Re: [osg-users] Problems building examples (UNCLASSIFIED)

2009-07-14 Thread Robert Osfield
Hi Lee,

On Tue, Jul 14, 2009 at 8:22 PM, Butler, Lee Mr CIV USA
USAMC wrote:
>       /home/butler/src/Qt/qtsdk-2009.03/qt/lib/libQtGui.so: undefined
> reference to FcFreeTypeQueryFace This indicates that it is not linking with
> the fontconfig library I specified.
> Any hints at getting this to link right would be most welcome.

I'm afraid I'm no Qt expert so will have to defer to others on this issue.

> FLTK:
> Linking osgviewerFLTK doesn't pick up the -lXft -lXinerama flags needed to
> link.  The default FLTK 1.3 configuration includes Xft and Xinerama support
> at this point.  A CMakeList.txt entry for FLTK_XFT_LIBRARY and
> FLTK_XINERAMA_LIBRARY would allow proper linking.

Could you post this change to osg-submissions so I can review it.


> Linux:
> Clearly RedHat 5 is *not* the linux of choice for OSG.  The real question
> is:  Which distro *is* the preferred one?

There isn't a preferred choice, it should work across a wide range of
distributions.  Good support for any particular distro is really down
to the community to ensure that it works as it's not practical for
engineers like myself to manage dozens of different OS variants. Even
if you use the same OS variant there are still variables such as
optional dependencies like Qt and FLTK that can be thrown into the mix
that make your particular build system unique.  The upshot of this is
that to see good support of your chosen build combination then you
need to be prepared to step forward and help ensure that the wrinkles
are all smoothed out.

The alternative to need members of community be proactive would be to
restrict the list of supported OS variants to ones that I can support,
which right now would be... Kubuntu 9.04, while this is fine OS
variant for dev work, it won't be a perfect fit for everyone.  I see
this as the beauty of open source - you aren't restricted to arbitrary
choices that I or other core developers make - you have the ability to
tune the software to work well on your own platform of choice ;-)

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Philip Lowman
On Tue, Jul 14, 2009 at 9:10 PM, Pierre BOURDIN  wrote:

> Hi,
>
> 2009/7/14 Jean-Sébastien Guay :
> > Hi Robert,
> >
> >> I have spotted that CDash is not working as usual.  I have no clue as
> >> to why or what to do about it as I'm the not the one that set this up
> >> or has knowledge of how to administer it.
> >
> > Ah ha! Logging in with my user account on the CDash site to answer
> Pierre's
> > question, I noticed this message:
> >
> > * The project OpenSceneGraph has reached the maximum number of builds.
> You
> > should upgrade to a premium account to avoid missing builds.[Upgrade Now]
> > (http://www.kitware.com/products/cdashpro.html)
>

That's interesting.  I noticed the CDashPro thing a few months back.  I
thought it only limited the number of nightly builds not the total number of
builds allowed, though.


>
> >
> > I guess that means that either we need to pay for a premium account
> (silver
> > is 16$/month, 49$/3months, 189$/year), or host our build results on the
> > openscenegraph.org site somehow (if that's possible). Anyone know about
> > this?
> No idea, but installing a CDash server doesn't look very difficult as
> far as I see the doc:
> http://public.kitware.com/Wiki/CDash:Installation
> It just require some usual libs on the server and a database...
> It could be interesting to try ?


I would recommend that Jose Luis simply install CDash somewhere on
openscenegraph.org if possible.  The install is fairly simple for a
PHP/MySQL webapp and I would be happy to lend assistance with setup or
ongoing maintenance if needed.

I'm assuming here that OpenSceneGraph like most OS projects is running on a
shoestring budget and paying for CDashPro is not feasible.  All things being
equal, $189/year is probably pretty comparable to what it would cost to
administer your own installation of CDash for a year just in labor alone
(factoring in installation, upgrades, database purges, unexpected issues,
etc.).

-- 
Philip Lowman
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Jean-Sébastien Guay

Salut Pierre,


That's what I was expecting, but as I've tried and it wasn't changing
anything on the Dashboard...


Yes, well I think the message I got pretty much explains that.

My personal server is not really meant to have lots of traffic, or I'd 
install the server software on it. I'll see if Jose Luis could arrange 
something.


J-S
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Re: [osg-users] osgViewer::CompositeViewer Texture Issue

2009-07-14 Thread I-Nixon, Anthony D
I have seen a similar problem to this,  but only with paged terrain
databases.  My problem was that the second view would not load textures
that had already been loaded by the first view.
 
Calling
view->getDatabasePager()->setUnrefImagedataAfterApplyPolicy(true,
false);
 
fixed it for me, but I've never been sure if that was the "correct" way
of fixing the problem.  I'm not sharing contexts between the views
(perhaps I should be).
 
I'm currently running 2.9.3 but have seen this of 2.8.1 as well - on
nVidia with the latest drivers.
 
Anthony Nixon




From: Mark Sciabica [mailto:msciab...@itracs.com] 
Sent: Wednesday, 15 July 2009 12:41 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer::CompositeViewer Texture
Issue



Hello Roger,

I remember running into a similar problem that I attributed to
an nVidia driver bug. You might want to try upgrading your driver. I
worked around the problem by calling dirtyTextureObject() on each
texture in the model whenever I created a new window, forcing the driver
to reload the texture data from system memory. I think the driver got
confused with shared contexts and this function was an effective
reminder of what the texture data was supposed to be.

Regards,



Mark

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Printy,
Roger-P57305
Sent: Tuesday, July 14, 2009 8:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgViewer::CompositeViewer Texture Issue

 

I am upgrading to OSG 2.8.1 from OSG 2.4 and am having a problem
with use of the osgViewer::CompositeViewer.  My application
adds/destroys views dynamically and I am having an issue when I have two
views loaded with the same terrain/textures (for example a terrain) when
I close one view the textures in the 2nd view all get removed from the
scene.  The only way I am able to get the textures in the remaining view
to reload is to close the view, leaving none open, and opening a new
view.  This process destroys and recreates the composite viewer.

I have tried calling setUnrefImagedataAfterApplyPolicy(true,
false) on each view as they are created but this has not helped resolve
the issue.

Can anyone provide any advice to help with this? 

Thanks, 
Roger 

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Re: [osg-users] osgViewer::CompositeViewer Texture Issue

2009-07-14 Thread Mark Sciabica
Hello Roger,

I remember running into a similar problem that I attributed to an nVidia
driver bug. You might want to try upgrading your driver. I worked around
the problem by calling dirtyTextureObject() on each texture in the model
whenever I created a new window, forcing the driver to reload the
texture data from system memory. I think the driver got confused with
shared contexts and this function was an effective reminder of what the
texture data was supposed to be.

Regards,



Mark

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Printy,
Roger-P57305
Sent: Tuesday, July 14, 2009 8:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgViewer::CompositeViewer Texture Issue

 

I am upgrading to OSG 2.8.1 from OSG 2.4 and am having a problem with
use of the osgViewer::CompositeViewer.  My application adds/destroys
views dynamically and I am having an issue when I have two views loaded
with the same terrain/textures (for example a terrain) when I close one
view the textures in the 2nd view all get removed from the scene.  The
only way I am able to get the textures in the remaining view to reload
is to close the view, leaving none open, and opening a new view.  This
process destroys and recreates the composite viewer.

I have tried calling setUnrefImagedataAfterApplyPolicy(true, false) on
each view as they are created but this has not helped resolve the issue.

Can anyone provide any advice to help with this? 

Thanks, 
Roger 

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[osg-users] Sec:u osgEphemeris Horizon sky shading missing?

2009-07-14 Thread Paul Pocock
Hi - I'm interested in hearing from anyone who uses osgEphemeris in any
of their projects and if they have noticed that the horizon sky shading
or the "light properties which bend around corners" feature is now broken ?
I'm using SuSe 11.1 and Nvidia 180.51 with OSG 2.8.0, the last time I
noticed it working was with OSG 2.2.0 but haven't gone back to confirm.

Would be interested to know if this is working for others..

Best Regards
Paul


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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Pierre BOURDIN
2009/7/14 Jean-Sébastien Guay :
> Bonjour Pierre,
Salut J-S,
Thanks for your answer.
>
>> I understand there's maybe a problem with the server, but anyway I'm
>> sure I need to put my login information somewhere, so maybe you can
>> explain me how you put this informations on the build you've setup ?
>
> Actually to submit builds you don't need an account. If the build finishes
> it should generally send the info to the CDash site automatically, and if it
> doesn't then it's probably related to the troubles Robert and I have talked
> about.

That's what I was expecting, but as I've tried and it wasn't changing
anything on the Dashboard...
>
> I haven't seen much use to making an account. It allows you to say "this
> machine is mine" as here:
> http://my.cdash.org/viewSite.php?siteid=284&project=4¤ttime=1247007600
>
I had seen your nice machine, and I wanted to have mine located too ;-)

> But I'm not sure what else it's used for.

>
> Hope this helps,
>
> J-S
> --
> __
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>                               http://www.cm-labs.com/
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Cheers, Pierre.
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Pierre BOURDIN
Hi,

2009/7/14 Jean-Sébastien Guay :
> Hi Robert,
>
>> I have spotted that CDash is not working as usual.  I have no clue as
>> to why or what to do about it as I'm the not the one that set this up
>> or has knowledge of how to administer it.
>
> Ah ha! Logging in with my user account on the CDash site to answer Pierre's
> question, I noticed this message:
>
> * The project OpenSceneGraph has reached the maximum number of builds. You
> should upgrade to a premium account to avoid missing builds.[Upgrade Now]
> (http://www.kitware.com/products/cdashpro.html)
>
> I guess that means that either we need to pay for a premium account (silver
> is 16$/month, 49$/3months, 189$/year), or host our build results on the
> openscenegraph.org site somehow (if that's possible). Anyone know about
> this?
No idea, but installing a CDash server doesn't look very difficult as
far as I see the doc:
http://public.kitware.com/Wiki/CDash:Installation
It just require some usual libs on the server and a database...
It could be interesting to try ?

>
> J-S
> --
> __
> Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
>                               http://www.cm-labs.com/
>                        http://whitestar02.webhop.org/
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>

Pierre.
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Re: [osg-users] Problems building examples (UNCLASSIFIED)

2009-07-14 Thread Butler, Lee Mr CIV USA USAMC
Qt 4.5 came because the osgAdapterWidget code relies on QMdiSubWinodw and 
QMdiArea which 
don't exist in Qt 4.2.1 (the installed Qt on RedHat 5).

Qt 4.5 required a newer version of fontconfig than was in RedHat 5 to avoid the 
otherwise undefined reference to `FcFreeTypeQueryFace' in libQtGui.so

Lee

- Original Message -
From: Jason Daly 
Date: Tuesday, July 14, 2009 18:58
Subject: Re: [osg-users] Problems building examples (UNCLASSIFIED)
To: OpenSceneGraph Users 


> Butler, Lee Mr CIV USA USAMC wrote:
> >
> > Linux:
> > Clearly RedHat 5 is *not* the linux of choice for OSG.  The real 
> question> is:  Which distro *is* the preferred one?
> >   
> 
> OSG works fine with Red Hat Enterprise 5, but it may not be the 
> best 
> distro to use if you need to work with Qt 4.5.  I'm not sure why 
> you 
> felt it necessary to install your own fontconfig.  My system shows 
> that 
> fontconfig 2.4.1 is installed here, and I can't imagine a version 
> that's 
> only 0.0.1 newer is that different.
> 
> Are you sure you need Qt 4.5 for that example?  If you just need "a 
> version" of Qt 4, Red Hat Network has Qt 4.2.1 available, and you 
> can 
> install it and all of its dependencies by running "yum install qt4"
> 
> I'd think FLTK would be fine, too.  It might just be that that 
> particular example needs some work.
> 
> --"J"
> 
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Re: [osg-users] Problems building examples (UNCLASSIFIED)

2009-07-14 Thread Jason Daly

Butler, Lee Mr CIV USA USAMC wrote:


Linux:
Clearly RedHat 5 is *not* the linux of choice for OSG.  The real question
is:  Which distro *is* the preferred one?
  


OSG works fine with Red Hat Enterprise 5, but it may not be the best 
distro to use if you need to work with Qt 4.5.  I'm not sure why you 
felt it necessary to install your own fontconfig.  My system shows that 
fontconfig 2.4.1 is installed here, and I can't imagine a version that's 
only 0.0.1 newer is that different.


Are you sure you need Qt 4.5 for that example?  If you just need "a 
version" of Qt 4, Red Hat Network has Qt 4.2.1 available, and you can 
install it and all of its dependencies by running "yum install qt4"


I'd think FLTK would be fine, too.  It might just be that that 
particular example needs some work.


--"J"

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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Jean-Sébastien Guay

Hi Robert,


I have spotted that CDash is not working as usual.  I have no clue as
to why or what to do about it as I'm the not the one that set this up
or has knowledge of how to administer it.


Ah ha! Logging in with my user account on the CDash site to answer 
Pierre's question, I noticed this message:


* The project OpenSceneGraph has reached the maximum number of builds. 
You should upgrade to a premium account to avoid missing builds.[Upgrade 
Now] (http://www.kitware.com/products/cdashpro.html)


I guess that means that either we need to pay for a premium account 
(silver is 16$/month, 49$/3months, 189$/year), or host our build results 
on the openscenegraph.org site somehow (if that's possible). Anyone know 
about this?


J-S
--
__
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Jean-Sébastien Guay

Bonjour Pierre,


I understand there's maybe a problem with the server, but anyway I'm
sure I need to put my login information somewhere, so maybe you can
explain me how you put this informations on the build you've setup ?


Actually to submit builds you don't need an account. If the build 
finishes it should generally send the info to the CDash site 
automatically, and if it doesn't then it's probably related to the 
troubles Robert and I have talked about.


I haven't seen much use to making an account. It allows you to say "this 
machine is mine" as here: 
http://my.cdash.org/viewSite.php?siteid=284&project=4¤ttime=1247007600


But I'm not sure what else it's used for.

Hope this helps,

J-S
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Pierre BOURDIN
Hi Robert, J-S,

I wanted to setup nightly build for a Debian, but I didn't know how to
proceed...

Everything seems fine, but it doesn't send any data to the Dashboard.

I've open an account on the CDash web site, but I just don't know how
to the login informations...

I understand there's maybe a problem with the server, but anyway I'm
sure I need to put my login information somewhere, so maybe you can
explain me how you put this informations on the build you've setup ?

Pierre

2009/7/14 Jean-Sébastien Guay :
> Hi Robert,
>
>>> I'll fire off a build and let you know the result soon.
>
> All built fine. I'll do some quick testing, but I don't expect any problems.
>
>> I have spotted that CDash is not working as usual.  I have no clue as
>> to why or what to do about it as I'm the not the one that set this up
>> or has knowledge of how to administer it.  A search through the
>> archives might reveal the original engineer who set it up, I'm afraid
>> I can't recall off the top of my head.
>
> Seems it was Mathieu Marache. But his last post to this list was in
> February. Perhaps he's just taken a back seat, if so I hope he'll see this
> post and join in the discussion :-)
>
> Otherwise, perhaps Philip Lowman could also see if he can see something
> wrong, as he's pretty experienced with CMake etc.
>
> J-S
> --
> __
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>                               http://www.cm-labs.com/
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[osg-users] Problems building examples (UNCLASSIFIED)

2009-07-14 Thread Butler, Lee Mr CIV USA USAMC
Classification: UNCLASSIFIED
Caveats: NONE

I'm trying to build the examples under Linux x86_64 under RedHat 5.  In
particular, the Qt and FLTK osgviewer examples.  I'm using cmake 2.6-patch 4

Qt:
I've got Qt 4.5.2 installed (necessary for OSG) and have built non-OSG
applications with this version of Qt.  I did have to install a newer version
of the fontconfig libraries to support Qt 4.5.2.  In ccmake for OSG I've
made sure that QT_FONTCONFIG_LIBRARY is set to the right version of the
library (the 2.4.2 I compiled, not the older system one) Yet at link time in
examples/osgviewerQT I get:
   /home/butler/src/Qt/qtsdk-2009.03/qt/lib/libQtGui.so: undefined
reference to FcFreeTypeQueryFace This indicates that it is not linking with
the fontconfig library I specified.  
Any hints at getting this to link right would be most welcome.

FLTK:  
Linking osgviewerFLTK doesn't pick up the -lXft -lXinerama flags needed to
link.  The default FLTK 1.3 configuration includes Xft and Xinerama support
at this point.  A CMakeList.txt entry for FLTK_XFT_LIBRARY and
FLTK_XINERAMA_LIBRARY would allow proper linking.

Linux:
Clearly RedHat 5 is *not* the linux of choice for OSG.  The real question
is:  Which distro *is* the preferred one?

Lee

Classification: UNCLASSIFIED
Caveats: NONE



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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Jean-Sébastien Guay

Hi Robert,


I'll fire off a build and let you know the result soon.


All built fine. I'll do some quick testing, but I don't expect any problems.


I have spotted that CDash is not working as usual.  I have no clue as
to why or what to do about it as I'm the not the one that set this up
or has knowledge of how to administer it.  A search through the
archives might reveal the original engineer who set it up, I'm afraid
I can't recall off the top of my head.


Seems it was Mathieu Marache. But his last post to this list was in 
February. Perhaps he's just taken a back seat, if so I hope he'll see 
this post and join in the discussion :-)


Otherwise, perhaps Philip Lowman could also see if he can see something 
wrong, as he's pretty experienced with CMake etc.


J-S
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Robert Osfield
Hi JS,

On Tue, Jul 14, 2009 at 5:46 PM, Jean-Sébastien
Guay wrote:
> I'll fire off a build and let you know the result soon.

Thanks,

> I don't know if you've gone to the CDash page lately:
>
>  http://my.cdash.org/index.php?project=OpenSceneGraph
>
> For the last few days, there seem to have been no builds. But looking at my
> logs, it looks like the nightly builds on my machine have been running as
> planned each night. So I don't know if there's a problem with the CDash site
> on the receiving end, or my build results are not being sent, or something
> else... Any idea how we could debug this?

I have spotted that CDash is not working as usual.  I have no clue as
to why or what to do about it as I'm the not the one that set this up
or has knowledge of how to administer it.  A search through the
archives might reveal the original engineer who set it up, I'm afraid
I can't recall off the top of my head.

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Jean-Sébastien Guay

Hi Robert,


I have another OpenSceneGraph 2.8.2 release candidate for you,


I'll fire off a build and let you know the result soon.


My plan is tag the the final OpenSceneGraph-2.8.2 release this week so
please pull down the source and test it on as many platforms and of
your own applications as possible so we can make sure we can catch as
many problems prior to going gold.


I don't know if you've gone to the CDash page lately:

  http://my.cdash.org/index.php?project=OpenSceneGraph

For the last few days, there seem to have been no builds. But looking at 
my logs, it looks like the nightly builds on my machine have been 
running as planned each night. So I don't know if there's a problem with 
the CDash site on the receiving end, or my build results are not being 
sent, or something else... Any idea how we could debug this?


FYI, my nightly build has been building the 2.8 branch for a while now.

J-S
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[osg-users] OpenSceneGraph-2.8.2 release candidate three tagged

2009-07-14 Thread Robert Osfield
I have another OpenSceneGraph 2.8.2 release candidate for you, just a
couple fixes since 2.8.2-rc2:

# Build fixes for:

* Building of dicom plugin with ITK under Linux.

# Crash fixes to:

* crash during window destruction under Windows when using closing
a MFC based GraphicsWindow
* deadlock under Windows due threading issues with atomic
operations in Win32 Barrier implementation
* OpenFlight plugin not handling spaces at the end of option strings

You can grab the source code from:

source package : OpenSceneGraph-2.8.2-rc3.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.2-rc3
OpenSceneGraph

My plan is tag the the final OpenSceneGraph-2.8.2 release this week so
please pull down the source and test it on as many platforms and of
your own applications as possible so we can make sure we can catch as
many problems prior to going gold.

Thanks in advance with you help testing,
Robert.
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Re: [osg-users] osgbrowser / osgpdf

2009-07-14 Thread Robert Osfield
Hi Simon,

Have you compiled the pdf and gecko plugins?  These are required to
implement the backend of reading the pdf and browser widgets.

Robert.

On Tue, Jul 14, 2009 at 4:26 PM, Simon Notheis wrote:
> Hey guys,
>
> I justed wanted to try out the osgpdf and osgbrowser example.
>
> As for osgpdf, I just get a white square (of correct page size) but
> nothing more. The number of pages is also displayed correctly in the
> console output.
>
> As for osgbrowser, after "InitOperation end" the example crashes with a
> floating point exception. All xul paths seem good in the console output.
>
> I'm using 2.8.2-rc2 on Linux.
>
> Anyone experienced these problems or has some idea of where to start
> looking for a solution?
>
> Thanks,
>        Simon
>
>
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[osg-users] osgViewer::CompositeViewer Texture Issue

2009-07-14 Thread Printy, Roger-P57305
I am upgrading to OSG 2.8.1 from OSG 2.4 and am having a problem with
use of the osgViewer::CompositeViewer.  My application adds/destroys
views dynamically and I am having an issue when I have two views loaded
with the same terrain/textures (for example a terrain) when I close one
view the textures in the 2nd view all get removed from the scene.  The
only way I am able to get the textures in the remaining view to reload
is to close the view, leaving none open, and opening a new view.  This
process destroys and recreates the composite viewer.

I have tried calling setUnrefImagedataAfterApplyPolicy(true, false) on
each view as they are created but this has not helped resolve the issue.

Can anyone provide any advice to help with this?

Thanks,
Roger
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[osg-users] osgbrowser / osgpdf

2009-07-14 Thread Simon Notheis
Hey guys,

I justed wanted to try out the osgpdf and osgbrowser example.

As for osgpdf, I just get a white square (of correct page size) but
nothing more. The number of pages is also displayed correctly in the
console output.

As for osgbrowser, after "InitOperation end" the example crashes with a
floating point exception. All xul paths seem good in the console output.

I'm using 2.8.2-rc2 on Linux.

Anyone experienced these problems or has some idea of where to start
looking for a solution?

Thanks,
Simon


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Re: [osg-users] Rendering Performance and Proper Way to have millions of moveable objects

2009-07-14 Thread Robert Osfield
Hi Andrew,

Good to hear that small feature culling is working well and easily.

W.r.t occluders, there are two types of occlusion culling the OSG
supports, convex planar occluders that the osgoccluder example
illustrates, and OpenGL occlusion query based approach that the
osgocclusionquery example illustrates.

Convex planar occluders are CPU based occlusion tests of scene objects
against convex planar occluder objects that you have to create and
place in the scene graph.  It's best suited for models where very
large occluders can be built, such as buildings and towns where whole
streets can joined together as one large occluder.  Convex planar
occluders can't be generated automatically, and can't be fused
together, and culling only happens if a subgraphs bounding volume is
wholly within the occluder.  For your type of scene is almost
certainly not the tool to use.

OpenGL occlusion query does however work with any scene graph and
there is no need to building occluders, and it lots of small occluders
will work together to occlude objects, the downside is that graphics
card is doing the cull test to the round trip to get the results is
very expensive, the get round this the occlusion query code use the
results from the previous frames tests to do culling, so you see a
frame latency in the culling, so the new frame may have objects that
are culled by the previous frames tests but should now be seen in the
new frame.  If you can live with this visual artifact then it's almost
certainly the tool for you.

On an unrelated note, all your posts are coming through as new threads
rather than relplies to your original thread.  This really sucks for
all other users of the list/forum who might be trying to follow the
topic.  Please use a reply, of if you are using a reply have a look at
your mail client as it seems to be doing something odd that pretty
well no other mail client that community members are using.

Robert.


On Tue, Jul 14, 2009 at 2:32 PM, Andrew
Burnett-Thompson wrote:
> Right I played around with small feature culling and this really gave a
> massive performance boost when rendering. As I mentioned I only need low
> detail while moving around (as its a CAD-like app) and a high detail redraw
> when still.
>
> So swapping out the small feature culling pixel size when moving enables
> smooth update rates while the user is navigating. The code is below (Trivial
> for you guys but I've included it for archive purposes)
>
> ///
> osg::CullSettings::CullingMode cullMode =
> osg::CullSettings::CullingModeValues::ENABLE_ALL_CULLING;
>
> // Force all culling on
> camera->setCullingMode(cullMode);
>
> // Set the culling pixel size
> float cullPixelSize = isMoving ? 20.0f : 2.0f;
> camera->setSmallFeatureCullingPixelSize(20.0F);
> ///
>
> Occlusion culling still making no difference, although I am working through
> the osgoccluder example. Also I'm interested in creating PagedLOD's and
> found the osgUtil::Simplifier class, which seems to take a long while to
> run, but generates a lower polygon count mesh for LODs
>
> Great stuff :) ...
>
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[osg-users] Rendering Performance and Proper Way to have millions of moveable objects

2009-07-14 Thread Andrew Burnett-Thompson
Right I played around with small feature culling and this really gave a
massive performance boost when rendering. As I mentioned I only need low
detail while moving around (as its a CAD-like app) and a high detail redraw
when still.

So swapping out the small feature culling pixel size when moving enables
smooth update rates while the user is navigating. The code is below (Trivial
for you guys but I've included it for archive purposes)

///
osg::CullSettings::CullingMode cullMode =
osg::CullSettings::CullingModeValues::ENABLE_ALL_CULLING;

// Force all culling on
camera->setCullingMode(cullMode);

// Set the culling pixel size
float cullPixelSize = isMoving ? 20.0f : 2.0f;
camera->setSmallFeatureCullingPixelSize(20.0F);
///

Occlusion culling still making no difference, although I am working through
the osgoccluder example. Also I'm interested in creating PagedLOD's and
found the osgUtil::Simplifier class, which seems to take a long while to
run, but generates a lower polygon count mesh for LODs

Great stuff :) ...
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Re: [osg-users] Integrating shadows with osgOcean

2009-07-14 Thread Jean-Sébastien Guay

Hi Wojtek,

Changing shadow map unit and texture coord unit to other number may 
help as well. At leat in this that shadwo map contents will change 
again, if this is a conflict with some ocean shaders/samplers.


I'll try that, it may be the simplest route to avoid a conflict.


That worked. Good call! Thanks a lot!

J-S
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Re: [osg-users] Integrating shadows with osgOcean

2009-07-14 Thread Jean-Sébastien Guay

Hi Wojtek,

Looks to me more like texture/sampler conflict than texgen conflict. I 
think so because shadow on second pictutre looks like some text. I can 
discern letters e and K. Its a long shot but I have no other ideas.


Hmm, you may be right. In theory at that point in the graph there 
*should* be no other texture on unit 1 (my shadow texture unit) but the 
ocean scene calculates reflections on that unit, which should only be 
bound for the ocean surface rendering but may be bound for the whole 
scene by mistake. I'll have a look to see if that's what is happening.


You 
may verify if its texgen issue by modifying shaders to display shadow 
map tex coords instead of shadow map texels. If two pictures match then 
it will mean that shadow map got broken or replaced somehow.


I made the shaders display the tex coords, and they seemed to move 
around a lot, but I guess since they're eye space that's to be expected. 
But they seemed smooth. I don't know.


Changing shadow map unit and texture coord unit to other number may help 
as well. At leat in this that shadwo map contents will change again, if 
this is a conflict with some ocean shaders/samplers.


I'll try that, it may be the simplest route to avoid a conflict.

One should remember about texgennode/clipnode/lightnode limitation which 
allows only one such node with unit n to be present in sccene graph. If 
there are more at the same unit there will be conflicts.


Clipnode may be a problem, since osgOcean uses them... I'll try the 
other things first, and if I still don't get any good results I'll ask 
more info about this.


Thanks a lot,

J-S
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Re: [osg-users] [osgPlugins] Plugin Logo bug

2009-07-14 Thread Robert Osfield
Hi Alexandre,

I've decided to merged your change rather than look for a more complex
and more general solution, a more general solution can come later.
I've tweaked your changes a little to include returning of true when
the logo is traversed on a window it's not assigned to so the logo
will get culled.

Could you try svn/trunk and let me know how you get on.

Cheers,
Robert

On Mon, Jul 13, 2009 at 5:34 PM, Robert Osfield wrote:
> Hi Alexandre,
>
> I believe your changes suggest a deeper problem with the
> design/implementation of the logo.  The plugin is a very early hack
> that hasn't really been fully updated to take advantage of various
> modern OSG features, I don't have time right now for a full rewrite
> though.
>
> Is the problem you are seeing triggered by the logo being used when
> multiple graphics windows are used?
>
> It does look like code assumes a single view per graphics window,
> something that isn't always true with the OSG these days.  In the
> Producer days when this plugin was written one couldn't easily have
> multiple views per window, but these days it's trivial and common
> place thing to do. If the logo was attached in a window with multiple
> views that all shared the same scene graph we'd end up with the
> viewport being updated multiple times, with the last view's viewport
> taking precedence.
>
> One possible solution would be to have the callback ignore the cull
> visitor's viewport and use the whole graphics windows dimensions, so
> the logo would be placed relative to the window rather than the last
> rendered viewport.
>
> All in all though, putting a logo in the scene graph is not the best
> way of tackling the task of adding logo's - it'd be much better to use
> a slave camera attached to the viewer/viewer.
>
> Thougts?
>
> Robert.
>
> On Mon, Jul 6, 2009 at 3:57 PM, Alexandre Amalric 
> wrote:
>> Hi osg-users,
>>
>> I'm using osg svn version 2.9.5 and I've apparently found a bug in osgPlugin
>> logo.
>>
>> When using more than one view logosCullCallback function is called without
>> checking context ID from the cull visitor is equal to logo _contextID
>> variable. It involves updating logo's viewport with different sizes.
>> So I made a fix well working, at least the way I use the plugin.
>>
>> I'm not used to post fix so I attached the modified cpp files in current
>> mail, hope it helps...
>>
>> Code I added is indicated with comment :
>>
>> // AA DD/MM/YY Fix
>> Kind regards
>> --
>> Alexandre AMALRIC                   Ingénieur R&D
>> ===
>> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>> http://www.pixxim.fr
>>
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Re: [osg-users] Integrating shadows with osgOcean

2009-07-14 Thread Wojciech Lewandowski

Hi J-S,

Looks to me more like texture/sampler conflict than texgen conflict. I think 
so because shadow on second pictutre looks like some text. I can discern 
letters e and K. Its a long shot but I have no other ideas. You may verify 
if its texgen issue by modifying shaders to display shadow map tex coords 
instead of shadow map texels. If two pictures match then it will mean that 
shadow map got broken or replaced somehow.
Changing shadow map unit and texture coord unit to other number may help as 
well. At leat in this that shadwo map contents will change again, if this is 
a conflict with some ocean shaders/samplers.
One should remember about texgennode/clipnode/lightnode limitation which 
allows only one such node with unit n to be present in sccene graph. If 
there are more at the same unit there will be conflicts.


I doubt it, but maybe this helps ?

Cheers,
Wojtek




- Original Message - 
From: "Jean-Sébastien Guay" 

To: "OpenSceneGraph Users" 
Sent: Tuesday, July 14, 2009 4:31 AM
Subject: Re: [osg-users] Integrating shadows with osgOcean



Hi again Wojtek,

The previous fix of choosing the right camera based on the name worked a
treat. Now I'm grappling with another problem.

It seems that if the ocean surface is in the scene, the texgen used to
lookup in the shadow texture goes all screwy. Of course, I have set the
ocean surface to not cast shadows, so it is not traversed in the shadow
pass. But then, when comes the time to lookup in the shadow texture, I
get shadows all over the place and they move when the camera moves. A
bit hard to describe, but you've probably seen the effect before...

Turning on the shadow debugging camera, I can verify that the shadow
camera is aimed correctly and the bounds seem good. I have also added
control over the ocean surface's node mask in my application, and if I
just set that node mask to 0, the shadows are correct. But if I set it
to its original value (which I also verified contains neither the
CastsShadowTraversalMask nor the ReceivesShadowTraversalMask) then I get
the symptom I tried to describe above.

I've included screenshots of the two situations - with the ocean
surface, and when I set its node mask to 0. In both, you'll see the
shadow camera sees the same thing, but in the first one the shadows are
not applied correctly.

Of course, the near-far settings will be vastly different in the shadow
pass than in the main pass, because the ocean surface is very large but
the shadow casting scene is pretty small. Could that cause this problem?

Any idea about what I could do to solve the problem?

Just a reminder, I'm using the DrawBounds version of LiSPSM.

Thanks in advance,

J-S
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