Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash
You need to run your application i debug mode, and trace the stack: 0 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x1234003a5708 IntelVertexArray::setElemData(unsigned int, unsigned int, unsigned short, unsigned int) + 140 1 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x1234003a5667 IntelVertexArray::extractState(GLDVertexArrayDataRec const*, unsigned long long) + 81 2 libGPUSupportMercury.dylib 0x7fff9118d6b6 gpusLoadCurrentVertexArray + 188 3 com.apple.driver.AppleIntelHD5000GraphicsGLDriver 0x1234003a3227 updateDispatch + 1355 4 GLEngine 0x7fff9aecf2a0 gleDoDrawDispatchCore + 502 5 GLEngine 0x7fff9ae76712 gleSetupAndDrawArraysOrElementsOutOfLine_ListExec + 841 6 GLEngine 0x7fff9ae0bc91 gleCallList + 165 7 libosgUtil.100.dylib 0x00010e8bea59 osgUtil::RenderLeaf::render(osg::RenderInfo, osgUtil::RenderLeaf*) + 181 8 libosgUtil.100.dylib 0x00010e8bb665 osgUtil::RenderBin::drawImplementation(osg::RenderInfo, osgUtil::RenderLeaf*) + 309 9 libosgUtil.100.dylib 0x00010e8c2e27 osgUtil::RenderStage::drawImplementation(osg::RenderInfo, osgUtil::RenderLeaf*) + 709 10 libosgUtil.100.dylib 0x00010e8c1f31 osgUtil::RenderStage::drawInner(osg::RenderInfo, osgUtil::RenderLeaf*, bool) + 293 11 libosgUtil.100.dylib 0x00010e8c28c8 osgUtil::RenderStage::draw(osg::RenderInfo, osgUtil::RenderLeaf*) + 1058 12 libosgUtil.100.dylib 0x00010e8ca724 osgUtil::SceneView::draw() + 938 13 libosgViewer.100.dylib 0x00010e789396 osgViewer::Renderer::draw() + 856 14 libosg.100.dylib 0x00010e417673 osg::GraphicsContext::runOperations() + 185 15 libosg.100.dylib 0x00010e456325 osg::OperationThread::run() + 413 16 libosg.100.dylib 0x00010e419e31 osg::GraphicsThread::run() + 89 17 libOpenThreads.20.dylib 0x00010e39ebc2 OpenThreads::ThreadPrivateActions::StartThread(void*) + 178 18 libsystem_pthread.dylib 0x7fff9924a899 _pthread_body + 138 19 libsystem_pthread.dylib 0x7fff9924a72a _pthread_start + 137 20 libsystem_pthread.dylib 0x7fff9924efc9 thread_start + 13 I think + ### is the line number in corresponding cpp file. Kind regards Patrik On Thu, Sep 4, 2014 at 5:01 PM, Felipe Ramos felipeber...@gmail.com wrote: Patrik, I tried to change to change the code you suggested and still get the crash when executing my program, but I don't know exactly what to do... Could you please give me more information about what actions I need to take? I changed some lines of the code (oculusdevice.cpp) and recompiled the lib. The source code and some images are attached to this message. Thanks in advance! Regards, Felipe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60952#60952 ___ 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] Help: how to send non-filtered sampler2Drect to fragment shader?
I am always using the texture2DRect() function to access my texture rectangles. In combination with NEAREST sampling and passing pixel coordinates as a vec2, this works just fine for getting the original pixel values. Is there a specific reason you are using texelFetch() ? Christian 2014-09-04 23:03 GMT+02:00 shuiying Wang shuiying.w...@fu-berlin.de: On 09/04/2014 09:07 PM, osg-users-requ...@lists.openscenegraph.org wrote: OpenGL filtering of texture is controlled using the Texture::setFilter(..) method. The osg::Image settings only related to storage of the data, not filtering done by OpenGL. Could it be that your texelFetch(..) function in your GLSL is doing filtering? -- As a general note of using the mailing list for support, could you avoid replying to digest posts as this breaks the threading done by mail clients so that your reply no longer gets associated with the original thread. I find that modern mail clients are good at automatically managing the volume of traffic from mailing lists so there shouldn't really be a need to use the digest options. Robert. Robert. Hi Robert, Thanks! Sorry I forget about how to use this mailing list. I just searched in the internet. And I find that texelFetch does not have any interpolation. So I still have no idea. Shuiying ___ 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] Positional Animation
Hey everyone. I may be interpreting how this is done improperly, but all I want at the moment is to animate two hand models. I have two osg::MatrixTransform objects which I add my loaded hand models too. I then attach an instance of a class that extends from osg::NodeCallback Then in that class i have: Code: public: HandMovementX() :incrementer(-0.5), incrementer2(-0.5), pitch(-90.0), roll(12.0){} virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { OSG_FATAL Being called std::endl; roll += incrementer2; if (roll 57) incrementer2 = -0.5; if (roll -33) incrementer2 = 0.5; pitch += incrementer; if (pitch -135) incrementer = 0.5; if (pitch -90) incrementer = -0.5; osg::MatrixTransform *trans = dynamic_castosg::MatrixTransform * (node); if (trans != NULL) { osg::Matrixd handRotation; handRotation.makeRotate( osg::inDegrees(90.0f), osg::X_AXIS, osg::inDegrees(pitch), osg::Y_AXIS, osg::inDegrees(roll), osg::Z_AXIS ); trans-setMatrix(handRotation * osg::Matrix::translate(15, 0, 8) ); worldCoordMatrix = osg::computeLocalToWorld(nv-getNodePath()); } traverse(node, nv); } private: osg::Matrix worldCoordMatrix; float pitch; float roll; float incrementer; float incrementer2; The hands are moving, but not at all how I want them too and it seems that it animates first the Y axis and then the Z axis and then the translate. I want all positions to be taken into account in a single movement on each frame. Am I approaching this totally wrong or what? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60958#60958 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Positional Animation
I'm unsure of your method, but here is how I handle it: _position is a PositionAttitudeTransform Quat h,r,p; h.makeRotate(osg::DegreesToRadians(heading), Vec3d(0,0,1)); p.makeRotate(osg::DegreesToRadians(pitch), Vec3d(0,1,0)); r.makeRotate(osg::DegreesToRadians(roll), Vec3d(1,0,0)); _position-setAttitude(r*p*h); Jason -Original Message- From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hidden Sent: Friday, September 05, 2014 5:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Positional Animation Hey everyone. I may be interpreting how this is done improperly, but all I want at the moment is to animate two hand models. I have two osg::MatrixTransform objects which I add my loaded hand models too. I then attach an instance of a class that extends from osg::NodeCallback Then in that class i have: Code: public: HandMovementX() :incrementer(-0.5), incrementer2(-0.5), pitch(-90.0), roll(12.0){} virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { OSG_FATAL Being called std::endl; roll += incrementer2; if (roll 57) incrementer2 = -0.5; if (roll -33) incrementer2 = 0.5; pitch += incrementer; if (pitch -135) incrementer = 0.5; if (pitch -90) incrementer = -0.5; osg::MatrixTransform *trans = dynamic_castosg::MatrixTransform * (node); if (trans != NULL) { osg::Matrixd handRotation; handRotation.makeRotate( osg::inDegrees(90.0f), osg::X_AXIS, osg::inDegrees(pitch), osg::Y_AXIS, osg::inDegrees(roll), osg::Z_AXIS ); trans-setMatrix(handRotation * osg::Matrix::translate(15, 0, 8) ); worldCoordMatrix = osg::computeLocalToWorld(nv-getNodePath()); } traverse(node, nv); } private: osg::Matrix worldCoordMatrix; float pitch; float roll; float incrementer; float incrementer2; The hands are moving, but not at all how I want them too and it seems that it animates first the Y axis and then the Z axis and then the translate. I want all positions to be taken into account in a single movement on each frame. Am I approaching this totally wrong or what? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60958#60958 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This email and any files transmitted with it from The Charles Machine Works, Inc. are confidential and intended solely for the use of the individual or entity to which they are addressed. If you have received this email in error please notify the sender. Our company accepts no liability for the contents of this email, or for the consequences of any actions taken on the basis of the information provided, unless that information is subsequently confirmed in writing. Please note that any views or opinions presented in this email are solely those of the author and do not necessarily represent those of the company. Finally, the recipient should check this email and any attachments for the presence of viruses. The company accepts no liability for any damage caused by any virus transmitted by this email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash
I already did that, that's how i got this crash log... Still doing it, I could not identify a specific cause to the crash, and I would like to know if someone had this problem before and know how to solve it, if someone have some hint... I don't have an ideia on what to do now. Thanks for replying anyway! Regards, Felipe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60959#60959 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash
Hi Filipe, I don't have an OSX box, or Occulus Rift or experience with their SDK, so can't provide an specific advice. What I would say is that unless others have seen the exact problem you are having then with the given information it's unlikely they'll be able to help. If others haven't been able to help so far then there is good chance that you will need to do more testing and scope out the problem more for yourself and keep us informed of this testing, at some point there might be an eureka moment and spot the problem so it can be resolved. Tests I'd do in your situation are: 1) Test OSG examples on their own with the models you want to work with - does it work? 2) Test on another machine, it could well be that the drivers are at fault. 3) Check with Occulus Rift support to see if others under OSX have seen similar errors. 4) Run Occulus test programs without the OSG. What you are looking for is a pattern of the error to scope out what might be wrong. Keep updating this thread with reports how your testing has done so others know what works and what doesn't. Robert. On 5 September 2014 14:15, Felipe Ramos felipeber...@gmail.com wrote: I already did that, that's how i got this crash log... Still doing it, I could not identify a specific cause to the crash, and I would like to know if someone had this problem before and know how to solve it, if someone have some hint... I don't have an ideia on what to do now. Thanks for replying anyway! Regards, Felipe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60959#60959 ___ 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] OSG 3.2.1 + OculusViewer on Mac OSX 10.9 - Crash
Hi, I've tried in Windows 7 (64-bit) and I think (didn't have much time to make some tests yet) it worked! The only issue I've noticed was that the model wasn't at the center of the screen, but it didin't crash. I'll check out this later again. Used a pre-compiled osg 3.2.0 binaries from http://www.helleboreconsulting.com/index.php/open-source/openscenegraph Maybe it's something wrong with Mac OS X libraries, I don't know... Because I've made some tests on another macbook and had the same crash. Anyway, I still need to solve this problem with the macs... I'm gonna make more tests with other versions of OSG and other build configurations to see what I get... Regards, Felipe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60962#60962 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org