Re: [osg-users] Custom GraphicsContext Segmentation Fault when using Multithreading

2016-04-22 Thread Philipp Meyer
Hi, I added the source code for the custom graphicsContext. Sorry for the delay. Thank you! Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66918#66918 ___ osg-users mailing list osg

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Robert Osfield
Personally I don't feel it's games are critical to the success of scene graph like the OpenSceneGraph. Short lived game titles have very different focus that graphics application that have a long shelf life. A game will be developed then have year of big sales, then perhaps might be followed up w

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Alistair Baxter
There’s a couple of major reasons OSG isn’t used in games much. Probably the most important one is that it isn’t a complete game engine. Unreal, Cryengine, Unity (and also the likes of Gamemaker and Marmalade) all have favourable licensing conditions, and they can be used to start knocking ou

Re: [osg-users] Custom GraphicsContext Segmentation Fault when using Multithreading

2016-04-22 Thread Robert Osfield
Hi Phillipp, The source didn't make it through the osg-users mailing list so can't comment about the implementation side. >From the error description in the first post it's clear that the graphics context is not current when the graphics thread starts running. osgViewer specifically calls makeCu

Re: [osg-users] Custom GraphicsContext Segmentation Fault when using Multithreading

2016-04-22 Thread Sebastian Messerschmidt
Hi Robert, He edited the original post. I've attached it for you. Cheers Sebastian Hi Phillipp, The source didn't make it through the osg-users mailing list so can't comment about the implementation side. From the error description in the first post it's clear that the graphics context is

[osg-users] [osgPlugins] osgjs failing to build in osg 3.5.1

2016-04-22 Thread Ben Woods
Hi, I am trying to build openscenegraph 3.5.1 on FreeBSD (with clang 3.4.1 and cmake 3.5.2), but I am getting the following error: > [ 92%] Building CXX object > src/osgPlugins/osgjs/CMakeFiles/osgdb_osgjs.dir/Base64.o > cd /wrkdirs/usr/ports/graphics/osg-devel/work/.build/src/osgPlugins/osgjs

[osg-users] [osgPlugins] gstreamer plugin failing to build in osg 3.4.0

2016-04-22 Thread Ben Woods
Hi, I am attempting to build OpenSceneGraph 3.4.0 on FreeBSD 10.2 (with clang 3.4.1 and cmake 3.5.2). The osgdb_gstreamer is failing during the build with the following error (full build log also attached): > [ 94%] Linking CXX shared module > ../../../lib/osgPlugins-3.4.0/osgdb_gstreamer.so

Re: [osg-users] Custom GraphicsContext Segmentation Fault when using Multithreading

2016-04-22 Thread Robert Osfield
On 22 April 2016 at 09:46, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Hi Robert, > > He edited the original post. > > I've attached it for you. > Thanks Sebastian. I went to the forum page but it didn't appear. Do you need to be logged in to see attachments? I've had a

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Alistair Baxter
I found the article I was referring to. It has disappeared from its original source, but thankfully the Internet Archive has preserved a copy. It made considerable waves in game engine programming back in 2006: Tom Forsyth's "Scene Graphs Just Say No" https://web.archive.org/web/20060821003

Re: [osg-users] Custom GraphicsContext Segmentation Fault when using Multithreading

2016-04-22 Thread Philipp Meyer
Hi, I tried to orientate on "PixelBufferX11" when creating the EGLGraphicsContext, and I noticed that PixelBufferX11 calls the "init()" method in the constructor as well as in the "realizeImplementation" method, if necessary. So my call to "realizeImpl" in the constructor is pretty much just re

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Thomas Hogarth
I've made a few games in OSG and in Unity. In my experience OSG blows Unity out of the water then it comes to render performance. Also with unity and game engines in general you have to learn a lot of quirks. Like learning that in unity turning objects on and off is actually really expensive (w

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Shayne Tueller
This is probably off topic but since OpenIG was brought up, I had a question about it... Does OpenIG support CIGI? If it doesn't, adding it would go a long way in making it more mainstream in the IG community. It would sure make it easier for a host that is using CIGI to switch over... Shayne

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Chris Hanson
Not that I know of, but Nick can probably report on if there is a roadmap that includes that. On Fri, Apr 22, 2016 at 9:50 AM, Shayne Tueller wrote: > This is probably off topic but since OpenIG was brought up, I had a > question about it... > > Does OpenIG support CIGI? If it doesn't, adding it

Re: [osg-users] How is this foliage artifact called and how to fix it?

2016-04-22 Thread Chris Hanson
I believe your texture filtering mode is generating intermediate alpha values, which then blend a portion of the distant background in before the other "face" of the tree is drawn behind. Switching to GL_NEAREST will probably avert this, but will look ugly in other ways. ​ Alpha to coverage might

Re: [osg-users] How is this foliage artifact called and how to fix it?

2016-04-22 Thread Christian Buchner
Placing the foliage into a later render bin (e.g. the transparent bin, #10) than most other objects would help. Christian 2016-04-22 18:08 GMT+02:00 Chris Hanson : > I believe your texture filtering mode is generating intermediate alpha > values, which then blend a portion of the distant backgro

[osg-users] Segfault when using addChild on Group object

2016-04-22 Thread Andre Sanchez
Hi, I'm trying to use OpenSceneGraph on my machine running. When I run the following code, I always get a segfault on the line with addChild: Code: #include #include #include #include int main(int argc, char** argv) { osg::ref_ptr a = new osg::Node(); osg::ref_ptr b = new osg::Group

Re: [osg-users] Why isn't OpenSceneGraph used in games?

2016-04-22 Thread Michael DeForge
robertosfield, thanks for stopping by and weighing in. I agree, the scene graph itself is likely the performance bottleneck. We're going to do some additional profiling in the coming weeks. I have lots of ideas. Thank you to all others as well. That "Just Say No to Scene Graphs" article is grea

Re: [osg-users] Segfault when using addChild on Group object

2016-04-22 Thread Jannik Heller
Hi, I confirm that your example crashes. I actually reduced the code even further and still got a crash: Code: #include #include #include int main() { osg::ref_ptr foo = new osg::Group; foo->addChild(new osg::Group); std::cout << "foo has " << foo->getNumChildren() << " children" <

Re: [osg-users] Segfault when using addChild on Group object

2016-04-22 Thread Jannik Heller
Hi, turns out that my error was caused by mismatched OSG headers / libs. I had a LD_LIBRARY_PATH in my .bashrc that pointed to a different OSG installation than the one in /usr. Could you double check what libraries your executable is linked against. To do so run: Code: ldd ./executable Ex