[osg-users] About database profiling

2016-04-25 Thread Alexandre Vaillancourt
Hello all!

We're simulating a open mining environment (2.5 km * 4.5 km), and we're
currently in an optimization phase.

In a thread from the past (linked at the bottom of the post), Robert
suggested this:

> The first task should be profiling the database and the performance and
relatively balance of update, cull and draw you are getting.

Given the fact that our cull (2-3 ms), draw (3.5-5.25ms) and GPU (2.5-7.5
ms) seem quite high (we'll need up to 5 cameras), our database hierarchy
could be improved, but I'm wondering if there are tools for "profiling the
database", or such a tool should be developed by us specifically for our
needs?

We're also using Creator, so would there be a tool in there that could help
us improve how our database is organized?

Thanks!

The thread: http://forum.openscenegraph.org/viewtopic.php?t=13726 (Best way
balance tree??)

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Re: [osg-users] OpenSceneGraph 3.4.0, latest git master: build of ffmpeg plugin fails after upgrade to ffmpeg 3.0+

2016-04-25 Thread Ben Woods
Hi,

Please see attached a patch which allows openscenegraph to build successfully 
against ffmpeg 3.0.x.

This was obtained from ArchLinux.

Cheers,
Ben

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Attachments: 
http://forum.openscenegraph.org//files/patch_ffmpeg3_202.txt


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Re: [osg-users] ShaderComposer::releaseGLObjects warning

2016-04-25 Thread Robert Osfield
Hi Alberto,

On 25 April 2016 at 19:22, Alberto Luaces  wrote:

> Indeed it does, for example on my system the signature of the method
> changes from
>
> _ZN3osg14ShaderComposer16releaseGLObjectsEPNS_5StateE
>
> to
>
> _ZNK3osg14ShaderComposer16releaseGLObjectsEPNS_5StateE
>

What's the best way to check the signature?



> therefore old programs will not run with this change.  I suggest to
> additionally keep also the old, non-const method, since they can
> co-exist.  Old binaries will expose the bug, but at least they will
> be able to execute.
>


To the 3.4 branch I've just made the change:

 $ git diff
diff --git a/include/osg/ShaderComposer b/include/osg/ShaderComposer
index 68c6d6c..f39d092 100644
--- a/include/osg/ShaderComposer
+++ b/include/osg/ShaderComposer
@@ -39,6 +39,9 @@ class OSG_EXPORT ShaderComposer : public osg::Object
 virtual osg::Shader* composeMain(const Shaders& shaders);
 virtual void addShaderToProgram(Program* program, const Shaders&
shaders);

+/// kept for backward compatibility
+void releaseGLObjects(osg::State* state) { static_cast(this)->releaseGLObjects(state); }
+
 virtual void releaseGLObjects(osg::State* state) const;

 protected:


Do you think this will be sufficient?

Robert.
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Re: [osg-users] ShaderComposer::releaseGLObjects warning

2016-04-25 Thread Alberto Luaces
Robert Osfield writes:

> On 18 April 2016 at 20:30, Robert Osfield  wrote:
>
>> Hi Jannik and Ulrich,
>>
>> You are right it's a bug, the missing const is an error, rather than the
>> missing virtual.  I've fixed this and rewritten the implementation of
>> ShaderCompose::releaseGLObjects() const.
>>
>> I need to do a build and test before checking it in.
>>
>
> Now checked into OpenSceneGraph-3.4 and master.
>
> I am bit concerned that this fix breaks the ABI of 3.4 though...  Would
> changing const affect the ABI?  I'm thinking yes, but it's too late in the
> evening for me to go and search for an answer...

Indeed it does, for example on my system the signature of the method
changes from

_ZN3osg14ShaderComposer16releaseGLObjectsEPNS_5StateE

to

_ZNK3osg14ShaderComposer16releaseGLObjectsEPNS_5StateE

therefore old programs will not run with this change.  I suggest to
additionally keep also the old, non-const method, since they can
co-exist.  Old binaries will expose the bug, but at least they will
be able to execute.

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Re: [osg-users] [build] Can't build documentation

2016-04-25 Thread Alberto Luaces
"Goj Ames" writes:

> Hi,
> I'm also not able to build the docs, but with different failure:
> osg 3.5.2 sync'd from github a few days ago.  
> Doxygen version 1.8.8
> The core_Doxyfile has:
> EXTENSION_MAPPING  = no_extension=C++
> Debian
>
> pwd
>   /home/gjames/OpenSceneGraph
> echo $OSGHOME 
>   /home/gjames/OpenSceneGraph
> echo $OpenSceneGraph_SOURCE_DIR 
>   /home/gjames/OpenSceneGraph
> doxygen doc/Doxyfiles/core_Doxyfile 
> Warning: Tag `XML_SCHEMA' at line 195 of file `doc/Doxyfiles/core_Doxyfile' 
> has become obsolete.
>  To avoid this warning please remove this line from your 
> configuration file or upgrade it using "doxygen -u"
> Warning: Tag `XML_DTD' at line 196 of file `doc/Doxyfiles/core_Doxyfile' has 
> become obsolete.
>  To avoid this warning please remove this line from your 
> configuration file or upgrade it using "doxygen -u"
> Warning: argument `${SEARCHENGINE}' for option SEARCHENGINE is not a valid 
> boolean value
> Using the default: YES!
> Error: tag HTML_FOOTER: footer file 
> `${OpenSceneGraph_SOURCE_DIR}/doc/Doxyfiles/custom_Footer.html' does not exist
>
> ls -l ${OpenSceneGraph_SOURCE_DIR}/doc/Doxyfiles/custom_Footer.html
> -rw-r--r-- 1 gjames gjames 408 Apr 12 16:28 
> /home/gjames/OpenSceneGraph/doc/Doxyfiles/custom_Footer.html
>

Hi Goj, did you try to use "make doc_openscenegraph" instead?

-- 
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Re: [osg-users] [osgPlugins] osgjs failing to build in osg 3.5.1

2016-04-25 Thread Alberto Luaces
Hi Ben,

can you confirm that
/wrkdirs/usr/ports/graphics/osg-devel/work/OpenSceneGraph-3.5.1/include/osg/Image
exists?

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Re: [osg-users] Disabling plugins via CMake

2016-04-25 Thread Alberto Luaces
sam writes:

> Hi All,
>
> Is there a simple way to disable the plugins from building in OSG? I'd
> like to be able to just build the OSGCore without having to uncheck
> the boxes in visual studio.
>

Hi Sam, I usually open src/osgPlugins/CMakeLists.txt and comment or
remove all the ADD_SUBDIRECTORY instances in which I am not interested.
In your case I suppose that you could almost remove the whole file.

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Re: [osg-users] [osgPlugins] gstreamer plugin failing to build in osg 3.4.0

2016-04-25 Thread Alberto Luaces
Hi Ben,

can you post the value of all the GSTREAMER_* cmake variables?  Maybe
that could be used as a clue.

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Re: [osg-users] Segfault when using addChild on Group object

2016-04-25 Thread Alberto Luaces
Andre,

maybe you can inspect in the cmake settings (ccmake or cmake-gui) if the
detected OSG include path and the OSG library path match as expected
(i.e. are under the same root directory).

Another chance is to run the program under gdb, enter into any OSG
function and see where the compiler took it issuing an "info source"
command.  All must be built with debug information, of course.

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Re: [osg-users] Segfault when using addChild on Group object

2016-04-25 Thread Andre Sanchez
Hmm, I am using this CMake file, so I am not using a -I flag manually, and I 
don't see one in the generated Makefile.

I checked the ldd output and they don't see anything inconsistent with itself.

Code:

linux-vdso.so.1 =>  (0x7ffe606c9000)
libosg.so.99 => /usr/lib/libosg.so.99 (0x7fd9b71be000)
libstdc++.so.6 => /usr/lib/x86_64-linux-gnu/libstdc++.so.6 
(0x7fd9b6eba000)
libgcc_s.so.1 => /lib/x86_64-linux-gnu/libgcc_s.so.1 
(0x7fd9b6ca4000)
libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6 (0x7fd9b68df000)
libOpenThreads.so.14 => /usr/lib/libOpenThreads.so.14 
(0x7fd9b66d7000)
librt.so.1 => /lib/x86_64-linux-gnu/librt.so.1 (0x7fd9b64cf000)
libdl.so.2 => /lib/x86_64-linux-gnu/libdl.so.2 (0x7fd9b62cb000)
libGL.so.1 => /usr/lib/x86_64-linux-gnu/mesa/libGL.so.1 
(0x7fd9b6065000)
libm.so.6 => /lib/x86_64-linux-gnu/libm.so.6 (0x7fd9b5d5f000)
/lib64/ld-linux-x86-64.so.2 (0x7fd9b768e000)
libpthread.so.0 => /lib/x86_64-linux-gnu/libpthread.so.0 
(0x7fd9b5b41000)
libglapi.so.0 => /usr/lib/x86_64-linux-gnu/libglapi.so.0 
(0x7fd9b591a000)
libXext.so.6 => /usr/lib/x86_64-linux-gnu/libXext.so.6 
(0x7fd9b5708000)
libXdamage.so.1 => /usr/lib/x86_64-linux-gnu/libXdamage.so.1 
(0x7fd9b5505000)
libXfixes.so.3 => /usr/lib/x86_64-linux-gnu/libXfixes.so.3 
(0x7fd9b52ff000)
libX11-xcb.so.1 => /usr/lib/x86_64-linux-gnu/libX11-xcb.so.1 
(0x7fd9b50fd000)
libX11.so.6 => /usr/lib/x86_64-linux-gnu/libX11.so.6 
(0x7fd9b4dc8000)
libxcb-glx.so.0 => /usr/lib/x86_64-linux-gnu/libxcb-glx.so.0 
(0x7fd9b4bb1000)
libxcb-dri2.so.0 => /usr/lib/x86_64-linux-gnu/libxcb-dri2.so.0 
(0x7fd9b49ac000)
libxcb-dri3.so.0 => /usr/lib/x86_64-linux-gnu/libxcb-dri3.so.0 
(0x7fd9b47a9000)
libxcb-present.so.0 => /usr/lib/x86_64-linux-gnu/libxcb-present.so.0 
(0x7fd9b45a6000)
libxcb-sync.so.1 => /usr/lib/x86_64-linux-gnu/libxcb-sync.so.1 
(0x7fd9b43a)
libxcb.so.1 => /usr/lib/x86_64-linux-gnu/libxcb.so.1 
(0x7fd9b4181000)
libxshmfence.so.1 => /usr/lib/x86_64-linux-gnu/libxshmfence.so.1 
(0x7fd9b3f7f000)
libXxf86vm.so.1 => /usr/lib/x86_64-linux-gnu/libXxf86vm.so.1 
(0x7fd9b3d79000)
libdrm.so.2 => /usr/lib/x86_64-linux-gnu/libdrm.so.2 
(0x7fd9b3b6c000)
libXau.so.6 => /usr/lib/x86_64-linux-gnu/libXau.so.6 
(0x7fd9b3968000)
libXdmcp.so.6 => /usr/lib/x86_64-linux-gnu/libXdmcp.so.6 
(0x7fd9b3762000)




I'm not so strong on UNIX build tools so sorry if I'm missing something obvious.

Here is the CMakeLists.txt

Code:

cmake_minimum_required( VERSION 2.6 )
project( proj )

find_package( OpenThreads )
find_package( osg )
find_package( osgDB )
find_package( osgUtil )
find_package( osgViewer )

macro( config_project PROJNAME LIBNAME )
include_directories( ${${LIBNAME}_INCLUDE_DIR} )
target_link_libraries( ${PROJNAME} ${${LIBNAME}_LIBRARY} )
endmacro()

add_executable( proj main.cpp )
config_project( proj OPENTHREADS )
config_project( proj OSG )
config_project( proj OSGDB )
config_project( proj OSGUTIL )
config_project( proj OSGVIEWER )




Thanks,
Andre

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Re: [osg-users] Virtual planet builder

2016-04-25 Thread Chris Hanson
I think you can get the beginners guides in ebook form if you don't want
dead trees.

There aren't a ton of guides on VPB to be honest. I wrote a whitepaper on
how it works, but it's not really a users' guide.

http://alphapixel.com/wp-content/uploads/2015/04/OpenSceneGraph-OSG-Virtual-Planet-Builder-VPB-OSGDEM.pdf
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Re: [osg-users] [3rdparty] Need 3d visualization company

2016-04-25 Thread Chris Hanson
Yeah, what Jason said. Frank at SunDog told me a while ago that he wasn't
really pursuing much contract work, but that may have changed.

Robert Osfield himself does some contracting, but I don't know his current
workload, and many tasks don't require his level of expertise anyway.

ComPro, Pelican and AlphaPixel all do vis/sim stuff, pelican and AlphaPixel
and strongest on geospatial and mapp/ing/GIS (IMHO) and AlphaPixel also
does "weird" applications (autostereoscopic, holography, embedded, mobile,
scientific, biomedical, telemetry -- stuff outside the traditional vis/sim
scope).

There are other folks too, but my memory is terrible. ;)

Hit me up privately if you want and I'll be happy to tell you who would be
a good fit for whatever you want done -- even if it's not my company
(AlphaPixel). We all know and respect each other.


-- 
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http://www.alphapixel.com/
Training • Consulting • Contracting
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Re: [osg-users] [3rdparty] Need 3d visualization company

2016-04-25 Thread Jason Beverage
I'll also add http://www.pelicanmapping.com to the list :)  Especially if
you're doing anything geospatial.

On Mon, Apr 25, 2016 at 9:50 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Nikolas,
>
> what kind of visualization?
>
> Here are few:
> http://www.compro.net (http://openig.compro.net)
> http://www.alphapixel.com
> http://www.sundog-soft.com
>
> On this list there are contractors as well, but I think they will raise
> their voice themself :-)
>
> Cheers!
> Nick
>
> On Tue, Mar 22, 2016 at 4:27 PM, Nikolas Sol 
> wrote:
>
>> Hello everybody,
>>
>> Could you advise me some professional 3d visualization company?
>>
>> Thanks for your help!
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=66590#66590
>>
>>
>>
>>
>>
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>
>
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Re: [osg-users] [3rdparty] Need 3d visualization company

2016-04-25 Thread Trajce Nikolov NICK
Hi Nikolas,

what kind of visualization?

Here are few:
http://www.compro.net (http://openig.compro.net)
http://www.alphapixel.com
http://www.sundog-soft.com

On this list there are contractors as well, but I think they will raise
their voice themself :-)

Cheers!
Nick

On Tue, Mar 22, 2016 at 4:27 PM, Nikolas Sol  wrote:

> Hello everybody,
>
> Could you advise me some professional 3d visualization company?
>
> Thanks for your help!
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66590#66590
>
>
>
>
>
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[osg-users] [3rdparty] Need 3d visualization company

2016-04-25 Thread Nikolas Sol
Hello everybody,

Could you advise me some professional 3d visualization company?

Thanks for your help!

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Re: [osg-users] How is this foliage artifact called and how to fix it?

2016-04-25 Thread Alexandre Vaillancourt
Thanks to both of you, I'll take a look at these options!

2016-04-22 12:25 GMT-04:00 Christian Buchner :
>
> Placing the foliage into a later render bin (e.g. the transparent bin,
#10) than most other objects would help.
> Christian

2016-04-22 18:08 GMT+02:00 Chris Hanson :
> I believe your texture filtering mode is generating intermediate alpha
values, which then blend a portion of the distant background in before the
other "face" of the tree is drawn behind.
>
> Switching to GL_NEAREST will probably avert this, but will look ugly in
other ways.
> Alpha to coverage might help you here:
http://www.humus.name/?page=3D=61
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[osg-users] Virtual planet builder

2016-04-25 Thread emersont1


Hi

Are there any guides for VPB and/or other level creation tools for use with OSG

Also are there any beginners guides for OSG that aren't a physical book?

Many thanks

Peter Taylor
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