Re: [osg-users] ATI FirePro M8900

2011-07-12 Thread J.P. Delport

Hi Luc,

thanks for the feedback. I'm going to try disable VBO wherever possible 
and see what happens. I'll probably have to make a visitor for all other 
loaded objects or somehow convince OSG that the ATI does not support VBO.


I've been spared the ATI madness till now, so I'll check the list for 
older VBO workarounds too.


It's sad that ATI/AMD misuses their advantage of being the underdog [1] 
to keep churning out crap OpenGL support.


jp

[1] People like competition and always seem to give ATI/AMD another 
chance, only to be disappointed again.


On 11/07/11 17:51, Luc Frauciel wrote:

I work on a Dell M6400 with a FirePro M7740 on Windows 7 64-bit.
Same issue.
Hours of installation/desinstallation of different drivers did nothing.

The only workaround I've found is to disable VBO :
pager-setDrawablePolicy(osgDB::DatabasePager::USE_DISPLAY_LISTS);
There is also an Env setting to do that I think.

It put an end to Geometric nightmare and random crashes.


I really don't know what's pro in Ati FirePro...

Luc



De :J.P. Delport jpdelp...@csir.co.za
A : osg users osg-users@lists.openscenegraph.org
Date:   07/11/2011 05:18 PM
Objet : [osg-users] ATI FirePro M8900
Envoyé par :osg-users-boun...@lists.openscenegraph.org






Hi all,

we've got users with shiny new Dell Precision M6600 laptops with the
FirePro M8900 ATI chips on Windows 7 64-bit. Terrain databases that work
perfectly well almost everywhere produce artistic but not quite pleasing
results in osgviewer, see attached.

Any ideas on how to work around ATI's OpenGL uselessness? We've already
suggested buying NVidia cards :/

Help on installing other driver versions, other than those blessed by
Dell with AMD shrugging their shoulders [1], would also be welcome.

cheers
jp

[1]
http://support.amd.com/us/kbarticles/Pages/737-28041SupportforATIMobility.aspx

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Re: [osg-users] GPU Data Access

2011-07-12 Thread J.P. Delport

Hi,

On 11/07/11 17:47, Martin Großer wrote:

Hello,

I have written a little application, which renders a scene into a
texture. I use the frame buffer object, but my problem is, I need the
data on the cpu after the rendering. I know that is the bottleneck,
but I hope someone can give me a clever tip how I can do this without
big delay.

Maybe, is it possible to get access to the texture via a cuda
program. Then I can do my procedure on the gpu and then I only
transport the result back to the cpu?

My procedure is quite simple. I have a depth map and I want to get
the sum over all pixel values.

There are some ideas about my problem?


you can do this with osgCompute and its osgCUDA. It can read the OSG 
texture and then you can do some CUDA kung-foo on it. E.g. we've used 
thrust to make a histogram in GPU.


Let me know if you need more help.

jp




Cheers

Martin


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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-07-12 Thread Jorge Izquierdo Ciges
Seriously you are explaining like a book withouth pages. If you want us to
help you, please find the error apropiatedly. I mean the generic error
message of Android is not enough. If you are using Eclipse to send the
program to a REAL device (i hope so) then you can see the LogCat Log. In the
LogCat log (that you can also view in console mode with adb, see Google's
documentation for that
http://developer.android.com/guide/developing/tools/adb.html) Then the
generic error message will throw a exception with names and surnames like
Java. Maybe with that information we can help you some more. But... if you
want me to do a lucky guess I should say that you have only compiled the
java/jni part and not the C++ and probably the error is about not finding
the library.

In any case please remember this works only in devices not android emulator
(i'm sorry if I look like a jerk but I'm very tired with people that ignore
me when I say that you need a physical device)

2011/7/9 anurag mairal mairal2...@gmail.com

 hi , thanks for reply,
 in openscenegraph3.0.0 in example for android i could compile eclipse but
 when i m running using avd2.2 or 2.3.3 or 3.0. its getting crashed. i guess
 i m missing some settings for GLES1.1 or GLES2.0
 but not able to know what m i missing?
 plz help
 Anurag



 On Sat, Jul 9, 2011 at 1:28 AM, Jorge Izquierdo Ciges 
 jori...@gmail.comwrote:

 Gles support in the Android emulator is far even of an alpha demo. Blame
 that on Google. You need a device with android.

 2011/7/8 Mourad Boufarguine mourad.boufargu...@gmail.com

 Hi Anurag,

 AFAIK Android emulator does not support OpenGL ES, so the Android osg
 examples won't run on it.

 Cheers,
 Mourad
 Le 8 juil. 2011 17:08, anurag mairal mairal2...@gmail.com a écrit :

  Sir I have build osg on android with osg3.0.0
  tried to run example program osgAndroidExampleGLES1 on emulator get
 error
  application stopped unexpectedly, please try again.
  Can you please tell me what may be the problem?
  Thanks,
  Anurag

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Re: [osg-users] Conversion from 'GLsizeiptrARB' to 'const GLvoid *' of greater size

2011-07-12 Thread Oliver Neumann
Hi,

Sorry to bug you again with this topic, but I'm getting the very same warnings 
on my machine.

I surrounded each troubling line with

Code:

#pragma warning(push)
#pragma warning(disable : 4312)
...LINE WITH WARNING...
#pragma warning(pop)




but thats just cosmetics. 

The vertex buffer code now looks rather different from the 2.8.3 past. Can you 
give some insight into why this was changed (especially the Array mutable const 
GLvoid* _vboOffset versus BufferEntry unsigned int offset part)? 

I'm still not sure that the warning can be ignored. Of course compiling it for 
and using it on a 64bit machine works, but what happens when the code was 
compiled for 32 bit and is used on a 64 bit machine; wouldn't that mean that 
the cast of a negative int is wrongly cast to a positive 64bit pointer position 
(see http://msdn.microsoft.com/en-us/library/h97f4b9y%28v=vs.80%29.aspx)?

I guess as the BufferEntry offset is always positive so thats not a problem 
here, thus the warnings can be ignored right? On the other hand the conversion 
from unsigned int to GLsizeiptrARB will make it signed again so I'm still not 
100% sure.

Cheers,
Oliver

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Re: [osg-users] 3.0 runtime loading models problem

2011-07-12 Thread issam boughanmi
Hi Sébastien,


 
 Gordon Tomlinson replied, but his reply did not show up on the forum (so 
 it's even dubious if this reply will make it, if the mailing list to 
 forum gateway has a problem).
 

ah ok
i saw that reply waiting for approval but it disappears after !

anyway
i will make a deep debug tonight and i will come back with a detailed 
description of the problem
btw i have this problem with every model i tested with osgviewer

i searched before in the ml archive and i found similar threads  talking about 
configuring the cmake builds and gl implementation ,
but i tried every cmake build option without success

again, we will talk after a closer look on this

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Re: [osg-users] GPU Data Access

2011-07-12 Thread Peter Wrobel
Hi,

Couldn't this be done in a fragment shader ?
Create a one by one pixel texture, to calculate the result. Give the 
corresponding fragment shader access to your fbo render, and sum up the values. 
Of course you would need a scaling factor to not leave float max boundary.
The osgPPU HDRI example is doing a similar thing to calculate tone mapping.

Cheers, ParticlePeter

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Re: [osg-users] GPU Data Access

2011-07-12 Thread Martin Großer
Hello,

thank to all for these nice solutions. I will try these.

Cheers

Martin

 Original-Nachricht 
 Datum: Tue, 12 Jul 2011 12:06:45 +0200
 Von: Peter Wrobel particlepe...@gmx.de
 An: osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] GPU Data Access

 Hi,
 
 Couldn't this be done in a fragment shader ?
 Create a one by one pixel texture, to calculate the result. Give the
 corresponding fragment shader access to your fbo render, and sum up the 
 values.
 Of course you would need a scaling factor to not leave float max boundary.
 The osgPPU HDRI example is doing a similar thing to calculate tone
 mapping.
 
 Cheers, ParticlePeter
 
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Re: [osg-users] X11 cursor setting - Single- vs Multithread

2011-07-12 Thread David Guthrie
Hi,

I occasionally have issues with X11 and multi-threading osg viewer where I get 

Xlib: unexpected async replay ...

It happens on window resizes sometimes.  X11 is not thread safe and requires 
some locking, but osg doesn't seem to do any of that.  Has no one seen this 
problem?

Thank you!

Cheers,
David

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Re: [osg-users] X11 cursor setting - Single- vs Multithread

2011-07-12 Thread Alberto Luaces
Hi David,

David Guthrie writes:

 X11 is not thread safe and requires some locking, but osg doesn't seem
 to do any of that.  Has no one seen this problem?

OSG calls XInitThreads(), see
src/osgViewer/GraphicsWindowX11.cpp:1911. Nevertheless, I don't know if
this is enough, as the manpage suggests.

-- 
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Re: [osg-users] X11 cursor setting - Single- vs Multithread

2011-07-12 Thread David Guthrie
Hmm, it's if 0 out in 2.8.  I'm not using 3.0 yet.  Does 3.0 have it enabled.

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Re: [osg-users] Constantly increasing draw/gpu time

2011-07-12 Thread Paul Martz

Do you see the same thing with osgviewer?
   -Paul


On 7/11/2011 9:50 PM, Christiansen, Brad wrote:

Hi,

I have come across a difficult issue and have run out of ideas of where to look
to try and find the solution.

What I am observing is this:

Leaving or application running, without ANY modification, results in a fairly
rapid rise in both Draw and GPU time (as shown in on the stats hud). This
results in a FPS drop from ~250fps down to ~30fps within 15 minutes. This drop
seems to continue indefinitely, though the rate of slowing does seem to 
decrease.

During this time both OSG's diagnostics and gDebuggers are showing a constant
load on the card (same number of vertices, textures, VBOs etc) which is expected
as the scene or viewport is not being modified. The memory and CPU use of the
application does not change. The only thing that does seem to change is how long
it takes to dispatch all the draw calls. I have reproduced this on a couple
machines.

I am using OSG 3.0, Windows 7 64 (my application is 32 bit though) and an Nvidia
GTX 460M with driver revision 267.21.

If anyone can suggest anything (at all) that I could look into it would be
greatly appreciated as I am completely stuck.

Cheers,

Brad

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Re: [osg-users] X11 cursor setting - Single- vs Multithread

2011-07-12 Thread Alberto Luaces
David Guthrie writes:

 Hmm, it's if 0 out in 2.8.  I'm not using 3.0 yet.  Does 3.0 have it enabled.

Oh, yes, you are right. It's disabled here too.

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Re: [osg-users] [ANN] New version of 3rdParty Package

2011-07-12 Thread Tassilo Glander
Hey Torben,

thanks for this great package, it really simplifies developing with OSG (on 
Windows).

One small thing that occurred: the gdal_vrt.h header file is missing in the x64 
folder (it does exist in the x86 folder). While it's not needed by OSG, 
osgEarth does need it and it is handy to use the same 3rdParty folder.

Best regards,
Tassilo

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Re: [osg-users] ATI FirePro M8900

2011-07-12 Thread Chris 'Xenon' Hanson
On 7/12/2011 12:35 AM, J.P. Delport wrote:
 Hi Luc,
 thanks for the feedback. I'm going to try disable VBO wherever possible and 
 see what
 happens. I'll probably have to make a visitor for all other loaded objects or 
 somehow
 convince OSG that the ATI does not support VBO.
 I've been spared the ATI madness till now, so I'll check the list for older 
 VBO
 workarounds too.
 It's sad that ATI/AMD misuses their advantage of being the underdog [1] to 
 keep churning
 out crap OpenGL support.

  This is very sad. In the past I've known a few people at Nvidia and Intel, 
but I've
never had a contact at ATI that I could beg for favors to fix issues like this. 
I once
(along with several other OSG developers) had to shame them publicly to fix some
particularly annoying issues that were wrecking OSG on ATI.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
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Re: [osg-users] X11 cursor setting - Single- vs Multithread

2011-07-12 Thread David Guthrie
Okay, I just added XInitThreads() to my app and that seems to help, but that's 
kind of a problem that it's not called by default.

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Re: [osg-users] Load and control multiple animations saved in a single OSG/IVE file

2011-07-12 Thread Thomas Hogarth
Hi Guys

No, it's not possible to export multiple takes to an FBX from 3DS Max. Motion 
builder is the only app that i know of which can do this.

I had the same issue and in the end wrote a tool to load the FBX with a single 
long take containing all my sub animations. Then split it into individual sub 
animations and export as a native osg file.

It's a bit of work but well worth the effort.

I seem to think I posted an old version of it on here once. Search my name 
(tomhog or Thomas Hogarth) and the attachment might still be active.

Cheers
Tom

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Re: [osg-users] [ANN] New version of 3rdParty Package

2011-07-12 Thread Torben Dannhauer
Hi Tassilo,

thanks for the feedback!

Which version of 3rdParty do you use? Have you tried the newest one?
If it still occurs, I'll fix it of course.

Best regards, Torben

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