Julien,
Yo may want to verify if you have CACHE_NODES enabled. If so, then you may
think there's a resource leak but in fact the scene graph leading to your
Geometry may be cached by OSG.
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Just to clarify that my suggestion to change the Drawable's desructor is only
if there is indeed a GL object resource leak, which I'm not totally convinced
yet (by reviewing the code).
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I suggest that we remove Geometry::dirtyGLObjects() as it does nothing other
than call its base class, i.e. Drawable::dirtyGLObjects().
Code:
void Geometry::dirtyGLObjects()
{
Drawable::dirtyGLObjects();
}
I also noticed that the Drawable's destructor is calling a virtual fu
Got it. It's not necessarily a memory but a resource leak.
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I'm a little confused. Is there or is there not a memory leak?
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_prvData);
}
I know it's dumb... but it works. I've been chasing this problem for a long
time now and I haven't found a solution yet (except my dumb one).
This issue occurs with v3.4.0 and v3.6.2. The crash occurs on Win7 and Win10
when build with VS2013.
Any help on t
!=SingleThreaded) setUpThreading();
Guy
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Hi,
I also looked at the osg-submissions archives and could not find any trace of
this change. I went back as far as June 2017.
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Hi,
I looked at the commit but the description does not clearly provide a reason
for the change. I looked at the forum but could not find anything. I'll try the
mailing list next.
Thank you!
Cheers,
Guy
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ngleThreaded) startThreading();
}
Regards,
Guy
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Hi,
This is not really a big issue, but I noticed that the OpenThreads PDB file is
not copied to the INSTALL directory when building OSG v3.6.2 on Windows with
VS2013.
I looked at .\src\OpenThreads\win32\cmake_install.cmake and the lines required
to copy the PDB are missings.
Thanks,
Excellent. I tested it and everything seems to work as expected. Thanks for the
quick response.
BTW: I'm also investigating a way to somehow "cache" the last drawable that we
intersected with (terrain only). If this works, it could prove to be a
significant performance gain in situations wher
intersector.set(s,e, settings.get());
if (kdTree) kdTree->intersect(intersector, kdTree->getNode(0));
else drawable->accept(intersector);
}
else
{
osg::TemplatePrimitiveFunctor > intersector;
intersector.set(s,e, settings.get());
if (
ed
with this line.
}
else
{
++oitr;
}
}
}
Regards,
Guy Volckaert, ing.
Snr Software Engineer
Meggitt Training Systems (Quebec) Inc.
Systèmes d'entraînement Meggitt (Québec) Inc.
6140 Henri Bourassa West
Montreal, Quebec, H4R 3A6
Canada
Tel: 1 (514) 339 9
Although this is an old post, I recently noticed the same issue in v3.4.0.
Guy
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If I have a chance, I'll try to look at it as well based on your suggestion
solution.
Cheers,
Guy
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then how would you propose fixing this
issue?
Thank you!
Cheers,
Guy
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ewProjectionMatrix * gl_Vertex;
}
VARIATION #3
===
attribute vec4 osg_Vertex;
void main( void )
{
gl_Position = gl_ModelViewProjectionMatrix * osg_Vertex;
}
VARIATION #4
===
void main( void )
{
gl_Position = ftransform();
}
[/code]
Any help would be really appreciated...
OT_LIBRARY_STATIC */
#endif
Thank you!
Cheers,
Guy
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http
PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Optimizer::RemoveLoadedProxyNodesVisitor +
NO_AUTOMATIC_LOADING
Hi Guy,
The visitor in question is meant to just remove loading ProxyNode's it's not
meant to remove nodes that haven't yet been loaded, doing so would potentially
break appl
getNumChildren() == 0 ) ) )
//MTSI_END
{
if (isOperationPermissibleForObject(&proxyNode))
{
_redundantNodeList.insert(&proxyNode);
}
}
traverse(proxyNode);
}
Thank you!
Cheers,
Guy
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!pd) return 0; seems to resolve the problem, albeit not a perfect
solution.
Any ideas would be appreciated.
Thank you!
Cheers,
Guy
Code:
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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
// Thi
variety of examples and tools.
can someone give me some guidlines for this task?(what classes to use, maybe a
similar example available in the database)
...
Thank you!
Cheers,
Guy
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of operations in setting up composite views matters A LOT.
The issues with enabling the active stereo on my Stereo Monitor were resolved
by setting the "Select when the display is in 3D mode:" option to "Always" in
the Nvidia control panel.
Thanks again for the hel
ot playing nice will nView.. but its definitely progress.
...
Thank you!
Cheers,
Guy
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27;t seem to trigger my nView stereo
monitor.
Again, osgcompositeviewer shows no signs of quad buffer output at all.
Hope this helps.
Guy
...
Thank you!
Cheers,
Guy
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d experienced anything similar.
...
Thank you!
Cheers,
Guy
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Hi there,
Great point - thanks very much.
Just for your reference, the client is based in London but remote workers are
very welcome!
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Hello Gianluca,
I think, and I'm not exactly sure about it that if the matrix W
component (4th column) is zero, then the computation works with the 3x3
matrix. When it is different than zero, it uses it as 4x4 matrix. Now
supposed that startProj or endProj has in the 4th column zero, and the
other
you caj also use the environment variable OSG_WINDOW, e.g.:
set OSG_WINDOW = 40 40 640 480
Note: "space" delimited.
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ntire file... you couldn't just
jump to the end. I guess that's do-able, but would be much longer.
Guy
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Now I understand! That makes perfect sense to me now.
I tried calling GraphicContext::setClearMask(GL_COLOR_BUFFER_BIT) in my app and
now it works as expected.
Thanks... your the best.
Guy
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n:
Code:
void SwapBuffersOperation::operator () (GraphicsContext* context)
{
context->swapBuffersImplementation();
context->clear();
}
But for some reason, it doesn't. I'll try to modify one of the examples and see
if the problem occurs as well.
Guy
---
ttom - oRect.top,
NULL, oRect.left, oRect.top, BLACKNESS );
EndPaint( hWnd, &oPs );
}
I would appreciate it if someone can tell me how to clear the area window that
is outside the viewport area.
Thanks,
Guy
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Thanks for all your replies. That confirms what I imagined.
I forgot to mention that in addition of requiring multiple cameras, we also
need multiple windows. Each window presents a different view of the scene.
Because of the complexity of the scene I wanted to gain a little performance by
usin
I have a newby question to ask... so please be gentil
Let's say I have 2 cameras running in different draw threads. Each camera is
also associated with a different graphic context. If I load a 2D texture then
each context will have its own opengl texture object (created in the
Texture2D::Ap
Hi,
I noticed that the alpha component in the BMP file (when RGBA or BGRA) is not
being preserved in the image. I would like to proposed the following small
change to correct this problem. Instead of ignoring the alpha component, I
first check if the bytesPerPixel == 4 bytes. If so, then I simp
Yes. Everything works when I don't use the compile context (i.e the scene is
rendered correctly), except that I still detect a problem with the number of
texture objects when using the database pager.
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Sorry for the confusion - I ment to say the SharedStateManager.
I should have mentioned (in my original post) that I already merged the
SharedStateManager from the trunk into v2.8.2. Fortunately, the changes were
easy to merge but did not resolve the problem.
I'm trying to figure out a way to
Here is my system configuration:
Laptop XPS M1730
Windows 7
4 GB RAM
NVidia 8800M GTX, 512 MB
NVidia Driver v257.71
I hope this help. I've spent all weekend trying to deciphere what's going on.
Still don't know why it's not working.
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I noticed a huge discrepency between loading an FLT with and without the
DatabasePager.
Before loading any database model, the number of TextureObject created is 16.
When I load a model via readNode(), the number of TextureObjects created
increases to 112 (for 96 textures objects for the mode
I noticed a huge discrepency between loading an FLT with and without the
DatabasePager.
Before loading any database model, the number of TextureObject created is 16.
When I load a model via readNode(), the number of TextureObjects created
increases to 112 (for 96 textures objects for the model
Hi,
I think there are a few problems with compiling GL objects with the
DatabasePager (in OSG 2.8.2). The following topic sums it up pretty well:
http://forum.openscenegraph.org/viewtopic.php?t=1032&start=0&postdays=0&postorder=asc&highlight=compilecontext
So far, I was able to compile all t
After thinking about it, shouldn't the share() function be called before the
compile GL objects process which is invoked from the DatabasePager thread.
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I've been looking "activating" the SharedStateManager within the DatabasePager
and I was curious to know why the share() function is called from within the
main thread (i.e in DatabasePager::addLoadedDataToSceneGraph()) as opposed to
the DatabasePager thread (like the GL compile post-process).
ss = gluProject(pt.x(), pt.y(),
pt.z(),new_view.ptr(), new_proj.ptr(), vp, &x, &y, &z);
z is very close to 1 (0.9997...) as was expected.
Can anyone explain?
Thanks,
Guy L.
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ther coordinate systems (like Y up).
Cheers,
Guy
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ks and I was about to create my own
SECorePagedNode class (similar to TxpNode class) but I was wondering if OSG ca
already handle these types of databases.
If so, then please let me know.
Guy
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I am aware of the ReadFileCallback - but I guess the problem is how to
distinguish between my paging terrain files from other database files loaded
during runtime. All my files are FLTs (with the exception of a few TXP files
for the terrain). I can't use the file extension as a filter since they
Hi,
The ComputeBoundVisitor does not seem to support TXPNode nodes. Is there
another way of getting the boundingbox (not the boundingsphere) of a TXP
database?
I know that the TXPNode contains the extents of the terrain (which is what I
want) but the interface is not exposed to the osg lib - o
Hi,
Is there a mechanism that would allow me to get notified when a subgraph gets
loaded by the DatabasePager. I essentially need to process the subgraph before
it gets added to scene.
I guess this would be valid for TXPNode and PagedLOD nodes as well?
Thanks,
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Jean-Sébastien,
I was about the post the same observation you mentioned above. When I launch in
full screen mode, I get a black background that does not refresh (meaning that
when I move a window on top of it, it leaves traces). This seems to only happen
when I start the osgViewer in full scree
As maximuxy, I also don't have this problem with my own application (so far).
Cheers,
Guy
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x27;s very irritating.
I was wondering if anyone looked into this since?
Cheers,
Guy
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I'm hoping that someone can help me with a weird problem I'm having with an
openflight terrain I have.
It seems that when I mesh my terrain (with Multigen Creator 2.5.1) I can't see
it anyore. Note that the problem only occurs when I disable lighting (i.e
GL_LIGHTING). However, when I un-mesh
As promised, I modified the "osgprerender" example to include a single instance
of the precipitation effect and I was able to reproduce the problem.
Guy
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Attachme
If I recall correctly, even the osgParticle supports LODs, but I think they are
called "details" instead (or something rather). However, osg does not
implicitely use it - you need to manage the "details" yourself.
Guy
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Is your viewing camera also using the "local" coordinate system (i.e
geocentric)?
Guy
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w
it.
Guy
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Effect (or vice-versa).
Note: The problem is not the precipitation effect because I compared my
implementation with the osg precipitation example and they are the same. When I
run the example the frame rate is 60fps (which is the same as my app when I
bypass the rendet to target).
C
t the destination alpha shouldn't be 1-SRC_ALPHA but 1-(area
percentage of destination object covered by source object). To calculate
these areas intersection seems complex solution...
Guy.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-
the same object, the effect you described won't happen.
Only if two different objects edges falls in the same pixel and are not
overlapping it will happen.
Thanks anyway,
Guy.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users
e accurate than multisampling? Is it possible that
OpenGL implementation will not calculate the pixel coverage correctly?
- Does it works slower or faster than multisampling?
- Will it work even for tiny objects?
Thanks,
Guy.
_
would be a good solution.
Does anyone know how Multi-sampling is implemented algorithmically?
Thanks,
Guy.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael
Platings
Sent: Tuesday
Thanks.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael
Platings
Sent: Thursday, March 04, 2010 12:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] automatic pixel transparency adj
users] automatic pixel transparency adjustment
Hi Guy,
If classic multisample antialiasing does not work for you, have a look
at centroid modified in GLSL ver 1.2 and upr. See this link for example:
http://www.opengl.org/pipeline/article/vol003_6/
Wojtek Lewandowski
- Original Me
10 11:03 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] automatic pixel transparency adjustment
Hi Guy,
I can't help but feel what you are asking for is full screen
anti-aliasing...
Robert.
On Thu, Mar 4, 2010 at 4:43 AM, Guy wrote:
Hi all,
I need "OpenGL"/driver/fixed
Btw, this is not because I'm crazy, this process is closer to the
physical process that happens with camera and therefore more accurate.
Thanks,
Guy.
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-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Wednesday, March 03, 2010 6:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL3.0
Guy wrote:
Does it mean that with OpenGL3 there is not fixed pipeline and all
should be written by shaders? What about the
by OpenGL or should
I write them too?
And if all should be done by shaders, does it mean that most of the code
of OSG won't work under GL3 if no appropriate shaders would be written?
Thanks,
Guy.
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Hi,
Many developers at my locations are experiencing odd frame rate readings (from
the StatsHandler), and we would like to know if others are having the same
issue.
We are running in a multiple window/camera enviroment. When I minimize a
windows, then the frame rate drops! I would expect th
Hi,
I'm little confused about when it's appropriate or even necessary to call
setDataVariance(DYNAMIC) - assuming we are not running in SingleThreaded mode.
For example:
1) If I have a switch node and want to change its state in the update or event
sequence (i.e during runtime), does the data
mipmaps.
Does anyone know why?
Regards,
Cheers,
Guy
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http
Thanks for your quick response. This forum is fantastic.
Although I haven't tried it yet, I think that Render::setCompileOnNextDraw() is
exactly what I am looking for.
Paul, I can't seem to find the osgUtil::IncrementalCompileOperator class you
mentioned in OSG v2.8.2. Is that a new class in
way I can confirm my suspicion.
One way would be to have a VERY big camera frustum that encloses the entire
scene and then renders one frame, but that seems a little *hacked* to me. I am
trying to look for an alternative and better way to do that.
Guy,
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ilinear in mind, and therefore would perform better is trilinear. Is
this true?
Regards,
Cheers,
Guy
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Paul. Thanks for the advice.
What I ended-up doing is overriding the void ViewerBase::frame(double
simulationTime) function. Depending on the state of a rendering flag, I either
call or don't call the renderingTraversals() function.
Hopefully, that won't cause any other issues.
C
. In addition, the
osg update call must still occur since that's where some of my animation states
gets uptate, which will change the outcome of intersection results (like
sprites).
Cheers,
Guy
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ave time I'll try it also and share the
results with the forum.
Guy.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Monday, January 04, 2010 9:20 AM
To: OpenSceneGraph Users
Subj
Maybe you had problems with the font loading dlls and when you compiled
the code the binaries matched and the dll could load properly...
I had similar problem once and required to compile many 3rd party dlls
from scratch in order to make them work.
But this is only a guess...
Guy
ain I might want to change the render to update
shader attributes and render using these attributes. Do you think it
worth the effort implementing such mechanism?
Thanks,
Guy.
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What do you mean? You just need to set the different textures at
different units...
When you create a geometry you set an array of texture coordinates and
"bind" it to texture unit.
If you want you can use the same texture coordinates to more texture
units or different coordinates to different uni
8800 driver 195.62
Thanks,
Guy.
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milar way
change the copyTex to copy to the PBO and then from it's mapped address
to a CPU address.
In textures maybe part of it could be implemented in subload callback.
Is it the correct path?
Does it already exists and I missed it? If so I'm sorry for the
Dude you the greatest. Using osg::TextureRectangle worked!
Thanks for your great help.
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Ahhh.. I was not aware of that small detail. Thanks for the info - I will try
it immediately.
Guy
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state,0 ,0, x, y, width, height);
return;
}
Near the end of the Texture2D::copyTexImage2D() function, it simply copies the
viewport size (width/height) into the texture _textureWidth/_textureHeight and
thus it becomes a NPOT texture - hense the problem I am experiencing.
Guy
---
Forgot to mentioned that I was using OSG 2.8.2.
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t = tex_height;
_numMipmapLevels = 1;
// ~MTSI [20091203 guyv]
textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
// inform state that this texture is the current one bound.
state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this
Hi,
Is there a way to disable culling for a geode. Essentially, I want the geode
render every frame - usefull for skyboxes and skydomes. I tried calling
setCullingActive(false) but that does not work.
The only way I was able to make it work, so far, is by setting the
Geometry::setInitialBound
xpected results? Isn't it possible to add cameras under RTT camera?
I had similar problems with depth partitioning and shadows. Does it mean
that when using RTT, these solutions have to be rearranged completely in
the aspect of the camer
Hi,
I think I found a wrong display label when when the camera scene stats is
enabled. There is a label called "Matrices". Shouldn't it be called "Materials"
instead?
Guy
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ior? If so, what is the best
way to recover the view matrix of my "slave" camera?
I know that the State class contains a list of cameras. I can iterate through
the vector and find my camera, but that seems and expensive solution.
Any other suggestions would be apprec
I was able to use a POT texture after all with the renderTargetImplementation
of camera (as I mentioned in my last post).
"All is well with the world once again."
Thanks everyone.
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_
NPOT = non-power-of-two
POT = power-of-two
Since my card does not support NPOT textures, can I create a POT texture but
command the renderTargetImplemtation to only render to a specific region of the
texture.
For example, if my texture if 512x512 (i.e POT texture) and my viewport is
320x240 (w
Jan, I looked at GLEW after I wrote my original post. I was about to download
and use when I figured out an easier way. I essentially followed robert's
advise (thanks rob!).
NOTE: In my case, I would also need to recompile GLEW to use multiple
threads/context (which also require installing Cygw
annot update it.
Any ideas would be appreciated.
Cheers,
Guy
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nd complete the camera
configuration, but that seems very messy.
Is there an easier way to do this?
Thank you!
Guy
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