[osg-users] OpenSceneGraph-3.6.5 relased!

2020-01-31 Thread OpenSceneGraph Users
Hi All,

I have just tagged the OpenSceneGraph-3.6.5 release!

Source Code:

   - Github tag for 3.6.5:
   https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.5
   - git clone --branch OpenSceneGraph-3.6.5 
   https://github.com/openscenegraph/OpenSceneGraph.git

It's mostly a maintenance release, so the focus has been primarily bug and 
build fixes, a few feature improvements made their way in as well, though 
don't recall these off the top of my head as I've been so focused on 
merging PRs and bug fixes and the VSG over the past 6 months. There a 
couple of minor API changes so the ABI is different, and SO version number 
is bumped up.  Most users should be able to just compile against 3.6.5 if 
your application is already compiling against 3.6.x.

Thanks to all who have contributed features, bug fixes and helped with 
testing.

Robert.

-- ChangeLog since 3.6.4

Fri, 31 Jan 2020 11:02:47 +
Author : Robert Osfield
Updates for 3.6.5 release

Fri, 31 Jan 2020 10:37:25 +
Author : Robert Osfield
Added mutex lock to avoid threading issues when glyphs are added to a Font 
from multiple threads

Thu, 30 Jan 2020 19:25:50 +
Author : Robert Osfield
Updates for 3.6.5-rc3

Thu, 30 Jan 2020 16:30:41 +
Author : OpenSceneGraph git repository
Merge pull request #911 from LaurensVoerman/FbxSdkFixFix for older versions 
of fbxsdk without xml or zlib libraries,

Thu, 30 Jan 2020 16:21:32 +
Author : Robert Osfield
Added explicit clean up removeView

Thu, 30 Jan 2020 16:32:42 +0100
Author : Laurens Voerman
Fix for older versions of fbxsdk without xml or zlib libraries, fix cmake 
multiconfig generators (msvc) with irrelevant CMAKE_BUILD_TYPE.

Mon, 27 Jan 2020 10:11:23 +
Author : OpenSceneGraph git repository
Merge pull request #907 from DeadParrot/OpenSceneGraph-3.6FBX plugin 
updates / PREFIX-NOTFOUND work-around

Sun, 26 Jan 2020 14:28:56 -0500
Author : Stuart Mentzer
FBX plugin updates / PREFIX-NOTFOUND work-around

Tue, 21 Jan 2020 10:11:30 +
Author : Robert Osfield
Updater rc number for 3.6.5-rc2, and CHangeLog

Tue, 21 Jan 2020 09:43:08 +
Author : Robert Osfield
Removed stray space

Tue, 21 Jan 2020 09:32:57 +
Author : OpenSceneGraph git repository
Merge pull request #902 from mp3butcher/oqn3.6 OQN API convergence 

Tue, 21 Jan 2020 09:16:51 +
Author : OpenSceneGraph git repository
Merge pull request #903 from dedowsdi/renderstageAdd getPreRenderList, 
getPostRenderList to RenderStage.

Fri, 17 Jan 2020 18:47:49 +0800
Author : dedowsdi
Add getPreRenderList getPostRenderList to RenderStage.

Fri, 23 Aug 2019 09:59:54 +0200
Author : Daniel Trstenjak
OcclusionQueryNode: make all usages of 'updateDefaultQueryGeometry' thread 
safe

Fri, 23 Aug 2019 09:46:02 +0200
Author : Daniel Trstenjak
OcclusionQueryNode: fix resetting to default query geometryWhen the query 
geometry gets reset to its default then its
vertices have to be updated by the bounding box dimensions of
the current children of the OcclusionQueryNode.


Wed, 14 Aug 2019 11:27:40 +0200
Author : Daniel Trstenjak
OcclusionQueryNode: fix use case of user defined query geometryThe user 
defined query geometry handling has been broken in several ways.

The previous way of defining a query geometry was using the non const
`getQueryGeometry` method and overriding its members. But then
`OcclusionQueryNode` wasn't aware of the geometry change and couldn't
internally handle it correctly.

The `computeBound` method never considered a user defined query geometry and
always just overrode the vertices of the geometry.

The member `_validQueryGeometry` wasn't correctly set.

This change should fix all this issues by introducing a small backward
compatibility break. The non const `getQueryGeometry` method is removed
forcing the user to use the `setQueryGeometry` method. But then 
`OcclusionQueryNode`
is aware of the user defined query geometry and can handle it correctly.


Tue, 29 Jan 2019 14:40:16 +0100
Author : Daniel Trstenjak
OcclusionQueryNode: reset the test result of the invalid geometryThere're 
cases that the occlusion test result has been retrieved
after the query geometry has been changed, it's the result of the
geometry before the change.


Tue, 29 Jan 2019 11:37:28 +0100
Author : Daniel Trstenjak
OcclusionQueryNode: ensure a valid query geometryIf the query geometry is 
invalid then don't do any occlusion queries and
never traverse the subgraphs.


Fri, 25 Jan 2019 15:02:45 +0100
Author : Daniel Trstenjak
OcclusionQueryNode: ensure a consistent value for '_passed'

Sat, 26 Jan 2019 16:33:23 +
Author : Robert Osfield
Introduced a QueryGeometry::getQueryResult(const osg::Camera*) method as a 
more informative replacedment for QueryGeometry::getNumPixels().

Mon, 20 Jan 2020 10:37:12 +
Author : OpenSceneGraph git repository
Merge pull request #900 from dedowsdi/fix_particle_rotationFix particle 
rotation.

Fri, 17 Jan 2020 11:18:30 +0800
Author : dedowsdi
Fix particle rotation.

Fri, 17 Jan 2020 

Re: [osg-users] Incrementally adding new imagery to an existing .ive

2020-01-31 Thread OpenSceneGraph Users
On Fri, 31 Jan 2020 at 12:21, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> I'm creating a lunar map.  I started with a small base image.  Great.
> Now I want to extend the base image with surround imagery.
> I can't seem to craft the right Google query to get a result.
> Ideas?  Can it even be done?
> I'm currently using osgdem to create the .ive.
>

You don't give us any real insight into what you are doing.  What do mean
by "Google query"?

The OSG and VPB have nothing to do with Google data.  VPB just works with
local static data.

Could it be osgEarth is the right tool for what you want to do?

Robert.

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[osg-users] Incrementally adding new imagery to an existing .ive

2020-01-31 Thread OpenSceneGraph Users
I'm creating a lunar map.  I started with a small base image.  Great.
Now I want to extend the base image with surround imagery.
I can't seem to craft the right Google query to get a result.
Ideas?  Can it even be done?
I'm currently using osgdem to create the .ive.

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Re: [osg-users] DefaultFont crash issue

2020-01-31 Thread OpenSceneGraph Users
Hi Anna & Glenm,

On Thu, 30 Jan 2020 at 13:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> I too have seen thread-related issues when creating Text from multiple
> threads. I was never able to find the time to debug it to conclusion; but I
> suspect that a shared Font object that needs to create new Glyph textures
> isn't doing so in a thread-safe manner. For example,
> Font::assignGlyphToGlyphTexture() modifies some structures without Mutex
> protection. Just something to check.
>

Thanks for the suggestion.  I've done a code review of the
Glyph/GlyphTexture/Font code and have added a mutex lock to the
Font::assignGlyphToGlyphTexture().  There are already mutex locks
elsewhere, but there may be a need to add more.  The change is checked into
the 3.6 branch and master:


https://github.com/openscenegraph/OpenSceneGraph/commit/2e0472ba7e05e680a9a7e0bc7676d4e5a12eefa5

I have tested by running all the OSG examples and running osgtext --mt, and
don't see any regressions.  I can't confirm that the change has fixed the
crashes that you both have seen as I haven't got any example that
reproduces it.  Could you test the 3.6 branch and let me know how you get
on.

This fix isn't in 3.6.5-rc3. but will be part of the final 3.6.5 stable
release.

Cheers,
Robert.
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Re: [osg-users] Create BoundingBoxes dynamically, by creating global Geode and attaching children later

2020-01-31 Thread OpenSceneGraph Users
After reading the "short" OSG documentation over at 
http://syntheractive.com/developer/downloads/OSGQSG.pdf , I figured it out 
on my own :)

Things that helped me: (obvious if you know what you are doing...)

   - geodes can't have unlimited children, just use a global group, where 
   you attach a new geode for every bounding box.
   - dont use * pointers, use osg::Ref_ptr<>, and if you use 
   iosg::ref_ptr use X.get() to get the object
   - just remove lighting, or set normals
   - if you want the object to have one color, use BIND_OVERALL
   - no need to update or set anything dirty
   - you don't need a state set / matrix at all (in my case, because all is 
   in global coordinates)

Maybe if someone like me stumbles across this thread, this Info helps

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