Re: [osg-users] Potential fix for osgDB MSVC linkage issues (FORCE:MULTIPLE needed)
Hi, guys! Let's remember, what exactly it std::fstream: typedef basic_ifstream< char, char_traits< char > > ifstream; typedef basic_ofstream< char, char_traits< char > > ofstream; typedef basic_fstream< char, char_traits< char > > fstream; So, if problem is names, maybe do something like: typedef basic_ifstream< char, char_traits< char > > osg_ifstream; or to inherit osgDB:: fstream from std::basic_fstream< char, std::char_traits< char > >. Sorry, i have no time that to check it. Cheers, Nickolai -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68432#68432 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight
Hi Robert, I can confirm that using dirtyGLObjects() does update the geometry. I found a new bug, there seems to be a state leak somewhere in the interaction of osgUtil::IncrementalCompileOperation, VAO and dynamic geometry. It's a weird issue that comes and goes, some static meshes either flickering in/out of existance or having their vertices garbled. I am still trying to nail down the conditions for this elusive bug, and trying to create a reproducible example. Will update you with new findings. Cheers, Jannik -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68431#68431 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight
Hi Julien Thanks for your hint :) I've tried it with GL3 core profile on MacOSX 10.11.6 with "vertex_array_object" branch. I tried to load a stock OSG sample model: glider.osg (and also glsl_simple.osgt). But i can't see the model. Here is my debug output: Code: Duplicate enum value 10 with old string: GL_LINES_ADJACENCY_EXT and new string: GL_LINES_ADJACENCY Duplicate enum value 11 with old string: GL_LINE_STRIP_ADJACENCY_EXT and new string: GL_LINE_STRIP_ADJACENCY Duplicate enum value 12 with old string: GL_TRIANGLES_ADJACENCY_EXT and new string: GL_TRIANGLES_ADJACENCY Duplicate enum value 13 with old string: GL_TRIANGLE_STRIP_ADJACENCY_EXT and new string: GL_TRIANGLE_STRIP_ADJACENCY DatabasePager::addDatabaseThread() HANDLE_NON_HTTP DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP Opened DynamicLibrary osgPlugins-3.5.4/osgdb_osgd.so CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Constructing PixelBufferObject for image=0x10300a8c0 Opened DynamicLibrary osgPlugins-3.5.4/osgdb_deprecated_osgd.so OSGReaderWriter wrappers loaded OK Stats before: Object TypeUnique Instanced ----- - StateSet3 6 Group 0 0 Transform 0 0 LOD 0 0 Switch 0 0 Geode 1 1 Drawable6 6 Geometry6 6 Fast geom. 6 6 Vertices 676 676 Primitives640 640 Optimizer::optimize() doing TESSELLATE_GEOMETRY Optimizer::optimize() doing REMOVE_LOADED_PROXY_NODES Optimizer::optimize() doing COMBINE_ADJACENT_LODS Optimizer::optimize() doing OPTIMIZE_TEXTURE_SETTINGS Optimizer::optimize() doing SHARE_DUPLICATE_STATE Num of StateSet=3 state attribute list 0x103329380 Material 0x103329f60 Material searching for duplicate attributes searching for duplicate attributes Optimizer::optimize() doing TEXTURE_ATLAS_BUILDER Num of StateSet=3 state attribute list 0x103329380 Material 0x103329f60 Material searching for duplicate attributes searching for duplicate attributes Optimizer::optimize() doing COPY_SHARED_NODES Shared node 0 Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS Optimizer::optimize() doing MERGE_GEODES MERGE_GEODES took 4e-06 Optimizer::optimize() doing CHECK_GEOMETRY Optimizer::optimize() doing MAKE_FAST_GEOMETRY Optimizer::optimize() doing MERGE_GEOMETRY MERGE_GEOMETRY took 4.4e-05 Optimizer::optimize() doing TRISTRIP_GEOMETRY TriStripVisitor::stripify(Geometry&): Number of indices546 numUnique294 TriStripVisitor::stripify(Geometry&): ratio indices/numUnique1.85714 TriStripVisitor::stripify(Geometry&): doing tri strip TriStripVisitor::stripify(Geometry&): Number of indices26 numUnique24 TriStripVisitor::stripify(Geometry&): ratio indices/numUnique1.08333 TriStripVisitor::stripify(Geometry&): doing tri strip TriStripVisitor::stripify(Geometry&): Number of indices26 numUnique24 TriStripVisitor::stripify(Geometry&): ratio indices/numUnique1.08333 TriStripVisitor::stripify(Geometry&): doing tri strip TriStripVisitor::stripify(Geometry&): Number of indices26 numUnique24 TriStripVisitor::stripify(Geometry&): ratio indices/numUnique1.08333 TriStripVisitor::stripify(Geometry&): doing tri strip TriStripVisitor::stripify(Geometry&): Number of indices26 numUnique24 TriStripVisitor::stripify(Geometry&): ratio indices/numUnique1.08333 TriStripVisitor::stripify(Geometry&): doing tri strip TriStripVisitor::stripify(Geometry&): Number of indices26 numUnique24 TriStripVisitor::stripify(Geometry&): ratio indices/numUnique1.08333 TriStripVisitor::stripify(Geometry&): doing tri strip Optimizer::optimize() doing REMOVE_REDUNDANT_NODES Optimizer::optimize() doing SPATIALIZE_GROUPS Optimizer::optimize() doing BUFFER_OBJECT_SETTINGS geometry.setUseVertexBufferObjects(1) geometry.setUseDisplayList(0) geometry.setUseVertexBufferObjects(1) geometry.setUseDisplayList(0) geometry.setUseVertexBufferObjects(1) geometry.setUseDisplayList(0) geometry.setUseVertexBufferObjects(1) geometry.setUseDisplayList(0) geometry.setUseVertexBufferObjects(1) geometry.setUseDisplayList(0) geometry.setUseVertexBufferObjects(1) geometry.setUseDisplayList(0) Stats after: Object TypeUnique Instanced ----- - StateSet3 6 Group 0 0 Transform 0 0 LOD 0 0 Switch 0 0 Geode 1 1 Drawable6 6 Geometry6 6 Fast geom. 6 6 Vertices 414 414 Primitives640 640 CocoaWindowingSystemInterface::initAsStandaloneApplication ContextData::registerGraphicsContext 0x103008a50 ShaderComposer::ShaderComposer() 0x103010d60 ContextData::ContextData()0x103013e70
Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight
Hi Remoe You haven't search deep enough for OSG_VERTEX_BUFFER_HINT environment variable https://github.com/openscenegraph/OpenSceneGraph/compare/vertex_array_object src/osg/DisplaySettings.cpp 684 src/osg/state.cpp l179 And under MacOS I think you should use osgsimplegl3 example as base code for testing. AFAIK it's the simpliest way to work with a core profile. remoe wrote: > Hi Robert > > I've tried to test "vertex_array_object" branch with MacOSX to run > osgsimplegl3. Does anyone has a "running" model without any shader errors to > test this? > > btw: I don't see any OSG_VERTEX_BUFFER_HINT environment variable check on the > current source code. How can i enable the VAO support of OSG? > > Cheers, > Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68429#68429 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight
Hi Robert, It is my fault.I thought I didn't express my idea clearly,so I explained many times.now I get it. ... Thank you! Cheers, wang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68428#68428 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight
Hi Robert I've tried to test "vertex_array_object" branch with MacOSX to run osgsimplegl3. Does anyone has a "running" model without any shader errors to test this? btw: I don't see any OSG_VERTEX_BUFFER_HINT environment variable check on the current source code. How can i enable the VAO support of OSG? Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68427#68427 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [About VertexArrayObject Branch] FeedBack and Insight
HI Wang, On 19 August 2016 at 02:35, wang dexingwrote: >> I have outlined why mixing scene graph state with the rendering back-end is >> a bad idea. > > Could you tell me where I can read it? My earlier reply to you. > By the way,I don't mix scene graph state with the rendering back-end,but make > it possible,since I only add an extension layer above Geometry to manage > 'vao'.You can do other things except that,for example,choose 'vbos' that you > want from different 'Geometrys' to form a new drawing object(or sharing > 'vbos' in other words). > I know you best job in latest incarnation,and I'm not here to let you make > any changes.I only want to discuss its possibility.Maybe we can discuss in a > pleasant way,not so serious.javascriptemoticon(':D') I'm sorry but I'm not the business of endlessly discussing options, I have already looked what you have written and feel it's a bad idea, there is little to gain from endlessly going over it. I don't owe you a detailed essay on scene graphs to explain why. I have poured a great deal of my time, unpaid, into the VAO implementation, my focus is on rapping up this implementation and getting OSG-3.6 out the door. Anything that is distraction from this task is something I have to minimise and why I'm rather fed up having to reply to a dead-end thread that you are trying to keep alive. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org