Hey,
I noticed while debugging a deadlock in ossimPlanet that OpenThreads
uses PTHREAD_MUTEX_NORMAL (rather than PTHREAD_MUTEX_RECURSIVE) mutexes.
As a result, a mutex locked more than once from the same thread thread
will block, which is often not the behavior desired. Is this intentional?
Th
Hi. Here is some useful information for people who want to debug their
osg apps all the way downto osg's code with gdb. (or preferably,
kdevelop or kdbg):
In my Gentoo Linux laptop I was trying to create fully debuggable osg
libraries. I started with OpenThreads, did "make debug" and installed
th
I am getting a strange rendering problem using Framebuffer Objects and
Renderbuffers. I am trying to render to an offscreen image
(osg::Image). I then utilize that image for a Cocoa drag-and-drop
effect. It seems that in some situations, parts of my onscreen views
get erased partially or completel
Hello osg users/developers,
Are there any plans to do shadows using shaders? I know hardware shadowing
is supported on newer video cards.
Zach
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I think I could get a good performance boost rendering shadow maps if
I didn't sort anything. Since shadow texels are either on or off with
no medium gray, I shouldn't matter what order in which geometry is
rendered. Is there a way I can completely disable sorting when
rendering with a CameraNod
Hi all,
I think I have seen the answer to this question on the list before but I
can't seem to get the search string to
find the answer so forgive me if this has been asked one too many
times...Anyway, we have written a class
that derives from group and we'd like to be able to read/write scenes th
Updates in red.
INVESTIGATION continued...
1) Lock up with Pentium D 3.2GHz dual core with hyperthreading, Windows XP
(this looks like
4 procs in the task manager).
2) All tests done with 'osgviewer cow.osg', then pressing 'm'
3) see below
4) see below
5) Lock up with Pentium D 2.8GHz dual core
Anybody have a clue why I can't step into osgViewer::Viewer code in Visual
Studio 7 when debugging OSG CVS? Its driving me crazy!
Zach
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Hey Yong,
You can use "osgconv" to scale it down and resave it for future use.
Simply specify "-s SX SY SZ" on the command line. Run "osgconv --help"
to see all the arguments.
Hope this helps,
-- Dan
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
One of the models in the scene is too big compared with others, so I need to
scale it down. I tried to do it with osgviewer, since I'm not sure about the
syntax.
Thanks.
Yong
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Wed 2/7/2007 4:04 PM
To: osg users
OpenFlight uses UserData internally to pass material/shader/etc pools to
external references. Once the model is returned from the plugin, that data
is irrelevant.
OpenFlight also attaches the lat/long location of the model (taken from the
header record) to the top-level node before returning the m
Hi Robert,
Once the viewer locks up, I have to kill the process. The display no longer
responds to key presses or mouse movements. Also, I disabled hyperthreading
and I got the same results (locks up on first press of 'm'). I'll rebuild
the debug versions of the code tonight and try some mor
>> I was wondering if it would be feasible to add a Referenced* member variable
>> to osg::Node in the OSG base that could be used for arbitrary information
>> tagging?
> Would :
> osg::Object::setUserData(Referenced*) be what you are looking for?
> osg::Node subclasses from osg::Object so has
Attached file: help.JPG
Here is the terrain and my pyramid. The tip of the pyramid is actually near
the center of the terrain, but as you can see in the picture it looks as if
it's off to the side of it. I want the terrain to clip the pyramid so that
only the portion above ground is showing.
On
Hi Chuck,
Are able to exit cleanly?
What happens if you disable hyperthreading?
Robert.
On 2/7/07, Chuck Cole <[EMAIL PROTECTED]> wrote:
I tried the updated osgviewer.cpp and I get the same results – locks up
when pressing 'm'. Again, I've been testing .txp databases although it
doesn't se
Screen shot please :-)
On 2/7/07, Jason <[EMAIL PROTECTED]> wrote:
I am using my own SceneView rather than using osgViewer. I have a flat
terrain. Above the terrain I have an aircraft. The aircraft has a sensor. I
represent the sensor as a four sided pyramid with the tip of the pyramid at
the sa
I don't think I have hyperthreading on that computer. So, the single proc
computer was not locking up on the first press of 'm'.
I'd debug it, but I don't have enough hard-drive space for 3 debug versions
of osg :( Compiling the debug binaries of osg takes about 5GB of space with
VisualStudio
I am using my own SceneView rather than using osgViewer. I have a flat
terrain. Above the terrain I have an aircraft. The aircraft has a sensor. I
represent the sensor as a four sided pyramid with the tip of the pyramid at
the same location as the aircraft. The sensor is angled downwards so that
t
I tried the updated osgviewer.cpp and I get the same results - locks up when
pressing 'm'. Again, I've been testing .txp databases although it doesn't
seem to make a difference what type of model is being displayed. What's a
little interesting is that Zach is getting a slightly different result i
On 2/7/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
All my changes are checked in. Where abouts are you getting the compile
error?
I have just updated the wrappers as these will have been out of sync
with my earlier changes to CullStack.
If you are still getting errors on include/osg/CullSta
Wow, how's about that. That's exactly what I'm looking for. Thank you
so much for pointing it out.
Chase
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, February 07, 2007 1:50 PM
To: osg users
Subject: Re: [osg-users] Nod
HI Zach,
On 2/7/07, Zach Deedler <[EMAIL PROTECTED]> wrote:
Hi Robert,
Looks like I need an update to osg::CullStack header file?
I'm getting these compile errors saying that
osg::CullStack::pushModelViewMatrix does not take 2 arguments, and its
defined with one argument in the header file.
Hi Zach,
I have just checked in some changes to DOFTransform so that it only
traverses DOFTransform when their animation is switched on. A cvs
update should see your update times go down without any need to mod
the OSG at your end.
Cheers,
Robert.
__
Hi Robert,
Looks like I need an update to osg::CullStack header file?
I'm getting these compile errors saying that
osg::CullStack::pushModelViewMatrix does not take 2 arguments, and its
defined with one argument in the header file.
Zach
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL
HI Chase,
Would :
osg::Object::setUserData(Referenced*) be what you are looking for?
osg::Node subclasses from osg::Object so has the same user data too.
Robert.
On 2/7/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:
Hi Everyone,
I was wondering if it would be feasible to add a Refere
Hi Everyone,
I was wondering if it would be feasible to add a Referenced* member
variable to osg::Node in the OSG base that could be used for arbitrary
information tagging?
I'm currently developing a project where picking specific nodes in the
scene needs to trigger specific actions in our
Hi Jason,
You haven't really provided enough information about how you are
setting up your seen, or what results your are getting, or what the
results should look like. Without knowing more there's no way to know
what might be up or what exactly you are expecting.
Robert.
On 2/7/07, Jason <[EM
Hi Zach,
There is chance that its Windows threading issue, but more likely a general
threading issue. Unfortuantely, I don't have enough cores to test
CullThreadPerCameraDrawThreadPerContext, but even without enough cores I've
seen a few instabilities with this model, its very new and not yet de
HI Zach,
It looks like the new thread isn't started up correctly for some reason.
What OS/Machine are you using?
What are screen setup do you have, how many windows is osgviewer opening up?
I'll add some more debug info on what thread model its setting up.
DrawThreadPerContext and ThreadPerCam
Hey,
I have a pyramid shaped geometry with an alpha of 0.5 that at some point can
be angled downwards so that it extends through the terrain below it. The
problem I am having is that I want the terrain to cut off the geometry at
the terrain level. Right now, the behavior that it displays is that
I tested on more computers.
INVESTIGATION continued...
1) Lock up with Pentium D 3.2GHz dual core with hyperthreading, Windows XP
(this looks like
4 procs in the task manager).
2) All tests done with 'osgviewer cow.osg', then pressing 'm'
3) see below
4) see below
5) Lock up with Pentium D 2.8GHz
Hi Yong,
The osgviewer automatically positions the eye point so that model
takes up the same amount of screen space, so if you scale the model
down then the eye point will simply mover nearer so it'll look the
same size.
For what reason do you want to scale the model down? To insert it
into ano
I have the same problem, but figured it was due probably to the osgviewer
being in such a state of flux (that and I hadn't really had the time to
investigate further). But, seeing your post, I wanted to at least add that
I experience the same thing. As far as PC configuration, I have a Pentium
3.
INVESTIGATION continued
3) This is the DEBUG_INFO output till where it get stuck:
increment SwapBuffers
Doing op SwapBuffers 00F8E418
get op 0 00F8E418
increment RunOperation
Doing op RunOperation 00F8E418
Doing op Render 00F346C0
Viewer::stopThreading() - stopping threading
ViewerDoubleBuffer
Hello,
PROBLEM
With the CVS version of osgviewer, as soon as I hit 'm', the viewer locks up
every time.
INVESTIGATION
1) I have a Pentium D 3.2GHz dual core with hyperthreading (this looks like
4 procs in the task manager).
2) This was just with cow.osg
Zach
__
Hi,
I want to scale down the model by half, I tried
Osgviewer cow.osg.[0.5,0.5,0.5].scale
And
Osgviewer cow.osg.(0.5,0.5,0.5).scale
but didn't work. Could someone give me a hint?
Thanks a lot.
Yong
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On 2/7/07, Mustafa <[EMAIL PROTECTED]> wrote:
Hi Robert,
I am trying the code below. I will blend two texture on GPU ( I will
try different GLSL algorithms). But the code gives error at osg\state
file at line 1377 ( while applying each attribute in the attribute
list). When I remove the last 4 li
HI Stefan,
On 2/7/07, Stefan Eilemann <[EMAIL PROTECTED]> wrote:
Dual core, though I don't think OpenThreads detects this:
int OpenThreads::GetNumberOfProcessors()
{
#if defined(__linux__)
return sysconf(_SC_NPROCESSORS_CONF);
#else
return 1;
#endif
}
Any chance that yourself or ano
I have been think of a similar problem. I want to create
cross-sectional views of a mechanical model.
I thought of using the clipping planes as well. I expect that it will
cut the model just fine. However, I would then like to get faces
generated at the near plane so that I'm not looking insid
On Wed, 7 Feb 2007, Stefan Eilemann wrote:
On 7. Feb, 2007, at 17:16 , Robert Osfield wrote:
Hi Stefan,
Is you machine dual core or single core?
Dual core, though I don't think OpenThreads detects this:
int OpenThreads::GetNumberOfProcessors()
{
#if defined(__linux__)
return sysconf(_SC
Hi Robert,
I am trying the code below. I will blend two texture on GPU ( I will
try different GLSL algorithms). But the code gives error at osg\state
file at line 1377 ( while applying each attribute in the attribute
list). When I remove the last 4 line of the below code it is working
withour erro
On 7. Feb, 2007, at 17:16 , Robert Osfield wrote:
Hi Stefan,
Is you machine dual core or single core?
Dual core, though I don't think OpenThreads detects this:
int OpenThreads::GetNumberOfProcessors()
{
#if defined(__linux__)
return sysconf(_SC_NPROCESSORS_CONF);
#else
return 1;
#en
Hi Stefan,
Is you machine dual core or single core?
On 2/7/07, Stefan Eilemann <[EMAIL PROTECTED]> wrote:
> I'll add text label to the stats to
> report this. If you press 'm' the thread model is adjusted, the new
> threading model being printed to the console.
It isn't ;)
The first time
On 7. Feb, 2007, at 11:05 , Robert Osfield wrote:
Could you explain what system(s) you have seen this problem under.
Things like OS, hardware are all important. You mentioned one machine
on osg-submssions, is this the only one? Reinterating the
configuration here on osg-users will help others
No I havent checked it, actually I just recognized such a data resources
page,
it seems like a wonderful page, full of samples :))
Thanks a lot :)
On 2/7/07, Paul Martz <[EMAIL PROTECTED]> wrote:
Did you check the DataResources page on the wiki?
http://www.openscenegraph.org/osgwiki/pmwiki.p
Thanx Robert,
I will certainly look at the osgsimulation example. What i am trying to
learn is how the terrain mesh is generated from DEM raster images
through osgTerrain. I want to understand the algorithm which is
doing this in osg.
best regards
RJ
On Wed, 2007-02-07 at 13:24 +, Robert Osf
Hi RJ,
osgTerrain at present is used to build paged databases, and as such
typically used as an offline tool. There isn't one single function
for generating the terrain database the capabilities of osgTerrain,
and I'm not sure what you are exactly looking for. The principle is
that you add the
Did you check the DataResources page on the wiki?
http://www.openscenegraph.org/osgwiki/pmwiki.php/DataResources/DataResources
I'm not sure what you mean by an "animated OpenFlight" file, maybe you mean
one with DOF Records. If so, you might find some there.
Paul Martz
Skew Matrix Software LLC
Hi folks,
i am looking at the osgdem and osgTerrain to understand how exactly
terrain are generated. I am not able to find out the function which
generate the terrain data i.e do all the long calculations for us.
Can some body help me in figuring out this function ...
thanx in advance
RJ
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Hi,
I have been looking for some animated openflight formatted file samples. Do
any of you have any idea where to get same samples?
Thanks in advance
Melis
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Hi Stephan,
On 2/7/07, Stefan Eilemann <[EMAIL PROTECTED]> wrote:
[Switching to osg-users]
Robert,
It is osgviewer, the latest CVS version.
OK, that lest osgProducer/Producer and Don off the hook. And puts me on it :-)
I have a stack trace for the exit hang on OS X/X11. The osgViewer
rec
On 7. Feb, 2007, at 10:33 , Robert Osfield wrote:
Hi Stefan,
Does the hang happen with the CVS version of osgviewer? In CVS there
are two viewers, the osgviewer is now based on osgViewer::Viewer,
while the new osgproducerviewer is the original osgProducer::Viewer
based viewer.
[Switching to
Hi Eric,
On 2/7/07, E. Wing <[EMAIL PROTECTED]> wrote:
So I thought I would try supporting shared contexts with
SimpleViewerCocoa. But the SimpleViewer API seems to discourage this
as the SimpleViewer constructor automatically increments the
contextID.
Currently, my workaround looks like this:
ok I found, I was a error in my code.
thanks a all
On 2/7/07, elekis <[EMAIL PROTECTED]> wrote:
hi all,
I made a class who have to draw a simple line (see below)
but I don't know why when I delete CLine class, the line is always visible
(but the class is well deleted)
I put the code of the c
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