Discussion:
osgOcean 1.0 (LGPL) Released
Kim C Bale
2009-06-15 22:02:42 UTC
Permalink
Hi all,

After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.

http://code.google.com/p/osgocean/ <http://code.google.com/p/osgocean/>

Feature list:

- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy

Possibly the most important change is that the library is now held under a LGPL license.

The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL) for the FFT library dependancy which resolves the license issue. FFTW is the faster option, but the differance if fairly negliable within the context that it's used.

The library now searches for it's resource dependancies using the osgDB registry so they're not bound to a specific path.

I've also included a fix for the shader bug on 7 series nVidia cards which caused an error when indexing arrays using uniform variables.

The example application now supports real-time changes to the ocean surface and effects so you can have a play with the settings to see what they do.

A lot of the work has been submitted by Jean-Sebastian. If anybody else would like to contribute do get in touch. Many hands make light work and all that ;)

For those of you that suggested features/enhancement that aren't in this release, don't worry I haven't forgotten about them, they're still on my list of things to do.


Regards,


Kim.
Alejandro Aguilar Sierra
2009-06-15 22:53:22 UTC
Permalink
Hi Kim,

Great news, congratulations!

To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?

Regards,

Alejandro
Post by Kim C Bale
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL) for
the FFT library dependancy which resolves the license issue. FFTW is the
faster option, but the differance if fairly negliable within the context
that it's used.
The library now searches for it's resource dependancies using the osgDB
registry so they're not bound to a specific path.
I've also included a fix for the shader bug on 7 series nVidia cards which
caused an error when indexing arrays using uniform variables.
The example application now supports real-time changes to the ocean surface
and effects so you can have a play with the settings to see what they do.
A lot of the work has been submitted by Jean-Sebastian. If anybody else
would like to contribute do get in touch. Many hands make light work and all
that ;)
For those of you that suggested features/enhancement that aren't in this
release, don't worry I haven't forgotten about them, they're still on my
list of things to do.
Regards,
Kim.
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Alejandro Aguilar Sierra
2009-06-15 23:37:32 UTC
Permalink
Nevermind, I made it compile.

It looks nice (see attached image) and is fast for a real time ocean simulation.

But apparently it doesn't find the instaled resources, neither in the
bin directory (instaled there by default) nor in the OSG data
directory (where osgDB find things). Only finds them if I run it from
the source directory. I got these output in the console:

Building scene...
. Loading cubemaps: 0.321772s
. Generating ocean surface: 0.000128s
. Creating ocean scene: 0.001092s
. Loading islands: cannot change type of Shader
cannot change type of Shader
0.08298s
. Setting up lighting: 7.6e-05s
complete.
Time Taken: 0.406433s

Why it cannot change type of Shader?

I'm running it in a Debian GNU/Linux 2.6.26, 8GB RAM, OSG 2.9.3, NV
Quadro FX 1700.

Regards,

Alejandro



On Mon, Jun 15, 2009 at 5:53 PM, Alejandro Aguilar
Post by Alejandro Aguilar Sierra
Hi Kim,
Great news, congratulations!
To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?
Regards,
Alejandro
Post by Kim C Bale
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL) for
the FFT library dependancy which resolves the license issue. FFTW is the
faster option, but the differance if fairly negliable within the context
that it's used.
The library now searches for it's resource dependancies using the osgDB
registry so they're not bound to a specific path.
I've also included a fix for the shader bug on 7 series nVidia cards which
caused an error when indexing arrays using uniform variables.
The example application now supports real-time changes to the ocean surface
and effects so you can have a play with the settings to see what they do.
A lot of the work has been submitted by Jean-Sebastian. If anybody else
would like to contribute do get in touch. Many hands make light work and all
that ;)
For those of you that suggested features/enhancement that aren't in this
release, don't worry I haven't forgotten about them, they're still on my
list of things to do.
Regards,
Kim.
*****************************************************************************************
To view the terms under which this email is distributed, please go to
http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
_______________________________________________
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Jean-Sébastien Guay
2009-06-16 02:45:43 UTC
Permalink
Hi Alejandro,
Post by Alejandro Aguilar Sierra
But apparently it doesn't find the instaled resources, neither in the
bin directory (instaled there by default) nor in the OSG data
directory (where osgDB find things). Only finds them if I run it from
the source directory.
Not sure about this, I think the easiest way right now is to put
resources in a "resources" subdirectory of your current directory from
which you run the executable. So you would have the executable, and in
the same directory you'd have resources/shaders, resources/textures,
resources/islands.

This is configurable if you're developing an app with osgOcean. Just add
the path to the resources directory to the osgDB search paths and it
will find its resources.
Post by Alejandro Aguilar Sierra
Building scene...
. Loading cubemaps: 0.321772s
. Generating ocean surface: 0.000128s
. Creating ocean scene: 0.001092s
. Loading islands: cannot change type of Shader
cannot change type of Shader
0.08298s
. Setting up lighting: 7.6e-05s
complete.
Time Taken: 0.406433s
Why it cannot change type of Shader?
Not sure what would cause this message. I'll have a look when I get back
to my desk tomorrow morning.
Post by Alejandro Aguilar Sierra
I'm running it in a Debian GNU/Linux 2.6.26, 8GB RAM, OSG 2.9.3, NV
Quadro FX 1700.
Thanks for testing, and keep us informed of any cool things you do with
osgOcean! :-)

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.guay-***@public.gmane.org
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Kim C Bale
2009-06-16 08:45:27 UTC
Permalink
Hi Alejandro,

Just to reiterate what J-S said.

The oceanExample.exe should be in the same directory as the root resources something like this:

Directory_name\oceanExample.exe
Directory_name\resources\shaders
Directory_name\resources\textures
Directory_name\resources\island

If you wish to change where the resources are loaded from you can add new data path to the registry within the application.cpp in oceanExample and recompile. Preferably at the top of main().

i.e. osgDB::Registry::instance()->getDataFilePathList().push_back("resources/island");

That *should* solve that one. Let me know if it doesn't.
Post by Alejandro Aguilar Sierra
Why it cannot change type of Shader?
I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I suspect that the registry in 2.9.3 can now differentiate between the shader extensions .frag and .vert and assigns the shader type automatically. Perhaps Robert could shout out on this one. Either way in osg2.8 at least that doesn't cause the shader to fail but rather flag a warning. I'll try and dig around in the osg 2.9.3 source to see if this is the case.

Regards,

Kim.

-----Original Message-----
From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Jean-Sébastien Guay
Sent: 16 June 2009 03:46
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Alejandro,
Post by Alejandro Aguilar Sierra
But apparently it doesn't find the instaled resources, neither in the
bin directory (instaled there by default) nor in the OSG data
directory (where osgDB find things). Only finds them if I run it from
the source directory.
Not sure about this, I think the easiest way right now is to put
resources in a "resources" subdirectory of your current directory from
which you run the executable. So you would have the executable, and in
the same directory you'd have resources/shaders, resources/textures,
resources/islands.

This is configurable if you're developing an app with osgOcean. Just add
the path to the resources directory to the osgDB search paths and it
will find its resources.
Post by Alejandro Aguilar Sierra
Building scene...
. Loading cubemaps: 0.321772s
. Generating ocean surface: 0.000128s
. Creating ocean scene: 0.001092s
. Loading islands: cannot change type of Shader
cannot change type of Shader
0.08298s
. Setting up lighting: 7.6e-05s
complete.
Time Taken: 0.406433s
Why it cannot change type of Shader?
Not sure what would cause this message. I'll have a look when I get back
to my desk tomorrow morning.
Post by Alejandro Aguilar Sierra
I'm running it in a Debian GNU/Linux 2.6.26, 8GB RAM, OSG 2.9.3, NV
Quadro FX 1700.
Thanks for testing, and keep us informed of any cool things you do with
osgOcean! :-)

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.guay-***@public.gmane.org
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Robert Osfield
2009-06-16 09:01:23 UTC
Permalink
Hi Kim,

First up, congrats on the release :-)
Post by Kim C Bale
Post by Alejandro Aguilar Sierra
Why it cannot change type of Shader?
I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I suspect that the registry in 2.9.3 can now differentiate between the shader extensions .frag and .vert and assigns the shader type automatically. Perhaps Robert could shout out on this one. Either way in osg2.8 at least that doesn't cause the shader to fail but rather flag a warning. I'll try and dig around in the osg 2.9.3 source to see if this is the case.
The .glsl plugin does now set the shader type automatically based on
whether the .frag or .vert extension is used. The code in question is
(from src/osgPlugins/glsl/ReaderWriterGLSL.cpp:

if (shader->getType() == osg::Shader::UNDEFINED)
{
// set type based on filename extension, where possible
if (ext == "frag") shader->setType(osg::Shader::FRAGMENT);
if (ext == "vert") shader->setType(osg::Shader::VERTEX);
}

I haven't merged this change into the OSG-2.8 branch, which is
probably why you don't see the warning. It would be odd to load a
.vert shader and then set it to be a FRAGMENT shader type so this
suggests a bug lurking in osgOcean or the resources.

Robert.
Kim C Bale
2009-06-16 10:57:13 UTC
Permalink
Hi Robert,

Thank you, thank you.. hopefully there won't be too many bugs to fix.

With regard to the shader type issue. I located the code you pointed out
in the 2.9.3 source.

It looks like the code in 2.9.3 sets the shader type twice if you load a
shader with a .frag or .vert extension whilst also specifying the shader
type using:

inline osg::Shader* readShaderFile(osg::Shader::Type type, const
std::string& filename) [include/osgDB/ReadFile]

Which calls this:

inline osg::Shader* readShaderFile(osg::Shader::Type type, const
std::string& filename,const ReaderWriter::Options* options)
{
osg::Shader* shader = readShaderFile(filename, options);
if (shader && type != osg::Shader::UNDEFINED) shader->setType(type);
return shader;
}

That function goes on to call the readShader in the ReaderWriterGLSL.
This correctly identifies the shader type from the extension and assigns
it. The plugin returns a valid shader with a vaid type, but
readShaderFile will try and set it again because it's checking against
the type passed in not the type already assigned to the shader by the
plugin. The result is the "cannot change type of Shader" warning
described.

It's a harmless warning, but perhaps a bit misleading if you're
migrating from 2.8.


Regards,


Kim.

-----Original Message-----
From: osg-users-bounces-***@public.gmane.org
[mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Robert
Osfield
Sent: 16 June 2009 10:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Kim,

First up, congrats on the release :-)
Post by Kim C Bale
Post by Alejandro Aguilar Sierra
Why it cannot change type of Shader?
I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I
suspect that the registry in 2.9.3 can now differentiate between the
shader extensions .frag and .vert and assigns the shader type
automatically. Perhaps Robert could shout out on this one. Either way in
osg2.8 at least that doesn't cause the shader to fail but rather flag a
warning. I'll try and dig around in the osg 2.9.3 source to see if this
is the case.

The .glsl plugin does now set the shader type automatically based on
whether the .frag or .vert extension is used. The code in question is
(from src/osgPlugins/glsl/ReaderWriterGLSL.cpp:

if (shader->getType() == osg::Shader::UNDEFINED)
{
// set type based on filename extension, where
possible
if (ext == "frag")
shader->setType(osg::Shader::FRAGMENT);
if (ext == "vert")
shader->setType(osg::Shader::VERTEX);
}

I haven't merged this change into the OSG-2.8 branch, which is
probably why you don't see the warning. It would be odd to load a
.vert shader and then set it to be a FRAGMENT shader type so this
suggests a bug lurking in osgOcean or the resources.

Robert.
Robert Osfield
2009-06-16 11:57:42 UTC
Permalink
Hi Kim,

The warning reported only gets reported is the type changes, so if you do:

readShaderFile(osg::Shader::VERTEX,"myfile.vert"); it shouldn't emit
a warning, but if you do:

readShaderFile(osg::Shader::FRAGMENT,"myfile.vert"); it will emit a warning.

The code that emits that warning in Shader.cpp looks like:

bool Shader::setType( Type t )
{
if (_type==t) return true;

if (_type != UNDEFINED)
{
osg::notify(osg::WARN) << "cannot change type of Shader" << std::endl;
return false;
}

_type = t;
return true;
}

So this suggest to me that in osgOcean there is a mix up on the
types/filenames some where along the line, or a bug in
OSG-2.9.x/svn/trunk Shader.cpp/ReaderWriterGLSL.cpp that we haven't
spotted yet. To me the svn/trunk code looks OK.

Robert.
Post by Kim C Bale
Hi Robert,
Thank you, thank you.. hopefully there won't be too many bugs to fix.
With regard to the shader type issue. I located the code you pointed out
in the 2.9.3 source.
It looks like the code in 2.9.3 sets the shader type twice if you load a
shader with a .frag or .vert extension whilst also specifying the shader
inline osg::Shader* readShaderFile(osg::Shader::Type type, const
std::string& filename) [include/osgDB/ReadFile]
inline osg::Shader* readShaderFile(osg::Shader::Type type, const
std::string& filename,const ReaderWriter::Options* options)
{
   osg::Shader* shader = readShaderFile(filename, options);
   if (shader && type != osg::Shader::UNDEFINED) shader->setType(type);
   return shader;
}
That function goes on to call the readShader in the ReaderWriterGLSL.
This correctly identifies the shader type from the extension and assigns
it. The plugin returns a valid shader with a vaid type, but
readShaderFile will try and set it again because it's checking against
the type passed in not the type already assigned to the shader by the
plugin. The result is the "cannot change type of Shader" warning
described.
It's a harmless warning, but perhaps a bit misleading if you're
migrating from 2.8.
Regards,
Kim.
-----Original Message-----
Osfield
Sent: 16 June 2009 10:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
First up, congrats on the release :-)
Post by Kim C Bale
Post by Alejandro Aguilar Sierra
Why it cannot change type of Shader?
I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I
suspect that the registry in 2.9.3 can now differentiate between the
shader extensions .frag and .vert and assigns the shader type
automatically. Perhaps Robert could shout out on this one. Either way in
osg2.8 at least that doesn't cause the shader to fail but rather flag a
warning. I'll try and dig around in the osg 2.9.3 source to see if this
is the case.
The .glsl plugin does now set the shader type automatically based on
whether the .frag or .vert extension is used.  The code in question is
               if (shader->getType() == osg::Shader::UNDEFINED)
               {
                   // set type based on filename extension, where
possible
                   if (ext == "frag")
shader->setType(osg::Shader::FRAGMENT);
                   if (ext == "vert")
shader->setType(osg::Shader::VERTEX);
               }
I haven't merged this change into the OSG-2.8 branch, which is
probably why you don't see the warning.  It would be odd to load a
.vert shader and then set it to be a FRAGMENT shader type so this
suggests a bug lurking in osgOcean or the resources.
Robert.
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
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Kim C Bale
2009-06-16 12:23:51 UTC
Permalink
Hi Robert,


Sorry, you're absolutely right I didn't think to look in the trunk. I was looking at the code in these two:

svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.3/
svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.4/

Where the extra comparison isn't present in osg::Shader.

If Alejandro updates I suspect the warning will disappear.


Kim.


-----Original Message-----
From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Robert Osfield
Sent: 16 June 2009 12:58
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Kim,

The warning reported only gets reported is the type changes, so if you do:

readShaderFile(osg::Shader::VERTEX,"myfile.vert"); it shouldn't emit
a warning, but if you do:

readShaderFile(osg::Shader::FRAGMENT,"myfile.vert"); it will emit a warning.

The code that emits that warning in Shader.cpp looks like:

bool Shader::setType( Type t )
{
if (_type==t) return true;

if (_type != UNDEFINED)
{
osg::notify(osg::WARN) << "cannot change type of Shader" << std::endl;
return false;
}

_type = t;
return true;
}

So this suggest to me that in osgOcean there is a mix up on the
types/filenames some where along the line, or a bug in
OSG-2.9.x/svn/trunk Shader.cpp/ReaderWriterGLSL.cpp that we haven't
spotted yet. To me the svn/trunk code looks OK.

Robert.
Post by Kim C Bale
Hi Robert,
Thank you, thank you.. hopefully there won't be too many bugs to fix.
With regard to the shader type issue. I located the code you pointed out
in the 2.9.3 source.
It looks like the code in 2.9.3 sets the shader type twice if you load a
shader with a .frag or .vert extension whilst also specifying the shader
inline osg::Shader* readShaderFile(osg::Shader::Type type, const
std::string& filename) [include/osgDB/ReadFile]
inline osg::Shader* readShaderFile(osg::Shader::Type type, const
std::string& filename,const ReaderWriter::Options* options)
{
   osg::Shader* shader = readShaderFile(filename, options);
   if (shader && type != osg::Shader::UNDEFINED) shader->setType(type);
   return shader;
}
That function goes on to call the readShader in the ReaderWriterGLSL.
This correctly identifies the shader type from the extension and assigns
it. The plugin returns a valid shader with a vaid type, but
readShaderFile will try and set it again because it's checking against
the type passed in not the type already assigned to the shader by the
plugin. The result is the "cannot change type of Shader" warning
described.
It's a harmless warning, but perhaps a bit misleading if you're
migrating from 2.8.
Regards,
Kim.
-----Original Message-----
Osfield
Sent: 16 June 2009 10:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
First up, congrats on the release :-)
Post by Kim C Bale
Post by Alejandro Aguilar Sierra
Why it cannot change type of Shader?
I notice you're using osg 2.9.3, I've tested osgOcean against 2.8. I
suspect that the registry in 2.9.3 can now differentiate between the
shader extensions .frag and .vert and assigns the shader type
automatically. Perhaps Robert could shout out on this one. Either way in
osg2.8 at least that doesn't cause the shader to fail but rather flag a
warning. I'll try and dig around in the osg 2.9.3 source to see if this
is the case.
The .glsl plugin does now set the shader type automatically based on
whether the .frag or .vert extension is used.  The code in question is
               if (shader->getType() == osg::Shader::UNDEFINED)
               {
                   // set type based on filename extension, where
possible
                   if (ext == "frag")
shader->setType(osg::Shader::FRAGMENT);
                   if (ext == "vert")
shader->setType(osg::Shader::VERTEX);
               }
I haven't merged this change into the OSG-2.8 branch, which is
probably why you don't see the warning.  It would be odd to load a
.vert shader and then set it to be a FRAGMENT shader type so this
suggests a bug lurking in osgOcean or the resources.
Robert.
_______________________________________________
osg-users mailing list
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
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Ulrich Hertlein
2009-06-16 09:11:17 UTC
Permalink
Hi Kim,

congratulations on the 1.0 release!
Post by Kim C Bale
Directory_name\oceanExample.exe
Directory_name\resources\shaders
Directory_name\resources\textures
Directory_name\resources\island
Should the osgOcean-Resources-1.0.rar extract to that directory structure?
I'm not sure if it's my environment, but when I unpack that (and the source as well) with
'unrar e <...>.rar' I get all files unpacked in the current directory and quite a few
overwrites. (This is on OS X with unrar 3.80 from DarwinPorts).

Cheers,
/ulrich
Kim C Bale
2009-06-16 11:13:49 UTC
Permalink
Hi Ulrich,

I did create a directory structure within the RAR file. It should look
like this:

osgOcean-Source-1.0.rar
-----------------------
OsgOcean\
OsgOcean\CMakeModules\
osgOcean\include\
osgOcean\src\
osgOcean\resources\
osgOcean\AUTHORS.TXT
etc..

osgOcean-Resources-1.0.rar
--------------------------
Textures\
island\

The texture and island directories should be extracted into
osgOcean\resources\

I created it using WinRAR 3.8 for win32. It does seem odd that the
structure isn't getting replicated at your end.

Perhaps RAR isn't a great distribution format for cross platform
packages, a quick Google seems to suggest that it's not a particularly
well used format on Macs. Do you have the same issue with unrarx?

If you'd like me to email you a zip file of the source just let me know.


Regards,


Kim.

-----Original Message-----
From: osg-users-bounces-***@public.gmane.org
[mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ulrich
Hertlein
Sent: 16 June 2009 10:11
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Kim,

congratulations on the 1.0 release!
Post by Kim C Bale
The oceanExample.exe should be in the same directory as the root
Directory_name\oceanExample.exe
Directory_name\resources\shaders
Directory_name\resources\textures
Directory_name\resources\island
Should the osgOcean-Resources-1.0.rar extract to that directory
structure?
I'm not sure if it's my environment, but when I unpack that (and the
source as well) with
'unrar e <...>.rar' I get all files unpacked in the current directory
and quite a few
overwrites. (This is on OS X with unrar 3.80 from DarwinPorts).

Cheers,
/ulrich
Ulrich Hertlein
2009-06-16 12:49:08 UTC
Permalink
Hi Kim,
Post by Kim C Bale
I did create a directory structure within the RAR file. It should look
...
osgOcean-Resources-1.0.rar
--------------------------
Textures\
island\
...
I created it using WinRAR 3.8 for win32. It does seem odd that the
structure isn't getting replicated at your end.
Perhaps RAR isn't a great distribution format for cross platform
packages, a quick Google seems to suggest that it's not a particularly
well used format on Macs. Do you have the same issue with unrarx?
unrarx works! Thanks for that. :-)

Obviously my mistake was to use "unrar e <filename>" instead of "unrar x <filename>". The
"x" option extracts files with full path.

Guess I learned something new, sorry for the noise.
Cheers,
/ulrich
Chris 'Xenon' Hanson
2009-06-16 01:15:35 UTC
Permalink
Post by Kim C Bale
Hi all,
- FFT ocean simulation model and rendering
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library dependancy which resolves the license issue. FFTW is
the faster option, but the differance if fairly negliable within the
context that it's used.
I curious if you evaluated the (very free) DJBFFT library and if so, if you found it
insufficient. I know someone else who is evaluating FFT libraries and just wanted your
input if you had already tried it out and found it lacking.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
Jean-Sébastien Guay
2009-06-16 02:47:44 UTC
Permalink
Hi Chris,
Post by Chris 'Xenon' Hanson
I curious if you evaluated the (very free) DJBFFT library and if so, if you found it
insufficient. I know someone else who is evaluating FFT libraries and just wanted your
input if you had already tried it out and found it lacking.
Well, Kim had initially implemented osgOcean using FFTW, and searching
for an easy replacement that would remove the GPL limitation, I found
FFTSS which has an identical API, so the change was pretty painless
(most of the work went into supporting compile-time choice between the
two, not in actually supporting FFTSS).

I know Kim looked at a few others and had problems with badly documented
API with KissFFT notably, but I don't know which others (if any) he
checked out.

I read the articles on FFT benchmarking on DJBFFT's site, and especially
noted that they were quite old. They say version 0.75 was released in
1999, and the current version is 0.76. And also, their install docs
state "The djbfft installation procedure assumes that you have a UNIX
system with gcc." So that kind of put me off, personally, as I don't
know if a library dating from 1999 and specifically made for gcc will
support newer compilers and Windows... And if it really can be that
optimized versus a current library that probably has special
optimizations for newer chipsets/SSEx/...

It would be worth a try if we really wanted to compare speed and wanted
another alternative. It should be easy to implement another option for
choosing DJBFFT in addition to the 3 choices right now (FFTW
single-precision, FFTW double-precision, FFTSS). But for now FFTW and
FFTSS kind of fill the needs we have (one really fast, the other more
flexible licensing-wise).

Hope that clears things up,

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.guay-***@public.gmane.org
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Kim C Bale
2009-06-16 09:15:03 UTC
Permalink
Hi Chris,

J-S pretty much covered everything in his reply. I did a fair bit of
research into FFT libraries (the free ones) and found that a lot of them
didn't support 2D transforms out of the box or they were very poorly
documented. Due to time restraints I had to choose the one that was
easiest to implement. FFTSS could be dropped in with very little work
and was also very straight forward to compile on both linux and windows
so I went with that.

If you're interested in the timing differences between FFTSS and FFTW I
found that FFTSS took approximately twice as long to compute 1000 64x64
complex to complex FFTs. My tests were fairly rudimentary though. I
believe J-S found less of a difference when he tested the timings on his
machine.

Regards,

Kim.



-----Original Message-----
From: osg-users-bounces-***@public.gmane.org
[mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Chris
'Xenon' Hanson
Sent: 16 June 2009 02:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Post by Kim C Bale
Hi all,
- FFT ocean simulation model and rendering
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held
under
Post by Kim C Bale
a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library dependancy which resolves the license issue. FFTW is
the faster option, but the differance if fairly negliable within the
context that it's used.
I curious if you evaluated the (very free) DJBFFT library and if so,
if you found it
insufficient. I know someone else who is evaluating FFT libraries and
just wanted your
input if you had already tried it out and found it lacking.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist."
- Xen
Jean-Sébastien Guay
2009-06-16 13:33:41 UTC
Permalink
Hi Kim, Chris,
Post by Kim C Bale
If you're interested in the timing differences between FFTSS and FFTW I
found that FFTSS took approximately twice as long to compute 1000 64x64
complex to complex FFTs. My tests were fairly rudimentary though. I
believe J-S found less of a difference when he tested the timings on his
machine.
Yes, I found negligible difference between FFTW single, FFTW double and
FFTSS. Not sure what it depends on, but I have a quad-core with 4GB RAM.
And since we're talking about something that takes just a few hundredths
of a second anyways, the difference is even less significant... Even if
it took twice the time, it wouldn't change much in practice.

Creating the mesh from the FFT results is what takes most time. You'll
see if you change some FFT settings that dirty the ocean mesh (in the
oceanExample) it takes a few seconds before the next frame is drawn.
This is done in the update traversal when the dirty flag is set on the
OceanTechnique.

If you're testing out parameters to customize the visual look of the
ocean, you can disable automatic dirtying of the geometry, so that it
doesn't regenerate each time you make a change. Press capital 'D' to
disable this, and then change all your parameters and press small 'd' to
dirty the geometry manually when you want to see the result.

I'd like to eventually refactor the OceanTechnique a bit. Right now it
combines the generation function (FFT) and the meshing (geomipmapping).
Separating the two would allow us to change one independently of the
other. That's one of the things I'll be doing in the near future.

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.guay-***@public.gmane.org
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Martin Scheffler
2009-06-16 14:17:45 UTC
Permalink
Hi,

I compiled osgOcean and everything works fine here. I ran into trouble when integrating it with my existing application. When I used the last version of osgOcean, I could just put the ocean somewhere in the scene graph and it did not interact with my other stuff. Now osgOcean blocks my view onto the other objects in the scene. When I add the objects as children to the OceanScene, the objects are shown, but the ocean shaders are applied to the objects. This add some sparkling effects to my animations, which looks nice but is not really what I want.

So how can I add my objects to the scene without interference?

Thank you!

Cheers,
Martin

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14038#14038
Kim C Bale
2009-06-16 14:30:05 UTC
Permalink
Hi Martin,

This problem arises with two particular effects, the glare and the
underwater dof which require special treatment of the alpha component in
the framebuffer.

You can disable those using:

enableUnderwaterDOF(false)
enableGlare(false)

Then you need to disable the default scene shader with this:

setUseDefaultSceneShader(false)

In the OceanScene class.

If you remove the default shader you'll also lose the underwater light
scattering and fogging calculations on models below the surface.

Trying to offer lots of out-of-the-box shader effects whilst also
accommodating the fixed pipeline is a tricky problem and this area needs
a little work, but that should work for you.


Regards,

Kim.

-----Original Message-----
From: osg-users-bounces-***@public.gmane.org
[mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Martin
Scheffler
Sent: 16 June 2009 15:18
To: osg-users-***@public.gmane.org
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi,

I compiled osgOcean and everything works fine here. I ran into trouble
when integrating it with my existing application. When I used the last
version of osgOcean, I could just put the ocean somewhere in the scene
graph and it did not interact with my other stuff. Now osgOcean blocks
my view onto the other objects in the scene. When I add the objects as
children to the OceanScene, the objects are shown, but the ocean shaders
are applied to the objects. This add some sparkling effects to my
animations, which looks nice but is not really what I want.

So how can I add my objects to the scene without interference?

Thank you!

Cheers,
Martin

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14038#14038
Ümit Uzun
2009-06-17 10:48:23 UTC
Permalink
Hi Kim,

Firsty congratulations for these awesome works.
When I try to create solution file in cmake on VisualStudio2008 I get the
errors;
CMake Error: The following variables are used in this project, but they are
set to NOTFOUND.

Please set them or make sure they are set and tested correctly in the CMake
files:

FFTSS_INCLUDE_DIR

used as include directory in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

FFTSS_LIBRARY

linked by target "osgOcean" in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

OPENTHREADS_LIBRARY_DEBUG

linked by target "osgOcean" in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean


I have compiled the FFTSS library and locate it in same folder with
osgOcean-Source folder. Should I declare specific Environment Variable to
help cmake for finding right fftss include directory and library?

And Do we have to OpenThreads library in debug mode? I have a OSG
distiribution in only release mode.

Regards.
Post by Kim C Bale
Hi Martin,
This problem arises with two particular effects, the glare and the
underwater dof which require special treatment of the alpha component in
the framebuffer.
enableUnderwaterDOF(false)
enableGlare(false)
setUseDefaultSceneShader(false)
In the OceanScene class.
If you remove the default shader you'll also lose the underwater light
scattering and fogging calculations on models below the surface.
Trying to offer lots of out-of-the-box shader effects whilst also
accommodating the fixed pipeline is a tricky problem and this area needs
a little work, but that should work for you.
Regards,
Kim.
-----Original Message-----
Scheffler
Sent: 16 June 2009 15:18
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I compiled osgOcean and everything works fine here. I ran into trouble
when integrating it with my existing application. When I used the last
version of osgOcean, I could just put the ocean somewhere in the scene
graph and it did not interact with my other stuff. Now osgOcean blocks
my view onto the other objects in the scene. When I add the objects as
children to the OceanScene, the objects are shown, but the ocean shaders
are applied to the objects. This add some sparkling effects to my
animations, which looks nice but is not really what I want.
So how can I add my objects to the scene without interference?
Thank you!
Cheers,
Martin
------------------
http://forum.openscenegraph.org/viewtopic.php?p=14038#14038
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g<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or%0Ag>
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--
Ümit Uzun
Kim C Bale
2009-06-17 12:07:38 UTC
Permalink
Hi Umit,
Post by Ümit Uzun
Firsty congratulations for these awesome works.
Thank you, still plenty to fix though it seems J
Post by Ümit Uzun
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
FFTSS_INCLUDE_DIR
When you run CMake it should let you set these manually if they're not found automatically.



You will need to explicitly specify the path to the include directory and also the fftss.lib file (this is what I do when I run CMake)



When you run the example application the fftss.dll will need to be in the same directory as the exe or by adding the directory it's in to your PATH environment variable (if you're in windows)
Post by Ümit Uzun
OPENTHREADS_LIBRARY_DEBUG
linked by target "osgOcean" in directory C:/Projects/Ocean/osgOcean-Source/src/osgOcean
I think if you just point it to the release mode version of OpenThreads it will let you build the project. But be careful, if you try and build a debug version of the application/library it's highly likely you'll get errors.



If that doesn't solve it get back to me.



Regards,



Kim.





From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 17 June 2009 11:48
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim,

Firsty congratulations for these awesome works.
When I try to create solution file in cmake on VisualStudio2008 I get the errors;
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.

Please set them or make sure they are set and tested correctly in the CMake files:

FFTSS_INCLUDE_DIR

used as include directory in directory C:/Projects/Ocean/osgOcean-Source/src/osgOcean

FFTSS_LIBRARY

linked by target "osgOcean" in directory C:/Projects/Ocean/osgOcean-Source/src/osgOcean

OPENTHREADS_LIBRARY_DEBUG

linked by target "osgOcean" in directory C:/Projects/Ocean/osgOcean-Source/src/osgOcean



I have compiled the FFTSS library and locate it in same folder with osgOcean-Source folder. Should I declare specific Environment Variable to help cmake for finding right fftss include directory and library?

And Do we have to OpenThreads library in debug mode? I have a OSG distiribution in only release mode.

Regards.

2009/6/16 Kim C Bale <K.Bale-***@public.gmane.org>

Hi Martin,

This problem arises with two particular effects, the glare and the
underwater dof which require special treatment of the alpha component in
the framebuffer.

You can disable those using:

enableUnderwaterDOF(false)
enableGlare(false)

Then you need to disable the default scene shader with this:

setUseDefaultSceneShader(false)

In the OceanScene class.

If you remove the default shader you'll also lose the underwater light
scattering and fogging calculations on models below the surface.

Trying to offer lots of out-of-the-box shader effects whilst also
accommodating the fixed pipeline is a tricky problem and this area needs
a little work, but that should work for you.



Regards,

Kim.

-----Original Message-----
From: osg-users-bounces-***@public.gmane.org

[mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Martin
Scheffler
Sent: 16 June 2009 15:18
To: osg-users-***@public.gmane.org
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi,

I compiled osgOcean and everything works fine here. I ran into trouble
when integrating it with my existing application. When I used the last
version of osgOcean, I could just put the ocean somewhere in the scene
graph and it did not interact with my other stuff. Now osgOcean blocks
my view onto the other objects in the scene. When I add the objects as
children to the OceanScene, the objects are shown, but the ocean shaders
are applied to the objects. This add some sparkling effects to my
animations, which looks nice but is not really what I want.

So how can I add my objects to the scene without interference?

Thank you!

Cheers,
Martin

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14038#14038





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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g <http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or%0Ag>


*****************************************************************************************
To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
_______________________________________________
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--
Ümit Uzun
Ümit Uzun
2009-06-17 12:37:45 UTC
Permalink
Hi Kim,

Thanks for tips. I have changed the fft library fftss to fftw and I can
compiled without any error. When I run the example I get errors as follows.

Building scene...
. Loading cubemaps: 0.660514s
. Generating ocean surface: 0.0465612s
. Creating ocean scene: 0.0113174s
. Loading islands: 0.079017s
. Setting up lighting: 1.81587e-005s
complete.
Time Taken: 0.798147s
VERTEX glCompileShader "terrain_vertex_shader" FAILED
VERTEX Shader "terrain_vertex_shader" infolog:
Vertex shader failed to compile with the following errors:
ERROR: 0:34: '*' : wrong operand types no operation '*' exists that takes
a le
ft-hand operand of type 'uniform 4-component vector of float' and a right
operan
d of type '3-component vector of float' (or there is no acceptable
conversion)
ERROR: 0:34: 'assign' : cannot convert from 'uniform 4-component vector of
floa
t' to 'out 3-component vector of float'
ERROR: 2 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Vertex shader(s) were not successfully compiled before glLinkProgram() was
calle
d. Link failed.

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
VERTEX glCompileShader "scene_shader_vertex_shader" FAILED
VERTEX Shader "scene_shader_vertex_shader" infolog:
Vertex shader failed to compile with the following errors:
ERROR: 0:29: '*' : wrong operand types no operation '*' exists that takes
a le
ft-hand operand of type 'uniform 4-component vector of float' and a right
operan
d of type '3-component vector of float' (or there is no acceptable
conversion)
ERROR: 0:29: 'assign' : cannot convert from 'uniform 4-component vector of
floa
t' to 'out 3-component vector of float'
ERROR: 0:45: 'computeScattering' : no matching overloaded function found
ERROR: 3 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Vertex shader(s) were not successfully compiled before glLinkProgram() was
calle
d. Link failed.

FRAGMENT glCompileShader "downsample_glare_fragment_shader" FAILED
FRAGMENT Shader "downsample_glare_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

FRAGMENT glCompileShader "glare_composite_fragment_shader" FAILED
FRAGMENT Shader "glare_composite_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led. Link failed.

I think these all related about driver because of my driver 2.5 years old
and it's last updated driver support only opengl 2.1 and GLSL 1.20. I think
I can't run osgOcean in my company computer. I have to use another newer
one. Any suggestions?

Regards.
Post by Kim C Bale
Hi Umit,
Post by Ümit Uzun
Firsty congratulations for these awesome works.
Thank you, still plenty to fix though it seems J
Post by Ümit Uzun
CMake Error: The following variables are used in this project, but they
are set to NOTFOUND.
Post by Ümit Uzun
Please set them or make sure they are set and tested correctly in the
FFTSS_INCLUDE_DIR
When you run CMake it should let you set these manually if they’re not
found automatically.
You will need to explicitly specify the path to the include directory and
also the fftss.lib file (this is what I do when I run CMake)
When you run the example application the fftss.dll will need to be in the
same directory as the exe or by adding the directory it’s in to your PATH
environment variable (if you’re in windows)
Post by Ümit Uzun
OPENTHREADS_LIBRARY_DEBUG
linked by target "osgOcean" in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean
I think if you just point it to the release mode version of OpenThreads it
will let you build the project. But be careful, if you try and build a debug
version of the application/library it’s highly likely you’ll get errors.
If that doesn’t solve it get back to me.
Regards,
Kim.
*Sent:* 17 June 2009 11:48
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
Firsty congratulations for these awesome works.
When I try to create solution file in cmake on VisualStudio2008 I get the errors;
CMake Error: The following variables are used in this project, but they are
set to NOTFOUND.
FFTSS_INCLUDE_DIR
used as include directory in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean
FFTSS_LIBRARY
linked by target "osgOcean" in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean
OPENTHREADS_LIBRARY_DEBUG
linked by target "osgOcean" in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean
I have compiled the FFTSS library and locate it in same folder with
osgOcean-Source folder. Should I declare specific Environment Variable to
help cmake for finding right fftss include directory and library?
And Do we have to OpenThreads library in debug mode? I have a OSG
distiribution in only release mode.
Regards.
Hi Martin,
This problem arises with two particular effects, the glare and the
underwater dof which require special treatment of the alpha component in
the framebuffer.
enableUnderwaterDOF(false)
enableGlare(false)
setUseDefaultSceneShader(false)
In the OceanScene class.
If you remove the default shader you'll also lose the underwater light
scattering and fogging calculations on models below the surface.
Trying to offer lots of out-of-the-box shader effects whilst also
accommodating the fixed pipeline is a tricky problem and this area needs
a little work, but that should work for you.
Regards,
Kim.
-----Original Message-----
Scheffler
Sent: 16 June 2009 15:18
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I compiled osgOcean and everything works fine here. I ran into trouble
when integrating it with my existing application. When I used the last
version of osgOcean, I could just put the ocean somewhere in the scene
graph and it did not interact with my other stuff. Now osgOcean blocks
my view onto the other objects in the scene. When I add the objects as
children to the OceanScene, the objects are shown, but the ocean shaders
are applied to the objects. This add some sparkling effects to my
animations, which looks nice but is not really what I want.
So how can I add my objects to the scene without interference?
Thank you!
Cheers,
Martin
------------------
http://forum.openscenegraph.org/viewtopic.php?p=14038#14038
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Kim C Bale
2009-06-17 13:11:57 UTC
Permalink
Hi Umit,
Post by Ümit Uzun
VERTEX glCompileShader "terrain_vertex_shader" FAILED
I've just fixed this one, if you download the code from the svn it will go away.



The rest of the errors seem to suggest that your graphics card / drivers don't support texture rectangles (at least in the shaders), which may well be the case if it's very old.



However, you can bypass the texture rectangles by using:



oceanScene::setEnableGlare(false);

oceanScene::setEnableUnderwaterDOF(false);



Regards,



Kim.





From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 17 June 2009 13:38
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim,

Thanks for tips. I have changed the fft library fftss to fftw and I can compiled without any error. When I run the example I get errors as follows.

Building scene...
. Loading cubemaps: 0.660514s
. Generating ocean surface: 0.0465612s
. Creating ocean scene: 0.0113174s
. Loading islands: 0.079017s
. Setting up lighting: 1.81587e-005s
complete.
Time Taken: 0.798147s
VERTEX glCompileShader "terrain_vertex_shader" FAILED
VERTEX Shader "terrain_vertex_shader" infolog:
Vertex shader failed to compile with the following errors:
ERROR: 0:34: '*' : wrong operand types no operation '*' exists that takes a le
ft-hand operand of type 'uniform 4-component vector of float' and a right operan
d of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:34: 'assign' : cannot convert from 'uniform 4-component vector of floa
t' to 'out 3-component vector of float'
ERROR: 2 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Vertex shader(s) were not successfully compiled before glLinkProgram() was calle
d. Link failed.

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
VERTEX glCompileShader "scene_shader_vertex_shader" FAILED
VERTEX Shader "scene_shader_vertex_shader" infolog:
Vertex shader failed to compile with the following errors:
ERROR: 0:29: '*' : wrong operand types no operation '*' exists that takes a le
ft-hand operand of type 'uniform 4-component vector of float' and a right operan
d of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:29: 'assign' : cannot convert from 'uniform 4-component vector of floa
t' to 'out 3-component vector of float'
ERROR: 0:45: 'computeScattering' : no matching overloaded function found
ERROR: 3 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Vertex shader(s) were not successfully compiled before glLinkProgram() was calle
d. Link failed.

FRAGMENT glCompileShader "downsample_glare_fragment_shader" FAILED
FRAGMENT Shader "downsample_glare_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

FRAGMENT glCompileShader "glare_composite_fragment_shader" FAILED
FRAGMENT Shader "glare_composite_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors. No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was cal
led. Link failed.

I think these all related about driver because of my driver 2.5 years old and it's last updated driver support only opengl 2.1 and GLSL 1.20. I think I can't run osgOcean in my company computer. I have to use another newer one. Any suggestions?

Regards.

2009/6/17 Kim C Bale <K.Bale-***@public.gmane.org>

Hi Umit,
Post by Ümit Uzun
Firsty congratulations for these awesome works.
Thank you, still plenty to fix though it seems J
Post by Ümit Uzun
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
FFTSS_INCLUDE_DIR
When you run CMake it should let you set these manually if they're not found automatically.



You will need to explicitly specify the path to the include directory and also the fftss.lib file (this is what I do when I run CMake)



When you run the example application the fftss.dll will need to be in the same directory as the exe or by adding the directory it's in to your PATH environment variable (if you're in windows)
Post by Ümit Uzun
OPENTHREADS_LIBRARY_DEBUG
linked by target "osgOcean" in directory C:/Projects/Ocean/osgOcean-Source/src/osgOcean
I think if you just point it to the release mode version of OpenThreads it will let you build the project. But be careful, if you try and build a debug version of the application/library it's highly likely you'll get errors.



If that doesn't solve it get back to me.



Regards,



Kim.





From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 17 June 2009 11:48
To: OpenSceneGraph Users


Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim,

Firsty congratulations for these awesome works.
When I try to create solution file in cmake on VisualStudio2008 I get the errors;
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.

Please set them or make sure they are set and tested correctly in the CMake files:

FFTSS_INCLUDE_DIR

used as include directory in directory C:/Projects/Ocean/osgOcean-Source/src/osgOcean

FFTSS_LIBRARY

linked by target "osgOcean" in directory C:/Projects/Ocean/osgOcean-Source/src/osgOcean

OPENTHREADS_LIBRARY_DEBUG

linked by target "osgOcean" in directory C:/Projects/Ocean/osgOcean-Source/src/osgOcean



I have compiled the FFTSS library and locate it in same folder with osgOcean-Source folder. Should I declare specific Environment Variable to help cmake for finding right fftss include directory and library?

And Do we have to OpenThreads library in debug mode? I have a OSG distiribution in only release mode.

Regards.

2009/6/16 Kim C Bale <K.Bale-***@public.gmane.org>

Hi Martin,

This problem arises with two particular effects, the glare and the
underwater dof which require special treatment of the alpha component in
the framebuffer.

You can disable those using:

enableUnderwaterDOF(false)
enableGlare(false)

Then you need to disable the default scene shader with this:

setUseDefaultSceneShader(false)

In the OceanScene class.

If you remove the default shader you'll also lose the underwater light
scattering and fogging calculations on models below the surface.

Trying to offer lots of out-of-the-box shader effects whilst also
accommodating the fixed pipeline is a tricky problem and this area needs
a little work, but that should work for you.



Regards,

Kim.

-----Original Message-----
From: osg-users-bounces-***@public.gmane.org

[mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Martin
Scheffler
Sent: 16 June 2009 15:18
To: osg-users-***@public.gmane.org
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi,

I compiled osgOcean and everything works fine here. I ran into trouble
when integrating it with my existing application. When I used the last
version of osgOcean, I could just put the ocean somewhere in the scene
graph and it did not interact with my other stuff. Now osgOcean blocks
my view onto the other objects in the scene. When I add the objects as
children to the OceanScene, the objects are shown, but the ocean shaders
are applied to the objects. This add some sparkling effects to my
animations, which looks nice but is not really what I want.

So how can I add my objects to the scene without interference?

Thank you!

Cheers,
Martin

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14038#14038





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--
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Ümit Uzun
Jean-Sébastien Guay
2009-06-17 13:46:53 UTC
Permalink
Hi Kim, Ümit,
Post by Kim C Bale
When you run the example application the fftss.dll will need to be in
the same directory as the exe or by adding the directory it’s in to your
PATH environment variable (if you’re in windows)
Actually FFTSS doesn't have a DLL, it's a static-link library. FFTW has
a DLL (though you could compile it to link statically too if you wanted).
Post by Kim C Bale
When I run the example I get errors as follows.
[... snip lots of shader errors ...]
Post by Kim C Bale
I think these all related about driver because of my driver 2.5 years old and it's last updated driver support only opengl 2.1 and GLSL 1.20. I think I can't run osgOcean in my company computer. I have to use another newer one. Any suggestions?
Well, some drivers are more permissive than others regarding implicit
casts from vec4 to vec3. Some of the errors above seem to be what some
drivers would only give warnings about.

I'll try to tighten up the shaders so they give no warnings, that will
reduce the number of errors you get, but it won't eliminate all of them,
because others are about texture rectangles, which your card/driver
doesn't seem to support. The full-screen effects require texture
rectangles (NPOT textures) to be able to render at the same resolution
as your screen (which is in general not in power-of-two resolutions)...

Tuth is, 2.5 years is a long time in Graphics. I assume you have a good
reason for not updating your driver, but there's little we can do to
support such old drivers and still retain all functionality. We could do
it if funded to do so, but if not we have to choose a subset of
cards/drivers we need to support and do what is necessary for those.

If you want to try and fix all errors, of course, we'll be glad to fold
your changes into the source :-)

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.guay-***@public.gmane.org
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Martins Innus
2009-06-17 14:16:05 UTC
Permalink
Hi,
I'm having trouble getting this to run.

Machine Specs:

Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1

Compiled osgOcean with FFTSS and it builds fine.

With my display set to 1920x1200 at 16 bit color I get the following:

E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

and just a blank screen shows up.



If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
following printed to the console:

Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5




It works fine if I run at 1024x768.

Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.

Thanks

Martins
Post by Kim C Bale
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library dependancy which resolves the license issue. FFTW is
the faster option, but the differance if fairly negliable within the
context that it's used.
The library now searches for it's resource dependancies using the osgDB
registry so they're not bound to a specific path.
I've also included a fix for the shader bug on 7 series nVidia cards
which caused an error when indexing arrays using uniform variables.
The example application now supports real-time changes to the ocean
surface and effects so you can have a play with the settings to see what
they do.
A lot of the work has been submitted by Jean-Sebastian. If anybody else
would like to contribute do get in touch. Many hands make light work and
all that ;)
For those of you that suggested features/enhancement that aren't in this
release, don't worry I haven't forgotten about them, they're still on my
list of things to do.
Regards,
Kim.
------------------------------------------------------------------------
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Kim C Bale
2009-06-17 14:31:25 UTC
Permalink
________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi,
I'm having trouble getting this to run.

Machine Specs:

Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1

Compiled osgOcean with FFTSS and it builds fine.

With my display set to 1920x1200 at 16 bit color I get the following:

E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

and just a blank screen shows up.



If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
following printed to the console:

Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5




It works fine if I run at 1024x768.

Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.

Thanks

Martins
Post by Kim C Bale
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library dependancy which resolves the license issue. FFTW is
the faster option, but the differance if fairly negliable within the
context that it's used.
The library now searches for it's resource dependancies using the osgDB
registry so they're not bound to a specific path.
I've also included a fix for the shader bug on 7 series nVidia cards
which caused an error when indexing arrays using uniform variables.
The example application now supports real-time changes to the ocean
surface and effects so you can have a play with the settings to see what
they do.
A lot of the work has been submitted by Jean-Sebastian. If anybody else
would like to contribute do get in touch. Many hands make light work and
all that ;)
For those of you that suggested features/enhancement that aren't in this
release, don't worry I haven't forgotten about them, they're still on my
list of things to do.
Regards,
Kim.
------------------------------------------------------------------------
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*****************************************************************************************
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Kim C Bale
2009-06-17 14:40:00 UTC
Permalink
Hi Martins,

Sorry, little hasty with the send button there.

This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.

I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.

Perhaps J-S has some ideas on this one.

In the mean time you should be able to disable all the effects that use FBOs with the following keys.

r - reflections
R - refractions
o - depth of field
g - glare
G - godrays

Regards,

Kim.

________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi,
I'm having trouble getting this to run.

Machine Specs:

Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1

Compiled osgOcean with FFTSS and it builds fine.

With my display set to 1920x1200 at 16 bit color I get the following:

E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

and just a blank screen shows up.



If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
following printed to the console:

Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5




It works fine if I run at 1024x768.

Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.

Thanks

Martins
Post by Kim C Bale
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library dependancy which resolves the license issue. FFTW is
the faster option, but the differance if fairly negliable within the
context that it's used.
The library now searches for it's resource dependancies using the osgDB
registry so they're not bound to a specific path.
I've also included a fix for the shader bug on 7 series nVidia cards
which caused an error when indexing arrays using uniform variables.
The example application now supports real-time changes to the ocean
surface and effects so you can have a play with the settings to see what
they do.
A lot of the work has been submitted by Jean-Sebastian. If anybody else
would like to contribute do get in touch. Many hands make light work and
all that ;)
For those of you that suggested features/enhancement that aren't in this
release, don't worry I haven't forgotten about them, they're still on my
list of things to do.
Regards,
Kim.
------------------------------------------------------------------------
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*****************************************************************************************
------------------------------------------------------------------------
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Martins Innus
2009-06-17 16:56:12 UTC
Permalink
Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.

It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.

At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.

So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.

Martins
Post by Kim C Bale
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
Post by Kim C Bale
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library dependancy which resolves the license issue. FFTW is
the faster option, but the differance if fairly negliable within the
context that it's used.
The library now searches for it's resource dependancies using the osgDB
registry so they're not bound to a specific path.
I've also included a fix for the shader bug on 7 series nVidia cards
which caused an error when indexing arrays using uniform variables.
The example application now supports real-time changes to the ocean
surface and effects so you can have a play with the settings to see what
they do.
A lot of the work has been submitted by Jean-Sebastian. If anybody else
would like to contribute do get in touch. Many hands make light work and
all that ;)
For those of you that suggested features/enhancement that aren't in this
release, don't worry I haven't forgotten about them, they're still on my
list of things to do.
Regards,
Kim.
------------------------------------------------------------------------
*****************************************************************************************
To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
------------------------------------------------------------------------
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Kim C Bale
2009-06-17 17:35:49 UTC
Permalink
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.

Could you post a screen shot of that? Does sound a like it could be a bug in the rendering rather than a driver issue.
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.

I've jumped to conclusion on that one. I just tested that on mine and get the same

RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd

errors as yourself. I'll look into it.

Cheers chap,

Kim.



________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.

It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.

At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.

So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.

Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
Post by Kim C Bale
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
- Underwater depth of field
- Underwater/above water fogging
- Simulated light absorption and scattering
- Silt effects
- Screen distortion effects
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library dependancy which resolves the license issue. FFTW is
the faster option, but the differance if fairly negliable within the
context that it's used.
The library now searches for it's resource dependancies using the osgDB
registry so they're not bound to a specific path.
I've also included a fix for the shader bug on 7 series nVidia cards
which caused an error when indexing arrays using uniform variables.
The example application now supports real-time changes to the ocean
surface and effects so you can have a play with the settings to see what
they do.
A lot of the work has been submitted by Jean-Sebastian. If anybody else
would like to contribute do get in touch. Many hands make light work and
all that ;)
For those of you that suggested features/enhancement that aren't in this
release, don't worry I haven't forgotten about them, they're still on my
list of things to do.
Regards,
Kim.
------------------------------------------------------------------------
*****************************************************************************************
To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
------------------------------------------------------------------------
_______________________________________________
osg-users mailing list
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
------------------------------------------------------------------------
*****************************************************************************************
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*****************************************************************************************
------------------------------------------------------------------------
_______________________________________________
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Martins Innus
2009-06-17 18:35:12 UTC
Permalink
Kim,

Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins
Post by Kim C Bale
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug in the rendering rather than a driver issue.
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get the same
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
Jean-Sébastien Guay
2009-06-17 18:41:36 UTC
Permalink
Hi Martin, Kim,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
I've seen that too, and also:

If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

Perhaps they're the same problem, and the black line you see from
underwater is peeking over the water only at certain places, hence when
above water you only see a few black pixels at different points as the
waves move?

These two are probably just problems in the shaders, not bugs in drivers
or such.

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.guay-***@public.gmane.org
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Kim C Bale
2009-06-17 19:33:01 UTC
Permalink
Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, possibly a corner piece. I must have been trying to ignore it as it's a nightmare to debug that bit of code. I'll log it, but it could take a while to find that blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

I think this is a fogging issue, the wave tops are probably going over the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

Cheers all.

Kim.



________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug in the rendering rather than a driver issue.
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get the same
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
Ümit Uzun
2009-06-18 06:35:08 UTC
Permalink
Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need new
version GPU. This is only solution which will resolve kind of these
problems.

Regards.
Post by Kim C Bale
Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Yep it's a bug in the library. Looks like a polygon break to me, possibly a
corner piece. I must have been trying to ignore it as it's a nightmare to
debug that bit of code. I'll log it, but it could take a while to find that
blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.
I think this is a fogging issue, the wave tops are probably going over the
fog line and exposing unfogged geometry. Shouldn't be too bad that one.
Cheers all.
Kim.
________________________________
Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Sorry if this comes through twice, looks like the first one was too big
for the list.
Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug
in the rendering rather than a driver issue.
Post by Martins Innus
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get
the same
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Innus
Post by Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have
made
Post by Martins Innus
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I
still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for
newer
Post by Martins Innus
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen
resolution would affect the program, so, I *suspect* this is a driver
problem.
Post by Martins Innus
Post by Martins Innus
I had similar problems just a week ago with osgOcean when I updated to
the latest set of drivers for my 8800GTS 512, and it was giving me the 'out
of memory' errors you've got. Rolling back my drivers solved it.
Post by Martins Innus
Post by Martins Innus
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use
FBOs with the following keys.
Post by Martins Innus
Post by Martins Innus
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Innus
Post by Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
*****************************************************************************************
To view the terms under which this email is distributed, please go to
http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
_______________________________________________
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--
Ümit Uzun
Kim C Bale
2009-06-18 10:28:31 UTC
Permalink
Hi Umit,



I've just applied a patch that should solve the samplerRect issue for you, I think I was being too hasty to blame your graphics drivers.



Update your code from:



https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ <https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/>







Regards,



Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need new version GPU. This is only solution which will resolve kind of these problems.

Regards.

2009/6/17 Kim C Bale <K.Bale-***@public.gmane.org>

Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, possibly a corner piece. I must have been trying to ignore it as it's a nightmare to debug that bit of code. I'll log it, but it could take a while to find that blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

I think this is a fogging issue, the wave tops are probably going over the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

Cheers all.


Kim.



________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug in the rendering rather than a driver issue.
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get the same
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
*****************************************************************************************
To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
_______________________________________________
osg-users mailing list
osg-users-***@public.gmane.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Ümit Uzun
Ümit Uzun
2009-06-18 10:45:21 UTC
Permalink
Hi Kim,

Thanks you so much. But prompted screen wants username and password from me?

Regards.
Post by Kim C Bale
Hi Umit,
I’ve just applied a patch that should solve the samplerRect issue for you,
I think I was being too hasty to blame your graphics drivers.
*https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*
Regards,
Kim.
*Sent:* 18 June 2009 07:35
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim and JS;
Thanks for suggestion. I have tried again and as you said I really need new
version GPU. This is only solution which will resolve kind of these
problems.
Regards.
Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Yep it's a bug in the library. Looks like a polygon break to me, possibly a
corner piece. I must have been trying to ignore it as it's a nightmare to
debug that bit of code. I'll log it, but it could take a while to find that
blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.
I think this is a fogging issue, the wave tops are probably going over the
fog line and exposing unfogged geometry. Shouldn't be too bad that one.
Cheers all.
Kim.
________________________________
Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Sorry if this comes through twice, looks like the first one was too big
for the list.
Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug
in the rendering rather than a driver issue.
Post by Martins Innus
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get
the same
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Innus
Post by Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have
made
Post by Martins Innus
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I
still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for
newer
Post by Martins Innus
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen
resolution would affect the program, so, I *suspect* this is a driver
problem.
Post by Martins Innus
Post by Martins Innus
I had similar problems just a week ago with osgOcean when I updated to
the latest set of drivers for my 8800GTS 512, and it was giving me the 'out
of memory' errors you've got. Rolling back my drivers solved it.
Post by Martins Innus
Post by Martins Innus
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use
FBOs with the following keys.
Post by Martins Innus
Post by Martins Innus
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Innus
Post by Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
*****************************************************************************************
To view the terms under which this email is distributed, please go to
http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
_______________________________________________
osg-users mailing list
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Ümit Uzun
*****************************************************************************************
To view the terms under which this email is distributed, please go to
http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
_______________________________________________
osg-users mailing list
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Ümit Uzun
Ümit Uzun
2009-06-18 10:53:32 UTC
Permalink
Hi Kim,

I have same problem with samplerRect before when I wanted to try osgMovie
example as you suggested to Robert. And I tried to use sampler2d instead of
and was solved.
And as this problem, osgWidget's Widget class texture operation was only
supported with TextureRectange and I have implemented Texture2D to show my
movie on it by myself.

I think my GPU's main one problem is TextureRectangle implementation.

Regards.
Post by Alejandro Aguilar Sierra
Hi Kim,
Thanks you so much. But prompted screen wants username and password from me?
Regards.
Hi Umit,
Post by Kim C Bale
I’ve just applied a patch that should solve the samplerRect issue for you,
I think I was being too hasty to blame your graphics drivers.
*https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*
Regards,
Kim.
*Sent:* 18 June 2009 07:35
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim and JS;
Thanks for suggestion. I have tried again and as you said I really need
new version GPU. This is only solution which will resolve kind of these
problems.
Regards.
Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Yep it's a bug in the library. Looks like a polygon break to me, possibly
a corner piece. I must have been trying to ignore it as it's a nightmare to
debug that bit of code. I'll log it, but it could take a while to find that
blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.
I think this is a fogging issue, the wave tops are probably going over the
fog line and exposing unfogged geometry. Shouldn't be too bad that one.
Cheers all.
Kim.
________________________________
Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Sorry if this comes through twice, looks like the first one was too big
for the list.
Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a
bug in the rendering rather than a driver issue.
Post by Martins Innus
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and
get the same
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Innus
Post by Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and
have made
Post by Martins Innus
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare".
I still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for
newer
Post by Martins Innus
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen
resolution would affect the program, so, I *suspect* this is a driver
problem.
Post by Martins Innus
Post by Martins Innus
I had similar problems just a week ago with osgOcean when I updated to
the latest set of drivers for my 8800GTS 512, and it was giving me the 'out
of memory' errors you've got. Rolling back my drivers solved it.
Post by Martins Innus
Post by Martins Innus
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use
FBOs with the following keys.
Post by Martins Innus
Post by Martins Innus
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Innus
Post by Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
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Ümit Uzun
Kim C Bale
2009-06-18 10:59:18 UTC
Permalink
Hi Umit,



Sorry use



svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ osgocean-read-only



or grab a copy of the tortoise client to download it.



Regards,



Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 11:45
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim,

Thanks you so much. But prompted screen wants username and password from me?

Regards.

2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>

Hi Umit,



I've just applied a patch that should solve the samplerRect issue for you, I think I was being too hasty to blame your graphics drivers.



Update your code from:



https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ <https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/>







Regards,



Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35


To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need new version GPU. This is only solution which will resolve kind of these problems.

Regards.

2009/6/17 Kim C Bale <K.Bale-***@public.gmane.org>

Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, possibly a corner piece. I must have been trying to ignore it as it's a nightmare to debug that bit of code. I'll log it, but it could take a while to find that blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

I think this is a fogging issue, the wave tops are probably going over the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

Cheers all.


Kim.



________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug in the rendering rather than a driver issue.
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get the same
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
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--
Ümit Uzun


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--
Ümit Uzun
Ümit Uzun
2009-06-18 11:36:53 UTC
Permalink
Hi Kim,

Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you
can see from the attached screenshot:) Thanks so much :) But there is some
dots flickering as JS and Martins's said about. And it's not problem I think
:) This is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)
Post by Kim C Bale
Hi Umit,
Sorry use
svn checkout *http*://osgocean.googlecode.com/svn/tags/osgOcean-1.0/
osgocean-read-only<http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only>
or grab a copy of the tortoise client to download it.
Regards,
Kim.
*Sent:* 18 June 2009 11:45
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
Thanks you so much. But prompted screen wants username and password from me?
Regards.
Hi Umit,
I’ve just applied a patch that should solve the samplerRect issue for you,
I think I was being too hasty to blame your graphics drivers.
*https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*
Regards,
Kim.
*Sent:* 18 June 2009 07:35
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim and JS;
Thanks for suggestion. I have tried again and as you said I really need new
version GPU. This is only solution which will resolve kind of these
problems.
Regards.
Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Yep it's a bug in the library. Looks like a polygon break to me, possibly a
corner piece. I must have been trying to ignore it as it's a nightmare to
debug that bit of code. I'll log it, but it could take a while to find that
blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.
I think this is a fogging issue, the wave tops are probably going over the
fog line and exposing unfogged geometry. Shouldn't be too bad that one.
Cheers all.
Kim.
________________________________
Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Sorry if this comes through twice, looks like the first one was too big
for the list.
Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug
in the rendering rather than a driver issue.
Post by Martins Innus
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get
the same
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Innus
Post by Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have
made
Post by Martins Innus
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I
still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for
newer
Post by Martins Innus
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen
resolution would affect the program, so, I *suspect* this is a driver
problem.
Post by Martins Innus
Post by Martins Innus
I had similar problems just a week ago with osgOcean when I updated to
the latest set of drivers for my 8800GTS 512, and it was giving me the 'out
of memory' errors you've got. Rolling back my drivers solved it.
Post by Martins Innus
Post by Martins Innus
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use
FBOs with the following keys.
Post by Martins Innus
Post by Martins Innus
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Innus
Post by Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
*****************************************************************************************
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http://www.hull.ac.uk/legal/email_disclaimer.html
*****************************************************************************************
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--
Ümit Uzun
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--
Ümit Uzun
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--
Ümit Uzun
Ümit Uzun
2009-06-18 11:37:46 UTC
Permalink
Upss, I forgot screenshot :)
Post by Alejandro Aguilar Sierra
Hi Kim,
Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you
can see from the attached screenshot:) Thanks so much :) But there is some
dots flickering as JS and Martins's said about. And it's not problem I think
:) This is really really good application.
What did you do? You have only changed samplerRect to sampler2D?
Regards and Congratulations :)
Post by Kim C Bale
Hi Umit,
Sorry use
svn checkout *http*://osgocean.googlecode.com/svn/tags/osgOcean-1.0/
osgocean-read-only<http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only>
or grab a copy of the tortoise client to download it.
Regards,
Kim.
*Sent:* 18 June 2009 11:45
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
Thanks you so much. But prompted screen wants username and password from me?
Regards.
Hi Umit,
I’ve just applied a patch that should solve the samplerRect issue for you,
I think I was being too hasty to blame your graphics drivers.
*https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*
Regards,
Kim.
*Sent:* 18 June 2009 07:35
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim and JS;
Thanks for suggestion. I have tried again and as you said I really need
new version GPU. This is only solution which will resolve kind of these
problems.
Regards.
Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Yep it's a bug in the library. Looks like a polygon break to me, possibly
a corner piece. I must have been trying to ignore it as it's a nightmare to
debug that bit of code. I'll log it, but it could take a while to find that
blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.
I think this is a fogging issue, the wave tops are probably going over the
fog line and exposing unfogged geometry. Shouldn't be too bad that one.
Cheers all.
Kim.
________________________________
Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Sorry if this comes through twice, looks like the first one was too big
for the list.
Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a
bug in the rendering rather than a driver issue.
Post by Martins Innus
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and
get the same
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Innus
Post by Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and
have made
Post by Martins Innus
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare".
I still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for
newer
Post by Martins Innus
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen
resolution would affect the program, so, I *suspect* this is a driver
problem.
Post by Martins Innus
Post by Martins Innus
I had similar problems just a week ago with osgOcean when I updated to
the latest set of drivers for my 8800GTS 512, and it was giving me the 'out
of memory' errors you've got. Rolling back my drivers solved it.
Post by Martins Innus
Post by Martins Innus
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use
FBOs with the following keys.
Post by Martins Innus
Post by Martins Innus
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Innus
Post by Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
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Kim C Bale
2009-06-18 18:32:10 UTC
Permalink
Hi Umit,

Yes, apparently samplerRect has been depreciated. Ulrich flagged this one on OSX and corrected it.

I guess some glsl compilers are more fussy than others.

Glad you got it working.

Kim.

________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Ümit Uzun
Sent: Thu 18/06/2009 12:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released


Hi Kim,

Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you can see from the attached screenshot:) Thanks so much :) But there is some dots flickering as JS and Martins's said about. And it's not problem I think :) This is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)


2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>


Hi Umit,



Sorry use



svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ osgocean-read-only <http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only>



or grab a copy of the tortoise client to download it.



Regards,



Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 11:45

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released





Hi Kim,

Thanks you so much. But prompted screen wants username and password from me?

Regards.

2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>

Hi Umit,



I've just applied a patch that should solve the samplerRect issue for you, I think I was being too hasty to blame your graphics drivers.



Update your code from:



https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ <https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/>







Regards,



Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35


To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need new version GPU. This is only solution which will resolve kind of these problems.

Regards.

2009/6/17 Kim C Bale <K.Bale-***@public.gmane.org>

Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, possibly a corner piece. I must have been trying to ignore it as it's a nightmare to debug that bit of code. I'll log it, but it could take a while to find that blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

I think this is a fogging issue, the wave tops are probably going over the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

Cheers all.


Kim.



________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug in the rendering rather than a driver issue.
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get the same
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
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--
Ümit Uzun


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--
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*****************************************************************************************
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--
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Ümit Uzun
2009-06-19 06:19:49 UTC
Permalink
Hi Kim,

There is strange view as you can see from osgOcean_Artifact.jpg Is this
artifact or what?

And when creating VisualStudio solution, Cmake doesn't create osgOcean's
"Header Files" folder which is created for oceanExample as you can see from
osgOcean_Classes.jpg This make the solution panel look messy.

Regards.
Post by Kim C Bale
Hi Umit,
Yes, apparently samplerRect has been depreciated. Ulrich flagged this one
on OSX and corrected it.
I guess some glsl compilers are more fussy than others.
Glad you got it working.
Kim.
________________________________
Sent: Thu 18/06/2009 12:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you
can see from the attached screenshot:) Thanks so much :) But there is some
dots flickering as JS and Martins's said about. And it's not problem I think
:) This is really really good application.
What did you do? You have only changed samplerRect to sampler2D?
Regards and Congratulations :)
Hi Umit,
Sorry use
svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/osgocean-read-only <
http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only
or grab a copy of the tortoise client to download it.
Regards,
Kim.
Sent: 18 June 2009 11:45
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
Thanks you so much. But prompted screen wants username and password from me?
Regards.
Hi Umit,
I've just applied a patch that should solve the samplerRect issue
for you, I think I was being too hasty to blame your graphics drivers.
https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ <
https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/>
Regards,
Kim.
Sent: 18 June 2009 07:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim and JS;
Thanks for suggestion. I have tried again and as you said I really
need new version GPU. This is only solution which will resolve kind of these
problems.
Regards.
Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Yep it's a bug in the library. Looks like a polygon break to me,
possibly a corner piece. I must have been trying to ignore it as it's a
nightmare to debug that bit of code. I'll log it, but it could take a while
to find that blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all
underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.
I think this is a fogging issue, the wave tops are probably going
over the fog line and exposing unfogged geometry. Shouldn't be too bad that
one.
Cheers all.
Kim.
________________________________
Martins Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Sorry if this comes through twice, looks like the first one was too big
for the list.
Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of
like
Post by Martins Innus
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could
be a bug in the rendering rather than a driver issue.
Post by Martins Innus
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I
still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of
memory
Post by Martins Innus
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine
and get the same
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85)
and have made
Post by Martins Innus
some progress.
It now works at any resolution in 32 bit color, but with
some
Post by Martins Innus
"shimmering" black pixels where the sky meets the ocean. Kind of
like
Post by Martins Innus
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off
"glare". I still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of
memory
Post by Martins Innus
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking
for newer
Post by Martins Innus
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen
resolution would affect the program, so, I *suspect* this is a driver
problem.
Post by Martins Innus
Post by Martins Innus
I had similar problems just a week ago with osgOcean when I
updated to the latest set of drivers for my 8800GTS 512, and it was giving
me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Post by Martins Innus
Post by Martins Innus
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects
that use FBOs with the following keys.
Post by Martins Innus
Post by Martins Innus
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Martins Innus
Post by Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
With my display set to 1920x1200 at 16 bit color I get the
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a
couple
Post by Martins Innus
Post by Martins Innus
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
Warning: detected OpenGL error 'out of memory' after
RenderBin::draw(,)
Post by Martins Innus
Post by Martins Innus
Warning: detected OpenGL error 'out of memory' after
RenderBin::draw(,)
Post by Martins Innus
Post by Martins Innus
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after
RenderBin::draw(,)
Post by Martins Innus
Post by Martins Innus
Warning: detected OpenGL error 'out of memory' after
RenderBin::draw(,)
Post by Martins Innus
Post by Martins Innus
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can
tweak in
Post by Martins Innus
Post by Martins Innus
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
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--
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Adrian Egli OpenSceneGraph (3D)
2009-06-19 07:17:53 UTC
Permalink
Hi

I have no longer moving waves in latest SVN .

adrian
Post by Alejandro Aguilar Sierra
Hi Kim,
There is strange view as you can see from osgOcean_Artifact.jpg Is this
artifact or what?
And when creating VisualStudio solution, Cmake doesn't create osgOcean's
"Header Files" folder which is created for oceanExample as you can see from
osgOcean_Classes.jpg This make the solution panel look messy.
Regards.
Post by Kim C Bale
Hi Umit,
Yes, apparently samplerRect has been depreciated. Ulrich flagged this one
on OSX and corrected it.
I guess some glsl compilers are more fussy than others.
Glad you got it working.
Kim.
________________________________
Sent: Thu 18/06/2009 12:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you
can see from the attached screenshot:) Thanks so much :) But there is some
dots flickering as JS and Martins's said about. And it's not problem I think
:) This is really really good application.
What did you do? You have only changed samplerRect to sampler2D?
Regards and Congratulations :)
Hi Umit,
Sorry use
svn checkout
http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ osgocean-read-only
<
http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only
or grab a copy of the tortoise client to download it.
Regards,
Kim.
Sent: 18 June 2009 11:45
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
Thanks you so much. But prompted screen wants username and password from me?
Regards.
Hi Umit,
I've just applied a patch that should solve the samplerRect issue
for you, I think I was being too hasty to blame your graphics drivers.
https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ <
https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/>
Regards,
Kim.
Sent: 18 June 2009 07:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim and JS;
Thanks for suggestion. I have tried again and as you said I really
need new version GPU. This is only solution which will resolve kind of these
problems.
Regards.
Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Yep it's a bug in the library. Looks like a polygon break to me,
possibly a corner piece. I must have been trying to ignore it as it's a
nightmare to debug that bit of code. I'll log it, but it could take a while
to find that blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all
underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.
I think this is a fogging issue, the wave tops are probably going
over the fog line and exposing unfogged geometry. Shouldn't be too bad that
one.
Cheers all.
Kim.
________________________________
Martins Innus
Sent: Wed 17/06/2009 19:35
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Sorry if this comes through twice, looks like the first one was too big
for the list.
Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of
like
Post by Martins Innus
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could
be a bug in the rendering rather than a driver issue.
Post by Martins Innus
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare".
I still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of
memory
Post by Martins Innus
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine
and get the same
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85)
and have made
Post by Martins Innus
some progress.
It now works at any resolution in 32 bit color, but with
some
Post by Martins Innus
"shimmering" black pixels where the sky meets the ocean. Kind of
like
Post by Martins Innus
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off
"glare". I still
Post by Martins Innus
get the FBO setup errors, but it seems to look ok, and the out of
memory
Post by Martins Innus
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep
checking for newer
Post by Martins Innus
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen
resolution would affect the program, so, I *suspect* this is a driver
problem.
Post by Martins Innus
Post by Martins Innus
I had similar problems just a week ago with osgOcean when I
updated to the latest set of drivers for my 8800GTS 512, and it was giving
me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Post by Martins Innus
Post by Martins Innus
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects
that use FBOs with the following keys.
Post by Martins Innus
Post by Martins Innus
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Martins Innus
Post by Martins Innus
Post by Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
With my display set to 1920x1200 at 16 bit color I get the
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a
couple
Post by Martins Innus
Post by Martins Innus
frames that show up properly, then the window goes blank with
the
Post by Martins Innus
Post by Martins Innus
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cdd
Post by Martins Innus
Post by Martins Innus
Warning: detected OpenGL error 'out of memory' after
RenderBin::draw(,)
Post by Martins Innus
Post by Martins Innus
Warning: detected OpenGL error 'out of memory' after
RenderBin::draw(,)
Post by Martins Innus
Post by Martins Innus
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after
RenderBin::draw(,)
Post by Martins Innus
Post by Martins Innus
Warning: detected OpenGL error 'out of memory' after
RenderBin::draw(,)
Post by Martins Innus
Post by Martins Innus
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can
tweak in
Post by Martins Innus
Post by Martins Innus
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
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--
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*****************************************************************************************
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*****************************************************************************************
_______________________________________________
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--
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*****************************************************************************************
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*****************************************************************************************
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--
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********************************************
Adrian Egli
Kim C Bale
2009-06-19 09:36:28 UTC
Permalink
Hi Adrien,



J-S has made a modification to the OceanTechnique base class which allows you to enable/disable animation.



You'll need to set FFTOceanSurface::startAnimation(void).



The trunk is being used for development so it may or may not work properly. I would use the release 1.0 tag, I'm misusing the definition of a tag a little since I'm adding bug fixes to it as I find them.



Regards,



Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Adrian Egli OpenSceneGraph (3D)
Sent: 19 June 2009 08:18
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi

I have no longer moving waves in latest SVN .

adrian

2009/6/19 Ümit Uzun <umituzun84-***@public.gmane.org>

Hi Kim,

There is strange view as you can see from osgOcean_Artifact.jpg Is this artifact or what?

And when creating VisualStudio solution, Cmake doesn't create osgOcean's "Header Files" folder which is created for oceanExample as you can see from osgOcean_Classes.jpg This make the solution panel look messy.



Regards.

2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>

Hi Umit,

Yes, apparently samplerRect has been depreciated. Ulrich flagged this one on OSX and corrected it.

I guess some glsl compilers are more fussy than others.

Glad you got it working.

Kim.

________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Ümit Uzun
Sent: Thu 18/06/2009 12:36

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released


Hi Kim,

Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you can see from the attached screenshot:) Thanks so much :) But there is some dots flickering as JS and Martins's said about. And it's not problem I think :) This is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)


2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>


Hi Umit,



Sorry use




svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ osgocean-read-only <http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only>




or grab a copy of the tortoise client to download it.



Regards,



Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 11:45

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released





Hi Kim,

Thanks you so much. But prompted screen wants username and password from me?

Regards.

2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>

Hi Umit,



I've just applied a patch that should solve the samplerRect issue for you, I think I was being too hasty to blame your graphics drivers.



Update your code from:




https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ <https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/>








Regards,



Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 07:35


To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Hi Kim and JS;

Thanks for suggestion. I have tried again and as you said I really need new version GPU. This is only solution which will resolve kind of these problems.

Regards.

2009/6/17 Kim C Bale <K.Bale-***@public.gmane.org>

Martins, J-S,
Post by Martins Innus
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Yep it's a bug in the library. Looks like a polygon break to me, possibly a corner piece. I must have been trying to ignore it as it's a nightmare to debug that bit of code. I'll log it, but it could take a while to find that blighter.
Post by Martins Innus
If you disable godrays, silt and dof (basically disable all underwater
effects) then go underwater, you'll see a black like at the horizon. it
looks like fog is not being applied for a line of pixels at the horizon.

I think this is a fogging issue, the wave tops are probably going over the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

Cheers all.


Kim.



________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus

Sent: Wed 17/06/2009 19:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



Kim,

Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.

Sorry if this comes through twice, looks like the first one was too big
for the list.

Martins
Post by Martins Innus
Hi Martins,
Post by Martins Innus
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug in the rendering rather than a driver issue.
Post by Martins Innus
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
I've jumped to conclusion on that one. I just tested that on mine and get the same
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
errors as yourself. I'll look into it.
Cheers chap,
Kim.
________________________________
Sent: Wed 17/06/2009 17:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.
It now works at any resolution in 32 bit color, but with some
"shimmering" black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16 bit color, I can get it to work if I toggle off "glare". I still
get the FBO setup errors, but it seems to look ok, and the out of memory
errors are gone.
So I guess I'll chalk it up to drivers, I'll keep checking for newer
ones. Thanks for the suggestions.
Martins
Post by Martins Innus
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
Perhaps J-S has some ideas on this one.
In the mean time you should be able to disable all the effects that use FBOs with the following keys.
r - reflections
R - refractions
o - depth of field
g - glare
G - godrays
Regards,
Kim.
________________________________
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
Building scene...
. Loading cubemaps: 0.212617s
. Generating ocean surface: 2.43048e-005s
. Creating ocean scene: 0.000286629s
. Loading islands: 0.0594939s
. Setting up lighting: 2.26286e-005s
complete.
Time Taken: 0.274954s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
and just a blank screen shows up.
If I change to 32 bit color at the same resolution, I get a couple
frames that show up properly, then the window goes blank with the
Building scene...
. Loading cubemaps: 0.213689s
. Generating ocean surface: 1.89968e-005s
. Creating ocean scene: 0.000278248s
. Loading islands: 0.0593453s
. Setting up lighting: 1.73206e-005s
complete.
Time Taken: 0.276148s
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
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Ümit Uzun


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--
Ümit Uzun


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--
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*****************************************************************************************
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*****************************************************************************************
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********************************************
Adrian Egli
Jean-Sébastien Guay
2009-06-19 13:35:36 UTC
Permalink
Hi Adrian, Kim,
Post by Kim C Bale
J-S has made a modification to the OceanTechnique base class which
allows you to enable/disable animation.
You’ll need to set FFTOceanSurface::startAnimation(void).
I had forgotten to initialize the _isAnimating member in the ctor and
copy ctor. Fixed - the default behavior is identical to before
(_isAnimating = true by default).
Post by Kim C Bale
The trunk is being used for development so it may or may not work
properly. I would use the release 1.0 tag, I’m misusing the definition
of a tag a little since I’m adding bug fixes to it as I find them.
I agree with Kim, I'm making the trunk move forward according to what we
need for our project so it won't always be stable. If you want something
to use in your projects use the 1.0 branch.

J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.guay-***@public.gmane.org
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Kim C Bale
2009-06-19 09:39:45 UTC
Permalink
Hi Umit,
Post by Kim C Bale
There is strange view as you can see from osgOcean_Artifact.jpg Is this artifact or what?
Hmm looks like an issue with the clip node and reflections. Thanks I'll log it.
Post by Kim C Bale
And when creating VisualStudio solution, Cmake doesn't create osgOcean's "Header Files" folder which is created for oceanExample as you can see from osgOcean_Classes.jpg This make the solution panel look messy.
Try as I might I couldn't find any information on how to get those blasted extensionless headers into a folder in .NET. I noticed it's been achieved with OSG so perhaps the CMake guru responsible for that could share some of their wisdom.. :)


Regards,

Kim.



From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
Sent: 19 June 2009 07:20
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released

Hi Kim,

There is strange view as you can see from osgOcean_Artifact.jpg Is this artifact or what?

And when creating VisualStudio solution, Cmake doesn't create osgOcean's "Header Files" folder which is created for oceanExample as you can see from osgOcean_Classes.jpg This make the solution panel look messy.

Regards.
2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>
Hi Umit,

Yes, apparently samplerRect has been depreciated. Ulrich flagged this one on OSX and corrected it.

I guess some glsl compilers are more fussy than others.

Glad you got it working.

Kim.

________________________________

From: osg-users-bounces-***@public.gmane.org on behalf of Ümit Uzun
Sent: Thu 18/06/2009 12:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released


Hi Kim,
Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you can see from the attached screenshot:) Thanks so much :) But there is some dots flickering as JS and Martins's said about. And it's not problem I think :) This is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)


2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>


       Hi Umit,



       Sorry use


       svn checkout http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ osgocean-read-only <http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only>



       or grab a copy of the tortoise client to download it.



       Regards,



       Kim.



       From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
       Sent: 18 June 2009 11:45

       To: OpenSceneGraph Users
       Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released





       Hi Kim,

       Thanks you so much. But prompted screen wants username and password from me?

       Regards.

       2009/6/18 Kim C Bale <K.Bale-***@public.gmane.org>

       Hi Umit,



       I've just applied a patch that should solve the samplerRect issue for you, I think I was being too hasty to blame your graphics drivers.



       Update your code from:


       https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/ <https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/>







       Regards,



       Kim.



       From: osg-users-bounces-***@public.gmane.org [mailto:osg-users-bounces-***@public.gmane.org] On Behalf Of Ümit Uzun
       Sent: 18 June 2009 07:35


       To: OpenSceneGraph Users
       Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



       Hi Kim and JS;

       Thanks for suggestion. I have tried again and as you said I really need new version GPU. This is only solution which will resolve kind of these problems.

       Regards.

       2009/6/17 Kim C Bale <K.Bale-***@public.gmane.org>

       Martins, J-S,


       >Here you go.  If you zoom in to 400% or so you can see 3 pixels
       near the horizon that are really dark.  They flicker during the
       simulation, sometimes individual pixels, other times it looks like
       larger groups.

       Yep it's a bug in the library. Looks like a polygon break to me, possibly a corner piece. I must have been trying to ignore it as it's a nightmare to debug that bit of code. I'll log it, but it could take a while to find that blighter.


       >If you disable godrays, silt and dof (basically disable all underwater
       effects) then go underwater, you'll see a black like at the horizon. it
       looks like fog is not being applied for a line of pixels at the horizon.

       I think this is a fogging issue, the wave tops are probably going over the fog line and exposing unfogged geometry. Shouldn't be too bad that one.

       Cheers all.


       Kim.



       ________________________________

       From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus

       Sent: Wed 17/06/2009 19:35

       To: OpenSceneGraph Users
       Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released



       Kim,

            Here you go.  If you zoom in to 400% or so you can see 3 pixels
       near the horizon that are really dark.  They flicker during the
       simulation, sometimes individual pixels, other times it looks like
       larger groups.

              Sorry if this comes through twice, looks like the first one was too big
       for the list.

       Martins


       Kim C Bale wrote:
       > Hi Martins,
       >
       >> It now works at any resolution in 32 bit color, but with some
       > "shimmering" black pixels where the sky meets the ocean.  Kind of like
       > you get if you had a bad DVI cable going to your monitor.
       >
       > Could you post a screen shot of that? Does sound a like it could be a bug in the rendering rather than a driver issue.
       >
       >> At 16 bit color, I can get it to work if I toggle off "glare".  I still
       > get the FBO setup errors, but it seems to look ok, and the out of memory
       > errors are gone.
       >
       > I've jumped to conclusion on that one. I just tested that on mine and get the same
       >
       > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
       >
       > errors as yourself. I'll look into it.
       >
       > Cheers chap,
       >
       > Kim.
       >
       >
       >
       > ________________________________
       >
       > From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus
       > Sent: Wed 17/06/2009 17:56
       > To: OpenSceneGraph Users
       > Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
       >
       >
       >
       > Kim,
       >         OK, I upgraded the driver to the latest version (185.85) and have made
       > some progress.
       >
       >         It now works at any resolution in 32 bit color, but with some
       > "shimmering" black pixels where the sky meets the ocean.  Kind of like
       > you get if you had a bad DVI cable going to your monitor.
       >
       >         At 16 bit color, I can get it to work if I toggle off "glare".  I still
       > get the FBO setup errors, but it seems to look ok, and the out of memory
       > errors are gone.
       >
       >         So I guess I'll chalk it up to drivers, I'll keep checking for newer
       > ones. Thanks for the suggestions.
       >
       > Martins
       >
       > Kim C Bale wrote:
       >> Hi Martins,
       >>
       >> Sorry, little hasty with the send button there.
       >>
       >> This is an odd one, I don't understand why changing your screen resolution would affect the program, so, I *suspect* this is a driver problem.
       >>
       >> I had similar problems just a week ago with osgOcean when I updated to the latest set of drivers for my 8800GTS 512, and it was giving me the 'out of memory' errors you've got. Rolling back my drivers solved it.
       >>
       >> Perhaps J-S has some ideas on this one.
       >>
       >> In the mean time you should be able to disable all the effects that use FBOs with the following keys.
       >>
       >> r - reflections
       >> R - refractions
       >> o - depth of field
       >> g - glare
       >> G - godrays
       >>
       >> Regards,
       >>
       >> Kim.
       >>
       >> ________________________________
       >>
       >> From: osg-users-bounces-***@public.gmane.org on behalf of Martins Innus
       >> Sent: Wed 17/06/2009 15:16
       >> To: OpenSceneGraph Users
       >> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
       >>
       >>
       >>
       >> Hi,
       >>         I'm having trouble getting this to run.
       >>
       >> Machine Specs:
       >>
       >> Windows XP
       >> Visual Studio 2003
       >> NVIDIA Quadro FX 1600M
       >> OSG 2.8.1
       >>
       >> Compiled osgOcean with FFTSS and it builds fine.
       >>
       >> With my display set to 1920x1200 at 16 bit color I get the following:
       >>
       >> E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
       >> Building scene...
       >>    . Loading cubemaps: 0.212617s
       >>    . Generating ocean surface: 2.43048e-005s
       >>    . Creating ocean scene: 0.000286629s
       >>    . Loading islands: 0.0594939s
       >>    . Setting up lighting: 2.26286e-005s
       >> complete.
       >> Time Taken: 0.274954s
       >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
       >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
       >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
       >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
       >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
       >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
       >>
       >> and just a blank screen shows up.
       >>
       >>
       >>
       >> If I change to 32 bit color at the same resolution, I get a couple
       >> frames that show up properly, then the window goes blank with the
       >> following printed to the console:
       >>
       >> Building scene...
       >>    . Loading cubemaps: 0.213689s
       >>    . Generating ocean surface: 1.89968e-005s
       >>    . Creating ocean scene: 0.000278248s
       >>    . Loading islands: 0.0593453s
       >>    . Setting up lighting: 1.73206e-005s
       >> complete.
       >> Time Taken: 0.276148s
       >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
       >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
       >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
       >> RenderStage::drawInner(,) FBO status= 0x8cd5
       >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
       >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
       >> RenderStage::drawInner(,) FBO status= 0x8cd5
       >>
       >>
       >>
       >>
       >> It works fine if I run at 1024x768.
       >>
       >> Is this likely a driver problem, or is there something I can tweak in
       >> the FBO setup?  I'm not familiar with their use at all.
       >>
       >> Thanks
       >>
       >> Martins
       >>


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