Re: [osg-users] osg crashes when remove child
David, I don't have access to the viewer frame functions because I use a wrapper c# to c++ (I created a dll c++ with osg functions that I call in my wpf (c#) application). Thank you! lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52995#52995 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg crashes when remove child
Paul, The DataVariance for root is also DYNAMIC. The ThreadingModel is not set, when I display the variable : std::cout threading model : _viewer-getThreadingModel(); It returns 2 - ThreadPerContext. Thank you! lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52996#52996 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg crashes when remove child
With SingleThreaded, osg also crashes with the same error. lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52997#52997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] wglGetCurrentContext vs osg::GraphicsContext::createGraphicsContext
Hi all. I have a small problem where I use osg::GraphicsContext::createGraphicsContext to create a context for a window-widget (in .NET), but I also use another piece of software that use wglGetCurrentContext to check for context. But wglGetCurrentContext() returns null for the context that OSG creates. My init method: bool GraphicsWindow::initOSG( HWND hwnd) { if (m_viewer.valid()) return true; m_viewer = new osgViewer::Viewer(); m_viewer-setThreadingModel( osgViewer::ViewerBase::SingleThreaded ); m_root = new osg::Group; m_viewer-setSceneData( m_root.get() ); m_traits = new osg::GraphicsContext::Traits(); m_traits-inheritedWindowData = new osgViewer::GraphicsWindowWin32::WindowData( hwnd ); m_traits-setInheritedWindowPixelFormat = true; m_traits-doubleBuffer = true; m_traits-windowDecoration = true; m_traits-sharedContext = NULL; m_traits-supportsResize = true; RECT rect; ::GetWindowRect( hwnd, rect ); m_traits-x = 0; m_traits-y = 0; m_traits-width = rect.right - rect.left; m_traits-height = rect.bottom - rect.top; m_graphicsContext = osg::GraphicsContext::createGraphicsContext( m_traits.get() ); m_viewer-getCamera()-setGraphicsContext( m_graphicsContext.get() ); m_viewer-getCamera()-setViewport( new osg::Viewport( 0, 0, m_traits-width, m_traits-height ) ); m_viewer-getCamera()-setProjectionMatrixAsPerspective(30.0f, static_castdouble(m_traits-width)/static_castdouble(m_traits-height), 1.0f, 1.0f); m_viewer-realize(); m_viewer-frame(); assert(wglGetCurrentContext()); // Fails I have tried m_graphicsContext-makeCurrent(); wglGetCurrentContext STILL returns null... I know that I'm missing something, question is what? /Anders -- __ Anders Backman, HPC2N 90187 Umeå University, Sweden and...@cs.umu.se http://www.hpc2n.umu.se Cell: +46-70-392 64 67 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] OSC plugin, VS2010 64-bit
I would REEEALLLY like a developer release with this fix, otherwise 3.1.4 is not available for anyone with VS2010 (and probably VS2012). Any dates for such release? (3.1.5) /A On Fri, Feb 8, 2013 at 7:45 PM, Jan Ciger jan.ci...@gmail.com wrote: On Wed, Feb 6, 2013 at 10:20 AM, Robert Osfield robert.osfi...@gmail.comwrote: Thanks Stephan for the fix and Paul for the testing. Fix now merged and checked into svn/trunk. The same plugin doesn't compile for Android, it seems that the oscpack library it is using has issues with Android endianness: In file included from C:/R/Dependencies/OpenSceneGraph-ARM/source/src/osgPlugins/osc/osc/OscReceivedElements.cpp:34:0: C:/R/Dependencies/OpenSceneGraph-ARM/source/src/osgPlugins/osc/osc/OscHostEndianness.h:77:10: error: #error please edit OSCHostEndianness.h to configure endianness I suggest disabling the plugin for Android for the time being. Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- __ Anders Backman, HPC2N 90187 Umeå University, Sweden and...@cs.umu.se http://www.hpc2n.umu.se Cell: +46-70-392 64 67 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] OSC plugin, VS2010 64-bit
Hi Anders, On 8 March 2013 10:48, Anders Backman ande...@cs.umu.se wrote: I would REEEALLLY like a developer release with this fix, otherwise 3.1.4 is not available for anyone with VS2010 (and probably VS2012). Any dates for such release? (3.1.5) I have a client deadline to meet today, but once this is done I'll have a chance to catch up with submissions and make a dev release. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] disabling state
Hi community, I have a graph with some node where I have set a shader with override. What is the way down in the subgraph to disable this shader? Thanks Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] disabling state
The answer is to set an empty osg::Program with osg::StateAttribute::PROTECTED. Thanks Wojtek Nick On Fri, Mar 8, 2013 at 12:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have a graph with some node where I have set a shader with override. What is the way down in the subgraph to disable this shader? Thanks Nick -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FFmpeg visual studio 2010 x64 deadlock
Hi folks, I found a problem when using ffmpeg 0.8 (from***ffmpeg*.zeranoe.com/builds/) with Visual Studio 2010 x64 and osg 3.1.3. When trying to play the stream from my webcam the FFmpegDecoder::open blocks in if (av_find_stream_info(p_format_context) 0) throw std::runtime_error(av_find_stream_info() failed); (around line 127 in FFmpegDecoder.cpp) as a minimal example: osgmovie 0 -e ffmpeg -O format=vfwcap frame_rate=25 Playback of normal videos is working. Anyone else tried the 0.8 version in this environment? cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] OSC plugin, VS2010 64-bit
Grrreat! /Anders On Fri, Mar 8, 2013 at 12:00 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Anders, On 8 March 2013 10:48, Anders Backman ande...@cs.umu.se wrote: I would REEEALLLY like a developer release with this fix, otherwise 3.1.4 is not available for anyone with VS2010 (and probably VS2012). Any dates for such release? (3.1.5) I have a client deadline to meet today, but once this is done I'll have a chance to catch up with submissions and make a dev release. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- __ Anders Backman, HPC2N 90187 Umeå University, Sweden and...@cs.umu.se http://www.hpc2n.umu.se Cell: +46-70-392 64 67 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Per-view / per-camera effect control
Hi Robert, Thank you for the quick reply! What I am trying to do is to modify the scene graph (for example modify the transformation matrix of the node or uniform of the node). I've tried doing it in the cull callback or camera pre draw callback but it seems at this point it is already too late. For example, I have a scene graph with the node in it. I would like to modify the transformation matrix of that node and this transformation matrix needs to be computed based on the camera, per view. I've tried to use cull callback or camera pre-draw callback to compute transformation matrix and set it for the node. It seems that at this point when I set transformation for the node in the cull callback of the first camera it will actually affect the second view (second camera). As if I would be setting it in a post-draw callback. Also not sure how thread-safe is that. Thank you! Cheers, Janna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53007#53007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg crashes when remove child
I Lucie You probably run OSG and GUI in 2 different thread, and you try to manipulate OSG data from GUI thread. You have created the dll C++ that wrappe OSG. So you can modify it. You need an asynchronous mechanism to say to OSG add node or remove node or anything else like a queue of 'action' fill by GUI and done by OSG. ex : GUI create a custom object AddNode that contain a list of file to add, put it in queue action, then OSG will does, at the good time (before event pass), look in queue action and process action find. or You need a synchronisation mechanism in osgViewer::ViewerBase::frame like a mutex locked before the even pass and unlocked after the cull/draw pass, and you have to export, from the C++ dll, some function that does action you want (add node/remove node/...). this function must lock the mutex before process any action, so you are sure that your action is not done during even/update/cull pass. first solution is more complex but your application (GUI thread) will never be stopped by OSG thread. Their work in asynchronous mode. The second is perhaps more simple but if OSG take 5 second to do the action, GUI will freeze during 5 second. Their work in synchronous mode. HTH David 2013/3/8 lucie lemonnier lucielemonn...@hotmail.fr With SingleThreaded, osg also crashes with the same error. lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52997#52997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Per-view / per-camera effect control
Hi Janna, On 8 March 2013 15:32, Janna Terde brja...@gmail.com wrote: Thank you for the quick reply! What I am trying to do is to modify the scene graph (for example modify the transformation matrix of the node or uniform of the node). I've tried doing it in the cull callback or camera pre draw callback but it seems at this point it is already too late. For example, I have a scene graph with the node in it. I would like to modify the transformation matrix of that node and this transformation matrix needs to be computed based on the camera, per view. I've tried to use cull callback or camera pre-draw callback to compute transformation matrix and set it for the node. It seems that at this point when I set transformation for the node in the cull callback of the first camera it will actually affect the second view (second camera). As if I would be setting it in a post-draw callback. Also not sure how thread-safe is that. With a transform that is dynamically changing it's state there will be threading issues, it might not be an issue about the application crashing, rather just that objects can end up in the wrong place because different threads are all contending for control over the same data. A custom osg::Transform could avoid this issue by not storing any state locally but simply computing the matrix on the fly. When creating your MyTransform class you'd need to override the following Transform methods: virtual bool computeLocalToWorldMatrix(Matrix matrix,NodeVisitor*) const; virtual bool computeWorldToLocalMatrix(Matrix matrix,NodeVisitor*) const; Have a look at how the other Transform subclasses manage these methods to see it's done - look at osg::MatrixTransform, osg::PositionAttitudeTransform and osg::AutoTransform. The matrix in the above method is the modelview matrix that you'll need to modify and the NodeVisitor* will be the visitor that is calling the compute method, a dynamic_castosgUtil::CullVisitor* will allow you to get access to the CullVisitor's state. Using this approach you can dynamically compute the required modelview matrix and avoid any threading issue. The only part that will need some kind of state setting would be for the bounding volume of the MyTransform class as it's position/size in space will be moving around so you'll need to decide whether to simply disable culling for this node and not set the bounding volume, or compute a bounding volume that will encompass all the possible positions/sizes to prevent it from being culled prematurely. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Per-view / per-camera effect control
Hi Robert, This is interesting however I am not completely sure if this can solve all my problems. What I am trying to do is to create a general solution for per-view control. I have different effects which require per-view control. For example different post-effects need per-view uniforms, light-halo effect requires its node to adjust transformation scale on per-view / per-camera basis. Effect like mirror requires per-view computation to update RTT camera. So the solution I am looking for needs to be general for all such cases. However I can see the threading is one issue. The other issue is that even in the single threaded mode I am failing to update the matrix transform (to set per-view scale) of the node at the correct time. As I mention previously setting matrix for the matrix transform node is affecting next view but not the current view (using cull callback). However setting uniform for the same node works fine (only in the single threaded mode). Currently I am trying to understand why setting matrix for the node (in cull callback) is not working correctly even in the single threaded mode. However the final solution needs to address multi-threading. Thank you! Cheers, Janna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53011#53011 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Per-view / per-camera effect control
Hi Janna, It should be possible to make the MyTransform proposal pretty general purpose, as I don't know the specifics of what type of transform you want I can't say for sure, but it's how I'd tackle the task. Without know more specifics of the how you plan to make the computation I can really provide much further guidance. W.r.t modifying the transform matrix within a cull callback, this is probably down to the cull callback effectively being a traversal override callback that is called to handle the traversal of the nodes subgraph and will be called after the CullVisitor grabs the matrix and puts it on the rendering backends modelview matrix stack. Robert. On 8 March 2013 17:30, Janna Terde osgfo...@tevs.eu wrote: Hi Robert, This is interesting however I am not completely sure if this can solve all my problems. What I am trying to do is to create a general solution for per-view control. I have different effects which require per-view control. For example different post-effects need per-view uniforms, light-halo effect requires its node to adjust transformation scale on per-view / per-camera basis. Effect like mirror requires per-view computation to update RTT camera. So the solution I am looking for needs to be general for all such cases. However I can see the threading is one issue. The other issue is that even in the single threaded mode I am failing to update the matrix transform (to set per-view scale) of the node at the correct time. As I mention previously setting matrix for the matrix transform node is affecting next view but not the current view (using cull callback). However setting uniform for the same node works fine (only in the single threaded mode). Currently I am trying to understand why setting matrix for the node (in cull callback) is not working correctly even in the single threaded mode. However the final solution needs to address multi-threading. Thank you! Cheers, Janna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53011#53011 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using OpenSceneGraph with 3rd party window libraries
Hi Randall, so, I can only guess, what goes wrong (I'm sorry). but , in case there are several windowing libraries, they could run in separate threads http://msdn.microsoft.com/en-us/library/ms810439.aspx - so that their even loops are not intersected, the communication should be async this way, but then other ( non osg ) thread window messages should not touch handleNativeWindowingEvent Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Latest VPB Snapshot
Hi, I would like to download a snapshot of the latest VPB. I work in a facility that blocks access to outside svn servers, so downloading a snapshot is basically my only choice. I did find v0.9.0 dev release, but I see that there appears to be numerous later versions. Where would I find a new version for download? CD ... Thank you! Cheers, Conan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53014#53014 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgconv --compressed-dxt5
hi community, what has happened to osgconv? I remember it was working in the older versions well. Now it says something like rgb plugin can not export compressed images. osgconv was the way how to optimize openflight with huge rgb textures into something like osg with dxt. Any hints? Thanks Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org