Re: [osg-users] OSG crash in _lock_fhandle
Hi Gert, Thanks for the stack trace but it doesn't really help me much in working out what might be amiss. Does this crash on exit occur in the OSG examples or just your app? Does it happen on all machines? Have you tried changing the threading model of the viewer? Robert. On 9/25/07, Gert van Maren [EMAIL PROTECTED] wrote: Hi Robert, Finally managed to crash it in debug on exiting the app. I am running the latest SVN. Crash in _lock_fhandle Call stack attached. Hope this helps Regards Gert I forgot: this latest crash happens on exiting the app. Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.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
Re: [osg-users] Using OpenGL code in OSG.
Hi Eric, The osgteapot example provides an example of integrating OpenGL code into the OSG. You could also try using a camera post draw callback. You'll need to insulate your own OpenGL state management from the OSG and visa versa. There has been lots talked about this topic over the years so please browse the archives. Robert. On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hello, I have an application that was written for SGI Performer and has a fair amount of OpenGL code that I have no interest in recoding into the OSG node structure. My first thought is to use the example GLUT demo as a baseline since I can directly call the various legacy pieces and they seem to work. I was wondering if there was a better method for doing legacy OpenGL code? Thank you, Eric ___ 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] Question on Node memory management.
Hi, Use of ref_ptr ensures safe memory management both within the scene graph and outwith. If you want to switch subgraphs on/off then use either osg::Switch or a Node::setNodeMask(.). You can manually add elements/remove elements during the update phase, but in general its better to just leave them in the scene graph and use Switch or NodeMask. As for GLUT, its not a good platform for serious graphics application development, you are better off migrating to use osgViewer's native windowing support, this will allow you to use multi-threaded and multiple graphics contexts/graphics windows. Robert. On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hello, I am working on converting a project from SGI Performer in C to OSG, so I am familiar with constructing a scene graph. For this project I load all the models I plan to use into a data structure, at a later point in time based on the user responses I swap out the sub-graphs that I wish displayed. The problem is the memory manager ends up freeing my nodes. I know the OSG answer will be to add a switch node as the parent of each of the sub graphs then toggle those on and off. Is there a way to tell OSG that I will let it know when I'm done with a node? What should happen in this example snippet is loading two models which are get swapped in/out by the user pressing 1 or 2. What ends up happening is the program crashes the 2nd time I tried to load either model. Setup in pseudo code based on the Glut example code is something like ... osg::ref_ptrosg::Node pNode1; osg::ref_ptrosg::Node pNode2; void keyboard( unsigned char key, int /*x*/, int /*y*/ ) { switch( key ) { case '1': viewer-setSceneData( pNode1 ); break; case '2': viewer-setSceneData( pNode2 ); break; // other cases } } main() { // some initilization ... pNode1 = osgDB::readNodeFiles(File1); pNode2 = osgDB::readNodeFiles(File2); // more initilization viewer-setSceneData( pNode1 ); viewer-realize(); glutMainLoop(); } ___ 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] more on Windows debugging
I am definitely using the dlls associated with the pdb files, which were generated in debug mode. I can find where the libraries come from, where the pdb files come from, etc, and all is in place. The symbols are in the stack trace as well. Before I was using debug directories, it couldn't tell me where it was in OSG. One possible issue is that these dlls have been copied to other places since they were built, and they're not in the same place relative to the pdb files or source code. But they are the files built with the pdb files and source code. It has been suggested that I try to load the OSG solution and attach to my program. This may now make it harder to debug our code, but it would be something. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Sokolowsky Sent: Tuesday, September 25, 2007 5:16 PM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Andy Skinner wrote: I can step into header files, but not the source. I wonder why that is. It seems I'm pretty close, since it is finding the header file. If anyone could suggest why Visual Studio can find one and not the other, I'd be grateful. I've added both to the list of debug source. It sounds like there is no debugging information in the source files, especially if you're trying to step into the OSG sources which are located inside a library file. Header files are compiled into your program's sources so you can step into the functions contained therein. Are you using a debug version of the library? Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] more on Windows debugging
Hi Andy, Out of curiosity which version of the OSG are you working with now? Do they include Luigi's modifications for building libs and debug files in the bin directory? Robert. On 9/26/07, Andy Skinner [EMAIL PROTECTED] wrote: I am definitely using the dlls associated with the pdb files, which were generated in debug mode. I can find where the libraries come from, where the pdb files come from, etc, and all is in place. The symbols are in the stack trace as well. Before I was using debug directories, it couldn't tell me where it was in OSG. One possible issue is that these dlls have been copied to other places since they were built, and they're not in the same place relative to the pdb files or source code. But they are the files built with the pdb files and source code. It has been suggested that I try to load the OSG solution and attach to my program. This may now make it harder to debug our code, but it would be something. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Sokolowsky Sent: Tuesday, September 25, 2007 5:16 PM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Andy Skinner wrote: I can step into header files, but not the source. I wonder why that is. It seems I'm pretty close, since it is finding the header file. If anyone could suggest why Visual Studio can find one and not the other, I'd be grateful. I've added both to the list of debug source. It sounds like there is no debugging information in the source files, especially if you're trying to step into the OSG sources which are located inside a library file. Header files are compiled into your program's sources so you can step into the functions contained therein. Are you using a debug version of the library? Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ 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] more on Windows debugging
Yep, I've got 2.1.12. I copy the bin and lib files elsewhere for installation, but I've pointed visual studio at the pdb files and source files back in the build area, though. I'm wondering whether Visual Studio knows these are related, however. I tried starting up visual studio with the OpenSceneGraph.sln, and attaching it to our program running with OSG libraries. I open a source file and try to make a breakpoint, and it says no symbols have been loaded for that document. In the modules window, I can see that dll (osg23-osgUtild.dll), saying that it loaded symbols from the pdb file I expect. So it really does make me wonder if it just doesn't that that this source file is associated with this dll or pdb file. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, September 26, 2007 8:39 AM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Hi Andy, Out of curiosity which version of the OSG are you working with now? Do they include Luigi's modifications for building libs and debug files in the bin directory? Robert. On 9/26/07, Andy Skinner [EMAIL PROTECTED] wrote: I am definitely using the dlls associated with the pdb files, which were generated in debug mode. I can find where the libraries come from, where the pdb files come from, etc, and all is in place. The symbols are in the stack trace as well. Before I was using debug directories, it couldn't tell me where it was in OSG. One possible issue is that these dlls have been copied to other places since they were built, and they're not in the same place relative to the pdb files or source code. But they are the files built with the pdb files and source code. It has been suggested that I try to load the OSG solution and attach to my program. This may now make it harder to debug our code, but it would be something. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Sokolowsky Sent: Tuesday, September 25, 2007 5:16 PM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Andy Skinner wrote: I can step into header files, but not the source. I wonder why that is. It seems I'm pretty close, since it is finding the header file. If anyone could suggest why Visual Studio can find one and not the other, I'd be grateful. I've added both to the list of debug source. It sounds like there is no debugging information in the source files, especially if you're trying to step into the OSG sources which are located inside a library file. Header files are compiled into your program's sources so you can step into the functions contained therein. Are you using a debug version of the library? Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two questions about pagelod nodes
We don´t want to set which node is visible and which is not visible, we just want to know which ones are visible. There are 4 calls in our viewer viewer-advance(); viewer-eventTraversal(); viewer-updateTraversal(); viewer-renderingTraversals(); no idea where the cull traversal is, we´ve read the renderingtraversal code from the osg source, but still no idea. Sorry for asking too much but we´re pretty stacked right now. Date: Wed, 26 Sep 2007 14:56:07 +0100 From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Two questions about pagelod nodes Hi David, On 9/26/07, David _ [EMAIL PROTECTED] wrote: we´re workig with an osgdem generated island which is composed by a lot of pagelod nodes. We´re also letting the databasepageloader to load and offload nodes from memory. We need to know which nodes are visible and which nodes are being deleted from memory question 1 : Is there any way to know which nodes are visible just before the rendering traversals?? Its the cull traversal (the first half of renderingTraversals) which determines what is visible, you can't determine what's visible before this without doing your own mock cull traversal. question 2 : Is there any way to know which nodes are being deleted and execute a little piece of code before this happens?? The Viewer calls the database pager on each update traversal to merge new and remove unused subgraphs. You could override the Viewer::updateTraversals() to customize this, doing an querry of the DatabasePager yourself. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Llama a tus amigos de PC a PC: ¡Es GRATIS! http://get.live.com/messenger/overview___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RTT in a multichannel app
Robert, I meant the view offset of the offset slaves (left: -40; right 40) The RTT camera is in the scene graph itself - but I have one scene for the three cameras; I thought I need three RTT cameras, one for every channel; but when I set the ReferenceFrame to RELATIVE_RF, I suppose I have the view matrix of the center camera for all three RTT cameras or do I misunderstand something ? Thanks Dieter -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Robert Osfield Sent: Wednesday, 26 September, 2007 18:05 To: OpenSceneGraph Users Subject: Re: [osg-users] RTT in a multichannel app On 9/26/07, Dieter Pfeffer [EMAIL PROTECTED] wrote: how can I set my rtt camera view matrix so that I have the same view offset ? The same view offset as what? The master camera? One of the already offset slaves? For a RTT slave to have the same view matrix as the master simply use an identity matrix. If your RTT Camera is in the scene graph itself then just set its view matrix to identity and then set the ReferenceFrame to RELATIVE_RF. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Unclassified Mail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] delay - creating a new View under Win32
Hi all, I wonder why it takes so much time to create a new view on under Win32 ? Under Win32, creating a new view (osgViewer::Viewer) takes a constant amount of time (independent from the number of viewer instances). It sounds if the harddisc has a lot to do while waiting for a new view instance.. Under Linux instead, creating a new Viewer instance has not such a delay. I'm using _the same_ code on different machines (comparable machines, osg-svn code and current nvidia drivers). Has someone seen the same delay under Win32 ? Is there a solution for creating a new Viewer without delay (driver settings or osg settings) ? thanks, Markus ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] more on Windows debugging
Thanks. I have some of the same setup, but I don't get OSG from the place where I built it. I'm afraid that moving the dlls has lost their connection with the source. I've got paths set to specify the source, but it doesn't seem to be helping, in the same way it didn't help you to remove them. :) thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Wojciech Lewandowski Sent: Wednesday, September 26, 2007 11:43 AM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Below is my OSG configuration. Apparently it works well with Visual Studio 2005 Express intellibase as I am able to step down into OSG sources from my OSG based projects. This may be no solution for you but I hope it may be helpful somehow if you will be able to find differences and maybe finally isolate the cause of the problems. 1. I keep all my projects in C:\DEV directory. All OSG svn related projects are kept in C:\DEV\OSG_SVN\ directory. And OpenSceneGraph distribution is located in C:\DEV\OSG_SVN\OpenSceneGraph. 2. After OpenScenGraph SVN update I run CMake and change OSG INSTALL directory variable to '.' (dot - current directory). It has the effect that install will make bin and lib subdirectories in OpenSceneGraph root directory. Ie: C:\DEV\OSG_SVN\OpenSceneGraph\bin and C:\DEV\OSG_SVN\OpenSceneGraph\lib. DLLs and EXEs land in: C:\DEV\OSG_SVN\OpenSceneGraph\bin Libraries land in: C:\DEV\OSG_SVN\OpenSceneGraph\lib Headers remain in (Cmake is clever and does not copy them over themselves): C:\DEV\OSG_SVN\OpenSceneGraph\include 3. My system PATH variable inludes C:\DEV\OSG_SVN\OpenSceneGraph\bin directory 4. With VisualStudio I load Cmake generated sln and run BUILD ALL and then BUILD INSTALL to copy binaries to above directories. I do it twice - once for Release and once for Debug build. 5. At this point I am able to build, run, debug my projects and step into OSG sources (.cpp). 6. I don't know if this is relevant, but obviously to compile and link my projects I had set include and library paths in VisualStudio 2005. Menu Tools/Options/Projects and Solutions/VC++ Directories: Path for Include files is set to: C:\DEV\OSG_SVN\\OpenSceneGraph\include Path for Library files is set to: C:\DEV\OSG_SVN\\OpenSceneGraph\lib Path for Sources files has all subdirs of OpenSceneGraph\src listed in separate lines: C:\DEV\OSG_SVN\OpenSceneGraph\src\OpenThreads C:\DEV\OSG_SVN\OpenSceneGraph\src\osg C:\DEV\OSG_SVN\OpenSceneGraph\src\osgUtil and so on. I don't think that source paths are really that important. For some testing I removed one of source path lines and Visual Studio was still able to find sources and step into them. But it may be neccessary during OSG build (when intellibase is generated) so I propose to set them as well. It won't make things worse. Hope this helps, Wojtek - Original Message - From: Andy Skinner [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, September 26, 2007 2:47 PM Subject: Re: [osg-users] more on Windows debugging Yep, I've got 2.1.12. I copy the bin and lib files elsewhere for installation, but I've pointed visual studio at the pdb files and source files back in the build area, though. I'm wondering whether Visual Studio knows these are related, however. I tried starting up visual studio with the OpenSceneGraph.sln, and attaching it to our program running with OSG libraries. I open a source file and try to make a breakpoint, and it says no symbols have been loaded for that document. In the modules window, I can see that dll (osg23-osgUtild.dll), saying that it loaded symbols from the pdb file I expect. So it really does make me wonder if it just doesn't that that this source file is associated with this dll or pdb file. andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, September 26, 2007 8:39 AM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Hi Andy, Out of curiosity which version of the OSG are you working with now? Do they include Luigi's modifications for building libs and debug files in the bin directory? Robert. On 9/26/07, Andy Skinner [EMAIL PROTECTED] wrote: I am definitely using the dlls associated with the pdb files, which were generated in debug mode. I can find where the libraries come from, where the pdb files come from, etc, and all is in place. The symbols are in the stack trace as well. Before I was using debug directories, it couldn't tell me where it was in OSG. One possible issue is that these dlls have been copied to other places since they were built, and they're not in the same place relative to the pdb files or source code. But they are the files built with the pdb files and source code. It has been suggested that I try to load the OSG solution and attach to
Re: [osg-users] more on Windows debugging
I have the same problem. It is caused by using the debug dlls from the install directory. If you setup your environment to find the dll files in the directory in which they were built then everything works ok. My guess is that the absolute path names to the source files are embedded somehow. J. Brian wrote: Usually, VS will prompt you for a file location if it cannot find a file. It sounds like your DLLs are being loaded from the correct place, but just in case, make certain that the DLLs you just recently built match the ones that are being loaded. It's been my experience that PDB files can be very picky (frustatingly so, sometimes). Check your output window for the DLL names. Also, set a breakpoint on some code that calls an OSG function. Step into that code and see what happens. The IDE should prompt you for a source filename if it cannot determine where it is. That's all that I can think of at the moment. Hope it helps, Brian On Mon Sep 24 10:39 , 'Andy Skinner' [EMAIL PROTECTED] sent: Has anyone had to do anything tricky to see OSG source code while debugging their application? I've been able to compile OSG debug, and to put the .pdb files where Visual Studio can see them. If I stop in my code, I can see OSG symbols on the stack trace. But I can't see the source code. I've added the directories I need to a list of debug source locations. Does anyone else know how I should be able to see into the OSG source in Visual Studio? thanks, andy ___ 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] Instrument Panel rendering - interest? ideas?
Hi Erik, On 9/26/07, Erik Johnson [EMAIL PROTECTED] wrote: To where should I send the code? To get things going one could create a page on the wiki and post a source tarball there. Then others can download an evaluate. Another stage would be to possible to create a project as part of the osgforge to sit alongside Present3D, osgLua, osgPython, VirtualPlanetBuilder, osgProducer and OsgDotNet. There is the possible inclusion in a future rev of the OSG, but this will have to be post 2.2. I'd like to structure the directories so its easy to incorporate into wherever its going. Should I put it into its own subfolders or try to merge it into some existing osg folder? Ideally mimic the OSG structure and use CMake too. The VirtualPlanetBuilder might be a reasonable template as this has the vpb lib and osgdem app all built with CMake. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG crash in _lock_fhandle
Hi Robert, Thanks for the stack trace but it doesn't really help me much in working out what might be amiss. Does this crash on exit occur in the OSG examples or just your app? I haven't tried any of the OSG examples. It happens in our app when exiting in window mode via the window 'x'. It happens only once, twice a day while I am debugging so hard to catch. Does it happen on all machines? Just tried it on my dual core machine. Have you tried changing the threading model of the viewer? No I haven't. It is hard to catch it. Will try and get more consistent crashes. Gert -- Gert van Maren Head of Research Development K2Vi Virtual Reality Software Data Interface Technologies Ltd Phone: +64 21 2855581 Email: [EMAIL PROTECTED] Web: http://www.k2vi.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trackball and view question
Hi Robert et al. Let me explain what I want to do accomplish an example: I load a model with no camera manipulator. I know the camera parameters (eye, ctr, up) that yield a desired pose. I set the viewer camera with those parameters and obtain the desired pose. Now I want to assume that I don't know those parameters. A user loads a model with a trackball manipulator. He / she can manipulate the model until the desired pose is obtained and recuperate the camera parameters (eye, ctr, up), which should be what I used in the previous step... Is that more clear ? How would I achieve this ? regards, Bill -Original Message- From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Tue 9/18/2007 11:28 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Trackball and view question Hi Bill, The camera manipulators role is to modifying the view matrix so I'm a bit perplexed that you are suprised by this. Also please considering move from SimpleViewer up to osgViewer::Viewer working as an embedded viewer in 2.x rather than using SimpleViewer as it only existed for a short while and has been totally superseded. Robert. On 9/18/07, Poirier, Guillaume [EMAIL PROTECTED] wrote: Hello everyone, I am using a SimpleViewer. I set up a post draw callback on its main camera. In it I read the camera eye, center, and up vectors. Initially, this give me (0, 0, 0), (0, 0, -1), and (0, 1, 0) respectively. This is what I expect and it gives me a particular view of my scene. Now I add a trackball manipulator to the main camera and set up the view similar to what I had previously. When I read back the data it is quite different. I would have expected the same camera position / orientation than before since what I see is similar. Unless the trackball affects the model position / orientation and not just the view ? How can I use a trackball and read back in the post draw callback the values I want ? sincerely, Bill ___ 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 winmail.dat___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] more on Windows debugging
My INSTALL step does copy these DLLs to the different location. They were compiled in OpenSceneGraph\src\subproject and linked in OpenSceneGraph\lib\release or debug directories and INSTALL places them in OpenSceneGraph\bin directory. Technically its almost the same situation as yours. I did an extra test and moved DLLs to my sample project directory. Even if they were loaded from my app dir I was still able to step into OSG sources. Out of curiosity I opened OpenThreadsd.dll in hexeditor. Searched for OpenThreadsd.pdb string. There is only one line containing this string and this line contains full absolute path to the place where OpenThreadsd.pdb was built. In my case this is C:\dev\OSG_SVN\OpenSceneGraph\lib\Debug\OpenThreadsd.pdb. I also opened PDB in hexeditor. PDB seems to keep all the absolute paths to the source cpp files. My PDB still resides in this directory where DLL points (ie where DLL was linked) and my source OSG cpp files are still at the same directory where PDB points (ie where they were compiled). DLL may be moved wherever I want and VS is still able to find the sources. I guess VS first loads DLL, reads the PDB absolute path, then loads PDB and finds absolute paths to sources. I suppose VS may have trouble if PDB or cpp files absolute paths change. But it looks that DLL can be moved freely. PS. I use VS 2005 SP1 maybe it matters. Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Andy Skinner Sent: Wednesday, September 26, 2007 7:26 PM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Thanks. I have some of the same setup, but I don't get OSG from the place where I built it. I'm afraid that moving the dlls has lost their connection with the source. I've got paths set to specify the source, but it doesn't seem to be helping, in the same way it didn't help you to remove them. :) thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Wojciech Lewandowski Sent: Wednesday, September 26, 2007 11:43 AM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Below is my OSG configuration. Apparently it works well with Visual Studio 2005 Express intellibase as I am able to step down into OSG sources from my OSG based projects. This may be no solution for you but I hope it may be helpful somehow if you will be able to find differences and maybe finally isolate the cause of the problems. 1. I keep all my projects in C:\DEV directory. All OSG svn related projects are kept in C:\DEV\OSG_SVN\ directory. And OpenSceneGraph distribution is located in C:\DEV\OSG_SVN\OpenSceneGraph. 2. After OpenScenGraph SVN update I run CMake and change OSG INSTALL directory variable to '.' (dot - current directory). It has the effect that install will make bin and lib subdirectories in OpenSceneGraph root directory. Ie: C:\DEV\OSG_SVN\OpenSceneGraph\bin and C:\DEV\OSG_SVN\OpenSceneGraph\lib. DLLs and EXEs land in: C:\DEV\OSG_SVN\OpenSceneGraph\bin Libraries land in: C:\DEV\OSG_SVN\OpenSceneGraph\lib Headers remain in (Cmake is clever and does not copy them over themselves): C:\DEV\OSG_SVN\OpenSceneGraph\include 3. My system PATH variable inludes C:\DEV\OSG_SVN\OpenSceneGraph\bin directory 4. With VisualStudio I load Cmake generated sln and run BUILD ALL and then BUILD INSTALL to copy binaries to above directories. I do it twice - once for Release and once for Debug build. 5. At this point I am able to build, run, debug my projects and step into OSG sources (.cpp). 6. I don't know if this is relevant, but obviously to compile and link my projects I had set include and library paths in VisualStudio 2005. Menu Tools/Options/Projects and Solutions/VC++ Directories: Path for Include files is set to: C:\DEV\OSG_SVN\\OpenSceneGraph\include Path for Library files is set to: C:\DEV\OSG_SVN\\OpenSceneGraph\lib Path for Sources files has all subdirs of OpenSceneGraph\src listed in separate lines: C:\DEV\OSG_SVN\OpenSceneGraph\src\OpenThreads C:\DEV\OSG_SVN\OpenSceneGraph\src\osg C:\DEV\OSG_SVN\OpenSceneGraph\src\osgUtil and so on. I don't think that source paths are really that important. For some testing I removed one of source path lines and Visual Studio was still able to find sources and step into them. But it may be neccessary during OSG build (when intellibase is generated) so I propose to set them as well. It won't make things worse. Hope this helps, Wojtek - Original Message - From: Andy Skinner [EMAIL PROTECTED] To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Wednesday, September 26, 2007 2:47 PM Subject: Re: [osg-users] more on Windows debugging Yep, I've got 2.1.12. I copy the bin and lib files elsewhere for installation, but I've pointed visual studio at the pdb files and source files back in the build area, though. I'm wondering whether Visual Studio knows these are related, however. I tried starting up visual
Re: [osg-users] more on Windows debugging
Thanks. I have been looking at strings in these files, too. I did not see the path to the cpp files listed in the pdb file. I see paths to .obj files, a something.dll.embed.manifest.res file, some source files (f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a volume f) but no OSG source files. There are some .exp files. Do you actually have the OSG (or in this case OpenThreads) source path names, up to the .cpp extension in your pdb file? In the meantime, I have been trying to debug just looking at stack traces. I should see how far I can get using linux, too, although I'm not fond of gdb. thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Wojciech Lewandowski Sent: Wednesday, September 26, 2007 4:24 PM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging My INSTALL step does copy these DLLs to the different location. They were compiled in OpenSceneGraph\src\subproject and linked in OpenSceneGraph\lib\release or debug directories and INSTALL places them in OpenSceneGraph\bin directory. Technically its almost the same situation as yours. I did an extra test and moved DLLs to my sample project directory. Even if they were loaded from my app dir I was still able to step into OSG sources. Out of curiosity I opened OpenThreadsd.dll in hexeditor. Searched for OpenThreadsd.pdb string. There is only one line containing this string and this line contains full absolute path to the place where OpenThreadsd.pdb was built. In my case this is C:\dev\OSG_SVN\OpenSceneGraph\lib\Debug\OpenThreadsd.pdb. I also opened PDB in hexeditor. PDB seems to keep all the absolute paths to the source cpp files. My PDB still resides in this directory where DLL points (ie where DLL was linked) and my source OSG cpp files are still at the same directory where PDB points (ie where they were compiled). DLL may be moved wherever I want and VS is still able to find the sources. I guess VS first loads DLL, reads the PDB absolute path, then loads PDB and finds absolute paths to sources. I suppose VS may have trouble if PDB or cpp files absolute paths change. But it looks that DLL can be moved freely. PS. I use VS 2005 SP1 maybe it matters. Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Andy Skinner Sent: Wednesday, September 26, 2007 7:26 PM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Thanks. I have some of the same setup, but I don't get OSG from the place where I built it. I'm afraid that moving the dlls has lost their connection with the source. I've got paths set to specify the source, but it doesn't seem to be helping, in the same way it didn't help you to remove them. :) thanks, andy -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Wojciech Lewandowski Sent: Wednesday, September 26, 2007 11:43 AM To: OpenSceneGraph Users Subject: Re: [osg-users] more on Windows debugging Below is my OSG configuration. Apparently it works well with Visual Studio 2005 Express intellibase as I am able to step down into OSG sources from my OSG based projects. This may be no solution for you but I hope it may be helpful somehow if you will be able to find differences and maybe finally isolate the cause of the problems. 1. I keep all my projects in C:\DEV directory. All OSG svn related projects are kept in C:\DEV\OSG_SVN\ directory. And OpenSceneGraph distribution is located in C:\DEV\OSG_SVN\OpenSceneGraph. 2. After OpenScenGraph SVN update I run CMake and change OSG INSTALL directory variable to '.' (dot - current directory). It has the effect that install will make bin and lib subdirectories in OpenSceneGraph root directory. Ie: C:\DEV\OSG_SVN\OpenSceneGraph\bin and C:\DEV\OSG_SVN\OpenSceneGraph\lib. DLLs and EXEs land in: C:\DEV\OSG_SVN\OpenSceneGraph\bin Libraries land in: C:\DEV\OSG_SVN\OpenSceneGraph\lib Headers remain in (Cmake is clever and does not copy them over themselves): C:\DEV\OSG_SVN\OpenSceneGraph\include 3. My system PATH variable inludes C:\DEV\OSG_SVN\OpenSceneGraph\bin directory 4. With VisualStudio I load Cmake generated sln and run BUILD ALL and then BUILD INSTALL to copy binaries to above directories. I do it twice - once for Release and once for Debug build. 5. At this point I am able to build, run, debug my projects and step into OSG sources (.cpp). 6. I don't know if this is relevant, but obviously to compile and link my projects I had set include and library paths in VisualStudio 2005. Menu Tools/Options/Projects and Solutions/VC++ Directories: Path for Include files is set to: C:\DEV\OSG_SVN\\OpenSceneGraph\include Path for Library files is set to: C:\DEV\OSG_SVN\\OpenSceneGraph\lib Path for Sources files has all subdirs of OpenSceneGraph\src listed in separate lines: C:\DEV\OSG_SVN\OpenSceneGraph\src\OpenThreads C:\DEV\OSG_SVN\OpenSceneGraph\src\osg
[osg-users] Ray tracing a scene
Hello, I would like to create a ray-traced video of a run of my OSG application. Is there an easy way to do this? Maybe a povray exporter? -Gazi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test SVN version of OpenSceneGraph
Robert, I noticed over in the Cygwin group they made a few thread changes so I recompiled cygwin1.dll and then was going to try the latest svn for OSG since you have made a lot of thread changes but I ran into this right off the bat: [ 1%] Building CXX object src/osg/CMakeFiles/osg.dir/AnimationPath.o In file included from /usr/src/OpenSceneGraph/include/osg/Vec2f:17, from /usr/src/OpenSceneGraph/include/osg/Vec2d:17, from /usr/src/OpenSceneGraph/include/osg/Vec3d:17, from /usr/src/OpenSceneGraph/include/osg/Matrixf:18, from /usr/src/OpenSceneGraph/include/osg/AnimationPath:21, from /usr/src/OpenSceneGraph/src/osg/AnimationPath.cpp:13: /usr/src/OpenSceneGraph/include/osg/Math:197: error: expected `)' before '/' tok en /usr/src/OpenSceneGraph/include/osg/Math:197: error: expected `,' or `;' before '/' token /usr/src/OpenSceneGraph/include/osg/Math:198: error: expected `)' before '/' tok en /usr/src/OpenSceneGraph/include/osg/Math:198: error: expected `,' or `;' before '/' token /usr/src/OpenSceneGraph/include/osg/Math:199: error: expected `)' before '/' tok en /usr/src/OpenSceneGraph/include/osg/Math:199: error: expected `,' or `;' before '/' token /usr/src/OpenSceneGraph/include/osg/Math:200: error: expected `)' before '/' tok en /usr/src/OpenSceneGraph/include/osg/Math:200: error: expected `,' or `;' before '/' token make[2]: *** [src/osg/CMakeFiles/osg.dir/AnimationPath.o] Error 1 make[1]: *** [src/osg/CMakeFiles/osg.dir/all] Error 2 make: *** [all] Error 2 [EMAIL PROTECTED] /usr/develop/obj/osg $ bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org