Carsten Neumann | 25 May 2013 01:21
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RFC: remove OSG_ENABLE_NEW_SHADER OFF code

	Hi Gerrit,

the old shader code has bit-rotted and setting OSG_ENABLE_NEW_SHADER=OFF 
does not currently build (main problem: Source/System/State/SHL is built 
into the state lib, but RenderPartition needs access to it). I'm 
proposing to remove it, patch attached. Comments?

	Cheers,
		Carsten
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Michael Raab | 22 May 2013 16:02
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Porting 1.8 to 2.0

Hi,
 
I'm in the process of porting our application to 2.0. Here are some questions that occured:
 
1.) Is the usage of NullFC still necessary?
 
2.) Our RenderAction initialization tells me that methods setSortTrans(), setLocalLights() and setStateSorting() do no longer exist. Is there some kind of replacement I need to include or were these options simply removed?
 
3.) I was trying to load an OSB file that was written using 1.8. This file includes some SHL stuff that gets lost during the OSB loading procedures of 2.0. Could someone please have a look? I've uploaded a test file to
 
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Michael Raab | 16 May 2013 15:51
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OpenSG2 daily build

Hi,
 
today I started to think about porting our applications to OpenSG2.0. I downloaded the latest daily builds of OpenSG2.0 and its support libs for Windows (32bit).
At first I tried to start appCSM.exe. It crashes immediately, the console shows Got 0000000. Any ideas?
The next thing I noticed was that the bin folders for relnoopt, debugopt and debug do not contain any debug information (*.pdb).
In my opinion it would be a good idea to deliver that files as well.
 
Michael
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Gierlinger, Thomas | 16 May 2013 09:45
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OpenSG2: Building rev. a592e8c - 'GL_FRAMEBUFFER' : undeclared identifier

Dear all,

 

I am trying to build the current sources (rev. a592e8c) on windows (vc9) using more or less the default options

        self.cmakeDefs = [           

            "-DCMAKE_INSTALL_PREFIX:PATH=" + os.path.join(self.installPrefix, self.installDir).replace('\\', '/'),

            "-DOSG_USE_OSGSUPPORT_LIBS:BOOL=ON",

            "-DOSG_INSTALL_PDB_FILES:BOOL=ON",

            "-DCMAKE_VERBOSE_MAKEFILE:BOOL=ON"]

 

I am getting undeclared identifier errors for GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 etc. which were used as *_EXT before.

 

Is this a problem with my settings or requires OSGGLEXT.h an update?

 

 

Thanks in advance and best

    Thomas

 

--

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Fraunhofer-Institut für Graphische Datenverarbeitung IGD

 

Fraunhoferstr. 5  |  64283 Darmstadt  |  Germany

Tel +49 6151 155-477  |  Fax +49 6151 155-139

thomas.gierlinger-HcfOH8yuiPfSyEMIgutviQ@public.gmane.orge  |  www.igd.fraunhofer.de

 

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Chema | 15 May 2013 11:09

Using OpenSG in Visual Studio

Hi,

 

I want to test OpenSG as an external library for surfaces tessellating, so I downloaded the last release version. I compiled the examples without problems but in execution I get the error:  'R6034 An application has made an attempt to load the C runtime library without using a manifest.'

 

As explained here http://www.opensg.org/projects/opensg/wiki/FAQ#OnVS2005Igetthisruntimeerror:R6034AnapplicationhasmadeanattempttoloadtheCruntimelibrarywithoutusingamanifest. I searched the manifest files, but they are not in the release package.

 

I downloaded the last OpenSG 1.8 version from CVS and built it using scons and msvc90 parameter, and got 4 manifest files

OSGBase.dll.manifest

OSGSystem.dll.manifest

OSGWindowGLUT.dll.manifest

OSGWindowWIN32.dll.manifest

 

I included them in the project as explained in the link but I’m still getting the same error. I have tried also to compile OpenSG with visual studio but i get a lot of linker errors, so i’m a bit stucked right now.

 

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Wagner, Stefan | 13 May 2013 18:21
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ShadowStage and custom HDRStage with gBuffer

Hi,

 

I extended the HDRStage with a custom gBuffer (position, normal) which I use for SSAO (I know overkill, but I need the gBuffer for other things as well).

This works fine if I use this stage only but I’m running into problems if I try to combine this stage with the ShadowStage. My custom gBuffer gets cleared as soon as I enable the ShadowStage.

I tried to enable combineblend and also attached a DepthClearBackground to the viewport, but that didn’t helped. Does anybody knows why?

 

My layout is the following:

ShadowStage -> CustomHDRStage -> VisitRenderTree

 

HDRStage with SSAO, no light: https://www.dropbox.com/s/e7a5m1o7cy05ksv/hdrssaonolight.png

HDRStage with SSAO, one directional light: https://www.dropbox.com/s/mh0quys68h9z2d2/hdrssaodirlight.png

ShadowStage, one directional light: https://www.dropbox.com/s/gi52i9iqtfczax3/shadowdirlight.png

ShadowStage and HDRStage with SSAO, one directional light: https://www.dropbox.com/s/4xr73775w97fak5/shadowandhdrssaodirlight.png (notice the artifacts due the cleared wrong gBuffer)

 

Thanks,

Stefan

 

--

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Interaktive Engineering Technologien (IET)

 

Fraunhofer-Institut für Graphische Datenverarbeitung IGD

Fraunhoferstr. 5 | 64283 Darmstadt | Germany

Telefon +49 6151 155-473 | Fax +49 6151 155-139

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Michael Raab | 7 May 2013 09:57
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OpenSG1.8 - SkyBackground in Stereo

Hi,
 
we have the problem that the combination of stereo rendering and osg::Skybackground produces inadequate results. The sky background gets rendered with large disparties as the same camera settings/decorators are used for both the scene rendering and the background rendering. In my opinion the Skybackground should be excluded from stereo as it should be indefinitely far away from the user. On the other hand some camera decorators need to be applied (if present) such as ProjectionCameraDecorator or TileCameraDecorator. I already looked at the code in osg::SkyBackground::clear() but I have no clue how differentiate there! Any ideas?
 
Thanks,
Michael
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Maik Klein | 4 May 2013 12:23

Some questions about OpenSG

First of all I am studying computer graphics in Koblenz which seems to have a partnership with OpenSG. (I am actually not sure what this means)

Currently I want to research game engines. I read tons of books and but I still lack some knowledge. I thought I would start with a scene graph instead of writing one by myself.

Now performance and multi threading are crucial for me. I know that this are the strengths of OpenSG, but I am also looking at OpenSceneGraph.

It is not obvious to me where the differences are. Your wiki states that 80% of all scene graphs are doing the same thing.
I am not interesting in clustering at all.

Is there some advantage of OpenSG over OpenSceneGraph for a game engine, or are they so similar that it probably doesn't matter?


And does OpenSG support modern OpenGL? Can I use the core profile?

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Johannes Brunen | 2 May 2013 16:32
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OpenSG2: Crash in ShaderCacheTreeV3

Hello,

I have a crash in function add(const IdStore&, ObjectT*) in file
OSGShaderCacheTree.inl.

The problem is that the value type of container  IdStore is UInt16. But
my model results in storing values greater than 65535. This leads to
negative uiCurrIdx indices not tolerated anymore.

I have some logging:

DEBUG: scv3::add : DEBUG: 65519 DEBUG: 

DEBUG: scv3::add : DEBUG: 65520 DEBUG: 

DEBUG: scv3::add : DEBUG: 65521 DEBUG: 

DEBUG: scv3::add : DEBUG: 65522 DEBUG: 

DEBUG: scv3::add : DEBUG: 65523 DEBUG: 

DEBUG: scv3::add : DEBUG: 65524 DEBUG: 

DEBUG: scv3::add : DEBUG: 65525 DEBUG: 

DEBUG: scv3::add : DEBUG: 65526 DEBUG: 

DEBUG: scv3::add : DEBUG: 65527 DEBUG: 

DEBUG: scv3::add : DEBUG: 65528 DEBUG: 

DEBUG: scv3::add : DEBUG: 65529 DEBUG: 

DEBUG: scv3::add : DEBUG: 65530 DEBUG: 

DEBUG: scv3::add : DEBUG: 65531 DEBUG: 

DEBUG: scv3::add : DEBUG: 65532 DEBUG: 

DEBUG: scv3::add : DEBUG: 65533 DEBUG: 

DEBUG: scv3::add : DEBUG: 65534 DEBUG: 

DEBUG: scv3::add : DEBUG: 65535 DEBUG: 

DEBUG: scv3::add : DEBUG: 0 DEBUG: 

DEBUG: --------------------------------------

DEBUG: for(; uiCurrId < uiLastId; ++uiCurrId)

DEBUG: --------------------------------------

DEBUG: scv3::add::vIds[uiCurrId] = 0

DEBUG: scv3::add::uiLevelSub = 65532

DEBUG: scv3::add::uiCurrIdx = -65532

DEBUG: --------------------------------------

DEBUG: --------------------------------------

DEBUG: before crash point

DEBUG: --------------------------------------

DEBUG: scv3::add::uiCurrIdx = -65532

DEBUG: scv3::add::uiJumpDist = 32768

DEBUG: scv3::add::LevelBits = 6

DEBUG: scv3::add::uiCurrIdx = -262140

Is this a problem of my model or a problem in the algorithm or should
the container's value type be UInt32?

Any help is appreciated :-)

Best,

Johannes

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Simon Bouvier-Zappa | 29 Apr 2013 22:52

[OpenSG 1.8] Fixes for compilation with clang 4.2 with cxx-11 support on macosx

Greetings,

I've made some changes on OpenSG 1.8 source code to fix compilation with clang 4.2 and cxx-11 support on macosx.  We only compile libOSGBase and libOSGSystem, so I did not have time to review the other libraries.

I had to disable text support in my compilation as Carbon api used in OSGTextMacBackend.cpp does not compile with cxx-11.

Patch file is attached.

Simon


Attachment (opensg-cxx11-fix.patch): application/octet-stream, 7357 bytes
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Simon Bouvier-Zappa | 17 Apr 2013 23:26

[OpenSG 1.8] Compilation with clang++ on macosx

Greetings,

I had trouble getting through the configure script for compilation with clang++ on macosx.
Problem lied with test program to validate compilator.  I figured I would share with everyone,
so I added the patch as attachment.

Simon.
Attachment (configure.patch): application/octet-stream, 60 bytes
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