Re: [osg-users] OSC plugin on Windows?
Hi Paul, Hi Stephan, looking at the errors the missing windows lib would be the one containing the network features, as I know it is the basic WinSock library ws2_32.dll. cheers, Christian Le 19/11/2012 20:32, Stephan Huber a écrit : Hi Paul, thanks for the feedback! Yes, osc should compile on windows, but I forgot to disable the windows build as I haven't had time to test it on this platform. Afaik only an additional windows-lib is missing in the cmake-file. I'll submit a modified camke-file, so the osc-plugin is disabled for win, as long as I haven't fixed the buld, cheers, Stephan Am 19.11.12 19:36, schrieb Paul Martz: Hi Stephan -- Is the OSC plugin tested on Windows? I'm getting several undefined symbols during link using VS2010, building 32bit on Win7 (see below). I don't see any CMake controls to disallow this plugin on Windows, so I'm guessing these are build errors that should be fixed. -Paul 1NetworkingUtils.obj : error LNK2019: unresolved external symbol __imp__WSAStartup@8 referenced in function public: __thiscall NetworkInitializer::NetworkInitializer(void) (??0NetworkInitializer@@QAE@XZ) 1NetworkingUtils.obj : error LNK2019: unresolved external symbol __imp__WSACleanup@0 referenced in function public: __thiscall NetworkInitializer::~NetworkInitializer(void) (??1NetworkInitializer@@QAE@XZ) 1NetworkingUtils.obj : error LNK2019: unresolved external symbol __imp__ntohl@4 referenced in function unsigned long __cdecl GetHostByName(char const *) (?GetHostByName@@YAKPBD@Z) 1UdpSocket.obj : error LNK2001: unresolved external symbol __imp__ntohl@4 1NetworkingUtils.obj : error LNK2019: unresolved external symbol __imp__gethostbyname@4 referenced in function unsigned long __cdecl GetHostByName(char const *) (?GetHostByName@@YAKPBD@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__htons@4 referenced in function void __cdecl SockaddrFromIpEndpointName(struct sockaddr_in ,class IpEndpointName const ) (?SockaddrFromIpEndpointName@@YAXAAUsockaddr_in@@ABVIpEndpointName@@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__htonl@4 referenced in function void __cdecl SockaddrFromIpEndpointName(struct sockaddr_in ,class IpEndpointName const ) (?SockaddrFromIpEndpointName@@YAXAAUsockaddr_in@@ABVIpEndpointName@@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__ntohs@4 referenced in function class IpEndpointName __cdecl IpEndpointNameFromSockaddr(struct sockaddr_in const ) (?IpEndpointNameFromSockaddr@@YA?AVIpEndpointName@@ABUsockaddr_in@@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__socket@12 referenced in function public: __thiscall UdpSocket::Implementation::Implementation(void) (??0Implementation@UdpSocket@@QAE@XZ) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__closesocket@4 referenced in function public: __thiscall UdpSocket::Implementation::~Implementation(void) (??1Implementation@UdpSocket@@QAE@XZ) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__WSAGetLastError@0 referenced in function public: class IpEndpointName __thiscall UdpSocket::Implementation::LocalEndpointFor(class IpEndpointName const )const (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__getsockname@12 referenced in function public: class IpEndpointName __thiscall UdpSocket::Implementation::LocalEndpointFor(class IpEndpointName const )const (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__connect@12 referenced in function public: class IpEndpointName __thiscall UdpSocket::Implementation::LocalEndpointFor(class IpEndpointName const )const (?LocalEndpointFor@Implementation@UdpSocket@@QBE?AVIpEndpointName@@ABV3@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__send@16 referenced in function public: void __thiscall UdpSocket::Implementation::Send(char const *,int) (?Send@Implementation@UdpSocket@@QAEXPBDH@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__sendto@24 referenced in function public: void __thiscall UdpSocket::Implementation::SendTo(class IpEndpointName const ,char const *,int) (?SendTo@Implementation@UdpSocket@@QAEXABVIpEndpointName@@PBDH@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__bind@12 referenced in function public: void __thiscall UdpSocket::Implementation::Bind(class IpEndpointName const ) (?Bind@Implementation@UdpSocket@@QAEXABVIpEndpointName@@@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__recvfrom@24 referenced in function public: int __thiscall UdpSocket::Implementation::ReceiveFrom(class IpEndpointName ,char *,int) (?ReceiveFrom@Implementation@UdpSocket@@QAEHAAVIpEndpointName@@PADH@Z) 1UdpSocket.obj : error LNK2019: unresolved external symbol __imp__timeGetTime@0 referenced in function private: double __thiscall
Re: [osg-users] OSG wiki taken over
Hi Ryan, On 19 November 2012 19:00, Ryan Helminen ry...@glsv.com wrote: Jordi and Robert, My bad I'm getting two domains confused. The wiki site that I am referring to is wiki.openscenegraph.com. I just realized that the .com domain is completely separate from the .org domain. After a quick look through the openscenegraph.com site it looks like wiki.openescenegraph.com isn't even being linked to at any point. wiki.openscenegraph.com is an experiment in using MediaWiki. If it does have spam on it then I'll need to delete this and amend the permissions/possibly delete it completely. Right now I can't access wiki.openscenegraph.com, instead just get an error (Can't contact the database server: User wikiopenscenegra already has more than 'max_user_connections' active connections ( mysql.wiki.openscenegraph.com)) Which makes me wonder if it's under attack. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSC plugin on Windows?
Hi Paul, Christian, Stephan et. al, On 20 November 2012 07:36, Christian Schulte christian.schu...@onera.frwrote: looking at the errors the missing windows lib would be the one containing the network features, as I know it is the basic WinSock library ws2_32.dll. I've just copied in the include of ws2_32.dll as is done in the osgcluster example, could you do an svn update and let me know if this fixes the build? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSC plugin on Windows?
Hi all, attached cmakelist.txt fixes the build for windows. There was an additional missing lib. Can you test it on your end? cheers, Stephan Am 20.11.12 11:38, schrieb Robert Osfield: Hi Paul, Christian, Stephan et. al, On 20 November 2012 07:36, Christian Schulte christian.schu...@onera.frwrote: looking at the errors the missing windows lib would be the one containing the network features, as I know it is the basic WinSock library ws2_32.dll. I've just copied in the include of ws2_32.dll as is done in the osgcluster example, could you do an svn update and let me know if this fixes the build? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org INCLUDE_DIRECTORIES(${CMAKE_CURRENT_LIST_DIR}) SET(TARGET_SRC ip/IpEndpointName.cpp osc/OscOutboundPacketStream.cpp osc/OscPrintReceivedElements.cpp osc/OscReceivedElements.cpp osc/OscTypes.cpp OscDevice.cpp OscProxyEventHandler.cpp ReaderWriterOscDevice.cpp ) SET(TARGET_H ip/IpEndpointName.h ip/NetworkingUtils.h ip/PacketListener.h ip/TimerListener.h ip/UdpSocket.h osc/MessageMappingOscPacketListener.h osc/OscException.h osc/OscHostEndianness.h osc/OscOutboundPacketStream.h osc/OscPacketListener.h osc/OscPrintReceivedElements.h osc/OscReceivedElements.h osc/OscTypes.h OscProxyEventHandler.hpp OscDevice.hpp ) if(WIN32) SET(TARGET_SRC ${TARGET_SRC} ip/win32/NetworkingUtils.cpp ip/win32/UdpSocket.cpp ) SET(TARGET_EXTERNAL_LIBRARIES ${TARGET_EXTERNAL_LIBRARIES} Ws2_32.lib winmm) ELSE() SET(TARGET_SRC ${TARGET_SRC} ip/posix/NetworkingUtils.cpp ip/posix/UdpSocket.cpp ) ENDIF() SET(TARGET_ADDED_LIBRARIES osgGA ) end var setup ### SETUP_PLUGIN(osc) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSC plugin on Windows?
Hi Stephan, I've merged and checked in your modified CMakeLists.txt. On 20 November 2012 11:21, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi all, attached cmakelist.txt fixes the build for windows. There was an additional missing lib. Can you test it on your end? cheers, Stephan Am 20.11.12 11:38, schrieb Robert Osfield: Hi Paul, Christian, Stephan et. al, On 20 November 2012 07:36, Christian Schulte christian.schu...@onera.fr wrote: looking at the errors the missing windows lib would be the one containing the network features, as I know it is the basic WinSock library ws2_32.dll. I've just copied in the include of ws2_32.dll as is done in the osgcluster example, could you do an svn update and let me know if this fixes the build? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] questions on simple skeletal animation for crowd simulation
Are you sure your agents need to be full 3D models? I've done something using perspective billboards, in the osgrvo2 sample in the osgRecipes repository maintained by Wang Rui. The billboards were rendered in Poser using a python script that rendered it out from many viewing angles. The GPU can easily render 1 agents with different walking speeds at interactive frame rates. The bottleneck is the agent simulation on the CPU. ;) 2012/11/17 Bruno Fanini phoeni...@gmail.com Hello osgUsers, Within a osg-based crowd simulator I'm currently developing, I was trying to investigate a simple skeletal animation for a given set of agents. I'm digging the animtkviewer.cpp example (osganimationviewer) and it looks like a good solution for this case. In this context, I would just need a plain simple walking animation for my characters. I've a set of PositionAttitudeTransforms nodes to control position attitude of a single agent, so my questions are: - is it possible to control the independent speed of the walking animation for a single agent? (i.e. another agent is walking faster, etc..) - what about instancing 3d models? is it still possible with this approach somehow? (i.e. every p.a.t pointing to the same 3d model) - what about the performance drop (estimate)? - is there any example out there applied to crowd simulations or similar? Thanks, -- Bruno Fanini http://BrunoFanini.co.nr http://DevHelio.co.nr (Software Development) http://www.facebook.com/DigitalDivadlohttp://www.facebook.com/digitaldivadlo (Digital Art) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSC plugin on Windows?
Hi all -- There was an issue in this update that caused VS to misinterpret the libraries. The attached osc CMakeLists.txt fixes the issue and results in a clean build. -Paul On 11/20/2012 3:38 AM, Robert Osfield wrote: Hi Paul, Christian, Stephan et. al, On 20 November 2012 07:36, Christian Schulte christian.schu...@onera.fr mailto:christian.schu...@onera.fr wrote: looking at the errors the missing windows lib would be the one containing the network features, as I know it is the basic WinSock library ws2_32.dll. I've just copied in the include of ws2_32.dll as is done in the osgcluster example, could you do an svn update and let me know if this fixes the build? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org INCLUDE_DIRECTORIES(${CMAKE_CURRENT_LIST_DIR}) SET(TARGET_SRC ip/IpEndpointName.cpp osc/OscOutboundPacketStream.cpp osc/OscPrintReceivedElements.cpp osc/OscReceivedElements.cpp osc/OscTypes.cpp OscDevice.cpp OscProxyEventHandler.cpp ReaderWriterOscDevice.cpp ) SET(TARGET_H ip/IpEndpointName.h ip/NetworkingUtils.h ip/PacketListener.h ip/TimerListener.h ip/UdpSocket.h osc/MessageMappingOscPacketListener.h osc/OscException.h osc/OscHostEndianness.h osc/OscOutboundPacketStream.h osc/OscPacketListener.h osc/OscPrintReceivedElements.h osc/OscReceivedElements.h osc/OscTypes.h OscProxyEventHandler.hpp OscDevice.hpp ) if(WIN32) SET(TARGET_SRC ${TARGET_SRC} ip/win32/NetworkingUtils.cpp ip/win32/UdpSocket.cpp ) SET(TARGET_EXTERNAL_LIBRARIES ${TARGET_EXTERNAL_LIBRARIES};Ws2_32.lib;winmm) ELSE() SET(TARGET_SRC ${TARGET_SRC} ip/posix/NetworkingUtils.cpp ip/posix/UdpSocket.cpp ) ENDIF() SET(TARGET_ADDED_LIBRARIES osgGA ) end var setup ### SETUP_PLUGIN(osc) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Status of Collada Reader (November, 2012)
Hey guys--anyone using OSG with the Collada reader on Linux? Although I doubt this is a Linux-centric issue. I've tried the 2.2 (won't even build), 2.3 and 2.4 (neither of which work with the OSG code) to no avail. Is there something obvious I'm missing here? The wiki indicates I should use the 2.2 DOM, but that won't even build on its own; something about missing domAsset.h, which doesn't even exist in the 1.4 tree. It exists in 1.5, but our plugin doesn't work with that yet. Just looking for some additional info before I give up. :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] multiple processors
Hi art and all This is not my first post about osgPPU and composite viewer, but I get no read feedback so I try it once more. I have a composite viewer, and I can add views at runtime. I use osgPPU and it works with one viewer (the first created). For every additional viewer I also create a separate unit pipeline and separate processor, and I add the latter to the scene graph root node. Everything seems to work, except that osgPPU runs only on the first view, every additional viewer is black. Art, can you provide some feedback where the drawbacks are that hinder my second view of having his own postprocessing? I have a separate processor, separate units and the processor attached to the correct camera. What else do I have to check? Thank you! Cheers, Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51169#51169 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] questions on simple skeletal animation for crowd simulation
Hello, Back in the day I have done about 2000 walking skeletons for a demo using the osgCal plugin - i.e. no instancing, separate node each of them, software skinning (ok, skeletons don't have much skin :-p) they just shared some data. That was running at ~20fps on a GeForce4 back then. So it is certainly possible. Not sure how amenable the osgAnimation stuff is to that - to me it looked a bit unfinished and clunky when I worked with it last time. The comment from Christian about billboards is certainly valid if you want to scale the simulation above some ~20k-50k characters - bellow that you probably will be able to drive fully articulated characters. With some clever LOD you can do even something like this: http://archiveweb.epfl.ch/vrlab.epfl.ch/Movies/Movies_index.html (scroll down for the Real-Time Navigating Crowds: Scalable Simulation and Rendering video, the paper is here: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.90.3149rep=rep1type=pdf ) Of course, the CPU is the bottleneck, as Christian said - you need to push as much simulation as you can on the GPU. Jan On Tue, Nov 20, 2012 at 3:54 PM, Christian Buchner christian.buch...@gmail.com wrote: Are you sure your agents need to be full 3D models? I've done something using perspective billboards, in the osgrvo2 sample in the osgRecipes repository maintained by Wang Rui. The billboards were rendered in Poser using a python script that rendered it out from many viewing angles. The GPU can easily render 1 agents with different walking speeds at interactive frame rates. The bottleneck is the agent simulation on the CPU. ;) 2012/11/17 Bruno Fanini phoeni...@gmail.com Hello osgUsers, Within a osg-based crowd simulator I'm currently developing, I was trying to investigate a simple skeletal animation for a given set of agents. I'm digging the animtkviewer.cpp example (osganimationviewer) and it looks like a good solution for this case. In this context, I would just need a plain simple walking animation for my characters. I've a set of PositionAttitudeTransforms nodes to control position attitude of a single agent, so my questions are: - is it possible to control the independent speed of the walking animation for a single agent? (i.e. another agent is walking faster, etc..) - what about instancing 3d models? is it still possible with this approach somehow? (i.e. every p.a.t pointing to the same 3d model) - what about the performance drop (estimate)? - is there any example out there applied to crowd simulations or similar? Thanks, -- Bruno Fanini http://BrunoFanini.co.nr http://DevHelio.co.nr (Software Development) http://www.facebook.com/DigitalDivadlohttp://www.facebook.com/digitaldivadlo (Digital Art) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSC plugin on Windows?
Thanks Paul, fix now merged and submitted to svn/trunk, thanks for your patience on this one. On 20 November 2012 14:11, Paul Martz pma...@skew-matrix.com wrote: Hi all -- There was an issue in this update that caused VS to misinterpret the libraries. The attached osc CMakeLists.txt fixes the issue and results in a clean build. -Paul On 11/20/2012 3:38 AM, Robert Osfield wrote: Hi Paul, Christian, Stephan et. al, On 20 November 2012 07:36, Christian Schulte christian.schu...@onera.fr mailto:Christian.Schulte@**onera.fr christian.schu...@onera.fr wrote: looking at the errors the missing windows lib would be the one containing the network features, as I know it is the basic WinSock library ws2_32.dll. I've just copied in the include of ws2_32.dll as is done in the osgcluster example, could you do an svn update and let me know if this fixes the build? Robert. __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Status of Collada Reader (November, 2012)
On 11/20/2012 09:50 AM, Jeremy Moles wrote: Hey guys--anyone using OSG with the Collada reader on Linux? Although I doubt this is a Linux-centric issue. I've tried the 2.2 (won't even build), 2.3 and 2.4 (neither of which work with the OSG code) to no avail. Is there something obvious I'm missing here? The wiki indicates I should use the 2.2 DOM, but that won't even build on its own; something about missing domAsset.h, which doesn't even exist in the 1.4 tree. It exists in 1.5, but our plugin doesn't work with that yet. I don't use it regularly, but I do have OSG compiled with the 2.2 DOM. I just tested it (osgviewer on a .dae file), and it still seems to be working. I do remember a little bit of pain in getting the 2.2 DOM to compile, but I don't recall the details. I do remember that I only built the dom directory (I don't use Cg, so I skipped the fx directory, and I didn't care about the viewer or rt features). For what it's worth, my copy of the 2.2 DOM does have a dom/include/1.4/dom/domAsset.h file. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem turning off the lights with override
Hello. I try to turn off the lights in my scene using the following code but it fails. group-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF || osg::StateAttribute::OVERRIDE ); When i use this though, the lights are turned off successfully. group-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF ); What's wrong with the first one ? group has only 1 child with the default value in lighting mode. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Inconsistent errors whilst building OSG
1. Inconsistent errors whilst building OSG (Sid Boyce) -- Message: 1 Date: Sun, 30 Sep 2012 11:58:25 +0100 From: Sid Boyce sbo...@blueyonder.co.uk To: osg-users@lists.openscenegraph.org Subject: [osg-users] Inconsistent errors whilst building OSG Message-ID: 506825d1.4040...@blueyonder.co.uk Content-Type: text/plain; charset=windows-1252; format=flowed Sometimes there are ffmpeg errors, other times deprecated warnings and errors. This has happened in 3.0.0 and 3.0.1 SVN sources. In builds going back a while, osg used to fetch the latest ffmepg sources. The error below is not about ffmpeg but I can download 3.0.1 SVN again and recreate that error. Just before this one I had lots of FFMPEG deprecated warnings and the error. The latest error:- Scanning dependencies of target osgdb_shp Linking CXX shared module ../../../lib/osgPlugins-3.0.1/osgdb_shp.so [ 90%] Built target osgdb_shp [ 90%] Built target osgdb_txf [ 91%] Built target osgdb_bsp [ 92%] Built target osgdb_mdl [ 93%] Built target osgdb_ply Scanning dependencies of target osgdb_txp Linking CXX shared module ../../../lib/osgPlugins-3.0.1/osgdb_txp.so [ 96%] Built target osgdb_txp [ 96%] Building C object src/osgPlugins/xine/CMakeFiles/osgdb_xine.dir/video_out_rgb.o /home/lancelot/ftp/SEP12/OSG301/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c: In function ?rgbout_update_frame_format?: /home/lancelot/ftp/SEP12/OSG301/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2325:30: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast] /home/lancelot/ftp/SEP12/OSG301/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2328:30: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast] /home/lancelot/ftp/SEP12/OSG301/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2331:30: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast] /home/lancelot/ftp/SEP12/OSG301/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2349:30: warning: cast to pointer from integer of different size [-Wint-to-pointer-cast] /home/lancelot/ftp/SEP12/OSG301/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c: In function ?init_class?: /home/lancelot/ftp/SEP12/OSG301/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2772:25: error: ?video_driver_class_t? has no member named ?get_identifier? /home/lancelot/ftp/SEP12/OSG301/OpenSceneGraph/src/osgPlugins/xine/video_out_rgb.c:2773:25: error: ?video_driver_class_t? has no member named ?get_description? make[2]: *** [src/osgPlugins/xine/CMakeFiles/osgdb_xine.dir/video_out_rgb.o] Error 1 make[1]: *** [src/osgPlugins/xine/CMakeFiles/osgdb_xine.dir/all] Error 2 make: *** [all] Error 2 Regards Sid. -- Sid Boyce ... Hamradio License G3VBV, Licensed Private Pilot Emeritus IBM/Amdahl Mainframes and Sun/Fujitsu Servers Tech Support Senior Staff Specialist, Cricket Coach Microsoft Windows Free Zone - Linux used for all Computing Tasks -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org End of osg-users Digest, Vol 63, Issue 45 * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Status of Collada Reader (November, 2012)
On 11/20/2012 01:50 PM, Jason Daly wrote: On 11/20/2012 09:50 AM, Jeremy Moles wrote: Hey guys--anyone using OSG with the Collada reader on Linux? Although I doubt this is a Linux-centric issue. I've tried the 2.2 (won't even build), 2.3 and 2.4 (neither of which work with the OSG code) to no avail. Is there something obvious I'm missing here? The wiki indicates I should use the 2.2 DOM, but that won't even build on its own; something about missing domAsset.h, which doesn't even exist in the 1.4 tree. It exists in 1.5, but our plugin doesn't work with that yet. I don't use it regularly, but I do have OSG compiled with the 2.2 DOM. I just tested it (osgviewer on a .dae file), and it still seems to be working. I do remember a little bit of pain in getting the 2.2 DOM to compile, but I don't recall the details. I do remember that I only built the dom directory (I don't use Cg, so I skipped the fx directory, and I didn't care about the viewer or rt features). For what it's worth, my copy of the 2.2 DOM does have a dom/include/1.4/dom/domAsset.h file. The versions available at the moment do not. I wonder what the deal is... :/ --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Huge binaries on Android.
Hi all, I'm doing a few experiments with builds of OSG on Android, and thus far have things compiling and linking OK, but the size of the built binaries is HUGE. With building to static libs and in release mode, the libraries are weighing in at over 1GB per architecture. Once linked into a dylib, the finished product is still over 170MB per architecture.By way of comparison, the same type of build on iOS weighs in at around 40MB total for 2 architectures. Is there some Build massive binaries setting which I've inadvertently enabled? Or some strip options which I've missed or could add? Tips and/or experiences in this area gladly welcomed. Regards, Phil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51180#51180 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem turning off the lights with override
Hello Peterakos: Hello. I try to turn off the lights in my scene using the following code but it fails. group-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF || osg::StateAttribute::OVERRIDE ); Did you by any chance mean: osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE instead of osg::StateAttribute::OFF || osg::StateAttribute::OVERRIDE :-) cheers Sebastian When i use this though, the lights are turned off successfully. group-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF ); What's wrong with the first one ? group has only 1 child with the default value in lighting mode. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org