Re: [osg-users] vertex_array_object branch merged with master
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69010#69010 Attachments: http://forum.openscenegraph.org//files/osgviewercrashgdb_839.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] class osg::Callback and class osg::StateSet::Callback have the same Meta info
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69009#69009 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG v3.5.6 missing copy ShapeDrawable Color Property?
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 Chiwrote: > 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 > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=69007#69007 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG v3.5.6 missing copy ShapeDrawable Color Property?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69007#69007 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vertex_array_object branch merged with master
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69006#69006 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Master renders with OpenGL error on OSX
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 Vrieswrote: 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Master renders with OpenGL error on OSX
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 Vrieswrote: > 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 > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Master renders with OpenGL error on OSX
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue in Rendering Obj model using c++ code .
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69001#69001 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue in Rendering Obj model using c++ code .
Hi all , Thanks for the reply. I will try with ReleaseWithDebug-Build. Thanks Sebastian ... Thank you! Cheers, Uma -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69000#69000 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue in Rendering Obj model using c++ code .
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68998#68998 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue in Rendering Obj model using c++ code .
Hi, Yeah I have changed that. But In debug mode it is taking too much of time. ... Thank you! Cheers, Uma -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68998#68998 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issue in Rendering Obj model using c++ code .
"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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Issue in Rendering Obj model using c++ code .
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68996#68996 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org