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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41314#41314





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


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41315#41315





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


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41316#41316





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


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" 
> 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
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41316#41316
> 
> 
> 
> 
> 
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
NEU: FreePhone - kostenlos mobil telefonieren!  
Jetzt informieren: http://www.gmx.net/de/go/freephone
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41320#41320





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


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.

-- 
Alberto

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


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.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41322#41322





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


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

-
DISCLAIMER: This e-mail transmission and any documents, files and previous
e-mail messages attached to it are private and confidential. They may contain
proprietary or copyright material or information that is subject to legal
professional privilege. They are for the use of the intended recipient only. Any
unauthorised viewing, use, disclosure, copying, alteration, storage or
distribution of, or reliance on, this message is strictly prohibited. No part
may be reproduced, adapted or transmitted without the written permission of the
owner. If you have received this transmission in error, or are not an authorised
recipient, please immediately notify the sender by return email, delete this
message and all copies from your e-mail system, and destroy any printed copies.
Receipt by anyone other than the intended recipient should not be deemed a
waiver of any privilege or protection. Thales Australia does not warrant or
represent that this e-mail or any documents, files and previous e-mail messages
attached are error or virus free.
-



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



--
  -Paul Martz  Skew Matrix Software
   http://www.skew-matrix.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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.

-- 
Alberto

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


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41325#41325





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


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.
"There is no Truth. There is only Perception. To Perceive is to Exist." - 
Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41327#41327





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


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41328#41328





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


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

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41329#41329





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