Re: [osg-users] vertex_array_object branch merged with master

2016-10-13 Thread Robert Osfield
Hi Curtis,

Thanks for testing things out.

Potentially we could de-instate the osg::State::dirtyTexCoordPointer()
as there osg::VertexArrayState takes over this functionality, you can
get the current VertexArrayState via
state.getCurrentVertexArrayState().  I removed the functions like
dirtyTexCoordPointer() to help make sure the rest of the OSG doesn't
rely on deprecated methods.  I wasn't expect it to be used widely by
users.  Is there code you had to modify open sourced?  If so could you
point me at it so I can work why it's being used and the way it's
being used.  This might help inform how to adapt things.

For OSG-3.6 it would be ideal to smooth out glitches that end uses are
seeing so any assistance on homing on what the issues are will really
help in this.

Robert.



On 13 October 2016 at 16:46, Curtis Rubel  wrote:
> Hi Robert,
>
> I did some very basic testing of this for you yesterday.  There is
> no need to respond back to me with any possible fixes or anything,
> I am just passing this along to you for your information right now.
> We have no plans on updating our OSG version in the near future.
>
> I was able to successfully compile the release on OpenSuSE 13.2 64bit Linux.
>
> Next I recompiled our Opensource OpenIG application against this release and 
> everything compiled OK, with exception of one minor change to the source code 
> for a missing function:
>
> osg::State* state = renderInfo.getState();
> #if OSG_VERSION_LESS_OR_EQUAL(3,5,3)
> state->dirtyTexCoordPointer(1);
> #endif
>
> I used 3.5.3 above only because that is what I know for sure as I do not
> have a copy of 3.5.4 to check against.
>
> After this change our OpenIG application runs with no segv's, however
> there are a number of visual issues noted with the 3.5.6 master:
>
> 1.  The one FBX model in the scene is not positioned properly anymore.
>  Although the shadow for it seems to still be in the correct location and
>  even shows the animation of that model, even though visually the
>  model itself is not in that location anymore.
> 2.. There appears to be something going on with our terrain shaders too
>  as when I change the TOD to 10:00, the terrain all turns bright white
>  from its normal textures.  In fact just moving around in the scene
>  also results in the terrain textures disappearing totally.
> 3.  Seems that our F+ lighting implementation will also need some
>  adjustments as it appears not to be rendering properly anymore.
>
> I know very little about how the shaders were implemented in
> this application as most of this was done by our consultant, just passing
> on some of the basic results as I seem them right now for you.
>
> All of  this is working properly in the 3.5.3 version we have been using
> so at some point between this and whats on the master branch now these
> visual changes have shown up.
>
> Anyhow I know its just some very basic info, but I figured I would pass
> it along for you in case this is not what you might have expected with
> this latest release.
>
> We will be curious to see what if anything anyone else reports back to you.
>
> ...
>
> Thank you!
>
> Cheers,
> Curtis
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68993#68993
>
>
>
>
>
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Re: [osg-users] osgversion command fails with symbol lookup error on new clone of OpenSceneGraph 3.5.5 on Linux

2016-10-13 Thread Robert Osfield
On 13 October 2016 at 16:23, Alberto Luaces  wrote:
> Robert,
>
> by the way, due to those recent changes in the OT API, I think it would
> be a good move to bump the soname to 21.

Totally overlooked the need to do this - I updated the OSG's
SO_VERSION but totally forgot about OpenThreads having it's own.

I have now bumped the version and so version of OpenTheads and checked
it into git master.

Thanks for the vigilance,
Robert.
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Re: [osg-users] vertex_array_object branch merged with master

2016-10-13 Thread Curtis Rubel
Hi Robert,

I did some very basic testing of this for you yesterday.  There is
no need to respond back to me with any possible fixes or anything,
I am just passing this along to you for your information right now.
We have no plans on updating our OSG version in the near future.

I was able to successfully compile the release on OpenSuSE 13.2 64bit Linux.

Next I recompiled our Opensource OpenIG application against this release and 
everything compiled OK, with exception of one minor change to the source code 
for a missing function:

osg::State* state = renderInfo.getState();
#if OSG_VERSION_LESS_OR_EQUAL(3,5,3)
state->dirtyTexCoordPointer(1);
#endif

I used 3.5.3 above only because that is what I know for sure as I do not
have a copy of 3.5.4 to check against.

After this change our OpenIG application runs with no segv's, however
there are a number of visual issues noted with the 3.5.6 master:

1.  The one FBX model in the scene is not positioned properly anymore.
 Although the shadow for it seems to still be in the correct location and
 even shows the animation of that model, even though visually the
 model itself is not in that location anymore.
2.. There appears to be something going on with our terrain shaders too
 as when I change the TOD to 10:00, the terrain all turns bright white
 from its normal textures.  In fact just moving around in the scene
 also results in the terrain textures disappearing totally.
3.  Seems that our F+ lighting implementation will also need some 
 adjustments as it appears not to be rendering properly anymore.

I know very little about how the shaders were implemented in
this application as most of this was done by our consultant, just passing
on some of the basic results as I seem them right now for you.

All of  this is working properly in the 3.5.3 version we have been using
so at some point between this and whats on the master branch now these
visual changes have shown up.

Anyhow I know its just some very basic info, but I figured I would pass
it along for you in case this is not what you might have expected with
this latest release.

We will be curious to see what if anything anyone else reports back to you.

... 

Thank you!

Cheers,
Curtis

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Re: [osg-users] osgversion command fails with symbol lookup error on new clone of OpenSceneGraph 3.5.5 on Linux

2016-10-13 Thread Alberto Luaces
Robert,

by the way, due to those recent changes in the OT API, I think it would
be a good move to bump the soname to 21.

Thanks!

Alberto

Robert Osfield writes:

> Hi Curtis,
>
> Curious, what Linux variant are you using?
>
> FYI, I develop under Kubuntu 16.04 at present, so all the new Affinity
> work written in Linux and I've run osgversion a number of times and
> not seen any issues with missing linkage.  For dev work I don't
> usually install the OSG though, instead setting my LD_LIBRARY_PATH to
> pick up the OSG libs where they were built.  This means I don't have
> to do a make install each time I modify the OSG codebase, I wouldn't
> expect it to change behaviour w.r.t linkgage, but perhaps there is
> some relationship.
>
> I just checked the applications/osgversion/CMakeLists.txt and it
> includes OpenThreads on the link line so it should work.
>
> Is there any chance you've only install the updated OSG but not the
> updated OpenThreads?
>
> Robert.
>
>
> On 11 October 2016 at 18:31, Curtis Rubel  wrote:
>> Hi,
>>
>> After cloning out a copy of OpenSceneGraph 3.5.5 from GitHub,
>> and running cmake with default options, then enabled building
>> of examples and documentation on Linux only.
>>
>> After clean build with no errors, running make install;sudo ldconfig
>>
>> osgversion command fails with the following results:
>>
>> osgversion
>> osgversion: symbol lookup error: /usr/local/lib64/libosgDB.so.145: undefined 
>> symbol: _ZN11OpenThreads6Thread20setProcessorAffinityERKNS_8AffinityE
>>
>> Actually seems all the default built binaries fail with the same error.
>>
>> Are there some other cmake flags, defines or compile options that need to be 
>> specified before compiling 3.5.5 and have it run properly on 64bit Linux?
>>
>> If more data is needed, just let me know what/how to get it for you
>> and I will do my best to get it.
>>
>> Cheers,
>> Curtis
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=68963#68963
>>
>>
>>
>>
>>
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-- 
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[osg-users] LOD for drawing lines of a co-ordinate system

2016-10-13 Thread Andreas Goebel
Hi,

I had the idea to use an osg::LOD for drawing a co-ordinate system in a
geometry program.

The closer you get, the more fine-grained lines you see.

This works fine as long as you zoom in to (0,0,0). If you zoom to a
different point, it doesn´t work, as the distance from eye to center is
still too big.

I tried to use PIXEL_SIZE_ON_SCREEN, but then I see nothing all the time
(probably because I use glLines for the coordinate-system which are very
fine).

I could solve this by breaking the coordinate-system into several nodes,
thus the center would be more accurate.

But before doing that: Is there an easier way?

Thanks for your comments,

Andreas

PS: Is it allowed to post pictures here, small ones of course?

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Re: [osg-users] Vector script out of range

2016-10-13 Thread Uma Devi Selvaraj
Hai Robert,
  
Yeah I am using same project setting. I am trying this simple code in 
windows 8 system.





robertosfield wrote:
> Hi Uma,
> 
> I have load the h.obj and trail.3ds files under linux without problems
> using OSG git master.
> 
> As Laurens suggestions it may be making sure that you are building
> your own application with the same setting settings a the OSG version
> you are linking to.  When setting paths to the plugins it's also worth
> setting the path to the parent directory of the plugins other than the
> plugin directory itself as the OSG appends a version number to the
> plugin directory so when you link to different versions of the OSG it
> can choose the correct plugins directory to avoid problems with mixing
> dll's.
> 
> Robert.
> 
> On 7 October 2016 at 05:21, Uma Devi Selvaraj <> wrote:
> 
> > Hi all,
> > 
> > Thanks for the reply.I am facing error not only for .ply models.  For other 
> > models like .obj, .dxf and .3ds. I have attached both the call stack of my 
> > program and one of the model I used.(call stack for all models are same)
> > 
> > 
> > 
> > ...
> > 
> > Thank you!
> > 
> > Cheers,
> > Uma
> > 
> > --
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> > http://forum.openscenegraph.org/viewtopic.php?p=68898#68898
> > 
> > 
> > 
> > 
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Re: [osg-users] Pragmatic shader composition - bug

2016-10-13 Thread Glenn Waldron
Success, it works (tested on the 3.4 branch). Cheers.

Glenn Waldron

On Wed, Oct 12, 2016 at 12:26 PM, Robert Osfield 
wrote:

> Hi Glenn,
>
> >> Is actually wrong and should be:
> >>
> >> if (versionLine[versionLine.versionLine.size()-1]!='\n')
> >> versionLine.push_back('\n');
> >>
>
> I have checked this change into OSG master and OpenSceneGraph-3.4 branch.
>
> Could you let me know if that works fine.
>
> Cheers,
> Robert
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Re: [osg-users] Vector script out of range

2016-10-13 Thread Uma Devi Selvaraj
Hi ,

I have cloned osg repo and checked out to the branch 3.4.0. I am facing 
same problem for bunny.ply model (Smooth Triangle).Hope Laurens changes are 
merged.

... 

Thank you!

Cheers,
Uma

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[osg-users] Off scale in StackedMatrixElement

2016-10-13 Thread Lyubov Akimova
Hi,
I have osgAnimation::Animation, which uses StackeMatrixElement as transform.
Problem is that I get scale animation instead of rotation, even when I set only 
rotate and translate for matrix. Are there some ways to off scale animations in 
StackedMatrixElement transforms?

Thank you!

Cheers,
Lyubov

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