Re: [osg-users] Is there any idea I can make osg lib smaller?

2015-02-09 Thread Chris Hanson
Make sure your linker is set to strip unused references when statically
linking.

I'm not sure how this is done on iOS, it's a default on Windows.

On Mon, Feb 9, 2015 at 6:34 AM, Liu Xiao skyl...@126.com wrote:

 Dear robert,

 Thanks for you quick reply! On iOS platform the osg libs are all static,
 and I have tried to use only the libs I need, and now I only use the
 following libs:

 libOpenThreads.a
 libosg.a
 libosgAnimation.a
 libosgdb_osg.a
 libosgdb_serializers_osg.a
 libosgdb_serializers_osganimation.a
 libosgDB.a
 libosgGA.a
 libosgUtil.a
 libosgViewer.a

 I cannot ignore any of them, even some I do not need.


 robertosfield wrote:
  Hi Liu,
 
 
  Changes to OSG svn/trunk have made the core a little smaller but just by
 a couple of %.
 
 
  The only other thing you could try would be to statically link your
 application and just link the components you really need.
 
  Robert.
 
 
  On 9 February 2015 at 12:39, Liu Xiao  () wrote:
 
   Hi,
  
   I currently work on play skeletal animation on iOS. The version of OSG
 is 3.2.1. It works well but the app is over 3MB. That's too large for an
 application on mobile devices, because I only use it for play animation of
 osgb formats. Nothing else is needed.
  
   I hope to make it as smaller as possible, like under 1MB. Is there any
 idea?
  
   Thank you!
  
   Cheers,
   Liu
  
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   Read this topic online here:
   http://forum.openscenegraph.org/viewtopic.php?p=62654#62654 (
 http://forum.openscenegraph.org/viewtopic.php?p=62654#62654)
  
  
  
  
  
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[osg-users] OSG will not work on OpenSUSE 13.2 with the AMD driver on Radeon

2015-02-09 Thread Trajce Nikolov NICK
Hi Community,

I spent the whole day today trying to make it work and I need your help
since I am new to Linux development.

My driver is from here https://en.opensuse.org/SDB:AMD_fglrx

and when I run glxinfo I get this:
name of display: :0
X Error of failed request:  BadRequest (invalid request code or no such
operation)
  Major opcode of failed request:  155 (GLX)
  Minor opcode of failed request:  19 (X_GLXQueryServerString)
  Serial number of failed request:  12
  Current serial number in output stream:  12

The system I use is hybrid with one intel and one radeon card and I am
clueless how to setup X11 for this configuration

Anyone can share some nowhow, hints?

As always, thanks a bunch!

Nick
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Re: [osg-users] Oculus+OSG

2015-02-09 Thread Björn Blissing
Hi Anders et al,

Since I am the main author of the OsgOculusViewer I will try to answer some of 
your questions.

First of all, you are not the first user which seem to experience these types 
of problems. The judder you are seeing have been reported by many Oculus users 
for all kinds of applications (not just OsgOculusViewer) and can have different 
origins. Known issues are:

* Updates on another monitor may interfere with timing on the Rift and this can 
manifest as visible tearing in the Rift. This can be eliminated in Windows 7 by 
disabling Windows composition.
* Setting the Oculus Rift as secondary monitor (running at 75 Hz) and having 
the primary monitor is running at 60 Hz.
* On some AMD Radeon graphics cards, multi-sampling may cause judder or what 
appears to be rapid vibration as you move your head.

Try one of the following suggested solutions:
* Disable Windows composition
* Set the Oculus Rift as the primary screen.
* Overclocking the non-Rift primary display to 75 Hz.
* Setting the Oculus Rift to use 60Hz instead of 75Hz.

I have recently (9th of January) updated the library with support for 
DirectMode rendering, which may help you.

Regarding the fact that OsgOculusViewer uses its own rendering code and not the 
built in rendering code from Oculus. OsgOculusViewer uses pretty much the same 
rendering code as in the official OculusWorldDemo, although adapted to use OSG 
instead of pure OpenGL/DirectX. The reason for not using the Oculus SDK based 
rendering is that the SDK code path makes some rather broad assumptions about 
OpenGL initialization order and since OSG uses lazy initialization you will end 
up with quite a lot of catch 22 situations. I have tried to get it working, but 
as of today I am stuck with crashes deep inside graphics driver code or inside 
the Oculus SDK. The code is available at the sdk-rendering branch on github, 
if anyone wants to give it a try.

Best regards,
Björn

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Re: [osg-users] Oculus+OSG

2015-02-09 Thread Björn Blissing
Hi again,

Just a follow up on my last post. I tried running OsgOculusViewer with  the 
following variations of settings:

* Extended Mode + Desktop Composition On = Serious Judder
* Extended Mode + Desktop Composition On + Single Threaded = Serious Judder

* Extended Mode + Desktop Composition Off = No Judder
* Extended Mode + Desktop Composition Off + Single Threaded = No Judder

* Direct Mode + Desktop Composition On = No Judder
* Direct Mode + Desktop Composition On + Single Threaded = No Judder

* Direct Mode + Desktop Composition Off = No Judder
* Direct Mode + Desktop Composition Off + Single Threaded = No Judder

So the conclusion is that IF you have to run with Extended Mode the solution 
seems to be to disable desktop composition in Windows.

I was unable to make the matching test using the OculusWorldDemo, since it 
opens on the wrong screen in extended mode when running in OpenGL mode (ie. 
with the flag: OculusWorldDemo.exe -r GL). 

Best regards
Björn

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[osg-users] Is there any idea I can make osg lib smaller?

2015-02-09 Thread Liu Xiao
Hi,

I currently work on play skeletal animation on iOS. The version of OSG is 
3.2.1. It works well but the app is over 3MB. That's too large for an 
application on mobile devices, because I only use it for play animation of osgb 
formats. Nothing else is needed.

I hope to make it as smaller as possible, like under 1MB. Is there any idea?

Thank you!

Cheers,
Liu

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[osg-users] Which is the best format that supporting skeletal animation?

2015-02-09 Thread Liu Xiao
Hi,

I tried several formats, like fbx, osgb, dae. 

1) The fbx file works well and also small, but it can not work on Android, and 
also the lib of fbx is too large.

2) The osgb usually works well, but I have to convert from other formats which 
the 3d max or Maya supported. Sometimes, the convertion donot work well. And 
osgb file is always larger than the original fbx or dae file.

3) The dae file seems to be supported by may software, but the skeletal 
animation usually plays wrongly, and it doesn't have any writer in osgConv.

I haven't try other file formats, but I wonder which is the best format for 
playing skeletal animation? (The best format means smaller size for the file, 
better support for osg on every platform, and does not need a large size of 
lib).

Thank you!

Cheers,
Liu

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Re: [osg-users] Is there any idea I can make osg lib smaller?

2015-02-09 Thread Robert Osfield
Hi Liu,

Changes to OSG svn/trunk have made the core a little smaller but just by a
couple of %.

The only other thing you could try would be to statically link your
application and just link the components you really need.

Robert.

On 9 February 2015 at 12:39, Liu Xiao skyl...@126.com wrote:

 Hi,

 I currently work on play skeletal animation on iOS. The version of OSG is
 3.2.1. It works well but the app is over 3MB. That's too large for an
 application on mobile devices, because I only use it for play animation of
 osgb formats. Nothing else is needed.

 I hope to make it as smaller as possible, like under 1MB. Is there any
 idea?

 Thank you!

 Cheers,
 Liu

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=62654#62654





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Re: [osg-users] Is there any idea I can make osg lib smaller?

2015-02-09 Thread Liu Xiao
Dear robert, 

Thanks for you quick reply! On iOS platform the osg libs are all static, and I 
have tried to use only the libs I need, and now I only use the following libs:

libOpenThreads.a
libosg.a
libosgAnimation.a
libosgdb_osg.a
libosgdb_serializers_osg.a
libosgdb_serializers_osganimation.a
libosgDB.a
libosgGA.a
libosgUtil.a
libosgViewer.a

I cannot ignore any of them, even some I do not need. 


robertosfield wrote:
 Hi Liu,
 
 
 Changes to OSG svn/trunk have made the core a little smaller but just by a 
 couple of %.
 
 
 The only other thing you could try would be to statically link your 
 application and just link the components you really need.
 
 Robert.
 
 
 On 9 February 2015 at 12:39, Liu Xiao  () wrote:
 
  Hi,
  
  I currently work on play skeletal animation on iOS. The version of OSG is 
  3.2.1. It works well but the app is over 3MB. That's too large for an 
  application on mobile devices, because I only use it for play animation of 
  osgb formats. Nothing else is needed.
  
  I hope to make it as smaller as possible, like under 1MB. Is there any idea?
  
  Thank you!
  
  Cheers,
  Liu
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=62654#62654 
  (http://forum.openscenegraph.org/viewtopic.php?p=62654#62654)
  
  
  
  
  
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