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OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release


 
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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12144

PostPosted: Tue Mar 20, 2018 10:02 am    Post subject:
OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release
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Hi All,

I have create a OpenSceneGraph-3.6 branch from master, this will now
be the base for an up coming series of release candidates in prep for
3.6.0 stable release.

With the creation of the OpenSceneGraph-3.6 branch we are now in a
feature freeze for the 3.6.0, so further changes will be focused on
bug and build fixes. To achieve the best quality of stable release
we'll need to test out the 3.6 branch and/or the release candidates
that I tag in the run up to 3.6.0 release.

Before I tagged 3.6.0-rc1 I would appreciate build and runtime testing
of the 3.6 branch across as many platforms that you have available.

Thanks in advance for you help,
Robert.


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Alberto Luaces
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PostPosted: Tue Mar 20, 2018 3:07 pm    Post subject:
OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release
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Hi, it cross-compiles and runs the viewer (loading some obj and ive
files) just fine with mingw-64 on linux.

By the way, is the CDash system still working? I was unable to find it,
and maybe it is of use for this task. The CI available at github seems
to be choking on the fact that OSG takes more than 50 minutes to build
on the systems they are using, so the process is interrupted before
it finishes.

--
Alberto



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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12144

PostPosted: Tue Mar 20, 2018 4:26 pm    Post subject:
OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release
Reply with quote

Hi Alberto,

On 20 March 2018 at 15:02, Alberto Luaces <> wrote:
Quote:
Hi, it cross-compiles and runs the viewer (loading some obj and ive
files) just fine with mingw-64 on linux.

Thanks for the testing.

Quote:
By the way, is the CDash system still working?

I haven't looked at the old CDash system, if it is working it isn't
down to me :-)

Quote:
I was unable to find it,
and maybe it is of use for this task. The CI available at github seems
to be choking on the fact that OSG takes more than 50 minutes to build
on the systems they are using, so the process is interrupted before
it finishes.

Travis Cl used to be pretty solid but these days it either seems to
race through builds in a couple of minutes or timeouts. I presume the
Travis servers are being overloaded at times. I've had to disable the
OSX build completely as it was failing almost all the time due to
timeouts. With timeout failures you get a totally false picture of
the build status so there might be a point where we just have to give
up with Travis C;/

These automated build systems are no match for real people compiling
the OSG on their build platforms and testing against their own
applications.

Robert.


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Jordi Torres
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PostPosted: Wed Mar 21, 2018 9:21 am    Post subject:
OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release
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Hi Alberto and Robert, 




2018-03-20 17:21 GMT+01:00 Robert Osfield < (
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Quote:
Hi Alberto,

On 20 March 2018 at 15:02, Alberto Luaces < (
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Get registred or enter the forums!
)> wrote:
Quote:
Hi, it cross-compiles and runs the viewer (loading some obj and ive
files) just fine with mingw-64 on linux.

Thanks for the testing.

Quote:
By the way, is the CDash system still working?

I haven't looked at the old CDash system, if it is working it isn't
down to me Smile



CDash server was the same as old track server, so it won't work anymore. I removed the website links to cdash. Sorry for the inconvenience, 






 
Quote:
> I was unable to find it,
Quote:
and maybe it is of use for this task.  The CI available at github seems
to be choking on the fact that OSG takes more than 50 minutes to build
on the systems they are using, so the process is interrupted before
it finishes.

Travis Cl used to be pretty solid but these days it either seems to
race through builds in a couple of minutes or timeouts.  I presume the
Travis servers are being overloaded at times.  I've had to disable the
OSX build completely as it was failing almost all the time due to
timeouts.  With timeout failures you get a totally false picture of
the build status so there might be a point where we just have to give
up with Travis C;/

These automated build systems are no match for real people compiling
the OSG on their build platforms and testing against their own
applications.

Robert.
_______________________________________________
osg-users mailing list
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Get registred or enter the forums!
)
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org






--
Jordi Torres

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kornerr
Appreciator


Joined: 01 Oct 2013
Posts: 283

PostPosted: Thu Mar 22, 2018 9:56 am    Post subject:
OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release
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Hi.

The "GLExtension fix" PR (
https://github.com/openscenegraph/OpenSceneGraph/pull/485 ) broke web
builds ( https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
).
Moreover:
* neither "GLExtension fix" PR, nor osg-users mailing list contained
ANY description
* the change was INCONSISTENT because the checks before and after it
were still using the removed GLES2_FEATURES

I've created the PR (
https://github.com/openscenegraph/OpenSceneGraph/pull/501 ) to restore
PBO for GLES2.


On 21 March 2018 at 12:17, Jordi Torres <> wrote:
Quote:
Hi Alberto and Robert,



2018-03-20 17:21 GMT+01:00 Robert Osfield <>:
Quote:

Hi Alberto,

On 20 March 2018 at 15:02, Alberto Luaces <> wrote:
Quote:
Hi, it cross-compiles and runs the viewer (loading some obj and ive
files) just fine with mingw-64 on linux.

Thanks for the testing.

Quote:
By the way, is the CDash system still working?

I haven't looked at the old CDash system, if it is working it isn't
down to me :-)


CDash server was the same as old track server, so it won't work anymore. I
removed the website links to cdash. Sorry for the inconvenience,




Quote:

Quote:
I was unable to find it,
and maybe it is of use for this task. The CI available at github seems
to be choking on the fact that OSG takes more than 50 minutes to build
on the systems they are using, so the process is interrupted before
it finishes.

Travis Cl used to be pretty solid but these days it either seems to
race through builds in a couple of minutes or timeouts. I presume the
Travis servers are being overloaded at times. I've had to disable the
OSX build completely as it was failing almost all the time due to
timeouts. With timeout failures you get a totally false picture of
the build status so there might be a point where we just have to give
up with Travis C;/

These automated build systems are no match for real people compiling
the OSG on their build platforms and testing against their own
applications.

Robert.





--
Jordi Torres







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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12144

PostPosted: Thu Mar 22, 2018 11:17 am    Post subject:
OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release
Reply with quote

Hi Michael,

On 22 March 2018 at 09:52, michael kapelko <> wrote:
Quote:
The "GLExtension fix" PR (
https://github.com/openscenegraph/OpenSceneGraph/pull/485 ) broke web
builds ( https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb
).
Moreover:
* neither "GLExtension fix" PR, nor osg-users mailing list contained
ANY description
* the change was INCONSISTENT because the checks before and after it
were still using the removed GLES2_FEATURES

PBO suport was added in OpenGL ES 3.0 and isn't available by default
for ES 2.0 so the GLExtension fix PR is correct.

Could show us what the error occurred and let us know what build
specific can be used to illustrate the error so that we can look at
what might be going wrong and how we might address it.

Cheers,
Robert.


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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12144

PostPosted: Thu Mar 22, 2018 5:49 pm    Post subject:
OpenSceneGraph-3.6 branch made, please test in prep for stable 3.6.0 release
Reply with quote

Thanks Paul, fixed merged with master and the 3.6 branch so will be
part of the 3.6.0-rc1 that I'll tag in tomorrow. Cheers, Robert.

On 22 March 2018 at 15:37, Paul-Tcl3D <> wrote:
Quote:
Here are the results of my build tests of OSG 3.6.0.
Note: These are just build tests. Functional tests to follow.

Build system: Windows 8.1
Compilers : Visual Studio Express
3rd parties : curl, ffmpeg, freetype, gdal, giflib, jpeg, png, tiff, zlib

32-bit 64-bit
----------------------
VS2008 Error N/A
VS2010 Error N/A
VS2013 OK OK
VS2015 OK OK
VS2017 OK OK

Changes to compile with VS2010:
===============================

osgViewer/GraphicsWindowWin32.cpp Line 87:
------------------------------------------
Change from:
#if(WINVER < 0x0602)
to:
#if(WINVER < 0x0602 || _MSC_VER <= 1600)

Changes to compile with VS2008:
===============================

Change as for VS2010 plus

osgViewer/GraphicsWindowWin32.cpp Line 35:
-----------------------------------------
Change from:
#if(WINVER < 0x0601)
to:
#if(WINVER < 0x0601 || _MSC_VER <= 1500)

osgPlugins/osgjs/WriteVisitor.cpp Line 257:
-------------------------------------------
Change from:
in.read(reinterpret_cast<char*>(rawData.data()),size);
to:
in.read(reinterpret_cast<char*>(&rawData[0]),size);

osgPlugins/gles/MostInfluencedGeometryByBone Line 144:
------------------------------------------------------
Change from:
for(BoneSet::iterator bone = bones.begin(); bone != bones.end(); ++bone) {
to:
for(BoneSet::const_iterator bone = bones.begin(); bone != bones.end();
++bone) {

osgPlugins/gles/MostInfluencedGeometryByBone Line 156:
------------------------------------------------------
Change from:
for(RigGeometrySet::iterator rigGeometry = rigGeometrySet.begin();
rigGeometry != rigGeometrySet.end(); ++rigGeometry, ++index) {
to:
for(RigGeometrySet::const_iterator rigGeometry = rigGeometrySet.begin();
rigGeometry != rigGeometrySet.end(); ++rigGeometry, ++index) {

Regards,
Paul


Am 20.03.2018 um 10:58 schrieb Robert Osfield:
Quote:

Hi All,

I have create a OpenSceneGraph-3.6 branch from master, this will now
be the base for an up coming series of release candidates in prep for
3.6.0 stable release.

With the creation of the OpenSceneGraph-3.6 branch we are now in a
feature freeze for the 3.6.0, so further changes will be focused on
bug and build fixes. To achieve the best quality of stable release
we'll need to test out the 3.6 branch and/or the release candidates
that I tag in the run up to 3.6.0 release.

Before I tagged 3.6.0-rc1 I would appreciate build and runtime testing
of the 3.6 branch across as many platforms that you have available.

Thanks in advance for you help,
Robert.








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