Re: [osg-users] Support for Windows Universal Platform

2017-04-25 Thread Chris Hanson
AlphaPixel is running this port project that Thomas is working on. We'll
probably try to include an example, but it all depends on our client's
goals.

We came up with an idea about the getenv() API being missing on UWP. We
could use the preprocessor to define an empty genenv() macro like

#define getenv(a)



but I'm not clear on how to make this work right inside of CMake's
add_definition command syntax. Has anyone ever done this that can shed some
light on how to include the macro arguments in CMake add_define?


On Sun, Apr 23, 2017 at 6:38 AM, michael kapelko  wrote:

> It would be great to have at least some project that one could run in VS.
>
> 2017-04-22 10:32 GMT+07:00 Thomas Hogarth :
>
>> Yes it should support Windows phone, still need to test that though, but
>> no reason it shouldn't.
>>
>> No example at the moment, but i just used the Angle template example from
>> Visual Studio 2015. Then setup a viewer as embedded and call viewer frame
>> in the main render function, pretty straight forward.
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=70802#70802
>>
>>
>>
>>
>>
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Re: [osg-users] osgFX::Outline Redraw Problem

2017-04-25 Thread Scott Shaw
Sorry, I'm using OSG 3.4.0 and OpenGL 4.4.

Thank you!
Scott

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[osg-users] osgFX::Outline Redraw Problem

2017-04-25 Thread Scott Shaw
Hello,

I have some geometry in my scene that I update dynamically.  I update it by 
blowing away the entire node and recreating it.  Everything works fine until I 
add an Outline node as the root.  Once I do that, the geometry won't show up 
until the second redraw after it's added.  I have a hack where I request a 
redraw, repaint my 3D view manually, then request another redraw, but I'd like 
to know if there's a better way.

Thank you!
Scott

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Re: [osg-users] Vanishing letters in osg::Text

2017-04-25 Thread Volckaert, Guy (CA - MTS)
Hi,

I'm using OSG v3.4.0 and I resolved this issue by adding a glTexParameteri( 
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,...) before calling glTexSubImage2D() in 
glyph.cpp. This problem was occurring if I was using an Intel video driver.

void Glyph::subload() const
{
[...]

// MTSI_BEGIN
// This line was added to resolve a problem with intel chipsets. In 
essence, some of the
// numeric glyphs would not display correctly. They would appear grey or 
transparent.
if( getTexture() )
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
getTexture()->getFilter( osg::Texture::MIN_FILTER ) );
}
// MTSI_END

glTexSubImage2D(GL_TEXTURE_2D,0,
_texturePosX,_texturePosY,
s(),t(),
(GLenum)getPixelFormat(),
(GLenum)getDataType(),
data());
[...]
}

void GlyphTexture::apply(osg::State& state) const
{
[...]
// MTSI_BEGIN
// This line was added to resolve a problem with intel chipsets. In 
essence, some of the
// numeric glyphs would not display correctly. They would appear 
grey or transparent.
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter);
// MTSI_END
// Subload the image once
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
getTextureWidth(),
getTextureHeight(),
OSGTEXT_GLYPH_FORMAT, GL_UNSIGNED_BYTE, local_data);
[...]
}

Regards,

-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Tim Hartter
Sent: April-25-17 7:29 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Vanishing letters in osg::Text

Setting OSG_TEXT_INCREMENTAL_SUBLOADING to off does not make a difference and 
YES it happens on Intel cards (not on Nvidia) (Win 7 OSG 3.4)

Maybe the patched OSG text works better...

Mit AquaMail Android
http://www.aqua-mail.com gesendet


Am 25. April 2017 10:18:21 vorm. schrieb Robert Osfield
:

> On 25 April 2017 at 06:34, Wouter Roos  wrote:
>> I've experienced a similar issue lately where we were running a
>> project on lower spec systems with only an integrated GPU. On those
>> systems the frame rate would not show properly, having the same issue
>> as described here, with some numbers not showing properly.
>> I did a test on my laptop, and when I force it to use the integrated
>> GPU
>> (4600) the problems shows up as well. If I switch to use the GTX970M
>> everything is fine again. This is all on Windows 10, osg 3.4.0 I
>> haven't done any further investigation as the project is not using
>> any Text objects, but maybe this might help somehow.
>
> Some hardware/drivers don't support texture sub-loading correctly so
> the osgText subloading of new glyphs could cause problems, perhaps
> this is what you are seeing.  It's problem that originally occurred on
> Radeon's and some SGI hardware so there is a workaround in osgText
> that detects these combinations in drivers, you can also enable the
> workaround by setting the env var OSG_TEXT_INCREMENTAL_SUBLOADING to
> OFF i.e. under bash you'd do:
>
>   export OSG_TEXT_INCREMENTAL_SUBLOADING=OFF
>   osgtext
>
> Under windows I think it's something like:
>
>   set OSG_TEXT_INCREMENTAL_SUBLOADING=OFF
>   osgtext
>
> The OSG master version has a had a major rewrite of osgText so it no
> longer uses the texture subloading as may well just work out of the
> box on the Intel GPU/drivers that you have.
>
> Robert.
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> org


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Re: [osg-users] Vanishing letters in osg::Text

2017-04-25 Thread Tim Hartter
Setting OSG_TEXT_INCREMENTAL_SUBLOADING to off does not make a difference 
and YES it happens on Intel cards (not on Nvidia) (Win 7 OSG 3.4)


Maybe the patched OSG text works better...

Mit AquaMail Android
http://www.aqua-mail.com gesendet


Am 25. April 2017 10:18:21 vorm. schrieb Robert Osfield 
:



On 25 April 2017 at 06:34, Wouter Roos  wrote:
I've experienced a similar issue lately where we were running a project on 
lower spec systems with only an integrated GPU. On those systems the frame 
rate would not show properly, having the same issue as described here, with 
some numbers not showing properly.
I did a test on my laptop, and when I force it to use the integrated GPU 
(4600) the problems shows up as well. If I switch to use the GTX970M 
everything is fine again. This is all on Windows 10, osg 3.4.0
I haven't done any further investigation as the project is not using any 
Text objects, but maybe this might help somehow.


Some hardware/drivers don't support texture sub-loading correctly so
the osgText subloading of new glyphs could cause problems, perhaps
this is what you are seeing.  It's problem that originally occurred on
Radeon's and some SGI hardware so there is a workaround in osgText
that detects these combinations in drivers, you can also enable the
workaround by setting the env var OSG_TEXT_INCREMENTAL_SUBLOADING to
OFF i.e. under bash you'd do:

  export OSG_TEXT_INCREMENTAL_SUBLOADING=OFF
  osgtext

Under windows I think it's something like:

  set OSG_TEXT_INCREMENTAL_SUBLOADING=OFF
  osgtext

The OSG master version has a had a major rewrite of osgText so it no
longer uses the texture subloading as may well just work out of the
box on the Intel GPU/drivers that you have.

Robert.
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Re: [osg-users] Vanishing letters in osg::Text

2017-04-25 Thread Daniel Emminizer
Hi Robert, sure thing.  I created PR 
https://github.com/openscenegraph/OpenSceneGraph/pull/251 based on 
OpenSceneGraph-3.4 branch (where I made and tested locally last year).  Thank 
you.

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Re: [osg-users] My cow.osg just become different in a hello world pragram

2017-04-25 Thread Jiechang Guo
Thank you,Rambabu.
I made a misteak, after check my lib, I can't find osgdb_rgbd.dll, that's the 
problem. 
The problem was solved~
Thank you,any way!

Cheers,
Jiechang

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Re: [osg-users] Vanishing letters in osg::Text

2017-04-25 Thread Robert Osfield
Hi Dan,

Could you post the whole modified file+unified path or PR or your
changes so they can be reviewed w.r.t original code.  If there are
changes that might help others then I could check in a patch to the
relevant OSG master/3.2 and 3.4 branches.

Thanks,
Robert.

On 25 April 2017 at 11:18, Daniel Emminizer  wrote:
> Hi,
>
> We used to see this problem a lot.  The OSG_TEXT_INCREMENTAL_SUBLOADING 
> advice did not help.  What did help was explicitly setting the 
> GL_TEXTURE_MIN_FILTER at a slightly different place in osgText/Glyph.cpp.
>
> Around line 373 you'll see a call to glPixelStorei() before the 
> glTexSubImage2D() near the bottom of GlyphTexture::apply().  I add the 
> following:
>
> Code:
>
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
> getFilter(osg::Texture::MIN_FILTER));
>
>
>
>
> Then around line 517 you'll see another call to glPixelStorei() before 
> glTexSubImage2D() in Glyph::subload().  I add:
>
>
> Code:
>
> if (_texture)
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
> _texture->getFilter(osg::Texture::MIN_FILTER));
> else
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
> GL_LINEAR_MIPMAP_LINEAR);
>
>
>
>
> This worked on the Intel cards.  I expect it's some sort of driver bug, but 
> I'm not sure.
>
> I hope this helps.
>
>  - Dan
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70829#70829
>
>
>
>
>
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Re: [osg-users] Vanishing letters in osg::Text

2017-04-25 Thread Daniel Emminizer
Hi,

We used to see this problem a lot.  The OSG_TEXT_INCREMENTAL_SUBLOADING advice 
did not help.  What did help was explicitly setting the GL_TEXTURE_MIN_FILTER 
at a slightly different place in osgText/Glyph.cpp.

Around line 373 you'll see a call to glPixelStorei() before the 
glTexSubImage2D() near the bottom of GlyphTexture::apply().  I add the 
following:

Code:

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
getFilter(osg::Texture::MIN_FILTER));




Then around line 517 you'll see another call to glPixelStorei() before 
glTexSubImage2D() in Glyph::subload().  I add:


Code:

if (_texture)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
_texture->getFilter(osg::Texture::MIN_FILTER));
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
GL_LINEAR_MIPMAP_LINEAR);




This worked on the Intel cards.  I expect it's some sort of driver bug, but I'm 
not sure.

I hope this helps.

 - Dan

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Re: [osg-users] Vanishing letters in osg::Text

2017-04-25 Thread Robert Osfield
On 25 April 2017 at 06:34, Wouter Roos  wrote:
> I've experienced a similar issue lately where we were running a project on 
> lower spec systems with only an integrated GPU. On those systems the frame 
> rate would not show properly, having the same issue as described here, with 
> some numbers not showing properly.
> I did a test on my laptop, and when I force it to use the integrated GPU 
> (4600) the problems shows up as well. If I switch to use the GTX970M 
> everything is fine again. This is all on Windows 10, osg 3.4.0
> I haven't done any further investigation as the project is not using any Text 
> objects, but maybe this might help somehow.

Some hardware/drivers don't support texture sub-loading correctly so
the osgText subloading of new glyphs could cause problems, perhaps
this is what you are seeing.  It's problem that originally occurred on
Radeon's and some SGI hardware so there is a workaround in osgText
that detects these combinations in drivers, you can also enable the
workaround by setting the env var OSG_TEXT_INCREMENTAL_SUBLOADING to
OFF i.e. under bash you'd do:

  export OSG_TEXT_INCREMENTAL_SUBLOADING=OFF
  osgtext

Under windows I think it's something like:

  set OSG_TEXT_INCREMENTAL_SUBLOADING=OFF
  osgtext

The OSG master version has a had a major rewrite of osgText so it no
longer uses the texture subloading as may well just work out of the
box on the Intel GPU/drivers that you have.

Robert.
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