Re: [osg-users] osgdem segmentation fault

2008-09-18 Thread J.P. Delport

Hi,

I've had some problems on Debian Lenny with gcc 4.3 and optimisations. I 
faintly remember an unexplained osgdem segfault as well. I'm not sure 
what version of gcc you have installed, but try with another version or 
other optim settings.


jp

benben wrote:

Robert Osfield wrote:

Hi Ben,

I'm afraid there is wy too little info about your setup to provide
any real guidance.  VPB should just compile against an installed OSG
without need for configuration.

You don't mention which VPB or OSG version your are using, you also
make no mention of the platform or compilers.  All this is important
to understanding what might go wrong and how to fix it.


Sorry for the lack of information. The OSG version is 2.2 and the VPB 
version is 0.9.1. I am running a Ubuntu Linux 8.04 64bit on an Intel 
platform, if this is also relevant.


The osg installation is straight from the Ubuntu package repository 
(binary install, as opposed to local rebuild).


For building the VPB I added an extra line to the CMakeLists.txt

SET(GDAL_INCLUDE_DIR /usr/include/gdal)

so osgdem can be compiled.

I followed the standard

   ./configure
   make
   sudo make install

Everything seemed to be ok. For some reason my OS does not put 64bit 
libraries in /usr/local/lib64, where the VPB libraries are, so I


   export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib64

This stops the cannot find shared object error from the loader.

And on executing

   osgdem

with no arguments, it simply quits with a segmentation fault error.

I also followed the VPB tutorial at

http://www.openscenegraph.org/projects/VirtualPlanetBuilder

and despite the extra argument inputs I have the same error. So I reckon 
I must have configured VPB wrong somehow.


Is there anything I overlooked?

Regards
Ben

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Are there any plans for GPGPU utiliziation in OSG?

2008-09-18 Thread J.P. Delport

Hi,

we've found OSG to be quite useful for image processing type GPGPU work. 
One can get quite a bit done in OSG with GLSL, multiple passes and 
multi-target FBOs.


jp

Robert Osfield wrote:

Hi Judie,

You wouldn't integrate GPUPU in the same way as SIMD instructions on
the CPU for matrix operations, rather you'd use it a similar way to
present GLSL programs - that you pack the input a large block of data
with a program and execute it on the GPU then later get the results.

There is OpenGL integration with Cuda and the up coming OpenCL which
might make it useful for combining things like physics and effects
with geometry and textures in the scene.

I don't forsee the OSG being a general route into GPUPU, the OSG is a
scene graph for representing scenes and rendering it.

Robert.

On Wed, Sep 17, 2008 at 6:14 PM, Judie Stanley
[EMAIL PROTECTED] wrote:

Hi,

Are there any plans for utilizing General Purpose GPU for matrix operations?
At SIGGRAPH 2008, there was a lot of discussion about utilizing the GPU this
way and some hardware independent libraries for using GPGPU do exist. I am
currently looking into this for future projects.

Thank you,

Judie
___
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



--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Floating Point Texture Format

2008-09-18 Thread J.P. Delport

See here:

http://article.gmane.org/gmane.comp.graphics.openscenegraph.cvs/3084/match=floating+tiff

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/31039/focus=31105

jp

Bill Prendergast wrote:

Are there any file formats that natively handle floating-pt RGBA values?

 


I’m looking for one that can be handled by osgDB read/writeImageFile where

the data is stored in a format such as GL_RGBA32F_ARB (and preferably can be

viewed offline by some generic viewer provided the values are in the 
[0,1] range).


 


I can read/write them raw, but would prefer something standard if it exists.

 


Thanks,

 


Bill




___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osg::Material and shapes

2008-09-18 Thread Peter Wraae Marino
Hi users,

I'm trying to apply a material color to a shape. I assume material color is
a state and can be applied to the group that contains the shape.
This being said the basic code looks like this:


osg::Group* pGroup = new osg::Group;
osg::Geode* pGeode = new osg::Geode();
pGeode-addDrawable( new osg::ShapeDrawable(
newosg::Capsule(osg::Vec3(8.0f,0.0f,1.0f),0.5f,3.0f) ) );
pGroup-addChild( pGeode );

osg::Material* mat = new osg::Material();
mat-setColorMode( osg::Material::DIFFUSE );
mat-setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 1.0, 0.0,
1.0) );
pGroup-getOrCreateStateSet()-setAttribute( mat, osg::StateAttribute::ON );

I would expect my capsule to be green.. but it's still gray?
searching the archive I fould this:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg04463.html
and he states at the bottom that osg::Material can be used with shapes

so,.. am I missing something? Can someone shed a little light and give me a
push in the right direction.

-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to apply shadows to a scene with different shaders- Part 2

2008-09-18 Thread Wojciech Lewandowski

Hi,

As a propnent of IMPROVE_TEXGEN_PRECISION fix I feel I should make a 
response but I am not sure what your problems really are. Tweak in 
ShadowMap was related to the way OSG  OpenGL computes final texture 
coordination matrix. I assume you have read OpenGL documentation and you 
know how Texgen with eye space works. Texture coord matrix is computed as 
multiplication of current inverted view matrix and texgen planes. Problem is 
that OpenGL internally uses float matrices. So if our View and TexGen 
matrices use large coordinates (for example large translations when objects 
are located on earth surface in WGS84 cartesian representation) and are cast 
to float matrices we loose lots of math precision. Their multiplication 
sucks even more. Solution to this was to make sure that large coords are 
multiplied in OSG using double matrices.


When you use shaders you are not limited by this functionality and you mays 
skip using fixed pipeline gl_EyePlane uniformsl. You may simply compute your 
own tex coord matrix by multiplying inverted view and tex gen using OSG 
double matrices. Then pass this result as an uniform to your shaders and 
compute tex cooords by multiplying view coords by your matrix.


Cheers,
Wojtek


Hi guys, I followed this excellent thread
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/31360 with 
much

success.  I was able to mimic texgen in the vertex shader and get shadows
applied in the frag shader.  However, the quality doesn't match what you 
get
with ShadowMap using fixed function vertex processing and I believe I can 
see

where it's coming from.  In ShadowMap.cpp there exists the macro constant
IMPROVE_TEXGEN_PRECISION.  What I have in the shader doesn't take this
enhancement into account.  Anyone know how this can be done?

Thanks,
Michael Guerrero


___
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] AutoTransform and small feature culling again

2008-09-18 Thread Fabien Lavignotte
I have been through an issue that has been discussed previously on the
osg-users mailing list. I have put the previous discussion below (it was
end of august).
The culling traversal was never called on an AutoTransform with auto
scale because of small feature culling.

So Robert answers with three solutions :
1) Switch off small feature culling :
i don't want to do that because other node needs it for best
performance 
2) Override the computeBound() of the AutoTransform so that it returns
an invalid bounding sphere for the first frame :
the AutoTransform::computeBound() is already doing that !
3) Override the computeBound() of the AutoTransform so that it returns
an large default bounding sphere for the first frame
i try that and it works quite well

In fact, solution 2) does not work when the AutoTransform has a parent
with multiple children.
In this case, the parent is equals to valid bound of its children. So
solution 3) works quite well, except when there is a huge camera
movement.
More precisily, when you look closely at the AutoTransform nodes, and
then go back instantly to a very far distance.
Culling traversal will not be called again because the AutoTransform
bound will be too small... Not sure how to handle this case at the
AutoTransform level or if it is possible.

Thanks,
Fabien


--
Hi Sherman,

I don't think your code is in error, nor that AutoTransform or small
feature culling is in error, rather it's unfortunately chicken and the
egg which came first? type dependency.

The ways to break the culling of custom node in the first frame would
be:

   To switch off small feature culling or set its value very low.

   To override the computeBound() of the AutoTransform so that it
returns an invalid bounding sphere for
   the first frame till its been through the cull traversal once, once
its been set correct then let the
   bounding sphere be computed correctly.

   To override the computeBound() of the AutoTransform so that it
returns an large default bounding sphere
   for the first frame till its been through the cull traversal once,
once its been set correct then let the
   bounding box be computed correctly.

The two later solutions could possibly be rolled into AutoTransform
itself.

Robert.

On Mon, Aug 25, 2008 at 2:53 AM, sherman wilcox
wilcox.sherman at gmail.com wrote:
 I've attached a small demo app that illustrates an issue I've
 discovered (known?) with AutoTransform nodes and small feature
 culling. Briefly summarized, if I add a custom AutoTransform node (see
 code for trivial example) to the scenegraph just under the root node
 everything seems fine, with or without small feature culling enabled.
 However, if I add this AutoTransform node as a member of a osg::Group
 and then add the group to the scenegraph then this node's accept
 function no longer is called after the first traversal if small
 feature culling is enabled. However, if I disable small feature
 culling all is well.

 Is this a bug or am I doing something wrong?

 ___
 osg-users mailing list
 osg-users at lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g



__
This email has been scanned by the MessageLabs Email Security System.
For more information please visit http://www.messagelabs.com/email 
__
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] kdtree or k-dop tree?

2008-09-18 Thread 浣曚紵
 
 
 
 hi all,
 
The kdtree in the new version of osg2.6 is just a Binary Tree or it is the
 
 k-dop(discrate orientation polytope) tree? Anybody knows?
 
thanks,
 
peter ___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgPPU

2008-09-18 Thread Peter Wraae Marino
Hi users,

I have some questions related to the osgPPU, but don't know if this
mailing-list is the right place to post these questions?
It seems that osgPPU is a 3rd party software and not directly an
OpenSceneGraph implementation and the site that
has osgPPU has a helpdesk ticket system...

so do I ask questions related to osgPPU here or do I use the ticket system
on the osgPPU website?

-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] kdtree or k-dop tree?

2008-09-18 Thread Robert Osfield
Hi Peter.

On Thu, Sep 18, 2008 at 9:49 AM, 浣曚紵 [EMAIL PROTECTED] wrote:
 The kdtree in the new version of osg2.6 is just a Binary Tree or it is
 the

  k-dop(discrate orientation polytope) tree? Anybody knows?

osg::KdTee is a binary tree with axis aligned bounding boxes - which
makes it a KdTree :-)

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] kdtree or k-dop tree?

2008-09-18 Thread 浣曚紵
 
 Hi Robert,
 
In the latest version of OSG, KdTee must be used like this: 
 
osgUtil::IntersectionVisitor + osgUtil::LineSegmentIntersector,how can we used 
it like
 
 this:osgUtil::IntersectionVisitor + osgUtil::PolytopeIntersector?
 
In my project i need to detect vehicle's collision,i think use 
PolytopeIntersector 
 
willbe better.
 
thanks,
 
Peter
 


在2008-09-18 16:59:47,Robert Osfield [EMAIL PROTECTED] 写道:
Hi Peter.

On Thu, Sep 18, 2008 at 9:49 AM, 浣曚紵___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] kdtree or k-dop tree?

2008-09-18 Thread Robert Osfield
Hi Peter,

The PolytopeIntersector doesn't yet have support for KdTree
intersections.  Feel free to add this functionality if you need it.

Robert.

2008/9/18 浣�浼� [EMAIL PROTECTED]:

  Hi Robert,

 In the latest version of OSG, KdTee must be used like this:

 osgUtil::IntersectionVisitor + osgUtil::LineSegmentIntersector,how can we
 used it like

  this:osgUtil::IntersectionVisitor + osgUtil::PolytopeIntersector?

 In my project i need to detect vehicle's collision,i think use
 PolytopeIntersector

 willbe better.

 thanks,

 Peter


 在2008-09-18 16:59:47,Robert Osfield [EMAIL PROTECTED] 写道:
Hi Peter.

On Thu, Sep 18, 2008 at 9:49 AM, 浣�浼�

 ___
 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] osgPPU

2008-09-18 Thread Art Tevs
Hi Peter,

I think nobody would complain if you ask your questions here. There are already 
some users using osgPPU successfully in their projects. What is your question?

Best regards,
art


--- Peter Wraae Marino [EMAIL PROTECTED] schrieb am Do, 18.9.2008:

 Von: Peter Wraae Marino [EMAIL PROTECTED]
 Betreff: [osg-users] osgPPU
 An: osg-users@lists.openscenegraph.org
 Datum: Donnerstag, 18. September 2008, 10:53
 Hi users,
 
 I have some questions related to the osgPPU, but don't
 know if this
 mailing-list is the right place to post these questions?
 It seems that osgPPU is a 3rd party software and not
 directly an
 OpenSceneGraph implementation and the site that
 has osgPPU has a helpdesk ticket system...
 
 so do I ask questions related to osgPPU here or do I use
 the ticket system
 on the osgPPU website?
 
 -- 
 Regards,
 Peter Wraae Marino
 
 www.osghelp.com - OpenSceneGraph support site
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

__
Do You Yahoo!?
Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen 
Massenmails. 
http://mail.yahoo.com 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] vrml plugin problems

2008-09-18 Thread Jan Ciger

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Ben Axelrod wrote:
| I am trying to load a VRML file, but I get the error message:
|
| Warning: Could not find plugin to read objects from file foo.wrl.
|
| I tried this in OSG code, as well as with osgconv and osgviewer.  I
| have the OSG lib and osgPlugins directories in my LD_LIBRARY_PATH.
|
| I compiled OSG 2.6.0 from src on Debian Etch.  I am using OpenVRML
| version 0.14.3.  Do I need a newer version of OpenVRML?

Nope. Newer versions use Boost and different API - the plugin will not
compile.

| I had VRML files working with OSG 2.4 a long time ago.  Back then I
| also set up the Inventor library during the install.  But I forgot
| what that library does, why it's needed, and even where to get it.
| Do I need it here too?

No, if you have the VRML plugin, you do not need the Inventor, unless
you want to load also the Inventor  (.iv) files.

I suspect that if your plugin is compiled correctly but doesn't load,
most likely either the OpenVRML library or some of its dependencies
cannot be loaded at runtime (make sure it is either in one of the
standard lib directories or in the LD_LIBRARY_PATH)

Set export OSG_NOTIFY_LEVEL=DEBUG and try to run the viewer. Then look
for any unresolved symbols while it is trying to load the VRML file.
Most likely the dynamic linker cannot find something.


Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFI0iIJn11XseNj94gRApcAAKDS9aYrLCpVpFNFgRj9OlIe7r5DYQCgu510
NWD2xMubySXsDj1+07U/Jm0=
=BEMl
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgPPU

2008-09-18 Thread Peter Wraae Marino
Hi Art,

thanks.. I actually tried to use the ticket system 10 minutes ago.. but it
crashes and couldn't find an email on the website... so I'll post my
question here:

some code first (point of reference):

HDRRendering* pHDRSetup = new HDRRendering;
osgPPU::Unit* firstUnit = NULL;
osgPPU::Unit* lastUnit = NULL;
pHDRSetup-createHDRPipeline( pProcessor, firstUnit, lastUnit );
pProcessor-addChild( firstUnit );

what I wanted was the output result in a texture so I can apply it to a
quad.
my first attempt was to use the lastUnit-getOuputTexture()  but this gave
nothing.

my second attempt was to use the lastUnit-getOrCreateOutputTexture(0) and
this
works... but doesn't this mean I have now have two texture instances in the
PPU framework
of the final scene? Thats why I wanted to use the first attempt method
lastUnit-getOutputTexture()

any suggestions or am I doing it correctly.

regards,
Peter


On Thu, Sep 18, 2008 at 11:32 AM, Art Tevs [EMAIL PROTECTED] wrote:

 Hi Peter,

 I think nobody would complain if you ask your questions here. There are
 already some users using osgPPU successfully in their projects. What is your
 question?

 Best regards,
 art


 --- Peter Wraae Marino [EMAIL PROTECTED] schrieb am Do, 18.9.2008:

  Von: Peter Wraae Marino [EMAIL PROTECTED]
  Betreff: [osg-users] osgPPU
  An: osg-users@lists.openscenegraph.org
  Datum: Donnerstag, 18. September 2008, 10:53
   Hi users,
 
  I have some questions related to the osgPPU, but don't
  know if this
  mailing-list is the right place to post these questions?
  It seems that osgPPU is a 3rd party software and not
  directly an
  OpenSceneGraph implementation and the site that
  has osgPPU has a helpdesk ticket system...
 
  so do I ask questions related to osgPPU here or do I use
  the ticket system
  on the osgPPU website?
 
  --
  Regards,
  Peter Wraae Marino
 
  www.osghelp.com - OpenSceneGraph support site
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 __
 Do You Yahoo!?
 Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz
 gegen Massenmails.
 http://mail.yahoo.com
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] kdtree or k-dop tree?

2008-09-18 Thread 浣曚紵
 Hi Robert,

 
Can you talk about your mentality when you add KdTree to the osg?
 
If i want to let PolytopeIntersector to support KdTree intersections, what 
should i 
 
do? How many functions and classes should i optimize? Just like the change of 
 
LineSegmentIntersector?
 
thanks,
 
Peter
 
 
 


在2008-09-18 17:29:43,Robert Osfield [EMAIL PROTECTED] 写道:
Hi Peter,

The PolytopeIntersector doesn't yet have support for KdTree
intersections.  Feel free to add this functionality if you need it.

Robert.

2008/9/18 浣曚紵___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] BUG:osgPlugins\OpenFlight\ExportOptions.cpp

2008-09-18 Thread Robert Osfield
Thanks John, change now merged and submitted to SVN.

On Wed, Sep 17, 2008 at 2:25 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
 J-S,

 OK. Here it is.

 John

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
 Guay
 Sent: Tuesday, September 16, 2008 9:19 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] BUG:osgPlugins\OpenFlight\ExportOptions.cpp

 Hi John,

 Someone, please copy and paste the _stripTextureFilePath( false )
 line into the second constructor and add a comma after
 _lightingDefault( true ). Don't forget the comma :)

 You could have just sent the whole modified file to osg-submissions...
 That way no one would have to copy and paste anything, and there would be no 
 chance to make the mistake of forgetting the comma...

 And then you would be counted among the Anyone else who likes to fix OSG :-)

 J-S
 --
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
 http://whitestar02.webhop.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


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] (no subject)

2008-09-18 Thread Christopher Bläsius

Hi,
we want to switch between the shadow techniques at runtime. Sadly some 
shadows doesn't work correct. Would be cool if someone can help me with 
this.

1. ShadowVolume
It doesn't work in two-pass mode at all. It just displays the shadow 
volume as a white mesh. screenshot: 
http://www.swollen-eyeballs.org/zeugs/two_pass.jpg

This is really bad as two-sided only works on newer 3d cards.
Also disabling the stencil shadows doesnt work, we recreate the 
ShadowedScene node but it seems like ShadowVolume disables the lighting.


2. ShadowMap
ShadowMap sets the ambient value of our light to zero and it doesn't 
even restore it when calling cleanScenegraph. I think it would be 
better if ShadowMap copies the ambient value of the light to the 
ambient uniform used in the fragment shader and later on 
cleanScenegraph copy it back to the light. (This should also be done in 
SoftShadowMap)


3. SoftShadowMap
I think i've found a bug there. ShadowMap creates a white dummy base 
texture so you can use shadows in a scene that has both objects with 
and without textures. SoftShadowMap doesn't do this.


4. ShadowTexture
We cant get this to work at all. Is there anything specific we must consider?

greetings
Christopher Bläsius

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Floating Point Texture Format

2008-09-18 Thread Jean-Sébastien Guay

Hi Bill,


Are there any file formats that natively handle floating-pt RGBA values?


In addition to the modified TIFF reader and the ad-hoc reader that J.P. 
linked you to, the .hdr format is readable out of the box by OSG, and 
there might be an OpenEXR reader somewhere (not sure).


Hope this helps,

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Floating Point Texture Format

2008-09-18 Thread Robert Osfield
On Thu, Sep 18, 2008 at 2:29 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 Hi Bill,

 Are there any file formats that natively handle floating-pt RGBA values?

 In addition to the modified TIFF reader and the ad-hoc reader that J.P.
 linked you to, the .hdr format is readable out of the box by OSG, and there
 might be an OpenEXR reader somewhere (not sure).

FYI, I have just merged changes to the TIFF plugin for support
floating point textures.  An svn update to trunk will get these
changes.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgdem segmentation fault

2008-09-18 Thread benben

Robert Osfield wrote:

Hi Ben,

Thanks for the extra info.   The segfault without any options suggests
a build issue or link issue of some kind.

Could you provide the stack trace?


Sure, the core file reads

#0  0x7fa215d13af2 in ?? () from /usr/lib/libGL.so.1
#1  0x7fa216c730d9 in osgViewer::PixelBufferX11::init ()
   from /usr/lib/libosgViewer.so.6
#2  0x7fa216c73788 in osgViewer::PixelBufferX11::PixelBufferX11 ()
   from /usr/lib/libosgViewer.so.6
#3  0x7fa216c6fd27 in 
X11WindowingSystemInterface::createGraphicsContext ()

   from /usr/lib/libosgViewer.so.6
#4  0x0040ae91 in main ()

It seems it's more of a OSG/OpenGL problem than a osgdem related one. 
But I have been writing a few OSG apps and they don't seem to have any 
segfault problems. If it is in fact non-osgdem related, you have my apology.




VPB and OSG have come along way since 0.9.1 and OSG-2.2 respectively,
and this week I'll be make dev releases for both VPB and OSG that will
be matched so these would be a good place to move up to.   VPB itself
is pretty near its 1.0 status, just a few more weeks left development
wise.



The only reason I didn't installed the lastest VPB is that I don't want 
to rebuild OSG from source. I tried, but despite my best effort to set 
environment variables I could't get it to load plug-ins. As my project 
deadline is closing in I'd play safe with the working 2.2 OSG installation.


I will give OSG2.6 / VPN1.0 a shot once my project is over.


Robert.


Thanks,

Ben




On Wed, Sep 17, 2008 at 2:58 PM, benben [EMAIL PROTECTED] wrote:

Robert Osfield wrote:

Hi Ben,

I'm afraid there is wy too little info about your setup to provide
any real guidance.  VPB should just compile against an installed OSG
without need for configuration.

You don't mention which VPB or OSG version your are using, you also
make no mention of the platform or compilers.  All this is important
to understanding what might go wrong and how to fix it.

Sorry for the lack of information. The OSG version is 2.2 and the VPB
version is 0.9.1. I am running a Ubuntu Linux 8.04 64bit on an Intel
platform, if this is also relevant.

The osg installation is straight from the Ubuntu package repository (binary
install, as opposed to local rebuild).

For building the VPB I added an extra line to the CMakeLists.txt

   SET(GDAL_INCLUDE_DIR /usr/include/gdal)

so osgdem can be compiled.

I followed the standard

  ./configure
  make
  sudo make install

Everything seemed to be ok. For some reason my OS does not put 64bit
libraries in /usr/local/lib64, where the VPB libraries are, so I

  export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib64

This stops the cannot find shared object error from the loader.

And on executing

  osgdem

with no arguments, it simply quits with a segmentation fault error.

I also followed the VPB tutorial at

http://www.openscenegraph.org/projects/VirtualPlanetBuilder

and despite the extra argument inputs I have the same error. So I reckon I
must have configured VPB wrong somehow.

Is there anything I overlooked?

Regards
Ben

___
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] osgdem segmentation fault

2008-09-18 Thread benben

J.P. Delport wrote:

Hi,

I've had some problems on Debian Lenny with gcc 4.3 and optimisations. I 
faintly remember an unexplained osgdem segfault as well. I'm not sure 
what version of gcc you have installed, but try with another version or 
other optim settings.


The GCC version on my machine is 4.2.3. I am not quite familiar with 
CMake. Could you elaborate what settings have you changed?


I used the whatever the default settings that came in the download.

Ben



jp

benben wrote:

Robert Osfield wrote:

Hi Ben,

I'm afraid there is wy too little info about your setup to provide
any real guidance.  VPB should just compile against an installed OSG
without need for configuration.

You don't mention which VPB or OSG version your are using, you also
make no mention of the platform or compilers.  All this is important
to understanding what might go wrong and how to fix it.


Sorry for the lack of information. The OSG version is 2.2 and the VPB 
version is 0.9.1. I am running a Ubuntu Linux 8.04 64bit on an Intel 
platform, if this is also relevant.


The osg installation is straight from the Ubuntu package repository 
(binary install, as opposed to local rebuild).


For building the VPB I added an extra line to the CMakeLists.txt

SET(GDAL_INCLUDE_DIR /usr/include/gdal)

so osgdem can be compiled.

I followed the standard

   ./configure
   make
   sudo make install

Everything seemed to be ok. For some reason my OS does not put 64bit 
libraries in /usr/local/lib64, where the VPB libraries are, so I


   export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib64

This stops the cannot find shared object error from the loader.

And on executing

   osgdem

with no arguments, it simply quits with a segmentation fault error.

I also followed the VPB tutorial at

http://www.openscenegraph.org/projects/VirtualPlanetBuilder

and despite the extra argument inputs I have the same error. So I 
reckon I must have configured VPB wrong somehow.


Is there anything I overlooked?

Regards
Ben

___
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] Shadow techniques (was: (no subject))

2008-09-18 Thread Jean-Sébastien Guay

Hello Christopher,

we want to switch between the shadow techniques at runtime. Sadly some 
shadows doesn't work correct. Would be cool if someone can help me with 
this.


In general, shadow techniques in the OSG are very much in their infancy 
and are probably not production ready for the most part. The exceptions 
IMHO are ShadowMap and SoftShadowMap which work well (except for the 
minor bugs you noted below).


See 
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/osgShadow 
for some details. Some other shadow techniques are (possibly) coming 
soon, and will likely be more robust than the current ones in addition 
to being more high quality. So stay tuned.


Regarding ShadowMap and SoftShadowMap, you could make the required fixes 
and submit them to osg-submissions (see 
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol 
).


Hope this helps,

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgdem segmentation fault

2008-09-18 Thread Robert Osfield
Hi Ben,

The stack trace suggests a problems with pbuffers, which could well be
a GLX/OpenGL driver bug.  What hardware and OpenGL drivers are you
working with?

Could you try :

osgprerender cow.osg --pbuffer.


As for compiling from source it should just be a case of :

cd OpenSceneGraph
./configure
make
sudo make install

The paths to the plugins should just work automatically.  If you don't
install in standard system directory then you'd need to use
LD_LIBRARY_PATH to the point to the parent directory of the plugins
directory.

VPB 1.0 will be released against OSG-2.8, which obviously isn't out
yet... perhaps by end of October it'll be ready.  Prior to that VPB
0.9.9+ and the 1.0 pre releases will map to OSG-2.7.x dev releases.

Robert.

On Thu, Sep 18, 2008 at 2:35 PM, benben [EMAIL PROTECTED] wrote:
 Robert Osfield wrote:

 Hi Ben,

 Thanks for the extra info.   The segfault without any options suggests
 a build issue or link issue of some kind.

 Could you provide the stack trace?

 Sure, the core file reads

 #0  0x7fa215d13af2 in ?? () from /usr/lib/libGL.so.1
 #1  0x7fa216c730d9 in osgViewer::PixelBufferX11::init ()
   from /usr/lib/libosgViewer.so.6
 #2  0x7fa216c73788 in osgViewer::PixelBufferX11::PixelBufferX11 ()
   from /usr/lib/libosgViewer.so.6
 #3  0x7fa216c6fd27 in X11WindowingSystemInterface::createGraphicsContext
 ()
   from /usr/lib/libosgViewer.so.6
 #4  0x0040ae91 in main ()

 It seems it's more of a OSG/OpenGL problem than a osgdem related one. But I
 have been writing a few OSG apps and they don't seem to have any segfault
 problems. If it is in fact non-osgdem related, you have my apology.


 VPB and OSG have come along way since 0.9.1 and OSG-2.2 respectively,
 and this week I'll be make dev releases for both VPB and OSG that will
 be matched so these would be a good place to move up to.   VPB itself
 is pretty near its 1.0 status, just a few more weeks left development
 wise.


 The only reason I didn't installed the lastest VPB is that I don't want to
 rebuild OSG from source. I tried, but despite my best effort to set
 environment variables I could't get it to load plug-ins. As my project
 deadline is closing in I'd play safe with the working 2.2 OSG installation.

 I will give OSG2.6 / VPN1.0 a shot once my project is over.

 Robert.

 Thanks,

 Ben



 On Wed, Sep 17, 2008 at 2:58 PM, benben [EMAIL PROTECTED] wrote:

 Robert Osfield wrote:

 Hi Ben,

 I'm afraid there is wy too little info about your setup to provide
 any real guidance.  VPB should just compile against an installed OSG
 without need for configuration.

 You don't mention which VPB or OSG version your are using, you also
 make no mention of the platform or compilers.  All this is important
 to understanding what might go wrong and how to fix it.

 Sorry for the lack of information. The OSG version is 2.2 and the VPB
 version is 0.9.1. I am running a Ubuntu Linux 8.04 64bit on an Intel
 platform, if this is also relevant.

 The osg installation is straight from the Ubuntu package repository
 (binary
 install, as opposed to local rebuild).

 For building the VPB I added an extra line to the CMakeLists.txt

   SET(GDAL_INCLUDE_DIR /usr/include/gdal)

 so osgdem can be compiled.

 I followed the standard

  ./configure
  make
  sudo make install

 Everything seemed to be ok. For some reason my OS does not put 64bit
 libraries in /usr/local/lib64, where the VPB libraries are, so I

  export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib64

 This stops the cannot find shared object error from the loader.

 And on executing

  osgdem

 with no arguments, it simply quits with a segmentation fault error.

 I also followed the VPB tutorial at

 http://www.openscenegraph.org/projects/VirtualPlanetBuilder

 and despite the extra argument inputs I have the same error. So I reckon
 I
 must have configured VPB wrong somehow.

 Is there anything I overlooked?

 Regards
 Ben

 ___
 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] Fwd: problem on render order

2008-09-18 Thread Robert Osfield
Hi Ufuk? (could you sign your posts with the name you'd like to be
addressed as to make it clear how to address you),

There isn't really enough info about how you are going about rendering
the terrain, the roads or the trees to know what might be amiss, as
things stand one struggles can only guess at what you are doing, let
along come to conclusion as to what is going wrong.

Could you explain how you have set up the scene graph, and what your
shaders are doing.

Robert.

On Thu, Sep 18, 2008 at 3:27 PM, ufuk gun [EMAIL PROTECTED] wrote:
   hi i have problem about rendering my roads and trees. i produce them by
 using shaders...

 but the problem is their rendering order. Even roads are far away from the
 trees, they render as they are close to camera.

 since they have texture with transparency i changed render Bin number of
 trees and roads.
 i gave larger render Bin number to trees geometry. this time i totally lost
 my trees if there is a road on the screen.
 if no road i can see them.
 i'm sending you 3 screen shots.
 same_render_bin.png = they have same render bin number and there is a
 problem on rendering order.
 different_render_bin_1.png = screen shot of trees without any roads on the
 screen...
 different_render_bin_2.png = screen shot of trees with a corner of a road
 on the screen... (trees are lost)


 so do you have any idea about it?





 ___
 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] Multi-pass rendering in OSG

2008-09-18 Thread Thrall, Bryan
Art Tevs wrote on Wednesday, September 17, 2008 5:39 PM:
 To your question. There is already a check of the framebuffer state
after
 each frame. Hence you will recieve an error if something goes wrong. 

The only places I've found glCheckFramebufferStatusEXT calls is in
RenderStage in runCameraSetUp() (after FBO apply()) and drawInner()
(only if an error occurs).

My understanding is that this function needs to be called before doing
any rendering to the FBO, and it doesn't look that will happen if you
just use an FBO in a StateSet. Maybe my understanding is wrong?

 --- Thrall, Bryan [EMAIL PROTECTED] schrieb am Mi,
17.9.2008:
 
 Von: Thrall, Bryan [EMAIL PROTECTED]
 Betreff: Re: [osg-users] Multi-pass rendering in OSG
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Datum: Mittwoch, 17. September 2008, 23:20
 J.P. Delport wrote on Wednesday, September 17, 2008 10:39
 AM:
 
 Hi,
 
 have a look at the osgstereomatch example, there is a multi-pass
algo
 example. See the readme of that too.
 
 Also search the list archives for osgPPU.
 
 Thanks for the pointers; osgPPU looks like what I want, but version
0.2
 doesn't seem to work with OSG svn HEAD and my network
 proxy isn't
 letting me access osgPPU's svn repo. Oh well, I can
 copy the concepts
 from the source code :)
 
 Does anyone have an answer to the question I asked:
 
 Thrall, Bryan wrote:
 It looks, from
 osgUtil::RenderStage's Camera support, like
 osg::FrameBufferObject
 can't
 be used simply by adding it to a StateSet, but it needs
 glCheckFrameBufferStatusEXT after the apply(). Is
 this a limitation
 of
 osg::FrameBufferObject, or am I missing something?
 
 Note: I'm on Windows XP with an NVIDIA 8800 GPU.

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG 2.6 API Documentation in HTML, HTML Help and PDF format

2008-09-18 Thread David Spilling
Ernst,

Your 1.2 docs have been a permanent shortcut on my desktop for several years
now, so many thanks for doing the same for 2.6!

David
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Floating Point Texture Format

2008-09-18 Thread David Spilling
OSG also writes Radiance format (.hdr)

David
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] A couple of Cmake issues with 2.6

2008-09-18 Thread Tomlinson, Gordon
Hi All
 
I'm having a couple of issues with Cmake 2.4 or 2.6 with the 2.6 branch
( I'm a Cmake newbie )
( no had this with OSG 2. x)
 
CMAKE_INTDIR=\Debug\ CMAKE_INTDIR=\Rlease\  or is being added the
preprocessor, and this is causing my link to fail s
with errors similar to 
 
cl : Command line warning D9025 : overriding
'/Fotg_OpenThreads.dir\Debug\' with '/Fo'
cl : Command line error D8016 : '/fp:fast' and '/fp:except' command-line
options are incompatible
 
If I remove this we link fine
 
Also
 
Every debug projet is getting osg.lib and osgd.lib add to its lib inputs
 
 
Any ideas on what I screwed up (always blame myself as it normally is my
fault ) and how to maybe fix the issues ?
 
 
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com


__


Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] how to get model scale?

2008-09-18 Thread forest37
 
 hi all,
When the secne is zoomed in or out ,I want to get the zoom scale.I do it 
like this:
osg::Camera* camera= viewer.getCamera();
osg::Matrix vm=camera-getViewMatrix();
osg::Vec3 scale=vm.getScale();
 
the result is that scale always equals to (1,1,1).What does this mean and 
how can I get the reall scale of the scene?
 
thanks
 
best regards
 
forest
 
 ___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Profiler with OSG

2008-09-18 Thread Vincent Bourdier
Hi,

Searching memory leaks, I use some libraries looking at leaks but it is very
difficult to know  if a leak is really one or not, specially due to
ref_prt.

Is there any free profiler (memory, time, number of acces, ...) for windows
or even for VS 2005 (not Team edition) to trace an OSG based program ?

Thanks a lot.

Regards,
Vincent.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to get model scale?

2008-09-18 Thread Vincent Bourdier
Hi

Maybe the camera is only moved and not scaled... try with getTrans();

Vincent.

2008/9/18 forest37 [EMAIL PROTECTED]


  hi all,
 When the secne is zoomed in or out ,I want to get the zoom scale.I do
 it like this:
 osg::Camera* camera= viewer.getCamera();
 osg::Matrix vm=camera-getViewMatrix();
 osg::Vec3 scale=vm.getScale();

 the result is that scale always equals to (1,1,1).What does this mean
 and how can I get the reall scale of the scene?

 thanks

 best regards

 forest




 --
 [广告] 
 买房不必东奔西走,上房老大,看二手房网上房展会http://popme.163.com/link/003984_0909_8679.html
 ___
 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] how to get model scale?

2008-09-18 Thread Tomlinson, Gordon
if you want to just zoom then adjust the Horizontal field view
 
If you want to scale the scene, parent the scene to a transform and set the 
scale on the transform  ( not the view matrix)
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com


__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of forest37
Sent: Thursday, September 18, 2008 11:22 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] how to get model scale?


 
 hi all,
When the secne is zoomed in or out ,I want to get the zoom scale.I do it 
like this:
osg::Camera* camera= viewer.getCamera();
osg::Matrix vm=camera-getViewMatrix();
osg::Vec3 scale=vm.getScale();
 
the result is that scale always equals to (1,1,1).What does this mean and 
how can I get the reall scale of the scene?
 
thanks
 
best regards
 
forest
 
 




[广告] 买房不必东奔西走,上房老大,看二手房网上房展会 
http://popme.163.com/link/003984_0909_8679.html 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to get model scale?

2008-09-18 Thread Robert Osfield
Hi Forest,

The Camera simply doesn't have a zoom scale, it just has a view matrix.

The zoom is only relevant to specific camera manipulator models that
have a concept of zooming - like osgGA::TrackballManipulator and
osgGA/TerrainManipulator, so you could get this info directly from
these if you are using them.

Robert.

2008/9/18 forest37 [EMAIL PROTECTED]:

  hi all,
 When the secne is zoomed in or out ,I want to get the zoom scale.I do it
 like this:
 osg::Camera* camera= viewer.getCamera();
 osg::Matrix vm=camera-getViewMatrix();
 osg::Vec3 scale=vm.getScale();

 the result is that scale always equals to (1,1,1).What does this mean
 and how can I get the reall scale of the scene?

 thanks

 best regards

 forest



 
 [广告] 买房不必东奔西走,上房老大,看二手房网上房展会
 ___
 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] Problems with multi-monitor and DrawThreadPerContext mode

2008-09-18 Thread Serge Lages
Hi all,

First of all, here are the setups I currently use :
- 1x GeForce 8600 GTS with 2 monitors
- 2x GeForce 8900 GT with 2 monitors (one on each card)
The whole installed with Windows XP, the latest OSG version and the latest
NVidia drivers.

My application use the two screens (a part of the scene is shared by each
screen), and I am facing some crashes on the rendering part. Currently if
the two rendering threads (I am in DrawThreadPerContext mode) try to compile
a display list at the same time, or try to upload a texture to the graphic
card, it fails. To avoid it, I need to put mutexes to protect from doing
such operations at the same time (it fails with the 2 setups I use).

If I use the DrawThreadPerContext mode with only one monitor (but still 2
windows with different contexts), it works without problems.

Anyone has already seen such a problem ? Or anyone has some success with
multi-monitor on WinXP and NVidia cards ?

-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to get model scale?

2008-09-18 Thread Paul Martz
I'm not entirely sure what you mean by scale of the scene from your
message.  To me, this is an application concept. The user sets the scale
using some user interface, and the application stores this value and
modifies the scene graph to redraw the scene at a different size. If your
application were set up this way, you would already have the scale and
wouldn't need to retrieve it from OSG.
   -Paul





From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of forest37
Sent: Thursday, September 18, 2008 9:22 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] how to get model scale?


 
 hi all,
When the secne is zoomed in or out ,I want to get the zoom
scale.I do it like this:
osg::Camera* camera= viewer.getCamera();
osg::Matrix vm=camera-getViewMatrix();
osg::Vec3 scale=vm.getScale();
 
the result is that scale always equals to (1,1,1).What does this
mean and how can I get the reall scale of the scene?
 
thanks
 
best regards
 
forest
 
 




[广告] 买房不必东奔西走,上房老大,看二手房网上房展会
http://popme.163.com/link/003984_0909_8679.html 


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgdem segmentation fault

2008-09-18 Thread benben

Robert Osfield wrote:

Hi Ben,

The stack trace suggests a problems with pbuffers, which could well be
a GLX/OpenGL driver bug.  What hardware and OpenGL drivers are you
working with?


Hardware: Intel Integrated Graphics G965
Driver:   The Intel graphics driver (intelfb.ko)
OS Kernel: Linux 2.6.24, if this matters.



Could you try :

osgprerender cow.osg --pbuffer.


This results in segmentation fault. Even without the --pbuffer option it 
results in segmentation fault.


So yes sorry for bothering you much Rob. It is not a osgdem bug. 
However, it will be great if you can suggest a workaround or solution.





As for compiling from source it should just be a case of :

cd OpenSceneGraph
./configure
make
sudo make install

The paths to the plugins should just work automatically.  If you don't
install in standard system directory then you'd need to use
LD_LIBRARY_PATH to the point to the parent directory of the plugins
directory.

VPB 1.0 will be released against OSG-2.8, which obviously isn't out
yet... perhaps by end of October it'll be ready.  Prior to that VPB
0.9.9+ and the 1.0 pre releases will map to OSG-2.7.x dev releases.

Robert.

On Thu, Sep 18, 2008 at 2:35 PM, benben [EMAIL PROTECTED] wrote:

Robert Osfield wrote:

Hi Ben,

Thanks for the extra info.   The segfault without any options suggests
a build issue or link issue of some kind.

Could you provide the stack trace?

Sure, the core file reads

#0  0x7fa215d13af2 in ?? () from /usr/lib/libGL.so.1
#1  0x7fa216c730d9 in osgViewer::PixelBufferX11::init ()
  from /usr/lib/libosgViewer.so.6
#2  0x7fa216c73788 in osgViewer::PixelBufferX11::PixelBufferX11 ()
  from /usr/lib/libosgViewer.so.6
#3  0x7fa216c6fd27 in X11WindowingSystemInterface::createGraphicsContext
()
  from /usr/lib/libosgViewer.so.6
#4  0x0040ae91 in main ()

It seems it's more of a OSG/OpenGL problem than a osgdem related one. But I
have been writing a few OSG apps and they don't seem to have any segfault
problems. If it is in fact non-osgdem related, you have my apology.


VPB and OSG have come along way since 0.9.1 and OSG-2.2 respectively,
and this week I'll be make dev releases for both VPB and OSG that will
be matched so these would be a good place to move up to.   VPB itself
is pretty near its 1.0 status, just a few more weeks left development
wise.


The only reason I didn't installed the lastest VPB is that I don't want to
rebuild OSG from source. I tried, but despite my best effort to set
environment variables I could't get it to load plug-ins. As my project
deadline is closing in I'd play safe with the working 2.2 OSG installation.

I will give OSG2.6 / VPN1.0 a shot once my project is over.


Robert.

Thanks,

Ben



On Wed, Sep 17, 2008 at 2:58 PM, benben [EMAIL PROTECTED] wrote:

Robert Osfield wrote:

Hi Ben,

I'm afraid there is wy too little info about your setup to provide
any real guidance.  VPB should just compile against an installed OSG
without need for configuration.

You don't mention which VPB or OSG version your are using, you also
make no mention of the platform or compilers.  All this is important
to understanding what might go wrong and how to fix it.

Sorry for the lack of information. The OSG version is 2.2 and the VPB
version is 0.9.1. I am running a Ubuntu Linux 8.04 64bit on an Intel
platform, if this is also relevant.

The osg installation is straight from the Ubuntu package repository
(binary
install, as opposed to local rebuild).

For building the VPB I added an extra line to the CMakeLists.txt

  SET(GDAL_INCLUDE_DIR /usr/include/gdal)

so osgdem can be compiled.

I followed the standard

 ./configure
 make
 sudo make install

Everything seemed to be ok. For some reason my OS does not put 64bit
libraries in /usr/local/lib64, where the VPB libraries are, so I

 export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib64

This stops the cannot find shared object error from the loader.

And on executing

 osgdem

with no arguments, it simply quits with a segmentation fault error.

I also followed the VPB tutorial at

http://www.openscenegraph.org/projects/VirtualPlanetBuilder

and despite the extra argument inputs I have the same error. So I reckon
I
must have configured VPB wrong somehow.

Is there anything I overlooked?

Regards
Ben

___
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] Problems with multi-monitor and DrawThreadPerContext mode

2008-09-18 Thread Jean-Sébastien Guay

Hi Serge,

Anyone has already seen such a problem ? Or anyone has some success with 
multi-monitor on WinXP and NVidia cards ?


Search the archives for multi-monitor, Windows XP, NVidia. You'll find 
extensive discussion in the past few months, with great investigation by 
Wojtek Lewandowski. But the problem noted then should be worked around 
by a double MakeCurrent call, so if you're indeed using OSG 2.6+ then 
perhaps your problem is a different one.


Here we use OSG on multi-monitor setups on both XP and Vista and for the 
most part things work well, though we use the threading mode that OSG 
chooses for us so I'm not sure it's the same one you use.


Sorry I can't help more,

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osg-submissions] BUG:osgPlugins\OpenFlight\ExportOptions.cpp

2008-09-18 Thread Paul Martz
 The change is now merged, revision number was .

Excellent. I've merged this onto the 2.6 branch.
   -Paul

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgdem segmentation fault

2008-09-18 Thread Jean-Sébastien Guay

Hi Ben,


Hardware: Intel Integrated Graphics G965
Driver:   The Intel graphics driver (intelfb.ko)
OS Kernel: Linux 2.6.24, if this matters.


Yeah, integrated graphics generally don't fare well with FBOs or 
pbuffers. Hopefully it shouldn't crash though, it should tell you it's 
not supported and exit...



osgprerender cow.osg --pbuffer.


This results in segmentation fault. Even without the --pbuffer option it 
results in segmentation fault.


So yes sorry for bothering you much Rob. It is not a osgdem bug. 
However, it will be great if you can suggest a workaround or solution.


Does Mesa support pbuffers or FBOs? It would be completely software, 
thus slow, but it might work...


osgdem really needs a graphics context to do some of its processing, and 
in order not to pop up a graphics window it uses pbuffer rendering, so 
the only other alternative would be to get a better graphics card 
(though that looks like a laptop so you would probably need to run 
osgdem on another machine that has one).


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] A couple of Cmake issues with 2.6

2008-09-18 Thread Tomlinson, Gordon
found the issue with the
cl : Command line warning D9025 : overriding
'/Fotg_OpenThreads.dir\Debug\' with '/Fo'
cl : Command line error D8016 : '/fp:fast' and '/fp:except' command-line
options are incompatible
Some command line option were gettng added incorrectly so rjust removing
them all solved that
 
Still not sure why I get osg.lib and osgD.lib in my debug linker inputs
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com


__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tomlinson, Gordon
Sent: Thursday, September 18, 2008 11:11 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] A couple of Cmake issues with 2.6


Hi All
 
I'm having a couple of issues with Cmake 2.4 or 2.6 with the 2.6 branch
( I'm a Cmake newbie )
( no had this with OSG 2. x)
 
CMAKE_INTDIR=\Debug\ CMAKE_INTDIR=\Rlease\  or is being added the
preprocessor, and this is causing my link to fail s
with errors similar to 
 
cl : Command line warning D9025 : overriding
'/Fotg_OpenThreads.dir\Debug\' with '/Fo'
cl : Command line error D8016 : '/fp:fast' and '/fp:except' command-line
options are incompatible
 
If I remove this we link fine
 
Also
 
Every debug projet is getting osg.lib and osgd.lib add to its lib inputs
 
 
Any ideas on what I screwed up (always blame myself as it normally is my
fault ) and how to maybe fix the issues ?
 
 
 
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com


__


Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems with multi-monitor and DrawThreadPerContext mode

2008-09-18 Thread Wojciech Lewandowski

Hi Serge,

Try latest NVidia 177.92 beta drivers. They fixed my latest problems related 
to multithreaded use. Also may I suggest to stick to --SingleThreaded and
--CullDrawThreadPerContext modes while testing ? If everything goes fine 
then try other threading modes. Default threading mode is 
DrawThreadPerContext and is usually not a safest one to work with 
multi-monitor.


Wojtek


Hi Serge,

Anyone has already seen such a problem ? Or anyone has some success with 
multi-monitor on WinXP and NVidia cards ?


Search the archives for multi-monitor, Windows XP, NVidia. You'll find 
extensive discussion in the past few months, with great investigation by 
Wojtek Lewandowski. But the problem noted then should be worked around by 
a double MakeCurrent call, so if you're indeed using OSG 2.6+ then perhaps 
your problem is a different one.


Here we use OSG on multi-monitor setups on both XP and Vista and for the 
most part things work well, though we use the threading mode that OSG 
chooses for us so I'm not sure it's the same one you use.


Sorry I can't help more,

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.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] Vanishing Particles

2008-09-18 Thread Charles Cossé
Hmm...I didn't realize you were trying to use a persistent pointer
like that;  I've been having similar troubles with the color setting
... and have tried a nuber of thing, both sub-classing osg::Particle
and osg::ParticleSystem both, each resulting in new problems.  If you
subclass osg::Particle to MyParticle and add a constant member ID
variable with the intent of then iterating over the vector to find
specific particles, you suddenly find that the vector is part of
osg::ParticleSystem, which thinks it's a vector of osg::Particle and
so everything gets messed up.  Yup, I don't know the best solution to
this sort of problem, but it must be a very common problem.  I'll be
watching for someone to post a good solution.
-Charles

On Thu, Sep 18, 2008 at 9:36 AM, b boltze [EMAIL PROTECTED] wrote:
 Hi Charles,

 thanks for your guess, but I found the problem already:

 osgParticle::ParticleSystem is storing its particles in a
 std::vectorParticle.

 That means, of course, that pointers to particles may not remain valid all the
 time. Especially when the vector resizes itself, particles get copied, and
 hence pointers to them become invalid.

 I'm not quite sure what to make out of this... essentially it means, that you
 can not track individual particles over their lifetime, which I definitely
 need to do for my application.

 Now I'll go figure out something...

 bastian
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
AsymptopiaSoftware | [EMAIL PROTECTED]
 www.asymptopia.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems with multi-monitor and DrawThreadPerContext mode

2008-09-18 Thread Serge Lages
Thanks Wojciech for the tip, I'll try the beta drivers, but could you
explain why CullDrawThreadPerContext should be safer than
DrawThreadPerContext ?

On Thu, Sep 18, 2008 at 6:04 PM, Wojciech Lewandowski [EMAIL PROTECTED]
 wrote:

 Hi Serge,

 Try latest NVidia 177.92 beta drivers. They fixed my latest problems
 related to multithreaded use. Also may I suggest to stick to
 --SingleThreaded and
 --CullDrawThreadPerContext modes while testing ? If everything goes fine
 then try other threading modes. Default threading mode is
 DrawThreadPerContext and is usually not a safest one to work with
 multi-monitor.

 Wojtek


  Hi Serge,

  Anyone has already seen such a problem ? Or anyone has some success with
 multi-monitor on WinXP and NVidia cards ?


 Search the archives for multi-monitor, Windows XP, NVidia. You'll find
 extensive discussion in the past few months, with great investigation by
 Wojtek Lewandowski. But the problem noted then should be worked around by a
 double MakeCurrent call, so if you're indeed using OSG 2.6+ then perhaps
 your problem is a different one.

 Here we use OSG on multi-monitor setups on both XP and Vista and for the
 most part things work well, though we use the threading mode that OSG
 chooses for us so I'm not sure it's the same one you use.

 Sorry I can't help more,

 J-S
 --
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.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




-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems with multi-monitor and DrawThreadPerContext mode

2008-09-18 Thread Serge Lages
Thanks you very much for this explanation Robert, I better understand it
now.

As a side note, setting a drawable to DYNAMIC protects it from being
modified by the update traversal, but if I remove a drawable (or its geode)
from the scene during the update, do I need to set it to DYNAMIC too ? In
other words, drawables in STATIC mode are the only ones which are never
modified nor removed from the scene ?

On Thu, Sep 18, 2008 at 6:24 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Serge,

 On Thu, Sep 18, 2008 at 5:16 PM, Serge Lages [EMAIL PROTECTED]
 wrote:
  Thanks Wojciech for the tip, I'll try the beta drivers, but could you
  explain why CullDrawThreadPerContext should be safer than
  DrawThreadPerContext ?

 A scene graph that has it's Drawable and StateSet DataVariance setup
 correctly (i.e. DYNAMIC for items that change) should be as stable in
 DrawThreadPerContext as CullDrawThreadPerContext, but... it's easy to
 miss them, but if you get crash on the OSG side then this is something
 to look for.

 CullDrawThreadPerContext isn't sensitive to DataVariance settings as
 the cull and draw traversal always finished before
 Viewer::renderingTraversals() completes, so the main thread that is
 calling it (or frame) will work single threaded, while
 DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext will
 allow the draw thread to overlap with the main thread.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Serge Lages
http://www.tharsis-software.com
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgdem segmentation fault

2008-09-18 Thread Robert Osfield
Hi Ben,

This is almost certainly a driver bug.  Have a look at the support
sits for the Intel hardware to see if there is any reports about
problems with pbuffers/FBO's and any fixes that can be applied.

In terms of workarounds, osgdem requires a graphics context, so could
probably just use a standard graphics window, and it'll actually do
this automatically if pbuffers aren't supported, but in your case it
looks like GLX is claiming they are supported so OSG/VPB then goes are
tries to create one and then it crashes because of a bug in the
driver.  You could comment out the code that tries pbuffers, this is
just a hack though and not something suitable for merging with SVN.

The other solution is a hardware one - go buy yourself a cheap Nvidia
card, plugin it in, enable the NVidia drivers and you'll be away.
You'll get loads of performance, even on load end hardware and driver
quality and features are way better.

Robert.

On Thu, Sep 18, 2008 at 4:53 PM, benben [EMAIL PROTECTED] wrote:
 Robert Osfield wrote:

 Hi Ben,

 The stack trace suggests a problems with pbuffers, which could well be
 a GLX/OpenGL driver bug.  What hardware and OpenGL drivers are you
 working with?

 Hardware: Intel Integrated Graphics G965
 Driver:   The Intel graphics driver (intelfb.ko)
 OS Kernel: Linux 2.6.24, if this matters.


 Could you try :

osgprerender cow.osg --pbuffer.

 This results in segmentation fault. Even without the --pbuffer option it
 results in segmentation fault.

 So yes sorry for bothering you much Rob. It is not a osgdem bug. However, it
 will be great if you can suggest a workaround or solution.



 As for compiling from source it should just be a case of :

cd OpenSceneGraph
./configure
make
sudo make install

 The paths to the plugins should just work automatically.  If you don't
 install in standard system directory then you'd need to use
 LD_LIBRARY_PATH to the point to the parent directory of the plugins
 directory.

 VPB 1.0 will be released against OSG-2.8, which obviously isn't out
 yet... perhaps by end of October it'll be ready.  Prior to that VPB
 0.9.9+ and the 1.0 pre releases will map to OSG-2.7.x dev releases.

 Robert.

 On Thu, Sep 18, 2008 at 2:35 PM, benben [EMAIL PROTECTED] wrote:

 Robert Osfield wrote:

 Hi Ben,

 Thanks for the extra info.   The segfault without any options suggests
 a build issue or link issue of some kind.

 Could you provide the stack trace?

 Sure, the core file reads

 #0  0x7fa215d13af2 in ?? () from /usr/lib/libGL.so.1
 #1  0x7fa216c730d9 in osgViewer::PixelBufferX11::init ()
  from /usr/lib/libosgViewer.so.6
 #2  0x7fa216c73788 in osgViewer::PixelBufferX11::PixelBufferX11 ()
  from /usr/lib/libosgViewer.so.6
 #3  0x7fa216c6fd27 in
 X11WindowingSystemInterface::createGraphicsContext
 ()
  from /usr/lib/libosgViewer.so.6
 #4  0x0040ae91 in main ()

 It seems it's more of a OSG/OpenGL problem than a osgdem related one. But
 I
 have been writing a few OSG apps and they don't seem to have any segfault
 problems. If it is in fact non-osgdem related, you have my apology.

 VPB and OSG have come along way since 0.9.1 and OSG-2.2 respectively,
 and this week I'll be make dev releases for both VPB and OSG that will
 be matched so these would be a good place to move up to.   VPB itself
 is pretty near its 1.0 status, just a few more weeks left development
 wise.

 The only reason I didn't installed the lastest VPB is that I don't want
 to
 rebuild OSG from source. I tried, but despite my best effort to set
 environment variables I could't get it to load plug-ins. As my project
 deadline is closing in I'd play safe with the working 2.2 OSG
 installation.

 I will give OSG2.6 / VPN1.0 a shot once my project is over.

 Robert.

 Thanks,

 Ben


 On Wed, Sep 17, 2008 at 2:58 PM, benben [EMAIL PROTECTED] wrote:

 Robert Osfield wrote:

 Hi Ben,

 I'm afraid there is wy too little info about your setup to provide
 any real guidance.  VPB should just compile against an installed OSG
 without need for configuration.

 You don't mention which VPB or OSG version your are using, you also
 make no mention of the platform or compilers.  All this is important
 to understanding what might go wrong and how to fix it.

 Sorry for the lack of information. The OSG version is 2.2 and the VPB
 version is 0.9.1. I am running a Ubuntu Linux 8.04 64bit on an Intel
 platform, if this is also relevant.

 The osg installation is straight from the Ubuntu package repository
 (binary
 install, as opposed to local rebuild).

 For building the VPB I added an extra line to the CMakeLists.txt

  SET(GDAL_INCLUDE_DIR /usr/include/gdal)

 so osgdem can be compiled.

 I followed the standard

  ./configure
  make
  sudo make install

 Everything seemed to be ok. For some reason my OS does not put 64bit
 libraries in /usr/local/lib64, where the VPB libraries are, so I

  export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/lib64

 This stops the cannot find 

Re: [osg-users] osgdem segmentation fault

2008-09-18 Thread benben

Jean-Sébastien Guay wrote:

Hi Ben,


Hardware: Intel Integrated Graphics G965
Driver:   The Intel graphics driver (intelfb.ko)
OS Kernel: Linux 2.6.24, if this matters.


Yeah, integrated graphics generally don't fare well with FBOs or 
pbuffers. Hopefully it shouldn't crash though, it should tell you it's 
not supported and exit...



osgprerender cow.osg --pbuffer.


This results in segmentation fault. Even without the --pbuffer option 
it results in segmentation fault.


So yes sorry for bothering you much Rob. It is not a osgdem bug. 
However, it will be great if you can suggest a workaround or solution.


Does Mesa support pbuffers or FBOs? It would be completely software, 
thus slow, but it might work...


osgdem really needs a graphics context to do some of its processing, and 
in order not to pop up a graphics window it uses pbuffer rendering, so 
the only other alternative would be to get a better graphics card 
(though that looks like a laptop so you would probably need to run 
osgdem on another machine that has one).


Correct. This is a laptop. My desktop with a GeForce graphics card just 
broke a week ago :( and I'm too busy to fix it. But this is completely 
off-topic.


Instead I think I'll just try to hack with the newest release of 
graphics driver but I really doubt it'd work.


The entire X11/GLX stack is very confusing btw.



J-S


Thanks,
Ben

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgdem segmentation fault

2008-09-18 Thread benben

Robert Osfield wrote:

Hi Ben,

This is almost certainly a driver bug.  Have a look at the support
sits for the Intel hardware to see if there is any reports about
problems with pbuffers/FBO's and any fixes that can be applied.

In terms of workarounds, osgdem requires a graphics context, so could
probably just use a standard graphics window, and it'll actually do
this automatically if pbuffers aren't supported, but in your case it
looks like GLX is claiming they are supported so OSG/VPB then goes are
tries to create one and then it crashes because of a bug in the
driver.  You could comment out the code that tries pbuffers, this is
just a hack though and not something suitable for merging with SVN.


First, thanks for your detailed replies. It really drilled down to the 
problem source and I am very happy about that.


I really don't have the time to do any hacking, not to mention I am an 
entire novice to OSG and VPB, having been writing OSG apps since a month 
ago.


That said, I'd like to know what are the odds if I try to generate the 
terrain from another computer but still load it on this machine? That 
is, does the terrain paging/rendering process touches the pixel buffer 
part that's known now not working?




The other solution is a hardware one - go buy yourself a cheap Nvidia
card, plugin it in, enable the NVidia drivers and you'll be away.
You'll get loads of performance, even on load end hardware and driver
quality and features are way better.


As I mentioned in my reply to Guay, that this machine is a laptop so the 
hardware replacement option is negative. The best I can do now is to 
research for hopefully bug fixes in my graphics driver.




Robert.


Thanks,
Ben



On Thu, Sep 18, 2008 at 4:53 PM, benben [EMAIL PROTECTED] wrote:

Robert Osfield wrote:

Hi Ben,

The stack trace suggests a problems with pbuffers, which could well be
a GLX/OpenGL driver bug.  What hardware and OpenGL drivers are you
working with?

Hardware: Intel Integrated Graphics G965
Driver:   The Intel graphics driver (intelfb.ko)
OS Kernel: Linux 2.6.24, if this matters.


Could you try :

   osgprerender cow.osg --pbuffer.

This results in segmentation fault. Even without the --pbuffer option it
results in segmentation fault.

So yes sorry for bothering you much Rob. It is not a osgdem bug. However, it
will be great if you can suggest a workaround or solution.



As for compiling from source it should just be a case of :

   cd OpenSceneGraph
   ./configure
   make
   sudo make install

The paths to the plugins should just work automatically.  If you don't
install in standard system directory then you'd need to use
LD_LIBRARY_PATH to the point to the parent directory of the plugins
directory.

VPB 1.0 will be released against OSG-2.8, which obviously isn't out
yet... perhaps by end of October it'll be ready.  Prior to that VPB
0.9.9+ and the 1.0 pre releases will map to OSG-2.7.x dev releases.

Robert.

On Thu, Sep 18, 2008 at 2:35 PM, benben [EMAIL PROTECTED] wrote:

Robert Osfield wrote:

Hi Ben,

Thanks for the extra info.   The segfault without any options suggests
a build issue or link issue of some kind.

Could you provide the stack trace?

Sure, the core file reads

#0  0x7fa215d13af2 in ?? () from /usr/lib/libGL.so.1
#1  0x7fa216c730d9 in osgViewer::PixelBufferX11::init ()
 from /usr/lib/libosgViewer.so.6
#2  0x7fa216c73788 in osgViewer::PixelBufferX11::PixelBufferX11 ()
 from /usr/lib/libosgViewer.so.6
#3  0x7fa216c6fd27 in
X11WindowingSystemInterface::createGraphicsContext
()
 from /usr/lib/libosgViewer.so.6
#4  0x0040ae91 in main ()

It seems it's more of a OSG/OpenGL problem than a osgdem related one. But
I
have been writing a few OSG apps and they don't seem to have any segfault
problems. If it is in fact non-osgdem related, you have my apology.


VPB and OSG have come along way since 0.9.1 and OSG-2.2 respectively,
and this week I'll be make dev releases for both VPB and OSG that will
be matched so these would be a good place to move up to.   VPB itself
is pretty near its 1.0 status, just a few more weeks left development
wise.


The only reason I didn't installed the lastest VPB is that I don't want
to
rebuild OSG from source. I tried, but despite my best effort to set
environment variables I could't get it to load plug-ins. As my project
deadline is closing in I'd play safe with the working 2.2 OSG
installation.

I will give OSG2.6 / VPN1.0 a shot once my project is over.


Robert.

Thanks,

Ben



On Wed, Sep 17, 2008 at 2:58 PM, benben [EMAIL PROTECTED] wrote:

Robert Osfield wrote:

Hi Ben,

I'm afraid there is wy too little info about your setup to provide
any real guidance.  VPB should just compile against an installed OSG
without need for configuration.

You don't mention which VPB or OSG version your are using, you also
make no mention of the platform or compilers.  All this is important
to understanding what might go wrong and how to fix it.

Sorry for the lack of 

Re: [osg-users] Problems with multi-monitor and DrawThreadPerContext mode

2008-09-18 Thread Robert Osfield
Hi Serge,

On Thu, Sep 18, 2008 at 5:16 PM, Serge Lages [EMAIL PROTECTED] wrote:
 Thanks Wojciech for the tip, I'll try the beta drivers, but could you
 explain why CullDrawThreadPerContext should be safer than
 DrawThreadPerContext ?

A scene graph that has it's Drawable and StateSet DataVariance setup
correctly (i.e. DYNAMIC for items that change) should be as stable in
DrawThreadPerContext as CullDrawThreadPerContext, but... it's easy to
miss them, but if you get crash on the OSG side then this is something
to look for.

CullDrawThreadPerContext isn't sensitive to DataVariance settings as
the cull and draw traversal always finished before
Viewer::renderingTraversals() completes, so the main thread that is
calling it (or frame) will work single threaded, while
DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext will
allow the draw thread to overlap with the main thread.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Camera control and view matrix

2008-09-18 Thread Renan Mendes
Hi, Robert.
You've said:

As for examples of manage the view matrix, there should be examples in
the archives, but in the end it all boils down to not using a
CameraManipulator and instead calling on each frame:

 viewer.getCamera()-setViewMatrix(viewMatrix);

How do I stop using the default camera manipulator, that I believe is
TrackballManipulator? Thanks.

Renan M Z Mendes
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Camera control and view matrix

2008-09-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I believe it's just a simple matter of commenting the manipulator out where
you call viewer-setCameraManipulator(). That's what I do when I want
explicit control of the camera via my own view matrix...

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Renan
Mendes
Sent: Thursday, September 18, 2008 11:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Camera control and view matrix

Hi, Robert.

You've said:

As for examples of manage the view matrix, there should be examples in the
archives, but in the end it all boils down to not using a CameraManipulator
and instead calling on each frame:

 viewer.getCamera()-setViewMatrix(viewMatrix);

How do I stop using the default camera manipulator, that I believe is
TrackballManipulator? Thanks.

Renan M Z Mendes


smime.p7s
Description: S/MIME cryptographic signature
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Camera control and view matrix

2008-09-18 Thread Robert Osfield
Hi Renan,

The osgViewer::Viewer by default doesn't have any camera manipulators
attached, but... if you call run without attaching a camera manipultor
then it'll add a TrackballManipulator as a fallback to make the view
usable.

If you are controlling the view matrix from your own frame loop then
you won't be calling run() so you won't have any CamerManipulator
attached unless you go add one yourself.

Robert.

On Thu, Sep 18, 2008 at 6:39 PM, Renan Mendes [EMAIL PROTECTED] wrote:
 Hi, Robert.
 You've said:
 As for examples of manage the view matrix, there should be examples in
 the archives, but in the end it all boils down to not using a
 CameraManipulator and instead calling on each frame:

  viewer.getCamera()-setViewMatrix(viewMatrix);
 How do I stop using the default camera manipulator, that I believe is
 TrackballManipulator? Thanks.
 Renan M Z Mendes
 ___
 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] Camera control and view matrix

2008-09-18 Thread Robert Osfield
Hi Renan,

Thanks for the link, I'll update it tomorrow, unless some kindly soul
gets to it before me :-)

Robert.

On Thu, Sep 18, 2008 at 5:36 PM, Renan Mendes [EMAIL PROTECTED] wrote:
 Robert,
  The page I'm talking about that still references osg::Producer
 is 
 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraControl.
 Basically, all pages related to camera control tutorials.
 It even has a wiki editing note about this.
 Renan M Z Mendes
 ___
 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] Camera control and view matrix

2008-09-18 Thread Paul Martz
Grepping the osgViewer source for TrackballManipulator should reveal that
you only get one by default if you call Viewer::run(). Don't call that,
instead call Viewer::done() and Viewer::frame(). Then you won't get a
default camera manipulator.
   -Paul
 


  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Renan
Mendes
Sent: Thursday, September 18, 2008 11:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Camera control and view matrix


Hi, Robert. 

You've said:

As for examples of manage the view matrix, there should be examples in
the archives, but in the end it all boils down to not using a
CameraManipulator and instead calling on each frame:

 viewer.getCamera()-setViewMatrix(viewMatrix);

How do I stop using the default camera manipulator, that I believe is
TrackballManipulator? Thanks.

Renan M Z Mendes

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] loading vrml segfault

2008-09-18 Thread Ben Axelrod
When I try to load a VRML 1.0 file in OpenSceneGraph, it segfaults.  I am using 
OpenSceneGraph 2.6, and OpenVRML 0.14.3.  I have attached the file that causes 
the segfault, as well as the same file with some minor changes to make it run 
properly.

The segfault happens inside: osgDB::readNodeFile(filename).  It would be great 
if OSG could detect the error, and return properly with an invalid node.  But I 
understand if the fault is inside of OpenVRML.

Thanks,
-Ben


vrmltest.tar.bz2
Description: vrmltest.tar.bz2
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Adding code for movie textures

2008-09-18 Thread Patrick A. Webb
I've been trying to find a way to get movie textures to play using only a 
.osg file as the input to osgviewer. From skulking around in the source 
code I figured out how osgviewer --movie plays movies on a polygon and 
took that idea and applied it to the texture handling source files in 
osgPlugins/osg.


I added the following code to Texture1D.cpp, Texture2D.cpp, Texture3D.cpp 
and TextureRectangle.cpp:


#include osg/ImageStream



if (fr[0].matchWord(movie)  fr[1].isString())
{
std::string filename = fr[1].getStr();
Image* image = fr.readImage(filename.c_str());
ImageStream* imagestream = dynamic_castosg::ImageStream*(image);
if (imagestream) {
texture.setImage(imagestream);
imagestream-play();
}
}



So far it's worked. Is this something that's going to work out in the 
long run? Is there a better way for me to do what I've done?

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgCairo, osgPango

2008-09-18 Thread Jean-Sébastien Guay

Hi all, especially Jeremy :-)

I've been looking forward to trying out osgCairo for a while now, and 
now that osgPango has been released (at least in its first version), I 
figured I'd give it a try.


Unfortunately, it looks like it will be a bit difficult to get them to 
compile on Windows, because the CMake scripts want to use pkg-config to 
find cairo, pango and pangocairo, but no such thing exists on Win32 
(unless using MinGW or cygwin I imagine...). And there are no FindPango 
or FindCairo scripts that ship with CMake itself which I could use, either.


Before I go about writing my own, has anyone tried to compile these 
nodekits on Windows?


Oh, and CMake complains that there should be a 
CMAKE_MINIMUM_REQUIRED(VERSION 2.x.y) line at the top of the 
CMakeLists.txt files (for example, 2.4.7 should work).


Thanks in advance,

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgCairo, osgPango

2008-09-18 Thread Jean-Sébastien Guay

Hi Jeremy,


In the hope that my wandering will help someone in the future...


Incidentally, I thought this info would be useful to other potential 
users of your nodekits on Windows, but I can't find an add page button 
for the wiki on osgpango.googlecode.org... Do new pages need to be added 
by the project administrator?


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] head intact

2008-09-18 Thread Qiu Li


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] CompositeViewer, update traversal, prerender branch

2008-09-18 Thread Fabian Bützow

Hi everybody,

Ive got some problems with displaying the result of a prerender step in 
different views.


The root node has two basic branches:
a prerender branch that renders and processes a live camera image, and a 
main render branch, that has two subnodes. The output texture of the 
prerender step is applied to the subnodes in different ways. A View is 
set to each subnode to display the specific view of the scene. A third 
View is set to the root node to observe the overall behavior of the 
texture (applied to both subnodes).


The problem is, that the Texture gets updated in the overall view, but 
not in the subnode views (it shows the initialised static texture, not 
even the updated camera image). When I set the scene data of the subnode 
views to the root, the texture gets updated, but the framerate drops. 
When i assign no View to the scene root, the prerender branch isnt 
traversed at allAs far as i know, the update traversal is called 
once per frame for a composite viewer, that should update the texture in 
all nodes. Please help me with that one.


Cheers,
Fabian



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org