Hi,
we are having the same issues here and I think the problem is related to
multithreading.
One solution may be to sync your drawing thread to the drawing of
windows or to sync the swap operation in double buffered mode.
I don't know if that helps, it's just a guess.
Richard
Hi Robert,
Sounds great. I have never done any volume rendering stuff - but you
mentioned gpu raytraying.
Is related to
http://www.gamedev.net/community/forums/topic.asp?topic_id=516446
Can one implement a sparse voxel octree using osgVolume?
Richard
Mhh, you got a cyclic dependency in there anyway. Even if you resolve
the setThreadSafeRefUnref call, releasing MyMatrixTransform will cause a
memory leak.
Solution: Don't introduce cyclic dependencies ;-)
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http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf
Greetings,
Richard
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Robert
Osfield
Gesendet: Dienstag, 17. März 2009 10:07
An:
] Multithreading crash duetoosgDb::Registry::instance()
2009/3/17 Schmidt, Richard richard.schm...@eads.com
http://www.cs.wustl.edu/~schmidt/PDF/DC-Locking.pdf
Could you explain what the above document is all about...
Robert.
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hi,
i think this fix breaks the design of the DataVariance field.
A better solution would be to fix the loaders and make those objects
static which ARE static. Or remove the 'unspecified' flag from the
DataVariance enum at all.
Richard
This improvement to sharing duplicate state in Optimizer
Hi Jon,
we have tried to integrate speedtree into osg.
There are serveral ways to do it:
1. alternative: Just use the opengl example from speedtree and wrap it
with a custom drawable. Using this solution there are many
pros:
* easy to integrate
cons:
* your are using the texture
Hi Robert,
Hi Colin,
As a general rule it's best to minimize the number of StateSet and
associated StateAttribute/Uniform/Mode changes, both form the OSG's
CPU cost, as well as the cost down on the GPU with stalling the
graphics pipeline with state changes. Uniforms in particular can be a
very
Users
Subject: Re: [osg-users] Confused about Uniforms and StateSets.
HI Richard,
On Fri, Aug 15, 2008 at 12:06 PM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
As a general rule it's best to minimize the number of StateSet and
associated StateAttribute/Uniform/Mode changes, both form the OSG's
CPU
Hi Albino,
why don't you
//Update camera
//Update speedtree forest
//Draw forest
???
Greetings,
Richard
Hi,
I have implemented SpeedTree4.1 as a custom drawable in OSG2.2. While
the
camera is stationary the trees appear to draw correctly. However once
the
camera moves, the trees rendering
Hi,
I wonder if it's possible to build osg statically and the plugin dlls
dynamically?! Looking at the code currently it does not seem to be
possible. The main reason seems to be the static variables (like the
registry). Instead of referencing it by the plugin, the pointer of the
registry should
Hi,
I just did some debugging of the resize events:
KeyDown 102
Resized 1920 1174
Resized 800 600
KeyDown 102
Resized 808 634
Resized 800 600
Resized 1920 1200
KeyDown 102
Resized 1920 1174
Resized 800 600
KeyDown 102
Resized 808 634
Resized 800 600
Resized 1920
Hi,
I wonder if observer_ptrs are threadsafe? Especially when going from
observer_ptr to ref_ptr like done multiple times in the database pager.
Richard
Richard Schmidt
System Designer
EADS Deutschland GmbH
Organisationseinheit (SDGE1)
EADS Deutschland GmbH
Registered Office:
Hi
Paul
I created it based on your idea.
Richard
Schmidt, Richard wrote:
I have written an osgDot some time ago, maybe you can use it as a base for
yours. It's designed as a plugin, contains the cmake makefiles and uses the
visitor concept.
Curious, is this a similar tool you wrote
Hi,
the SharedStateManager is not able to share TextureAttributes which have
the UnrefImageAfterApply flag set. Unreffing the images will 'change'
the TextureAttribute with regard to its comparison operator. (i.e. image
name, image data, etc.)
There are several solutions for this problem:
*
The ShareStateManager:isShared( ... ) Method does not compare on shared
TextureAttributes, but only on shared StateSets. A StateSet (and its
TextureAttribute) will get compiled, even if its TextureAttributes are
already shared. The causes the texture to be uploaded (when compiling)
and being
SharedStateManager does not release any GLObjects (like
TextureAttributes, for instance).
Possible solution osg::Registry::releaseGLObjects calls a
SharedStateManager::releaseGLObjects which releases the GLObjects of the
shared Statesets and TextureAttributes.
Richard
Richard Schmidt
Osg has the option to cache nodes by using osgDB:Registry. Retrieving a
node from the cache and attaching them to your subgraph is not
threadsafe, because Node::addParent, Node::removeParent and
Node::getParents is not threadsafe.
Consider this scenario: A node gets 'disposed' in the main
.
Robert.
On Mon, Oct 13, 2008 at 7:59 AM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
Osg has the option to cache nodes by using osgDB:Registry. Retrieving
a node
from the cache and attaching them to your subgraph is not threadsafe,
because Node::addParent, Node::removeParent and Node
Hi,
i have encountered some similiar problems with multithreading (and the
datavariance stuff).
One thing I have considered is changing the design of osg::Statesets and
osg::StateAttribute to immutable classes. So once the stuff is created
you can only change it by cloning it. At least for those
Hi,
got another opinion on the PagedLOD and ProxyNode topic. :-)
We have been using both nodes for stuff like pseudo loaders as well and
I would recommend to change the interface a little bit. There should be
a common interface for all pageable nodes like:
class PageingNode : public Group {}
Hi,
is there an osgEarth submissions list?
Regards,
Richard
Richard Schmidt
System Designer
EADS, Defence Security, System Design Center
88090 Friedrichshafen, Germany
+ 49 (7545) 8-2553
EADS Deutschland GmbH
Registered Office: Ottobrunn, District Court of Munich HRB 107648
Hi Paul,
we are handling it like the 'perContextData' of StateAttributes gets handled,
assuming that we don't have multiple threads per context.
Like Robert pointed out some data can be created on the fly - which we are
doing with context- and view-dependend statesets.
Richard Schmidt
Wow, looks great!
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Kim C
Bale
Gesendet: Dienstag, 5. Mai 2009 21:11
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] osgOcean release
Hi,
there seems to be an error using proxyNodes. If you setup a proxyNode
using multiple filenames, not all files may get paged in correctly.
This is related to the sequence the databasepager loads nodes, which may
vary if you load nodes using curl. There is no association between the
filename
Hi,
there is an error in the osgDB::Databasepager::run method.
groupForAddingLoadedSubgraph-getParentalNodePaths();
Is not threadsafe, because the user might delete a parent of
groupForAddingLoaded in the UpdateTraversal.
Regards,
Richard
, 2010 at 2:00 PM, Schmidt, Richard
richard.schm...@eads.com wrote:
there is an error in the osgDB::Databasepager::run method.
groupForAddingLoadedSubgraph-getParentalNodePaths();
Is not threadsafe, because the user might delete a parent of
groupForAddingLoaded in the UpdateTraversal.
Which
, rather than multiple ones as it has now.
This would avoid any issues about which files are loaded and keep the
filename list in sync with the children. This is an API change
though, but I can't see a better option right now.
Thoughts?
Robert.
On Wed, Mar 24, 2010 at 1:25 PM, Schmidt, Richard
Hi,
I got some questions about the stategraph build by osg while
culltraversal.
So the primary question is: Why is the stategraph build from the root to
the leafs of the scenegraph and not the other way around?
To explain it a bit, lets make an example:
You want to display a model (a car for
the elements that are visible. The state graph has to
built this way to achieve the standard model of inheritance that the OSG
adheres too, to do it any other way would break this inheritance
convention and break most features along with it.
Robert.
On Wed, Apr 9, 2008 at 7:19 AM, Schmidt
Hi,
how does a plugin get noticed when osg releases an opengl context and
the plugin caches nodes (which are currently not used in the users
scenegraph)?
Richard
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Ok, got it.
Registry caches nodes by name or by objectCacheHint.
Richard
Hi,
how does a plugin get noticed when osg releases an opengl context and
the plugin caches nodes (which are currently not used in the users
scenegraph)?
Richard
Hi,
I think the problem here is that some manipulators take the bounding box
of the scenegraph to calculate the home position. Setting the nodemask
to zero will not affect the bounding box, so the whole hierarchy is
still regarded.
One solution may be to fully detach the invisible node from the
Another problem is, that nodes which are currently not connected to the
sceneview/camera won't release their GL objects.
Richard
On 9/17/07, Rafa Gaitan [EMAIL PROTECTED] wrote:
viewer.getSceneData()-releaseGLObjects(); // or getCamera()...
Hi
Daniel
Ulrich presented a nice outlining technique on his homepage:
http://www.sandbox.de/osg/
Richard
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Daniel
Moos
Sent: Sunday, October 07, 2007 1:52 PM
To: osg-users@lists.openscenegraph.org
Subject:
Is hat intented?
A CullCallback may store Statesets and push/pop them on the cullvisitor.
It would be nice if those GL Objects get released as well.
Richard
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Hi,
if you have problems with multiple lightsources in your scenegraph not
glEnableling/glDisableing correctly this may be a solution for you.
First lets recap the error:
osg::Light* l1 = new osg::Light();
osg::Light* l2 = new osg::Light();
osg::StateSet* stateSet = new
the assumption that the
light number/clip plane number is invariant once assigned. This is
done for efficiency purposes and is a trade off in the design.
Robert.
On 10/23/07, Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote:
Hi,
if you have problems with multiple lightsources in your scenegraph
the assumption that the
light number/clip plane number is invariant once assigned. This is
done for efficiency purposes and is a trade off in the design.
Robert.
On 10/23/07, Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote:
Hi,
if you have problems with multiple lightsources in your scenegraph
Yep, I gonna fix it and send it in asap.
Richard
On Nov 13, 2007 2:24 PM, Schmidt, Richard, SDGE1
[EMAIL PROTECTED] wrote:
This would require a huge a amount of change, however it's compilant
to
glsl than... (is it?!)
While it would be the nice to have the same convention as GLSL, the
OSG's
To answer the question: Real Time Ray-Tracing: The End of
Rasterization?
Yeah, I think so.
Interesting topic for graphics freaks :-)
http://blogs.intel.com/research/2007/10/real_time_raytracing_the_end_o.
html
--
Adrian Egli
Depending on our hardware, the viewer may run in multithreaded mode, which
means you can't access the openGL context everytime everywhere. Try setting
your viewer into singlethreaded mode with ViewerBase::setThreadingModel( ... )
. The context should be available all the time now...
Richard
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