Re: [osg-users] Warning messages VS2012...
Hi Robert, I will give it a go, the warning message fix submitted and supresses the messages ok and receive none now. Thanks all. Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 30 May 2013 18:44 To: OpenSceneGraph Users Subject: Re: [osg-users] Warning messages VS2012... Hi Martin, The warning docs discuss multiple inheritance, but the osgDB::fstream class just inherits directly from std::fstream so on first doesn't look that relevant. I've looked at the implementation of fstream here on Linux and the only issue I've seen that might be a problem is that open() method isn't virtual so overriding it locally in osgDB::fstream will only work when calling osgDB::fstream directly, and not through a pointer to the std::fstream. I would have thought this type of issue would generate a different warning through. The only reason for the existance of the osgDB::fstream is that it runs OSGDB_CONVERT_UTF8_FILENAME() on the filename. Perhaps one could remove osgDB::fstream and provided a convience function such as: osgDB::open(std::fstream fs, const char* filename,std::ios_base::openmode mode) { fs-open(OSGDB_CONVERT_UTF8_FILENAME(filename), mode); } This would require going through the OSG examples that utilize the fstream, replacing the fs.open(..) with an osgDB::open(fs,..) but this wouldn't be too much work and would avoid the need for subclassing fstream which doesn't sit that well with me as it's just done to hide the UTF8 filename conversion. I'm not the original author of this code though, perhaps Michael Platings can dive in to explain the reasoning. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Warning messages VS2012...
Hi all, I am receiving a huge quantity of warnings when compiling OSG and VPB, they are both the same thing. Warning 27 warning C4250: 'osgDB::fstream' : inherits 'std::basic_istream_Elem,_Traits::std::basic_istream_Elem,_Traits::_Add_ vtordisp1' via dominance H:\Coding\OSG\OpenSceneGraph\include\osgDB\fstream 41 1 vpb The message is a warning and I cannot see any problem with it apart from its annoying! Here is the article on the warning: http://msdn.microsoft.com/en-us/library/6b3sy7ae(v=vs.80).aspx Could this be fixed in code or do we need to add a pragma to supress the warning, I cannot seem to find any explicity defined pragma's in the code for windows? Thanks Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB build error
Hi Robert, I have submitted, sorry I sent it to the old address openscenegraph.net still lurking in my address book! http://forum.openscenegraph.org/viewtopic.php?t=8806 is the original message. Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 28 May 2013 09:08 To: OpenSceneGraph Users Subject: Re: [osg-users] VPB build error Hi Martin, On 28 May 2013 00:44, Martin Naylor martinnay...@virginmedia.com wrote: I found the post and submitted a fix. It just need a minor tweak to include quotation marks to fix the semicolon that appeared in the linker options. Could you the modified file to osg-submissions. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB build error
Hi All, I am receiving a build error with VPB under VS2012 using Windows 8(32bit build of OSG). Error 49 error LNK2005: public: void __thiscall std::basic_ofstreamchar,struct std::char_traitschar ::`vbase destructor'(void) (??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in SpatialProperties.obj H:\Coding\OSG\VirtualPlanetBuilder\src\vpb\osgDB.lib(osg97-osgDB.dll) vpb Error 50 error LNK1169: one or more multiply defined symbols foundH:\Coding\OSG\VirtualPlanetBuilder\lib\Release\vpb.dll vpb Not sure why though! Thanks Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB build error
Hi Sebastian, I found the post and submitted a fix. It just need a minor tweak to include quotation marks to fix the semicolon that appeared in the linker options. Thanks. Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sebastian Messerschmidt Sent: 27 May 2013 09:33 To: OpenSceneGraph Users Subject: Re: [osg-users] VPB build error Hi Martin, please search the forum and the mailing list. This is a bug in Visual Studio. To get VPB linked (and possibly other tools) add /FORCE:Multiple to your linker options. @all: Should this go to the FAQ/HowTo section on the website? @Robert: This seems to be an error in VS linker. I think there was proposed patch (something about implementing the destructor IIRC). It would be nice if we could provide a workaround, as it affects basically every VS2010/12 application linking with osg based libraries. Hi All, I am receiving a build error with VPB under VS2012 using Windows 8(32bit build of OSG). Error 49 error LNK2005: public: void __thiscall std::basic_ofstreamchar,struct std::char_traitschar ::`vbase destructor'(void) (??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in SpatialProperties.obj H:\Coding\OSG\VirtualPlanetBuilder\src\vpb\osgDB.lib(osg97-osgDB.dll) vpb Error 50 error LNK1169: one or more multiply defined symbols foundH:\Coding\OSG\VirtualPlanetBuilder\lib\Release\vpb.dll vpb Not sure why though! Thanks Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem compiling SVN
Hi Robert, The latest SVN compiles fine now. Thanks Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 13 May 2013 14:13 To: OpenSceneGraph Users Subject: Re: [osg-users] problem compiling SVN Hi Martin, Thanks for reporting the problem. It looks like a missing export, I've just added this could you do an svn update and rebuild? Thanks, Robert. On 13 May 2013 14:04, Martin Naylor martinnay...@virginmedia.com mailto:martinnay...@virginmedia.com wrote: Hi Robert/all, I am receiving some errors in compiling the latest SVN due to some recent changes.. Sure its the windows export issue, not sure where to place them! Cheers Martin Error 1 error LNK2019: unresolved external symbol public: class osg::Texture * __thiscall osgUtil::LineSegmentIntersector::Intersection::getTextureLookUp(class osg::Vec3f )const (?getTextureLookUp@Intersection@LineSegmentIntersector@osgUtil@@QBEPAVTextur e@osg@@AAVVec3f@5@@Z) referenced in function protected: void __thiscall osgViewer::CompositeViewer::generateSlavePointerData(class osg::Camera *,class osgGA::GUIEventAdapter ) (?generateSlavePointerData@CompositeViewer@osgViewer@@IAEXPAVCamera@osg@@AAV GUIEventAdapter@osgGA@@@Z) H:\Coding\OSG\OpenSceneGraph\src\osgViewer\CompositeViewer.obj osgViewer Error 2 error LNK2001: unresolved external symbol public: class osg::Texture * __thiscall osgUtil::LineSegmentIntersector::Intersection::getTextureLookUp(class osg::Vec3f )const (?getTextureLookUp@Intersection@LineSegmentIntersector@osgUtil@@QBEPAVTextur e@osg@@AAVVec3f@5@@Z) H:\Coding\OSG\OpenSceneGraph\src\osgViewer\Viewer.obj osgViewer ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem compiling SVN
Hi Robert/all, I am receiving some errors in compiling the latest SVN due to some recent changes.. Sure its the windows export issue, not sure where to place them! Cheers Martin Error 1 error LNK2019: unresolved external symbol public: class osg::Texture * __thiscall osgUtil::LineSegmentIntersector::Intersection::getTextureLookUp(class osg::Vec3f )const (?getTextureLookUp@Intersection@LineSegmentIntersector@osgUtil@@QBEPAVTextur e@osg@@AAVVec3f@5@@Z) referenced in function protected: void __thiscall osgViewer::CompositeViewer::generateSlavePointerData(class osg::Camera *,class osgGA::GUIEventAdapter ) (?generateSlavePointerData@CompositeViewer@osgViewer@@IAEXPAVCamera@osg@@AAV GUIEventAdapter@osgGA@@@Z) H:\Coding\OSG\OpenSceneGraph\src\osgViewer\CompositeViewer.obj osgViewer Error 2 error LNK2001: unresolved external symbol public: class osg::Texture * __thiscall osgUtil::LineSegmentIntersector::Intersection::getTextureLookUp(class osg::Vec3f )const (?getTextureLookUp@Intersection@LineSegmentIntersector@osgUtil@@QBEPAVTextur e@osg@@AAVVec3f@5@@Z) H:\Coding\OSG\OpenSceneGraph\src\osgViewer\Viewer.obj osgViewer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] viewer goes to default blue color after model load
Hi Paul, If it is possible can you save the scene to an OSG file when the problem is seen, reload it using osgviewer(or your application) and see if the data is valid or loaded into OSG even though you have a blue screen. Assuming of course the blue screen is your normal default background colour. Might help narrow it down a little... Regards Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Herbert Sent: 04 February 2013 15:33 To: osg-users@lists.openscenegraph.org Subject: [osg-users] [forum] viewer goes to default blue color after model load Hi, I realize this questions is vague, so my apologies, but I'm hoping that some people here might have some guesses as to what is happening because I am very stuck. I have a program that is a static camera view inside a room model. Inside this room other models (.OSG files) are loaded, moved, and unloaded. There is some more to it than that but that is the gist. This code has been working for some years now on 32-bit XP, but we recently put the program on a PC with Windows 7 64-bit and an Nvidia NVS 300 video card with updated drivers (310.90). The current OSG version being used is 2.8.3. Most of the time the program functions as expected, but once or twice in a day when the user loads a model the Viewer goes completely blank, back to the default color. No models show. We can go through the process of loading and unloading models and the program goes through the steps without trouble, but the Viewer stays blue. If I turn on the StatsHandler when this happens it shows the Cull Time spiking majorly and the Frame Rate drops substantially, but no crashes occur. Everything else seems functionally normal. This can happen after loading just a couple models, or it can happen after many hours of loading and unloading models. The only common link seems to be that it occurs when we load a model. The model being loaded doesn't seem to matter either...it can happen on any of them. Does anyone have any ideas or guesses about what might be happening? Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52365#52365 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems building OSC plugin on VS2008
Hi Chris, I have seen something similar: Here is a post I put into submissions a while back that may help or be related... Hi, Yes I can confirm I get the error in VS2008. I think it's all down to the standard of C++. It works fine with VS2010 and up which why most people may have not noticed the error. To me it looks like the standard of C++, .data must be implemented in a later version. VS2008 must support C++98 and VS2010 C++03/0x and VS2012 C+11, so the deduction is, .data is implemented in a later version of C++(0x/011). You may be better of with: _document = _dae-openFromMemory(fileURI, buffer.front()); But It don't know much about dae. Does OSG stick to a C++ standard such as C++98, or am i talking gibberish! From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson Sent: 05 January 2013 20:48 To: OpenSceneGraph Users Subject: Re: [osg-users] Problems building OSC plugin on VS2008 Actually it fails on VS2010 on a clean SVN pull as well: This is the version it is building: #define OPENSCENEGRAPH_MAJOR_VERSION3 #define OPENSCENEGRAPH_MINOR_VERSION1 #define OPENSCENEGRAPH_PATCH_VERSION4 #define OPENSCENEGRAPH_SOVERSION94 Anyone have any ideas? I could just refrain from building this plugin, but I like to provide the most complete builds I can. On Sat, Jan 5, 2013 at 12:35 PM, Chris Hanson xe...@alphapixel.com wrote: Anyone else encountering this? I have no clue, we're just trying to batch-build. d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\os c\OscOutboundPacketStream.h(101) : error C2535: 'osc::OutboundPacketStream osc::OutboundPacketStream::operator (osc::int32)' : member function already defined or declared ... d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\os c\OscOutboundPacketStream.h(97) : see declaration of 'osc::OutboundPacketStream::operator ' .\daeReader.cpp(298) : error C2039: 'data' : is not a member of 'std::vector_Ty' ... with ... [ ... _Ty=char ... ] -- 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 . Telemetry . Cryptography . Digital Audio . LIDAR . Kinect . Embedded . Mobile . iPhone/iPad/iOS . Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] -- 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 . Telemetry . Cryptography . Digital Audio . LIDAR . Kinect . Embedded . Mobile . iPhone/iPad/iOS . Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Windows 8 x64
Hi all, Just to say I have tested OSG(SVN) under Windows 8 Pro(x64) and haven't noticed any problems. It's still technically Windows 7 apart from the 'Start' button going and is now the metro interface and you are no longer able to find anything, until you get used to it. It seems to work fine! Regards Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] compiler error (osgmultiplemovies)
Hi Robert, It didn't work, but adding another cast did unsigned int num_files_per_row = std::max(osg::round(sqrt(static_castfloat(std::min(max_videos, static_castunsigned int(files.size()),(static_castfloat (1.0))); Seems to make it compile... I will shove it through to submissions... Cheers Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 05 November 2012 09:37 To: OpenSceneGraph Users Subject: Re: [osg-users] compiler error (osgmultiplemovies) HI Sebastian and Martin, I have added a static cast, could you do an svn update and let me know if this fixes the build. Thanks, Robert. On 3 November 2012 12:13, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hello Martin, unsigned int num_files_per_row = std::max(osg::round(sqrt(std::min(max_videos, static_castunsigned int(files.size(), 1.0); is the line I have. Try to static cast the result of osg::round to unsigned int. Same goes for the sqrt, which expects float or double. The VC2010 is a bit more picky than the older versions. Hello, I am receiving an error when compiling latest SVN in osgmultiplemovies which is as follows: Error 1 error C2668: 'sqrt' : ambiguous call to overloaded function D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp p 654 1 example_osgmultiplemovies Error 2 error C2780: 'const _Ty std::max(const _Ty ,const _Ty ,_Pr)' : expects 3 arguments - 2 provided D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp p 654 1 example_osgmultiplemovies No idea why, this is with VS2010. Regards Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] compiler error (osgmultiplemovies)
Hello, I am receiving an error when compiling latest SVN in osgmultiplemovies which is as follows: Error 1 error C2668: 'sqrt' : ambiguous call to overloaded function D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp p 654 1 example_osgmultiplemovies Error 2 error C2780: 'const _Ty std::max(const _Ty ,const _Ty ,_Pr)' : expects 3 arguments - 2 provided D:\Coding\OSG\OpenSceneGraph\examples\osgmultiplemovies\osgmultiplemovies.cp p 654 1 example_osgmultiplemovies No idea why, this is with VS2010. Regards Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Off Topic] General OpenGL / DirectX/3D troubleshooting strategy for virtual machines
Hi, OSG is OpenGL only so it won't work with DirectX particularly on an VMware machine unless it support OpenGL, virtual box DOES support OpenGL that allows you to bang the hardware direct if you want to change! I don't believe VMware supports direct OpenGL but may support DirectX, but of course OpenGL wont work Try Virtual box?Unless I am missing the point? Kind Regards Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Richardson Sent: 28 June 2012 00:43 To: 'OpenSceneGraph Users' Subject: [osg-users] [Off Topic] General OpenGL / DirectX/3D troubleshooting strategy for virtual machines Hello, Apologies for the general off topic question but this is the only Linux 3-D list I lurk on. Configuration is a Windows XP box with 3 virtual Machines [1 Windows XP VM, 2 Linux VM's]. Google Earth works on the VM using OpenGL but I need it to work using DirectX/3D. DirectX is installed but the VM reports that it cannot be found. VMware Vsphere is most likely the VM generator. The goal is for the VM to get access to the graphics card on the bare metal. Any thoughts? Troubleshooting strategies? John F. Richardson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi all, The only other way I can see of tracking it is to write some sort of script that sends a message to every list member including a unique address in the body/subject for each member, then the author who sent it will see which mail address is causing the spam as it will generate an email when you hit the right address? Palavabut I am sure under Linux it must be easy! Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 26 June 2012 14:41 To: OpenSceneGraph Users Subject: Re: [osg-users] 139.com Spam Hi Jan, On 26 June 2012 14:06, Jan Ciger jan.ci...@gmail.com wrote: Please, clear these from the list, the bounces will only keep spamming the list. The posts aren't coming through the list, I think they are being sent directly. The are anyone subscribed from a 139.com domain so my initial expectation that someone subscribed from that domain is causing problems, so I can only guess is that perhaps someone has redirected posts to a 139.com account. Perhaps it's something that is going via the forum in some way. I really don't know the cause though. There is nothing I can do about the issue are it isn't a mailman issue so it's something that users will just have to flag locally as spam. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi all, When I stated I haven't received one I hadn't sent any email to the list for a couple of weeks. LOL, so I cursed myself and had one in my mailbox. It looks like its picking the sender and sending them a confirmation message or something, not entirely sure... The strange thing is I didn't send any message to them direct, but it's found me as the sender (or on behalf of...) and sent it to me direct. So Its not coming from the list directly. I am almost tempted to say it a forward, but if it was it would not be me who received the email, it would be the mailbox that forwarded it, unless its actually a relay but then it would bounce back to the list? Heres a little snippet from google translate, what that green mailbox environment J! 13488874...@139.com activate and read the letter situation Dear Martin Naylor,: When you send a message, the following email address has not been activated. We have sent SMS notification Ta activation mail, check your mail. As of when you receive this message, you send the following email to activate and read the letter, as follows :E-mail message subject to activate and read the letter situation13488874...@139.com Re: the osg-users], 139.com Spam [not active]China Mobile 139 mailboxes June 9, 2012 Tips:You send does not activate the 139 mailbox users, mail, 7 days will be deleted by the system, please tell a friend timely activated to receive e-mail. Build a green mailbox environment, please refrain from sending likely to cause harassment mail. Hope it helps! Regards Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 139.com Spam
Hi all, Interestingly I don't have any, junk mail or anywhere? I guess this could be filtered out before it reaches me by my ISP(virgin media). Good luck. Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui Sent: 08 June 2012 09:51 To: OpenSceneGraph Users Subject: Re: [osg-users] 139.com Spam Hi Robert, I've already wrote a mail to t...@139.com but I don't think they will reply quickly enough, as 139.com in fact belongs to a huge state-owned company (China Mobile) who always ignores others' feelings ;-( Is it possible that this address is registered to the forum and the mail is forwarded from there? Wang Rui 2012/6/8 Robert Osfield robert.osfi...@gmail.com Hi Rui, On 8 June 2012 05:03, Wang Rui wangra...@gmail.com wrote: I also received the email and fortunately I can speak Chinese. The mail is sent from the 139.com administer and it said that a registered user with the address 13488874...@139.com here is not active, but we still sent mail to him (I think this is because the mail list server automatically send every mail to him), so the 139.com server automatically replied with the notice. A best way to solve it is to remove the inactive user from our mail list. Robert if you couldn't find him, I'll try to contact with their manager to explain the situation. There isn't anyone subscribed to osg-users and osg-submissions with a 139.com domain, let alone this specific address. Could it be another address that is subscribed is forwarding to the 13488874...@139.com address? Thanks for looking into it, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] END_BRACKET
Hi, There was a fix for this applied to Virtual Planer Builder just yesterday. I am assuming of course you are building osgcompute against VPB. Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Conan Doyle Sent: 25 April 2012 13:04 To: osg-users@lists.openscenegraph.org Subject: [osg-users] [osgCompute] END_BRACKET Hi, Trying to build osgCompute... It has built fine every time I have tried, except for now on my new machine My brain just isn't working right now so this is probably an easy fix, but I cant' see it... The error I am getting is: In function ‘bool writeResources(osgDB::OutputStream, const osgCuda::Computation)’: path/to/SOURCES/osgCompute/src/osgCudaSerializer/Computation.cpp:31: error: ‘BEGIN_BRACKET’ is not a member of ‘osgDB’ path/to/SOURCES/osgCompute/src/osgCudaSerializer/Computation.cpp:52: error: ‘END_BRACKET’ is not a member of ‘osgDB’ Thank you! Cheers, Conan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47288#47288 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building Virtual Planet Builder (0.9.12) on multiple computers
Hi, I know it sounds daft! But you have tried a clean of the build from VS2010, also make sure you delete the cache from the CMake menu before rerunning cmake. I would checkout a fresh copy and see if that builds as well against your libs etc... If that still fails then a repair on VS2010, I have had to this once on mine. VS 2008 is still good though, which I tend to still use. Quickly glancing through the log it says it cannot open a cmd prompt? I suspect its a hardcoded path or something in the project file/s. Hope it helps a little. Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB build errors
Hi Chris, I can confirm this as well... Looking through the logs, I guess the submission was made but the osgdb file was not submitted to SVN or included in the submission... Regards Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson Sent: 01 May 2012 03:42 To: OpenSceneGraph Users Subject: [osg-users] VPB build errors These are the errors that Virtual Planet Builder now generates when compiled against OSG 3.1.3 (on Windows): ... 2 BuildOptionsIO.cpp ... 2BuildOptionsIO.cpp(494): error C2039: 'BEGIN_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(494): error C2065: 'BEGIN_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(501): error C2039: 'END_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(501): error C2065: 'END_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(509): error C2039: 'BEGIN_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(509): error C2065: 'BEGIN_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(515): error C2039: 'END_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(515): error C2065: 'END_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(525): error C2039: 'BEGIN_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(525): error C2065: 'BEGIN_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(531): error C2039: 'END_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(531): error C2065: 'END_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(538): error C2039: 'BEGIN_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(538): error C2065: 'BEGIN_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(544): error C2039: 'END_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(544): error C2065: 'END_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(557): error C2039: 'BEGIN_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(557): error C2065: 'BEGIN_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(563): error C2039: 'END_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(563): error C2065: 'END_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(572): error C2039: 'BEGIN_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(572): error C2065: 'BEGIN_BRACKET' : undeclared identifier ... 2BuildOptionsIO.cpp(580): error C2039: 'END_BRACKET' : is not a member of 'osgDB' ... 2BuildOptionsIO.cpp(580): error C2065: 'END_BRACKET' : undeclared identifier Is this a known problem? -- 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 . Telemetry . Cryptography . Digital Audio . LIDAR . Kinect . Embedded . Mobile . iPhone/iPad/iOS . Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Highland fling!
Aye Robert, Good luck . I would collapse on the first hill J From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 28 April 2012 05:18 To: OpenSceneGraph Users Subject: [osg-users] Highland fling! Hi all, Warning - non techy email! I have an early start this morning as I'm off to run in the Highland Fling 53mile ultra marathon. Route goes from outskirts of Glasgow then up along the bonnie banks of Loch Lomond, and finishing up in highland village of Tantrum. A beautiful route which I hope to complete in less than twelve hours, but who knows what today has in store for me - I have run this far before! One crazy day waits :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Raspberry pi
Hi all, No not the type you eat :) http://www.raspberrypi.org/ I was just wondering if anyone has one of these yet and has had a go at getting OSG to run on it. It quite trim with only 256mb of ram, but I guess it must be similar to IPhone etc... It will support OpenGL ES 2.0, I do have one on order but they are like 'hens teeth' at the moment. There are variants of Linux available for it already. Here is the spec: SoC Broadcom BCM2835 (CPU, GPU, DSP, and SDRAM) CPU: 700 MHz ARM1176JZF-S core (ARM11 family) GPU: Broadcom VideoCore IV, OpenGL ES 2.0, 1080p30 h.264/MPEG-4 AVC high-profile decoder Memory (SDRAM): 256 Megabytes (MiB) Video outputs: Composite RCA, HDMI Audio outputs: 3.5 mm jack, HDMI Onboard storage: SD, MMC, SDIO card slot 10/100 Ethernet RJ45 onboard network Storage via SD/ MMC/ SDIO card slot. Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why no games with OSG?
Nice, lunar lander and thrust, :-), ok I am showing my age! I assume that will be available on Iphone/Android? Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terry Welsh Sent: 24 April 2012 18:25 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Why no games with OSG? Well, my game is called Retrobooster, but it isn't finished yet. It's at www.reallyslick.com and it's all for fun; absolutely not for simulation, training, or education of any kind. Yuck! OSG has been a good tool for this so far, but I have little experience with game engines such as Ogre. I can't imagine using plain DirectX or OpenGL. If you want to have any kind of complexity in the rendering, you really need higher-level tools than that. And I recall seeing screenshots for Pirates of the XXI Century, but I don't know if that game was ever finished. Anyone know what happened to it? - Terry ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hi Robert, That works great now, thanks... Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 12 April 2012 11:29 To: OpenSceneGraph Users Subject: Re: [osg-users] Building new website, assistance appreciated! Hi Martin and Vaclav, On 11 April 2012 21:11, Martin Naylor martinnay...@virginmedia.com wrote: Came straight through for me.. Although I put my username as my surname and cannot change it :) I have logged in as administrator and changed your names and user names they are now name username Martin Naylor martinnaylor Vaclav Bilek vaclavbilek Hopefully I've got it right, could you try and login to see if it works OK? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Building new website, assistance appreciated!
Hello, Came straight through for me.. Although I put my username as my surname and cannot change it :) Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 11 April 2012 20:41 To: OpenSceneGraph Users Subject: Re: [osg-users] Building new website, assistance appreciated! Hi Paul and Jason, If you haven't received the registration email by tomorrow I should be able to enable registration myself or simply add you. However, if you are having problems now then there is good chance a chunk of the rest of the community will have problems too so it'd be good to get to the bottom of it. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] s there some documentation on what gets dumped out if you set OSG_NOTIFY_LEVEL to various things?
Hi, There is no documentation on what is exactly is dumped out of the different notify levels. Running 'grep 'DEBUG_MESSAGE' src/ -R' (cygwin on windows) lists the below, which I assume is the message you are seeing. src/osgViewer/Renderer.cpp://#define DEBUG_MESSAGE OSG_NOTICE src/osgViewer/Renderer.cpp:#define DEBUG_MESSAGE OSG_DEBUG src/osgViewer/Renderer.cpp:DEBUG_MESSAGERender::Render() thisstd::endl; src/osgViewer/Renderer.cpp: DEBUG_MESSAGE_availableQueue.size()=_availableQueue._queue.size()std ::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGERender::~Render() thisstd::endl; src/osgViewer/Renderer.cpp: DEBUG_MESSAGERenderer::compile()std::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGEcull()std::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGEcull() got SceneView sceneViewstd::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGECollecting rendering statsstd::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGEend cull() thisstd::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGEdraw() thisstd::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGEdraw() got SceneView sceneViewstd::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGEend draw() thisstd::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGEcull_draw() thisstd::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGECollecting rendering statsstd::endl; src/osgViewer/Renderer.cpp:DEBUG_MESSAGEend cull_draw() thisstd::endl; Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Zachary Hilbun Sent: 11 April 2012 21:58 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] s there some documentation on what gets dumped out if you set OSG_NOTIFY_LEVEL to various things? Hi, Would still like to know the answer to this question. Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46992#46992 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] s there some documentation on what gets dumped out if you set OSG_NOTIFY_LEVEL to various things?
Hi Paul, Ok the message Zachary was seeing was due to the extra lines in renderer.cpp which have replaced the OSG_NOTIFY with DEBUG_MESSAGE. Thats assuming the latest SVN is used here. Not sure why the DEBUG_MESSAGE is being used, I can only guess that this a transitional phase whilst implementations are being tested in SVN. Anyone know? Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: 11 April 2012 22:28 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] s there some documentation on what gets dumped out if you set OSG_NOTIFY_LEVEL to various things? I believe Chris has already answered your question. The source code shows what is displayed at various verbosity levels. IMO, the important information is the list of OpenGL extensions, and a dump of the loaded shader code. These are displayed with OSG_NOTIFY_LEVEL set to INFO. OSG doesn't use a logging system (such as Poco) that allows you to set varying verbosity levels per module; the verbosity level applies to all of OSG. During development, I often write messages to DEBUG_FP, but I usually use a common tag at the start of the message so I can pipe it to grep to filter out the cruft I don't want to see. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry not rendered on ATI using GL3 shaders
Hi Roland, Have you tried the latest SVN, there was a fix applied just yesterday for atomiccounter? Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roland Hill Sent: 08 April 2012 12:51 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Geometry not rendered on ATI using GL3 shaders Hi David, I am using the Catalyst 12.1 driver which I think is the latest available. I've managed to track the error down to the following two lines in Program.cpp (both throw OpenGL errors). Line 798_extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(),(uniformIndex[0]), L_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); and Line 818_extensions-glGetProgramiv(_glProgramHandle, GL_ACTIVE_ATOMIC_COUNTER_BUFFERS, reinterpret_castGLint*(activeAtomicCounterBuffers)); As far as I can figure out, the problem is the two enums, which are only valid for OpenGL 4.2+. My video card reports: OpenGL version string: 4.2.11399 Compatibility Profile Context OpenGL shading language version string: 4.20 so it should be handle these calls. The NVidia card (where osgsimplegl3 works) is a much older OpenGL 3.2 compatible card. Any further ideas are most welcome! Thanks, Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46923#46923 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Referenced::unref() thread safety
Hi, I have just received a crash in the example osgtexture2d. This sounds like the problem you are talking about, as it doesn't happen 100% of the time sort of 1-4/10 times everytime its lanched or sometimes within a few seconds of opening, other times a few minutes.. Here is a stack trace which does lead back to osgtext. void Text::drawTextWithBackdrop(osg::State state, const osg::Vec4 colorMultiplier) const { unsigned int contextID = state.getContextID(); for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin(); titr!=_textureGlyphQuadMap.end(); ++titr) { It crashes incrementing the pointer at this point above: Variables: - titr ({_ptr=0x3ebbd70831e853be },{_glyphs=[564211582](...,...) _coords=[-26984783](...) _transformedCoords={...} ...}) std::_Treestd::_Tmap_traitsosg::ref_ptrosgText::GlyphTexture,osgText::Te xt::GlyphQuads,std::lessosg::ref_ptrosgText::GlyphTexture ,std::allocatorstd::pairosg::ref_ptrosgText::GlyphTexture const ,osgText::Text::GlyphQuads ,0 ::iterator - ptr ({_ptr=0x3ebbd70831e853be },{_glyphs=[564211582](...,...) _coords=[-26984783](...) _transformedCoords={...} ...}) std::pairosg::ref_ptrosgText::GlyphTexture const ,osgText::Text::GlyphQuads - first {_ptr=0x3ebbd70831e853be }const osg::ref_ptrosgText::GlyphTexture - _ptr 0x3ebbd70831e853be {_margin=??? _marginRatio=??? _usedY=??? ...} osgText::GlyphTexture * + osg::Texture2D{_image={...} _textureWidth=??? _textureHeight=??? ...} osg::Texture2D _margin CXX0030: Error: expression cannot be evaluated _marginRatio CXX0030: Error: expression cannot be evaluated _usedY CXX0030: Error: expression cannot be evaluated _partUsedX CXX0030: Error: expression cannot be evaluated _partUsedY CXX0030: Error: expression cannot be evaluated _glyphs [...]() std::vectorosg::ref_ptrosgText::Glyph,std::allocatorosg::ref_ptrosgText ::Glyph + _glyphsToSubload {_array=[...]() } osg::buffered_objectstd::vectorosgText::Glyph const *,std::allocatorosgText::Glyph const * + _mutex {_prvData=??? _mutexType=??? } OpenThreads::Mutex - second {_glyphs=[564211582](...,...) _coords=[-26984783](...) _transformedCoords={...} ...} osgText::Text::GlyphQuads + _glyphs [564211582](...,...)std::vectorosgText::Glyph *,std::allocatorosgText::Glyph * + _coords [-26984783](...) std::vectorosg::Vec2f,std::allocatorosg::Vec2f + _transformedCoords {_array=[-90833](...) } osg::buffered_objectstd::vectorosg::Vec3f,std::allocatorosg::Vec3f + _texcoords [1638783872]({_v=0x3ed7ae123196a920 },{_v=0x3ed7ae123196a928 },{_v=0x3ed7ae123196a930 },{_v=0x3ed7ae123196a938 },{_v=0x3ed7ae123196a940 },{_v=0x3ed7ae123196a948 },{_v=0x3ed7ae123196a950 },{_v=0x3ed7ae123196a958 },{_v=0x3ed7ae123196a960 },{_v=0x3ed7ae123196a968 },{_v=0x3ed7ae123196a970 },{_v=0x3ed7ae123196a978 },{_v=0x3ed7ae123196a980 },{_v=0x3ed7ae123196a988 },{_v=0x3ed7ae123196a990 },{_v=0x3ed7a ,...) std::vectorosg::Vec2f,std::allocatorosg::Vec2f + _lineNumbers [2091425331](...,...) std::vectorunsigned int,std::allocatorunsigned int + _transformedBackdropCoords0x0289dc48 {_array=[1181049552]([...](),[...](),[...](),[...](),[...](),[...](),[...]() ,[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[.. .](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...]() ,[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[.. .](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...](),[...]( osg::buffered_objectstd::vectorosg::Vec3f,std::allocatorosg::Vec3f [8] + _colorCoords [-954718799](...) std::vectorosg::Vec4f,std::allocatorosg::Vec4f + this 0x028679e0 {_textureGlyphQuadMap=[1](...,...) _enableDepthWrites=true _backdropType=NONE ...} const osgText::Text * const + state {_quadIndicesGLushort=[654](0,1,3,1,2,3,4,5,7,5,6,7,8,9,11,9,10,11,12,13,15, 13,14,15,16,17,19,17,18,19,20,21,23,21,22,23,24,25,27,25,26,27,28,29,31,29,3 0,31,32,33,35,33,34,35,36,37,39,37,38,39,40,41,43,41,42,43,44,45,47,45,46,47 ,48,49,51,49,50,51,52,53,55,53,54,55,56,57,59,57,58,59,60,61,63,61,62,63,64, 65,67,65,66,67,68,69,71,69,70,71,72,73,75,73,74,75,76,77,79,77,78,79,80,81,8 3,81,82,83,84,85,. osg::State + colorMultiplier {_v=0x07b3e6c0 } const osg::Vec4f contextID 0 unsigned int Stack: msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x07feeb2b8650, const wchar_t * file=0x07feeb2b6660, unsigned int line=384) Line 24 C++ osg92-osgTextd.dll!std::_Treestd::_Tmap_traitsosg::ref_ptrosgText::GlyphT
Re: [osg-users] glGetActiveUniformsiv error
Hi Michael, Have look at Ulrich's post: I will submit the fix for it... Just out of curiosity what is your graphics card and driver, 480gtx driver 296.10? Cheers Martin On 5/04/12 6:05 , Martin Naylor wrote: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } Coming to think of it, I believe the whole block should check if atomicCounterMap is not empty. It does not need to be called if GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used. code if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /Ulrich -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael A. Eriksen Sent: 29 March 2012 18:54 To: osg-users@lists.openscenegraph.org Subject: [osg-users] glGetActiveUniformsiv error With the latest update I get an error in void Program::PerContextProgram::linkProgram(osg::State state) There error is in _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(), (uniformIndex[0]), GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); The size of uniformIndex is 0!! Try and run osgsimplegl3!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46684#46684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi all, Just shoved the change through submissions... Thanks again both for the persistence on this one... Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 05 April 2012 11:05 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi David, On 5/04/12 18:18 , David Callu wrote: Thanks for the fix, Can you post it on osg-submission list ? Sure, I can do that, but maybe somebody who can actually reproduce the problem is more suited? Otherwise I would just submit this: code if (!atomicCounterMap.empty() _extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] glGetActiveUniformsiv error
Hi Michael, Yes mine is in SLI mode, all be it 480gtx's... Torben was yours SLI mode?, think you said you only had one card? Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael A. Eriksen Sent: 05 April 2012 14:54 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] glGetActiveUniformsiv error Hi Martin, I have the latest nVidia drivers and two GTX 580 in SLI mode. Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46862#46862 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi Torben, it looks like it is something in the shaders part or driver related. I cannot test remotely at present, due to shaders not working via RDP. The shader one's I tested osgforest crashed with the same error last night. It crashes in the vector header file template for VS2008, I hate that template stuff! :) Maybe your mobile drivers won't support the newer shader stuff(opengl 4.2?), hence why you don't see the error there. I will role my Osg back to before all these changes after trying the below to see if I still get the error, roll back my drivers etc and let you know how I get on... Although rolling back drivers may just mask the error as it won't have support for gl4.2(guessing here), I am not up to speed the newer GL changes.. Let you know later... Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 06:45 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10 Driver: OSG in 32 bit and in 64 bit has the error) My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161 Please verify that your error occurs in all aplications using (and therefor compiling) shaders. If you runf your apps from console and OSG_NOTIFY_LEVEL=DEBUG, you should see the last step before shutting down the app is the shader compilation. I copied my compiled OSG onto my laptop with older Nvidia mobile graphics, there it runs fine. I thought my primary build machine ist screwed up and decided to reinstall the machine from scratch (not done yet). But now I read your error which seems to be exactly my own one, so it may by a true error. Any thoughts? Best regards, Torben ... Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46786#46786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [solved] All shader examples/code are crashing
Hi Torben, I just reviewed the thread and it sounds like we are in the same boat :p It appears to be the exact error I am receiving... Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 02 April 2012 06:35 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [solved] All shader examples/code are crashing Hi, I've now access again to my office PC. OSG runs fine on that machine, it seems my build environment ist totally screwed up ( waah I 'love' windows reinstalls...) Sorry for the noise! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46727#46727 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi, Ok I have done the following: Rolled back OSG to 13049: Worked Great with all shaders. Rolled forward to 13050: Crash Occurs, so its looking like those changes/driver/GL4.2 that is causing the crash, not mine or Torben's system. I don't want to rebuild mine either ;) I see no Nvdia dll in the call stack, not sure if I should, so am thinking an OSG problem(please take with a pinch of salt). So I have had a go at debugging, its beyond me but a couple of questions to help me in my pursuit. The call before the crash in the vector stl lib is: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } _extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(), (uniformIndex[0]), GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX, (bufferIndex[0]) ); The above is doing a for loop and pushing the first item back, whilst debugging the 'end' has a bad_ptr, is this correct? Also why ++it and not it++ ? It's something in the above code(or related changes) which is causing the crash as if I try a simpleton fix by changing 'if (_extensions-isShaderAtomicCounterSupported())' to be a if not statement it works fine. Any pointers (no pun intended) would be much appreciated. Thanks Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 12:47 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi, Below is the osg output: I have also run the atomic counter demo on geeks3d with success, so its nothing obvious on the driver side that might only occur on a 480 gtx. OpenGL extension 'GL_ARB_get_program_binary' is supported. OpenGL extension 'GL_ARB_gpu_shader_fp64' is supported. OpenGL extension 'GL_ARB_shader_atomic_counters' is supported. glVersion=4.1980926514, isGlslSupported=YES, glslLanguageVersion=4.19809 26514 Compiling VERTEX source: 1: varying vec2 texcoord; 2: 3: void main(void) 4: { 5: vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz; 6: gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); 7: gl_FrontColor = vec4(1.0,1.0,1.0,1.0); 8: texcoord = gl_MultiTexCoord0.st; 9: } Compiling FRAGMENT source: 1: uniform sampler2D baseTexture; 2: varying vec2 texcoord; 3: 4: void main(void) 5: { 6: gl_FragColor = texture2D( baseTexture, texcoord); 7: } Linking osg::Program id=3 contextID=0 Uniform baseTexture loc=0 size=1 type=sampler2D GraphicsContext::setWindowingSystemInterface() 07FEE5B7AB18 DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. DatabasePager::RequestQueue::~RequestQueue() Destructing queue. Closing DynamicLibrary osgPlugins-3.1.2/osgdb_rgbd.dll -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: 04 April 2012 12:47 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin, yes, my error also claims to happen in the vector header, but the question is what causes it, the code inthat file is used for longer times. regarding the 4.2 and older graphics you may be right! Anyway, I'm happy I still have a chance to avoid a complete reinstall of my machine :) I'm looking forward to your results! Unfortunately I'll be on the road for the next 10 days (starting tomorrow) and have only my notebook with me. For that days I cannot run test on my machine but I'm still available for discussion! Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46794#46794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi all, Thanks Ulrich that both options supplied seemed to work ok, but the latter does seem more appropriate. I cant see the values from glGetActiveUniformsiv, so not even sure if it is returning any values, don't believe it is. There is a check earlier in the code for GL_UNSIGNED_INT_ATOMIC_COUNTER, but I have just checked and it gets skipped over when stepping through with debugger, which leaves atomiccountermap not set. If I understood correctly! Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 04 April 2012 23:43 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi guys, On 5/04/12 6:05 , Martin Naylor wrote: if (_extensions-isShaderAtomicCounterSupported()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; for (AtomicCounterMap::iterator it = atomicCounterMap.begin(), end = atomicCounterMap.end(); it != end; ++it) { uniformIndex.push_back(it-first); } Coming to think of it, I believe the whole block should check if atomicCounterMap is not empty. It does not need to be called if GL_UNSIGNED_INT_ATOMIC_COUNTER is supported but not used. code if (_extensions-isShaderAtomicCounterSupported() !atomicCounterMap.empty()) { std::vectorGLint bufferIndex( atomicCounterMap.size(), 0 ); std::vectorGLuint uniformIndex; /code Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi David, All sorted thanks, stupid VS2008. Deleted my build and rechecked out from SVN/Cmake and it works great I will get on with some more tests... Cheers Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu Sent: 03 April 2012 01:53 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 32 bit and osggeometryshader work fine. As I am a little bit paranoiac with the crappy VS developpement tools : Have you restart Windows and/or VS after NVidia driver update ? Have you rebuild OSG since your last SVN update or just do a 'build' ? Are you sure to use good osg dll ? HTH David Callu 2012/4/2 Martin Naylor martinnay...@virginmedia.com Hello all, I have been just doing some testing of OSG (latest from the SVN). Whilst executing osggeomertyshaders I am getting a crash: CALL STACK: msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0, unsigned int line=779) Line 24 C++ osg92-osgd.dll!std::vectorint,std::allocatorint ::operator[](unsigned __int64 _Pos=0) Line 780C++ osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State state={...}) Line 784 + 0xf bytes C++ osg92-osgd.dll!osg::Program::compileGLObjects(osg::State state={...}) Line 233 C++ osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State state={...}) Line 1335 C++ osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet stateset={...}) Line 114 C++ LOCALS: + end (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator + it (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator bufferIndex [0]() std::vectorint,std::allocatorint bufferIndexToUniformIndices [14757395258967641292]() std::mapint,std::vectorint,std::allocatorint ,std::lessint,std::allocatorstd::pairint const ,std::vectorint,std::allocatorint activeAtomicCounterBuffers 3435973836unsigned int uniformIndex[0]() std::vectorunsigned int,std::allocatorunsigned int + this0x02838be0 {_program=0x027f8540 _extensions={...} _glProgramHandle=4 ...} osg::Program::PerContextProgram * const Sorry for the garbage! I am using Windows VS 2008 as my compliler :) Unfortunately I have updated my Nvidia drivers to the latest a few days ago so I am unsure if it's a driver or the later openGL4.2 stuff that has been introduced in OSG just recently having review the logs of program.cpp ? Regards Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with svn (atomic counter?)
Hi David, Sorry my last email was a quick test via remote desktop, doh. It still unfortuantly crashses, osgforest also crashes as well I will have a play with things, its probably something I have introduced onto my system.. My specs are much the same as yours except, I compile the x64 version, Nvidia 480gtx x2 Regards Martin From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu Sent: 03 April 2012 01:53 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with svn (atomic counter?) Hi Martin I use VS 2010, Windows 7 64 bit, Nvidia 460M, Driver 296.10, osg 3.1.2 build in 32 bit and osggeometryshader work fine. As I am a little bit paranoiac with the crappy VS developpement tools : Have you restart Windows and/or VS after NVidia driver update ? Have you rebuild OSG since your last SVN update or just do a 'build' ? Are you sure to use good osg dll ? HTH David Callu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with svn (atomic counter?)
Hello all, I have been just doing some testing of OSG (latest from the SVN). Whilst executing osggeomertyshaders I am getting a crash: CALL STACK: msvcp90d.dll!std::_Debug_message(const wchar_t * message=0x07fee9bb9b68, const wchar_t * file=0x07fee9bb9bb0, unsigned int line=779) Line 24 C++ osg92-osgd.dll!std::vectorint,std::allocatorint ::operator[](unsigned __int64 _Pos=0) Line 780C++ osg92-osgd.dll!osg::Program::PerContextProgram::linkProgram(osg::State state={...}) Line 784 + 0xf bytes C++ osg92-osgd.dll!osg::Program::compileGLObjects(osg::State state={...}) Line 233 C++ osg92-osgd.dll!osg::StateSet::compileGLObjects(osg::State state={...}) Line 1335 C++ osg92-osgUtild.dll!osgUtil::GLObjectsVisitor::apply(osg::StateSet stateset={...}) Line 114 C++ LOCALS: + end (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator + it (3452816845,Bad Ptr) std::_Treestd::_Tmap_traitsunsigned int,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,std::lessunsigned int,std::allocatorstd::pairunsigned int const ,std::basic_stringchar,std::char_traitschar,std::allocatorchar ,0 ::iterator bufferIndex [0]() std::vectorint,std::allocatorint bufferIndexToUniformIndices [14757395258967641292]() std::mapint,std::vectorint,std::allocatorint ,std::lessint,std::allocatorstd::pairint const ,std::vectorint,std::allocatorint activeAtomicCounterBuffers 3435973836 unsigned int uniformIndex[0]() std::vectorunsigned int,std::allocatorunsigned int + this0x02838be0 {_program=0x027f8540 _extensions={...} _glProgramHandle=4 ...} osg::Program::PerContextProgram * const Sorry for the garbage! I am using Windows VS 2008 as my compliler :) Unfortunately I have updated my Nvidia drivers to the latest a few days ago so I am unsure if it's a driver or the later openGL4.2 stuff that has been introduced in OSG just recently having review the logs of program.cpp ? Regards Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!
Hi Wang, Great I just ordered it and delivered to my tablet :) Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help compiling example program
Hi James, Yes sorry that is a link for building OSG itself. Although for Windows it tells you to add the paths to your environment... I think it does for Linux as well. Think Robert may have hit the nail on the head with libopenscenergaph-dev, that would make sense why you cannot find any headers or includes... Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan Sent: 02 March 2012 20:46 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Help compiling example program Hi, Sorry guys, I know you're probably explaining things perfectly clearly and it's just me. But this is all jargon to me. Martin Naylor: That link is a guide to building what under Unices? OSG, or applications that use it? I installed using apt; this means I can skip the part about dependencies right? This link doesn't say what each of these steps is doing and why one would need it. I'm sure it's obvious you most of you, but my mind wasn't wired for this kind of stuff. Also, this guide is about make, not g++. I ran Code: # dpkg -L openscenegraph and my output was a bunch of stuff in the /usr/bin/ directory, a bunch of stuff in the /usr/share/man/man1 directory, and some stuff in the /usr/share/openscenegraph/ directory. Doing Code: ls /usr/lib | grep osg or Code: ls /usr/lib64 | grep osg or Code: ls /usr/include/ | grep osg yields nothing. Again, I installed OSG from using apt-get. Please help. I don't know exactly what I'm asking for because I don't know exacctly what I need at this point. Thanks for your patience. Thank you! Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46002#46002 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help compiling example program
-Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan Sent: 02 March 2012 11:56 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help compiling example program Hi, Code: # g++ BasicGeometry.cpp Code: BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or directory BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or directory BasicGeometry.cpp: In function ‘int main()’: BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’ BasicGeometry.cpp:13: error: ‘osg’ has not been declared . . . I figure I need to set up some environment variable, but I can find nothing on the documentation page about how to do this. Help please, thanks. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45982#45982 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help compiling example program
Hi James, Looks like it's an easy one to answer, so I will give it a go: It looks like the path to OSG is not set correctly or it doesn’t know where to find your include/lib files. The paths to OSG will need to added to your development environment, not sure what you are using. Regards Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan Sent: 02 March 2012 11:56 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help compiling example program Hi, Code: # g++ BasicGeometry.cpp Code: BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or directory BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or directory BasicGeometry.cpp: In function ‘int main()’: BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’ BasicGeometry.cpp:13: error: ‘osg’ has not been declared . . . I figure I need to set up some environment variable, but I can find nothing on the documentation page about how to do this. Help please, thanks. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45982#45982 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help compiling example program
Hi James, Sorry just noticed you are using g++ as your compiler. http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Make Is that what you need? Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of James Morgan Sent: 02 March 2012 11:56 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help compiling example program Hi, Code: # g++ BasicGeometry.cpp Code: BasicGeometry.cpp:1:20: error: osg/Node: No such file or directory BasicGeometry.cpp:2:21: error: osg/Group: No such file or directory BasicGeometry.cpp:3:21: error: osg/Geode: No such file or directory BasicGeometry.cpp:4:24: error: osg/Geometry: No such file or directory BasicGeometry.cpp:5:25: error: osg/Texture2D: No such file or directory BasicGeometry.cpp:6:27: error: osgDB/ReadFile: No such file or directory BasicGeometry.cpp:7:28: error: osgViewer/Viewer: No such file or directory BasicGeometry.cpp:8:41: error: osg/PositionAttitudeTransform: No such file or directory BasicGeometry.cpp:9:38: error: osgGA/TrackballManipulator: No such file or directory BasicGeometry.cpp: In function ‘int main()’: BasicGeometry.cpp:12: error: ‘osgViewer’ has not been declared BasicGeometry.cpp:12: error: expected ‘;’ before ‘viewer’ BasicGeometry.cpp:13: error: ‘osg’ has not been declared . . . I figure I need to set up some environment variable, but I can find nothing on the documentation page about how to do this. Help please, thanks. Cheers, James -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45982#45982 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010 64bit compile problem
Hi Peter, That quite a common issue, Mourad is probably correct, windows.h being included after gl.h...instead of before. Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Bako Sent: 04 January 2012 10:07 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] VS2010 64bit compile problem Yes, sorry, I'm using VS2010 on Windows 7 64bit Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44572#44572 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3.0.1 stutters on SwapBuffers
Hi, What happens if you change the threading mode? I am just wondering if its related to the GPU stats issue and stuttering, changing the threading mode seems to clear it. Have a search in the forums, for the subject 'stats issue with SVN'? Regards Martin Naylor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Amstutz Sent: 29 September 2011 21:06 To: OpenSceneGraph Users Subject: [osg-users] 3.0.1 stutters on SwapBuffers Hello all, I have a performance regression with 3.0.1. My application works fine with 2.8.3, but with 3.0.1 I am getting very severe framerate stutter. This seems to be linked to specific positions/orientations of the camera, when in a dead zone the framerate drops below 1 FPS, but slight adjustments in rotation, or moving forward or back causes framerate to jump back up to the expected performance. This does not seem to be linked to specific elements in the scene, and happens consistently across different scenes. The hang up seems to be in the call to SwapBuffers(). This occurs on both debug and release builds. I've used gDEBugger to try and diagnose the difference between rendering a slow frame and a fast frame, but in comparing the OpenGL function call logs, I haven't been able to discover any obvious differences expect for the matrices used (glLoadMatrixd). I'm using Visual Studio 2009 on Windows 7 x64 (however OSG and my app are compiled for x86) and with a Radeon HD 3400. Does anyone have any idea what could be going on? -- Peter Amstutz Senior Software Engineer Technology Solutions Experts Natick, MA 02131 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42404#42404 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with openscenegraph-data?
Morning all, I have been doing some testing and have updated a fresh copy from SVN of openscenegraph-data and the latest SVN. After running examples.bat I get a blank screen on a lot of the examples... If I run osgviewer cow.osg it works, but cow.osgt does not, it looks like its WIP but just to let you know or I am not understanding the new format osgt. Is there a new plugin for this, maybe my OSG is not using it? Cheers Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with openscenegraph-data?
Hi Robert, Yeah its 3.1.0 Let me take a look at a few bits and check my paths etc... Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 27 June 2011 11:11 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with openscenegraph-data? Hi Martin, On Mon, Jun 27, 2011 at 11:00 AM, Martin Naylor martinnay...@virginmedia.com wrote: I have been doing some testing and have updated a fresh copy from SVN of openscenegraph-data and the latest SVN. After running examples.bat I get a blank screen on a lot of the examples... If I run osgviewer cow.osg it works, but cow.osgt does not, it looks like its WIP but just to let you know or I am not understanding the new format osgt. Is there a new plugin for this, maybe my OSG is not using it? The .osgt is the new native ascii file fomat that deprecates .osg. Both the old format and new .osgt, .osgb and .osgx formats are all supported from the same osg plugin, but the serializers are now located in src/osgWrappers/serializers and srcWraperss/deprecated_dot_osg plugins that are loading by the osg plugin as required. Now if the .osgt format is not loading for you then I'd suspect that you haven't built and installed the latest dev, svn/trunk or OSG-3.0-rc* properly. What version do you get when your run: osgversion You should get 3.1.0 is you are using svn/trunk and OSG-3.0.0 for any of the rc's or the OSG-3.0 branch. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with openscenegraph-data?
Hi Robert, Yeah the same results, attached is the converted osg file just in case you spot some oddities.. Certainly a small file, let me know if you need any debug output or anything you want me to try. Not sure if it will convert ok being on remotedesktop... Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 27 June 2011 12:12 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with openscenegraph-data? Hi Martin, On Mon, Jun 27, 2011 at 12:03 PM, Martin Naylor martinnay...@virginmedia.com wrote: I have had a look around and can come up with no problems. Not sure where to look at the moment, running via remote desktop at present so ignore the GL errors...it did happen when running on my desktop yesterday so I am ruling RDP out for the moment as osgviewer cow.osg works via RDP... Attached is the logfile from the debug not sure if it will help. I noticed it when I wiped my openscenegraph-data and checked it out again... The debug output looks OK, it does look that the osgdb_serializer_osg.dll is found should it should be able to load the data. The only slighty odd thing is that the osgdb_serializer_ prefix is only used right at the end, it should really be checked right at the start rather than searching for osg.dll. I'll look into this but I don't think this is the cause of the issues on your system. Could you try an: osgconv cow.osgt test.osg To see what result you get. Try the test.osg with osgviewer. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org test.osg Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with openscenegraph-data?
HI Robert, That works fine! Is it the files that are naff that are downloaded from Openscenegraph-data, or need updating? Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 27 June 2011 12:23 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with openscenegraph-data? Hi Martin, The test.osg you have is missing all the contents of the scene graph save for the root group. I would suspect that loading of the serializers is amiss somewhere. The curious thing is that other windows users have been use the new serializers for a while now without any problems. As another test could you try: osgconv cow.osg test.osgt osgviewer test.osgt Robert. On Mon, Jun 27, 2011 at 12:19 PM, Martin Naylor martinnay...@virginmedia.com wrote: Hi Robert, Yeah the same results, attached is the converted osg file just in case you spot some oddities.. Certainly a small file, let me know if you need any debug output or anything you want me to try. Not sure if it will convert ok being on remotedesktop... Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 27 June 2011 12:12 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with openscenegraph-data? Hi Martin, On Mon, Jun 27, 2011 at 12:03 PM, Martin Naylor martinnay...@virginmedia.com wrote: I have had a look around and can come up with no problems. Not sure where to look at the moment, running via remote desktop at present so ignore the GL errors...it did happen when running on my desktop yesterday so I am ruling RDP out for the moment as osgviewer cow.osg works via RDP... Attached is the logfile from the debug not sure if it will help. I noticed it when I wiped my openscenegraph-data and checked it out again... The debug output looks OK, it does look that the osgdb_serializer_osg.dll is found should it should be able to load the data. The only slighty odd thing is that the osgdb_serializer_ prefix is only used right at the end, it should really be checked right at the start rather than searching for osg.dll. I'll look into this but I don't think this is the cause of the issues on your system. Could you try an: osgconv cow.osgt test.osg To see what result you get. Try the test.osg with osgviewer. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with openscenegraph-data?
Hi Robert, Using .osg works fine, but .osgt is still coming up blank... Converted cessnafire to osgt and it works ok.. Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 27 June 2011 12:43 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with openscenegraph-data? Hi Martin, I've had another thought, the old .osg plugin explictly preloads the core osg class wrappers to retain backwards compatibility with how they worked bofore, while the new serailizers load an the serializer dll's on demand. It could be this secondary dll loading that is at fault. Could you try: osgviewer cessnafire.osg As this should get the plugin to load the osgParticle NodeKit and associate deprecated osgParticle wrappers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with openscenegraph-data?
Hi Robert, I just sent you the cow.osgt I was using, but its stuck in the list manager approval... Also I have downloaded and replaced the dataset with the same results. Anything else you want me to try just shout... Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 27 June 2011 13:14 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with openscenegraph-data? Hi Martin, On Mon, Jun 27, 2011 at 12:56 PM, Martin Naylor martinnay...@virginmedia.com wrote: Is it the files that are naff that are downloaded from Openscenegraph-data, or need updating? As far as I'm aware the .osgt files in OpenSceneGraph-Data are all correct, I have now tagged and posted the OpenSceneGraph-Data-3.0.0. http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets Could you post your the cow.osgt so I can double check it's OK. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with openscenegraph-data?
Hi Robert, I just did a diff on the files, it's the old chestnut of carriage returns at the end of the files(unix style), when comparing against the one using osgconv. Believe you have a tool for updating the mass unix carriage returns...does that make sense? Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 27 June 2011 13:31 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with openscenegraph-data? Hi Martin, On Mon, Jun 27, 2011 at 1:18 PM, Martin Naylor martinnay...@virginmedia.com wrote: Hi Robert, Here is the osgt cow... I will check out 3.0.0 dataset and give that a go.. I've just done a diff and uour cow.osgt is identical with the one OpenSceneGaph-Data-3.0.0. The problem at you end has to be an issue with loading the new and utilzing the new serializers. I'm afraid I don't have any clue at all why they might be failing. From your previous emails you reported sucsess, but you weren't specific in which test this was. So just for cariity what happens when you do: osgconv cow.osg test.osgt osgviewer test.osgt If this works could you compare the cow.osgt in OpenSceneGraph-Data and the test.osgt. Robert. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with openscenegraph-data?
Hi All, Cheers all for looking into it, glad it was not my system... Let me know if I can be of anymore assistance on the matter. The good news is I have not found anything else that is causing me issues under VS2008x64 and Windows 7 x64, with Nvidia 480gtx and latest drivers. Robert -Enjoy the holiday and icing, I suspect you have had enough of Ice in Scotland ;) Cheers Martin -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 27 June 2011 15:10 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with openscenegraph-data? Hi J-S, Thanks for looking into this issue. I will need to dig into the code itself to have a go at understanding it so can't yet provide any suggestions, the difference in behaviour between Windows and Unices seems to be the key, so I'd suspect there is something probably happening when reading from the stream that one system end of tokens/lines are picked up and the other system these aren't. Unfortunately I have to head offline for half an hour as I have children to look after and they are icing a birthday that needs some adult assistance, ahhh the joys of juggling work and family :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] stats issue with svn
Hi Tom, I have no idea I am afraid, I have seen the jumping as you describe. One thing to try is when its jumping or the framerate is choppy, press m and change the threading mode, does the choppiness go away? It could be the stats are showing correct and there is something tying up the GPU when first launched, its out my league though :) My system is quite quick so it's hard to tell if it's actually tying up the GPU or just a stats computation issue. Regards Martin Naylor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce Sent: 05 May 2011 17:40 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] stats issue with svn Martin, J-S, Do you happen to know if this issue occurs only when the stats are enabled, or if it also occurs in the viewer without the stats displayed? I ask because I've never actually used the stats functionality, but sometimes when we launch our application, the graphics appear lower quality (as in occasional jumpiness) but other times this problem is gone or at least barely noticeable. I'm just curious if this might be the same issue. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39048#39048 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] stats issue with svn
Hi J-S, LOL, debug threading , me :) Just out of curiosity is yours an NVidia system, mine is SLI configurations (2cards) (GTX480)? Cheers Martin I've been seeing this for a while now. I don't know what causes it. It's also very inconsistent. Sometimes you'll start osgviewer and it's fine already, sometimes it will be in this weird state. Sometimes 'm' a few times will bring it back to normal, sometimes not. (anyways that's my experience) If you have a lot of experience in debugging threading issues, you might be able to have a look, as it's probably caused by timing between threads or something like that. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] stats issue with svn
Hi all, Not sure if its just me: But on Windows7 64bit,VS 2008 build, latest SVN, when I run osgviewer cow.osg and enable stats using the s key, my draw rate shows up as 15-16(draw thread per a context). Cycling through threading modes using the 'm' key gets rid of the draw rate problem and it drops to a mere 0.10. Anyone else? Thanks Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Line-laser based, 3D point cloud capture from camera
Morning J What were the results like? I tried with a red laser, need to get a green one and try that, supposed to be much better results with a green one. Cheers Martin. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Eduardo Poyart Sent: 10 February 2011 06:13 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Line-laser based, 3D point cloud capture from camera http://www.david-laserscanner.com/ Due to that post, I bought a line laser and tried out the software! :) Cheers Eduardo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pUserData crash when run .exe in debug or release version
Hi Nan, I don't believe its a bug in OSG itself, it's the stupid Microsoft debug libraries. I suspect you are linking against the third party libraries built for VS2005, hence its works ok in debug mode. It's certainly worth applying SP1 for VS2008, but you also must make sure you linking against the third party libraries built with the version of VS you are using. You could download the libs for vs2008 and use those and see if it builds/runs ok in debug mode? Let us know how it goes. Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nan WANG Sent: 09 February 2011 19:51 To: osg-users@lists.openscenegraph.org Subject: [osg-users] pUserData crash when run .exe in debug or release version Hi, everyone: When I compile osg2cpp.cpp (from example folder) in VS2005 sp1, both debug and relase version are correct. No problem of running them. But when I tried with VS2008, both debug and release version stopped by an error: Expression: _CrtIsValidHeapPointer(pUserData) Looks like: [Image: http://i53.tinypic.com/2yz0kl3.jpg ] BTW: in VS2008, in release version, running .exe file without VisualStudio IDE is okbut still some errors. What is the problem? Who to fix this bug? Install SP1 for VS2008? Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36506#36506 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Keyboard move camera position
Hi, You shouldn't have to copy the includes over to your folder. I am guessing your are using visual studio under Windows, you will need to add the include and library paths for OSG and setup the environment variables http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Vi sualStudio I would start by setting your environment up properly, have a look at Paul Martz's free book http://stores.lulu.com/pmartz or you can order a hardcopy, or Wang Ru's new OSG book is more up to date and in align with OSG3.0 release(when version 3.0 is released). Get all the examples working as these will be the source of how it all works. Its a steep learning curve at first, in fact I am sure you will always be learning :) The error message is telling you it cannot convert the parameter 1(?) I am taking a stab in the dark that you are not including an include somewhere or the environment is not setup correctly/an old version of OSG? Also some info probably is required: Platform, compiler, version of OSG...guess its the SVN? Do a checkout of the examples if you have not already and compile them all. Hope it helps, once you get it all setup properly it should be a lot happier. Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nan WANG Sent: 08 February 2011 11:38 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Keyboard move camera position hello As i am newbie in OSG. ...could you tell me how to use FirstPersonManipulator in my scene? I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project folder, then add it in my project. then add '#include osgGA/FirstPersonManipulator' above main() functionthen viewer.setCameraManipulator(new osgGA::FirstPersonManipulator()); then error like: error C2664: 'osgViewer::View::setCameraManipulator' : cannot convert parameter 1 from 'osgGA::FirstPersonManipulator *' to 'osgGA::MatrixManipulator *' do you know why? Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36453#36453 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Skybox (horizon and ground) in GLSL?
Hi, Not sure if this or its been superseded, you might want to take a look at OSGTDS. http://andesengineering.com/Projects/TDS/ This is for deforming terrain for the placement of objects. I have never used it, but it might be worth a shot? Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian Buchner Sent: 17 January 2011 09:58 To: OpenSceneGraph Users Subject: [osg-users] Skybox (horizon and ground) in GLSL? Hi, I managed to load some 20 buildings from a freely available GIS database from the city of Winston-Salem and I render them with OSG. Buildings floating in space look kind of funny though and I need a ground, a horizon and some sky. I do not want to use a flat ground geometry or sky dome - that's too old-fashioned. I was thinking to use a screen aligned quad (coordinates forced to screen dimensions in a vertex shader) and a pixel shader to set ground and sky zbuffer values and to render the ground and sky color. The ground zbuffer values for sure depend on the camera height over ground. And how the horizon is oriented would depend on the camera orientation (view matrix) Unfortunately having little prior experience with GLSL, I think I might need some input from the community how to pull this off. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Hi Wang, I got mine from Amazon UK yesterday :) Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui Sent: 11 January 2011 12:21 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide Hi Torben, Thanks for the support. Believe it or not, I myself haven't received the book because of the distance between China and the U.K. :-) Cheers, Wang Rui 2011/1/11 Torben Dannhauer tor...@dannhauer.info: Hi Wang, I recieved your book yesterday from Amazon. I had only time to for a brief scan, but it looks very good. I understood after reading only 10 minutes how I could write my own plugin, that was amazing! Thanks for that great work, It will fill lots of my OSG knowledge gaps :) Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35526#35526 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OT 3d scanner
Hi all, Just thought I would post this link to a homemade 3d scanner. All you need is webcam and a line laser, one of those levels from your local hardware store. I used my BQ line laser, which is a bit thick and stippled but managed to get it working. It works best with a fine green laser. http://www.david-laserscanner.com/ Happy new year. Martin Naylor. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Terrain creation procedure in vpb
HI Vijeesh, Not sure about that one, I have always generated a full earth. If you do an osgdem --help you will see some options -gb and -ge could be the ones you need? If the initial image resoulution is low then I suspect that is the problem. Although it could be worth making sure you run gdal_translate on the image and gdaladdo, see if that helps? Also the amount of levels will determine the amount of LOD to generate, have a look at the -l option. Let us know how it goes, I am still learning osgdem! Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vijeesh Theningaledathil Sent: 30 December 2010 04:43 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] Terrain creation procedure in vpb Hi Martin Thanks a lot. That image was georeferenced. So when i removed -xx and --yy as you told, I got the terrain. But my next question is my imagery file is only covering a small area and the elevation data is 3 arc sec srtm hgt file for 1degx1deg . So I'm getting the terrain with imagery on some portion and the rest is white. How to limit the terrain so it covers only the area referenced in the image file. Also the quality of the texture is very poor compared to the original tiff file. Is it because of the image resolution is low?. Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35227#35227 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Terrain creation procedure in vpb
Hi, Not sure I can answer all the questions: But they should be geo referenced(srtm data), you can probably omit the xx and yy parameters. Believe they just specifiy the coordinates for manual placement (if the file is not georeferenced). Just try osgem -d nameofheightfieldfile -t nameoftexture -o terrain.ive Providing the texture is georeferenced you should be ok. Dont forget to add the --geocentric when using osgdem, providing you want a round earth if not leave it out for flat terrain. You can use gdalinfo to find the format the tiff files are in, I use FWTools for windows. Hope it helps a little. Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vijeesh Theningaledathil Sent: 25 December 2010 09:46 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] Terrain creation procedure in vpb Hi, I'm new to vpb/osg. I have a tiff file which is only 5x5km. Also I dowloaded the srtm hgt data from dds.cr.usgs.gov. I want to create a terrain out of these two files. I tried osgdem with --xx 10 --yy 10 as specified in vpb tutorial. Terrain is created but when it is loaded, Only a small portion at one corner of the terrain is having the elevation data and rest are all flat. What could be the reason. Also I would like to know what exactly --xx --yy argument specifies. I'm a new bie in the terrain modelling. Also I want to know how to check whether the tiff file is actually georeferenced or not. Please help me ... Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35166#35166 Attachments: http://forum.openscenegraph.org//files/osg_first_233.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] invalid operation (osgearth and viewer)
Hi Robert, I will have a look at that one and give it a go. Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 22 December 2010 19:55 To: OpenSceneGraph Users Subject: Re: [osg-users] invalid operation (osgearth and viewer) Hi Martin, From extension it looks like texture compression is supported so in theory should work fine. I don't know if it's related at all, but there is a submission on osg-users that added buffer object pointer clamping to 4 byte boundaries to address a crash with Intel hardware/drivers. The submission was in form that was suitable for merging, but it might be worth you looking at to see if it affects things at your end. Beyond that, I'd guess it's a driver bug, so would recommend have a look at any updating drivers if that is possible. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Yes great news!!! Just ordered mine on Amazon UK, hopefully stocks will hit the UK soon. Cheers Martin. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad Boufarguine Sent: 22 December 2010 13:34 To: OpenSceneGraph Users Subject: Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide Good news !! Just bought it! It will be of a great help to our trainees and to me as well :) Keep up the good work ! Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] invalid operation (osgearth and viewer)
Hi all, I have a HP 6730b (with the dreaded Intel 4 express graphics chipset, latest driver, believe it supports GL2) Guessing this is a driver bug, I am getting the following error when running osgviewer srtm.earth: Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) Digging deeper into the OSG debug output: VERTEX Shader osgearth_vert_setupTexturing infolog: No errors. Linking osg::Program id=1 contextID=0 Program link succeded, infolog: No errors. Uniform osgearth_LightingEnabled loc=0 size=1 type=bool Uniform osgearth_ImageLayerEnabled loc=65536 size=2 type=bool Uniform osgearth_ImageLayerRange loc=131072 size=4 type=float Uniform osgearth_ImageLayerAttenuation loc=196608 size=1 type=float Uniform tex1 loc=262144 size=1 type=sampler2D Uniform osgearth_ImageLayerOpacity loc=327680 size=2 type=float Attrib gl_Vertex loc=0 size=1 Attrib gl_Normal loc=17 size=1 Attrib gl_MultiTexCoord0 loc=21 size=1 Attrib gl_MultiTexCoord1 loc=22 size=1 OpenGL extension 'GL_EXT_secondary_color' is supported. OpenGL extension 'GL_EXT_fog_coord' is supported. Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..) Also a bit further down the log: draw() got SceneView 00D369F8 OpenGL extension '' is not supported. Setting up osg::Camera::FRAME_BUFFER draw() 00D362B8 draw() got SceneView 00D3C7F0 Created new 0FE1B330 TextureObject, _numOfTextureObjects 9 Snipped Created new 0FE1B330 TextureObject, _numOfTextureObjects 26 end draw() 00D363D0 OpenGL extension '' is not supported. Setting up osg::Camera::FRAME_BUFFER It does appear as an earth but with no textures, height data is applied to the earth and shows ok, just no textures. Anyone know why, it works ok on my Nvidia 480 desktop, guess this could be an OSGEarth issue or the chipset driver is just naff? Cheers Martin Naylor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] invalid operation (osgearth and viewer)
Hi Glen, The file is a bit big to send on the list, it now crashes when I exit using osgearth_viewer instead of osgviewer, which appears to be openthread related., it doesn't crash everytime either. Shall I send the file direct to yourself? Browsing the log I noticed the texture extensions below as suggested by Robert I should also add I am running both the svn versions of OSG and OSGEarth on Windows 7 pro (32bit on laptop) using VS2008, i am also seeing the malformed polygons when running osgviewer cow.osg as was mentioned previously by somebody else using Intel drivers. HANDLE_NON_HTTP: _pager-size()= 6 to delete = 0 DatabasePager::RequestQueue::takeFirst() Found DatabaseRequest size()=5 HANDLE_NON_HTTP: Passing http requests over 1_0_1.2.osgearth_osgterrain_tile OpenGL extension 'GL_ARB_multitexture' is supported. OpenGL extension 'GL_EXT_texture_filter_anisotropic' is supported. OpenGL extension 'GL_ARB_texture_compression' is supported. OpenGL extension 'GL_EXT_texture_compression_s3tc' is supported. OpenGL extension 'GL_EXT_texture_compression_rgtc' is not supported. OpenGL extension 'GL_IMG_texture_compression_pvrtc' is not supported. OpenGL extension 'GL_IBM_texture_mirrored_repeat' is supported. OpenGL extension 'GL_EXT_texture_edge_clamp' is supported. OpenGL extension 'GL_ARB_texture_border_clamp' is supported. OpenGL extension 'GL_SGIS_generate_mipmap' is supported. OpenGL extension 'GL_ARB_texture_multisample' is not supported. OpenGL extension 'GL_ARB_shadow' is supported. OpenGL extension 'GL_ARB_shadow_ambient' is not supported. OpenGL extension 'GL_APPLE_client_storage' is not supported. OpenGL extension 'GL_ARB_texture_non_power_of_two' is supported. OpenGL extension 'GL_EXT_texture_integer' is not supported. Created new 0B618EE8 TextureObject, _numOfTextureObjects 1 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Getting error C2988: unrecognizable template declaration/definition while compiling osgdb_vrml
Hi, Its sound like a bug in the compiler, http://support.microsoft.com/kb/240866. See if the workaround will fix it? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Holger Krumm Sent: 16 December 2010 07:41 To: osg-users@lists.openscenegraph.org Subject: [osg-users] [build] Getting error C2988: unrecognizable template declaration/definition while compiling osgdb_vrml Hi everybody! I try to compile the osgdb_vrml reader plugin. As of now I have managed to compile a openvrml.lib from the current version OpenVRML 0.18.5 (not via subversion but downloaded the source directly from website). When I try to compile I get a error C2988: unrecognizable template declaration/definition in openvrml\local\float.h. It seems to have something to do with the definition of OPENVRML_LOCAL beyond. Code: template typename Float OPENVRML_LOCAL inline Float fabs(const Float f) { return f 0.0 ? -f : f; } Did anyone ran into same troubles like me? Any pointer is appreciated, unfortunately my C++ knowledge is limited (little bit rusty, you know :) ) Thanks! Cheers, Holger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34907#34907 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with manipulators
Hi all I suspect there are reasons behind another other oddity I have discovered. When viewing a terrain(generated as Geocentric) with osgviewer if you move completely through the terrain and then zoom roughly back to the start position. Rotating the earth will spin off axes. I am suspecting the two problems are tied together somehow and now my suspicion has moved to osgCamera. Complete stab in the dark, but is this to with accuracy of recomputing the Cameraview and not the manipulators as first suspected, just tried it with the cow as well and the same result. Have tried debugging but my OSG skills are minimal and it sends my head spinning :)! Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 04 December 2010 10:20 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with manipulators Hi Martin, I have just tried what you suggested using: osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive And by pressing '2' and space bar the world does turn up side down. I believe this is a regression that probably occurred when I merged the submission that refactored the manipulators to make them more flexible. I would guess the behavior probably stems from the flight manipulator trying to determine the coordinate frame and then aligning it's home position to it. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] problem with manipulators
Cheers Robert, would that also the explain behaviour if you rotate when in orbit mode, when orbiting I am also seeing it flip as well. I guess this due to a recalc of home position/coordinate frame as well? Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 04 December 2010 10:20 To: OpenSceneGraph Users Subject: Re: [osg-users] problem with manipulators Hi Martin, I have just tried what you suggested using: osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive And by pressing '2' and space bar the world does turn up side down. I believe this is a regression that probably occurred when I merged the submission that refactored the manipulators to make them more flexible. I would guess the behavior probably stems from the flight manipulator trying to determine the coordinate frame and then aligning it's home position to it. Robert. On Fri, Dec 3, 2010 at 10:04 PM, Martin Naylor martinnay...@virginmedia.com wrote: Hi all, Are the default manipulators playing up? (it's probably me :) But when I run osgviewer somegeocentricearth.ive I get strange behaviour with the manipulators. All is well until I hit the space bar, then changing the manipulators by pressing 1 2, the earth will flip 180 degrees. Then rotating also it flips around, orbit mode this seems to happen more. Is it the data? I have just created a test model using SRTM data and blue marble imagery, can anyone else see this? I am running Windows.. running osgviewer cow.osg I cannot seem to produce the same results. Regards Martin. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem/vpb OS Open Data and geocentric
Hi Shayne, Thanks for the reply. I have tried all sorts to try and make this geocentric, but alas it seems to fail. My data is in .asc format for the terrain and is called the panorama from OS(https://www.ordnancesurvey.co.uk/opendatadownload/products.html) Also the .ntf files my gdal fails with unrecognised format(FW Tools under windows). OSGDEM fails with the following message after using gdalwarp as suggested: Skipping source contertedtiffasc_warped\/tr26.asc-warp.tif as its extents don't overlap destination extents The formats are : Data type: Vector (Contours), Grid (DTM) Supply format: DXF [Contours],ASCII grid [DTM],NTF [DTM] I just used the ACII files, I am guessing the NTF files would be better but my FW Tools won't recognise them, any ideas? Regards Martin. -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: 10 November 2010 22:47 To: OpenSceneGraph Users Subject: Re: [osg-users] osgdem/vpb OS Open Data and geocentric Try the following gdal command on your data (infile) that is not geo-referenced... gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear infile outfile and feed the resulting outfile into osgdem... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Naylor Sent: Wednesday, November 10, 2010 11:58 AM To: 'OpenSceneGraph Users' Subject: [osg-users] osgdem/vpb OS Open Data and geocentric Hi all, I have downloaded the free Ordinance Survey data and have managed to convert the height data and raster data using gdal_translate. Everything works brilliant when the option --geocentric is omitted. Once --geocentric is included osgdem finished within about 20 seconds my planet now looks like a sphere with bobbles attached, almost like a leather football. I am sure it's something to with the data and the format it is in, here is gdalinfo of my converted data (excluding colour data). Does anyone know how I should convert it over so I can get a whole earth, I am guessing it's something to do with the format although osgdem reprojects the data when --geocentric is included? Using the latest SVN as of last Friday. The OS data is the best FREE data I have come across so far, although I am sure there must be higher resolution height data. d:\OS OPENDATA\build\ras250_gb_convertedgdalinfo HP.tif-geo.tif Driver: GTiff/GeoTIFF Files: HP.tif-geo.tif Size is 4000, 4000 Coordinate System is `' Origin = (40.000,130.000) Pixel Size = (25.000,-25.000) Metadata: TIFFTAG_IMAGEDESCRIPTION=1:250 000 TILE HP.TIF TIFFTAG_DATETIME=2010:05:04 10:31:47 TIFFTAG_COPYRIGHT=ORDNANCE SURVEY CROWN COPYRIGHT 2010 TIFFTAG_XRESOLUTION=254 TIFFTAG_YRESOLUTION=254 TIFFTAG_RESOLUTIONUNIT=2 (pixels/inch) Image Structure Metadata: COMPRESSION=LZW INTERLEAVE=BAND Corner Coordinates: Upper Left ( 40.000, 130.000) Lower Left ( 40.000, 120.000) Upper Right ( 50.000, 130.000) Lower Right ( 50.000, 120.000) Center ( 45.000, 125.000) Band 1 Block=256x256 Type=Byte, ColorInterp=Palette Color Table (RGB with 256 entries) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] problem with manipulators
Hi all, Are the default manipulators playing up? (it's probably me :) But when I run osgviewer somegeocentricearth.ive I get strange behaviour with the manipulators. All is well until I hit the space bar, then changing the manipulators by pressing 1 2, the earth will flip 180 degrees. Then rotating also it flips around, orbit mode this seems to happen more. Is it the data? I have just created a test model using SRTM data and blue marble imagery, can anyone else see this? I am running Windows.. running osgviewer cow.osg I cannot seem to produce the same results. Regards Martin. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] testing osgtexture1d..
Hi, I am not 100% sure what this example does and how it should perform! I am noticing a lot of flickering of the 1d texture applied? Will send some screen shots if no else can reproduce? Regards Martin Naylor. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] testing osgtexture1d..
Hi Ulrich, Cheers that makes sense... Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: 02 December 2010 10:17 To: OpenSceneGraph Users Subject: Re: [osg-users] testing osgtexture1d.. On 2/12/10 21:03 , Martin Naylor wrote: I am not 100% sure what this example does and how it should perform! I am noticing a lot of flickering of the 1d texture applied? Will send some screen shots if no else can reproduce? The example is cycling between OBJECT_LINEAR and EYE_LINEAR texgen modes, so you should see the truck with one texture that's fixed to the object (OBJECT_LINEAR, doesn't change when rotating) and one where the texture changes when the object is rotated (EYE_LINEAR). Just tested on OS X and it looks fine. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdem/vpb OS Open Data and geocentric
Hi all, I have downloaded the free Ordinance Survey data and have managed to convert the height data and raster data using gdal_translate. Everything works brilliant when the option --geocentric is omitted. Once --geocentric is included osgdem finished within about 20 seconds my planet now looks like a sphere with bobbles attached, almost like a leather football. I am sure it's something to with the data and the format it is in, here is gdalinfo of my converted data (excluding colour data). Does anyone know how I should convert it over so I can get a whole earth, I am guessing it's something to do with the format although osgdem reprojects the data when --geocentric is included? Using the latest SVN as of last Friday. The OS data is the best FREE data I have come across so far, although I am sure there must be higher resolution height data. d:\OS OPENDATA\build\ras250_gb_convertedgdalinfo HP.tif-geo.tif Driver: GTiff/GeoTIFF Files: HP.tif-geo.tif Size is 4000, 4000 Coordinate System is `' Origin = (40.000,130.000) Pixel Size = (25.000,-25.000) Metadata: TIFFTAG_IMAGEDESCRIPTION=1:250 000 TILE HP.TIF TIFFTAG_DATETIME=2010:05:04 10:31:47 TIFFTAG_COPYRIGHT=ORDNANCE SURVEY CROWN COPYRIGHT 2010 TIFFTAG_XRESOLUTION=254 TIFFTAG_YRESOLUTION=254 TIFFTAG_RESOLUTIONUNIT=2 (pixels/inch) Image Structure Metadata: COMPRESSION=LZW INTERLEAVE=BAND Corner Coordinates: Upper Left ( 40.000, 130.000) Lower Left ( 40.000, 120.000) Upper Right ( 50.000, 130.000) Lower Right ( 50.000, 120.000) Center ( 45.000, 125.000) Band 1 Block=256x256 Type=Byte, ColorInterp=Palette Color Table (RGB with 256 entries) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean call for testing and future
Hi JS, I am receiving the following error in trying cmake. CMake Error in src/osgOcean/CMakeLists.txt: Cannot find source file osgOcean_gaussian1.vert. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx Gaussion2.vert is also missing from the svn? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: 12 October 2010 15:33 To: OpenSceneGraph Users Cc: Kim C Bale Subject: [osg-users] osgOcean call for testing and future Secondly, I have recently reintegrated some changes I'd made locally over a few months into osgOcean trunk, and was considering making a release soon in order to keep the project moving forward. If anyone is using osgOcean 1.0.1 and would like to help me out a bit, could you just download the SVN trunk and test it out in your apps? The URL is: http://osgocean.googlecode.com/svn/trunk/ osgOcean_gaussian.vert Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean call for testing and future
Cheers Kim, I will give it another go later Martin. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: 14 October 2010 11:07 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean call for testing and future Hi Martin, Yeah this is my fault, I shouldn't have committed the file delete its part of an update that will be coming today. I'll fix this at lunchtime. K. On 14 October 2010 10:55, Martin Naylor martinnay...@virginmedia.com wrote: Hi JS, I am receiving the following error in trying cmake. CMake Error in src/osgOcean/CMakeLists.txt: Cannot find source file osgOcean_gaussian1.vert. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx Gaussion2.vert is also missing from the svn? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: 12 October 2010 15:33 To: OpenSceneGraph Users Cc: Kim C Bale Subject: [osg-users] osgOcean call for testing and future Secondly, I have recently reintegrated some changes I'd made locally over a few months into osgOcean trunk, and was considering making a release soon in order to keep the project moving forward. If anyone is using osgOcean 1.0.1 and would like to help me out a bit, could you just download the SVN trunk and test it out in your apps? The URL is: http://osgocean.googlecode.com/svn/trunk/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgOcean call for testing and future
HI Kim, Yeah that done the trick, another quick question, where do I get islands.ive from? Cheers Martin. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: 14 October 2010 12:49 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean call for testing and future This should be fixed now. Note: the new CMake build uses a Python 2.7 script as a prebuild routine. Regards, Kim. On 14 October 2010 11:17, Martin Naylor martinnay...@virginmedia.com wrote: Cheers Kim, I will give it another go later Martin. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: 14 October 2010 11:07 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean call for testing and future Hi Martin, Yeah this is my fault, I shouldn't have committed the file delete its part of an update that will be coming today. I'll fix this at lunchtime. K. On 14 October 2010 10:55, Martin Naylor martinnay...@virginmedia.com wrote: Hi JS, I am receiving the following error in trying cmake. CMake Error in src/osgOcean/CMakeLists.txt: Cannot find source file osgOcean_gaussian1.vert. Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx Gaussion2.vert is also missing from the svn? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: 12 October 2010 15:33 To: OpenSceneGraph Users Cc: Kim C Bale Subject: [osg-users] osgOcean call for testing and future Secondly, I have recently reintegrated some changes I'd made locally over a few months into osgOcean trunk, and was considering making a release soon in order to keep the project moving forward. If anyone is using osgOcean 1.0.1 and would like to help me out a bit, could you just download the SVN trunk and test it out in your apps? The URL is: http://osgocean.googlecode.com/svn/trunk/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)
Hi, It sounds like the Aero bug, disable Aero? Believe Wojtek may have just submitted a fix for this to workaround the driver bug, also the latest beta driver from NVidia fixes this for me, not sure about a quadro card... Might be worth trying the beta NVidia drivers? Cheers Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jago jagoc Sent: 27 September 2010 14:57 To: OpenSceneGraph Users Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-) Hi, it compiles without any problem (with examples enabled), when I start any examples that use full-screen display the screen goes black. My configuration: Windows Vista Business,64 bit (SP2) Quadro FX 3600M ( v. 258.96 ) osg - Revision 11792 Cheers, Jagovic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please help, linking errors with OpenSceneGraph
Try clean all, and rebuild...? Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Renesis Skidac Sent: 26 September 2010 11:37 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Please help, linking errors with OpenSceneGraph Thats what is bothering me. I compiled OpenSceneGraph as release, I set my project to release, I'm using release libraries and Code generation is set to (/MD) and I'm still getting this error. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32079#32079 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows 7 Aero Color Scheme issue
Hi Magnus, Not sure about the answer to your question. But I believe this to be fixed in the latest NVidia Beta driver(well for my single screen anyway). I did look at the code and my brain went numb trying to find a fix. Might be worth trying the latest beta drivers see if it still occurs? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Magnus Kessler Sent: 24 September 2010 06:43 To: OpenSceneGraph Users Subject: Re: [osg-users] Windows 7 Aero Color Scheme issue On Thursday 08 July 2010, Martin Naylor wrote: Hi, Yeah its certainly Aero... I two have the same issue, disabling Aero sorts its out, but mine is on a single screen. Alt-Tab will make it work as well. Have a look here http://www.opengl.org/pipeline/article/vol003_7/ Are we using GDI? I don't understand the viewer code, I might have another attempt later... http://bugreports.qt.nokia.com/browse/QTBUG-6988 might of interest. This what I posted a while back: I did mention this a while back about osgShadow. All my are examples do this now after installing a new Nvidia GTX 480 card(from a gtx 9800), with the latest drivers from Nvidia. My guess you are running Windows Vista/7, try alt tab? For a permanent fix disable the pesky Aero desktop! I tried looking for a fix last night and its something to do with swapbuffers either being called or not, I cannot remember it was late and the viewer code was baffling me! Ok it might be Never found a fix, i have looked into the viewer code, but never got to the bottom of it. Martin. I made an interesting observation recently. One and the same code (essentially osgviewer) showed the black screen when starting up in the automatically chosen DrawThreadPerContext threading mode, but worked fine when SingleThreaded was forced. What is different in the way the OpenGL context is created in these two cases? Magnus ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)
Hi Fred, The little testing I did the testing all seemed to be well with the latest drivers, but I would have not picked that one up, as I only ever use one screen. Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic Bouvier Sent: 18 September 2010 09:03 To: OpenSceneGraph Users Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-) There is still a bad flicker when, in osgViewer, I drag with the mouse in one screen, stop the drag, and restart in the other screen. No flicker as long as drags occur in the same screen. -Fred - Martin Naylor a écrit : Mmmm, I think I may have found the problem! Download the latest 260.63 drivers(BETA) from Nvidia, and all is well on my system with aero enabled. No wonder I could never find what was going on ;) -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: 16 September 2010 18:29 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-) Hi Torben, Dženan, Robert, please read this thread: http://forum.openscenegraph.org/viewtopic.php?t=6526highlight= more people including me have the black screen problem, it seems to be a driver issue. Indeed, and without any solution yet. It's not annoying enough to me that I would go out of my way to find a solution, someone with the inclination could work on finding a solution and I'd be happy though. I just set OSG_WINDOW=x y w h or use --window x y w h. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-)
Mmmm, I think I may have found the problem! Download the latest 260.63 drivers(BETA) from Nvidia, and all is well on my system with aero enabled. No wonder I could never find what was going on ;) -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: 16 September 2010 18:29 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Preparing for OpenSceneGraph-2.9.9 developer release, please test :-) Hi Torben, Dženan, Robert, please read this thread: http://forum.openscenegraph.org/viewtopic.php?t=6526highlight= more people including me have the black screen problem, it seems to be a driver issue. Indeed, and without any solution yet. It's not annoying enough to me that I would go out of my way to find a solution, someone with the inclination could work on finding a solution and I'd be happy though. I just set OSG_WINDOW=x y w h or use --window x y w h. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2010 and iostream
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2010 and iostream
Mmmm, must be something particular I am doing or something with my setup of VS2010. I am using the cmake-gui,I just enter the same path for 'where is the source code' and 'where to build the binaries', click configure or I have always done this on VS2008, but VS2010 has always created the binaries in OSG_ROOT/bin/debug and lib/debug and release folders. Just to confirm are you doing the same or are using the cmake from a command line? I have tried cmake 2.9.2, 2.8.2 still no success, it must be something with VS2010, I am using the Ultimate version. Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frederic Bouvier Sent: 09 August 2010 17:31 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http
Re: [osg-users] Visual Studio 2010 and iostream
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2010 and iostream
Could it be that you need to update to the windows SDK either 6 or 7, available for download from the Microsoft site? Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Alexander Sent: 06 August 2010 13:33 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Visual Studio 2010 and iostream 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! Thank you! Cheers, Jason -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30582#30582 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Visual Studio 2010 and iostream
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Select node on screen
Hi, Take a look at the example osgPick, should be what you are after... Martin Naylor. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tufan TaÅŸ Sent: 15 July 2010 13:53 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Select node on screen Hi, I have nodes on screen and I want to select a node by clicking on it using mouse. Do you know any samples about this subject? ... Thank you! Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30027#30027 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] change of email on Submissions list
HI all, I have tried to change my email address for the submissions list, it never sends me an email for my password to change it. Can anyone help? I have managed to change osg-users, if this comes through! Cheers Martin Naylor. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows 7 Aero Color Scheme issue
Hi, Yeah its certainly Aero... I two have the same issue, disabling Aero sorts its out, but mine is on a single screen. Alt-Tab will make it work as well. Have a look here http://www.opengl.org/pipeline/article/vol003_7/ Are we using GDI? I don't understand the viewer code, I might have another attempt later... http://bugreports.qt.nokia.com/browse/QTBUG-6988 might of interest. This what I posted a while back: I did mention this a while back about osgShadow. All my are examples do this now after installing a new Nvidia GTX 480 card(from a gtx 9800), with the latest drivers from Nvidia. My guess you are running Windows Vista/7, try alt tab? For a permanent fix disable the pesky Aero desktop! I tried looking for a fix last night and its something to do with swapbuffers either being called or not, I cannot remember it was late and the viewer code was baffling me! Ok it might be Never found a fix, i have looked into the viewer code, but never got to the bottom of it. Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Beverage Sent: 08 July 2010 14:47 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Windows 7 Aero Color Scheme issue I have the same issue on Vista, but only on one of my monitors and only if I run full screen. Starting osgviewer with a --window argument works fine. My 1920x1080 monitor causes the issue in full screen, I have another 1680x1050 monitor that works fine in full screen. Jason On Thu, Jul 8, 2010 at 9:26 AM, Guy Volckaert guy.volcka...@meggitt.com wrote: As maximuxy, I also don't have this problem with my own application (so far). Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29827#29827 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] missing posts on the mailing lists.
Hi all, I am either going crazy or more likely my outlook email is. Is anyone else missing replies on posts? An example: Jose posted with the subject light through walls I see J-S's reply but I don't see Nicks, the only reason why i noticed is that Jose thanks Nick and J-S, but I don't see Nick's reply. Mmmm I did see something in submissions in the other day from another poster who is having similar problems. Maybe it's just me! Martin Naylor. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] StateSet sharing for max performance
Hi Robert/all, Sorry for the hijack I appear to be missing posts on the mailing list? Never got Roberts reply on this post, I have noticed this happening for a few weeks with intermittent posts not coming through to the mailing list, mostly Roberts replies but I dont think it's just Roberts. Is there a problem, I have done the obvious like check junk-mail etc.. Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Riccardo Corsi Sent: 04 July 2010 23:07 To: OpenSceneGraph Users Subject: Re: [osg-users] StateSet sharing for max performance Hi Robert, I actually tested the 2 solutions and I can confirm there's only a negligible difference in the cull traversal time, drawing time is just the same. So far solution 2 fits much better with my application, so I can pay the little overhead. Thanks, Ricky On Thu, Jul 1, 2010 at 17:01, Robert Osfield robert.osfi...@gmail.com wrote: Hi Ricky, The cull performance will be very slightly higher for method 2 as the cull traversal will have to push/pop more state, but the draw traversal will be identical between the two. There will be so little difference in measurable performance I would suggest going for what makes most sense for your application. Of course one should test this... it'd be easy to benchmark the two configuration to make sure that there isn't a measurable difference. Robert. On Thu, Jul 1, 2010 at 3:57 PM, Riccardo Corsi riccardo.co...@kairos3d.it wrote: Hi All, in my scene I have many drawables that share the same settings/glsl program - the needed params to render the different drawables are already passed in as vertex attributes at geometry level. I'd like to know it there's any difference, with respect to performances, if I share the common StateSet either one of the following methods: 1. share the common SS in a single geode geode1 - SS1 | | | | | draw1 draw2 draw3 geode1 - SS2 | | | | | draw11 draw12 draw13 2. share the same instance of the SS (let's call them SS1 and SS2) at drawable level: geode | |-- | | | | | | draw1--SS1 draw2--SS1 draw3--SS1 draw11--SS2 draw12--SS2 draw13--SS2 The second method would be preferable to me, as every drawable represents an independent object, and I might need to change the way it's rendered at runtime (see hilight, etc...). I'd like to know if there are some performance penalties with respect to method 1. Thanks a lot. Ricky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgGA::GUIEventHandler problem
Hi Ku, Not sure about the below, but could it be that you are getting two clicks because you are receiving one on the first click and one on release? You may need to post some code of your event handler. Hope it helps Martin Naylor -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ku Krapox Sent: 23 June 2010 11:10 To: osg-users@lists.openscenegraph.org Subject: [osg-users] osgGA::GUIEventHandler problem Hi, I keep having this strange behavior with my custom osgGA::GUIEventHandler class : the handle() method is executed twice each time I click on the handled object... I'm catching PUSH events only, and every single click on my object results in two runs in the corresponding block of the handle() method. The first idea would be that my EventHandler is added twice on my object but it is NOT the case. I'm setting it inside the constructor of another object, which is instanciated only once in the whole app. My handled object is inside an osg::Camera, could it be because of this? Picking objects inside a camera is tricky, but I managed to do it. The only problem is that they are picked twice... does a camera generate two PUSH events when clicked? So here I am... Does anyone have a clue on what's wrong with my handler? Or how I could debug it? Thanks! :) Cheers, Ku -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29301#29301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sudden runtime error
Hi, I missed this thread, but I believe it could be something to do with VS and the way it handles debugging of template libraries. Could be completey wrong (more than likely) :) You will probably find somewhere that your VS project was mixing template libraries (debug and release), just a guess though. Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce Sent: 23 June 2010 20:15 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Sudden runtime error Hi Gordon, Thanks for the suggestions. I am working in release, and I don't have any of the debug libs on my machine. I re-extracted all osg files just in case something got corrupted. I cleaned and rebuilt the application. Didn't help. However, I started a new Visual Studio project, copied all the settings over exactly, and now it works fine. This makes me pretty confident that the issue is not to do with OSG but rather with Vis Studio, but I'm completely at a loss as to what the problem actually is - nothing short of creating a fresh project fixed the issue. Just for the sake of completeness I want to share what I discovered about where in the code I could cause/not cause the crash: Having 5 or fewer osg::Vec3d or Vec3f (up to 5 of each) class members was safe - no crash. A sixth of each, however, lead to the program crashing when trying to create a Group. I put a Node directly in front, the node was created successfully, it was still crashing on Group. Again, I don't think the issue is with OSG - and I don't think I got libs mixed up, since I don't really have any stale libs on the machine. Have other Vis Studio users experienced anything like this? I suppose I just have to keep in mind that when weird stuff happens I can try creating a fresh project but that seems like a weak solution. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29332#29332 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Successful build using VS2010?
Hi, I have managed to build under VS 2010 although I have gone back to VS2008 as it's a pain. Have found that VS2010 creates release/debug folder for all its libs and does not copy them to their /bin or /lib folders. Some people have reported success using the latest cmake build(SVN) and that fixes it, but I tried it a while back with no success. If I remember correctly its something to do with way VS2010 now handles its build folders, but I could not find how to fix it with CMake. It could be a bug in VS2010, but I am suspecting the cmake build files for OSG or the actual CMake app itself and the way it generates 2010 build files, a hard coded parent path maybe, although not able to put my finger on it. One way to get it to build under vs2010 is to build vs2008 files and convert the solution using the wizard in vs2010 as a temporary measure. Hope it helps on the conquest to fixing it. Regards Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nick Schultz Sent: 11 June 2010 19:34 To: osg-users@lists.openscenegraph.org Subject: [osg-users] [build] Successful build using VS2010? Has anybody been able to successfully build the latest dev-head in VS2010? I kept getting several fatal LINK errors saying it cannot open input files ex: LINK : fatal error LNK1181: cannot open input file '..\..\lib\Release\osgGA.lib' I'm assuming it's a path error made somewhere in the build scripts. I posted about this a couple of months ago and I couldn't find a fix. I tried searching the forums about this topic but couldn't find anything, are we just out of luck trying to use VS2010 for now? Thanks, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28837#28837 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] physics and terrain
Hi Mathias, Cheers for the info, I will take a look at osgBullet. Thanks Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mathias Buhr Sent: 08 June 2010 16:01 To: OpenSceneGraph Users Subject: Re: [osg-users] physics and terrain Hi Martin, I don't have an exact answer to your question but I've successfully integrated Bullet and OSG (currently only rigid bodies). Basically you just need two separate threads/worlds: rendering and physics simulation. An osg::NodeCallback retrieves the current MotionState from Bullet per frame and writes it to the osg::PositionAttitudeTransform of the graphical representation of that object. The tricky part is probably the calculation of appropriate collsion-shapes for given meshes. Bullet provides a Demo application, where you can drive and use a ForkLift. It should give you a good starting point. Cheers Mathias Buhr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org