjotrsvetac...@gmail.com wrote:
This is actually an issue with the visual studio 2012 library, see 
here for an explanation: 
http://connect.microsoft.com/VisualStudio/feedback/details/733720/

Thanks for the link, explains the tangled mess of hacks that got MS
into a situation where valid code produces irrelevant warnings...
umm sounds like they've been making some great engineering
decisions!

So.. for us we either stop inheriting from fstream etc. or we disable
the warning locally using a #pragma.  We already have a series of
#pragma for windows in include/osg/Export.  We could easily add 4250
to the list of disabled warnings.  I'd rather keep disabling warnings
to the minimum, perhaps a local #pragma that is just set for the
include/osgDB/fstream header.  Can we push/pop #pragma's under
Windows?
Robert.

Yes you can. But this might not help in all cases. At least we can try:

#ifdef _MSC_VER
#pragma warning( push)


#pragma warning( disable : 4250)


#pragma warning( pop )
#endif

Also please note, that there are non-suppressible warnings in VS.

cheers
Sebastian

Hi all,
I gave that a try, but that did not remove all of the C4250 warnings, 
although I think the number of warnings was reduced.
so I submitted a modified CMakelist.txt disabling the warning on the top 
level.


Regards, Laurens.

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[osg-users] problem with include/osgViewer/config for windows users (svn commit 13403)

2013-05-16 Thread Laurens Voerman

Hi Robert,

with svn commit a problem for windows users emerged, the file
include/osgViewer/Config
prohibits the creation of the directory
include/osgViewer/config/
on non case sensitive filesystems.

(Turtoise)svn update fails with a permissions error.

I would suggest renaming the directory (to winconfig or screenconfig 
perhaps?).


Regards,
Laurens Voerman.

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Re: [osg-users] problem with include/osgViewer/config for windows users (svn commit 13403)

2013-05-16 Thread Laurens Voerman

Hi Robert,
no strong opinions on my side, I did not even fully read the new config 
options and classes yet.



Also I don't know how TurtoiseSvn or other windows svn clients handle 
the update command, so I cannot predict if adding these changes will 
allow other windows users to pass the update from below 13403 to the 
commited version with no conflicting file/directory mix.


Regards, Laurens

On 5/16/2013 10:47 AM, Robert Osfield wrote:

Hi Laurens,

On 16 May 2013 09:20, Laurens Voerman l.voer...@rug.nl 
mailto:l.voer...@rug.nl wrote:


Hi Robert,

with svn commit a problem for windows users emerged, the file
include/osgViewer/Config
prohibits the creation of the directory
include/osgViewer/config/
on non case sensitive filesystems.

(Turtoise)svn update fails with a permissions error.

I would suggest renaming the directory (to winconfig or
screenconfig perhaps?).


Oh dear, sorry about this.  Next considered that there might be an 
easy with a case.


I've been thinking about moving the Config base class as a nested 
class within osgViewer::View, so this would remove the header so would 
resolve the issue. I've also been wondering if the directory name 
should be include/osgViewer/configurations/


Thoughts?
Robert.





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Re: [osg-users] Crashes after unloading library

2013-05-16 Thread Laurens Voerman

Hi Gabriel,
First a question: what operating system are you using?
Second question: when your shared library gets unloaded, do any other 
shared library's get unloaded as well? On windows I can imagines your 
dll being linked to an osg part that will install callbacks in the 
scengraph, (osgAnimation.dll as a possible example), while your main 
application has no such link. On unloading the dependencies can be 
unloaded as well, causing the callback to call an invalid memory location.


Regards, Laurens.

On 5/16/2013 11:09 AM, Gabriel Francu wrote:

Hi,

I have an application built with Qt that uses osg to create a scene and to 
display it. I have also created a shared library that is loaded and unloaded by 
my application using QLibrary. In this library I create osg objects that are 
retained in objects created in the application. If I do not unload the library, 
all is ok but after I unload the library, strange crashes occurs in osg.

I suspect that these are related to memory allocation because osg objects are 
created on the heap in the shared library and then the shared library in 
unloaded. Any suggestions?
...

Thank you!

Cheers,
Gabriel

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Re: [osg-users] problem with include/osgViewer/config for windows users (svn commit 13403)

2013-05-16 Thread Laurens Voerman

Hi Robert,

Svn update successful, (after deleting config directory by hand and 
TurtoiseSvn clean up )

Cmake configure seemed to work fine, now compiling.

osg97-osgViewer.dll compiled just fine.

Regards, laurens.

On 5/16/2013 12:12 PM, Robert Osfield wrote:

Hi All,

I have now checked in the change of osgViewer::Config to ViewConfig, 
placing the class declaration into include/osgViewer/View, and 
deleting the Config header.


Let me know if there are any build problems so I can address this 
right away.


Cheers,
Robert.


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Re: [osg-users] wglGetCurrentContext vs osg::GraphicsContext::createGraphicsContext

2013-03-11 Thread Laurens Voerman

Hi Anders,
did you try:
m_viewer-setReleaseContextAtEndOfFrameHint(false);
before the call to
m_viewer-frame();

Hope that helps,
Laurens.

On 3/11/2013 11:33 AM, Anders Backman wrote:

No one with insight on this?

/Anders


On Fri, Mar 8, 2013 at 11:27 AM, Anders Backman ande...@cs.umu.se 
mailto:ande...@cs.umu.se wrote:


Hi all.

I have a small problem where I
use  osg::GraphicsContext::createGraphicsContext to create a
context for a window-widget (in .NET), but I also use another
piece of software that use wglGetCurrentContext  to check for
context.
But wglGetCurrentContext() returns null for the context that OSG
creates.

My init method:

bool GraphicsWindow::initOSG( HWND hwnd)
{
  if (m_viewer.valid())
return true;

  m_viewer = new osgViewer::Viewer();
  m_viewer-setThreadingModel(
osgViewer::ViewerBase::SingleThreaded );
  m_root = new osg::Group;
  m_viewer-setSceneData( m_root.get() );


  m_traits = new osg::GraphicsContext::Traits();
  m_traits-inheritedWindowData = new
osgViewer::GraphicsWindowWin32::WindowData( hwnd );
  m_traits-setInheritedWindowPixelFormat = true;
  m_traits-doubleBuffer = true;
  m_traits-windowDecoration = true;
  m_traits-sharedContext = NULL;
  m_traits-supportsResize = true;

  RECT rect;
  ::GetWindowRect( hwnd, rect );
  m_traits-x = 0;
  m_traits-y = 0;
  m_traits-width = rect.right - rect.left;
  m_traits-height = rect.bottom - rect.top;

  m_graphicsContext = osg::GraphicsContext::createGraphicsContext(
m_traits.get() );

   m_viewer-getCamera()-setGraphicsContext(
m_graphicsContext.get() );
   m_viewer-getCamera()-setViewport( new osg::Viewport( 0, 0,
m_traits-width, m_traits-height ) );
 m_viewer-getCamera()-setProjectionMatrixAsPerspective(30.0f,
static_castdouble(m_traits-width)/static_castdouble(m_traits-height),
1.0f, 1.0f);


  m_viewer-realize();

  m_viewer-frame();


  assert(wglGetCurrentContext()); // Fails


I have tried m_graphicsContext-makeCurrent();

wglGetCurrentContext STILL returns null...

I know that I'm missing something, question is what?


/Anders

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__

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90187 Umeå University, Sweden
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Cell: +46-70-392 64 67 tel:%2B46-70-392%2064%2067




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Re: [osg-users] osgviewer - OS X

2013-01-30 Thread Laurens Voerman

Hi Craig,
my windows machine continues the output with

FindFileInPath() : trying E:\osg\OpenSceneGraph-Data\cow.osg ...
FindFileInPath() : USING E:\osg\OpenSceneGraph-Data\cow.osg
itr='E:\osg\osgStable\vc91x64\bin'
FindFileInPath() : trying 
E:\osg\osgStable\vc91x64\bin\osgPlugins-3.0.1\osgdb_deprecated_osg.dll ...
FindFileInPath() : USING 
E:\osg\osgStable\vc91x64\bin\osgPlugins-3.0.1\osgdb_deprecated_osg.dll


seem like your machine gets stuck while loading or executing osgdb_osg.so.
maybe you could try osgviewer cow.osgt ?

Laurens.

On 1/30/2013 1:52 AM, Craig Miller wrote:

I'm looking for some help on getting osgviewer working under OS X.
Specifically, osgviewer doesn't open a window and display the specified osg
(cow.osg).

I've read through the FAQ on this question and have set DYNLD_BIND_AT_LAUNCH
environment variable.

I've also set OSG_NOTIFY_LEVEL=INFO and now OSG_NOTIFY_LEVEL=DEBUG but don't see
anything obvious (output below).  It looks like it is loading the .osg file, 
but then just hangs w/o an error.

I installed OSG via MacPorts.  Debug output indicates that it's finding the
libraries and plugins. I'm brand new to OSG.  Any suggestions you might have on
where to go next in the debugging process would be very helpful and welcome.

Regards,
Craig

-

Here's my environment:
$ env
M_PROGRAM=Apple_Terminal
TERM=xterm-256color
SHELL=/bin/bash
CLICOLOR=1
OSG_NOTIFY_LEVEL=DEBUG
TMPDIR=/var/folders/v9/bl613v9x5zl88dz2903f12g8gn/T/
Apple_PubSub_Socket_Render=/tmp/launch-gQxK5Z/Render
TERM_PROGRAM_VERSION=309
OLDPWD=/Users/craig
TERM_SESSION_ID=EF6EC728-4691-44D5-8B23-4CA05679414F
USER=craig
DYLD_BIND_AT_LAUNCH=1
COMMAND_MODE=unix2003
SSH_AUTH_SOCK=/tmp/launch-HgX6z2/Listeners
__CF_USER_TEXT_ENCODING=0x1F5:0:0
Apple_Ubiquity_Message=/tmp/launch-kdkoC6/Apple_Ubiquity_Message
LSCOLORS=gxBxhxDxfxhxhxhxhxcxcx
PATH=/Users/craig/bin:/opt/local/bin:/opt/local/sbin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
PWD=/Users/craig/OpenSceneGraph-Data
JAVA_HOME=/Library/java/home
LANG=en_US.UTF-8
PS1=\e[0;34m\h \W \e[0m
SHLVL=1
HOME=/Users/craig
LOGNAME=craig
SECURITYSESSIONID=186a5
_=/usr/bin/env



Here's the output of the osgviewer command:
$ osgviewer --display MONITOR cow.osg
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
Render::Render() 0x7fa8eab13ca0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fa8eab15000
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fa8eab16eb0
_availableQueue.size()=2
DriveManipulator::_height set to ==1.5
getCoordinateFrame(0 -1 0)
no coordinate system found, using default orientation
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
getCoordinateFrame(0 0 0)
no coordinate system found, using default orientation
getCoordinateFrame(0 -1 0)
no coordinate system found, using default orientation
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fa8eab1cc70
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fa8eab1e120
ShaderComposer::ShaderComposer() 0x7fa8eab1fb00
_availableQueue.size()=2
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fa8eab221b0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fa8eab23640
ShaderComposer::ShaderComposer() 0x7fa8eab25020
_availableQueue.size()=2
itr='/opt/local/lib/osgPlugins-3.0.1'
FindFileInPath() : trying
/opt/local/lib/osgPlugins-3.0.1/osgPlugins-3.0.1/osgdb_osg.so ...
itr='/Users/craig/Library/Application Support/OpenSceneGraph/PlugIns'
FindFileInPath() : trying /Users/craig/Library/Application
Support/OpenSceneGraph/PlugIns/osgPlugins-3.0.1/osgdb_osg.so ...
itr='/Library/Application Support/OpenSceneGraph/PlugIns'
FindFileInPath() : trying /Library/Application
Support/OpenSceneGraph/PlugIns/osgPlugins-3.0.1/osgdb_osg.so ...
itr='/opt/local/lib/osgPlugins-3.0.1'
FindFileInPath() : trying /opt/local/lib/osgPlugins-3.0.1/osgdb_osg.so ...
FindFileInPath() : USING /opt/local/lib/osgPlugins-3.0.1/osgdb_osg.so
Opened DynamicLibrary osgPlugins-3.0.1/osgdb_osg.so
FindFileInPath(cow.osg): returning cow.osg


Craig Miller
http://spatialminds.com



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Re: [osg-users] Linker error in VS2012 in win 8 64 bit machine

2013-01-24 Thread Laurens Voerman

Hi Selvakumar,

delete the file G:\Split5\Debug\Split.pdb and rebuild.

I added in my CMakeLists.txt /wd4250 to disable the warning you see, 
(line  ~762)


Laurens.

SET(OSG_AGGRESSIVE_WARNING_FLAGS /W4 /wd4706 /wd4127 /wd4100 /wd4250)
On 1/19/2013 12:04 PM, Selvakumar Chellamuthu wrote:

Hi,

I getting the following linker error in  VS2012 in win 8 64 bit os machine.

I want to set up project and start coding.

g:\openscenegraph-3.0.1-vs100\include\osgdb\fstream(41): warning C4250: 'osgDB::fstream' : 
inherits 
'std::basic_istream_Elem,_Traits::std::basic_istream_Elem,_Traits::_Add_vtordisp1'
 via dominance
1  with
1  [
1  _Elem=char,
1  _Traits=std::char_traitschar
1  ]
1  c:\program files (x86)\microsoft visual studio 
11.0\vc\include\istream(74) : see declaration of 
'std::basic_istream_Elem,_Traits::_Add_vtordisp1'
1  with
1  [
1  _Elem=char,
1  _Traits=std::char_traitschar
1  ]



1ChildFrm.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/SAFESEH' 
specification
1LINK : fatal error LNK1207: incompatible PDB format in 
'G:\Split5\Debug\Split.pdb'; delete and rebuild


Can somebody help me to over come this linker error?



Thank you!

Cheers,
Selvakumar :(  :(

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Re: [osg-users] Most efficient way to get a single pixel RGBA from an FBO texture

2013-01-23 Thread Laurens Voerman

Hi Ethan,
Maybe you could just keep it all on the gpu, and create the text for the 
hud in a shader like drawtext GLSL shader


http://mew.cx/drawtext/drawtext.html

Laurens.

On 1/23/2013 3:24 PM, Ethan Fahy wrote:

I should note that my needs are very similar to the ones described in this post:

http://forum.openscenegraph.org/viewtopic.php?t=5941highlight=glreadpixels

I adapted the sample code given at the end of that thread and found that while 
I was able to retrieve the correct pixel values, I also was getting the:

warning: detected OpenGL error 'invalid operation' at after RenderBin::draw()

warning after every frame, regardless of whether my rtt camera was set to post 
render or pre render.  Unfortunately that thread ended 2.5 years ago without a 
full resolution to the outstanding questions.

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Re: [osg-users] Lock the aspect ratio while allowing the window to be resized

2013-01-22 Thread Laurens Voerman

Hi Ethan,

I think this should do the trick:
camera-setProjectionResizePolicy(osg::Camera::FIXED);

Laurens.

On 1/21/2013 4:14 PM, Ethan Fahy wrote:

Hello,

Is there any way to set up an osgViewer::Viewer with a locked aspect ratio that 
still allows the user to adjust the window size by dragging the bottom-right 
corner of the view window?

Thanks,

-Ethan

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Re: [osg-users] Lock the aspect ratio while allowing the window to be resized

2013-01-22 Thread Laurens Voerman

Hi Ethan,
I did not understand your question correctly. Setting the camera to 
camera-setProjectionResizePolicy(osg::Camera::FIXED) will fix the 
projection, not the window. As the version you want is not implemented 
in osg, you will need to catch resize attempts and force the window to 
resize while preserving the aspect ratio.

the osgviewer application has a
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
You probably should replace that with a new handler, allowing only to 
resize with fixed aspect ratio.

Laurens.

On 1/22/2013 2:10 PM, Ethan Fahy wrote:

Hi Laurens,

I tried setting the resize policy as you suggested for the osgViewer::Viewer 
default camera as well as the rtt camera and hud camera that are in my project, 
but I was still able to freely resize my viewer window without it locking.  I 
didn't get any errors, it just didn't lock the window size.  Perhaps there is a 
difference between projection size and window size.

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Re: [osg-users] Export 3ds max to *.osg or *.dae.

2012-11-22 Thread Laurens Voerman

Hi Peterakos,
I have made some successful conversions with Bones and skinning by 
exporting to .fbx format.

Laurens.

On 11/21/2012 8:57 PM, Peterakos wrote:

Edit second sentence:
Now i try to use it in OSG.
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Re: [osg-users] [osgPlugins] statically linking osgPlugins for Android

2012-08-23 Thread Laurens Voerman

Hi James,

in c++ code add the macro:

#include osgDB/Registry
USE_OSGPLUGIN(3ds)

link with osgdb_3ds.lib

this is also used in the static linked viewer example: 
OpenSceneGraph\examples\osgstaticviewer


Regards,
Laurens.

On 8/23/2012 12:51 AM, James Cotton wrote:

I managed to get OSG compiled without issue for Android and incorporate it into 
my application.  However, the models I would like to use are .3DS and I'm 
trying to get the 3ds plugin used.  It was disabled in the build process, but 
was reenable without much issue.

However, I don't know how to tie it into my application.  Currently the Android 
toolchain builds OSG statically but when I enable debugging messages the code 
is still looking for .so plugins. This is also an issue for the texture files 
(osgdb_imageio.so). So I have two questions for possible solutions:

1) is there a way to make things that currently use plugins use statically 
linked code?  Like an alternative registration to permanently register those 
plugins at init and make sure the code gets linked in?
2) if not, can anyone suggest how to make the plugins build as a .so and the 
core code to build as a static library (for Android).

Or any other approaches you guys can suggest.

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Re: [osg-users] osgb exports from unices not importable on win32 / osgt works fine

2012-05-01 Thread Laurens Voerman

Hi Jan,

your ogsb file seems to have been converted to windows newline style: 
every 0x0A byte has been replaced by 0x0D0A


Is something converting your files while you copy?

Laurens.

On 4/30/2012 6:28 PM, Jan Ciger wrote:
On Mon, Apr 30, 2012 at 6:08 PM, Robert Osfield 
robert.osfi...@gmail.com mailto:robert.osfi...@gmail.com wrote:


Hi Stegan,

This sounds very much like a bug, it'll be a new one as the new .osgb
format and serializers are new to the OSG.  Unfortunately the original
author, Wang Rui, of the serializers hasn't yet chipped in to this
thread, he is probably best placed to help solve this.  Hopefully
he'll see my reply and chip in.


Actually I see similar issues on Windows too. Models that export ok to 
.osg format are exported incorrectly into .osgx or .osgb.


Regards,

Jan


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Re: [osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Laurens Voerman

Hi Martin,
It's not very pritty, but from reading the code I think this will work:

animationManager-playAnimation( myAnimation );
myAnimation-setStartTime(myAnimation-getStartTime() -3.0);

Regards, Laurens.

On 3/6/2012 12:21 PM, Martin Haffner wrote:

Hi,

I have a little question about osgAnimation. When I want to start an animation 
from the beginning I make this call:

Code:
  animationManager-playAnimation( myAnimation );



Lets say I want to play animation myAnimation, but this time starting at second 
N (for example 3) and NOT from the start (second 0). In other words: I want to 
jump in the middle of an animation.
Is there a way to do this with osgAnimation?

Thank you!

Cheers,
Martin

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Re: [osg-users] osgmaxexp problems

2012-01-31 Thread Laurens Voerman

Hi Seppo,
What compiler are you using? I think max 2012 is compiled with VC 2008 
SP 1, (at least the x64 version is; found some hints at autodesk.com 
that's true for x86 too). Using a different compiler for osg or 
osgMaxExp might cause problems.

Laurens.


On 1/31/2012 1:51 PM, Sergey Polischuk wrote:

Hi
If there were osg interface changes between version which ships with 
osgexp and yours, it can cause a crash. You should recompile osgexp 
with your osg version.

31.01.2012, 11:13, Seppo se...@kuutio.net:


Hi Farshid,

Yes, when 3ds max starts up it gives this error. Could it be since I 
also use newer OSG version than what was with the current stable 
release of osgmaxexp (1.0.1)? I have copied the corresponding dll 
files there too so it is not atleast missing any dll files, but I am 
not sure if that causes the problem anyway.


Thanks,

-Seppo

*From:*osg-users-boun...@lists.openscenegraph.org 
mailto:osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org 
mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of 
*Farshid Lashkari

*Sent:* 26. tammikuuta 2012 20:02
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] osgmaxexp problems

Hi Seppo,

On Tue, Jan 24, 2012 at 12:37 AM, Seppo se...@kuutio.net 
mailto:se...@kuutio.net wrote:


I have compiled osgmaxexp svn rev 236 without problems, but when 
using that I get this error when running 3DS max 2012 (32bit version):


DLL (OSGEXP.dle) failed to initialize. Error code 998 - Invalid 
access to memory location.


 Are you getting this error when 3ds max starts up or when you try to 
export?


Cheers,

Farshid


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Re: [osg-users] Play audio files

2012-01-24 Thread Laurens Voerman

Hi Héctor,

I have no solution, our software just calls pause() from 
osg::ImageStream, and has the same stuttering on restart.


Laurens.

On 1/24/2012 10:32 AM, Héctor Martínez wrote:

Thank you Mattias and Laurens. I am testing the code you (Laurens) have
attached and it is working, but the audio is not synchronized and if I pause
the audio and then I play again, it seems that it plays some kind of
buffered audio and then the audio begins to sound with cuts.
I am trying to find the reason of this behavior, but I write it here in case
you now the solution.

Best regards.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens
Voerman
Sent: lunes, 23 de enero de 2012 15:12
To: OpenSceneGraph Users
Subject: Re: [osg-users] Play audio files

Hi All,

I have ffmpeg movie audio working with osgAudio, but have been to busy to
clean up the code, create an example and submit  for inclusion in the
osgAudio library. To avoid duplicate work I attach my current code as is.
Currently this is working part of our program, running both on linux
(AMD64) and win7 (x64) . It compiles and runs on Win32 x86 but is probably
never tested.

attached is a zipfile with AudioSink.h

example should be a variation on osgMovie, but should be in the osgAudio
library, because osgAudio depends on osg.

Laurens.

Quick cut and paste from our program to show how to use this 'audioSink':

// includes:
#define OV_EXCLUDE_STATIC_CALLBACKS
#includeosgAudio/SoundManager.h
#includeosgAudio/SoundRoot.h

#include AudioSink.h
//init
  osgAudio::SoundManager::instance()-init( 16 );

osgAudio::SoundManager::instance()-getEnvironment()-setDistanceModel(osgAu
dio::InverseDistance);

osgAudio::SoundManager::instance()-getEnvironment()-setDopplerFactor(1);

  if (!noAudio) {
  _sceneRootGroup-addChild(new osgAudio::SoundRoot);
  }
// play movie audio
  osg::ImageStream::AudioStreams  audioStreams =
ffstream-getAudioStreams();
  if (_playAudio  (!audioStreams.empty())
audioStreams[0].valid())
  {
  osg::AudioStream* audioStream = audioStreams[0].get();
  osg::notify(osg::NOTICE)AudioStream read
[audioStream-getName()]std::endl;
  osgRCAudio::AudioSink *sink;
  try {
  sink = new osgAudio::AudioSink(audioStream);
  }
  catch (...)
  {
  osg::notify(osg::WARN)  new AudioSink
failed  std::endl;
  }
  audioStream-setAudioSink(sink);
  }
// cleanup
  osgAudio::SoundManager *sndMgr = osgAudio::SoundManager::instance();
  if (sndMgr-initialized()) sndMgr-shutdown();

  if (osg::Referenced::getDeleteHandler())
  {

osg::Referenced::getDeleteHandler()-setNumFramesToRetainObjects(0);
  osg::Referenced::getDeleteHandler()-flushAll();
  }


On 1/23/2012 11:22 AM, Mattias Helsing wrote:

Hello Héctor

You need to extend osg::AudioSink with the osgAudio code that you have
working. Have a look at the osgmovie exemple. It (optionally)
implements the osg::AudioSink interface using SDL. You need to do it
using osgAudio (or whatever sound backend you prefer).

cheers
Mattias

2012/1/23 Héctor Martínezhector.marti...@sensetrix.com:

Hi,


Now, the following question: is there a straight way to connect the
audio from a video to osgAudio? I am using the ffmpeg plugin to read
the videos and I get audioStreams as it is done in the osgmovie example.

Thank you in advance.

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Re: [osg-users] Frame syncing over multiple contexts

2012-01-16 Thread Laurens Voerman

Hi Anna, Robbert,
I think the bufferswaps on window are by default not synchronized, a 
call to
wglJoinSwapGroupNV(HDC hdc, GLuint group) is needed to make different 
windows synchronize.

the osg lib has the code to make the call, just set
traits-swapGroupEnabled = true;
before
createGraphicsContext(traits);


Output should look like: (set OSG_NOTIFY_LEVEL=INFO)
GraphicsCostEstimator::calibrate(..)
GraphicsWindowWin32::setSyncToVBlank on
GraphicsWindowWin32::wglJoinSwapGroupNV (0) returned 1
GraphicsWindowWin32::wglBindSwapBarrierNV (0, 0) returned 0

the wglBindSwapBarrierNV  fails if you don't have a gsync card (hardware 
connection card for multiple graphics cards)


Still, as Robbert says, a single graphics window is likely to perform 
better, and is of course automatically in sync. But I

suppose you don't want fullscreen with stereo mode VERTICAL_SPLIT.

Laurens.

On 1/16/2012 10:17 AM, Robert Osfield wrote:

Hi Anna,

This should work out of the box - the two windows should be rendering
and synchronised.  How are you setting up your viewer and graphics
contexts?

A a general note, if you are using a single graphics card for best
performance one usually tries to use a single graphics window and have
two cameras or more share this context.  Is there a reason why you
need two separate windows rather than a single window with two views?

Robert.

On 14 January 2012 21:21, Anna Sokolannaso...@gmail.com  wrote:

Hi,

I am trying to figure out how to keep multiple graphics contexts in frame
sync.

My operating system is Windows XP SP3.
My graphics is NVidia Quadro NVS 290 with the latest driver 276.42.
I'm using OpenSceneGraph 3.0.1 compiled with Visual C++ 2005 for win32.

I have vsync on in the driver and in Traits, also I am using a
CullDrawThreadPerContext as the threading model.
I have 2 graphics windows with separate contexts showing the same scene with
a left and right view on one display.
I have the scene moving across both windows so that I can see if its
properly syncing.
It sometimes visibly looks to be a number of frames out of sync (i.e. one of
the rendered context is dragging behind).
What could be causing this? In the threads? Or down in the graphics card?
Is there any specific settings I should set to make the rendered contexts
stay in frame sync?


Regards,
Anna Sokol
_
Once we accept our limits, we go beyond them.  -- Albert Einstein

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Re: [osg-users] [osgPlugins] png plugin - problem loading images

2011-12-01 Thread Laurens Voerman

Hi Andrey,

Just assuming the libpng15.dll is the one you build from source, and not 
something you happened to have in your path..
renaming the way you did is not very likely to work, an executable 
should now the name of the dll it wants to use, and will fail to start 
if you renamed it.
However, the libpng15.dll itself tends to depend on libz.dll (or 
libz1.dll) - the one you build. that should also be in your path.


Laurens.

On 11/30/2011 6:22 PM, Andrey Ibe wrote:

thank you for the tip. i tried locating the libpng library and i found there was a file 
libpng15.dll in the system path. i don't really know how this library file-name-thing 
really works so i renamed it to libpng.dll and tried running my osg app 
again, but without any success.

i will try the program you suggested shortly and report the result, though i 
have all the libraries that i needed to compile the libpng and the osg in the 
system path variable.

Andrey

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Re: [osg-users] [osgPlugins] png plugin - problem loading images

2011-11-28 Thread Laurens Voerman

Hi Andrey,

Most likely your osgdb_png.dll depens on a dll not in your path. It 
might be libpng.dll but now I am just guessing.
use dependencywalker (http://www.dependencywalker.com/) 
http://www.dependencywalker.com/ to see what's the problem.


Laurens.

On 11/23/2011 6:33 PM, Andrey Ibe wrote:

Hello good ppl!

i am quite new to OSG, though i managed to build it from source with several 
plugins. now one of them is not working - PNG. and i do need it.

i am using MinGW gcc compiler suite and w7/x64 system.

i built osg 3.xy from sources, with libpng, zlib, libjpg and coin plugins, 
which i also built from sources.

i have a model that is supposed to load .png files as textures, but i'm getting 
this message with all the files

Code:
Warning: Could not find plugin to read objects from file .\textures\13.png.


[Arrow] i tried renaming the png file to some nonsense and the program screamed 
that the file does not exist - so i guess the file path in the model is all 
right.
[Arrow] i also tried putting the folder with osg plugins into the system path, 
as suggested in one of the threads.
[Arrow] then i tried renaming the texture to load in the model then saving the 
texture into .jpg file - it worked. so the plugins themselves DO work.
so where is or can the prblem be? [Question]  why does the plugin not work? 
[Question]
i do have mingw_osgdb_png.dll in the plugins folder, which is accessible from 
the console i run my applcation, or the osgviewer program.
you may ask why do i need png textures when i am able to use .jpg textures - 
the answer is easy - i need transparent textures.


Thank you for your time!

Cheers,
Andrey  [/code]

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Re: [osg-users] RenderBin-question/problem

2011-11-16 Thread Laurens Voerman

Hi Stephan,
You created a nested renderbin, and because of its non negative bin 
number it will draw after the contents of the first bin.

Both are DepthSortedBin with binNumber 10.

Regards, Laurens.

On 11/14/2011 5:56 PM, Stephan Maximilian Huber wrote:

Hi

I am having problems with renderbins, this is maybe a bug in osg or I
have problems to understand the concepts behind renderbins.

Here's a simplified test:

root
+ PAT 1
   + geode
 + geo
   + PAT 2
 + geode
   + geo
+ PAT 3
   + geode
 + geo


the root-group has a stateset with TRANSPARENT_BIN, PAT 1 is positioned
at (0/0/0) and has a geode containing a geometry with a red quad (see
links) and another PAT 2 holding some linestrip geometry.  PAT 3
contains a geode with a green geometry, positioned at 100/100/100. The
camera projection matrix is basically a hud.

When PAT 2 has a stateset with
-setRenderingHint(osg::StateAttribute::TRANSPARENT_BIN) then the
depth-sorting is wrong (see bad.osg), if I remove the
setRenderingHint-call, everything is correct (good.osg).

So what's wrong with my setup? basically all drawables should end in
render-bin 10, regardless of additional setRenderingHint-calls by
enclosed childs, shouldn't they?

AFAIK this worked in previous versions of osg.

Attached you'll find two osg-models showing the problem and the
corresponding screenshots:

good: http://scrups.cefix.org//8k/ikhqjtvumlwco.png
bad : http://scrups.cefix.org//8r/nozjb4u5y8owc.png

This is with a recent checkout of osg-trunk (3.1.0)

cheers,
Stephan


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Re: [osg-users] Crashing when building scene

2011-05-20 Thread Laurens Voerman

Seems to me that the transformer arrays are uninitialized.

for(int i=0; inumFloors; i++){
elevatorShaftXforms[i] = new osg::PositionAttitudeTransform();
floorXforms[i] = new osg::PositionAttitudeTransform();
glassXforms[i] = new osg::PositionAttitudeTransform();
pillarXforms[i] = new osg::PositionAttitudeTransform();
}
Laurens.

On 5/20/2011 5:22 PM, Robert Kern wrote:

Hi, I'm expanding an application so that instead of one level of elevators, there 
can be several. However, when I am building my scene, one of my for loops causes 
the program to crash. I have a loop that assigns the models to their respective 
PositionAttitudeTransform pointers. However, after the very first call of 
elevatorShaftXforms[i]-addChild(elevatorShaftNodes[i]) the value of i jumps 
from 0 to 30934149 and numFloors changes from 7 to 5 and on the following line, I 
get the error:

Unhandled exception at 0x01d80485 in fltviewer.exe: 0xC096: Privileged 
instruction.



Code:
int numFloors = 7;

osg::Group* elevatorRoot = new osg::Group();

//create nodes: later for full tower, consider arrays of nodes
osg::Node* elevatorNode = NULL;
osg::Node* elevatorShaftNode= NULL;
osg::Node* floorNode= NULL;
osg::Node* glassNode= NULL;
osg::Node* pillarNode   = NULL;

//node arrays
osg::Node** elevatorShaftNodes  = new osg::Node *[numFloors];
osg::Node** floorNodes  = new osg::Node *[numFloors];
osg::Node** glassNodes  = new osg::Node *[numFloors];
osg::Node** pillarNodes = new osg::Node *[numFloors];


//create transformers
//osg::Group* rootPAT   
= new osg::Group();
osg::PositionAttitudeTransform* rootPATXform= new 
osg::PositionAttitudeTransform();
osg::PositionAttitudeTransform* elevatorXform   = new 
osg::PositionAttitudeTransform();
osg::PositionAttitudeTransform* elevatorShaftXform  = new 
osg::PositionAttitudeTransform();
osg::PositionAttitudeTransform* floorXform  = new 
osg::PositionAttitudeTransform();
osg::PositionAttitudeTransform* glassXform  = new 
osg::PositionAttitudeTransform();
osg::PositionAttitudeTransform* pillarXform = new 
osg::PositionAttitudeTransform();

//transformer arrays
osg::PositionAttitudeTransform** elevatorShaftXforms=   new 
osg::PositionAttitudeTransform *[numFloors];
osg::PositionAttitudeTransform** floorXforms=   
new osg::PositionAttitudeTransform *[numFloors];
osg::PositionAttitudeTransform** glassXforms=   
new osg::PositionAttitudeTransform *[numFloors];
osg::PositionAttitudeTransform** pillarXforms   =   
new osg::PositionAttitudeTransform *[numFloors];

//create textures
osg::Texture2D* elevatorTexture = new osg::Texture2D;
osg::Texture2D* elevatorShaftTexture= new osg::Texture2D;
osg::Texture2D* floorTexture= new osg::Texture2D;
osg::Texture2D* glassTexture= new osg::Texture2D;
osg::Texture2D* pillarTexture   = new osg::Texture2D;

elevatorTexture-setDataVariance(osg::Object::DYNAMIC);
elevatorShaftTexture-setDataVariance(osg::Object::DYNAMIC);
floorTexture-setDataVariance(osg::Object::DYNAMIC);
glassTexture-setDataVariance(osg::Object::DYNAMIC);
pillarTexture-setDataVariance(osg::Object::DYNAMIC);


//load models
elevatorNode= 
osgDB::readNodeFile(C:/3DVisualizer_Ped_Walk/VE_Model/Elevators.obj);
elevatorShaftNode   = 
osgDB::readNodeFile(C:/3DVisualizer_Ped_Walk/VE_Model/ElevatorShafts.obj);
floorNode   = 
osgDB::readNodeFile(C:/3DVisualizer_Ped_Walk/VE_Model/Floor.obj);
glassNode   = 
osgDB::readNodeFile(C:/3DVisualizer_Ped_Walk/VE_Model/Glass.obj);
pillarNode  = 
osgDB::readNodeFile(C:/3DVisualizer_Ped_Walk/VE_Model/Pillars.obj);

//assign models to nodes

for(int i=0; inumFloors; i++){
elevatorShaftNodes[i]   = elevatorShaftNode;
floorNodes[i]   = floorNode;
glassNodes[i]   = glassNode;
pillarNodes[i]  = pillarNode;
}



//add transformers to root
//rootnode-addChild(rootPAT);
elevatorRoot-addChild(elevatorXform);
//elevatorRoot-addChild(elevatorShaftXform);
//elevatorRoot-addChild(floorXform);
//elevatorRoot-addChild(glassXform);

Re: [osg-users] OSGExp: CMake build

2011-05-19 Thread Laurens Voerman

Thanks.

On 5/19/2011 6:06 PM, Farshid Lashkari wrote:

Thanks for pointing that out, should be fixed now.

Cheers,
Farshid

On Thu, May 19, 2011 at 8:59 AM, Laurens Voerman l.voer...@rug.nl
mailto:l.voer...@rug.nl wrote:

Hi Farshid,
sorry to bother you again, I think you are not even using the cmake
files. The CMakeLists I send you for osgExp is not correct, the line
${HEADER_PATH}/MaterialData.cpp is wrong, should refer to the .h

Regards, Laurens.



On 5/19/2011 5:44 PM, Farshid Lashkari wrote:

Thank you Laurens.

On Thu, May 19, 2011 at 7:58 AM, Laurens Voerman
l.voer...@rug.nl mailto:l.voer...@rug.nl
mailto:l.voer...@rug.nl mailto:l.voer...@rug.nl wrote:

Hi Farshid,
attached are updated CMakelist.txt files for Helpers  OsgExp
A fix for missing header files and an update with the added
files
(svn rev 199)
Regards, Laurens.

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Re: [osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-23 Thread Laurens Voerman

Hi Sukender,

Just a guess here,

when you say
Generate a PagedLOD, to load 'groupFile'
do you call PagedLOD::addChild(Node *child, ) ?

for the pageLOD will then hold the child in memory until 
PagedLOD::removeExpiredChildren() is called. Normally this is done in 
the frame loop (in updateSceneGraph()) but I think you're not in a frame 
loop (yet).


Laurens.

On 3/23/2011 10:19 AM, Sukender wrote:

Hi Robert,

Sorry for being too vague. It's a data preparation + viewer app, but the 
problem arises during the data preparation. Some data sets do not present the symptoms 
whereas some others do... Here is a more detailed view of the problematic method, in 
pseudo-code:

void function(Group  parent, const string  path) {
If path is a directory
   osg::ref_ptrosg::Group  group(new osg::Group);
   Foreach entry in the directory, do a recursive call: function(group, entry).
   write 'group' to disk, in 'groupFile' (somewhere out of the current 
directory structure)
   Generate a PagedLOD, to load 'groupFile' when below a given view distance 
(using group-getBound())
   Add that PagedLOD to 'parent'
   unload the group (well, it's a local variable!)
else if it's a 3D file
   Get the AABB of the 3D file (the file isn't loaded in memory)
   Generate a PagedLOD, to load the 3D file when below a given view distance 
(using AABB info)
   Add that PagedLOD to 'parent'
}

This makes memory rise very high and very quickly on a given dataset. This 
dataset is a hierarchical tree structure with at most 1000 3D files in each 
dir. What is strange is that the algorithm seems quite straightforward. I'm 
just going crazy! I'm pretty sure there is a stupid little thing around here 
that I didn't spot. Or is there some OSG internal mechanism I didn't deactivate?

Tries:
- As I told, I wrote (before the method runs)
options = osgDB::Registry::instance()-getOptions();
options-setBuildKdTreesHint(osgDB::Options::DO_NOT_BUILD_KDTREES);
options-setObjectCacheHint(osgDB::Options::CACHE_NONE);
- I also tried adding databasePager.clear(); after writing the 'groupFile', 
but this doesn't change anything.

Any idea?
Many thanks.

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

- Robert Osfieldrobert.osfi...@gmail.com  a écrit :


Hi Sukender,

You explanation of what you are doing in your app is way too light
for
us to be able to guess what might be amiss.   Are you running the
viewer?  Is it just data preperation?  I haven't got a clue.

Robert.

On Tue, Mar 22, 2011 at 5:42 PM, Sukendersuky0...@free.fr  wrote:

Hi all,

Here's something strange:
- I create PageLODs that will load files on disk when needed
- I create Groups of PagedLODs
- I write those groups to disk (OSGB/T format). They thus contain

only few data (just nodes and paths where data is).

- I create a PagedLOD which loads this newly file on disk. The group

is theorically unloaded after this.


When repeating this, my memory usage climbs very high... but the

groups should not be in memory... I wrote

osgDB::Options * options =

osgDB::Registry::instance()-getOptions();



  options-setBuildKdTreesHint(osgDB::Options::DO_NOT_BUILD_KDTREES);

options-setObjectCacheHint(osgDB::Options::CACHE_NONE);
But this doesn't change anything.
And of course I finally run out of memory.
For info, small graphs behave normally in osgViewer (nodes load when

approaching, memory usage rises, etc.).


Any idea?
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine -

http://pvle.sourceforge.net/

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Re: [osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-23 Thread Laurens Voerman

Hi Sukender,

Your code can't cause the problem I suggested, so it must be something 
else. I have no other suggestions to offer.


Laurens.


On 3/23/2011 11:12 AM, Sukender wrote:

Hi Laurens,

Thanks for the tip. But my function looks like:
   osg::ref_ptrosg::PagedLOD  paged( new osg::PagedLOD );
   paged-addChild(new osg::Node);
   paged-setFileName(1, pathTo3DFile);
   paged-setRange(0, dist, FLT_MAX);
   paged-setRange(1, 0, dist);

I create an empty child at index 0, viewable from 'dist' to FLT_MAX. The second 
thing is not a child but a range+filename, viewable from 0 to 'dist.
This seems correct to me.

Thoughts?

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

- Laurens Voermanl.voer...@rug.nl  a écrit :


Hi Sukender,

Just a guess here,

when you say
   Generate a PagedLOD, to load 'groupFile'
do you call PagedLOD::addChild(Node *child, ) ?

for the pageLOD will then hold the child in memory until
PagedLOD::removeExpiredChildren() is called. Normally this is done in
the frame loop (in updateSceneGraph()) but I think you're not in a
frame
loop (yet).

Laurens.

On 3/23/2011 10:19 AM, Sukender wrote:

Hi Robert,

Sorry for being too vague. It's a data preparation + viewer app,

but the problem arises during the data preparation. Some data sets do
not present the symptoms whereas some others do... Here is a more
detailed view of the problematic method, in pseudo-code:


void function(Group   parent, const string   path) {
If path is a directory
osg::ref_ptrosg::Group   group(new osg::Group);
Foreach entry in the directory, do a recursive call:

function(group, entry).

write 'group' to disk, in 'groupFile' (somewhere out of the

current directory structure)

Generate a PagedLOD, to load 'groupFile' when below a given view

distance (using group-getBound())

Add that PagedLOD to 'parent'
unload the group (well, it's a local variable!)
else if it's a 3D file
Get the AABB of the 3D file (the file isn't loaded in memory)
Generate a PagedLOD, to load the 3D file when below a given view

distance (using AABB info)

Add that PagedLOD to 'parent'
}

This makes memory rise very high and very quickly on a given

dataset. This dataset is a hierarchical tree structure with at most
1000 3D files in each dir. What is strange is that the algorithm seems
quite straightforward. I'm just going crazy! I'm pretty sure there is
a stupid little thing around here that I didn't spot. Or is there some
OSG internal mechanism I didn't deactivate?


Tries:
- As I told, I wrote (before the method runs)
options = osgDB::Registry::instance()-getOptions();
options-setBuildKdTreesHint(osgDB::Options::DO_NOT_BUILD_KDTREES);
options-setObjectCacheHint(osgDB::Options::CACHE_NONE);
- I also tried adding databasePager.clear(); after writing the

'groupFile', but this doesn't change anything.


Any idea?
Many thanks.

Sukender
PVLE - Lightweight cross-platform game engine -

http://pvle.sourceforge.net/


- Robert Osfieldrobert.osfi...@gmail.com   a écrit :


Hi Sukender,

You explanation of what you are doing in your app is way too light
for
us to be able to guess what might be amiss.   Are you running the
viewer?  Is it just data preperation?  I haven't got a clue.

Robert.

On Tue, Mar 22, 2011 at 5:42 PM, Sukendersuky0...@free.fr   wrote:

Hi all,

Here's something strange:
- I create PageLODs that will load files on disk when needed
- I create Groups of PagedLODs
- I write those groups to disk (OSGB/T format). They thus contain

only few data (just nodes and paths where data is).

- I create a PagedLOD which loads this newly file on disk. The

group

is theorically unloaded after this.


When repeating this, my memory usage climbs very high... but the

groups should not be in memory... I wrote

 osgDB::Options * options =

osgDB::Registry::instance()-getOptions();





options-setBuildKdTreesHint(osgDB::Options::DO_NOT_BUILD_KDTREES);

 options-setObjectCacheHint(osgDB::Options::CACHE_NONE);
But this doesn't change anything.
And of course I finally run out of memory.
For info, small graphs behave normally in osgViewer (nodes load

when

approaching, memory usage rises, etc.).


Any idea?
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine -

http://pvle.sourceforge.net/

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Re: [osg-users] Reading/writing float data into an image

2010-10-15 Thread Laurens Voerman

Hi Mahendra ,
osgimage::data() returns an (unsigned char *) so the array indexing only 
steps one byte. use


((float *)dirImage-data(i))[0] = pos.x();//same effect
((float *)dirImage-data(i))[1] = pos.y();//different effect
((float *)dirImage-data(i))[2] = pos.z();

Laurens.

On 10/15/2010 10:55 AM, Mahendra G.R wrote:

Hello guys,

I'm trying to write and then read back float data from an image but for
some reason only the last written data seems correct


code:

dirImage-allocateImage((int) vertices.size(), (int)vertices.size(),
(int)vertices.size(), GL_RGB, GL_FLOAT);

for ( unsigned int i = 0; i  vertices.size(); i++)
   {
   osg::Vec3 pos = vertices[i];
   (float )dirImage-data(i)[0] = pos.x();
   (float )dirImage-data(i)[1] = pos.y();
   (float )dirImage-data(i)[2] = pos.z();

   std::coutactual.x ispos.x()std::endl;
   std::coutactual.y ispos.y()std::endl;
   std::coutactual.z ispos.z()std::endl;

   std::coutpos.x is(float )dirImage-data(i)[0]std::endl;
   std::coutpos.y is(float )dirImage-data(i)[1]std::endl;
   std::coutpos.z is(float )dirImage-data(i)[2]std::endl;


   }

can anybody point out the mistake, sorry if its too silly.

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Re: [osg-users] Developer release of OSG and VPB imminent, please test.

2010-06-18 Thread Laurens Voerman

Hi Robert,

OSG builds fine on my Windows XP, with VS2008.
Our application runs as expected. I have not tested VPB nor have I 
tested with linux (not test case ready).


Laurens.

On 6/18/2010 10:30 AM, Robert Osfield wrote:

On Thu, Jun 17, 2010 at 5:23 PM, Robert Osfield
robert.osfi...@gmail.com  wrote:

I would like tag developer releases of the OSG and VPB tomorrow so
testing across compile and runtime platforms would be very useful.


Oooo the silence...  Has anyone tested out svn/trunk for OSG and VPB
since my call?

If there no negative feedback I'll have to assume everything is fine
just go ahead and tag this morning.  My plan is start pupping out dev
releases weekly again as we start working towards 3.0.

Robert.
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Re: [osg-users] valgrind, memory leak debugging

2010-05-04 Thread Laurens Voerman

Hi Thomas,
I did a quick read of your code, and the first thing I notice is that 
the osgDB::readNodeFile result is assigned to a osg::Group*, NOT a 
osg::ref_ptrosg::Group . The pointers run out of scope at the end of 
generateSimplifiedNodes, mergeNodes seems to take most of the 
geometry, but this looks like a leak to me.


Laurens.

On 5/2/2010 8:07 PM, Tomas Hnilica wrote:

Hello OSG users,

I am working on a project that processes large amount of data a have
problems with memory leaks.
Problematic part of the code does simplification of OSG subgraphs and
writes out the results.
In this code, no graphical window exists, it's only about reading -
processing - writing of .ive files.

The code reads in two .ive files, merges the geometries in these files,
does simplification on the merged geometries and writes the result to
the .ive file.

On very large models the system goes out of memory in the simplification
phase. There must be some memory leak in the code, I guess in the
merging phase, because this is done by myself :)
During the process in the single simplification step, the memory is
allocated and then deallocated, but not to the same amount as before
(that may be OS allocation strategy specific). When the process goes
through several simplification steps, the amount of overall reserved
memory increases (this is what MS Windows task manager says).

I tried to find the problem with valgrind on Linux, but it reports loss
of memory in the OSG code, what is probably wrong interpretation. Does
anynone use valgrind for memory leak detection in OSG apps or can you
recommend other method?

I attached simplified snapshot of incremented piece of my code, if
different eyes could have a short look I would highly appreciate it -
maybe there is only wrong usage of readNodeFiles, merging data or
osg::ref_ptr's...it seems that only small portion of the allocated
memory is not deallocated.


Some messages coming from valgrind that are not clear to me (I hope OSG
is memory leak free because of osg::ref_ptr ):



==11693== 12,137 (328 direct, 11,809 indirect) bytes in 1 blocks are
definitely lost in loss record 287 of 432
==11693== at 0x4C23809: operator new(unsigned long)
(vg_replace_malloc.c:230)
==11693== by 0x56B7D09: osg::Node::getOrCreateStateSet() (in
/home/tomas/OpenSceneGraph-2.8.0/lib/libosg.so.2.8.0)
==11693== by 0x5EF992D: osgFX::Effect::build_dummy_node() (in
/home/tomas/OpenSceneGraph-2.8.0/lib/libosgFX.so.2.8.0)
==11693== by 0x5EFA072: osgFX::Effect::Effect() (in
/home/tomas/OpenSceneGraph-2.8.0/lib/libosgFX.so.2.8.0)
==11693== by 0x5EFCDDF: osgFX::Scribe::Scribe() (in
/home/tomas/OpenSceneGraph-2.8.0/lib/libosgFX.so.2.8.0)
==11693== by 0x2989BE06: ???

==11693== 17,616 (1,560 direct, 16,056 indirect) bytes in 15 blocks are
definitely lost in loss record 286 of 432
==11693== at 0x4C23809: operator new(unsigned long)
(vg_replace_malloc.c:230)
==11693== by 0x6BD87C1: EdgeCollapse::addEdge(EdgeCollapse::Triangle*,
EdgeCollapse::Point*, EdgeCollapse::Point*) (in
/home/tomas/OpenSceneGraph-2.8.0/lib/libosgUtil.so.2.8.0)
==11693== by 0x6BDB815: EdgeCollapse::addTriangle(EdgeCollapse::Point*,
EdgeCollapse::Point*, EdgeCollapse::Point*) (in
/home/tomas/OpenSceneGraph-2.8.0/lib/libosgUtil.so.2.8.0)
==11693== by 0x6BDD72D: EdgeCollapse::collapseEdge(EdgeCollapse::Edge*,
EdgeCollapse::Point*) (in
/home/tomas/OpenSceneGraph-2.8.0/lib/libosgUtil.so.2.8.0)
==11693== by 0x6BCD03D: osgUtil::Simplifier::simplify(osg::Geometry,
std::vectorunsigned, std::allocatorunsigned  const) (in
/home/tomas/OpenSceneGraph-2.8.0/lib/libosgUtil.so.2.8.0)
==11693== by 0x6BCD456: osgUtil::Simplifier::simplify(osg::Geometry)
(in /home/tomas/OpenSceneGraph-2.8.0/lib/libosgUtil.so.2.8.0)

-


The linux code is OSG 2.8.0, I tested the same with 2.9.7 as well.
Thank you very much for any comments and help in advance,
Tomas Hnilica




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Re: [osg-users] Refreshing a Scenegraph

2010-04-28 Thread Laurens Voerman

Hi Suvajit,
From your description I suspect that your problem is caused by the osg 
object cache.

try
osgDB::Registry::instance()-clearObjectCache();
before the ReadFile() to see if that's the problem.

If that helps you might want to just supress the usage of the cache for 
this readfile call:


osgDB::ReaderWriter::Options* opt = 
osgDB::Registry::instance()-getOptions();

if (!opt) opt = new osgDB::ReaderWriter::Options();
opt-setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_NONE);
osgDB::Registry::instance()-setOptions(opt);
readFile()
opt-setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL);
osgDB::Registry::instance()-setOptions(opt);

Cheers,
Laurens.

On 4/28/2010 3:49 PM, Suvajit Sengupta wrote:

Hi Robert,
   Yes, I am calling the viewer-frame() after updating the model assuming that 
after the model is built then only I can call for update and render traversal.
Now the question to me how to re-render a scene ? Looking for some 
directions.

...

Thank you!

Cheers,
Suvajit

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Re: [osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-08 Thread Laurens Voerman

Hi Sukender,
I still think that it should work, and the problems you discribe sound 
like you have different #defines for the plugin and the main executable, 
possibly caused by different include path (or order in the include 
path). Possibly different compiler settings (esp. C/C++-Code 
Generation-Runtime Library).
To check you could dig up the compler command line from the BuildLog for 
the executable and the static lib objects, something like


/O2 /Ob2 /I X:\osg\3rdparty\include /I X:\osg\OpenSceneGraph\include 
/I X:\osg\vc9\include /D WIN32 /D _WINDOWS /D NDEBUG /D 
_SCL_SECURE_NO_WARNINGS /D _CRT_SECURE_NO_DEPRECATE /D 
WIN32_LEAN_AND_MEAN /D _WIN32_WINNT=0x0500 /D 
CMAKE_INTDIR=\Release\ /D _MBCS /FD /EHsc /MD /arch:SSE2 
/Foosgrc.dir\Release\\ /FdX:/osg/osgRC/lib/Release/osgrc.pdb /W3 /c 
/TP   /Zm1000 /MP


I suspect there is a difference. If they match the .obj file will be 
effectively identical, so the linker should behave identical.


The option to use the .obj files instead of the .lib is avialable in 
visual studio if the projects are part of the same solution, in the 
property's for the executable:


Configuration Properties-Linker(-General) set

Use Libraray dependencies: Yes
(and make the exe project dependent of the .lib projects and remove the 
.lib from Linker-Input Additional Dependencies if this is not already 
the configuration)

Use Libraray dependency Inputs: Yes

Laurens.



Sukender wrote:

Hi Laurens,

Many thanks for the examples and the modified readers. I don't have time to 
browse it right now but I will soon.

Well, USE_OSGPLUGIN() in Main.cpp causes linker to complain about duplicated 
symbols (inline methods in osgDB). I think this is because the compiler can 
silently refuse inlining and thus create the methods' code in each .cpp. I 
didn't find a way to work around this, except:
- Making OSG static (which is what I don't want, for multiple reasons)
- Directly including reader-writers code into my project (it works as expected)
If you know a way, please tell !

It would be nice to tell CMake to directly include .o/.obj files from a project 
into another one at link-time, but I guess it's a bit tricky and non portable...

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

- Laurens Voerman l.voer...@rug.nl a écrit :


Hi Sukkender,
if you are linking whith the .lib the USE_OSGPLUGIN() is required. - 
Unless your project is set up to silently ignore the lib file and link


the .obj files instead. (can't find the option atm.)

What is the effect of the USE_OSGPLUGIN() in the Main.cpp?

Attached is a reduced version of my project whith all the plugins,
where 
our viewer has been replaced by the osgviewer. The cmake files
generate 
dynamic link libs (osgdb_dds.dll) and always stuff the plugin into the


final .exe too.

modified dds reader and .mip helper reader are someware in 
osg-submissions archive: see the thread proposing dds mmToSkip
option 
   starting on 3 dec 2009. Code is in the attachment.(possibly

updated)

Laurens.




Sukender wrote:

Forgot to mention: under MSVC, I've put /OPT:NOREF to avoid symbols

from being excluded when linking static libs.

Sukender
PVLE - Lightweight cross-platform game engine -

http://pvle.sourceforge.net/

- Sukender suky0...@free.fr a écrit :


Hi Laurens, hi all,

Hum, could you give me a hint, please? If I write:
  class BBB : public osgDB::ReaderWriter {... blah blah blah ...};
  REGISTER_OSGPLUGIN(bbb, BBB)
in bbb.cpp (in my main exe), then the BBB reader/writer is
constructed and added to the registry when process loads.

However if I put that .cpp in a static lib, which is linked to my

main

exe, then the BBB reader/writer is never built (nor added to the
registry).
As far as I know, static libs are roughly a bunch of objects!

Were's

the difference?

And of course, using USE_OSGPLUGIN() doesn't work.


BTW, The feature you're mentioning seems interesting. Is there any
chance you release the code, under a licence or another?
Cheers,

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

- Laurens Voerman l.voer...@rug.nl a écrit :


Hi Sukender,

my modified dds reader is able to skip reading high res mipmaps

from

the
dds file.
For the version you are using, I am guessing that your link

errors

might
originate in compliling the static plugin lib with

OSG_LIBRARY_STATIC

defined. And/Or linking the plugin with the osg libs.
Mixing debug and release versions will also create confusing link
errors.

Of course the USE_OSGPLUGIN(ext1) must be mirrored by a
REGISTER_OSGPLUGIN(ext1,myReaderWriterExtention1)

Laurens.

Sukender wrote:

Hi Laurens,

This is what I mean. Glad to see it can work! But I have:
- A static lib
- No dllexport stuff
- Two USE_PLUGIN() in the main exe

And I have linker errors.
Any idea?

BTW, what your modified plugin does? I had problems with DDS

(saw

some 3rd-party apps read RGB as BGR and vice-versa).

Cheers

Re: [osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-07 Thread Laurens Voerman

Hi Sukender,

my modified dds reader is able to skip reading high res mipmaps from the 
dds file.
For the version you are using, I am guessing that your link errors might 
originate in compliling the static plugin lib with OSG_LIBRARY_STATIC 
defined. And/Or linking the plugin with the osg libs.

Mixing debug and release versions will also create confusing link errors.

Of course the USE_OSGPLUGIN(ext1) must be mirrored by a 
REGISTER_OSGPLUGIN(ext1,myReaderWriterExtention1)


Laurens.

Sukender wrote:

Hi Laurens,

This is what I mean. Glad to see it can work! But I have:
- A static lib
- No dllexport stuff
- Two USE_PLUGIN() in the main exe

And I have linker errors.
Any idea?

BTW, what your modified plugin does? I had problems with DDS (saw some 
3rd-party apps read RGB as BGR and vice-versa).
Cheers,

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

- Laurens Voerman l.voer...@rug.nl a écrit :


Hi Sukender,
I'm very confused about Robert's reply, because it's working fine for

me. I am using a modified dds reader linked into my app, which takes 
precedence over any osgdb_dds.dll because it registers on startup.
This 
can be done by simply adding the (modified) ReaderWriterDDS.cpp to the


project producing the executable, in this version there is no need for

USE_PLUGIN() - it will cause a link error.
If you compile the plugin into a static link lib, you need the 
USE_PLUGIN() and link to the lib.


This can work because the plugins I am using are not exporting any 
symbols, so there is no __declspec(dllexport) stuff in the way.


Laurens.

Robert Osfield wrote:

Hi Sukender,

On Tue, Apr 6, 2010 at 10:15 AM, Sukender suky0...@free.fr wrote:

Hi all,

I found several ressources(*) about static linking but didn't found

an answer to my question: can I combine dynamic OSG/OT + dynamic
OSG plugins + static custom (= user) plugins? If yes, how?

I can't see how this would work as it seems to be there would be a
conflict between what version of core libraries that the dynamic vs
static plugins would need to link to.

If you want dynamic linking then use it everywhere.

Robert.
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Re: [osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-06 Thread Laurens Voerman

Hi Sukender,
I'm very confused about Robert's reply, because it's working fine for 
me. I am using a modified dds reader linked into my app, which takes 
precedence over any osgdb_dds.dll because it registers on startup. This 
can be done by simply adding the (modified) ReaderWriterDDS.cpp to the 
project producing the executable, in this version there is no need for 
USE_PLUGIN() - it will cause a link error.
If you compile the plugin into a static link lib, you need the 
USE_PLUGIN() and link to the lib.


This can work because the plugins I am using are not exporting any 
symbols, so there is no __declspec(dllexport) stuff in the way.


Laurens.

Robert Osfield wrote:

Hi Sukender,

On Tue, Apr 6, 2010 at 10:15 AM, Sukender suky0...@free.fr wrote:

Hi all,

I found several ressources(*) about static linking but didn't found an answer to my question: can I combine 
dynamic OSG/OT + dynamic OSG plugins + static custom (= user) plugins? If 
yes, how?


I can't see how this would work as it seems to be there would be a
conflict between what version of core libraries that the dynamic vs
static plugins would need to link to.

If you want dynamic linking then use it everywhere.

Robert.
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Re: [osg-users] OSGEXP building problem...

2010-03-08 Thread Laurens Voerman

Hi Alessandro,
I usually build the exporter with a static linked osg, so I have no 
recent experience with your problem. It seems to me that you might be 
missing a dependency for osgdb_ive.dll, as the osgdb_osg.dll is found 
and working I can't see any reason why the ive plugin would not be 
found. Checking the dependency's for my ive plugin gives me the 
following list (beyond the ones required for osg)


OSG64-OSGSIM.DLL
OSG64-OSGFX.DLL
OSG64-OSGTEXT.DLL
OSG64-OSGTERRAIN.DLL
OSG64-OSGVOLUME.DLL

Are these all in your path or in the max directory?

Regards, Laurens.

alessandro terenzi wrote:

Thanks Laurens,
I've solved every building problems...beyond the one described earlier, 
I could not build because I needed the Platform SDK in order to compile 
OSGExp's resources.


But although the preview works fine inside 3dsMax, exporting to files do 
not...


1) if I export to .OSG then the osg file is created successfully

2) if I export to .IVE then 3dsMax crashes because the ive plugin is not 
found..but I put every osgdb_* plugins in the expected directory (ie max 
directory, same as the osg plugin that works) ...I also tried to put 
plugins in the osgplugins-2.8.2 sub-directory inside max dir and I also 
added the referenced CRT...but the ive plugin is never found...


Any suggestion? Thanks.
Regards.
Alessandro


On Mon, Mar 8, 2010 at 1:05 AM, L. Voerman l.voer...@rug.nl 
mailto:l.voer...@rug.nl wrote:


I solved this like this:
#if MAX_VERSION_MAJOR  12 //MAX2010
   TCHAR* renderBinName;
#else
   const MCHAR* renderBinName;
#endif
for all TCHAR* in OSGHelpers.cpp (3x)
and once TCHAR *name; in MtlKeeper.cpp.

Laurens.

alessandro terenzi wrote:

Don't know if this is the right place to ask for help, but I'm
trying to build OSGExp wrt OSG 2.9.7 and Max SDK 2010 and I get
compile errors (many like this):

1..\..\src\OSGExp\OSGHelpers.cpp(220) : error C2664: 'BOOL
IParamBlock2::GetValue(ParamID,TimeValue,float ,Interval
,int)' : cannot convert parameter 3 from 'TCHAR *' to 'float '

I'm building using Visual C++ 2008 Express. Anyone having the
same problem? Any suggestion?
Thanks in advance.

Kind regards.
Alessandro





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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-23 Thread Laurens Voerman

Paul Melis wrote:

Jason Daly wrote:

Paul Melis wrote:
Okay, can you give me some pointers how to make it work then? I have 
VS8 sp1, have downloaded the corresponding debug package from the 
OSG website and have a really small test application that forces OSG 
to use some freed memory. If I build (in debug mode of course) and 
then run the test from VS with F5 it nicely catches the error, but 
in the stack trace none of the OSG dlls show any symbols...



I think the problem is that OSG is using /Zi instead of /Z7, but at 
the same time, the .pdb files aren't being distributed in the packages.
Right, that is what I originally suspected. So is there any point to the 
debug packages *in their current form*? As 2.8.2 is probably released 
pretty soon it might be a good point in time to fix this?
My guess is that the extra size comes from optimizations being turned 
off (the default in Debug mode), but I don't make the packages, so I'm 
not sure.
Is there any way to test for a given dll if there is debug information 
in it, e.g. with some MSVC tool?


Paul



Hi Paul,

Does this help?

%VCINSTALLDIR%\bin\dumpbin.exe /PDBPATH:VERBOSE osg55-osgd.dll

Laurens.
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Re: [osg-users] side-by-side stereo display

2007-08-21 Thread Laurens Voerman
Hi Tom,
for wat you're describing
set OSG_STEREO=ON
set OSG_STEREO_MODE=HORIZONTAL_SPLIT
should do the trick.
See
http://www.openscenegraph.org/index.php?page=UserGuides.StereoSettings
for more details.

Laurens Voerman
HPCV
CIT University of Groningen
www: http://www.rug.nl/cit/hpcv



Tom Pearce wrote:
 Hey everyone,
 
 I'm new (in the past couple months) to OSG and to this list, and I was
 hoping someone could point me in the right direction on this question:
 
 How do I best go about getting two views into a scene to display
 side-by-side in a window so a stereo monitor can display it properly?
 I need an interactive environment, so creating two animations and
 editing them won't work.  Essentially the view from each camera needs
 to be scaled in the x direction to fit half the screen, and displayed
 seamlessly next to the scaled view from the other camera.  Any advice
 or links to previous answers or anything would be much appreciated!
 
 Thanks,
 Tom
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