Re: [osg-users] Submission/Pull Request problems on github

2016-05-20 Thread Pjotr Svetachov
According to these post you can let the git tools automatically make a branch for every pull request on github: http://blog.scottlowe.org/2015/09/04/checking-out-github-pull-requests-locally/ https://coderwall.com/p/3dgwcg/github-add-remote-for-pulls-and-merges Cheers, Pjotr -- R

Re: [osg-users] OpenSceneGraph-3.4.0 release candidate 7 tagged

2015-07-24 Thread Pjotr Svetachov
The changed for VS2015 look good. I still get the following warning: 3>I:\Libraries\OpenSceneGraphTrunk\include\osg/GraphicsThread(45): warning C4589: Constructor of abstract class 'osg::GraphicsOperation' ignores initializer for virtual base class 'osg::Referenced' (compiling source file I:\Lib

Re: [osg-users] OpenSceneGraph-3.4.0-rc6 tagged

2015-07-23 Thread Pjotr Svetachov
I'll see what I can do. I'm going on vacation tomorrow so I don't have that much time. First I have resolved the errors so I can get OSG to compile with VS2015, those are more important. Attached are two files. - First is osg/Types: VS2015 now have stdint.h included. This generates erros when in

Re: [osg-users] OpenSceneGraph-3.4.0-rc6 tagged

2015-07-23 Thread Pjotr Svetachov
Hi Robert, Testing with the newly released VS2015 produced these 4 warnings for each file that includes (directly or indirectly) osg/GraphicsThread this will lead to hundreds of warnings: 1>I:\Libraries\OpenSceneGraphTrunk\include\osg/OperationThread(55): warning C4589: Constructor of abstract

Re: [osg-users] Last update in the osgAnimation::Animation ONCE mode bug fix

2014-11-20 Thread Pjotr Svetachov
Would't this add cpu overhead for animations that are done playing because the channels are still updating? Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61727#61727 ___ osg-users mai

Re: [osg-users] GeometryTechnique race condition crash

2014-11-14 Thread Pjotr Svetachov
Hi Robert, I tested a few of our scene's and till now there are no problems. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61638#61638 ___ osg-users mailing list osg-users@lists.opens

Re: [osg-users] GeometryTechnique race condition crash

2014-11-13 Thread Pjotr Svetachov
Due to some other work I won't be able to test this out today, but I'll try to make room for it tomorrow. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61614#61614 ___ osg-users maili

Re: [osg-users] GeometryTechnique race condition crash

2014-11-11 Thread Pjotr Svetachov
That sounds good. You might even want to have a map somewhere in there, then you can see which of the nodes are already in the cache and do not need further post-processing. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61571#61571

Re: [osg-users] GeometryTechnique race condition crash

2014-11-11 Thread Pjotr Svetachov
I have done some tests and it looks good so far. There is only one regression here and that is that proxy nodes that are set to load immediately are never looked up from the cache ever. This actually is the most common use case for us for those types of nodes. In our program we by chance had th

Re: [osg-users] GeometryTechnique race condition crash

2014-11-07 Thread Pjotr Svetachov
robertosfield wrote: > > I have been looking further into how to handle use of the object cache > alongside the DatabasePager and believe the best option will be for the > DatabasePager to disable use of object cache when it's loaded subgraphs and > handle the initial query against the object

Re: [osg-users] GeometryTechnique race condition crash

2014-11-07 Thread Pjotr Svetachov
Because you also have to deal with subobject like proxy nodes and images that you want to have in the cache option 2 and 3 will be pretty hard to implement. Option one seems like the elegant solution as right now you can only activate those post processing steps if you have a database pager (or

Re: [osg-users] GeometryTechnique race condition crash

2014-11-06 Thread Pjotr Svetachov
Hi Robert, I'm still in the process of compiling, but I had a look at the code. As I understand it an object is put in the registery cache by Registry::instance()->readNode(), thats before FindCompileableGLObjectsVisitor will traverse it. This means that you will get race conditions in FindComp

Re: [osg-users] GeometryTechnique race condition crash

2014-11-06 Thread Pjotr Svetachov
Hi Robert, I tried your fix and it exposed a bug in my fix :) The problem is that the readObjectFields method will add the object to the _identifierMap. So all the other instances of that image in the same file will be replaced by the created dummy object. In my fix this was an dummy image and

Re: [osg-users] GeometryTechnique race condition crash

2014-11-05 Thread Pjotr Svetachov
Looks like the new code fixes the deadlocks. Attached are my modifications to the InputStream to no modify images when they come from a cache. Note that this is a quick fix. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61524#61524

Re: [osg-users] GeometryTechnique race condition crash

2014-11-05 Thread Pjotr Svetachov
I first got the deadlock on linux and only in release builds. On windows I was able to reproduce it by placing a 1ms sleep line 403. Adding cancel helps but then the thread will not do any clean up and valgrind spits out a 1mb log file complaining about memory leaks. It's better to try to fix th

Re: [osg-users] GeometryTechnique race condition crash

2014-11-05 Thread Pjotr Svetachov
Hi Robert, I saw that you put the new thread code on svn. I have experimented a little with it and it seems to produce deadlocks on application shutdown for us. In OperationThread::cancel you have replaced a while loop with a join. The problem is that the previous code was periodically calling

Re: [osg-users] GeometryTechnique race condition crash

2014-10-27 Thread Pjotr Svetachov
robertosfield wrote: > > In the case when the image is shared it looks to me like the best approach > would be to not allow any additional modifications to the image by the > InputStream::readImage() method.  Even if you added mutex locks around the > write operations to the mutex you'd ended

Re: [osg-users] GeometryTechnique race condition crash

2014-10-27 Thread Pjotr Svetachov
Hi Robert, You said that you were working with shaders. A race condition that looks like the Texture2D::setImage example above can also happen with shaders in .osg files: The method Shader_readLocalData can get shaders out of a cache when files are referenced. Then later in Program::addShader t

Re: [osg-users] GeometryTechnique race condition crash

2014-10-27 Thread Pjotr Svetachov
Thanks for the helgrind tip. I think I pinpointed the crash in our program, this is working from trunk: As said we have multiple files that reference the same image for a texture, I have found two spots that can cause problems: - In InputStream::readImage(bool readFromExternal) at line 777 the p

Re: [osg-users] GeometryTechnique race condition crash

2014-10-24 Thread Pjotr Svetachov
robertosfield wrote: > > There are some specific .osgb threading issues related to initialization of > the wrappers. There is chance that you are hitting up against this. For my > own work I'm not currently testing against .osgb and get problems so I > believe the .osgb issues can be dealt w

Re: [osg-users] GeometryTechnique race condition crash

2014-10-24 Thread Pjotr Svetachov
Hi Robert, We too have some trouble with the database pager. It all started after we used DatabasePager::setUpThreads to use more threads. We get memory corruption but only on linux. Tried to use valgrind but then the problem does not occur. We are still in the process of pinpointing it down, s

Re: [osg-users] Serializer trouble with TextureAttributeList

2014-09-10 Thread Pjotr Svetachov
This could be related to a report I made here http://forum.openscenegraph.org/viewtopic.php?t=13992#60127 Then there are might be two bugs, one is that for osgx files it somehow does not looks in the right directory and two is that it gives a parse error when an image is not found. Cheers, Pjot

Re: [osg-users] performance issues with Intel. Display Lists and VBOs...

2014-08-27 Thread Pjotr Svetachov
We did some tests with display lists and VBO's. For our scene's usually display lists outperform VBO's because they have less cpu overhead in the draw traversal. There is only one point (which is vendor/driver specific, we use nvidia) is that with models with a large amount of vertices (extract

Re: [osg-users] Disable/enable multisampling per attachment

2014-08-26 Thread Pjotr Svetachov
Hi, According to http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt all your attachments need to have the same amount of samples. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60798#60798 ___

Re: [osg-users] OpenSceneGraph-3.3.2 developer release tagged

2014-07-03 Thread Pjotr Svetachov
Pjotr wrote: > No they do not present itself in the 3.2 branch. One thing I just noticed was > that osgt files created with the 3.2 branch failed to load in the trunk > version. > > Cheers, > Pjotr Nevermind the last bit. That was me trying to read the file that I made to test wrong image re

Re: [osg-users] OpenSceneGraph-3.3.2 developer release tagged

2014-07-03 Thread Pjotr Svetachov
No they do not present itself in the 3.2 branch. One thing I just noticed was that osgt files created with the 3.2 branch failed to load in the trunk version. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60133#60133 __

Re: [osg-users] OpenSceneGraph-3.3.2 developer release tagged

2014-07-03 Thread Pjotr Svetachov
I also noticed when profiling a scene with a lot of AnimationPathCallback that dynamic casts make 1-2% of the total execution time (Visual Studio uses strcmp when doing dynamic casts it seems). Almost all of this comes from NodeCAllback::run and Callback::traverse. The question is are all those

Re: [osg-users] OpenSceneGraph-3.3.2 developer release tagged

2014-07-03 Thread Pjotr Svetachov
Hi Robert, A few small bugs I found in the trunk: - loading osgb/osgt files that have references to images that do not exists fail to parse (and sometimes I get a segfault) and the warnings produced are not meaningful at all. - saving classes that derive from osg::Image (like ImageSequece) seem

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-27 Thread Pjotr Svetachov
I was trying to save a file to .ive format today but that failed with the message: "Unknown node in Group::write(), className()=Geometry" So right now it looks like it's impossible to write to .ive files. While osgt/osgb files work I looked at the code and noticed that the osg::Drawable does not

Re: [osg-users] Synchronize animations between different computers

2014-06-18 Thread Pjotr Svetachov
With our distributed rendering setup we don't let the master run till all the clients are connected. From there we send the master's FrameStamp (so frame number, reference time, simulation time and just in case also the calender time) to all the slaves every frame. To manage animations the maste

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-10 Thread Pjotr Svetachov
Yes that seems to work. But I think that the warning is meant to inform that you could get unexpected behavior if you don't watch out as explained here (http://stackoverflow.com/questions/11965596/diamond-inheritance-scenario-compiles-fine-in-g-but-produces-warnings-errors) (see last example of

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-10 Thread Pjotr Svetachov
The warning is still there. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59687#59687 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/list

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-10 Thread Pjotr Svetachov
It only fixed the warnings for set/getUserdata. The warning for the run method still exist. It might be that Microsoft chose to always output this warning. Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59683#59683 _

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-06 Thread Pjotr Svetachov
The warnings I get are: ClusterCullingCallback.h(12): warning C4250: 'osg::ClusterCullingCallback' : inherits 'osg::NodeCallback::osg::NodeCallback::run' via dominance (..\..\..\..\..\src\osgWrappers\serializers\osg\ClusterCullingCallback.cpp) I:\Libraries\OpenSceneGraphTrunk\include\osg/Callbac

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-06-06 Thread Pjotr Svetachov
I had to add OSG_EXPORT to osg::Callback and osg::StateSet::Callback to make it compile with visual studio 2013. I did get a lot of warnings about the run method being inherited via dominance from classes like ClusterCullingCallback. But till now everything is working fine here. Cheers, Pjotr

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-26 Thread Pjotr Svetachov
License does not really matter. Same terms as the other examples is fine by me. I don't mean to say to just depecrate the drawable callbacks without fixing them. Of course we need to fix them, but we also need to deprecate them to make clear to people that somewhere in the future those callbacks

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-22 Thread Pjotr Svetachov
Sure you can adapt and use it as an example. As you can't have a Drawable::UpdateCallback on a osg::Node it sounds weird that Node::setUpdateCallback(Object*) can accept a Drawable::UpdateCallback. What do you do when someone passes a Drawable::UpdateCallback to a Node? I rather have an compile

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-21 Thread Pjotr Svetachov
I made a little testfile with all the permutations of nodes/drawables and updatecallbacks could come up with. The last two would never come up in old code and maybe only by accident in new code. It adds 7 update callbacks. For me only 4 are called and the parent group says that only 3 children r

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-21 Thread Pjotr Svetachov
Might moving the logic over to the add/remove parent methods and making special overloads for those methods in the drawable class be a solution? I don't know if it's better at the end but at least this would at least remove the need to have special handling of this in the setChild method (with a

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-20 Thread Pjotr Svetachov
Hi Robert, While trying to add an update callback to a geometry node that was attached to a lod without using a geode I stumbled upon some bugs: If you use the Drawable::setUpdateCallback method to add a osg::Drawable::UpdateCallback it will not fire because a group does not update it's NumChi

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-20 Thread Pjotr Svetachov
Hi Robert, I stumbled on a little bug with the new drawables. I was distributing points data into different drawables that I used in a LOD later. When simplifying the system to not use geodes anymore I came upon the following bug: If Drawable::getBoundingBox would compute an invalid bounding box

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-15 Thread Pjotr Svetachov
I fixed that linker error for myself but didn't commit anything yet as I though that it was a work in progress. I had to change include/osgUI/Export and src/osgUI/CMakeLists.txt to make it compile on my system (visual studio 2013). See the attached files. Cheers, Pjotr -- Read

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-15 Thread Pjotr Svetachov
A side request, if you plan to keep the Bound struct can it be moved into it's own file? Right now osg/Plane has to include osg/Node for the Bound struct. Because osg/Plane is included by osg/Polytope which is included by osg/State the recompile time increases a lot. In the osg project alone the

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-15 Thread Pjotr Svetachov
Our codebase consists of 350 files (50% are headers). There was only one place where we were using the bounding boxes to draw a box around selected object to highlight them as being selected. So when compiling without osg_use_bound we had to change some getBound calls to getBoundingBox. We of c

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-15 Thread Pjotr Svetachov
I have compiled osg successfully with and without osg_use_bound and everything seems to work with our software. (For the record, I only had to change two lines of code to make our software compile without osg_use_bound) I must say that after thinking about this I share a bit of David concern. I

Re: [osg-users] Promoting Drawable from being subclassed from osg::Object to osg::Node

2014-05-14 Thread Pjotr Svetachov
I tested the code in trunk with OSG_USE_BOUND defined and I now get crashes when loading files. After some debugging it looks like expressions like these (see Geode::computeBound() and Group::computeBound()): bb.expandBy((*itr)->getBound()); do not work anymore because the compiler can not know

Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-04-25 Thread Pjotr Svetachov
For me osgviewer.cpp and Renderer.cpp were not compiling (visual studio 2013 with profile GL2) because they were still using GLuintEXT. So I changed that, see the attached files. I also noticed that the generated OpenGL header were not copied to the installation directory so my own application

Re: [osg-users] VertexAttribArrayList serialization

2014-04-16 Thread Pjotr Svetachov
I'm not familiar with the new osg(t/b) writers (we still use osg and ive here but are also considering a switch) but looking at the commit log there was a change in the revision 14099 that added a new way to serialize arrays to support the lua plugin which seems to change the layout also. Cheer

Re: [osg-users] VertexAttribArrayList serialization

2014-04-16 Thread Pjotr Svetachov
I think the problem with the generated file is that the vertex attributes begin at 6 and the attributes 0 to 5 are null pointers and are not written. Then when reading the reader expects 8 arrays but there are only 2 written so it messes up reading them. I also noticed that, unlike in the osg fo

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Pjotr Svetachov
Hi Robert, Reading ive files works. Only reading .osg files that contain vertex attribute arrays does not work yet. (both the binding and the normalization can be set before the array itself right now). Cheers, Pjotr robertosfield wrote: > Hi Pjotr, > > Could you do an svn update, rebuild an

Re: [osg-users] Deprecating vertex indices in osg::Geometry

2013-06-18 Thread Pjotr Svetachov
Hi Robert, I tried out your code and it won't load a lot of geometry files even if they are using fast path. The problem lies in that with the old Geometry::ArrayData structure you could first set the binding and then the array. Now you are forced to do this the other way around. The ive reader

Re: [osg-users] osg::Text setText - changing text during rendering - What is the correct way to change the text in osgText::Text?

2013-06-12 Thread Pjotr Svetachov
Hi, Have you set the datavariance of the text to dynamic? Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54557#54557 ___ osg-users mailing list osg-users@lists.openscenegraph.org http:

Re: [osg-users] Warning messages VS2012...

2013-05-31 Thread Pjotr Svetachov
Hi, This is actually an issue with the visual studio 2012 library, see here for an explanation: http://connect.microsoft.com/VisualStudio/feedback/details/733720/ Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54332#54332 _

Re: [osg-users] How to render without a depth buffer ?

2013-03-07 Thread Pjotr Svetachov
Hi, Have you tried camera->setImplicitBufferAttachmentMask(osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT); Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52975#52975 ___ osg-users mailing lis

[osg-users] osgFX question

2012-12-05 Thread Pjotr Svetachov
Hi, We recently converted our stereo viewer to cull the scene graph in parallel. But now we are having a crash with some models that have bump mapping effects on them. The crash happens in Effect::traverse because both threads try to add new techniques. Is there a reason this is done during th

Re: [osg-users] Multithreading & Culling problems

2012-10-08 Thread Pjotr Svetachov
We had a similar issue. We had a stereo rendering setup that used slave camera's to render the scene. The only thing the main camera did was to swap the buffers. Whats happened is when you do anything that will get bounding boxes of nodes invalidated, if you don't recalculate those they will be