[Opensg-users] 15attachments VoidPAttachment not working

2004-12-10 Thread Mathieu MARACHE

Hi all,

 I'm trying to use the VoidPAttachment functionality but cannot get 
back the stored attachement. I finally went back to the tutorial 
15attachments which outputs :


$ ./15attachments
WARNING: No file given!
LOG: Node name: Scene
LOG: Node is named: Scene
LOG: Found object NodePtr 0x0xbfffefc0:NodePtr(0x0x81ec378) named Scene.
LOG: Found no object named TF_DETAIL (did you load the tie?).
LOG: Node my value: 42
LOG: Node voidp value: 3221221212

The stored value displayed in the last line should be 1234 !

Am I missing something, or is this a bug ?

I'm using OpenSG-1.4.0 source distribution compiled under linux with gcc 
version 3.4.1 and qt 3.3.3 .



Mathieu


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Re: [Opensg-users] windows.h?

2004-12-10 Thread Daniel Walz
Hi again,

I think my install was incomplete (I installed
"Microsoft .NET Framework Version 1.1 Redistributable Package" and
".NET Framework SDK Version 1.1")
but no file called "windows.h" was found on any harddrive
(I checked the explorer setting "show hidden files" or something like
that)
I'm also missing the Tools directory under
"C:\Programme\Microsoft Visual Studio .NET 2003\Common7"

and @Andreas: my system lacks also the PlatformSDK directory undel Walz
wrote:
>
>> I try (once again) to compile OpenSG on a windows xp box.
>> my problems might not be 100% of an opensg problemow your
> VS.NET 2003 installation.
>
> And if you get errors that a DLL is not found when executing the MS
> compiler
> then make sure that
> %VSNETDIR%\Common7\IDE is in your PATH.
>
>
> Bye, Joerg.
>
>
>
> ---
> SF email is sponsored by - The IT Product Guide
> Read honest & candid reviews on hundreds of IT Products from real users.
> Discover which products truly live up to the hype. Start reading now.
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Re: [Opensg-users] 15attachments VoidPAttachment not working

2004-12-10 Thread Dirk Reiners

Hi Mathieu,

On Fri, 2004-12-10 at 10:44, Mathieu MARACHE wrote:
> Hi all,
> 
>   I'm trying to use the VoidPAttachment functionality but cannot get 
> back the stored attachement. I finally went back to the tutorial 
> 15attachments which outputs :
> 
> $ ./15attachments
> WARNING: No file given!
> LOG: Node name: Scene
> LOG: Node is named: Scene
> LOG: Found object NodePtr 0x0xbfffefc0:NodePtr(0x0x81ec378) named Scene.
> LOG: Found no object named TF_DETAIL (did you load the tie?).
> LOG: Node my value: 42
> LOG: Node voidp value: 3221221212
> 
> The stored value displayed in the last line should be 1234 !
> 
> Am I missing something, or is this a bug ?

It's a bug. Not in the VoidP Attachment, but in the tutorial example. If
you remove the & in the printout you'll get the 1234 you expect. Thanks
for spotting that.

What exactly is your problem when using it yourself? Do you have a
simple example that demonstrates the problem?

Yours

Dirk




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Re: [Opensg-users] windows.h?

2004-12-10 Thread Daniel Walz

Sorry, there was something rotten, I was about to write:
and @Andreas: my system lacks also the PlatformSDK directory under the 
VC7 directory, so I don't have the Tools either.

Is there a third file I should download from microsoft?
Thanks for your help and patience,
   daniel


On Fri, Dec 10, 2004 at 02:10:42PM +0100, Daniel Walz wrote:
> Hi again,
> 
> I think my install was incomplete (I installed
> "Microsoft .NET Framework Version 1.1 Redistributable Package" and
> ".NET Framework SDK Version 1.1")
> but no file called "windows.h" was found on any harddrive
> (I checked the explorer setting "show hidden files" or something like
> that)
> I'm also missing the Tools directory under
> "C:\Programme\Microsoft Visual Studio .NET 2003\Common7"
> 
> and @Andreas: my system lacks also the PlatformSDK directory undel Walz
> wrote:
> >
> >> I try (once again) to compile OpenSG on a windows xp box.
> >> my problems might not be 100% of an opensg problemow your
> > VS.NET 2003 installation.
> >
> > And if you get errors that a DLL is not found when executing the MS
> > compiler
> > then make sure that
> > %VSNETDIR%\Common7\IDE is in your PATH.
> >
> >
> > Bye, Joerg.
> >
> >
> >
> > ---
> > SF email is sponsored by - The IT Product Guide
> > Read honest & candid reviews on hundreds of IT Products from real users.
> > Discover which products truly live up to the hype. Start reading now.
> > http://productguide.itmanagersjournal.com/
> > ___
> > Opensg-users mailing list
> > Opensg-users@lists.sourceforge.net
> > https://lists.sourceforge.net/lists/listinfo/opensg-users
> >
> 
> 
> 
> ---
> SF email is sponsored by - The IT Product Guide
> Read honest & candid reviews on hundreds of IT Products from real users.
> Discover which products truly live up to the hype. Start reading now. 
> http://productguide.itmanagersjournal.com/
> ___
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-- 
 Daniel 'mcJack' Walz
Student at the Otto-von-Guericke Universität Magdeburg
email:  [EMAIL PROTECTED] icq#:  70137980
pgp:DAF0B6EFat: wwwkeys.de.pgp.net
http://www.cs.uni-magdeburg.de/~dwalz/


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[Opensg-users] A performance problem

2004-12-10 Thread Jo Bard
Hello, 
 
first of all, thanks for the answers you gave me before, it was very useful. But I have a new problem right with the performances of my application now, and I don't think it comes from the application itself. Let me explain. 
 
I'm currently finishing a project using OpenSG and VRjuggler, and it's supposed to run into a virtual reality environment (a CAVE) within 4 days... It's a kind of game with some spaceships flying everywhere and shooting at you. We use some vrml files for the spaceships and all the objects. Everything worked fine with our tests until the day we introduced some home-made vrml models, which use textures. Before, the only object which used textures was the decor and it also worked fine. But now, we want to use textures with spaceships, which can be very numerous (almost 20 spaceships) in our scene, compared to the decor. The problem is that as soon as we did this, the performance dramatically decreased in the CAVE. The CAVE uses a cluster of 5 machines with GeForce Quadro graphic card so this should be largely sufficient to render 20 objects composed of 400 polygons 
and 2 or 3 MB of tga and png textures. And also, when we make the application run in simulation mode, on a single PC, the frame rate is perfect. So we deleted the textures of the spaceship model and everything worked fine in the CAVE then...
So we would like to know where this problem can come from and we would like to know what does the simple vrml loader do when we load a model : are some OpenGL display lists created? 
In fact, all our spaceships use the same model : the model is loaded separately first, and not inserted in the graph, and then, when a spaceship is added to the scene, we call a shallowCopy on the model node (in fact we call the shallowCopy on the model node and all its children nodes) and we add the new node to the graph. Is this a good way to make all the objects share the same model?
And have you ever heard about performance issues specefically in an environment like a CAVE or some compatibility problems with VRjuggler?
 
Sorry for this long message but we are a little overstressed with this problem as the deadline approaches...
 
Thanks for all
 
Jo



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Re: [Opensg-users] A performance problem

2004-12-10 Thread Gerrit Voss

Hi,

On Sat, 2004-12-11 at 11:37, Jo Bard wrote:
> Hello, 
>  
> first of all, thanks for the answers you gave me before, it was very
> useful. But I have a new problem right with the performances of my
> application now, and I don't think it comes from the application
> itself. Let me explain. 
>  
> I'm currently finishing a project using OpenSG and VRjuggler, and it's
> supposed to run into a virtual reality environment (a CAVE) within 4
> days... It's a kind of game with some spaceships flying everywhere and
> shooting at you. We use some vrml files for the spaceships and all the
> objects. Everything worked fine with our tests until the day we
> introduced some home-made vrml models, which use textures. Before, the
> only object which used textures was the decor and it also worked fine.
> But now, we want to use textures with spaceships, which can be very
> numerous (almost 20 spaceships) in our scene, compared to the decor.
> The problem is that as soon as we did this, the performance
> dramatically decreased in the CAVE. The CAVE uses a cluster of 5
> machines with GeForce Quadro graphic card so this should be largely
> sufficient to render 20 objects composed of 400 polygons and 2 or 3 MB
> of tga and png textures. And also, when we make the application run in
> simulation mode, on a single PC, the frame rate is perfect. So we
> deleted the textures of the spaceship model and everything worked fine
> in the CAVE then...
> So we would like to know where this problem can come from and we would
> like to know what does the simple vrml loader do when we load a model
> : are some OpenGL display lists created? 
> In fact, all our spaceships use the same model : the model is loaded
> separately first, and not inserted in the graph, and then, when a
> spaceship is added to the scene, we call a shallowCopy on the model
> node (in fact we call the shallowCopy on the model node and all its
> children nodes) and we add the new node to the graph. Is this a good
> way to make all the objects share the same model?
> And have you ever heard about performance issues specefically in an
> environment like a CAVE or some compatibility problems with VRjuggler?
>  
> Sorry for this long message but we are a little overstressed with this
> problem as the deadline approaches...

one general observation, known problem with PC Clusters, try to cache
your scene in the first frame on all cluster nodes (basically render
without frustum culling), so that everything is downloaded to the gfx
board at the beginning.

When we started working with cluster it was a big issue that things that
got visible for the first time on a node stalled the whole system as all
the downloads were triggered at this point in time.

The first thing to try is to use models without texture and disable
display list caching, if this runs smoothly, but it does not with 
display lists enabled, it is a good hint that this 'download when
visible for the first time' might be the problem.

regards,
  gerrit



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