hi all,
I need a little help to understand osg and other thing who turn
around(it's for a student work)
1) Studiing osg, I fallen on Colosseum3D. What's the link with osg ??
is it the same thing? must I use colo instead osg ???
2) I have to use physic law like gravitation, repulstion force and
Hi all,
I am not quite sure if osgDB/Reentrant Mutex is threadsafe (just got
into Multithreading). Lets make a little example. Consider two Threads:
Thread one and Thread two.
Now lets make this sequence of operations:
* Normal Program Flow everything runs fine so far.
* Thread one just unlocked
Hi SInisa,I don't really haven any ideas to what might be amiss. It could be a bug, or it could be a build problem of some kind.Could you modifying one of the examples to do the deep copy in the way you are using it to recreate the problem. Once I have code that reproduces the problem I and others
Hi James,The library name should be osgdb_OpenFlight to be consitent with all other platforms. The old plugin should be called osgdb_flt, this should allow users to try both plugins without having to rebuild.
I believe this problem with have existed in 1.1 too, as this is when the new OpenFlight
Hi Paul,First up, just try to get multi-texturing working without shaders. The techniques I suggest are pretty advanced so rather than go the whole way in one leap try standard multu-texturing. To apply a detail texture over the whole terrain you don't need to get hold of any vertices, you can
Hi Andrew,Under 64 bit linux I'm getting 1.4 Gb used for all plugins and examples, and 1.2 is bigger than 1.0... So it would seem VS is pretty hungry. The Win32 binaries aren't so bad, in order of 20Mb for everything.
One solution for you is to not build everything. VS isn't very good to selecting
Hi Elekis,On 9/15/06, elekis [EMAIL PROTECTED] wrote:
hi all,I need a little help to understand osg and other thing who turnaround(it's for a student work)1) Studiing osg, I fallen on Colosseum3D. What's the link with osg ??is it the same thing? must I use colo instead osg ???
Colosseum3D is a VR
My Win32 installation takes about 1.4 Gb too. You sure you've not got any
massive datasets hanging around there?
John Donovan
Sony Computer Entertainment Europe
http://www.scee.com
[EMAIL PROTECTED] wrote on 15/09/2006 10:05:49:
Hi Andrew,
Under 64 bit linux I'm getting 1.4 Gb used for
Hi Richard,I have just reviewed the code, but as yet don't see a problem, but if there is then I'd certainly like to track it down and fix it. Comments indispersed below.On 9/15/06,
Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote:
Hi all,I am not quite sure if osgDB/Reentrant Mutex is threadsafe
Mhh, ok difficult to explain (for me):
The important part is
_threadHoldingMutex==OpenThreads::Thread::CurrentThread()
_lockCount0 in ReentrantMutex::lock().
You have to take into account that one noted above is not an atomic
operation, so between
Hi Richard,Thanks for the futher explanation, very subtle, but yes this looks like a potential bug so very well spotted.I believe it is a very unlikely problem to arise in action due the the fact that in lock() _threadHoldingMutex is set first, then _lockCount is set to 1, which will probably
Hi Julia,The texture altas builder can only merge textures that don't repeat, and are of the same pixel and data type. If you write out to .ive the texture atlas imagery will be written out, and if you write out to .osg you should be able to notice the texture atlas by image file name. The .osg
On 9/15/06, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Julia,Oops, typo forgot the n, sorry Julian ;-)
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Hi All,Finally the telecoms companies got their act together and got Broadband connected to my house once more. This has allowed me to upload some recent pictures that I've taken in the last few weeks. I've uploaded them to my page on the OSG wiki:
I'm ready to book the time off work now!
John Donovan
Sony Computer Entertainment Europe
http://www.scee.com
[EMAIL PROTECTED] wrote on 15/09/2006 12:39:38:
Hi All,
Finally the telecoms companies got their act together and got
Broadband connected to my house once more. This has allowed
Robert
I noticed when running the osglightpoint example I was
getting a step change in performance as I move towards the light points. It goes
from about 200Hz immediately down to about 3Hz. Looking at the stats display its
the draw that's taking the time. The issue goes away when I change
thanks a lot
On 9/15/06, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Elekis,
On 9/15/06, elekis [EMAIL PROTECTED] wrote:
hi all,
I need a little help to understand osg and other thing who turn
around(it's for a student work)
1) Studiing osg, I fallen on Colosseum3D. What's the link with
Hi Colin,This shouts driver problem to me. On NVidia when I zoom in the GPU stats (new to 1.2) as well as the cull and draw all stay very low, basically the cost is pretty near constant. There is a slightly higher fill requirement when you zoom in but its still very light on fill demand.
Robert.On
No, let's talk about the details here. OpenSG, like other scene graphs of the past, uses a multi-bufferred approach to effect thread safety. OpenSceneGraph has avoided this route for the multiple disadvantages of a multi-buffered system.
A multi-buffered system requires that there be a buffer for
My ati mobility 9700 has horrible performance
with when using smoothed points (GL_POINT_SMOOTH).
Brian
This is a
after compile, copy dlls and libs to another place and add the path to Visual Studio for additional library and binary paths. Then you could go ahead to Batch build - clean to delete any temp files. It is not necessary to keep *.obj, *.pdb files on your hard disk. In case you want to keep example
Hi Robert,
Attached is the osgparticleeffects_modified.cpp, which gives me a runtime
error "pure virtual function call". My modification is marked by comment "//
Sinisa:". This error does not occur when the modification is commented
out.
This I tested against the prebuilt binaries of OSG
I second that question. We've had great results with OSG 1.0 and osgNV,
but the website stops at 10th September 2004, so I'm not sure osgNV is
an active project anymore. I think CgFx support would be a nice
addition, plus better array parameter support.
I'd like to upgrade to 1.2 but can't go
Hi All,
I'm experimenting with the particle system node, attempting to create a shower
effect to add to a shower head model. The showerhead model is loaded at the
origin, and rotated and translated into the correct position relative to the
other components for the shower.
In order to setup
Hi, everyone
Ive been working on
creating OSG scenegraph on QT window using the osgqt4 example for several days.
Well, I
still can not figure out how to solve this exception.
Whenever it
runs to the following statement:
getEventQueue()-takeEvents(events);
the Unhandled exception
That looks like you have a null pointer somewhere. Looking at the line of
code, I'd imagine getEventQueue() is returning null, so that'd be the
first thing I'd look at.
John Donovan
Sony Computer Entertainment Europe
http://www.scee.com
[EMAIL PROTECTED] wrote on 15/09/2006 16:52:41:
Hi,
On 9/15/06, Brad Colbert [EMAIL PROTECTED] wrote:
That's great.Are there trout in that stream?Stream? Its a full blown river, especially when the winter rains come :)I haven't fished it yet, but I believe there are Brown trout, Sea trout and Salmon. My children have been catching Samon fry with
I found it. I had a frag shader on the LightPointNode that was setting
the frag color. It is a very simple frag shader. I probably should
know the answer but why would this be killing my frame time?
Thanks,
Brad
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BDC
-Original Message-
From: [EMAIL PROTECTED]
Thanks for replaying
But I've checked that, the eventQueue's ptr is 0x01513b28 and have a size of
two.
Btw, when the unhandled exception window pops up, the top of the call stack
is the insert function of the list.
I've searched the osg mailing list archive, and found that someone else have
the
Hi,The osgGA::EventQueue is used in osgProducer, and its usage is fully multi-threaded, and appears pretty robust in this environment. I would be very suprised is there is an actual problem with ScopedLock too as its used all over the OSG and has yet to cause any problems.
This is not to say
As I suspected, this was my usage error...The --xt --yt --zt are using the "scaled" units after --xx --yy ---zz are applied.I see now in the code, the geotransform just a normal osg::matrix populated by all the --xy --yx etc... arguments.sorry for the noise..mlOn Sep 8, 2006, at 11:42
Robert,
You should hold an OSG boondoggle... uh I mean conference in Callander.
I'll bring my fly-fishing gear ;)
-B
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BDC
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Friday, September 15, 2006 8:55 AM
To:
Hi Rebert,
You were spot on. That's exactly what my problem was.
Many thanks
Neil.
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I found something about
the Unhandled exception at virtual address in executable: 0xC005:
Access violation reading location virtual address caused by event handling from the Microsoft
msdn http://support.microsoft.com/default.aspx?scid=kb;en-us;811193
I dont quite
understand
Hi Brad,On 9/15/06, Brad Colbert [EMAIL PROTECTED] wrote:
You should hold an OSG boondoggle... uh I mean conference in Callander.I'll bring my fly-fishing gear ;)
This is what I'm planning, tentative date of end of
October. I'll discuss dates and topics next week on he lists when
more people are
Yep windows generates a lot intermediate files in debug mode, pdb file, etc
The wrappers are abig part of the problem they create huge files in debug
If your not using wrappers remove them from your project files, this will
make a big difference
Best Regards
Gordon
Robert,i am pretty sure i did, but i probably didnt try openflight stuff. in any case i just renamed the plugin and its fine. not sure what you mean about having both plugins because it didnt recognize the old name, only the new one. given that it could not find the plugin under the old name.the
Thanks for the responses. Firstly, I have disabled all of my own GPU shader code. This didn't cause any change in the error. The scene consists simply of a single object and a single terrain database. Removing the terrain database does get rid of the problem, but that also doesn't seem to help
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