Re: [osg-users] Linux packaging: Qt 4 vs 5

2016-07-20 Thread Andre Normann
Hi Alberto,

building OT with QThread support is just one step. You also need to write
your own osgQt::GraphicsWindowQt derived class to get threading working. I
can not remember who posted this solution, but I think you can find in the
mailing list archive. With my solution you can use multi-threading, but you
can not switch between multi-threading modes.

Regards,
André


2016-07-21 0:01 GMT+02:00 Alberto Luaces :

> Andre Normann writes:
>
> > To get threading working with Qt5, I need the Qt version of
> > OpenThreads.
>
> Andre, does building OT with Qt5 solve the threading issues that show up
> when using any mode other than SingleThreaded in OSG+Qt5?
>
> Thanks.
>
> --
> Alberto
>
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Re: [osg-users] [build] OSX X11 Build System Failures

2016-07-20 Thread Ravi Mathur
Fix submitted in Submissions Post 
(http://forum.openscenegraph.org/viewtopic.php?p=68188).

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Re: [osg-users] [build] OSG Build Error on Mac OSX with XCode 7 and CMake 3.4 (or greater)

2016-07-20 Thread Ravi Mathur
Fix submitted in Submissions Post 
(http://forum.openscenegraph.org/viewtopic.php?p=68188).

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Re: [osg-users] Linux packaging: Qt 4 vs 5

2016-07-20 Thread Robert Osfield
Hi Andre,

On 20 July 2016 at 07:47, Andre Normann  wrote:
> but there is one problem with OpenThreads when moving osgQt out of the core
> OSG. To get threading working with Qt5, I need the Qt version of
> OpenThreads. When you do not whant to have any dependence to Qt in the core
> OSG library, then we also need to drop the support of Qt inside OpenThreads.

The need for Qt to use it's own threading library is a major flaw of
Qt5 and forces you to jump through ridiculous hoops to work with it.
It's bad design from a vendor that's entirely trapped in a bubble of
controlling everything rather than provided genuine interoperability.

We'd need to move the qt thread path out of the OSG and into the
osgQt4/5 libraries.  This version of OpenThreads would need to built
with a Qt specific library name if linux distributors are to use it.

This is one of the issues why Qt doesn't belong in the core OSG distribution.

Robert.
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Re: [osg-users] Linux packaging: Qt 4 vs 5

2016-07-20 Thread Alberto Luaces
Andre Normann writes:

> To get threading working with Qt5, I need the Qt version of
> OpenThreads.

Andre, does building OT with Qt5 solve the threading issues that show up
when using any mode other than SingleThreaded in OSG+Qt5?

Thanks.

-- 
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Re: [osg-users] Linux packaging: Qt 4 vs 5

2016-07-20 Thread Mathieu MARACHE
Hi,
I agree and second Andre here, one needs to have either a Qt4 or a Qt5
version of osg/ot (to be used inside Qt that is).

History repeats itself there as these issues where already there with the
passage from Qt3 to Qt4. Qt proposed a Qt3Porting library that made code
using the Qt3 API recompile on Qt4 seamlessly. This is not the case there.

Now this will not be an answer to Linux distribution packaging... But we
have been experimenting successfully a different binary packaging option :
Conan C++ Open Source Package Manager (http://conan.io). This is IMHO the
most wanted feature when using C++ libraries on heterogenous
configurations/platforms.

We are able to create osg 3.2.3 libraries in those variants/mixes with all
their (cascading) dependencies :
 - Windows 32bits/64bits/Release/Debug with VS10
 - Linux 64bits/Release/Debug with gcc4.8 and libstdc++
 - macOS 64bits/Release/Debug with clang7.3 libstdc++ and minosx=10.7

The reason we took this path is to be able easily to start using a new osg
release in our product (with all it's dependencies) while been able to
maintain older versions of our software (and possibly upgrade or patch old
dependencies).

The basic concept is that you need to declare your requirements in a txt
file or a python file (not so scary) and conan will pull them for you and
prepare config files for your generator of choice (CMake, VS, XCode).

The getting started will go just over the basics of this :
http://docs.conan.io/en/latest/getting_started.html

Now, I have been doing this on a private repository, but I would gladly
propose a helping hand and bootstrap an initiative to get conan osg package
appear on conan's public repository. Packages can be build with Travis-CI
(and AppVeyor for windows) and uploaded to conan.io freely.

Any thoughts ?

Regards,
Mathieu

On Wed, Jul 20, 2016 at 8:47 AM Andre Normann 
wrote:

> Hi Robert,
>
> but there is one problem with OpenThreads when moving osgQt out of the
> core OSG. To get threading working with Qt5, I need the Qt version of
> OpenThreads. When you do not whant to have any dependence to Qt in the core
> OSG library, then we also need to drop the support of Qt inside OpenThreads.
>
> Best regards,
> André
>
>
> 2016-07-19 16:08 GMT+02:00 Robert Osfield :
>
>> Hi Stuart,
>>
>> On 18 July 2016 at 18:24, Stuart Mentzer  wrote:
>> > The Fedora OSG packager added this comment to the Bugzilla entry:
>> >
>> >
>> >> Having experimented a bit with Qt4/Qt5 builts, I found this won't be
>> easily achievable.
>> >>
>> >> - OSG-3.4.0's qt-libs/plugins/binaries use non-qt-versioned file
>> names/SONAMEs. I.e. qt4 and qt5-compiled binaries will conflict at
>> runtime/installation time.
>> >>
>> >> - Qt5-built OSG is slightly incompatible with Qt4-build versions of
>> OSG-3.4.0.
>> >> (Building against QT5 causes OSG to drop the osgdb_qfont.so plugin)
>> >>
>> >> - OSG-3.4.0 monolytical [monolithic?] build system treats QT4 and QT5
>> as mutually exclusive alternatives.
>> >>
>> >> All in all, I don't see an easy way to implement parallel installation
>> of qt4-/qt5-build variants.
>> >
>> >
>> > If these issues can't be finessed, separating just osgQt into Qt 4 and
>> 5 packages won't suffice: we'll need separate OSG builds, installation
>> paths, and library naming. But maybe someone more familiar with Linux
>> builds can see a simpler approach. Having both Qt 4 and 5 builds on Linux
>> seems to have value but if that's not practical it might be time with OSG
>> 3.6.0 to encourage Linux packagers to switch to Qt 5.
>>
>>
>> I don't think just switching to Qt5 is a solution.
>>
>> I've come to the conclusion that we need separate osgQt4 and osgQt5
>> Libraries.
>>
>> I also feel that having either in the core OSG would not be
>> appropriate, no other core OSG NodeKit/Libraries have external
>> dependencies like Qt, it has never sat alongside the rest of the OSG
>> as a comfortable companion.  For OSG-3.6 I now think we should not
>> have any osgQt library included, as if we didn't when we'd encode in
>> the lack of flexibility for which Qt version to target for yet another
>> generation of OSG.
>>
>> What I think is appropriate would be to first move osgQt out into it's
>> own separate project/repository, something we can host on our
>> OpenSceneGraph github account.  The next step would be then to create
>> a dedicated osgQt4 and osgQt5 library either from within the osgQt
>> project or as separate projects.  I would suggest that we have OSG/Qt
>> users step up and direct the future of osgQt/osgQt4/osgQt5.  I would
>> suggest that this project work with a range of OSG version rather than
>> just the up coming OSG-3.6.
>>
>> On the practicalities front we need to five write permission on the
>> OpenSceneGraph/osgQt project to who ever wants to lead/contribute to
>> it.   It might be that hosting it as part of OpenSceneGraph githib
>> account would not serve this purpose well.   I welcome suggestions on
>> this.
>>
>> Robert.
>> ___

Re: [osg-users] how to render 16bit depth image

2016-07-20 Thread Bruno Oliveira
That did the trick. Thank you :)

2016-07-20 11:56 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

> Hi Bruno,
>
> I intend to render a 16 bit per channel, 4 channel image, i.e., each pixel
> is 4 x unsigned 16bit (uint16_t) RGBA, leading to 64bit per pixel.
>
> This clarified you probably need:
> internal: GL_RGBA16UI
> format: GL_RGBA
> type: GL_UNSIGNED_SHORT
>
>
> https://www.opengl.org/sdk/docs/man/docbook4/xhtml/glTexImage2D.xml
>
> Hope that helps
> Cheers
> Sebastian
>
>
> 2016-07-20 8:48 GMT+01:00 Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de>:
>
>> Hi Bruno,
>>
>> Ok so I meant GL_ vars. Could you suggest any code for substituting that
>> setImage line? Thank you
>>
>>
>> To what end? You haven't told us, what you want to achieve, except from
>> using integer.
>> If you want to fill it with 16bit integer values you probably need
>>
>>
>> internal: GL_R16UI
>> format: GL_RED_INTEGER
>> type: GL_UNSIGNED_SHORT
>>
>> will give you a format, where the red channel is 16bit with unsigned
>> values and your source type is unsigned short values.
>>
>> Cheers
>> Sebastian
>>
>>
>> On 19 Jul 2016, at 09:35, Sebastian Messerschmidt <
>> sebastian.messerschm...@gmx.de> wrote:
>>
>> Hi Bruno,
>>
>> Sorry but I didn't quite catch that.
>> What do you mean by "but I thing you need to use GL_RGBA_INTEGER_EXT as
>> source"
>>
>> The source type needs to be GL_RGBA_INTEGER_EXT afaik when using integer
>> textures.
>>
>> Alternatively, how can I replace the macros in that setImage function
>> call?
>>
>> Which macros? The GL_ are constants.
>>
>> Cheers
>> Sebastian
>>
>>
>> 2016-07-19 8:45 GMT+01:00 Sebastian Messerschmidt <
>> sebastian.messerschm...@gmx.de>:
>>
>>> Hi,
>>>
>>> Your internal format needs to be 16bit per channel to I think, so
>>> GL_UNSIGNED_INT_8_8_8_8_REV might be inappropriate.
>>> GL_R16UI might do, but I thing you need to use GL_RGBA_INTEGER_EXT as
>>> source. Alternatively you can use GL_LUMINANCE with GL_LUMINACE16F.
>>>
>>> What exactly are you doing with the image?
>>>
>>> Cheers
>>> Sebastian
>>>
>>> Hello,
>>>
>>> I have a 16bit per channel, 4 channel, image. The format is short
>>> (uint16_t). Note that this image is scaled to the full 16bit depth [0,
>>> 65536]
>>>
>>>
>>> I have this code that works well for a 8bit, 4 channel image:
>>>
>>> osg::ref_ptr image = new osg::Image();
>>>  image->setImage(ImageSize, ImageSize,1,
>>> GL_RGBA8,
>>> GL_RGBA,
>>> GL_UNSIGNED_INT_8_8_8_8_REV,
>>> MyDataPtr,
>>> osg::Image::NO_DELETE);
>>>
>>>
>>>
>>> Now I want to por this to 16bit depth.
>>> How is this done?
>>>
>>> I tried
>>>
>>>  image->setImage(ImageSize, ImageSize,1,
>>> GL_RGBA16UI,
>>> GL_RGBA,
>>> GL_UNSIGNED_INT_8_8_8_8_REV,
>>> MyDataPtr,
>>> osg::Image::NO_DELETE);
>>>
>>> But this yields all black textures. How can I do this without converting
>>> my 16bit image pixel data?
>>>
>>>
>>> ___
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Re: [osg-users] how to render 16bit depth image

2016-07-20 Thread Sebastian Messerschmidt

Hi Bruno,
I intend to render a 16 bit per channel, 4 channel image, i.e., each 
pixel is 4 x unsigned 16bit (uint16_t) RGBA, leading to 64bit per pixel.

This clarified you probably need:
internal: GL_RGBA16UI
format: GL_RGBA
type: GL_UNSIGNED_SHORT


https://www.opengl.org/sdk/docs/man/docbook4/xhtml/glTexImage2D.xml

Hope that helps
Cheers
Sebastian


2016-07-20 8:48 GMT+01:00 Sebastian Messerschmidt 
mailto:sebastian.messerschm...@gmx.de>>:


Hi Bruno,

Ok so I meant GL_ vars. Could you suggest any code for
substituting that setImage line? Thank you


To what end? You haven't told us, what you want to achieve, except
from using integer.
If you want to fill it with 16bit integer values you probably need


internal: GL_R16UI
format: GL_RED_INTEGER
type: GL_UNSIGNED_SHORT

will give you a format, where the red channel is 16bit with
unsigned values and your source type is unsigned short values.

Cheers
Sebastian



On 19 Jul 2016, at 09:35, Sebastian Messerschmidt
mailto:sebastian.messerschm...@gmx.de>> wrote:


Hi Bruno,

Sorry but I didn't quite catch that.
What do you mean by "but I thing you need to use
GL_RGBA_INTEGER_EXT as source"

The source type needs to be GL_RGBA_INTEGER_EXT afaik when using
integer textures.

Alternatively, how can I replace the macros in that setImage
function call?

Which macros? The GL_ are constants.

Cheers
Sebastian


2016-07-19 8:45 GMT+01:00 Sebastian Messerschmidt
mailto:sebastian.messerschm...@gmx.de>>:

Hi,

Your internal format needs to be 16bit per channel to I
think, so GL_UNSIGNED_INT_8_8_8_8_REV might be inappropriate.
GL_R16UI might do, but I thing you need to use
GL_RGBA_INTEGER_EXT as source. Alternatively you can use
GL_LUMINANCE with GL_LUMINACE16F.

What exactly are you doing with the image?

Cheers
Sebastian

Hello,

I have a 16bit per channel, 4 channel, image. The format
is short (uint16_t). Note that this image is scaled to the
full 16bit depth [0, 65536]


I have this code that works well for a 8bit, 4 channel image:

osg::ref_ptr image = new osg::Image();
 image->setImage(ImageSize, ImageSize,1,
GL_RGBA8,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV,
MyDataPtr,
osg::Image::NO_DELETE);



Now I want to por this to 16bit depth.
How is this done?

I tried

 image->setImage(ImageSize, ImageSize,1,
GL_RGBA16UI,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV,
MyDataPtr,
osg::Image::NO_DELETE);

But this yields all black textures. How can I do this
without converting my 16bit image pixel data?


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Re: [osg-users] how to render 16bit depth image

2016-07-20 Thread Bruno Oliveira
I intend to render a 16 bit per channel, 4 channel image, i.e., each pixel
is 4 x unsigned 16bit (uint16_t) RGBA, leading to 64bit per pixel.

2016-07-20 8:48 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

> Hi Bruno,
>
> Ok so I meant GL_ vars. Could you suggest any code for substituting that
> setImage line? Thank you
>
>
> To what end? You haven't told us, what you want to achieve, except from
> using integer.
> If you want to fill it with 16bit integer values you probably need
>
>
> internal: GL_R16UI
> format: GL_RED_INTEGER
> type: GL_UNSIGNED_SHORT
>
> will give you a format, where the red channel is 16bit with unsigned
> values and your source type is unsigned short values.
>
> Cheers
> Sebastian
>
>
> On 19 Jul 2016, at 09:35, Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de> wrote:
>
> Hi Bruno,
>
> Sorry but I didn't quite catch that.
> What do you mean by "but I thing you need to use GL_RGBA_INTEGER_EXT as
> source"
>
> The source type needs to be GL_RGBA_INTEGER_EXT afaik when using integer
> textures.
>
> Alternatively, how can I replace the macros in that setImage function call?
>
> Which macros? The GL_ are constants.
>
> Cheers
> Sebastian
>
>
> 2016-07-19 8:45 GMT+01:00 Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de>:
>
>> Hi,
>>
>> Your internal format needs to be 16bit per channel to I think, so
>> GL_UNSIGNED_INT_8_8_8_8_REV might be inappropriate.
>> GL_R16UI might do, but I thing you need to use GL_RGBA_INTEGER_EXT as
>> source. Alternatively you can use GL_LUMINANCE with GL_LUMINACE16F.
>>
>> What exactly are you doing with the image?
>>
>> Cheers
>> Sebastian
>>
>> Hello,
>>
>> I have a 16bit per channel, 4 channel, image. The format is short
>> (uint16_t). Note that this image is scaled to the full 16bit depth [0,
>> 65536]
>>
>>
>> I have this code that works well for a 8bit, 4 channel image:
>>
>> osg::ref_ptr image = new osg::Image();
>>  image->setImage(ImageSize, ImageSize,1,
>> GL_RGBA8,
>> GL_RGBA,
>> GL_UNSIGNED_INT_8_8_8_8_REV,
>> MyDataPtr,
>> osg::Image::NO_DELETE);
>>
>>
>>
>> Now I want to por this to 16bit depth.
>> How is this done?
>>
>> I tried
>>
>>  image->setImage(ImageSize, ImageSize,1,
>> GL_RGBA16UI,
>> GL_RGBA,
>> GL_UNSIGNED_INT_8_8_8_8_REV,
>> MyDataPtr,
>> osg::Image::NO_DELETE);
>>
>> But this yields all black textures. How can I do this without converting
>> my 16bit image pixel data?
>>
>>
>> ___
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Re: [osg-users] how to render 16bit depth image

2016-07-20 Thread Sebastian Messerschmidt

Hi Bruno,
Ok so I meant GL_ vars. Could you suggest any code for substituting 
that setImage line? Thank you


To what end? You haven't told us, what you want to achieve, except from 
using integer.

If you want to fill it with 16bit integer values you probably need


internal: GL_R16UI
format: GL_RED_INTEGER
type: GL_UNSIGNED_SHORT

will give you a format, where the red channel is 16bit with unsigned 
values and your source type is unsigned short values.


Cheers
Sebastian



On 19 Jul 2016, at 09:35, Sebastian Messerschmidt 
> wrote:



Hi Bruno,

Sorry but I didn't quite catch that.
What do you mean by "but I thing you need to use GL_RGBA_INTEGER_EXT 
as source"
The source type needs to be GL_RGBA_INTEGER_EXT afaik when using 
integer textures.
Alternatively, how can I replace the macros in that setImage 
function call?

Which macros? The GL_ are constants.

Cheers
Sebastian


2016-07-19 8:45 GMT+01:00 Sebastian Messerschmidt 
>:


Hi,

Your internal format needs to be 16bit per channel to I think,
so GL_UNSIGNED_INT_8_8_8_8_REV might be inappropriate.
GL_R16UI might do, but I thing you need to use
GL_RGBA_INTEGER_EXT as source. Alternatively you can use
GL_LUMINANCE with GL_LUMINACE16F.

What exactly are you doing with the image?

Cheers
Sebastian

Hello,

I have a 16bit per channel, 4 channel, image. The format is
short (uint16_t). Note that this image is scaled to the full
16bit depth [0, 65536]


I have this code that works well for a 8bit, 4 channel image:

osg::ref_ptr image = new osg::Image();
 image->setImage(ImageSize, ImageSize,1,
GL_RGBA8,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV,
MyDataPtr,
osg::Image::NO_DELETE);



Now I want to por this to 16bit depth.
How is this done?

I tried

 image->setImage(ImageSize, ImageSize,1,
GL_RGBA16UI,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV,
MyDataPtr,
osg::Image::NO_DELETE);

But this yields all black textures. How can I do this without
converting my 16bit image pixel data?


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