Re: [osg-users] C++11 with OSG
Hi Sebastian, Yes, I have to admit that my question was not clear enough. Actually I meant using C++11 in osg-based apps. The reason I asked is that I would like to write a high-level rendering engine based on osg (to be distributed to many users) and I was not sure if I should directly use C++11 or not. I wanted to know how many people are using C++11 in their osg-based apps. You are one of the and it is good to know that, +1 :) So consider my question as a questionnaire. SMesserschmidt wrote: > Deniz, > > What do you mean? > I've been using Visual Studio 2010, which has some major parts for C++11 > integrated with OSG. > Lambdas, move etc. are just working fine. > I would not recommend to move the OSG core to c++11 too soon, as right > now there is a great variety of compiler targets for OSG. And some of > are not likely to see any update to C11. > But you are free to use it in your OSG based applications :-) > > cheers > Sebastian > > > Hi, > > > > Just wondering how many of you use C++11 with OSG and what you think about > > it. > > > > Thank you! > > > > Cheers, > > deniz > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=57376#57376 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57383#57383 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wrong graphics after removing geometry deprecated methods
Thanks Robert, I fixed the problem on my viewer side getting the camera from the view. Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57385#57385 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] C++11 with OSG
Am 22.11.2013 10:23, schrieb deniz diktas: Hi Sebastian, Yes, I have to admit that my question was not clear enough. Actually I meant using C++11 in osg-based apps. The reason I asked is that I would like to write a high-level rendering engine based on osg (to be distributed to many users) and I was not sure if I should directly use C++11 or not. I wanted to know how many people are using C++11 in their osg-based apps. You are one of the and it is good to know that, +1 :) I can only speak for VS2010, which is doing okay here. For everything I'm relying on boost. It abstracts most high level concepts clearly enough and allows for easy transition to C11 once the Compilers are standard-conforming. cheers Sebastian So consider my question as a questionnaire. SMesserschmidt wrote: Deniz, What do you mean? I've been using Visual Studio 2010, which has some major parts for C++11 integrated with OSG. Lambdas, move etc. are just working fine. I would not recommend to move the OSG core to c++11 too soon, as right now there is a great variety of compiler targets for OSG. And some of are not likely to see any update to C11. But you are free to use it in your OSG based applications :-) cheers Sebastian Hi, Just wondering how many of you use C++11 with OSG and what you think about it. Thank you! Cheers, deniz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57376#57376 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57383#57383 ___ 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] C++11 with OSG
Hi Deniz I am currently using OSG 3.2 in a source code using several C++11 features and everything works as expected. I am using Visual Studio 2012. OSG is very object oriented, while C++11 is more towards generic programming, so sometimes you need to adapt concepts. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of deniz diktas Sent: 22 November 2013 09:23 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] C++11 with OSG Hi Sebastian, Yes, I have to admit that my question was not clear enough. Actually I meant using C++11 in osg-based apps. The reason I asked is that I would like to write a high-level rendering engine based on osg (to be distributed to many users) and I was not sure if I should directly use C++11 or not. I wanted to know how many people are using C++11 in their osg-based apps. You are one of the and it is good to know that, +1 :) So consider my question as a questionnaire. SMesserschmidt wrote: > Deniz, > > What do you mean? > I've been using Visual Studio 2010, which has some major parts for > C++11 integrated with OSG. > Lambdas, move etc. are just working fine. > I would not recommend to move the OSG core to c++11 too soon, as right > now there is a great variety of compiler targets for OSG. And some of > are not likely to see any update to C11. > But you are free to use it in your OSG based applications :-) > > cheers > Sebastian > > > Hi, > > > > Just wondering how many of you use C++11 with OSG and what you think about > > it. > > > > Thank you! > > > > Cheers, > > deniz > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=57376#57376 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap > > h.org > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. > org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57383#57383 ___ 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] wrong graphics after removing geometry deprecated methods
Hi Robert, do you have any idea regarding the strange effect I have with osgWidgets? I try to repeat my issue. You can see my viewer code I posted above (now fixed getting the camera of the view). The viewer inherits from osgQt::GLWidget and osgViewer::CompositeViewer and I set the camera graphic context as follows: iCamera->setGraphicsContext(new osgQt::GraphicsWindowQt(this)); I also override the qt resize event (to update a cross axes HUD) but I call the GLWidget implementation in it: void ViewerWidget::resizeEvent(QResizeEvent* iEvent) { GLWidget::resizeEvent(iEvent); ... } Now, if I run my application without resizing the viewer widget and I insert an osgWidget::Window to the osgWidget::WindowManager I can see it stretched to a small size. Then I resize the viewer interactively, the code falls into the handled resizeEvent and the GLWidget::resizeEvent(iEvent) call makes the widget to be shown correctly. It seems there's something related to the "GraphicsWindowQt* _gw" size of GLWidget or the way I create it but I can't get the point. Thanks for your help, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57392#57392 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wrong graphics after removing geometry deprecated methods
Hi Gianni, I'll have to defer to Jeremy Moles on osgWidget support. Robert. On 22 November 2013 10:41, Gianni Ambrosio wrote: > Hi Robert, do you have any idea regarding the strange effect I have with > osgWidgets? I try to repeat my issue. > > You can see my viewer code I posted above (now fixed getting the camera of > the view). The viewer inherits from osgQt::GLWidget and > osgViewer::CompositeViewer and I set the camera graphic context as follows: > > iCamera->setGraphicsContext(new osgQt::GraphicsWindowQt(this)); > > I also override the qt resize event (to update a cross axes HUD) but I > call the GLWidget implementation in it: > > void ViewerWidget::resizeEvent(QResizeEvent* iEvent) > { >GLWidget::resizeEvent(iEvent); > ... > } > > Now, if I run my application without resizing the viewer widget and I > insert an osgWidget::Window to the osgWidget::WindowManager I can see it > stretched to a small size. > Then I resize the viewer interactively, the code falls into the handled > resizeEvent and the GLWidget::resizeEvent(iEvent) call makes the widget to > be shown correctly. It seems there's something related to the > "GraphicsWindowQt* _gw" size of GLWidget or the way I create it but I can't > get the point. > > Thanks for your help, > Gianni > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=57392#57392 > > > > > > ___ > 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] Wrong size of osgWidgets before resizing (was: wrong graphics after removing geometry deprecated methods)
"Gianni Ambrosio" writes: > Now, if I run my application without resizing the viewer widget and I > insert an osgWidget::Window to the osgWidget::WindowManager I can see > it stretched to a small size. Then I resize the viewer interactively, > the code falls into the handled resizeEvent and the > GLWidget::resizeEvent(iEvent) call makes the widget to be shown > correctly. Initially osgWidgets relies on the size you specify when you create the WindowManager, and it can be different than the actual size of your rendering context. OSG doesn't send a RESIZE event at window creation time, so you have to check this for yourself. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] wrong graphics after removing geometry deprecated methods
Alberto Luaces wrote: > Initially osgWidgets relies on the size you specify when you create the > WindowManager, and it can be different than the actual size of your > rendering context. OSG doesn't send a RESIZE event at window creation > time, so you have to check this for yourself. > Alberto, but building against osg 3.0.1 it works fine. How could you explain that? Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57397#57397 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD and IntersectionVisitor
Hi Robert, Thank you for your answer. Unfortunately, I cannot share the model ... However, I can share the code. Here it is: // Building a osgUtil::PolytopeIntersector from a CONCAVE planar polygon /* 1) split the concave polygon in its convex rings */ /* 2) iterate over each convex ring to build a convex osg::Polyope */ // Begin loop over convex rings osg::Polytope currentBuildingPolytope; for(int j=0;j 0. osg::Vec3d AB = B-A; AB.normalize(); osg::Vec3d BC = C-B; BC.normalize(); osg::Vec3d n = BC^AB; n.normalize(); osg::Plane p(n,A); currentBuildingPolytope.add(p); } osg::ref_ptr currentPolytopeIntersector = new osgUtil::PolytopeIntersector(currentBuildingPolytope); currentPolytopeIntersector->setDimensionMask(osgUtil::PolytopeIntersector::DimTwo); // End loop over convex rings /* 3) add the convex osg::Polytope to a vector< ref_ptr > */ _polytopeIntersectors.push_back(currentPolytopeIntersector); /* 4) Find intersections of the model with the previously build osgUtil::PolytopeIntersectors */ bool hasIntersections = false; for(unsigned int i=0;i<_polytopeIntersectors.size();++i) { osgUtil::IntersectionVisitor visitor(_polytopeIntersectors[i].get()); osg::ref_ptr _readCallback = new osgSim::DatabaseCacheReadCallback; visitor.setReadCallback(_readCallback); model->accept(visitor); // model contains one triangle per Drawable if(_polytopeIntersectors[i]->containsIntersections()) { hasIntersections = true; _numIntersections += _polytopeIntersectors[i]->getIntersections().size(); // ... } // ... } If you see anything wrong, please let me know. As I tols in my first post, the reader callback works quite well (my DB model contains around 150 files). Debugging my application, the method IntersectionVisitor::apply(osg::PagedLOD& plod) exits on the first line only if _intersectorStack.back()->enter(node); returns false. This happen in LineSegmentIntersector::intersects(const osg::BoundingSphere& bs), because of this line: if (d<0.0) return false; which seems to mean that the bounding sphere of the current PagedLOD is not intersected by the line. Hope this give you more :) Regards, Olivier 2013/11/21 Robert Osfield > Hi Oliver, > > I have looked at the OSG code and can't see a specific cause, but then I > don't have your code or models so it's all just guessing. > > Does LineOfSight work fine for you? If so I'd recommend stepping through > to see what happening and then compare it with your own usage. > > Robert. > > > On 19 November 2013 19:58, Olivier Tournaire wrote: > >> Hi all, >> >> Sorry for the noise, but, as I did not receive any answer, I am >> interested if someone has an idea on the topic. >> >> Regards, >> >> Olivier >> >> >> 2013/11/15 Olivier Tournaire >> >>> Hi, >>> >>> I am currently trying to retrieve some specific triangles in a PagedLOD >>> model. To do so, I use a PolytopeIntersector with an IntersectionVisitor. >>> As my model is a PagedLOD, I have set up a reader callback, directly taken >>> from osgSim::LineOfSight. >>> >>> The intersector works, but not as expected: it gives me the triangles at >>> the lowest resolution, whereas I would expect to have them at the finest >>> LOD. Debugging my program showed me that the void >>> IntersectionVisitor::apply(osg::PagedLOD& plod) method goes where it has to >>> (i.e., it traverses correctly all childs until the best resolution). >>> >>> As the IntersectionVisitor sets up by default to use >>> the USE_HIGHEST_LEVEL_OF_DETAIL flag, I am wondering if I am missing >>> something and if you could give some pointers on how to achieve triangles >>> extraction at the finest LOD. >>> >>> The "header" root file is: >>> >>> osg::PagedLOD { >>> UniqueID 1 >>> Name "Tile_+001_+006.osgb" >>> CenterMode USER_DEFINED_CENTER >>> UserCenter -741.555 904.039 94.1168 213.403 >>> RangeMode PIXEL_SIZE_ON_SCREEN >>> RangeList 2 { >>> 0 106.702 >>> 106.702 1e+030 >>> } >>> DatabasePath FALSE >>> RangeDataList 2 { >>> "" >>> "Tile_+001_+006_L15_0.osgb" >>> } >>> PriorityList 2 { >>> 0 1 >>> 0 1 >>> } >>> >>> The "header" of the child file (Tile_+001_+006_L15_0.osgb) is: >>> >>> osg::PagedLOD { >>> UniqueID 1 >>> Name "Tile_+001_+006_L15_0.osgb" >>> CenterMode USER_DEFINED_CENTER >>> UserCenter -741.869 906.466 94.7166 206.312 >>> RangeMode PIXEL_SIZE_ON_SCREEN >>> RangeList 2 { >>> 0 206.312 >>> 206.312 1e+030 >>> } >>> DatabasePath FALSE >>> RangeDataList 2 { >>> "" >>> "Tile_+001_+006_L16_00.osgb" >>> } >>> PriorityList 2 { >>> 0 1 >>> 0 1 >>> } >>> >>> >>> Hope you could help >>> >>> Regards, >>> >>> Olivier >>> >> >> >> __
Re: [osg-users] wrong graphics after removing geometry deprecated methods
"Gianni Ambrosio" writes: > Alberto Luaces wrote: >> Initially osgWidgets relies on the size you specify when you create the >> WindowManager, and it can be different than the actual size of your >> rendering context. OSG doesn't send a RESIZE event at window creation >> time, so you have to check this for yourself. >> > > Alberto, but building against osg 3.0.1 it works fine. How could you explain > that? I don't really know what is happening with your code :-) What I said was what I found inspecting and debugging my own code. Besides that, all the OSG examples work that way. That is the reason why all osgWidget examples run in windowed mode at the beginning, because the WindowManagers and the windows are set to the same size. It could be nice if you could extract a minimal test case to try it out... -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PagedLOD and IntersectionVisitor
Hi Olivier, It sounds like the next thing to investigate would be the size of the bounding sphere that it's testing against, perhaps there is an error in the bounding sphere settings that is resulting in the traversal being culled prematurely. Robert. On 22 November 2013 14:03, Olivier Tournaire wrote: > Hi Robert, > > Thank you for your answer. Unfortunately, I cannot share the model ... > However, I can share the code. > > Here it is: > > // Building a osgUtil::PolytopeIntersector from a CONCAVE planar polygon > > /* 1) split the concave polygon in its convex rings */ > /* 2) iterate over each convex ring to build a convex osg::Polyope > */ > > // Begin loop over convex rings > osg::Polytope currentBuildingPolytope; > for(int j=0;j { > osg::Vec3d A( ring.getX(j), ring.getY(j), ring.getZ(j) ); > osg::Vec3d B( ring.getX(j+1), ring.getY(j+1), ring.getZ(j+1) ); > osg::Vec3d C( ring.getX(j+1), ring.getY(j+1), ring.getZ(j+1)+delta > ); // delta > 0. > > osg::Vec3d AB = B-A; AB.normalize(); > osg::Vec3d BC = C-B; BC.normalize(); > osg::Vec3d n = BC^AB; n.normalize(); > > osg::Plane p(n,A); > currentBuildingPolytope.add(p); > } > osg::ref_ptr > currentPolytopeIntersector = new > osgUtil::PolytopeIntersector(currentBuildingPolytope); > > currentPolytopeIntersector->setDimensionMask(osgUtil::PolytopeIntersector::DimTwo); > // End loop over convex rings > > /* 3) add the convex osg::Polytope to a vector< > ref_ptr > */ > _polytopeIntersectors.push_back(currentPolytopeIntersector); > > /* 4) Find intersections of the model with the previously build > osgUtil::PolytopeIntersectors */ > bool hasIntersections = false; > for(unsigned int i=0;i<_polytopeIntersectors.size();++i) > { > osgUtil::IntersectionVisitor > visitor(_polytopeIntersectors[i].get()); > osg::ref_ptr _readCallback > = new osgSim::DatabaseCacheReadCallback; > visitor.setReadCallback(_readCallback); > model->accept(visitor); // model contains one triangle per > Drawable > > if(_polytopeIntersectors[i]->containsIntersections()) > { > hasIntersections = true; > _numIntersections += > _polytopeIntersectors[i]->getIntersections().size(); > // ... > } > // ... > } > > If you see anything wrong, please let me know. > > As I tols in my first post, the reader callback works quite well (my DB > model contains around 150 files). Debugging my application, the method > IntersectionVisitor::apply(osg::PagedLOD& plod) exits on the first line > only if _intersectorStack.back()->enter(node); returns false. This happen > in LineSegmentIntersector::intersects(const osg::BoundingSphere& bs), > because of this line: > if (d<0.0) return false; > which seems to mean that the bounding sphere of the current PagedLOD is > not intersected by the line. > > Hope this give you more :) > > Regards, > > Olivier > > > 2013/11/21 Robert Osfield > >> Hi Oliver, >> >> I have looked at the OSG code and can't see a specific cause, but then I >> don't have your code or models so it's all just guessing. >> >> Does LineOfSight work fine for you? If so I'd recommend stepping through >> to see what happening and then compare it with your own usage. >> >> Robert. >> >> >> On 19 November 2013 19:58, Olivier Tournaire wrote: >> >>> Hi all, >>> >>> Sorry for the noise, but, as I did not receive any answer, I am >>> interested if someone has an idea on the topic. >>> >>> Regards, >>> >>> Olivier >>> >>> >>> 2013/11/15 Olivier Tournaire >>> Hi, I am currently trying to retrieve some specific triangles in a PagedLOD model. To do so, I use a PolytopeIntersector with an IntersectionVisitor. As my model is a PagedLOD, I have set up a reader callback, directly taken from osgSim::LineOfSight. The intersector works, but not as expected: it gives me the triangles at the lowest resolution, whereas I would expect to have them at the finest LOD. Debugging my program showed me that the void IntersectionVisitor::apply(osg::PagedLOD& plod) method goes where it has to (i.e., it traverses correctly all childs until the best resolution). As the IntersectionVisitor sets up by default to use the USE_HIGHEST_LEVEL_OF_DETAIL flag, I am wondering if I am missing something and if you could give some pointers on how to achieve triangles extraction at the finest LOD. The "header" root file is: osg::PagedLOD { UniqueID 1 Name "Tile_+001_+006.osgb" CenterMode USER_DEFINED_CENTER UserCenter -741.555 904.039 94.1168 213.403 RangeMode PIXEL_SIZE_ON_SCREEN RangeList 2 { 0 106.702 106.702 1e+030 } DatabaseP
Re: [osg-users] Crash from loading assets in worker thread
Hi Robert- I agree the osgDB::readRef*File() functions are safe. I was only noting that the osgDB::readRef*File() functions that return raw pointers are used in more than just Input.cpp and the deprecated wrappers as you'd mentioned. As for whether using the take methods invalidate the reference count, I think we're arguing semantics. I do not consider a reference counted object to be properly reference counted if there are raw pointers to it being kept and used (performance critical situations excepted). I'm looking forward to a less intrusive tweak, that'd be great. Thanks for the responses! Baker -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57402#57402 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash from loading assets in worker thread
Hi Baker, On 22 November 2013 15:55, Bradley Baker Searles wrote: > I agree the osgDB::readRef*File() functions are safe. I was only noting > that the osgDB::readRef*File() functions that return raw pointers are used > in more than just Input.cpp and the deprecated wrappers as you'd mentioned. > I think you mean read*File() there :-) > As for whether using the take methods invalidate the reference count, I > think we're arguing semantics. I do not consider a reference counted object > to be properly reference counted if there are raw pointers to it being kept > and used (performance critical situations excepted). > Absolutely not semantics. I'm talking specifically about the reference count value in osg::Referenced, the ref_ptr<>::release() decrements the reference count, resets the ref_ptr<> to 0 so keeps it self consistent. Raw pointers don't invalidate any reference count, they are simply raw pointers and it's important to remember that that using them has no effect on the reference counting and no guaranteed memory safety with it. Use C pointers and you really need to be careful. Code like Input.cpp and any other parts of the OSG that use the thread unsafe read*File() really need to be updated. Tackling this is probably best done collectively as it's quite sweeping work across plugins. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] C++11 with OSG
Thank you guys, This is helpful, I can see it is best to stick to vs2010 and use boost for missing c++11 features, which I have been doing in my regular work anyway. Good to see we are on the same page here. Any other opinions or suggestions are welcome. -deniz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57406#57406 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Bit OT: building OSG on Windows 8?
Hi guys, It's OT but I do like to ask your help with building the OSG on Windows 8. I was wondering if anyone can give me a hand with building the OSG on Windows 8. I have build OSG numerous times on any other platform but now I am trying to build the OSG (3.1.1 but that does not matter) on Windows 8 using cmake 2.8.12.1 + VS2010 + WinSDK 7.1 (x86). No matter what I try to do (disable UAC, take ownership, set ACL to Full Control), I keep getting "Access is denied." for mt.exe. This is driving me pretty crazy... Anyone else been in this situation and fixed it? Thanks a lot, Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bit OT: building OSG on Windows 8?
Hi, Im compiling various projects including OSG on windows 8 with VS 2012 and VS2013 - I have no problem with such an error. Is your computer integrated into a AD domain? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57409#57409 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bit OT: building OSG on Windows 8?
Hi, No, I am using a local account. It's a fresh installation. Did you change any settings for your account? cheers Raymond On 11/22/2013 10:42 PM, Torben Dannhauer wrote: Hi, Im compiling various projects including OSG on windows 8 with VS 2012 and VS2013 - I have no problem with such an error. Is your computer integrated into a AD domain? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57409#57409 ___ 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] MFCViewer and MS Visual Studio 2013 = problem
Hi, I'm currently working on the Windows 3rdParty precompiled dependency package for Visual Studio 2013. During my test compilations with OSG trunk I discovered that Microsoft droppen MB support for MFC in VS2013. This is used by OSG's MFCViewer example. I tried to switch the project ot unicode, but I was not able to get it working. Ihave to admit that I'm not very competent in that unicode/Multibyte /string encoding stuff. Is there a competent Windows software developer out there you could help me to enhance the Example by converting it into a unicode project? Or should we disable the example for MSVC 2013? I would appreciate your feedback to make OSG fully compatible to Visual Studio 2013! Thanks, Torben Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57411#57411 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MFCViewer and MS Visual Studio 2013 = problem
On 22 November 2013 21:52, Torben Dannhauer wrote: > Or should we disable the example for MSVC 2013 > Or get rid of it completely? Is MFC not deprecated now? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] 3rdParty Package released for Visual Studio 2013 RTM (v120)
Hello dear OSG-community, Sorry again for my long absence: PhD finished: check Married: check - now it's time to dive into OSG again :) As Visual Studio 2012 's C++ compiler is even after Update 4 quite buggy, I switchted to VS2013 asap, since there are (at least) my annoying VC bugs fixed by MS. Therefore I am pleased to present my precompiled 3rdParty Packages for Visual Studio 2013 :) As always, I compiled the libraries in 32 and 64 bit and used platform toolset v120, the default of VS2013. It is not compatible with Windows XP, please use Windows Vista and above for this package. The precompiled 3rdParty package is provided in 2 flavors again: small and full. The small one contains the (in my opinion) most common dependencies, the full package contains some additional. For a list of content and further details, please visit http://www.osgvisual.org/projects/osgvisual/wiki/Downloads . You can download it at http://www.openscenegraph.org/index.php/download-section/dependencies or directly at http://www.osgvisual.org/projects/osgvisual/wiki/Downloads . Currently only the small package is finished and tested, I hope to provide the full package in the end of November, but who knows.. If you have further questions or bug reports, please contact me. Best regards, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57413#57413 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MFCViewer and MS Visual Studio 2013 = problem
Hi, Robert, it is not deprecated per se, but as stated here: http://blogs.msdn.com/b/vcblog/archive/2013/07/08/mfc-support-for-mbcs-deprecated-in-visual-studio-2013.aspx , they had to maintain/install/deploy too many flavors of MFC. To optimize it they decided to put multibyte support in a seperate package and maybe it will be dropped in one of the following VS versions. However, MFC with unicode is still possible out of the box, but I wasn't able to convert the MFC viewer to compile with unicode. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57414#57414 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] C++11 with OSG
Deniz, What do you mean? I've been using Visual Studio 2010, which has some major parts for C++11 integrated with OSG. Lambdas, move etc. are just working fine. I would not recommend to move the OSG core to c++11 too soon, as right now there is a great variety of compiler targets for OSG. And some of are not likely to see any update to C11. But you are free to use it in your OSG based applications :-) cheers Sebastian Hi, Just wondering how many of you use C++11 with OSG and what you think about it. Thank you! Cheers, deniz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57376#57376 ___ 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] Crash from loading assets in worker thread
Hi Baker, On 21 November 2013 20:57, Bradley Baker Searles wrote: > I am not sure I understand your last paragraph. I believe every > osgDB::read*File() function would need to be changed to not use the "take" > functions. They all pose a multi-threaded risk with the object cache (and > potentially other code). Even if they're returned into a ref_ptr<> (as some > are), there is still a small window where the object being pointed to is > not properly refcounted. > I agree that the osgDB::read*File() functions are not thread safe when used in conjunction with the object cache. However, the osgDB::readRef*File() will be - you say there is small window where the object is not being ref counted but I have just reviewed the code and can't see any issue with. If you believe there is a problem with readRef*File() then please be specific. As a general note the osgDB::read*File() functions pre-date multi-threading and the object cache being introduced to the OSG, so we keep them around for backwards compatibility and ease of use and for majority users they won't ever require the multi-threaded loaded. > > These functions seem to be used in a *lot* of places, not just the > deprecated loading code and Input module. > > My inclination would be to get rid of the "take" functions at the core if > this issue in osgDB::ReaderWriter::ReadResult if at all possible. Having > invalid refcounts seems to defeat the purpose of ref_ptr<>. > The take methods in ReadResult doesn't invalidate the reference count, please have a look at what the ref_ptr<>::release() implementation does, it decrements the reference count but doesn't delete the object if the reference count goes to zero. > I'm going to attach a patch file in case anyone stumbles across this > problem before a proper fix happens. It lets the object cache hold onto > these objects for the set expiry time (default is 10 seconds), which > smooths over the issue in all of our cases. It's a hack, but if you have > legacy OSG files (our customers have many) and you need to render/load > concurrently it should do the trick. > I've had a look at your change and it will affect the ABI so I'll have a look at the management of the cache to see if there a less intrusive tweak. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org