[osg-users] Hi OSG_Users@Lists.Openscenegraph now please Unsubscribe my E-mail id for this site.

2016-07-04 Thread kiran naik

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[osg-users] Unsubscribe

2016-07-04 Thread vrgiser

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2016-07-04 Thread vrgiser

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Re: [osg-users] Osgb to collada

2016-07-04 Thread Tony Vasile
You need a plugin for the Collada conversion. If your OpenSceneGraph build has 
the plugin built for it, then it is as simple as Nickolai points out. If you 
don't have the plugin built you will need to built it and possibly the 
appropriate Collada library.


Tony V

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Re: [osg-users] Compilation error with MSVC 2015

2016-07-04 Thread Jan Ciger
Hello again,

On Mon, Jul 4, 2016 at 4:29 PM, Robert Osfield 
wrote:

> Weird.  I have just had a look t the source file the compiler is
> complaining about and it looks pretty standard.
>
> The gles plugin on Linux is not particularly large either. I can't see
> any obvious reasons why there would be any need for some special
> options.
>
>
This is what the doc says about /bigobj:
https://msdn.microsoft.com/en-us/library/ms173499.aspx

My suspicion is that as that optimizer code works over all possible OSG
nodes, it is possible it is trying to instantiate ton of templates (e.g.
osg::ref_ptr<>), pushing the number of sections over 64k in my particular
case, with my set of self-compiled dependencies.

It seems that adding /bigobj should be safe, only compilers older than MSVC
2005 wouldn't be able to deal with such object files - which is a
non-issue, because one cannot really mix C++ object files/libs between MSVC
versions safely anyway.

J.
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Re: [osg-users] Compilation error with MSVC 2015

2016-07-04 Thread Jan Ciger
Hello,

On Mon, Jul 4, 2016 at 4:29 PM, Robert Osfield 
wrote:

> Hi Jan,
>
> On 4 July 2016 at 14:12, Jan Ciger  wrote:
> > It was a fresh checkout from Github master from a few minutes ago. I have
> > modified the main CMakeLists.txt and added /bigobj, as mentioned in the
> > error message, to CMAKE_CXX_FLAGS for MSVC and now the same code seems to
> > build fine,so that doesn't look like a corrupted file. I was building a
> > debug build when I have got that error, not sure whether it has any
> > relevance.
>
> Weird.  I have just had a look t the source file the compiler is
> complaining about and it looks pretty standard.
>
> The gles plugin on Linux is not particularly large either. I can't see
> any obvious reasons why there would be any need for some special
> options.
>
> What size are the object files and resulting osgdb_gles.dll?
>


The OpenGLESGeometryOptimizer.obj is 4.84MB in Release and 28.81MB in
Debug, the remaining files are few hundred kB (Release), few megs (in
Debug).

The DLL is 770kB in release and 3.84MB in debug.

I have noticed that the incremental linking was off in the CMakeLists.txt
for MSVC, that could perhaps have an impact.

Can the option just been added to the gles pugin if absolutely required?
>

Yes, possibly. However, it may be that the build would break elsewhere too
- I didn't have time to rebuild the whole mess several times today, so I
have put it only globally. I don't think that the GLES code is somehow
special.


>
> Right now, it seems pretty odd that the gles plugin would break some
> compiler limits that we've never hit before in any other module or
> plugins, so I'm inclined to think there is something specific going
> on, perhaps a bug with the compiler that is throwing things off.
>

Yes, I wouldn't be surprised. Or it could be triggering generation of ton
of code in 2015 that exceeds the limits. MSVC 2015 broke a lot of code that
was compiling before, because it is both stricter and updated for newer C++
standard. So when rebuilding older C++ code I am now often troubleshooting
compilation failures about code referencing deleted functions, template
problems, you name it.

J.
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Re: [osg-users] osgShadow with GLES

2016-07-04 Thread Werner Modenbach

Hi Pierre-Jean,

I was also doing some research in that.
I think the shader you adopted is not the only place where shaders have 
to be given.

I found some place with comments like
"I don't use my shader because the fixed function shaders have better 
performance".

This is just how I remember the comment - so not exactly reproduced.
To be honest the research was consuming to much of my time.
But it would be really great if share your solution if you manage to 
solve this.


- Werner -

Am 04.07.2016 um 17:48 schrieb Pierre-Jean Petitprez:

Hi,

I would like to use the osgShadow soft shadow map on an Android device (with 
GLES 2).
I have already written my own Phong shader for my objects which works very 
well. Now I would like to add the shadow map. I have taken the shader code from 
the SoftShadowMap.cpp file and I have adapted it to add it in my own shader.
But this does not seem to work, the applied shadow map is always fully white.

Maybe this has to do with the texture coordinates that are used.

Can someone enlighten me on using osgShadow with GLES 2 ?

Thank you!

Cheers,
Pierre-Jean

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[osg-users] osgShadow with GLES

2016-07-04 Thread Pierre-Jean Petitprez
Hi,

I would like to use the osgShadow soft shadow map on an Android device (with 
GLES 2).
I have already written my own Phong shader for my objects which works very 
well. Now I would like to add the shadow map. I have taken the shader code from 
the SoftShadowMap.cpp file and I have adapted it to add it in my own shader.
But this does not seem to work, the applied shadow map is always fully white.

Maybe this has to do with the texture coordinates that are used.

Can someone enlighten me on using osgShadow with GLES 2 ?

Thank you!

Cheers,
Pierre-Jean

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Re: [osg-users] [osgPlugins] [OSG Exporter problem] Export skinning model with biped animation to OSG format

2016-07-04 Thread Tung Nguyen
Hi, Pelle Nordqvist

.fbx is working correctly that mean I open it in 3ds Max and can see it move, i 
dont have osganimationviewer, just osgviewer and when open FBX in osgviewer, i 
have error about lack of plugin support for FBX file.

About the OSGB file, i tried export and the result is save as ive, just biped 
move and the model skin dont move anything.

Do you have any other solution. many thanks for your help. 

Thank you!

Cheers,
Tung

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Re: [osg-users] Explicitly synchronize all viewer cameras?

2016-07-04 Thread Robert Osfield
Hi Philipp,

The ThreadPerCamera is just shorthand for
CullThreadPerCameraDrawThreadPerContext, which will explain a bit more
what's actually happening - it's meant to allow the draw thread to
progress in parallel with the next frame.

There is a mechanism built into the backend to hold back the next
frame if there are any Drawables or StateSet's with their DataVariance
marked as DYNAMIC, however, if your whole scene is STATIC then this
will allow the next frame to advance.  There isn't any default
additional mechanism for holding back the next frame.  There are
mechanisms for doing a swap ready check for multi-context systems
which does something similar to what you are after.

A another different take would be to insert an GraphicsOperation prior
to the sawp buffers that has a barrier that you can control, a bit
like the swap buffers one.

I have to ask though, what exactly are you trying to achieve here,
what's the end feature that you are after, it may well be that you are
trying to solve the problem in the completely the wrong way.

Robert





On 4 July 2016 at 15:25, Philipp Meyer  wrote:
> Hi,
>
> I'm using multiple cameras and want them to render the scene in parallel to 
> increase GPU load. For that, I set the threading model of my Viewer to 
> "ThreadPerCamera".
>
> That all works fine, however, I'm facing the issue that the viewer seems to 
> begin the next frame before the current frame is completed. (Or with other 
> words: viewer.renderingTraversals() does not seem to block long enough for my 
> needs).
>
> I can not have that happen because of some additional logic I'm performing in 
> my program main loop. Is there any way I can wait until all cameras have 
> completed their frame? Ive messed with the viewers end barrier and frame 
> policies with no success. Some older tutorials also mention a "sync()" 
> method, however it does not seem to exist any longer. I also cant find any 
> other methods within the viewer related to synchronization.
>
> Thank you!
>
> Cheers,
> Philipp
>
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>
>
>
>
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Re: [osg-users] Compilation error with MSVC 2015

2016-07-04 Thread Robert Osfield
Hi Jan,

On 4 July 2016 at 14:12, Jan Ciger  wrote:
> It was a fresh checkout from Github master from a few minutes ago. I have
> modified the main CMakeLists.txt and added /bigobj, as mentioned in the
> error message, to CMAKE_CXX_FLAGS for MSVC and now the same code seems to
> build fine,so that doesn't look like a corrupted file. I was building a
> debug build when I have got that error, not sure whether it has any
> relevance.

Weird.  I have just had a look t the source file the compiler is
complaining about and it looks pretty standard.

The gles plugin on Linux is not particularly large either. I can't see
any obvious reasons why there would be any need for some special
options.

What size are the object files and resulting osgdb_gles.dll?

> I have yet to see whether the extra flag will have any runtime consequences.

Can the option just been added to the gles pugin if absolutely required?

Right now, it seems pretty odd that the gles plugin would break some
compiler limits that we've never hit before in any other module or
plugins, so I'm inclined to think there is something specific going
on, perhaps a bug with the compiler that is throwing things off.

Robert.
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[osg-users] Explicitly synchronize all viewer cameras?

2016-07-04 Thread Philipp Meyer
Hi,

I'm using multiple cameras and want them to render the scene in parallel to 
increase GPU load. For that, I set the threading model of my Viewer to 
"ThreadPerCamera".

That all works fine, however, I'm facing the issue that the viewer seems to 
begin the next frame before the current frame is completed. (Or with other 
words: viewer.renderingTraversals() does not seem to block long enough for my 
needs).

I can not have that happen because of some additional logic I'm performing in 
my program main loop. Is there any way I can wait until all cameras have 
completed their frame? Ive messed with the viewers end barrier and frame 
policies with no success. Some older tutorials also mention a "sync()" method, 
however it does not seem to exist any longer. I also cant find any other 
methods within the viewer related to synchronization.

Thank you!

Cheers,
Philipp

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Re: [osg-users] Compilation error with MSVC 2015

2016-07-04 Thread Jan Ciger
Hello,

On Mon, Jul 4, 2016 at 2:29 PM, Robert Osfield 
wrote:

> Hi Jan,
>
> The gles plugin is a tool to aid conversion of fixed function pipeline
> scene graphs across to shader based ones compatible with GLES2, it's
> not specifically tied to GLES though and should happily compile and
> work with a normal OpenGL build.
>

OK.


>
> The error you report looks like a compiler bug/error rather than a
> code error.  The only other thing I can think of that for some reason
> your OpenGLESGeometryOptimizer.cpp file has got corrupted.
>
> You don't specify which version of the OSG you are using so can't
> check to see if the file is actually OK.
>


It was a fresh checkout from Github master from a few minutes ago. I have
modified the main CMakeLists.txt and added /bigobj, as mentioned in the
error message, to CMAKE_CXX_FLAGS for MSVC and now the same code seems to
build fine,so that doesn't look like a corrupted file. I was building a
debug build when I have got that error, not sure whether it has any
relevance.

I have yet to see whether the extra flag will have any runtime consequences.

Regards,

Jan
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Re: [osg-users] Compilation error with MSVC 2015

2016-07-04 Thread Robert Osfield
Hi Jan,

The gles plugin is a tool to aid conversion of fixed function pipeline
scene graphs across to shader based ones compatible with GLES2, it's
not specifically tied to GLES though and should happily compile and
work with a normal OpenGL build.

The error you report looks like a compiler bug/error rather than a
code error.  The only other thing I can think of that for some reason
your OpenGLESGeometryOptimizer.cpp file has got corrupted.

You don't specify which version of the OSG you are using so can't
check to see if the file is actually OK.

Cheers,
Robert.

On 4 July 2016 at 13:23, Jan Ciger  wrote:
> Hello,
>
> I am updating my OSG at work and when building with the MSVC 2015, I am
> getting this:
>
> 72>C:\R\Dependencies-x64-2015\OpenSceneGraph\src\osgPlugins\gles\OpenGLESGeometryOptimizer.cpp
> : fatal error C1128: number of sections exceeded object file format limit:
> compile with /bigobj
>
> And the build fails.
>
> What is strange is that why is it even trying to build that file - I have
> all GLES options off. Has anyone seen this error before?
>
> J.
>
>
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[osg-users] Compilation error with MSVC 2015

2016-07-04 Thread Jan Ciger
Hello,

I am updating my OSG at work and when building with the MSVC 2015, I am
getting this:

72>C:\R\Dependencies-x64-2015\OpenSceneGraph\src\osgPlugins\gles\OpenGLESGeometryOptimizer.cpp
: fatal error C1128: number of sections exceeded object file format limit:
compile with /bigobj

And the build fails.

What is strange is that why is it even trying to build that file - I have
all GLES options off. Has anyone seen this error before?

J.
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Re: [osg-users] Osgb to collada

2016-07-04 Thread Nickolai Medvedev
Hi, Ninnin.

By means of the osgConv program you can convert into any known osg model.

It is simple:

osgconv.exe model.osgb model.dae

It must work. Hope, it help you. Good luck!

Cheers,
Nickolai

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Re: [osg-users] Osgb to collada

2016-07-04 Thread Joe Kindle
Hi,

anyone ? 


Thank you!

Cheers,
Joe

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