Re: [osg-users] Multiple Node Intersection

2020-12-23 Thread Andrew Cunningham
Hi , Maybe you figured it out by now, but you are only looking at the "first intersection" of the picker ( getFirstIntersection). You need to iterate over all intersections. Andrew On Fri, Dec 18, 2020 at 9:15 AM marco@elmansrl.eu wrote: > > Hi, > > I need to make the selection (pick) of a n

Re: [osg-users] Crasch in extension->createShader when using remote desktop (Windows)

2019-12-17 Thread Andrew Cunningham
Hi, I connect using Microsoft RDP from Windows 10 to Windows 10 and from Mac OS X 10.15 to Windows 10 and I can verify that my shaders work fine using OSG 3.6.4 when running my application over RDP. The Windows 10 machine I am connecting to is using an nVidia graphics card and as far as OSG is conc

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Andrew Cunningham
Hi Gianluca, We have performance problems with scene graphs when we end up with thousands of nodes and "small=low triangle count" geometries at each node. After investigation, it is clearly not so much the scene graph traversal itself, as the large number of small "primitive sets". I tested this by

Re: [osg-users] Performance regression 3.6.3 vs 3.4.0

2019-08-08 Thread Andrew Cunningham
ets the message. Andrew On Thu, Aug 8, 2019 at 1:16 AM Robert Osfield wrote: > Hi Andrew, > > Forgot to ask: > > On Wed, 7 Aug 2019 at 23:43, Andrew Cunningham > wrote: > >> The link to the mailing list failed some time ago. >> > > I am not aware of any sta

[osg-users] Performance regression 3.6.3 vs 3.4.0

2019-08-07 Thread Andrew Cunningham
Firstly, has anyone noticed that http://forum.openscenegraph.org is basically off-line and has been malfunctioning for some time. The link to the mailing list failed some time ago. In any case I have noticed a serious performance regression when moving to 3.6.3 from 3.4.0 It's become such a

Re: [osg-users] Compiling vertext shader fails on Intel

2018-12-14 Thread Andrew Cunningham
Hi Chris, I managed to work around the issue by falling back to a slower rendering system. Also it turns out the laptop has a switchable graphics subsystem to nVidia ( which works perfectly) or Intel, so there are two workarounds. I'll check out that validator. Thanks Andrew -

Re: [osg-users] Compiling vertext shader fails on Intel

2018-12-14 Thread Andrew Cunningham
Sadly although the driver is old, apparently it can't be updated to a newer version on this DELL laptop. Also, I am struggling a bit to detect/recover from the failure of "glLinkProgram". It appears this is delayed until the "first render" using the shader. -- Read this topic o

[osg-users] Compiling vertext shader fails on Intel

2018-12-14 Thread Andrew Cunningham
Hi, I am using a vertex shader to do some hardware instancing and on Intel graphics drivers I am getting the error ( after I set OSG_NOTIFY_LEVEL=DEBUG). Everything works great on nVidia. OpenGL Information: OpenGL Version: 4.2.0 - Build 10.18.10.3574 Vendor: Intel Renderer: Intel(R) HD Graphics

Re: [osg-users] Moving from 3.4.1 to 3.5.7 breaks my "hardware instancing"

2018-10-03 Thread Andrew Cunningham
Hi Robert, Updating to 3.6.3 fixed the problem! I did find a possible subtle issue with 3.6.3 when OSG_NOTIFY_LEVEL=DEBUG. No issues at other OSG_NOTIFY_LEVELs. I am getting a crash at program exit at this line, called from GraphicsObjectManager::~GraphicsObjectManager std::ostream& osg::not

Re: [osg-users] Moving from 3.4.1 to 3.5.7 breaks my "hardware instancing"

2018-10-02 Thread Andrew Cunningham
Hi Robert, Not sure where the 3.5.7 came from - another dev must have grabbed it from GIT a while ago. I'll update to 3.6.3 and see what happens. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75020#75020 ___

[osg-users] Moving from 3.4.1 to 3.5.7 breaks my "hardware instancing"

2018-10-01 Thread Andrew Cunningham
Hi, I upgraded from 3.4.1 to 3.5.7 and my code that uses "hardware instancing" (to render a large number of simple geometry) renders nothing now. I had no need to make any source code changes when I updated, and other parts of the code that uses vertex/fragment shaders works fine. I am wonderin

Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-30 Thread Andrew Cunningham
Back on the original topic :) This is a really simple QtOSGWidget that I used as a starting point for an OSG widget in a QDialog. Simple and works fine. https://github.com/vicrucann/QtOSG-hello -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74426

Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-27 Thread Andrew Cunningham
robertosfield wrote: > > Personally I think Qt is broken in a number of ways. It's really time > that the computer industry had a C++11 based cross platform Windowing > API so we can all dump Qt, > I would agree QT is not perfect but on the flip-side - It is the 'last man standing' of x-plat

Re: [osg-users] osgQt + OSG 3.6.2 Status

2018-07-26 Thread Andrew Cunningham
Hi Stuart, If you resolve this please let us know. As a data point , I had a lot of trouble with OSG 3.4.1 and QT 5.7 and the "black" window problem. I only resolved it with some experimentation and I am still not sure why it worked. Andrew -- Read this topic online here: http:

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-05 Thread Andrew Cunningham
Great news and very timely given Appleā€™s just announced decision to deprecate OpenGL -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73979#73979 ___ osg-users mailing list osg-users@lists.openscen

Re: [osg-users] Using 'NodeTrackerManipulator' while holding camera steady

2018-05-10 Thread Andrew Cunningham
The osgmanipulators example is very clear. I should have checked the examples first! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73606#73606 ___ osg-users mailing list osg-users@lists.openscenegra

Re: [osg-users] Using 'NodeTrackerManipulator' while holding camera steady

2018-05-09 Thread Andrew Cunningham
Clearly I **am** barking up the wrong tree and should be looking at osgManipulators :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73582#73582 ___ osg-users mailing list osg-users@lists.opensceneg

[osg-users] Using 'NodeTrackerManipulator' while holding camera steady

2018-05-09 Thread Andrew Cunningham
Hi, I am trying to use NodeTrackerManipulator to rotate a single "node" while holding the camera view steady. That is the NodeTrackerManipulator will modify the transform of a single node not the camera viewMatrix. Am I barking up the wrong tree here. Andrew -- Read this topic

Re: [osg-users] "hooking" into the Trackballmanipulator transform

2018-05-08 Thread Andrew Cunningham
Yup you are right, that works great! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73570#73570 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.c

[osg-users] "hooking" into the Trackballmanipulator transform

2018-05-08 Thread Andrew Cunningham
Hi, I need to "hook" into the TrackballManipulator to provide feedback to the user. As the user rotates the model, I want to get the matrix and extract Euler angles. I'm stuck at how to get notified when the when the view matrix changes. Should I derive a new class from TrackballManipulator ? O

Re: [osg-users] OSG crash on startup

2017-05-11 Thread Andrew Cunningham
Hi Guy, I'm using OSG 3.4.0 with both VS 2013 and lately VS2015 and the only issue I had was the exactly what I described. It was my mistake, I was including the header from the distro, not the build area. And the symptoms were very similar to what you described. Sorry that's not it. Andrew

Re: [osg-users] OSG crash on startup

2017-05-11 Thread Andrew Cunningham
What can happen is that if you are not careful you can end up using an incompatible mix of the following defines. _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED _OPENTHREADS_ATOMIC_USE_MUTEX Just make sure you are using the same OpenThreads/Config header in your code as was used to build OSG. --

Re: [osg-users] Drawing large number of labels

2017-03-31 Thread Andrew Cunningham
Hi Robert, Thanks for the very detailed reply - I don't know where you find the time! I think you gave me some good ideas. For example, I only need to render numbers. I could render each digit and reuse the vertex arrays to compose the number. Thanks a bunch! -- Read this topic o

Re: [osg-users] Drawing large number of labels

2017-03-30 Thread Andrew Cunningham
Ok, will need to digest that. I am correct in assuming it will work on Windows. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70622#70622 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Drawing large number of labels

2017-03-30 Thread Andrew Cunningham
Hi, I am looking for suggestion on how to efficiently draw 'large' ( aka many thousands) numbers of 'labels' or 'string markers' Typically these are short numeric strings. Instancing a osgText object for each label is likely to be very inefficient Andrew Thanks -- Read this top

[osg-users] OSG 3.4.0 exception in Drawable::flushAllDeletedDisplayLists on nVidia

2017-03-10 Thread Andrew Cunningham
When I delete a view that has a complex geometry ( many OSG objects) I am getting an exception inside the nVidia driver at the line glDeleteLists(ditr->second,1); - Less complex geometry does not show the issue. - I have installed the latest nVidia Quadro driver( Win 7, 64-bit) - It is 100% re

[osg-users] Minor issue with GraphicsWindowWin32.cpp and mouse capture in 3.4.0

2017-01-23 Thread Andrew Cunningham
Hi, Somewhere along the line since 3.0.1 the logic of 'mouse capture' changed to have the concept of it being possible to have multiple buttons 'captured' on button down. When the capture count goes to 0 on mouse up, the mouse is 'released'. Unfortunately, this seems to cause problems with , sa

Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-30 Thread Andrew Cunningham
Yup that's what I found I had to do . I created a fragment shader and did the basic lighting. I assume I could do that in the vertex shader as well. Thanks for confirming. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69809#69809 __

Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-29 Thread Andrew Cunningham
Hi guys, Can you help me out with this one more time:) As I said, I am now able to draw my geometry ( a simple square) using hardware instancing. It works perfectly with excellent performance for millions of squares- except for one thing. Now I want to light the squares. I have turned on ligh

Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-22 Thread Andrew Cunningham
Thanks for the help I got it working by adding this to the StateSet osg::VertexAttribDivisor *divisor = new osg::VertexAttribDivisor(1, 1); ss->setAttribute(divisor); And changing my loop to add one offset per primitive to my vertexArray And thanks again!! I would never have figu

Re: [osg-users] Tearing hair out over simple GLSL instancing

2016-12-22 Thread Andrew Cunningham
On thinking about this issue, I see the problem. I really only have 4 vertices, so the value d in my vertex shader just is always pulled from locations 0-3 in my array. What I really need to do is access an array of offsets in my shader indexed by glInstanceID -- Read this topic

[osg-users] Tearing hair out over simple GLSL instancing

2016-12-22 Thread Andrew Cunningham
OSG 3.4.0 I am trying to use "instancing" (starting from the example osgdrawinstanced) to draw simple square geometry at multiple locations. I am getting all of my instances sitting on top of each other at (0,0,0). That is they are not offset to their expected locations. I know my shader is wo

Re: [osg-users] [build] Proper CMAKE settings for ZLIB, bogus "optimized.lib" in link

2016-11-02 Thread Andrew Cunningham
Now if someone could explain how to get the OSG CMake configuration to understand that QT5WebKit and QT5WebKitWidgets has gone away in QT 5.7 and stop looking for it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69209#69209

Re: [osg-users] [build] Proper CMAKE settings for ZLIB, bogus "optimized.lib" in link

2016-11-02 Thread Andrew Cunningham
Yup that worked. Same issue with PNG and TIFF. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69208#69208 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opensceneg

[osg-users] [build] Proper CMAKE settings for ZLIB, bogus "optimized.lib" in link

2016-11-02 Thread Andrew Cunningham
Hi, I am trying to build OSG 3.4.0 on Windows/Visual Studio 2015 using CMake to generate the projects. Everything works pretty well except the confusing settings for ZLIB_LIBRARY, ZLIB_LIBRARY_DEBUG,ZLIB_LIBRARY_RELEASE. Why 3 settings ? I included paths to Debug and Release builds of ZLib, i

Re: [osg-users] Qt3D 2.0 vs OSG

2016-10-26 Thread Andrew Cunningham
We are using Visual Studio 2013 but will be moving to Visual Studio 2015 for this project. QT3D 2.0 is a real scene graph now - it's only real advantage over OSG is that getting started with it is 'low friction' vs OSG which seems at first glance a bit overwhelming, including the whole build pr

[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 t

Re: [osg-users] setCullMask and computeBounds of nodes

2016-05-10 Thread Andrew Cunningham
OK, makes sense. Now I at least understand what is going on. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67067#67067 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opens

[osg-users] setCullMask and computeBounds of nodes

2016-05-09 Thread Andrew Cunningham
Hi, I am using cull masks to hide objects in the scene graph. Works great. When working with some custom drawables I note that the computeBound() method of my 'hidden/culled' object is still being called. It seems the computeBound traversal ignores cullmasks. Is that as expected? (OSG 3.0.1)

Re: [osg-users] OSG 3.4.0/QT 5.5 Warning "QOpenGLContext::swapBuffers() called with non-exposed window, behavior is undefined"

2016-04-18 Thread Andrew Cunningham
It quite possibly could be specific to my implementation. I took the code from the osg example , but had to massage it a bit. I might try QT 5.6 to see if it goes away as well. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66872#66872 __

Re: [osg-users] how to integrate osg with QT5.6 on VS2015

2016-04-05 Thread Andrew Cunningham
Great tip! I had no idea about that one. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66733#66733 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.o

[osg-users] OSG 3.4.0/QT 5.5 Warning "QOpenGLContext::swapBuffers() called with non-exposed window, behavior is undefined"

2016-04-04 Thread Andrew Cunningham
Hi, When using OSG 3.4.0 and QT 5.5 and on the firstviewer->frame() of an OSGWidget I am getting this warning from QOpenGLContext. Subsequent calls to frame() do not show this warning. Mr. Google suggests that a fix is to check the isExposed() flag on the underlying QWindow - if it were possib

Re: [osg-users] how to integrate osg with QT5.6 on VS2015

2016-04-04 Thread Andrew Cunningham
Hi, Do you mean OSG 3.4.0? I had problems with OSG 3.4.0/QT5.5/VS2013 unless I made sure that QT5.5 was built with "-opengl desktop" -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66725#66725 ___ os

Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-11 Thread Andrew Cunningham
I see my error, I built QT 5.5 with OpenGL ES 2 support, not desktop OpenGL support. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65982#65982 ___ osg-users mailing list osg-users@lists.openscenegra

Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-11 Thread Andrew Cunningham
Ok, now I am having a new problem. I am now transitioning to QT 5.5 and Visual Studio 2015 Update 1 from QT 5.4 and VS 2010 ( using OSG 3.4.0) I rebuilt OSG for Visual Studio 2015 Update 1 I built QT5.5 for Visual Studio 2015 Update 1 The OSG examples all work fine, except OSGViewerQT When osg

Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-04 Thread Andrew Cunningham
[quote="robertosfield"]Hi Andrew The reason why z buffer etc. Is off is the your setup hasn't set it up as there is no global stateset to the camera you are passing to the Viewer. I have discussed this topic quite a but since OSG-3.2. Please see the archives. Robert. [quote] OK thanks, but m

Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-04 Thread Andrew Cunningham
Hmm, I was able to fix it by adding the following to my root object state... state->setMode( GL_DEPTH_TEST, osg::StateAttribute::ON ); Not sure why this was needed in QT5/OSG as I thought it was the default... -- Read this topic online here: http://forum.openscenegraph.org/viewt

Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-04 Thread Andrew Cunningham
Hi, Although I now have rendering of my objects happening in my Qt5/OSG 3.4.0 widget I am having a issue with simple polygonal objects rendering "on top of each other" as if there is no depth (Z) buffer in operation. I am using fairly vanilla OSG code to set up the model and camera that worked a

Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2016-01-02 Thread Andrew Cunningham
I'm not 100% sure why the OSG example code stopped rendering correctly when embedded in my app as a test. I did get it working eventually. Anyway, the underlying issue when trying to adapt the new OSG3.4/QT5 approach into my code code was that I completely missed ( too much holiday cheer?) that

Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2015-12-31 Thread Andrew Cunningham
loopy wrote: > Hi, > I am struggling mightily to get OSG 3.4.0 to work with QT 5.4.2 on Windows 7 > (64). > > - The sample application, OSGViewerQT works as expected with OSG_FILE_PATH > set. > > - However, when I ( as a quick test) embed the "ViewerWidget" from > OSGViewerQT inside a QHBoxL

Re: [osg-users] Migration from OSG 3.1.5 to 3.4.0 / Qt 4 to Qt 5

2015-12-31 Thread Andrew Cunningham
Hi, I am struggling mightily to get OSG 3.4.0 to work with QT 5.4.2 on Windows 7 (64). - The sample application, OSGViewerQT works as expected with OSG_FILE_PATH set. - However, when I ( as a quick test) embed the "ViewerWidget" from OSGViewerQT inside a QHBoxLayout inside a MainWindow, the Vi

Re: [osg-users] Oldie, but goodie... Aero themes and OpenGL/MFC

2015-07-01 Thread Andrew Cunningham
Hi, I created a new class that inherits from CSplitterWndEx ( I am using the MFC feature pack, but it should apply to CSplitterWnd ) and added these methods virtual void StartTracking(int ht); virtual void StopTracking(BOOL bAccept); virtual void OnInvertTracker(con

Re: [osg-users] Oldie, but goodie... Aero themes and OpenGL/MFC

2015-01-09 Thread Andrew Cunningham
Hi, I finally got around to resolving these MFC/Aero issues using the following . For drawing the selection box over a complex scene... - Capture the 3D scene image as a texture map - Turn off the 3D scene - map the texture onto a 2D quad that will in the background filling the window - While inte

Re: [osg-users] Oldie, but goodie... Aero themes and OpenGL/MFC

2013-09-24 Thread Andrew Cunningham
I am using a double-buffered window as per the OSG MFC example. traits->doubleBuffer = true; The MFC example shows a nice overlay HUD of rendering statistics. This just seems such a typical 3D UI interaction - to show a rectangular area on the screen under mouse control for selection or zoomin

[osg-users] Olide, but goodie... Aero themes and OpenGL/MFC

2013-09-24 Thread Andrew Cunningham
Hi, This is an old one, that seemingly no-one has a solution for I am having problems on W7/W8 when "aero" is active in our MFC/OGL(OSG) based CAE style application. 1) MFC CSplitterWnd resizing leaves 'window garbage' behind 2) How to draw an rubber-banding zoom box (using XOR operations) o

Re: [osg-users] OSG + Mesa3D

2012-12-05 Thread Andrew Cunningham
Hi Mike, I have put a zip of the complete build directory on DropBox. https://dl.dropbox.com/u/82874382/Mesa-7.8.2.zip Let me know when you get it. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51428#51428 ___

Re: [osg-users] Render a lot of labels

2012-11-29 Thread Andrew Cunningham
Hi, FTGL looks good, but since I was only interested in "bitmap" ANSI text labels (always facing screen, always the same size), a simple set of per-rendered letters as bitmaps was all I needed - wrapped in a custom drawable. Andrew -- Read this topic online here: http://forum.op

Re: [osg-users] OSG + Mesa3D

2012-11-29 Thread Andrew Cunningham
Mike, I posted the DLL's on this forum as an attachment but the "moderator" bounced the message as they were >300KB Here are the dropbox links. https://dl.dropbox.com/u/82874382/MESA64.zip https://dl.dropbox.com/u/82874382/MESA32.zip If you are interested in the complete 7.8.2 folder with VC1

Re: [osg-users] Render a lot of labels

2012-11-28 Thread Andrew Cunningham
Hi, I render the letters of the alphabet into pre-built bitmaps at various points sizes. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51274#51274 ___ osg-users mailing list osg-users@lists.

Re: [osg-users] OSG + Mesa3D

2012-11-28 Thread Andrew Cunningham
Hi, I have built MESA for Windows for exactly this reason. We have some users who absolutely need to use RDP, and the default MS implementation is very buggy. The latest version of MESA that will build on Windows and use a "software renderer" is MESA 7.8.2 which implements OpenGL 2.1. I can mak

Re: [osg-users] Advice on scene structuring

2012-06-27 Thread Andrew Cunningham
In my case, I decided I will keep a parallel OSG node with "real" geometry that I can use for picking. Picking is not typically as performance sensitive as say, rotating the model in real-time. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48566#

Re: [osg-users] Advice on scene structuring

2012-06-26 Thread Andrew Cunningham
Hi, I am also confronting the issue of needing to "pick" the individual objects rendered as "draw instances". Any best practices that can be recommended for use in the OSG world... Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48546#48546

Re: [osg-users] OSG 3.0.1 crash in glDrawElements() under Windows Remote Desktop

2012-06-01 Thread Andrew Cunningham
I have had success with using Mesa. The last Mesa version that apparently supports Windows GDI is 7.8. Later versions will build on Windows ,but crash at runtime. I was able to successfully build Mesa 7.8.2 using Visual Studio 2010. I ended up with a mesa based opengl32.dll that is "drop-in" re

Re: [osg-users] OSG 3.0.1 crash in glDrawElements() under Windows Remote Desktop

2012-05-31 Thread Andrew Cunningham
Ok, thanks for that idea. I will definitely look into using Mesa. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47985#47985 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.

[osg-users] OSG 3.0.1 crash in glDrawElements() under Windows Remote Desktop

2012-05-31 Thread Andrew Cunningham
When running a Windows OSG 3.0.1 application under Windows Remote Desktop the OpenGL driver defaults to the (ancient) software MS OpenGL GDI renderer v1.1. Unfortunately, I need to make the basics of our app work under RDC. I am finding that glDrawElements ( called from void DrawElementsUInt::d

Re: [osg-users] Image::readPixels (3.0.1)

2012-03-28 Thread Andrew Cunningham
Just imagine this scenario of a DrawCallBack struct SnapImage : public osg::Camera::DrawCallback { SnapImage(unsigned int format): _snapImage(false),_format(format) { _image = new osg::Image; _image->setPacking(4); } ~SnapImage(){}; virtual void op

[osg-users] Image::readPixels (3.0.1)

2012-03-27 Thread Andrew Cunningham
I think there is an issue in Image::readPixels that I noted in 2.8.x Assume you have set the Image "packing" is set to say 4 , via image->setPacking(4) before this call. glReadPixels might try and store 'too much' data into _data ( overwriting memory) because glReadPixels will be expecting the

Re: [osg-users] osg 2.8.3 : applyAndIncrement of BIND_PER_VERTEX attributeMaps

2011-11-22 Thread Andrew Cunningham
Hmm, I think I can answer my own question. Code ended up in the drawImplementation "slowpath" which is not well supported. The workaround is to make sure it never ends there. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44006#44006

[osg-users] osg 2.8.3 : applyAndIncrement of BIND_PER_VERTEX attributeMaps

2011-11-22 Thread Andrew Cunningham
Hi, I am not sure if I am missing something obvious here , but in the 2.8.3 implementation of Geometry::drawImplementation There is a loop over primitive types as abridged below Code: for(DrawElementsUInt::const_iterator primItr=drawElements->begin();

Re: [osg-users] osgDB ifstream / ofstream conflict

2011-05-17 Thread Andrew Cunningham
Hi Vincent, I have been using Visual Studio 2010 and fstreams and OSG DLLs with no issues at all. The only possibility is you are compiling with incompatible compiler options between OSG and your other library. All files must be compiled /MD(d) and of course compiled with Visual Studio 2010.

Re: [osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)

2010-12-24 Thread Andrew Cunningham
robertosfield wrote: > Hi Andrew, > > I wouldn't recommend creating a single osg::Geometry with millions of > vertices/primitives, while in theory it should work, even if it does > it's likely to perform poorly as the GL driver won't be able to just > render the data directly - it'll need to stre

Re: [osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)

2010-12-23 Thread Andrew Cunningham
Hi All, I did some testing with gDebugger (now free!) and the its support for "nVidia Expert" - totally clean, no errors. No breakpoints. And when running under gDebugger there were no problems What did fix it was going to the nVidia Control Panel and changing the global application setting

[osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)

2010-12-23 Thread Andrew Cunningham
Hi, I have a Quadro FX 1700 with the latest 64-bit Nvidia drivers on Windows XP/64. My app is a 64-bit Windows application. For testing I am creating a single osg::geometry with probably about 3.2 million QUAD primitives , using quadPrims_=new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS); I

Re: [osg-users] VertexBufferObects causing crash/bad geometry [2.8.2]

2010-10-22 Thread Andrew Cunningham
Hi Robert, Tried two XP machines ... identical behavior as long as H/W acceleration is on. Both graphics cards are nVidia, though. If I disable the drivers, there are no problems , but that is not surprising as OSG defaults to a non-VBO code path. I am using the OSG API in a very "vanilla" wa

[osg-users] VertexBufferObects causing crash/bad geometry [2.8.2]

2010-10-22 Thread Andrew Cunningham
Hi, This is a Windows 32/64app, fully single threaded(app and OSG in one thread). Quadro FX1800, latest drivers. I am rendering basic polygonal geometry - and I have been experimenting with turning on use of VBO's. I want to emphasize that the app shows zero issues until I turn VBO's on for ge

Re: [osg-users] std::vector performance issue

2010-09-07 Thread Andrew Cunningham
Just as background, the model is a CAD model of a fairly typical part. When broken down to the component CAD entities, there are a total of about 19,000 groups in a hierarchy about 4 levels deep. Of course the geometry could be coalesced to any level, but users expect visibility control and attri

Re: [osg-users] std::vector performance issue

2010-09-07 Thread Andrew Cunningham
Robert, You are right, although vector is slow, it is apparently not the bottleneck. In my case, the bottleneck was basically, a deep and complex hierarchy of "osg::Switch" groups. I did some frame rate testing, replace all the osg::Switch with osg::Group, then frame rate tested again. There w

[osg-users] std::vector performance issue

2010-09-03 Thread Andrew Cunningham
Hi, I am looking at a performance slow-down introduced after using some osg::Switch groups. I did some performance benchmarking on std::vector and I found push_backs are 10x slower than std::vector, and more importantly, the simple [] operator is about 20x slower(*). I am not sure it is the sm

Re: [osg-users] Rendering each primitive set differently in one osg::Geometry?

2010-09-01 Thread Andrew Cunningham
Hi Robert, I thought that was probably the case I had QUADS/TRIS/LINES in one geometry to centralize some moderately painful "picking by primitive index" logic. Oh well, back to the picking drawing board... Thanks -- Read this topic online here: http://forum.openscenegraph.o

[osg-users] Rendering each primitive set differently in one osg::Geometry?

2010-08-31 Thread Andrew Cunningham
Hi, I am rendering three separate primitive sets of TRIS,QUADS and LINES in one osg::Geometry object. I am rendering them using BIND_PER_PRIMITIVE of the normals with lighting enabled. Lighting of lines is not really very useful and it would be better to render the lines only in solid color. I

Re: [osg-users] Possible wrong rotation in osgSim::ScalarBar

2010-07-12 Thread Andrew Cunningham
I would concur. This looks like a bug to me. Also the line text->setAxisAlignment( (_orientation==HORIZONTAL) ? osgText::Text::XY_PLANE : osgText::Text::XZ_PLANE ); Seems to be a workaround to the problem created by the wrong axis of rotation. I can't imagine why you would want a horizontal sca

Re: [osg-users] PolytopeIntersector and containment

2010-05-26 Thread Andrew Cunningham
Hi Peter, Just I did notice that for long/skinny objects the bounding sphere is a very poor fit. One option for me is to dig down and get the boundingBox() of the drawable that lies as the basis of my geometry. In my experience, that can allow for a much tighter fit for this type of selection.

Re: [osg-users] PolytopeIntersector and containment

2010-05-25 Thread Andrew Cunningham
Umm, I think I found my own answer. - Subclass PolytopeIntersector to get access to the _polyTope member - transform this PolyTope by the inverse camera projection matrix to put it into world coords - When processing the Node, get the Node's bounding sphere, and transform that by the Intersectio

[osg-users] PolytopeIntersector and

2010-05-25 Thread Andrew Cunningham
Hi, I am using the PolytopeIntersector to select , using a mouse based screen rectangle, objects in my scene. Works great. However, when post-processing the intersections returned by the PolytopeIntersector I would like to check for certain nodes whether the (bounding box of the ) node is ENT

[osg-users] Possible issue in _computeCorrectBindingsAndArraySizes (2.8.2)

2010-05-20 Thread Andrew Cunningham
Hi, There is some code in the _computeCorrectBindingsAndArraySizes (below) that assumes it is impossible to have numElements==numVertices in the normal array and , for example, be BIND_PER_PRIMITIVE. The code resets to BIND_PER_VERTEX. Consider a series of triangle primitives making a "strip"

Re: [osg-users] Limitation of NodeMask

2010-05-07 Thread Andrew Cunningham
Seems like at least I have started an interesting discussion here! Really, I only used PICKABLE and VISIBLE as an example-probably not the best because pickability and visibility are logically somewhat entwined. It would be better to see the mask as a set of (32) independent logical flags. Th

Re: [osg-users] Picking and clipping together

2010-05-06 Thread Andrew Cunningham
Hi, Did you ever resolve this? My only solution will be to postprocess the pick list to remove and hits outside the clipping planes. Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27097#27097 __

Re: [osg-users] Limitation of NodeMask

2010-05-06 Thread Andrew Cunningham
Hi, May I am not seeing something here, but using the NodeMask seems to be not able to handle 'multiple' states. For example, I am using a mask ,0x01 to control the 'visibility' of the nodes. This works great. I have another mask to control 'pickable' state of the node, say 0x02 when used with

Re: [osg-users] Tracking down 'invalid enumerant'

2010-02-23 Thread Andrew Cunningham
Looks like GLIntercept should work... Thanks for the tip... Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24784#24784 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists

[osg-users] Tracking down 'invalid enumerant'

2010-02-23 Thread Andrew Cunningham
Hi, I have to make our Windows OSG app function in a reasonable manner under Microsoft Remote Desktop, which means OpenGL 1.1.0 In general it actually works pretty well but at each window refresh, I am getting a Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) What

Re: [osg-users] Scientific Visualization classes?

2010-02-03 Thread Andrew Cunningham
Hi I already have the osgVTK kit as listed on http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits As far as what specific visualizations I am after... - "Real" contour plots - Isosurfaces + possibly many of the other types of sci-visualizations (streamlines etc) in the future. Se

[osg-users] Scientific Visualization classes?

2010-02-02 Thread Andrew Cunningham
I was looking for some SciVis classes for OSG, along the lines of VTK's very rich collection? It is possible to use use VTK as a "visualization" engine to prepare data for OSG (vtkActorToOSG), and I am prepared to go that way, but that is not particularly efficient in memory and speed as data

Re: [osg-users] compiling osg with intel compiler, windows

2010-02-02 Thread Andrew Cunningham
Intel are looking at the bug. When using Visual Studio and Intel integration you can right-click/Properties on any .CPP file and change the compiler to the MS compiler. The Intel and MS compilers are 100% compatible at the link level. You can compile a project with any combination of the two c

Re: [osg-users] compiling osg with intel compiler, windows

2010-01-21 Thread Andrew Cunningham
I submitted a bug report re this on Intel Premier support. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23031#23031 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opensce

Re: [osg-users] Vista/Windows 7 visual problems on resize

2010-01-21 Thread Andrew Cunningham
On Windows 7 setting the theme to Windows 7 Basic (disabling Aero) fixes all my visual problems on various Windows 7 machines ( not all nVidia). So I think we have to assume that mixing GDI and accelerated OpenGL graphics in the same window is a no-no on both W7 and Vista ( even if GDI is accele

Re: [osg-users] osg::DrawPixels bounding box and picking (2.8.2)

2010-01-21 Thread Andrew Cunningham
Hi Robert, Thanks - confirms what I thought, better start digging through the examples... Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23001#23001 ___ osg-users mailing list osg-users@lists.

Re: [osg-users] Vista/Windows 7 visual problems on resize

2010-01-20 Thread Andrew Cunningham
So this now begs the question.. how to draw a nice "zoom box" using 'pure' OpenGL/OSG since I can't use CRectTracker/GDI -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22966#22966 ___ osg-users maili

Re: [osg-users] Vista/Windows 7 visual problems on resize

2010-01-20 Thread Andrew Cunningham
I think this answers my question , at least regarding trying to use CRectTracker. >From http://www.opengl.org/pipeline/article/vol003_7/ "GDI is no longer hardware-accelerated, but instead rendered to system memory using the CPU. That rendering is later composed on a 3D surface in order to be

[osg-users] Vista/Windows 7 visual problems on resize

2010-01-20 Thread Andrew Cunningham
When running on Windows 7/Vista using accelerated graphics, and when resizing a window, an MFC OSG window flashes a lot and "phantom" bits of the window frame are left behind while resizing. The same is seen when using an MFC CRectTracker and TrackRubberBand on the OSG 3D window, the old Rect i

[osg-users] osg::DrawPixels bounding box and picking (2.8.2)

2010-01-20 Thread Andrew Cunningham
Hi, - The boundingBox() method of the osg::DrawPixels is implemented, but a bit wacky as it is based purely on pixel dimensions and will in general be completely wrong. This throws off camera bounding box calculations badly. For example a 200x200 pixel image is given a BB of 200x200x200 units

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