Re: [osg-users] An entity that could build OSG?

2019-07-24 Thread Zachary1234
To who it may concern,

I have already got TDM mentioned in my PATH variable in Windows.
I have been using the graphical version of cmake, 64 bits, for Windows.
If I leave configure and generate on the default native compiler, things seem 
to behave.

I have just pressed Configure followed by Generate, without
tinkering with any settings.

My Configure said the following:

**
The C compiler identification is GNU 5.1.0
The CXX compiler identification is GNU 5.1.0
Check for working C compiler: C:/Program Files/TDM-GCC/bin/gcc.exe
Check for working C compiler: C:/Program Files/TDM-GCC/bin/gcc.exe -- works
Detecting C compiler ABI info
Detecting C compiler ABI info - done
Detecting C compile features
Detecting C compile features - done
Check for working CXX compiler: C:/Program Files/TDM-GCC/bin/g++.exe
Check for working CXX compiler: C:/Program Files/TDM-GCC/bin/g++.exe -- works
Detecting CXX compiler ABI info
Detecting CXX compiler ABI info - done
Detecting CXX compile features
Detecting CXX compile features - done
Looking for pthread.h
Looking for pthread.h - found
Performing Test CMAKE_HAVE_LIBC_PTHREAD
Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
Found Threads: TRUE  
Found OpenGL: opengl32   
Could NOT find EGL (missing: EGL_LIBRARY EGL_INCLUDE_DIR) 
Checking windows version...
Performing Test GL_HEADER_HAS_GLINT64
Performing Test GL_HEADER_HAS_GLINT64 - Failed
Performing Test GL_HEADER_HAS_GLUINT64
Performing Test GL_HEADER_HAS_GLUINT64 - Failed
64 bit architecture detected
Could NOT find Freetype (missing: FREETYPE_LIBRARY FREETYPE_INCLUDE_DIRS) 
Could NOT find JPEG (missing: JPEG_LIBRARY JPEG_INCLUDE_DIR) 
Could NOT find Jasper (missing: JASPER_LIBRARIES JASPER_INCLUDE_DIR 
JPEG_LIBRARIES) 
Could NOT find LibXml2 (missing: LIBXML2_LIBRARY LIBXML2_INCLUDE_DIR) 
Could NOT find ZLIB (missing: ZLIB_INCLUDE_DIR) 
Could NOT find ZLIB (missing: ZLIB_INCLUDE_DIR) 
Could NOT find GDAL (missing: GDAL_LIBRARY GDAL_INCLUDE_DIR) (found version 
"GDAL_VERSION-NOTFOUND")
Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE) 
Could NOT find CURL (missing: CURL_LIBRARY CURL_INCLUDE_DIR) 
Trying to find DCMTK expecting DCMTKConfig.cmake
Trying to find DCMTK expecting DCMTKConfig.cmake - failed
Trying to find DCMTK relying on FindDCMTK.cmake
Please set DCMTK_DIR and re-run configure (missing: DCMTK_config_INCLUDE_DIR 
DCMTK_dcmdata_INCLUDE_DIR DCMTK_dcmimage_INCLUDE_DIR DCMTK_dcmimgle_INCLUDE_DIR 
DCMTK_dcmjpeg_INCLUDE_DIR DCMTK_dcmjpls_INCLUDE_DIR DCMTK_dcmnet_INCLUDE_DIR 
DCMTK_dcmpstat_INCLUDE_DIR DCMTK_dcmqrdb_INCLUDE_DIR DCMTK_dcmsign_INCLUDE_DIR 
DCMTK_dcmsr_INCLUDE_DIR DCMTK_dcmtls_INCLUDE_DIR DCMTK_ofstd_INCLUDE_DIR 
DCMTK_oflog_INCLUDE_DIR) 
Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE) 
Could NOT find GStreamer (missing: GSTREAMER_INCLUDE_DIRS GSTREAMER_LIBRARIES 
GSTREAMER_VERSION GSTREAMER_BASE_INCLUDE_DIRS GSTREAMER_BASE_LIBRARIES 
GSTREAMER_APP_INCLUDE_DIRS GSTREAMER_APP_LIBRARIES 
GSTREAMER_PBUTILS_INCLUDE_DIRS GSTREAMER_PBUTILS_LIBRARIES) (found version "")
Could NOT find SDL2 (missing: SDL2_INCLUDE_DIR) 
Could NOT find SDL (missing: SDL_LIBRARY SDL_INCLUDE_DIR) 
Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE) 
Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE) 
Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE) 
Could NOT find JPEG (missing: JPEG_LIBRARY JPEG_INCLUDE_DIR) 
Could NOT find ZLIB (missing: ZLIB_INCLUDE_DIR) 
Could NOT find PNG (missing: PNG_LIBRARY PNG_PNG_INCLUDE_DIR) 
Could NOT find TIFF (missing: TIFF_LIBRARY TIFF_INCLUDE_DIR) 
g++ version 5.1.0 
Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success
Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS
Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed
Performing Test _OPENTHREADS_ATOMIC_USE_SUN
Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed
Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED
Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED - Success
Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC
Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC - Failed
Configuring done
**

With the Configure, it seems that if anything failed, the working alternative 
was found and used instead, with net success.

There were no Generate errors at all.

-So, my issue is that I need a bunch of .a or .lib files and the header files,
a bunch of .h files.  For reasons unknown to life as we know it, 
I have a directory tree with some files, but absolutely none of these,
as a search has revealed.  Do you have any clear suggestions what 
I should do with all my settings that come up in the red area, or what else,
to solve that malady?

--
Read this 

Re: [osg-users] I'm writing a Siggraph BOF presentation, what do you want to know?

2019-07-24 Thread Michael Weiblen
Is VSG in-scope for the OSG BoF?  :-)  That's my focus of interest!
cheers
-- mew


On Tue, Jul 23, 2019 at 10:35 AM Robert Osfield 
wrote:

> Hi All,
>
> I'm currently writing a presentation to be use at this year's
> OpenScenGraph Bird of a Feather session.  It'll be written from the
> perspective of what I've been focused on in the last year - so maintenance
> of the OSG and development of the VSG.
>
> Do you have any specific topics you'd like me to cover?  Be aware I only
> have scope for high level stuff, especially as I'll not be in their in
> person to deliver it.
>
> Potentially I could have a bash at recording a video with me giving the
> presentation, though will need to have a think what is possible/sensible.
>
> Cheers,
> Robert.
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>


-- 
Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/
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Re: [osg-users] An entity that could build OSG?

2019-07-24 Thread Chris Djali
Hi,

Try using the GUI version of CMake - if you select the compiler you want to use 
as the generator, it'll try looking for that compiler instead of defaulting to 
NMake makefiles, which usually use Visual C++.

Cheers,
Chris

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76484#76484





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Re: [osg-users] long waiting time between cull and draw

2019-07-24 Thread Richard Harrison

On 03/07/2019 21:47, Tomas Eilsoe wrote:

We observe a large period of waiting between the cull and the draw calls, which 
seems weird. See attached pic.


I suspect that this is because of vsync; your frame rate is ~60hz which 
is likely the monitor frequency.


With my system (AMD R9-290) I only get the orange "GPU" sections when 
running with vsync; if I disable it (traits->vsync = false) then these 
disappear and more than 60hz is possible so I generally lock to 60hz 
application side by waiting the appropriate amount after rendering has 
finished.


I generally run with vsync disabled because it seems there is something 
about the AMD driver that causes a vsync wait between each camera; I 
wrote some notes about this 
http://chateau-logic.com/content/deferred-rendering-rembrandt-performance




Anybody have a hint on how to debug this ?


Disable vsync and see what happens.


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Re: [osg-users] Removing objects with shared GL state from scene graph

2019-07-24 Thread Robert Osfield
A the commit with the changes:


https://github.com/openscenegraph/OpenSceneGraph/commit/83b74e4a02cbdcf965040e67d7d12bb21fdac2cf
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Re: [osg-users] Removing objects with shared GL state from scene graph

2019-07-24 Thread Robert Osfield
The branch with the experiment is:

   https://github.com/openscenegraph/OpenSceneGraph/tree/RegistryRelease
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Re: [osg-users] Android: Survive Context Loss without complete reinitialization

2019-07-24 Thread Martin Siggel
Hi Chris,

thanks for pointing me to the right direction. Unfortunately, it
didn't work as expected, probably because I still don't get things
right in my head ;)

However, I found a workaround that works quite well: I simply destroy
my viewer before I get a context loss. I can still keep my scene so
everything looks as before leaving the app. When going back into the
application, I simply create a new viewer and everything works smooth
:)

Best regards,
Martin



Am Mi., 24. Juli 2019 um 03:28 Uhr schrieb Chris Djali :
>
> Hi,
>
> You can't release objects that belong to a destroyed context, so you 
> definitely need to call all the releaseGLObjects methods before the context 
> is destroyed. You shouldn't need to call it on the root node provided the 
> root node is still attached to the viewer when the viewer and context are 
> destroyed, as the normal viewer does this for you.
>
> You need to give the state associated with the context that's being destroyed 
> if you just want to clear GL objects for that context. If you're fine 
> deleting things from every context (e.g. because you've only got one context 
> or destroy them all at once) you can just pass a null pointer, and it'll do 
> it for all contexts.
>
> flushAllDeletedGLObjects gets called automatically unless you're using a 
> weird viewer (which is possible given that you're using Android, but I'd 
> guess it isn't happening).
>
>
>
> If I were in your situation, if you're loading fonts from files, I'd try 
> calling releaseGLObjects on the object cache 
> (osgDB::Registry::instance()->getObjectCache()->releaseGLObjects();) right 
> before the context is closed, and if you're letting OSG use its default font, 
> I'd do the default font instead 
> (osgText::Font::getDefaultFont()->releaseGLObjects();). If either of these 
> helps, then the problem is what I think it is. I've not looked at the Android 
> examples, so I don't know where you'd put the call, though.
>
>
> Cheers,
> Chris
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76475#76475
>
>
>
>
>
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Re: [osg-users] Removing objects with shared GL state from scene graph

2019-07-24 Thread Robert Osfield
Hi Chris,

To experiment with different approaches to doing the releaseGLObjects()
call management I have created a RegistryRelease branch of the
OpenSceneGraph that is branched off the OpenSceneGrpaph-3.6 branch.  This
branch just contains a single commit so far that wraps up:

  1) Chnage of osgText::DefaultFont to use the osgDB::ObjectCache assigned
to the osgDB::Registry::instance() rather than a local static
ref_ptr

  2) Change of osgViewer::Renderer::releaseGLObjects(State*) so that it
calls the osgDB::Registry::instance() that will in turn
  call the osgDB::ObjectCache::releaseGLObjects(State*) which will in
turn
  call DefaultFont::releaseGLObjects(State*)

  3) Debug console output to track the creation, destruction and calls to
releaseGLObjects() of the various players above.

I've done some testing here to confirm that the
DefaultFont::relaseGLObjects() is now being called, but I don't have you
application usage case to thoroughly hammer it. So... I really need you to
test it at your end.  If this works better then I can clean it up and get
it checked into the OpenSceneGraph-3.6 branch and master.

Cheers,
Robert.
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Re: [osg-users] Removing objects with shared GL state from scene graph

2019-07-24 Thread Robert Osfield
Hi Chris,

I will have a look at the Font issue today, see if there is any
improvements that might be possible in the 3.6 branch.  The release of the
context and object cache would only be possible with high level management
as osg::Context doesn't know about osgDB due to the hierarchy of libs.

This close to a release I can't make any major changes though, so I might
not be able do very much.

Robert.
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Re: [osg-users] An entity that could build OSG?

2019-07-24 Thread Robert Osfield
On Wed, 24 Jul 2019 at 04:33, Zachary1234  wrote:

> I am using Windows 10 64 bit home edition.
> I am using the TDM Windows 64 bit c++ compiler.
> I have installed 64 bit Windows cmake, on my path.
>
> I find that when I type
>
> cmake .
>
> I am told the following, about a file that cmake does not possess:
>
> What should be done in face of this particular issue?
>

This is a pretty basic error, CMake not being able to find a C compiler.
So your either CMake itself is struggling to find things because they
aren't in standard paths or you simply don't have a compiler.  This isn't
something we can help with as you are the one with the non standard setup.
My recommendation would be to check the CMake forums to see what they say
about it. They also have support lists.

Robert.
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