Re: [osg-users] [build] _OPEN_THREADS_ATOMIC_USE_GCC_BUILTINS

2012-10-07 Thread paul graham
Many thanks for the response Jason - I'll modify our build scripts accordingly 
- I'd prefer to be using atomic operations and avoiding the use of mutexes.

Cheers

Paul

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[osg-users] [build] _OPEN_THREADS_ATOMIC_USE_GCC_BUILTINS

2012-10-05 Thread paul graham
Hi all, we've been having some intermittent deadlock issues and as part of my 
investigation I noticed that our (albeit quite old - 2.9.8, we shall be 
upgrading imminently) OSG libs were being compiled with 
_OPENTHREADS_ATOMIC_USE_MUTEX.

On further investigation, it appears that the test for availability of 
_OPEN_THREADS_ATOMIC_USE_GCC_BUILTINS on our particular architecture (Linux RH 
5.6) requires the additional compiler argument -march=i686 in order to pass 
and hence not default to using mutexes.

Would I be right in thinking that building with 
_OPEN_THREADS_ATOMIC_USE_GCC_BUILTINS instead of _OPENTHREADS_ATOMIC_USE_MUTEX 
should provide significant 'general' performance improvement?

On a related note - our investigations into these deadlocks has proved very 
difficult since typically the thread stacktraces recorded at the point of 
deadlock can't be traced further back beyond libGL.so - if anyone has 
experience of similar situations, I'd welcome any advice.

Any feedback on the above would be appreciated.

Many thanks

Paul

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Re: [osg-users] How do I create a 2D HUD with loaded images?

2012-05-10 Thread paul graham
Hi Nilix,
I've successfully displayed an image in a HUD taking the following general 
approach:

create an osg::geometry
set the vertices based on the image size
create an osg::Texture2D
create an osg::Vec2Array for texture coordinates
call setTexCoordArray on the osg::geometry
add the osg::geometry to a parent osg::Geode
create a stateset on the geometry and call setTextureAttributeAndModes with the 
above texture

HTH

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Re: [osg-users] getOrCreateStateSet called from outside the main thread

2011-10-01 Thread paul graham
Hi, I've been away for two weeks, and now returning to this issue. Just wanted 
to update in case my findings are useful to others.

On further investigation, I realised that calling getOrCreateStateSet on a 
newly created text node will return a pointer to a 'singleton' instance of a 
stateset. I had assumed that after creating the text node, the above call would 
'Create' a new stateset rather than 'Get' an existing one - so I think some of 
our crashes are due to the same stateset pointer being written to on different 
threads.

We're in the process of rationalising how we use statesets in our app. so we 
can reusing a singleset - this should resolve our issue.

Thanks again

Paul

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[osg-users] getOrCreateStateSet called from outside the main thread

2011-09-12 Thread paul graham
Hi, I'm hoping someone can shed some light on an issue we are having, running 
OSG 2.8.2 (redhat 5.3) in single threaded mode and creating scenegraph 
components on a background thread. 

Basically, we are using a background thread to build up scenegraph components 
and then adding them to our 'main' scenegraph. For the most part, this works 
fine, but when the activity on the background and main threads are high (eg. a 
lot of stuff moving around/ being drawn in the main scene, plus lots of updates 
happening on our background thread) we are seeing occasional crashes in 
setAssociatedModes() and other stateset related functions.

My first thought was that somehow our calls to getOrCreateStateSet() from our 
background thread were interfering with state set manipulation on the main 
thread,  indeed replacing getOrCreateStateSet with a call to explicitly create 
the stateset appears to resolve the crash.

Can anyone confirm whether calling getOrCreateStateSet() outside the main 
thread is a safe / sensible  thing to do? As I say, I have what appears to be a 
fix for the problem, but it would be nice to understand what is going wrong 
before progressing it.

Thanks in advance for any help.

Cheers,

Paul

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Re: [osg-users] getOrCreateStateSet called from outside the main thread

2011-09-12 Thread paul graham
Hi,
Thanks for the reply Robert - just to confirm, we are indeed calling 
getOrCreateStateSet on nodes created in the same thread and not back in the 
main thread, so as you say, it should work fine.

I shall run our app against a debug version of osg and try and get some more 
details of the crash (last two crashes were in 
osg::StateAttribute::removeParent(), but this seems to vary between runs).

Many Thanks

Paul

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[osg-users] update and cull frame-spanning issue

2010-10-05 Thread paul graham
Hi, I'm hoping someone can help - I'm calculating a scaling value in my cull 
traversal using the pixelSize() function. I then set my scaling matrix in the 
update traversal.

The problem with this is that the scale calculated is always one frame out  
when it get's applied - so there's a noticeable jerkiness on zooming in.

If I update my matrix in the cull traversal, zooming is smooth, however I 
understand that this is a dangerous thing to do.

Can anyone suggest a more sensible workaround?

Many thanks in advance

Paul

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Re: [osg-users] update and cull frame-spanning issue

2010-10-05 Thread paul graham
Many thanks for the prompt responses. I've got a clear way forward now.

Cheers

Paul

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[osg-users] osg newbie question: billboard with multiple drawables?

2010-09-28 Thread paul graham
Hi, I'm hoping someone can help. I'm trying to develop an in-scene 'label' for 
my 3D objects (consisting of text and geometry). I was hoping I'd be able to 
use the osg billboard and add my geometry and text to it as drawables, but I 
now realise that each drawable will have its own pivot point, so my text and 
geometry will become misaligned.

Is there a way to massage the billboard such that it 'groups' all its children 
and effectively applies a single transformation about a single pivot point 
(hence keeping the text and geometry in the same plane)? Or can anyone suggest 
a simpler / better approach to the problem?

Just to reiterate - I'm trying to create screen-facing labels to insert into my 
3D scene - the label needs to support text and geometry. Any advice on how to 
best approach this is much appreciated - I'm hoping someone has tackled a 
similar problem in the past.

Many thanks

Paul

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Re: [osg-users] osg newbie question: billboard with multiple drawables?

2010-09-28 Thread paul graham
Hi Robert, many thanks for the prompt reply - I've been playing around with the 
autotransform and you're right - it is much more suited to our needs than the 
billboard. 

Thanks again

Paul

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Re: [osg-users] osg newbie question: billboard with multiple drawables?

2010-09-28 Thread paul graham
Hi, on the subject of the autotransform: in scale_to_screen mode, I was trying 
to use minScale and maxScale to effectively bound the drawn screen size of my 
geode between a minimum and maximum, but I think I'm mis-interpreting these 
parameters. 

Increasing maxScale does not appear to increase the maximum drawn size of my 
geode, and setting minScale doesn't seem to permit me to define a minimum drawn 
size? I've had a look at the AutoTransform code and I can see that the 
application of these scale settings are affected by the transition width, but 
it's not clear to me how they are connected?

If anyone can clarify for me, the relationship between transition width, 
minScale and maxScale and whether or not these could be used to define a 
minimum and maximum drawn size of a geode, I'd really appreciate it.

Many thanks in advance.

Paul

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Re: [osg-users] newbie pixelSize() vs. measured screen size query

2010-08-07 Thread paul graham
Thanks Frederic - as you say, for the case of a square, you'd expect the 
bounding sphere diameter to contain the bounding box - ie. in this case the 
square itself.

The problem I'm having is trying to relate the pixelSize() returned value to 
the pixel size of the square's diagonal as measured on the screen. I expected 
them to be identical, but they don't correlate at all.

Is the returned value of pixelSize() for a bounding sphere an area/ diameter? 
Either way it doesn't seem to equate to the measurements I make from doing a 
screen grab and counting pixels. I have a feeling I'm missing some kind of 
transformation between computing the pixelSize and relating that to the 
measurements made on the screen.

Paul

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Re: [osg-users] newbie pixelSize() vs. measured screen size query

2010-08-07 Thread paul graham
Many thanks Frederic, I now see the point you're making. 

Still not sure exactly what pixelSize() returns - I may do some simple 
experiments without the billboard, maybe with just a simple sphere and see if 
the pixelSize() then correlates with screen pixel measurements - unfortunately 
I can't do any coding from home at the moment though.

Paul

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[osg-users] newbie pixelSize() vs. measured screen size query

2010-08-06 Thread paul graham
Hi, I've modified the osg billboard example and am examining the pixel size 
computed from one of the billboard's bounding spheres. 

I'm sure I'm missing something fundamental in my understanding of what's going 
on, but I expected the pixel size computed by pixelSize() to correspond to the 
length of the billboard's diagonal as measured on the screen?

Can anyone explain to me the relationship between the pixel size returned from 
the pixelSize() function and the on-screen pixel size (ie. of the billboard) in 
this instance?

Many thanks

Paul

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