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

2016-10-14 Thread tom spencer
Hi,

 I am getting a crash in the radeon driver in both kubuntu 16.04 and kubuntu 
16.10. I have attached a back trace.



Thank you!

Cheers,
tom

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http://forum.openscenegraph.org//files/osgviewercrashgdb_839.txt


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[osg-users] class osg::Callback and class osg::StateSet::Callback have the same Meta info

2016-10-14 Thread Li Chi
Hi robert,

Class osg::Callback has the meta-info: META_Object(osg, Callback),
and class osg::StateSet::Callback has the same meta-info. I don't know why, is 
this OK?

Thank you!

Cheers,
Li

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Re: [osg-users] OSG v3.5.6 missing copy ShapeDrawable Color Property?

2016-10-14 Thread Robert Osfield
Hi Li,

Well spotted, this is indeed a bug, I have just checked in the copying
of the _color parameter to master.

Robert.

On 14 October 2016 at 17:39, Li Chi  wrote:
> Hi everyone,
>
> Before v3.5.6, osg::ShapeDrawable's Constructor copy '_color' property's 
> value to a new instance, but from v3.5.6 this line is missing, is this 
> correct?
>
> like this:
>
> Before v3.5.6:
> ...
> _color(pg._color),  << this line is missing at v3.5.6
> ...
>
> Thank you!
>
> Cheers,
> Li
>
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>
>
>
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[osg-users] OSG v3.5.6 missing copy ShapeDrawable Color Property?

2016-10-14 Thread Li Chi
Hi everyone,

Before v3.5.6, osg::ShapeDrawable's Constructor copy '_color' property's value 
to a new instance, but from v3.5.6 this line is missing, is this correct?

like this:

Before v3.5.6:
...
_color(pg._color),  << this line is missing at v3.5.6
...

Thank you!

Cheers,
Li

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

2016-10-14 Thread Curtis Rubel
Hi Robert,

That call was only used once in our source, which in this case
is all opensource as its in our OpenIG opensource project
available on GitHub

The section of code this deals with is part of the integration of
the MyGUI project with our OpenIG.

At this point I would not consider it an issue  as I suspect it might 
have just been put there as a way to clean 
up all things possible and not for a specific reason or just
because some old example used it and was copied over this way.

If I find out differently I will let you know but for now we can ignore
this as far as I am concerned.

... 

Thank you!

Cheers,
Curtis

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Re: [osg-users] Master renders with OpenGL error on OSX

2016-10-14 Thread Raymond de Vries

Hi Robert,

Yes, indeed, that's the OpenGL error. I have build the same version on 
Windows (nvidia card) and no such error so I am not sure of course if it 
has to do with OSX or not.


The last version that I checked was 3.5.4 and that one doesn't produce 
the errors. Indeed, I tested it explicitly because of the VAO changes.


Later, I will produce more results and post them.

Regards,
Raymond




On 10/14/2016 1:35 PM, Robert Osfield wrote:

Hi Raymond,

Thanks for the logs, unfortunately the debug logs actually make it
more difficult to spot the actual errors.   The only error I spotted
was:

Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)

Is this the error you are thinking of?

Could you set the OSG_NOTIFY_LEVEL back to NOTICE and the env
OSG_GL_ERROR_CHECKING env var to ONCE_PER_ATTRIBUTE

This hopefully will enable us to home in a bit more closely to what
might be causing the GL error.

Another useful bit of information is the last OSG version that doesn't
report the above error on our system.  It could be that the cause of
the GL error precedes the VAO work.

Cheers,
Robert.

On 14 October 2016 at 11:13, Raymond de Vries  wrote:

Hi Robert,

I just tried a build from this mornings git master on my Mac book (up to
date OSX and dependencies) and both the default and VAO paths result in
OpenGL errors. I have attached 2 (stripped) logs which I created after I
increased the notify level. Rendering results of cow, cessna and some other
models look ok.

I was going to try gdebugger but that one is not available anymore?! If you
have some hints to produce more info I am happy to test some more.

Cheers
Raymond

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Re: [osg-users] Master renders with OpenGL error on OSX

2016-10-14 Thread Robert Osfield
Hi Raymond,

Thanks for the logs, unfortunately the debug logs actually make it
more difficult to spot the actual errors.   The only error I spotted
was:

Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)

Is this the error you are thinking of?

Could you set the OSG_NOTIFY_LEVEL back to NOTICE and the env
OSG_GL_ERROR_CHECKING env var to ONCE_PER_ATTRIBUTE

This hopefully will enable us to home in a bit more closely to what
might be causing the GL error.

Another useful bit of information is the last OSG version that doesn't
report the above error on our system.  It could be that the cause of
the GL error precedes the VAO work.

Cheers,
Robert.

On 14 October 2016 at 11:13, Raymond de Vries  wrote:
> Hi Robert,
>
> I just tried a build from this mornings git master on my Mac book (up to
> date OSX and dependencies) and both the default and VAO paths result in
> OpenGL errors. I have attached 2 (stripped) logs which I created after I
> increased the notify level. Rendering results of cow, cessna and some other
> models look ok.
>
> I was going to try gdebugger but that one is not available anymore?! If you
> have some hints to produce more info I am happy to test some more.
>
> Cheers
> Raymond
>
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[osg-users] Master renders with OpenGL error on OSX

2016-10-14 Thread Raymond de Vries

Hi Robert,

I just tried a build from this mornings git master on my Mac book (up to 
date OSX and dependencies) and both the default and VAO paths result in 
OpenGL errors. I have attached 2 (stripped) logs which I created after I 
increased the notify level. Rendering results of cow, cessna and some 
other models look ok.


I was going to try gdebugger but that one is not available anymore?! If 
you have some hints to produce more info I am happy to test some more.


Cheers
Raymond
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
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fbee3c294c0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fbee3c2aaf0
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fbee3c2c8f0
_availableQueue.size()=2
DriveManipulator::_height set to ==1.5
getCoordinateFrame(0 -1 0)
   no coordinate system found, using default orientation
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
getCoordinateFrame(0 0 0)
   no coordinate system found, using default orientation
getCoordinateFrame(0 -1 0)
   no coordinate system found, using default orientation
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fbee3c32c90
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fbee3c34220
ShaderComposer::ShaderComposer() 0x7fbee3c35a60
_availableQueue.size()=2
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fbee3c37cc0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fbee3c39200
ShaderComposer::ShaderComposer() 0x7fbee3c3aa40
_availableQueue.size()=2
itr=''

< ... loading ... >

Stats before:
 Object TypeUnique Instanced
 ----- -
 StateSet1 1
 Group   1 1
 Transform   0 0
 LOD 0 0
 Switch  0 0
 Geode   1 1
 Drawable1 1
 Geometry1 1
 Fast geom.  1 1
 Vertices 7772  7772
 Primitives   5804  5804
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=1
state attribute list
0x7fbee3d03f80  Material
0x7fbee3e00610  TexGen
0x7fbee3d04520  Texture2D
searching for duplicate attributes
Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS
** RemoveStaticTransformsVisitor *** Pass 0
Optimizer::optimize() doing CHECK_GEOMETRY
Optimizer::optimize() doing MAKE_FAST_GEOMETRY
Optimizer::optimize() doing MERGE_GEOMETRY
MERGE_GEOMETRY took 5e-06
Optimizer::optimize() doing REMOVE_REDUNDANT_NODES

Stats after:
 Object TypeUnique Instanced
 ----- -
 StateSet1 1
 Group   1 1
 Transform   0 0
 LOD 0 0
 Switch  0 0
 Geode   1 1
 Drawable1 1
 Geometry1 1
 Fast geom.  1 1
 Vertices 7772  7772
 Primitives   5804  5804
View::setSceneData() Reusing existing scene0x7fbee3c28120
 CameraManipulator::computeHomePosition(0x0, 0)
boundingSphere.center() = (0.776125 -0.43866 0)
boundingSphere.radius() = 6.35558
 CameraManipulator::computeHomePosition(0x0, 1)
boundingSphere.center() = (0.776125 -0.43866 0)
boundingSphere.radius() = 6.35558
DriveManipulator::_height set to ==1.5
getCoordinateFrame(0.776125 -0.43866 0)
   no coordinate system found, using default orientation
Using double intersections
 CameraManipulator::computeHomePosition(0x0, 0)
boundingSphere.center() = (0.776125 -0.43866 0)
boundingSphere.radius() = 6.35558
TerrainManipulator: setting _minimumDistance to 0.00635558
 CameraManipulator::computeHomePosition(0x0, 0)

Re: [osg-users] LOD for drawing lines of a co-ordinate system

2016-10-14 Thread Andreas Goebel
Am 13.10.2016 um 16:26 schrieb 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.
Ok, I´ve splitted it up to pieces. You have to use a LOD for each of the
pieces, as a LOD has only one center, I missed that at first.

Andreas

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Re: [osg-users] Issue in Rendering Obj model using c++ code .

2016-10-14 Thread Uma Devi Selvaraj
Hi Sebastian,
   
Do I need to build my code with release mode and linking it with 
releasewithdebuginfo library or do I need to create new configuration for my 
code in VS2013?

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Issue in Rendering Obj model using c++ code .

2016-10-14 Thread Uma Devi Selvaraj
Hi all ,

  Thanks for the reply. I will try with ReleaseWithDebug-Build. Thanks 
Sebastian 

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Issue in Rendering Obj model using c++ code .

2016-10-14 Thread Sebastian Messerschmidt



Hi Uma,


Yeah I have changed that. But In debug mode it is taking too much of time.
That's not a bug but expected behavior: Debug mode will activate a lot 
of checking and disable optimizations. If you need to step through your 
code, you can try the ReleaseWithDebug-build of your application 
(linking to the release-osg).


Cheers
Sebastian



...

Thank you!

Cheers,
Uma

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Re: [osg-users] Issue in Rendering Obj model using c++ code .

2016-10-14 Thread Uma Devi Selvaraj
Hi,

   Yeah I have changed that. But In debug mode it is taking too much of time. 

... 

Thank you!

Cheers,
Uma

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Re: [osg-users] Issue in Rendering Obj model using c++ code .

2016-10-14 Thread Alberto Luaces
"Uma Devi Selvaraj" writes:

> But in Release Mode I am facing error.

Hi, Uma.

Yes, in the screenshot it is shown that you are still linking with the
Debug libraries.  Please link with the proper ones.

-- 
Alberto

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[osg-users] Issue in Rendering Obj model using c++ code .

2016-10-14 Thread Uma Devi Selvaraj
Hi all,
  I have build osg version 3.4.0 in windows 8. I am able to render 3D models 
using the command "osgviewer ". 

  I have tried a simple c++ code to render 3D model. I gave .obj model as 
input. For small files (say file size of 577 KB) my code renders the given 
model successfully, whereas when my input obj model is of size 46,927 KB it 
takes long time (more than hours & not renders the model). I am facing this 
problem in debug mode.

But in Release Mode I am facing error.

My code is 



... osg::ref_ptr root;
root = osgDB::readNodeFile("D:\\3D_Models\\Concert Stage.obj");
osgViewer::Viewer viewer;
viewer.setSceneData(root.get());
return viewer.run();

I have attached the screenshot of error message.



Thank you!

Cheers,
Uma

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