Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread J.P. Delport

Hi,

On 11/05/10 18:46, Paweł Góralski wrote:


Memory usage goes up in linear way and it doesn't stop. I can record
a movie if you don't believe me. Bigger models result in more
agressive memory leak (in osgviewer).

I haven't seen anything like this under recent Ubuntu 32/64 bit and
in recent stable release. Everything was very stable there. And
that's weird. If those informations aren't enough, then what more I
could do to describe problem better? I think that I'm specific
enough.  The one thing that comes to my mind is posting libraries
versions that I have installed on my system plus other parameters
like cpu etc...


Maybe send the output of cmake as well, e.g. how it configured 
OpenThreads etc.


jp



Regards, Pawel

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[osg-users] Hidden Line Removal

2010-05-12 Thread Nitin Rangari
   Hi all,

  I am trying hidden line removal with setRenderBinDetails
  I have two Node

  1)mGeode  having triangulation data
  2)mLineGeode having line data

  i have written this for Hidden line removal,

   * osg::ref_ptrosg::StateSet ss = mGeode-getOrCreateStateSet();*
* **ss-setAttributeAndModes( new
osg::ColorMask(false,false,false,false),osg::StateAttribute::ON);*
* **ss-setBinName(RenderBin);*
* **ss-setBinNumber(1);*
* **ss-setRenderBinDetails(1,RenderBin);*
* **ss =mLineGeode-getOrCreateStateSet();*
* **ss-setBinName(RenderBin);*
* **ss-setBinNumber(2);*
* **ss-setRenderBinDetails(2,RenderBin);*
* **ss-setMode(GL_POLYGON_OFFSET_FILL,osg::StateAttribute::ON);*
* **osg::PolygonOffset *po = new osg::PolygonOffset(10.0f,10.0f);*
* **ss-setAttributeAndModes(po,osg::StateAttribute::ON);*

  it working fine but problem is that line which rendering it coming *dash
line or we can say stiple line*
*  insted of solid line...*

cheers,
Nitin
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Paweł Góralski

J.P. Delport wrote:
 Hi,
 Maybe send the output of cmake as well, e.g. how it configured 
 OpenThreads etc.
 

I've posted complete configure script output(from Fedora 10) in one of my 
previous posts (Mon May 10, 2010 10:51 am) in this thread. And I've noticed one 
difference between Ubuntu and Fedora builds. 
I've configured everything in the same folder. Test 
_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS fails under FC10.

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[osg-users] osgCompute - using 32bit osgCudaTexture2D

2010-05-12 Thread Diana
Hi,
I try to make some changes to the osgTexDemo example to use 32bit
osgCudaTexture2D.
I changed the source type to GL_FLOAT, and modified the kernel accordingly
(float4* instead of uchar4*).
The resulting values in VBO were precise (32bit precision), but the values
in trgTexture still had 8bit precision, like in the original example.

Am I doing something wrong?

Thanks a lot,
Diana
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Paweł Góralski

Ulrich Hertlein wrote:
 
 I have a workstation running FC10 and will try to reproduce the problem.
 Did you try valgrind, maybe it can spot a problem?
 


I haven't checked it yet. If you could check it under your system it would be 
great. Thanks in advance. Just load basic model cow.osg with osgviewer for 
example and see what 'top' reports.  

Regards,
Pawel

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Re: [osg-users] CEGUI rendering with black windows...

2010-05-12 Thread Paweł Góralski
Robert, 
you should rather set the state of the node where CEGUI drawable is attached 
and set it's state like this:

Code:
node-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE 
|osg::StateAttribute::OFF);



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Re: [osg-users] Shrink/Enlarge whole osg::Groups ?

2010-05-12 Thread Ku Krapox
Hi,

Thanks for your response, and you're right, I'm not as clear as I thought...

Let me explain what I want : I have a scene with an osg::Cylinder that 
represents a tray, and complex objects placed upon it (typically some Groups 
containing Text, Geometry and Shapes...).
Everything is in a PAT and I just want it to be displayed bigger or smaller, 
with the same proportions, without changing its content and with the rest of 
the scene keeping a fixed size.

So from what you say, I understand I should use the setScale method?
If so, how do I set the Vec3d parameter?

Thank you!

Cheers,
Ku

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Re: [osg-users] Multiples handlers and double clic event

2010-05-12 Thread Vincent Bourdier

Hi all,

Nobody have ever tried this stuff ?

Thanks,
   Vincent.

Le 07/05/2010 11:24, Vincent Bourdier a écrit :

Hi all,

Working with multiples handlers, I would like to get some advices on a 
way to catch a double-clic event, without having two Release events on 
an other handler...


I really don't know how I can manage that ...

Thanks.

Regards,
   Vincent.

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[osg-users] Array of points of object

2010-05-12 Thread Danyil Volovyk
Hi,

How can I get a mesh or array of points of object (OBJ file), that I loaded 
with code below: 


Code:

Osg.MatrixTransform transform = new Osg.MatrixTransform();
Node readNodeFile = OsgDB.Globals.readNodeFile(file, null);
transform.addChild(readNodeFile);

viewer3D.Viewer.setSceneData(transform);
viewer3D.Viewer.realize();





Thank you!

Cheers,
Danyil

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Re: [osg-users] [Solved] OSG and CEGUI 0.7

2010-05-12 Thread Aitor Ardanza
Hi,

Sorry for the delay... I post these problem here:
http://www.cegui.org.uk/phpBB2/viewtopic.php?f=10t=4838sid=604f7569bb77cd5b2c4fcd0dd7073784

might be a bug in CEGUI...

Thank you!

Cheers,
Aitor

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Re: [osg-users] [Solved] OSG and CEGUI 0.7

2010-05-12 Thread Paweł Góralski
pertur: thanks for sharing this. I haven't tried anything older than 0.7.1 
official version. I will try with svn and latest snapshot..

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Re: [osg-users] Array of points of object

2010-05-12 Thread Tomlinson, Gordon
Roughly you do this

Create a node visitor

Apply the visitor to the Root node of your object

When you get to a Geode

Retrieve it Geometry/Drawables Nodes

From the each Geometry you can retrieve the Vertex arrays ( what the
pints mean depend on that your using, tri-strips, polygons, tri etc )



See the examples and their code on more info on Node visitor and how is
geometry is created and search the mail archive for more info as this
has come up a few times 



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Danyil
Volovyk
Sent: Tuesday, May 11, 2010 3:05 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Array of points of object

Hi,

How can I get a mesh or array of points of object (OBJ file), that I
loaded with code below: 


Code:

Osg.MatrixTransform transform = new Osg.MatrixTransform();
Node readNodeFile = OsgDB.Globals.readNodeFile(file, null);
transform.addChild(readNodeFile);

viewer3D.Viewer.setSceneData(transform);
viewer3D.Viewer.realize();





Thank you!

Cheers,
Danyil

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g
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Re: [osg-users] [Solved] OSG and CEGUI 0.7

2010-05-12 Thread Aitor Ardanza

nokturnal wrote:
 pertur: thanks for sharing this. I haven't tried anything older than 0.7.1 
 official version. I will try with svn and latest snapshot..

ok, if you find any solution you let us know

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[osg-users] [osgPlugins] [VRML plugin] Performances issue ...

2010-05-12 Thread Tangi Meyer
Hi All,

I've been adapting/updating a software from:
- OSG 2.0.0 + Coin 2.5 + IV plugin + Visual C++ 2005 
to
- OSG 2.9.5 + OpenVrml0.14.3 + Visual C++ 2008.

There seems to be a serious drop in performances with the newer version 
regarding the loading of vrml files through the following call:
osgDB::readNodeFile(Filename)

Is it the case or do you have an idea of where I should look?

Thank you very much in advance!

Cheers,
Glouglou

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[osg-users] Problem with derived class from osg::Drawable

2010-05-12 Thread Saravanan Sivaprahasam
Hi,
 i derived a class from osg::Drawable. When ever i try to create an 
instance, the compiler is giving me the following error

error C2259: 'TDrawable' : cannot instantiate abstract class
1due to following members:
1'osg::Object *osg::Object::cloneType(void) const' : is abstract
1C:\Program Files\OpenSceneGraph\include\osg/Object(80) : see 
declaration of 'osg::Object::cloneType'
1'osg::Object *osg::Object::clone(const osg::CopyOp ) const' : is 
abstract
1C:\Program Files\OpenSceneGraph\include\osg/Object(84) : see 
declaration of 'osg::Object::clone'

Here is the actual code


Code:

class TDrawable : public osg::Drawable
{
public:
// Constructor
TDrawable() {}
 
// Destructor
~TDrawable() {}

virtual void drawImplementation (osg::RenderInfo renderInfo) const
{

}

};

int main()
{
   ..

TDrawable TBarDraw;

..
..

}





Please help me to solve this problem


Thank you!

Cheers,
saravanan[/code]

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Re: [osg-users] [osgPlugins] [VRML plugin] Performances issue ...

2010-05-12 Thread Robert Osfield
Hi Tangi,

Try converting the orignal database into an .osg file using osgconv i.e.

  osgconv myfile.iv myfile.osg

Then compare the performance when handling the .osg file between the
two versions.  This will tell you whether it's the OpenVRML plugin
creating a different database as the cause of the difference of
something else in the build.

Also please do all testing with a release build of the OSG as
debugging information totally destroys performance, and just how badly
it affects performance with differ between VS 2005 and 2008.

Robert.

On Thu, Apr 29, 2010 at 4:47 PM, Tangi Meyer glurp...@yahoo.fr wrote:
 Hi All,

 I've been adapting/updating a software from:
 - OSG 2.0.0 + Coin 2.5 + IV plugin + Visual C++ 2005
 to
 - OSG 2.9.5 + OpenVrml0.14.3 + Visual C++ 2008.

 There seems to be a serious drop in performances with the newer version 
 regarding the loading of vrml files through the following call:
 osgDB::readNodeFile(Filename)

 Is it the case or do you have an idea of where I should look?

 Thank you very much in advance!

 Cheers,
 Glouglou

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread J.P. Delport

Hi,

On 12/05/10 10:42, Paweł Góralski wrote:


J.P. Delport wrote:

Hi,
Maybe send the output of cmake as well, e.g. how it configured
OpenThreads etc.



I've posted complete configure script output(from Fedora 10) in one of my 
previous posts (Mon May 10, 2010 10:51 am) in this thread. And I've noticed one 
difference between Ubuntu and Fedora builds.
I've configured everything in the same folder. Test 
_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS fails under FC10.


I've forced the use of mutex [1] for atomic in OpenThreads and can then 
reproduce your problems under Debian - increasing memory use by 
osgviewer cow.osg.


It therefore seems there is a leak in the mutex code path for atomic in 
OpenThreads. I don't have time to investigate further.


rgds
jp

[1] Use the attached file



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# Check for availability of atomic operations 
# This module defines
# OPENTHREADS_HAVE_ATOMIC_OPS

INCLUDE(CheckCXXSourceRuns)

SET(_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS 0)

SET(_OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS 0)

SET(_OPENTHREADS_ATOMIC_USE_SUN 0)

SET(_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED 0)

SET(_OPENTHREADS_ATOMIC_USE_BSD_ATOMIC 0)


IF(NOT _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS AND
   NOT _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS AND
   NOT _OPENTHREADS_ATOMIC_USE_SUN AND
   NOT _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED AND
   NOT _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC)
   SET(_OPENTHREADS_ATOMIC_USE_MUTEX 1)
ENDIF()
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Re: [osg-users] Problem with derived class from osg::Drawable

2010-05-12 Thread Robert Osfield
Hi Saravanan,

The compiler is telling that you haven't implemented methods that you
must implement as they are defined by the abstract base class.  In
this istance you haven't implemented the clone methods that you need
to.  There is a convenience macro to help you out.  Please look at the
ShapeDrawable or Geometry headers to see how the macro is used.

Robert.

On Thu, May 6, 2010 at 6:57 AM, Saravanan Sivaprahasam
saransivapraha...@rediffmail.com wrote:
 Hi,
     i derived a class from osg::Drawable. When ever i try to create an 
 instance, the compiler is giving me the following error

 error C2259: 'TDrawable' : cannot instantiate abstract class
 1        due to following members:
 1        'osg::Object *osg::Object::cloneType(void) const' : is abstract
 1        C:\Program Files\OpenSceneGraph\include\osg/Object(80) : see 
 declaration of 'osg::Object::cloneType'
 1        'osg::Object *osg::Object::clone(const osg::CopyOp ) const' : is 
 abstract
 1        C:\Program Files\OpenSceneGraph\include\osg/Object(84) : see 
 declaration of 'osg::Object::clone'

 Here is the actual code


 Code:

 class TDrawable : public osg::Drawable
 {
 public:
        // Constructor
        TDrawable() {}

        // Destructor
        ~TDrawable() {}

        virtual void drawImplementation (osg::RenderInfo renderInfo) const
        {

        }

 };

 int main()
 {
       ..

        TDrawable TBarDraw;

        ..
        ..

 }





 Please help me to solve this problem


 Thank you!

 Cheers,
 saravanan[/code]

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[osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment

2010-05-12 Thread Olivier Martinaud
Hi,

I'm having some trouble implementing an intersection detection method. I have a 
model of a building and I'd like to get the coordinates of the intersection 
points between the model and a ray. I wrote the following code from osg samples 
online. 

osg::LineSegment  *ls = new 
osg::LineSegment(osg::Vec3d(-5,-5,-5),osg::Vec3d(5,5,5));
osgUtil::IntersectVisitor *iv = new osgUtil::IntersectVisitor();
iv-addLineSegment(ls);
iv-apply(*m_node);
std::cout  iv-getNumHits(ls)   intersection points (hits).  
std::endl; //result = 6
osgUtil::IntersectVisitor::HitList hitlist = iv-getHitList(ls);
std::cout  size :   hitlist.size()  std::endl;
//std::vectorosgUtil::Hit::iterator itr = hitlist.begin();
hitlist[0].getWorldIntersectPoint(); //causes unhandled exception...


When I execute the code I have this error : unhandled exception at 0x100042aa 
in OSGDefaultProject.exe : 0xC005: access violation when reading 0xfeeeff36.
The problem comes from the last line of the  code 
(getWorldIntersectionPoint()). What's weird is that the iv finds 6 points of 
intersection, so the algorithm seems to work fine. But the size of my hitlist 
is abnormally large : it says more than 4 billion !


Thank you!

Cheers,
Olivier

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Mathias Fröhlich

Hi,

On Wednesday 12 May 2010, J.P. Delport wrote:
 I've forced the use of mutex [1] for atomic in OpenThreads and can then
 reproduce your problems under Debian - increasing memory use by
 osgviewer cow.osg.

 It therefore seems there is a leak in the mutex code path for atomic in
 OpenThreads. I don't have time to investigate further.
The attached patch helps a lot for this problem here.

Robert,
Do you need a correct osgsubmission for that?

Greetings

Mathias

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Registernummer/Commercial Register No.: HRB 382196 

Index: src/osg/Referenced.cpp
===
--- src/osg/Referenced.cpp	(revision 11423)
+++ src/osg/Referenced.cpp	(working copy)
@@ -254,6 +254,10 @@
 #else
 if (_observerSet) delete static_castObserverSet*(_observerSet);
 #endif
+
+#if !defined(_OSG_REFERENCED_USE_ATOMIC_OPERATIONS)
+if (_refMutex) delete _refMutex;
+#endif
 }
 
 ObserverSet* Referenced::getOrCreateObserverSet() const
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[osg-users] Stereo basic question

2010-05-12 Thread rahulj
Graphics gurus,

Why do we need 120 hz for stereo rendering for visual simulation applications ? 

Cheers
Rj
--Original Message--
From: Olivier Martinaud
Sender: osg-users-boun...@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
ReplyTo: osg-users@lists.openscenegraph.org
Subject: [osg-users] problem with osgUtil::IntersectVisitor andosg::LineSegment
Sent: May 12, 2010 7:02 PM

Hi,

I'm having some trouble implementing an intersection detection method. I have a 
model of a building and I'd like to get the coordinates of the intersection 
points between the model and a ray. I wrote the following code from osg samples 
online. 

osg::LineSegment  *ls = new 
osg::LineSegment(osg::Vec3d(-5,-5,-5),osg::Vec3d(5,5,5));
osgUtil::IntersectVisitor *iv = new osgUtil::IntersectVisitor();
iv-addLineSegment(ls);
iv-apply(*m_node);
std::cout  iv-getNumHits(ls)   intersection points (hits).  
std::endl; //result = 6
osgUtil::IntersectVisitor::HitList hitlist = iv-getHitList(ls);
std::cout  size :   hitlist.size()  std::endl;
//std::vectorosgUtil::Hit::iterator itr = hitlist.begin();
hitlist[0].getWorldIntersectPoint(); //causes unhandled exception...


When I execute the code I have this error : unhandled exception at 0x100042aa 
in OSGDefaultProject.exe : 0xC005: access violation when reading 0xfeeeff36.
The problem comes from the last line of the  code 
(getWorldIntersectionPoint()). What's weird is that the iv finds 6 points of 
intersection, so the algorithm seems to work fine. But the size of my hitlist 
is abnormally large : it says more than 4 billion !


Thank you!

Cheers,
Olivier

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[osg-users] osgVolume write isosurface to mesh file

2010-05-12 Thread Poirier, Guillaume
Hi,

I'd like to know if osgVolume can write an isosurface to a mesh file.


cheers,


bill
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Re: [osg-users] Stereo basic question

2010-05-12 Thread Robert Osfield
Hi Rj,

Could you please not do a reply to on post and then modify the
subject as it doesn't remove all the original threading information
from the mail header so some mail tools will thread it within the
orignal thread.  The way to post a new thread is using a new post and
send it osg-users@lists.openscenegraph.org directly.


Robert.

On Wed, May 12, 2010 at 3:43 PM,  rah...@vizexperts.com wrote:
 Graphics gurus,

 Why do we need 120 hz for stereo rendering for visual simulation applications 
 ?

 Cheers
 Rj
 --Original Message--
 From: Olivier Martinaud
 Sender: osg-users-boun...@lists.openscenegraph.org
 To: osg-users@lists.openscenegraph.org
 ReplyTo: osg-users@lists.openscenegraph.org
 Subject: [osg-users] problem with osgUtil::IntersectVisitor 
 andosg::LineSegment
 Sent: May 12, 2010 7:02 PM

 Hi,

 I'm having some trouble implementing an intersection detection method. I have 
 a model of a building and I'd like to get the coordinates of the intersection 
 points between the model and a ray. I wrote the following code from osg 
 samples online.

        osg::LineSegment  *ls = new 
 osg::LineSegment(osg::Vec3d(-5,-5,-5),osg::Vec3d(5,5,5));
        osgUtil::IntersectVisitor *iv = new osgUtil::IntersectVisitor();
        iv-addLineSegment(ls);
        iv-apply(*m_node);
        std::cout  iv-getNumHits(ls)   intersection points (hits).  
 std::endl; //result = 6
        osgUtil::IntersectVisitor::HitList hitlist = iv-getHitList(ls);
        std::cout  size :   hitlist.size()  std::endl;
        //std::vectorosgUtil::Hit::iterator itr = hitlist.begin();
        hitlist[0].getWorldIntersectPoint(); //causes unhandled exception...


 When I execute the code I have this error : unhandled exception at 0x100042aa 
 in OSGDefaultProject.exe : 0xC005: access violation when reading 
 0xfeeeff36.
 The problem comes from the last line of the  code 
 (getWorldIntersectionPoint()). What's weird is that the iv finds 6 points of 
 intersection, so the algorithm seems to work fine. But the size of my hitlist 
 is abnormally large : it says more than 4 billion !


 Thank you!

 Cheers,
 Olivier

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Re: [osg-users] osgVolume write isosurface to mesh file

2010-05-12 Thread Robert Osfield
Hi Bill,

On Wed, May 12, 2010 at 3:54 PM, Poirier, Guillaume
guillaume.poir...@nrc-cnrc.gc.ca wrote:
 I'd like to know if osgVolume can write an isosurface to a mesh file.

The isosurface shader in osgVolume does the compute of the isosurface
purely on the GPU for fragment, the only end result is the colour of
the final fragment, no information is passed back to the CPU, and no
mesh generated at any stage.

Robert.
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Re: [osg-users] Stereo basic question

2010-05-12 Thread rahulj
Sorry for the wrong way of posting thread guys. 
Sent from BlackBerry® on Airtel

-Original Message-
From: Robert Osfield robert.osfi...@gmail.com
Date: Wed, 12 May 2010 16:13:40 
To: rah...@vizexperts.com; OpenSceneGraph 
Usersosg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Stereo basic question

Hi Rj,

Could you please not do a reply to on post and then modify the
subject as it doesn't remove all the original threading information
from the mail header so some mail tools will thread it within the
orignal thread.  The way to post a new thread is using a new post and
send it osg-users@lists.openscenegraph.org directly.


Robert.

On Wed, May 12, 2010 at 3:43 PM,  rah...@vizexperts.com wrote:
 Graphics gurus,

 Why do we need 120 hz for stereo rendering for visual simulation applications 
 ?

 Cheers
 Rj
 --Original Message--
 From: Olivier Martinaud
 Sender: osg-users-boun...@lists.openscenegraph.org
 To: osg-users@lists.openscenegraph.org
 ReplyTo: osg-users@lists.openscenegraph.org
 Subject: [osg-users] problem with osgUtil::IntersectVisitor 
 andosg::LineSegment
 Sent: May 12, 2010 7:02 PM

 Hi,

 I'm having some trouble implementing an intersection detection method. I have 
 a model of a building and I'd like to get the coordinates of the intersection 
 points between the model and a ray. I wrote the following code from osg 
 samples online.

        osg::LineSegment  *ls = new 
 osg::LineSegment(osg::Vec3d(-5,-5,-5),osg::Vec3d(5,5,5));
        osgUtil::IntersectVisitor *iv = new osgUtil::IntersectVisitor();
        iv-addLineSegment(ls);
        iv-apply(*m_node);
        std::cout  iv-getNumHits(ls)   intersection points (hits).  
 std::endl; //result = 6
        osgUtil::IntersectVisitor::HitList hitlist = iv-getHitList(ls);
        std::cout  size :   hitlist.size()  std::endl;
        //std::vectorosgUtil::Hit::iterator itr = hitlist.begin();
        hitlist[0].getWorldIntersectPoint(); //causes unhandled exception...


 When I execute the code I have this error : unhandled exception at 0x100042aa 
 in OSGDefaultProject.exe : 0xC005: access violation when reading 
 0xfeeeff36.
 The problem comes from the last line of the  code 
 (getWorldIntersectionPoint()). What's weird is that the iv finds 6 points of 
 intersection, so the algorithm seems to work fine. But the size of my hitlist 
 is abnormally large : it says more than 4 billion !


 Thank you!

 Cheers,
 Olivier

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 http://forum.openscenegraph.org/viewtopic.php?p=27798#27798





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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Robert Osfield
Hi Mathias,

2010/5/12 Mathias Fröhlich m.froehl...@science-computing.de:
 It therefore seems there is a leak in the mutex code path for atomic in
 OpenThreads. I don't have time to investigate further.
 The attached patch helps a lot for this problem here.

 Robert,
 Do you need a correct osgsubmission for that?

In this instance I've applied the patch, and checked it into
svn/trunk.  However, in general keep the submissions as whole files
and posted to osg-users as the chances of me missing submission that
are sent to osg-users is very high - it's easy to loose a needle in a
hay stack.  Posts to osg-submissions are all about submissions so are
the reliable way.

This issue also suggests that Cmake isn't handling the g++ version
under Fedora 10 for some reason and is not enabling the atomic ref
counting.  I didn't think Fedora 10 was that old that it wouldn't
support atomic ref counting.

Thoughts?
Robert.
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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Serge Lages
Hi Art and all,

I am coming back on this subject because I am currently trying to use osgPPU
with osgShadow.

I've followed this thread instructions and it works, but only with the
ShadowMap
technique, and the one I prefer is MinimalShadowMap. With this one, combined
with HDR, it  renders all my scene in white... Any idea on what to do ?

Thanks !

On Wed, Oct 8, 2008 at 12:22 AM, Art Tevs stud_in...@yahoo.de wrote:

 Hi,

  Awesome, thanks for the correction.  I see that my initial
  example forgot to
  actually add the model to the shadowed scene :P  But that
  wasn't the real
  problem.  The real problem was giving osgPPU the same node
  that i was using for
  shadows.
 I do not realy understand what you mean here with giving osgPPU the same
 node as for shadows. osgPPU doesn't now anything about the graph, it does
 only get camera as input, hence use the camera color buffer texture as
 input. Therefor the camera, which is connected to the osgPPU, which can be
 your main camera or some other one, should be able to render your shadowed
 scene.


 Cheers,
 art


  After seeing what you did in your correction I
  rearranged the graph
  like this:
 
  scene-addChild(shadowedScene);
  shadowedScene-addChild(loadedModel);
 
  and everything worked as expected.  Now I just want to
  understand why this
  worked.  It it because osgPPU and osgShadow are no longer
  fighting to control
  the state of the single scene node?
 
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Mathias Fröhlich

Hi,

On Wednesday 12 May 2010, Robert Osfield wrote:
 This issue also suggests that Cmake isn't handling the g++ version
 under Fedora 10 for some reason and is not enabling the atomic ref
 counting.  I didn't think Fedora 10 was that old that it wouldn't
 support atomic ref counting.

I did not look too close. But I would guess that this has something todo with 
the cflags that are used in this particular build.

Is it a 32-bit build?

Greetings

Mathias Fröhlich

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Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
-- 
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
Dr. Arno Steitz, Dr. Ingrid Zech
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Chairman of the Supervisory Board:
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Paweł Góralski

 
 I did not look too close. But I would guess that this has something todo with 
 the cflags that are used in this particular build.
 Is it a 32-bit build?
 


Yes it is.

Regards,
Pawel

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Mathias Fröhlich

Hi,

On Wednesday 12 May 2010, Paweł Góralski wrote:
 Yes it is.

I can see three possibilities:
* Your compile flags containe -march=i386 or (may be this is also sufficient 
to trigger this, -march=i486).
* The compiler you used is may be hand compiled and has a default architecture 
of -march=i386.
* The gcc in fedora 10 has still a default instruction set architecture 
of -march=i386.

True?

Each of which prevents gcc from using the the required atomic assembly 
operations which are only available if gcc runs with -march=i486 or newer. 
Consequently the 'last resort' Mutex is used.

Greetings

Mathias

-- 
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Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
-- 
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier, 
Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
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Sitz/Registered Office: Tuebingen
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Jason Daly

Mathias Fröhlich wrote:

Hi,

On Wednesday 12 May 2010, Robert Osfield wrote:
  

This issue also suggests that Cmake isn't handling the g++ version
under Fedora 10 for some reason and is not enabling the atomic ref
counting.  I didn't think Fedora 10 was that old that it wouldn't
support atomic ref counting.



I did not look too close. But I would guess that this has something todo with 
the cflags that are used in this particular build.


Is it a 32-bit build?
  


RHEL 5 has the same behavior.  Unless you explicitly specify -march=i686 
(or something similar) for CFLAGS, it fails to detect GCC builtins.  It 
hasn't been a big problem for me, so I just chalked it up to RHEL 5 
being past its prime.


--J
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Re: [osg-users] Shrink/Enlarge whole osg::Groups ?

2010-05-12 Thread Jason Daly

Ku Krapox wrote:

So from what you say, I understand I should use the setScale method?
If so, how do I set the Vec3d parameter?
  


The Vec3d parameter specifies the scale factor in each direction, so 
Vec3d(2.0, 2.0, 2.0) is twice as big, for example.


--J

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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Martin Naylor
I did mention this a while back about osgShadow.
All my are examples do this now after installing a new Nvidia GTX 480
card(from a gtx 9800), with the latest drivers from Nvidia.
My guess you are running Windows Vista/7, try alt tab?
For a permanent fix disable the pesky Aero desktop!
I tried looking for a fix last night and its something to do with
swapbuffers either being called or not, I cannot remember it was late and
the viewer code was baffling me!
Ok it might b
Regards

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
Sent: 02 October 2008 15:14
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPPU  osgShadow

Hi Michael,

I have never tried osgShadow at all, hence I can not say what happens if you
use osgPPU with it. Could you prepare some simple example showing the issue?

Maybe try the newest version from the svn, since there are some changes to
the previous one.

Best regards,
art


 Hi guys, I've recently delved into osgPPU and am loving
 it.  I have a scene
 beautifully rendering with HDR.  However, when I tried
 adding osgShadow
 ShadowMap to the scene I had conflicts.  I don't yet
 know exactly what is going
 just yet but I was wondering if anyone has had success
 combining these two and
 if so, I would appreciate the help.
 
 Thanks,
 Michael
 
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Re: [osg-users] Stereo basic question

2010-05-12 Thread Bruce Wheaton
On May 12, 2010, at 8:19 AM, rah...@vizexperts.com wrote:

 Sorry for the wrong way of posting thread guys. 

It's not the wrong way of posting, it's the wrong way to send an email. You'd 
be best off breaking that habit before you send the wrong thing to the wrong 
person by accident. Not cool.

 Why do we need 120 hz for stereo rendering for visual simulation applications 
 ?

120 Hz is used for frame sequential formats, and gives you full 60 Hz 
information to each eye. Without full 50-60 Hz, motion isn't as smooth without 
using expensive techniques like motion blurring. It's especially true for frame 
sequential stereo 3D, since you'd also get unpleasant flickering at lower rates.

More to the point, this has become somewhat of a standard in projectors - it's 
close to the current limit of dual-link DVI (at 1920x1080) and fast enough to 
avoid artifacts.

Regards,

Bruce Wheaton
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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Martin Naylor
And my email updated and I see you found a solution...
Oh well its probably just me ;)

Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
Sent: 07 October 2008 23:22
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPPU  osgShadow

Hi,

 Awesome, thanks for the correction.  I see that my initial
 example forgot to
 actually add the model to the shadowed scene :P  But that
 wasn't the real
 problem.  The real problem was giving osgPPU the same node
 that i was using for
 shadows.  
I do not realy understand what you mean here with giving osgPPU the same
node as for shadows. osgPPU doesn't now anything about the graph, it does
only get camera as input, hence use the camera color buffer texture as
input. Therefor the camera, which is connected to the osgPPU, which can be
your main camera or some other one, should be able to render your shadowed
scene.


Cheers,
art


 After seeing what you did in your correction I
 rearranged the graph
 like this:
 
 scene-addChild(shadowedScene);
 shadowedScene-addChild(loadedModel);
 
 and everything worked as expected.  Now I just want to
 understand why this
 worked.  It it because osgPPU and osgShadow are no longer
 fighting to control
 the state of the single scene node?
 
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  
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[osg-users] problems with EventHandlers, slave cameras and CompositeViewer

2010-05-12 Thread Stephan Maximilian Huber
Hi,

I have some problems with a complex display-configuration utilizing
slave cameras and a composite-viewer. Here's the basic setup:

1 compositeviewer handling one view which has only one camera, no
graphicscontexts and 4 slaves. Every slave renders into its own
graphicscontext, representing a window on a screen. (I know I can use a
single viewer for this scenario, but unfortunately i'm bound to
compositeviewer, because i need multiple independent views)

This setup works, despite the trackballmanipulator isn't usable, only
the scroll-wheel gets handled. After debugging the inners of osgViewer +
osgGA the problem lies in resetting the input range of the current
eventstate to -1..1 (compositeviewer.cpp, around lines 778 and 807),
which results in wrong calculations for getXNormalized() and
getYNormalized().

I commented out the two lines in compositeviewer.osg and now my setup
works without problems, but before sending a fix to osg-submissions, I
want to ask what's the intent of resetting the inputrange of the event
state?

Perhaps I should modify the osgcompositeviewer-example to show my
usage-pattern, I'll do that if requested.

Thanks for any input,

cheers,
Stephan
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Re: [osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment

2010-05-12 Thread Martin Naylor
Hi Oliver,
Are mixing debug and release libraries?

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Olivier
Martinaud
Sent: 12 May 2010 14:33
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] problem with osgUtil::IntersectVisitor and
osg::LineSegment

Hi,

I'm having some trouble implementing an intersection detection method. I
have a model of a building and I'd like to get the coordinates of the
intersection points between the model and a ray. I wrote the following code
from osg samples online. 

osg::LineSegment  *ls = new
osg::LineSegment(osg::Vec3d(-5,-5,-5),osg::Vec3d(5,5,5));
osgUtil::IntersectVisitor *iv = new osgUtil::IntersectVisitor();
iv-addLineSegment(ls);
iv-apply(*m_node);
std::cout  iv-getNumHits(ls)   intersection points (hits). 
std::endl; //result = 6
osgUtil::IntersectVisitor::HitList hitlist = iv-getHitList(ls);
std::cout  size :   hitlist.size()  std::endl;
//std::vectorosgUtil::Hit::iterator itr = hitlist.begin();
hitlist[0].getWorldIntersectPoint(); //causes unhandled exception...


When I execute the code I have this error : unhandled exception at
0x100042aa in OSGDefaultProject.exe : 0xC005: access violation when
reading 0xfeeeff36.
The problem comes from the last line of the  code
(getWorldIntersectionPoint()). What's weird is that the iv finds 6 points of
intersection, so the algorithm seems to work fine. But the size of my
hitlist is abnormally large : it says more than 4 billion !


Thank you!

Cheers,
Olivier

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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Serge Lages
Hi Martin, thanks for your reply but I am talking about another problem.

The problem with osgShadow + Seven/Vista + fullscreen = black screen is
pretty familiar to me, but I always disable aero on final setups so it's not
a deal.

My current problem is with osgShadow::MinimalShadowMap and osgPPU, my scene
becomes white, but it works with the osgShadow::ShadowMap technique.

Cheers,

On Wed, May 12, 2010 at 6:10 PM, Martin Naylor
martin.nay...@dsl.pipex.comwrote:

 And my email updated and I see you found a solution...
 Oh well its probably just me ;)

 Martin


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
 Sent: 07 October 2008 23:22
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgPPU  osgShadow

 Hi,

  Awesome, thanks for the correction.  I see that my initial
  example forgot to
  actually add the model to the shadowed scene :P  But that
  wasn't the real
  problem.  The real problem was giving osgPPU the same node
  that i was using for
  shadows.
 I do not realy understand what you mean here with giving osgPPU the same
 node as for shadows. osgPPU doesn't now anything about the graph, it does
 only get camera as input, hence use the camera color buffer texture as
 input. Therefor the camera, which is connected to the osgPPU, which can be
 your main camera or some other one, should be able to render your shadowed
 scene.


 Cheers,
 art


  After seeing what you did in your correction I
  rearranged the graph
  like this:
 
  scene-addChild(shadowedScene);
  shadowedScene-addChild(loadedModel);
 
  and everything worked as expected.  Now I just want to
  understand why this
  worked.  It it because osgPPU and osgShadow are no longer
  fighting to control
  the state of the single scene node?
 
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Re: [osg-users] problem with osgUtil::IntersectVisitor and osg::LineSegment

2010-05-12 Thread Martin Naylor
Sorry, Are you mixing debug and release libraries from OSG?
Check you are linking with either all release or all debug.

Martin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Naylor
Sent: 12 May 2010 17:16
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] problem with osgUtil::IntersectVisitor and
osg::LineSegment

Hi Oliver,
Are mixing debug and release libraries?

Regards

Martin.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Olivier
Martinaud
Sent: 12 May 2010 14:33
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] problem with osgUtil::IntersectVisitor and
osg::LineSegment

Hi,

I'm having some trouble implementing an intersection detection method. I
have a model of a building and I'd like to get the coordinates of the
intersection points between the model and a ray. I wrote the following code
from osg samples online. 

osg::LineSegment  *ls = new
osg::LineSegment(osg::Vec3d(-5,-5,-5),osg::Vec3d(5,5,5));
osgUtil::IntersectVisitor *iv = new osgUtil::IntersectVisitor();
iv-addLineSegment(ls);
iv-apply(*m_node);
std::cout  iv-getNumHits(ls)   intersection points (hits). 
std::endl; //result = 6
osgUtil::IntersectVisitor::HitList hitlist = iv-getHitList(ls);
std::cout  size :   hitlist.size()  std::endl;
//std::vectorosgUtil::Hit::iterator itr = hitlist.begin();
hitlist[0].getWorldIntersectPoint(); //causes unhandled exception...


When I execute the code I have this error : unhandled exception at
0x100042aa in OSGDefaultProject.exe : 0xC005: access violation when
reading 0xfeeeff36.
The problem comes from the last line of the  code
(getWorldIntersectionPoint()). What's weird is that the iv finds 6 points of
intersection, so the algorithm seems to work fine. But the size of my
hitlist is abnormally large : it says more than 4 billion !


Thank you!

Cheers,
Olivier

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Re: [osg-users] osgPPU osgShadow

2010-05-12 Thread Martin Naylor
Hi Serge,

Yeah sorry I somehow posted to a 2 year post.

Good luck with your problem, I will butt out now as its out of my league J

 

Martin.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Serge Lages
Sent: 12 May 2010 17:17
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPPU  osgShadow

 

Hi Martin, thanks for your reply but I am talking about another problem.

 

The problem with osgShadow + Seven/Vista + fullscreen = black screen is
pretty familiar to me, but I always disable aero on final setups so it's not
a deal.

 

My current problem is with osgShadow::MinimalShadowMap and osgPPU, my scene
becomes white, but it works with the osgShadow::ShadowMap technique.

 

Cheers,

On Wed, May 12, 2010 at 6:10 PM, Martin Naylor martin.nay...@dsl.pipex.com
wrote:

And my email updated and I see you found a solution...
Oh well its probably just me ;)


Martin


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs

Sent: 07 October 2008 23:22
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgPPU  osgShadow

Hi,

 Awesome, thanks for the correction.  I see that my initial
 example forgot to
 actually add the model to the shadowed scene :P  But that
 wasn't the real
 problem.  The real problem was giving osgPPU the same node
 that i was using for
 shadows.
I do not realy understand what you mean here with giving osgPPU the same
node as for shadows. osgPPU doesn't now anything about the graph, it does
only get camera as input, hence use the camera color buffer texture as
input. Therefor the camera, which is connected to the osgPPU, which can be
your main camera or some other one, should be able to render your shadowed
scene.


Cheers,
art


 After seeing what you did in your correction I
 rearranged the graph
 like this:

 scene-addChild(shadowedScene);
 shadowedScene-addChild(loadedModel);

 and everything worked as expected.  Now I just want to
 understand why this
 worked.  It it because osgPPU and osgShadow are no longer
 fighting to control
 the state of the single scene node?

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Re: [osg-users] problems with EventHandlers, slave cameras and CompositeViewer

2010-05-12 Thread Robert Osfield
Hi Stephan,

Modifying/creating an example that recreates this issue would be useful.

The handling of event ranges is an awkward one as the code has to
handle a range of different usage models.  The use of non dimensional
coordinates is one of the techniques that osgViewer uses to get round
issues of sharing a single view over multiple cameras, as is the
reprojection of the mouse coordinates into the eye coordinates of the
master camera.   Given the complexity of what it's trying to do just
hacking code out is mostly likely to fix one case and break half a
dozen other cases so I'd be very wary.

Robert.

On Wed, May 12, 2010 at 5:15 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
 Hi,

 I have some problems with a complex display-configuration utilizing
 slave cameras and a composite-viewer. Here's the basic setup:

 1 compositeviewer handling one view which has only one camera, no
 graphicscontexts and 4 slaves. Every slave renders into its own
 graphicscontext, representing a window on a screen. (I know I can use a
 single viewer for this scenario, but unfortunately i'm bound to
 compositeviewer, because i need multiple independent views)

 This setup works, despite the trackballmanipulator isn't usable, only
 the scroll-wheel gets handled. After debugging the inners of osgViewer +
 osgGA the problem lies in resetting the input range of the current
 eventstate to -1..1 (compositeviewer.cpp, around lines 778 and 807),
 which results in wrong calculations for getXNormalized() and
 getYNormalized().

 I commented out the two lines in compositeviewer.osg and now my setup
 works without problems, but before sending a fix to osg-submissions, I
 want to ask what's the intent of resetting the inputrange of the event
 state?

 Perhaps I should modify the osgcompositeviewer-example to show my
 usage-pattern, I'll do that if requested.

 Thanks for any input,

 cheers,
 Stephan
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Re: [osg-users] CEGUI rendering with black windows...

2010-05-12 Thread Robert Bauer
Hi,

Wow, hey, that really seemed to do the trick.
The windows seem to be drawing correctly now.

Thanks so much.  :D


Cheers,
Robert

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[osg-users] Develop for XP/Vista/Windows 7

2010-05-12 Thread Martins Innus
Is it possible to create a single OSG application that runs on XP, Vista 
and Windows 7?  I develop under VS2003 on XP and create an installer 
package from within VS that has all the dll's and main exe in one 
directory. Until now we have only run our software on XP, but we just 
had a user try to run on Vista and our application ran, but without 
textures and a much lower framerate.  I'm waiting to hear back if there 
was anything printed to the console, but I don't have a Vista machine 
locally to test on.  I know this is sparse on details, but I'm just 
curious to know if this should work.


I'm assuming there are OSG developers who've done this.  I can upgrade 
Visual Studio if necessary.


Thanks for any insight.

Martins
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Re: [osg-users] Uniform scale dragger?

2010-05-12 Thread Gary Robinson
Hi,

I've just run into the same thing. I ended up changing the osg source code for 
the Scale1Dragger to get it to change all axes uniformly. This can be done by 
changing the Command header file in the osgManipulator project. Inside the 
declaration of the Scale1DCommand class, there is a function called 
getMotionMatrix(). The second line in that function (line 226 in that file for 
me) applies a scale in only 1 axis, you just need to change it to apply the 
same scale to all axes. So, change the line:

* osg::Matrix::scale(_scale,1.0,1.0)

to:

* osg::Matrix::scale(_scale,_scale,_scale)

and the Scale1DDragger becomes a uniform scale. Recompile the osgManipulator 
project and use your recompiled dll in your application.

I'm thinking about perhaps making a separate class for Scale3DDragger, for 
example, that would be the uniform scale and submitting it to osg to include, 
but at the moment I don't want to take the time. Perhaps adding an option to 
the ScaleAxisDragger to make it uniform if desired would be better. Good luck 
in the meantime.

Thank you!

Cheers,
Gary

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Re: [osg-users] Develop for XP/Vista/Windows 7

2010-05-12 Thread Jean-Sébastien Guay

Hi Martins,


Is it possible to create a single OSG application that runs on XP, Vista
and Windows 7?


There is nothing in the OS itself that will prevent this, we do it all 
the time (we develop mainly on Vista and Win7, and our installers 
install and run correctly on Vista and Win7 obviously, but also on XP).


You have to be careful with some things, like manifests and runtime 
versions. In their great wisdom, MS sometimes only releases some 
security fixes for Visual Studio (which alter the runtime version) on 
some of the platforms, not all - a recent ATL security fix comes to 
mind. These may prevent the software from running when the target 
machine has an older version of the runtime installed, but generally 
wouldn't result in missing textures or slower performance...


Some of these things have been discussed on this list in the past, 
search the archives.



Until now we have only run our software on XP, but we just
had a user try to run on Vista and our application ran, but without
textures and a much lower framerate.


With nothing else to go on, I would suspect outdated drivers or a bad 
video card rather than it being Vista causing the problem. As I've said, 
we've used many flavors of Windows without too many problems.


J-S
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Paweł Góralski

Mathias Fröhlich wrote:
 Hi,
 I can see three possibilities:
 * Your compile flags containe -march=i386 or (may be this is also sufficient 
 to trigger this, -march=i486).
 * The compiler you used is may be hand compiled and has a default 
 architecture 
 of -march=i386.
 * The gcc in fedora 10 has still a default instruction set architecture 
 of -march=i386.
 

Where I can check those flags? Cmake isn't displaying any information about 
flags is using during build process.

I've looked through the Makefiles generated by CMake and I haven't seen any 
additional CFLAGS settings. So if -march=i386 is set by gcc 4.3.3 by default 
under FC10 then this is very good explanation why this GCC BUILTINS test fails. 
Anyway I've rebuild the osg with Matthias Frohlig patches and it seems that 
leaking doesn't occur and everything looks stable now, Thanks. 
But as Robert stated before CMake isn't setting correct architecture under 
FC10. I will look into it tomorrow.
Anyway thanks everyone for help. :)

Regards,
Pawel

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Chuck Seberino
Pawel,

You can always do something like this:

make VERBOSE=1

from the command-line when building to see the details of what CMake is doing.  
You can then see what flags are being passed to the compiler.

Chuck

On May 12, 2010, at 1:56 PM, Paweł Góralski wrote:

 
 Mathias Fröhlich wrote:
 Hi,
 I can see three possibilities:
 * Your compile flags containe -march=i386 or (may be this is also sufficient 
 to trigger this, -march=i486).
 * The compiler you used is may be hand compiled and has a default 
 architecture 
 of -march=i386.
 * The gcc in fedora 10 has still a default instruction set architecture 
 of -march=i386.
 
 
 Where I can check those flags? Cmake isn't displaying any information about 
 flags is using during build process.
 
 I've looked through the Makefiles generated by CMake and I haven't seen any 
 additional CFLAGS settings. So if -march=i386 is set by gcc 4.3.3 by default 
 under FC10 then this is very good explanation why this GCC BUILTINS test 
 fails. 
 Anyway I've rebuild the osg with Matthias Frohlig patches and it seems that 
 leaking doesn't occur and everything looks stable now, Thanks. 
 But as Robert stated before CMake isn't setting correct architecture under 
 FC10. I will look into it tomorrow.
 Anyway thanks everyone for help. :)
 
 Regards,
 Pawel
 
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Re: [osg-users] Survey: Is there interest for an OSG Users Group at ITEC or I/ITSEC?

2010-05-12 Thread Allen Saucier
Hi,
are there any meetings of a Huntsville OSG users group?

Cheers,
Allen

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Re: [osg-users] [Solved] OSG and CEGUI 0.7

2010-05-12 Thread Paweł Góralski
I've checked latest 0.7.1 snapshots and SVN. Problem with resize remains (crash 
when sending new window size to CEGUI system). I've also managed to display 
CEGUI controls with OSG (osg code appeared to be good, the problem was my 
framework based on Qt, I switched to SDL and everything begun to display 
correctly, though I have one issue with origin of y coordinates). When I move 
mouse up, CEGUI cursor moves down.

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Re: [osg-users] Develop for XP/Vista/Windows 7

2010-05-12 Thread Jason Daly

Jean-Sébastien Guay wrote:
  

Until now we have only run our software on XP, but we just
had a user try to run on Vista and our application ran, but without
textures and a much lower framerate.



With nothing else to go on, I would suspect outdated drivers or a bad 
video card rather than it being Vista causing the problem. As I've said, 
we've used many flavors of Windows without too many problems.
  


Missing textures and slow frame rate sound a lot like old ATi drivers to 
me.  I had those exact symptoms once and fixed it by installing the 
latest drivers.


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Re: [osg-users] [Solved] OSG and CEGUI 0.7

2010-05-12 Thread Wood, Alexander B
I haven't looked into window resizing with CEGUI yet, but I did submit
some code to osg-submissions that has a working example of interfacing
OSG 2.9.7 with CEGUI 0.7.1, so you can refer to that submission (still
pending review) for a complete example.

To correct the mouse cursor, you need to do the following in the
CEGUIEventCallback::handle:

float x = ea.getX();
float y = ea.getY();

// CEGUI wants 0,0 in the top left corner; osg has 0,0 in the bottom
left corner
y = ea.getWindowHeight() - y;

Alex

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of PaweE
GC3ralski
Sent: Wednesday, May 12, 2010 5:08 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [Solved] OSG and CEGUI 0.7

I've checked latest 0.7.1 snapshots and SVN. Problem with resize remains
(crash when sending new window size to CEGUI system). I've also managed
to display CEGUI controls with OSG (osg code appeared to be good, the
problem was my framework based on Qt, I switched to SDL and everything
begun to display correctly, though I have one issue with origin of y
coordinates). When I move mouse up, CEGUI cursor moves down.

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Re: [osg-users] looking for a terrain database building toolchain

2010-05-12 Thread Martin Spott
Torben Dannhauer wrote:

 The following tasks are not solved but are only my current todo list:
 
adding forest to database based on openstreetmap shapes. Use
of LOD to blend forest on configurable distance in and out
 
flattening/pulling ground to specifig height of the
geocentric database in configurable areas to provide complete
flat areas (or other height feature) for flat airports or
other submodels.
 
adding streets and other feature of OpenStreetMap and other sources

Sounds familiar - we're doing almost exactly this for the FlightGear
flight simulator Scenery, using its specific TerraGear toolchain.

Cheers,
Martin.
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Re: [osg-users] CEGUI rendering with black windows...

2010-05-12 Thread Robert Bauer
Hi,

The only problem that I'm having now is that the CEGUIi windows appear to 
be being drawn behind the viewer image. 
Is their anyway that I can make the CEGUI windows draw on top of the loaded 
model in the viewer?


Thank you!

Cheers,
Robert

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Re: [osg-users] CEGUI rendering with black windows...

2010-05-12 Thread Robert Bauer
Hi,

Well, I figured it out.

go OSG!!!

 
Code:
geode-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); 



Thank you so much !!!'':D'
Cheers,
Robert[/code]

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[osg-users] shaders experiments

2010-05-12 Thread Trajce (Nick) Nikolov
Hi community,

I have been experimenting with ambient occlusion and environmental mapping
(among the others) and some lighting. Here some results

http://www.youtube.com/watch?v=H7yTMI3TY70
 http://www.youtube.com/watch?v=H7yTMI3TY70
-Nick
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Ulrich Hertlein
On 12/05/10 20:34 , PawełGóralski wrote:
 I've tried to run osgviewer debug version with valgrind and memcheck tool, 
 but there is
 a problem, because viewer cannot open display when running with valgrind. 
 Anyone knows
 about any workaround?
 
 I'm attaching the log.

Odd, I've just run the same valgrind version on the release binary without 
problems.

It came back pretty clean:
==19968== LEAK SUMMARY:
==19968==definitely lost: 64 bytes in 2 blocks
==19968==indirectly lost: 0 bytes in 0 blocks
==19968==  possibly lost: 320 bytes in 1 blocks
==19968==still reachable: 27,354 bytes in 378 blocks
==19968== suppressed: 0 bytes in 0 blocks

There are quite a few (52 of 58) of these that might be worth looking at:
==19968==at 0x4A05E77: malloc (vg_replace_malloc.c:195)
==19968==by 0x3E4745898B: create (lcGeneric.c:70)
==19968==by 0x3E4745AD23: _XlcCreateLC (lcPubWrap.c:78)
==19968==by 0x3E47478C5F: _XlcDefaultLoader (lcDefConv.c:766)
==19968==by 0x3E47461A62: _XOpenLC (lcWrap.c:296)
==19968==by 0x3E47461B57: _XlcCurrentLC (lcWrap.c:357)
==19968==by 0x3E474977F4: _XkbGetCharset (XKBCvt.c:333)
==19968==by 0x3E47495014: XkbTranslateKeySym (XKBBind.c:591)
==19968==by 0x3E47495703: XLookupString (XKBBind.c:808)
==19968==by 0x63E3160: osgViewer::GraphicsWindowX11::adaptKey(XKeyEvent, 
int) (in
/export/local.fc10.64bit/lib64/libosgViewer.so.2.9.8)

Could it be your GL driver?  What are you using?  (Sorry if I missed that from 
an earlier
mail.)

Cheers,
/ulrich
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Ulrich Hertlein
On 13/05/10 9:32 , Ulrich Hertlein wrote:
 I'm just running 'osgviewer --window 100 100 1024 768 cow.osg' on my FC10 
 workstation but
 can't see any problem with memory.
 
 'top' is reporting
   PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
 19965 uli   20   0  197m  25m  21m R 99.8  0.3   2:35.06 osgviewer
 
 The VIRT, RES, SHR numbers have been rock-solid for the entire time.

Please ignore this; my build is 64-bit and it seems that the issue has been 
resolved.
/ulrich
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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Paweł Góralski
I have a workstation running FC10 and will try to reproduce the problem.
[/quote]
I'm just running 'osgviewer --window 100 100 1024 768 cow.osg' on my FC10 
workstation but
can't see any problem with memory.

'top' is reporting
PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
19965 uli   20   0  197m  25m  21m R 99.8  0.3   2:35.06 osgviewer

The VIRT, RES, SHR numbers have been rock-solid for the entire time.
[/quote]
What version have you compiled for tests? if you have checked out sources 
recently from SVN then issue has been fixed not long ago (see previous posts).  
Could you post the logs from configure? There should be one test that fails 
because of incorrect -march setting in CFLAGS (so it seems).  

The driver versions and cards are in my  first post of this thread. 

Regards,
Pawel

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Paweł Góralski

dglenn wrote:
 
 Didn't notice anything wrong here, even using files built with VPB. What do I 
 look for - if anything? 
 

This issue arised with latest developer release/SVN and it seems that  problem 
has been spotted.

Regards,
Pawel

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Re: [osg-users] osg latest developer release, memory leak under linux

2010-05-12 Thread Ulrich Hertlein
On 13/05/10 10:15 , PaweŠGóralski wrote:
 What version have you compiled for tests? if you have checked out sources 
 recently from SVN
 then issue has been fixed not long ago (see previous posts). Could you post 
 the logs
 from configure? There should be one test that fails because of incorrect 
 -march setting
 in CFLAGS (so it seems).

ISVN trunk r11419 from last night, so it doesn't contain the fix (I checked).
Yes, the _OPENTHREADS_ATOMIC all fail, I've attached the log file.

/ulrich
-- The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Check for working C compiler: /usr/lib64/ccache/gcc
-- Check for working C compiler: /usr/lib64/ccache/gcc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/lib64/ccache/c++
-- Check for working CXX compiler: /usr/lib64/ccache/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Looking for include files CMAKE_HAVE_PTHREAD_H
-- Looking for include files CMAKE_HAVE_PTHREAD_H - found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE
-- Looking for XOpenDisplay in /usr/lib64/libX11.so;/usr/lib64/libXext.so
-- Looking for XOpenDisplay in /usr/lib64/libX11.so;/usr/lib64/libXext.so - 
found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Found X11: /usr/lib64/libX11.so
-- checking for module 'libxml-2.0'
--   found libxml-2.0, version 2.7.6
-- Found LibXml2: /usr/lib64/libxml2.so
-- Found CURL: /usr/lib64/libcurl.so
-- checking for module 'xulrunner-xpcom=1.8.9'
--   package 'xulrunner-xpcom=1.8.9' not found
-- checking for module 'xulrunner-js'
--   package 'xulrunner-js' not found
-- checking for module 'xulrunner-nspr'
--   package 'xulrunner-nspr' not found
-- checking for module 'xulrunner-nss'
--   package 'xulrunner-nss' not found
-- checking for module 'gtk+-2.0'
--   found gtk+-2.0, version 2.14.7
-- checking for module 'gtkglext-x11-1.0'
--   package 'gtkglext-x11-1.0' not found
-- checking for module 'librsvg-2.0'
--   found librsvg-2.0, version 2.22.3
-- checking for module 'cairo'
--   found cairo, version 1.8.0
-- checking for module 'poppler-glib'
--   package 'poppler-glib' not found
-- Found JPEG: /usr/lib64/libjpeg.so
-- Found PNG: /usr/lib64/libpng.so
-- Found TIFF: /usr/lib64/libtiff.so
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success
-- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS
-- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed
-- Performing Test _OPENTHREADS_ATOMIC_USE_SUN
-- Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed
-- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED
-- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED - Failed
-- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC
-- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC - Failed
-- Looking for pthread_yield
-- Looking for pthread_yield - found
-- Looking for pthread_setconcurrency
-- Looking for pthread_setconcurrency - found
-- Looking for pthread_getconcurrency
-- Looking for pthread_getconcurrency - found
-- Looking for pthread_setaffinity_np
-- Looking for pthread_setaffinity_np - found
-- Performing Test COMPILES_PTHREAD_SETAFFINITY_NP
-- Performing Test COMPILES_PTHREAD_SETAFFINITY_NP - Success
-- checking for module 'xrandr'
--   found xrandr, version 1.2.3
-- Configuring done
-- Generating done
-- Build files have been written to: 
/export/home/uli/Projects/OpenSceneGraph/build
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[osg-users] reuse of clipping planes?

2010-05-12 Thread Jason Jerald
 

Evidently most graphics hardware only supports 6-8 clipping planes and our
application requires more than that so I  need to somehow reuse clipping
planes.  I searched the archives and saw there was some discussion of this
back in 2007 (something about possibly using the render bin instead of the
render stage but it is not clear how to do so).  Has reuse of clipping
planes since been implemented?  If so how do I do so (I have not been able
to figure out how to do so by looking through clipnode)?  Or if not, does
anyone have any ideas/example of how to implement reuse of clipping planes?

 

Thanks so much!

 

Jason

 

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