[osg-users] iOS: Crash when deallocating viewer on arm64 devices.

2015-01-01 Thread Alessandro Terenzi
Hi all and happy New Year!
I'm facing an issue related to OSG for iOS, specifically I built OSG for the 
following architectures: armv7, armv7s and arm64 but when I build my iOS app 
and run it on a device with arm64 I got a crash when the viewer is deallocated, 
in particular somewhere in GraphicsWindowIOS::closeImplementation().

A workaround would be just not to build for arm64, but the problem is that 
starting from the February the 1st Apple requires that architecture otherwise 
the app would be rejected.

Any idea or suggestion about this issue? Has anyone else experienced it?

Thanks.
Alessandro

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[osg-users] Sim/Frame Time/Stamp in shader

2015-01-01 Thread Conan Doyle
Hi,

Does OSG have a GLSL uniform for current sim time similar the osg_* uniforms 
(osg_color etc.)?

CD

... 

Thank you!

Cheers,
Conan

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Re: [osg-users] Sim/Frame Time/Stamp in shader

2015-01-01 Thread Trajce Nikolov NICK
Hi Conan,

yes, there is. Here is the grep of osg_

find . -name '*.cpp' -exec grep osg_ {} +
./CubeMapGenerator.cpp:void CubeMapGenerator::generateMap(bool
use_osg_system)
./CubeMapGenerator.cpp:if (use_osg_system) {
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_FrameNumber,osg::Uniform::UNSIGNED_INT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_FrameTime,osg::Uniform::FLOAT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_DeltaFrameTime,osg::Uniform::FLOAT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_SimulationTime,osg::Uniform::FLOAT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_DeltaSimulationTime,osg::Uniform::FLOAT);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_ViewMatrix,osg::Uniform::FLOAT_MAT4);
./SceneView.cpp:osg::Uniform* uniform =
_localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4);


On Thu, Jan 1, 2015 at 6:08 PM, Conan Doyle o...@celticblues.com wrote:

 Hi,

 Does OSG have a GLSL uniform for current sim time similar the osg_*
 uniforms (osg_color etc.)?

 CD

 ...

 Thank you!

 Cheers,
 Conan

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 http://forum.openscenegraph.org/viewtopic.php?p=62214#62214





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Re: [osg-users] Sim/Frame Time/Stamp in shader

2015-01-01 Thread Conan Doyle
Ok. thanks... not sure why it didn't show up on my grep...  Thanks for the 
reply.

CD


Trajce Nikolov NICK wrote:
 Hi Conan,
 
 
 yes, there is. Here is the grep of osg_
 
 find . -name '*.cpp' -exec grep osg_ {} +
 ./CubeMapGenerator.cpp:void CubeMapGenerator::generateMap(bool use_osg_system)
 ./CubeMapGenerator.cpp:    if (use_osg_system) {
 ./SceneView.cpp:    osg::Uniform* uniform = 
 _localStateSet-getOrCreateUniform(osg_FrameNumber,osg::Uniform::UNSIGNED_INT);
 ./SceneView.cpp:    osg::Uniform* uniform = 
 _localStateSet-getOrCreateUniform(osg_FrameTime,osg::Uniform::FLOAT);
 ./SceneView.cpp:    osg::Uniform* uniform = 
 _localStateSet-getOrCreateUniform(osg_DeltaFrameTime,osg::Uniform::FLOAT);
 ./SceneView.cpp:    osg::Uniform* uniform = 
 _localStateSet-getOrCreateUniform(osg_SimulationTime,osg::Uniform::FLOAT);
 ./SceneView.cpp:    osg::Uniform* uniform = 
 _localStateSet-getOrCreateUniform(osg_DeltaSimulationTime,osg::Uniform::FLOAT);
 ./SceneView.cpp:    osg::Uniform* uniform = 
 _localStateSet-getOrCreateUniform(osg_ViewMatrix,osg::Uniform::FLOAT_MAT4);
 ./SceneView.cpp:    osg::Uniform* uniform = 
 _localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4);
 
 
 
 On Thu, Jan 1, 2015 at 6:08 PM, Conan Doyle  () wrote:
 
  Hi,
  
  Does OSG have a GLSL uniform for current sim time similar the osg_* 
  uniforms (osg_color etc.)?
  
  CD
  
  ...
  
  Thank you!
  
  Cheers,
  Conan
  
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  http://forum.openscenegraph.org/viewtopic.php?p=62214#62214 
  (http://forum.openscenegraph.org/viewtopic.php?p=62214#62214)
  
  
  
  
  
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