[osg-users] Qt3D 2.0 vs OSG

2016-10-25 Thread Andrew Cunningham
Hi,

We are having a bit of an internal argument about using OSG 3.4 as a scene 
graphs vs the scene graph in QT3D2.0 (QT 5.7) for a QT Windows/C++ widget app. 
We are already familiar with OSG 3.3 in a Windows/MFC application - that's 
obviously a reason to use OSG. But QT3D 2.0 seems quite easy to use as well. 
Maybe someone has more experiences with the Pros/Cons.


Andrew

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69158#69158





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] glsl version 130 not supported (and related problems)

2016-10-25 Thread Bruno Oliveira
I'm sorry but that did not work for me. I indeed created a new clone of the
OSG's master, recompiled OSG along with my app and I get a huge amount of
'invalid operation' errors when trying to draw a simple scene that would
otherwise work...

2016-10-24 13:36 GMT+01:00 Bruno Oliveira :

> Thank you Robert for the extensive answer. I will test it today and
> provide feedback ASAP. Unfortunately OSX support is a requirement for my
> software.
>
> Thank you Tony for the link. I think you're right. It's probably some
> marketing strategy.
>
> 2016-10-24 9:10 GMT+01:00 Tony Vasile :
>
>> This may also help: http://stackoverflow.com/quest
>> ions/19865463/opengl-4-1-under-mavericks . It seems the Apple have truly
>> crippled their OpenGL support  or they want everyone to write Objective C
>> under XCode.
>>
>> 
>> Tony V
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=69131#69131
>>
>>
>>
>>
>>
>> ___
>> 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] delay-loading OSG DLLs?

2016-10-25 Thread Christian Buchner
Hi,

I was wondering if anyone of you has successfully used the /DELAYLOAD
linker option with the OSG DLLs on Windows.

For me, attempting this causes the creation of the graphics context to
fail, because
windowingSystemInterfaceRef() called by createGraphicsContext() returns an
invalid reference.

Any clues about how to fix this possibly? It seems that maybe constructors
for static objects inside the OSG DLLs aren't getting called as required.

Christian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Measure Render-Time prior to SwapBuffers with Multhreaded Rendering

2016-10-25 Thread Philipp Meyer
Hi,

I'm trying to measure the render time of my application. The render time is 
defined as the time between the start of a new frame (begin of frame loop) and 
the time where all operations on CPU and GPU for that frame have finished. 

However, I want to exclude swapBuffers from the measurement because I can not 
turn off VSYNC on my test system and swapBuffers will block until the VSYNC 
signal arrives, invalidating my measurements.

I have already successfully implemented this measurement by using a custom 
SwapCallback and attaching it to my graphicsContext. Within the SwapCallback, I 
first issue a call to glFinish() to make sure all GPU operations are finished, 
then measure the time and then call swapBuffers afterwards.

This works fine as long as the threading mode of the viewer is set to 
singleThreaded. However, I'm using multiple cameras viewing the same scene from 
different angles, so for maximum performance I've set the threading mode to 
ThreadPerCamera. Now Im getting measurements that no longer make sense (the 
duration is way too short), and I'm uncertain what actually causes this or how 
to fix it.

How do I best go about measuring this time?
In pseudocode, it would look smth like:

for(;;)
{
tp1 = timepoint();
//osg render scene multithreaded
synchronizeWithOSGThreads();
glFinish();
tp2 = timepoint();
renderTime = tp2 - tp1;
swapBuffers();
}

Thank you!

Cheers,
Philipp

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69155#69155





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osg stops rendering after deleting the final View/MultiView, even if I create a new one to replace it

2016-10-25 Thread Robert Osfield
Hi Daniel,

On 25 October 2016 at 00:09, Daniel Martin  wrote:
> I've noticed that it seems like OSG stops rendering when I delete the last 
> View/MultiView in my application. This makes sense, and I would expect that 
> to happen!
>
> However, if I create an new View/Multiview at some point after deleting the 
> only available one, OSG still does not render. I was told this was a known 
> bug with OSG, and was wondering if there have been any workarounds other than 
> not deleting the last View/Multiview.

I am not aware of any outstanding bug in the OSG that causes problems
like you describe.

However, what you describe is pretty vague, you don't specify what OSG
version, what platform, what you mean by "stops" rendering, whether
you see a crash, or any warnings, how you are deleting "views", how
you are managing the multiple views.

There could be a quite a few mistakes in how you application is
working that could cause problems but as it's not possible to infer
exactly what you are doing there is no way for us to spot the error in
your application or if it does turn out to be on the OSG side.

The best way would to explain in more detail how your viewer and the
various views are set up, how they are deleted, how the scene graph is
managed during the lifetime between views being created and destroyed,
what happens with graphics windows during this lifetime.  Think about
what information others would need to write a test program that would
reproduce the same issues that you are seeing, this is the information
we need.

One better than just telling us this would be to write a small example
that illustrates the issue so we can reproduce the issue.  This route
requires a bit of effort on your part but is the by far the most
reliable way to resolving issues as it removes ambiguity about the
problem entirely and can be used directly as a unit test - if there is
a bug in the OSG then once it's fixed this example would work, if it's
not a bug then a fix to the small example would make it nice and clear
what you need to fix in your own application.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG with Qt on Android fails to render anything

2016-10-25 Thread Andrea Bracci
Hi kornerr,

your reply seems to me quite an "off-topic"...anyway I'm writing my 
configuration below since it may be helpful to fully understand the problem.

Qt version: 5.7.0 (OpenSource) for Android armeabi-v7a
OSG version: 3.4.0, static build (as default for Android)
ABI version: armeabi-v7a
3rd party: for several reasons I have used the statically built 3rdparty 
libraries of OpenCV (e. g. libjpeg, libtiff...etc...). For the other libraries 
(like freetype, curl...etc...) I have used the ones found here: 
http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip

With the exception of the 3rdparty libraries at the previous link I have built 
all by myself from scratch using cmake, without Android Studio. Clearly I have 
previously installed the Android SDK and NDK.



Cheers,
Andrea

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69153#69153





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org