Re: [osg-users] OSG crash in _lock_fhandle

2007-09-26 Thread Robert Osfield
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.

2007-09-26 Thread Robert Osfield
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.

2007-09-26 Thread Robert Osfield
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

2007-09-26 Thread Andy Skinner
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

2007-09-26 Thread Robert Osfield
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

2007-09-26 Thread Andy Skinner
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

2007-09-26 Thread David _

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

2007-09-26 Thread Dieter Pfeffer

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

2007-09-26 Thread Markus Hein
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

2007-09-26 Thread Andy Skinner
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

2007-09-26 Thread John Swan-Stone
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?

2007-09-26 Thread Robert Osfield
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

2007-09-26 Thread Gert van Maren
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

2007-09-26 Thread Poirier, Guillaume

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

2007-09-26 Thread Wojciech Lewandowski
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

2007-09-26 Thread Andy Skinner
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

2007-09-26 Thread Gazi Alankus
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

2007-09-26 Thread Brian Keener
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