Re: [osg-users] Please test OpenScenGraph-3.6 branch in prep for the up commign 3.6.5 maintainance release

2019-12-18 Thread Ravi Mathur
Hi Robert, The OpenSceneGraph-3.6 branch compiles and runs properly on my OSX Mojave (10.14.6) system. I tried osgviewer, several OSG examples, and my own OSG-based projects. Thanks, Ravi On Mon, Dec 16, 2019 at 12:16 PM Robert Osfield wrote: > Hi All, > > I have merged the outstanding pull

Re: [osg-users] [build] osgslice build failure on OSX

2019-09-11 Thread Ravi Mathur
t; Laurens. > > On Wed, Sep 11, 2019 at 9:54 AM Robert Osfield > wrote: > >> Hi Ravi, >> >> On Tue, 10 Sep 2019 at 16:34, Ravi Mathur wrote: >> >>> I've tried on OSG 3.6.3 and 3.6.4. You can see from the error I posted >>> that it's because of

Re: [osg-users] [build] osgslice build failure on OSX

2019-09-10 Thread Ravi Mathur
10, 2019, 4:14 AM Robert Osfield wrote: > Hi Ravi, > > On Mon, 9 Sep 2019 at 22:34, Ravi Mathur wrote: > >> Has anyone using OSX noticed that the osgslice example does not build? >> This prevents OSG from building on OSX out of the box. I'm currently using >> OSX

[osg-users] [build] osgslice build failure on OSX

2019-09-09 Thread Ravi Mathur
Hi all, Has anyone using OSX noticed that the osgslice example does not build? This prevents OSG from building on OSX out of the box. I'm currently using OSX 10.14.6 & XCode 10.3, but it's been happening for over a year now. Code: [100%] Linking CXX executable ../../bin/osgslice Undefined

Re: [osg-users] Colors on GL_LINES

2018-12-23 Thread Ravi Mathur
Lighting is enabled, which is why the line darkens based on camera position. Disable lighting on line_geometry. Search osg examples for GL_LIGHTING to see how. --- Ravi Sent from my phone, please excuse my brevity. On Sun, Dec 23, 2018, 4:46 PM Diego Mancilla Hello, > > I'm drawing some

Re: [osg-users] Working with osg::Text on animation

2018-12-20 Thread Ravi Mathur
There are plenty of osg examples that show how to create your own event handler by subclassing from GUIEventHandler. For example look at osgpoints. Make your own event handler, and change the text visibility (using its node mask) based on whatever keys you choose. To update text dynamically, use

Re: [osg-users] Working with osg::Text on animation

2018-12-20 Thread Ravi Mathur
If you will be dynamically changing your text, then specify that when you first create it: osgText::Text* text = new osgText::Text; text->setDataVariance(osg::Object::DYNAMIC); Note that setting the data variance is important for multithreaded Viewers

Re: [osg-users] osgText crash with multiple Viewers

2018-12-19 Thread Ravi Mathur
ng". It's easy for me to pause all active Viewers while destroying one. Thanks, Ravi On Tue, Dec 18, 2018 at 2:28 PM Ravi Mathur wrote: > Hi Robert, yes I'm working on a standalone test program now. Multithreaded > crashes are often hard to reproduce in a vacuum, but as soon as I hav

Re: [osg-users] osgText crash with multiple Viewers

2018-12-18 Thread Ravi Mathur
> Could you create a small test program that reproduces the crash. Details > on your OS/dev tools/hardware will be useful too. > > Cheers. > Robert. > > On Tue, 18 Dec 2018 at 08:50, Ravi Mathur wrote: > >> Hello all, >> >> I'm seeing a crash on

Re: [osg-users] Dynamic VBO Performance Drop

2018-12-11 Thread Ravi Mathur
, smaller mem use > picter is static version. Note MB usage drop in dynamic version after > minute or so from the moment updates stopped. I suspect driver compacted > the memory when it noticed the resources are no longer updated. > > > > Cheers, > Hope this helps, > Woj

[osg-users] Dynamic VBO Performance Drop

2018-12-06 Thread Ravi Mathur
Hello all, I'm running into a strange performance drop issue when using dynamic VBOs that change frequently. I am measuring performance using framerate with vsync turned off. I know that framerate isn't always the best performance measurement, but my example is simple enough and the performance

Re: [osg-users] Questions about using OSG.

2018-10-12 Thread Ravi Mathur
Answers to all of your questions below. On Fri, Oct 12, 2018 at 8:49 PM A Z wrote: > To whom it may concern, > > I have a group of basic startup questions about use of the OSG > C++ 3D graphics library. > > *-Is it compatible with Windows, Android, Max, Linux?* > Yes.

Re: [osg-users] Switch call to viewer::frame() between threads

2018-09-11 Thread Ravi Mathur
Hi Steven, What OS are you on? On OSX, event handling MUST happen from the main thread, so you have to coordinate the frame loop between threads. Ravi On Tue, Sep 11, 2018 at 11:43 AM Robert Osfield wrote: > Hi Steven, > > I haven't heard of anyone trying to call frame from multiple threads >

Re: [osg-users] getWindowingSystemInterface() fails on Ubuntu 18.04

2018-09-06 Thread Ravi Mathur
Thanks guys for figuring this out. I ran into the exact same problem earlier this week with Ubuntu 18.04. I'm using CompositeViewer similar to the "-3" case of the osgcompositeviewer example (multiple Views in one window). I call osg::GraphicsContext::createGraphicsContext(traits) with my custom

Re: [osg-users] LookAt() function parameter meanings..

2018-08-13 Thread Ravi Mathur
Hey Martin, You are not interpreting the parameters properly. Look at the header for Matrixd.cpp: /** Set the position and orientation to be a view matrix, * using the same convention as gluLookAt. */ void makeLookAt(const Vec3d& eye,const Vec3d& center,const Vec3d& up); It

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-05 Thread Ravi Mathur
I've been using Macs and developing on MacOS for over 25 years now, but still I gotta say I completely understand your frustration Robert. My past two computers have been Windows laptops, which is also the first time I've bought non-Mac hardware, mainly because Apple doesn't seem to care about VR

[osg-users] [ANN] Job Opportunity: Aerospace Visualization Engineer

2018-05-03 Thread Ravi Mathur
have more questions. Thanks! Ravi Mathur Sr. Guidance Navigation and Control Engineer Emergent Space Technologies, Inc. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73544#73544 ___ osg-users mailing list

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Ravi Mathur
No worries, thank you for looking into it anyway. :) To be honest, I don't think that "fixing" this behavior within OSG is worth it. The code additions to ViewerBase::renderingTraversals() would be duplicated from Renderer and SceneView, and would only benefit fringe cases where the user wants

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Ravi Mathur
robertosfield wrote: > Ops, don't send modifications without compiling them first... > > The View::LightingMode and SceneView::LightingMode aren't compatible > enum's so can't be passed as is. I've spotted a better way of doing > this update, putting into the Renderer::updateSceneView() method

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Ravi Mathur
ravidavi wrote: > > robertosfield wrote: > > HI Ravi, > > > > I haven't yet looked deeply into the issue as I'm still in post > > holiday catch up mode. What version of the OSG are you using? > > > > Robert. > > > > > I'm on the OpenSceneGraph-3.5.6 tag. I just checked, and the same

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Ravi Mathur
robertosfield wrote: > HI Ravi, > > I haven't yet looked deeply into the issue as I'm still in post > holiday catch up mode. What version of the OSG are you using? > > Robert. > I'm on the OpenSceneGraph-3.5.6 tag. -- Read this topic online here:

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-09 Thread Ravi Mathur
OK I figured it out after digging further into SceneView. In case anyone else ever runs into this, here is what's going on and how to fix it. When a new View is created (e.g. osgViewer), it defaults to HEADLIGHT mode and internally creates the master Camera, along with a Renderer and SceneView

[osg-users] Slave camera lighting with disabled main camera

2018-01-08 Thread Ravi Mathur
Hi all, Sorry to bring up yet another question about osg::View::setLightingMode(NO_LIGHT), but I'm having trouble understanding some lighting behavior. Suppose I have a simple scene with no explicitly-specified StateSets ... e.g. I'm not setting lights or enabling GL_LIGHTING or anything like

Re: [osg-users] Update to Depth Patitioner

2017-05-26 Thread Ravi Mathur
Heh I hope I didn't oversell it! :) OK, I will make a standalone osg example and post it here for people to try. I will rely on the community to test with shadows and other use cases. I have some month-end deadlines going on now but will do it in early June. Ravi -- Read this

[osg-users] Update to Depth Patitioner

2017-05-23 Thread Ravi Mathur
Hi all, A looong time ago I had created the DepthPartitionNode, which split up an OSG scene into multiple depth partitions and rendered them with multiple cameras. This turned into the original osgdepthpartition example. My implementation created nested cameras, which worked fine at the time,

Re: [osg-users] Using Geometry with packed vertex arrays

2017-03-27 Thread Ravi Mathur
Aha, you're right I should have said "interleaved". No wonder I wasn't finding much info, I was using the wrong term! :) Now I see past posts by Robert and others discussing interleaved arrays. I'll stick with my current approach of copying the data into separate OSG arrays and deallocate the

[osg-users] Using Geometry with packed vertex arrays

2017-03-24 Thread Ravi Mathur
Hi all, I have an array of floats that contains packed vertex data, provided by an external API, that I want to render. The data represents [position,normal,texcoord] for each vertex. The array layout is:

Re: [osg-users] Is it possible to temporarily redirect the main camera of a view?

2017-03-24 Thread Ravi Mathur
Hi Werner, Instead of modifying the main camera attachments, you might want to create a slave camera whose sole purpose is to render to FBO. Then you can enable/disable that camera using slaveCamera->setNodeMask (0x0 to disable, 0x) to enable. Code: // Create slave camera and set

Re: [osg-users] Multiple cameras sharing multisample fbo

2017-03-11 Thread Ravi Mathur
OK, after thinking about this, reading MANY other forum posts, and looking into the osg::Camera code, I've realized that my post title itself was incorrect. Sharing FBOs is not the appropriate approach, since FBOs are an internal object to a camera's RenderStage, which itself doesn't exist

[osg-users] Multiple cameras sharing multisample fbo

2017-03-11 Thread Ravi Mathur
Hi all, I would like to know how to get multiple slave cameras to successively render to the same texture using multisampling. I've looked at every osg example, but multisampled FBOs are only discussed in the context of a single rendering camera. Without multisampling life is simple. For

Re: [osg-users] Camera resize vs setViewport

2017-02-24 Thread Ravi Mathur
Thanks Robert. But still, why does resize() not accept x/y arguments? As it is now, it cannot be used with CompositeViewer where Cameras are distributed around the window with various Viewports. Is it just intended for use with the regular osg::Viewer? robertosfield wrote: > Hi Ravi, > > The

[osg-users] Camera resize vs setViewport

2017-02-23 Thread Ravi Mathur
Hi all, In osg::Camera, there exist two resize functions: Camera::resize(width, height) and Camera::setViewport(x, y, width, height). I'm confused conceptually as to when to use which one. Some examples use resize (osgdistortion), whereas others use setViewport (osghud). Looking at the

Re: [osg-users] osg_Vertex with GL compatibility profile

2016-09-17 Thread Ravi Mathur
FYI, my vertex/fragment shaders are using #version 120 because they need to be compatible with OSX X11 (XQuartz). I have noticed that even on the graphics cards with the compatibility profile (windows machines with certain ATI/AMD cards), directly using gl_Vertex instead of osg_Vertex seems to

[osg-users] osg_Vertex with GL compatibility profile

2016-09-16 Thread Ravi Mathur
Hi all, I see some behavior that I don't understand when using the osg_Vertex shader attribute across various graphics cards. Hopefully someone can shed some light. I am enabling OSG uniforms using GraphicsWindow->getState()->setUseModelViewAndProjectionUniforms(true). Then, in my vertex

Re: [osg-users] Inherit parts of shader program

2016-09-04 Thread Ravi Mathur
Makes sense. My situation is simple; I have no need to override parts of shaders, just load a few fragment shaders from files. So I'm going with the simple approach of an osg::Program per osg::Drawable, with a shared Vertex osg::Shader and separate Fragment osg::Shaders. Thanks for clearing

Re: [osg-users] Inherit parts of shader program

2016-09-03 Thread Ravi Mathur
Thank you Robert! Can you speak to the performance of using multiple osg::Programs vs shader composition? Another question: suppose I use a separate osg::Program for each osg::Drawable. Each Program would use the same Vertex osg::Shader object, but have its own Fragment osg::Shader object.

[osg-users] Inherit parts of shader program

2016-09-02 Thread Ravi Mathur
Hi all, I have a Geode that contains multiple Drawables. I set a Program containing a vertex Shader on the Geode's StateSet. This was done because all contained drawables should use the same vertex shader. Everything works great. Now, I want to set a fragment shader on just one of the

Re: [osg-users] [build] OSX X11 Build System Failures

2016-08-01 Thread Ravi Mathur
Fix submitted in Submissions Post (http://forum.openscenegraph.org/viewtopic.php?t=16036). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68244#68244 ___ osg-users mailing list

Re: [osg-users] [build] OSG Build Error on Mac OSX with XCode 7 and CMake 3.4 (or greater)

2016-07-29 Thread Ravi Mathur
Hi Robert (and any other OSX OSG devs), Nowadays XCode only includes the OSX 10.11 SDK, which supports deployment targets back to 10.7. So one can use the 10.11 SDK to target OSX 10.8, which is what CMake does via CMAKE_OSX_DEPLOYMENT_TARGET. However, CMake 3.1.0 was the first major release to

Re: [osg-users] [build] OSX X11 Build System Failures

2016-07-29 Thread Ravi Mathur
Hi all, I realized that the OpenGL link dependencies for OSG are not quite correct for OSX/X11. Specifically, if OSG_WINDOWING_SYSTEM is X11 then osgViewer is built with X11/OpenGL, but osg (base) is still built with Cocoa/OpenGL. This mismatch of OpenGL implementations can cause very

Re: [osg-users] [build] OSX X11 Build System Failures

2016-07-20 Thread Ravi Mathur
Fix submitted in Submissions Post (http://forum.openscenegraph.org/viewtopic.php?p=68188). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68190#68190 ___ osg-users mailing list

Re: [osg-users] [build] OSG Build Error on Mac OSX with XCode 7 and CMake 3.4 (or greater)

2016-07-20 Thread Ravi Mathur
Fix submitted in Submissions Post (http://forum.openscenegraph.org/viewtopic.php?p=68188). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68189#68189 ___ osg-users mailing list

Re: [osg-users] [build] OSG Build Error on Mac OSX with XCode 7 and CMake 3.4 (or greater)

2016-07-19 Thread Ravi Mathur
Hi Robert, Excellent, just what I wanted to hear. I'd be happy to provide updates on the OSX side of the CMake build system. I only have one OS and compiler combo to code on (10.10.5 with XCode 7.2), but I have a decent amount of experience with general OSX/CMake development and OSG

[osg-users] [build] OSG Build Error on Mac OSX with XCode 7 and CMake 3.4 (or greater)

2016-07-18 Thread Ravi Mathur
Hi all, I'm surprised nobody has seen this yet, but OSG does not build on OSX when using XCode 7 and CMake 3.4+. Specifically, the Configure step can be run once, but cannot ever be run again unless the CMake cache is deleted. The error through by CMake is the infamous: Code:

Re: [osg-users] OSX/X11 graphics context not updating after window resize

2016-07-15 Thread Ravi Mathur
Well I'm dumb. Turns out, I was using CMake to find OpenGL, which linked to the Cocoa version of GL instead of X11 like I needed. After linking to the correct OpenGL libraries, I no longer need to call glXMakeCurrent; glViewport does the job like it's supposed to. Just thought I'd share for

[osg-users] OSX/X11 graphics context not updating after window resize

2016-06-27 Thread Ravi Mathur
Hi all, I have an interesting problem to which I found a strange solution. I don't know why the solution works, and I'd like to know if anyone here could shed some light. I have an OSG-based visualization API that is designed for use from within any user-provided GUI toolkit. All OpenGL

Re: [osg-users] [build] OSX X11 Build System Failures

2016-06-24 Thread Ravi Mathur
OK, looks like the fix could be Code: IF(APPLE AND NOT (OSG_WINDOWING_SYSTEM STREQUAL "Cocoa")) RETURN() ENDIF() This applies to avfoundation (which only compiles on OSX anyway), as well as osgmultitouch and osgoscdevice examples, which will continue to compile on non-apple platforms

Re: [osg-users] [build] OSX X11 Build System Failures

2016-06-23 Thread Ravi Mathur
Oops the fix I posted is wrong. osgmultitouch and osgoscdevice should continue to work on non-Apple platforms. Any ideas on a good fix? Ravi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67769#67769

[osg-users] [build] OSX X11 Build System Failures

2016-06-23 Thread Ravi Mathur
Hi all, A few of the newer OSG components explicitly reference osgViewer::GraphicsWindowCocoa in their code. This causes link errors when compiling OSG on MacOS with OSG_WINDOWING_SYSTEM set to X11. The affected components are: avfoundation (osgdb), osgmultitouch (examples), osgoscdevice

Re: [osg-users] osgviewerCocoa build error with clang 7.0.0

2015-11-06 Thread Ravi Mathur
Sure thing Robert. robertosfield wrote: > Hi Ravi, > > > Could you post the whole modified file to osg-submissions, I'll review this > and get it merged. > > > Robert. > -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65561#65561

[osg-users] osgviewerCocoa build error with clang 7.0.0

2015-11-05 Thread Ravi Mathur
Hi all, The osgviewerCocoa example gives the following error during build: Code: ViewerCocoa.mm:176:9: error: cast from pointer to smaller type 'NSOpenGLPixelFormatAttribute' (aka 'unsigned int') loses information (NSOpenGLPixelFormatAttribute)nil ^~ This occurs on

[osg-users] Using vec3d for CullStack eye point

2009-04-20 Thread Ravi Mathur
Hey all, First off, this is NOT another can we change all vec3 to vec3d thread. My question is more specific. :) In osg::CullStack, the EyePointStack is a Vec3 stack, therefore a Vec3f stack. However, the stack itself is built up using elements from a osg::Matrix, which could be a

Re: [osg-users] Using vec3d for CullStack eye point

2009-04-20 Thread Ravi Mathur
it out on my computer tomorrow to see if there are any unexpected hangups. Ravi On Apr 20, 2009, at 3:55 PM, Robert Osfield wrote: On Mon, Apr 20, 2009 at 9:37 PM, Ravi Mathur ravid...@mail.utexas.edu wrote: So would it be worth it to implement the CullStack::EyePointStack typedef as Vec3d