Re: [osg-users] OSC plugin on Windows?

2012-11-20 Thread Christian Schulte


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

2012-11-20 Thread Robert Osfield
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.
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Re: [osg-users] OSC plugin on Windows?

2012-11-20 Thread 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.
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Re: [osg-users] OSC plugin on Windows?

2012-11-20 Thread Stephan Maximilian Huber
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.
 
 
 
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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)
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Re: [osg-users] OSC plugin on Windows?

2012-11-20 Thread Robert Osfield
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.
 
 
 
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Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-20 Thread Christian Buchner
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)


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Re: [osg-users] OSC plugin on Windows?

2012-11-20 Thread Paul Martz

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.


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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)
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[osg-users] Status of Collada Reader (November, 2012)

2012-11-20 Thread Jeremy Moles
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. :)
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[osg-users] [osgPPU] multiple processors

2012-11-20 Thread Daniel Schmid
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





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Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-20 Thread Jan Ciger
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)


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Re: [osg-users] OSC plugin on Windows?

2012-11-20 Thread Robert Osfield
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.


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Re: [osg-users] Status of Collada Reader (November, 2012)

2012-11-20 Thread Jason Daly

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

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[osg-users] Problem turning off the lights with override

2012-11-20 Thread 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 );

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.
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[osg-users] Inconsistent errors whilst building OSG

2012-11-20 Thread Sid Boyce



   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.

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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



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End of osg-users Digest, Vol 63, Issue 45
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Re: [osg-users] Status of Collada Reader (November, 2012)

2012-11-20 Thread Jeremy Moles

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

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[osg-users] Huge binaries on Android.

2012-11-20 Thread Philip Lamb
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

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Re: [osg-users] Problem turning off the lights with override

2012-11-20 Thread Sebastian Messerschmidt

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.
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