Re: [osg-users] Framebuffer object fails on mingw

2010-05-03 Thread Filip Wänström
Thanks for you reply,
actually we used that site for some help but didn't follow it exactly.
Maybe we should try again. Maybe the QT dist of mingw is better.

Best
/Filip

On Fri, Apr 30, 2010 at 2:43 PM, Michael Rohn mr...@gmx.de wrote:
 Hi Filip,

 I had the problem to that I was not able to use the FBO with mingw.

 But on a new PC I set up my environment and build OSG by this howto:

 http://www.multigesture.net/articles/how-to-compile-openscenegraph-2-x-using-mingw/
 http://www.multigesture.net/articles/how-to-upgrade-your-mingw-with-commonly-used-libraries/

 After I done this it works. So maybe it is a solution for you too.


 Michael

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=27476#27476





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Re: [osg-users] Framebuffer object fails on mingw

2010-04-30 Thread Filip Wänström
More info: If I print the process addresses of some of the extensions like so:

osg::FBOExtensions* ext = osg::FBOExtensions::instance(0,1);
printf(got ext %p \n, ext);
printf(Address of glFramebufferRenderbuffer : %p\n,
ext-glFramebufferRenderbuffer);
if (ext-isSupported())
printf(FBO is supported!\n);
else
printf(FBO is NOT supported!\n);

I get that the extension is not supported and the address is 0. (On
mac and visual studio this reports fbo support as well as a valid
address)
The weird thing is that OSG as a whole reports that framebuffer
extensions are supported when printing debug notifications.

/Filip


On Fri, Apr 30, 2010 at 10:25 AM, Filip Wänström filip.wanst...@tii.se wrote:
 Hi,
 I have a very simple app that uses FBOs to do some post processing of
 a scene. It works great on Mac OS X and windows 7 using visual studio.

 When compiling for windows 7 using mingw (codeblocks)  however, I get
 an app that crashes on framebuffer creation. The osg debug info
 (OSG_NOTIFY_LEVEL=DEBUG) only tells us that we DO have support for the
 framebuffer extension (both the EXT and the ARB version) but it
 crashes when trying to set up the fbo. (seems to be related to
 glFramebufferRenderbuffer). If we use FRAME_BUFFER (not object) as
 fallback it works but obviously that is not a solution.

 After this failure we tried to make a simple program on mingw in raw
 OpenGL and GLFW + GLEW that uses FBOs. It worked fine. So there is no
 issue with mingw and fbos in general.

 After this I tried to run the osg example osgprerender but it also
 crashes with the same problems. The same example, on the same machine
 built with Visual Studio 2008 (express) runs great.

 So, as far as I can tell there is some problem with the combination of
 mingw and osg. I tried to follow the osg code using both debugger and
 printfsin the osg source but I failed to follow all levels of
 indirections in the abstraction layers in order to reach a conclusion.
 It seems like the functions pointers are NOT NULL but erroneous.

 Does anyone have any idea of where to look? Or even better, a fix?
 Been on this for many days now and have run out of ideas...

 /Filip

 system info:
 win7
 core i3
 nvidia gtx 260 with 197 series  drivers (tested a few others as well)
 latest codeblocks

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Re: [osg-users] Framebuffer object fails on mingw

2010-04-30 Thread Filip Wänström
Hi Robert, and thanks for your thoughts on the subject. I hoped I
messed up the context setup/extension checking code but sadly I
didn't, I tested the code successfully on both Windows 7 using Visual
studio as well as on Mac OS X using XCode.

This problem only happens on mingw when using osg.

And since it crashes on the osg supplied example osgprerender I
assume It's not about my app at all.

The biggest issue is that there are so many parameters that could
affect this. win7, the gl headers supplied by mingw (I have tested
with the nvidia sdk ones as well as those distributed with mingw) osg
versions, how mingw hadles defines etc etc

Has anyone successfully built and run osgprerender using mingw?

/Filip







On Fri, Apr 30, 2010 at 12:02 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Filip,

 I don't enough about how you are using your code in the wider app, but
 the extension mechanism requires a graphics context to be able to
 initialize itself - perhaps this may be affecting your local test for
 the graphics context support.

 Beyond this I can't really help as I can't reproduce the problem.  The
 best I can suggest is to try and add to step through The FBOExtensions
 object initialization to study what is happening w.r.t function
 pointers and the extension support queries.

 Robert.

 On Fri, Apr 30, 2010 at 10:47 AM, Filip Wänström filip.wanst...@tii.se 
 wrote:
 More info: If I print the process addresses of some of the extensions like 
 so:

 osg::FBOExtensions* ext = osg::FBOExtensions::instance(0,1);
 printf(got ext %p \n, ext);
 printf(Address of glFramebufferRenderbuffer : %p\n,
 ext-glFramebufferRenderbuffer);
 if (ext-isSupported())
    printf(FBO is supported!\n);
 else
    printf(FBO is NOT supported!\n);

 I get that the extension is not supported and the address is 0. (On
 mac and visual studio this reports fbo support as well as a valid
 address)
 The weird thing is that OSG as a whole reports that framebuffer
 extensions are supported when printing debug notifications.

 /Filip


 On Fri, Apr 30, 2010 at 10:25 AM, Filip Wänström filip.wanst...@tii.se 
 wrote:
 Hi,
 I have a very simple app that uses FBOs to do some post processing of
 a scene. It works great on Mac OS X and windows 7 using visual studio.

 When compiling for windows 7 using mingw (codeblocks)  however, I get
 an app that crashes on framebuffer creation. The osg debug info
 (OSG_NOTIFY_LEVEL=DEBUG) only tells us that we DO have support for the
 framebuffer extension (both the EXT and the ARB version) but it
 crashes when trying to set up the fbo. (seems to be related to
 glFramebufferRenderbuffer). If we use FRAME_BUFFER (not object) as
 fallback it works but obviously that is not a solution.

 After this failure we tried to make a simple program on mingw in raw
 OpenGL and GLFW + GLEW that uses FBOs. It worked fine. So there is no
 issue with mingw and fbos in general.

 After this I tried to run the osg example osgprerender but it also
 crashes with the same problems. The same example, on the same machine
 built with Visual Studio 2008 (express) runs great.

 So, as far as I can tell there is some problem with the combination of
 mingw and osg. I tried to follow the osg code using both debugger and
 printfsin the osg source but I failed to follow all levels of
 indirections in the abstraction layers in order to reach a conclusion.
 It seems like the functions pointers are NOT NULL but erroneous.

 Does anyone have any idea of where to look? Or even better, a fix?
 Been on this for many days now and have run out of ideas...

 /Filip

 system info:
 win7
 core i3
 nvidia gtx 260 with 197 series  drivers (tested a few others as well)
 latest codeblocks

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Re: [osg-users] Mac bundle distribution can't use plugin

2009-11-25 Thread Filip Wänström
I Haven't fixed my issues yet so here comes some more info. This is
what I get when listing dependencies using otool. I have massaged the
libs extensivly using install_name_tool...

[fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
otool -L BasicApp
BasicApp:
@loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libosgUtil.61.dylib (compatibility version
61.0.0, current version 2.9.6)
@loader_path/libosgGA.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libosgText.61.dylib (compatibility version
61.0.0, current version 2.9.6)
@loader_path/libosgViewer.61.dylib (compatibility version
61.0.0, current version 2.9.6)
@loader_path/libosg.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libOpenThreads.11.dylib (compatibility version
11.0.0, current version 2.4.0)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
current version 7.9.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
current version 123.0.0)
[fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
otool -L libOpenThreads.11.dylib
libOpenThreads.11.dylib:
@loader_path/libOpenThreads.11.dylib (compatibility version
11.0.0, current version 2.4.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
current version 111.1.4)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
current version 7.4.0)
/usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
current version 1.0.0)
[fi...@mpq]:[~/Documents/Code/OSGTests/
Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
otool -L ../PlugIns/osgPlugins-2.9.6/osgdb_obj.so
../PlugIns/osgPlugins-2.9.6/osgdb_obj.so:
@loader_path/libOpenThreads.11.dylib (compatibility version
11.0.0, current version 2.4.0)
@loader_path/libosg.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
current version 2.9.6)
@loader_path/libosgUtil.61.dylib (compatibility version
61.0.0, current version 2.9.6)
/System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
(compatibility version 2.0.0, current version 136.0.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
current version 111.1.4)
/System/Library/Frameworks/AGL.framework/Versions/A/AGL
(compatibility version 1.0.0, current version 1.0.0)
/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
(compatibility version 1.0.0, current version 1.0.0)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
current version 7.4.0)
/usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
current version 1.0.0)


And the output from the failing loading of the plugin is a before (in
first post). Any ideas ?
/F



On Mon, Nov 23, 2009 at 9:52 AM, Filip Wänström
filip.wanst...@gmail.com wrote:
 Hi, thanks for the answer but I am using CMake/regular makefiles to do
 all my building and using the OSX Ingest into bundle script that
 comes with osg. I just presumed it did all magic but maybe I should
 check out the actual paths in the libs. I'll be back with a report.
 /Filip

 On Fri, Nov 20, 2009 at 6:21 PM, Stephan Maximilian Huber
 ratzf...@digitalmind.de wrote:
 Hi Filip,

 check your system.log-file -- I am pretty sure the osgdb_obj pluging
 refers to the osg-dylibs in /usr/lib or similar.

 You'll have to massage the paths to the libs stored in the plugin via
 install_name_tool in a post-build-step.

 Paths to libs are hardcoded in the object-file when linked. You can
 change them to something better suited like @loader_path.../pipapo. Try
 googling for install_name_tool and @loader_path to get an idea.

 If you are using the deprecated XCode-project and embed the osg
 frameworks into your app and the obj-plugin into plugins it should work
 out of the box whithout fiddling around with install_name_tool.

 cheers,
 Stephan



 Filip Wänström schrieb:
 Hi,

 I have problems with distributing self-contained applications on the
 mac. I have reduced my issues by building a very simple example that
 basically only opens a window and loads an .obj file.

 Using OSG_NOTIFY_LEVEL=INFO (DEBUG is the same + a lot more, but
 unrelated) I get the following output:

 [fi...@mpq]:[~/Documents/Code/OSGTests/]$
 ./_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS/BasicApp
 GraphicsContext::setWindowingSystemInterface() 0xc0e930 0xa13c50
 Initiating 
 Constructing BasicApp 1
 Listing plugins
 plugin: 
 /Users/filip/Documents/Code/OSGTests/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/PlugIns/osgPlugins-2.9.6/osgdb_obj.so
 Found file: data/models/clogo.obj

Re: [osg-users] Mac bundle distribution can't use plugin

2009-11-25 Thread Filip Wänström
And finally, I have a founf the fix. These are happy times!

The plugin loader_path should be pointing to the libs from the path of
the plugin. This means that the otool listing should be:
$otool -L osgdb_obj.so
osgdb_obj.so:
@loader_path/../../MacOS/libOpenThreads.11.dylib
(compatibility version 11.0.0, current version 2.4.0)
@loader_path/../../MacOS/libosg.61.dylib (compatibility
version 61.0.0, current version 2.9.6)
@loader_path/../../MacOS/libosgDB.61.dylib (compatibility
version 61.0.0, current version 2.9.6)
@loader_path/../../MacOS/libosgUtil.61.dylib (compatibility
version 61.0.0, current version 2.9.6)
/System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
(compatibility version 2.0.0, current version 136.0.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
current version 111.1.4)
/System/Library/Frameworks/AGL.framework/Versions/A/AGL
(compatibility version 1.0.0, current version 1.0.0)
/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
(compatibility version 1.0.0, current version 1.0.0)
/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
current version 7.4.0)
/usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
current version 1.0.0)

And then it all works. I will make an example of this so that others
don't have to spend weeks to support mac deployment!
/Filip



On Wed, Nov 25, 2009 at 10:46 AM, Filip Wänström
filip.wanst...@gmail.com wrote:
 I Haven't fixed my issues yet so here comes some more info. This is
 what I get when listing dependencies using otool. I have massaged the
 libs extensivly using install_name_tool...

 [fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L BasicApp
 BasicApp:
       �...@loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libosgUtil.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
       �...@loader_path/libosgGA.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libosgText.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
       �...@loader_path/libosgViewer.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
       �...@loader_path/libosg.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
        /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.9.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 123.0.0)
 [fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L libOpenThreads.11.dylib
 libOpenThreads.11.dylib:
       �...@loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 111.1.4)
        /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.4.0)
        /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
 current version 1.0.0)
 [fi...@mpq]:[~/Documents/Code/OSGTests/
 Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
 otool -L ../PlugIns/osgPlugins-2.9.6/osgdb_obj.so
 ../PlugIns/osgPlugins-2.9.6/osgdb_obj.so:
       �...@loader_path/libOpenThreads.11.dylib (compatibility version
 11.0.0, current version 2.4.0)
       �...@loader_path/libosg.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libosgDB.61.dylib (compatibility version 61.0.0,
 current version 2.9.6)
       �...@loader_path/libosgUtil.61.dylib (compatibility version
 61.0.0, current version 2.9.6)
        /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
 (compatibility version 2.0.0, current version 136.0.0)
        /usr/lib/libSystem.B.dylib (compatibility version 1.0.0,
 current version 111.1.4)
        /System/Library/Frameworks/AGL.framework/Versions/A/AGL
 (compatibility version 1.0.0, current version 1.0.0)
        /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
 (compatibility version 1.0.0, current version 1.0.0)
        /usr/lib/libstdc++.6.dylib (compatibility version 7.0.0,
 current version 7.4.0)
        /usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0,
 current version 1.0.0)


 And the output from the failing loading of the plugin is a before (in
 first post). Any ideas ?
 /F



 On Mon, Nov 23, 2009 at 9:52 AM, Filip Wänström
 filip.wanst...@gmail.com wrote:
 Hi, thanks for the answer but I am using CMake/regular makefiles to do
 all my building and using the OSX Ingest into bundle script that
 comes with osg. I just presumed it did all magic but maybe I should
 check out the actual paths in the libs. I'll be back with a report

Re: [osg-users] Mac bundle distribution can't use plugin

2009-11-23 Thread Filip Wänström
Hi, thanks for the answer but I am using CMake/regular makefiles to do
all my building and using the OSX Ingest into bundle script that
comes with osg. I just presumed it did all magic but maybe I should
check out the actual paths in the libs. I'll be back with a report.
/Filip

On Fri, Nov 20, 2009 at 6:21 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
 Hi Filip,

 check your system.log-file -- I am pretty sure the osgdb_obj pluging
 refers to the osg-dylibs in /usr/lib or similar.

 You'll have to massage the paths to the libs stored in the plugin via
 install_name_tool in a post-build-step.

 Paths to libs are hardcoded in the object-file when linked. You can
 change them to something better suited like @loader_path.../pipapo. Try
 googling for install_name_tool and @loader_path to get an idea.

 If you are using the deprecated XCode-project and embed the osg
 frameworks into your app and the obj-plugin into plugins it should work
 out of the box whithout fiddling around with install_name_tool.

 cheers,
 Stephan



 Filip Wänström schrieb:
 Hi,

 I have problems with distributing self-contained applications on the
 mac. I have reduced my issues by building a very simple example that
 basically only opens a window and loads an .obj file.

 Using OSG_NOTIFY_LEVEL=INFO (DEBUG is the same + a lot more, but
 unrelated) I get the following output:

 [fi...@mpq]:[~/Documents/Code/OSGTests/]$
 ./_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS/BasicApp
 GraphicsContext::setWindowingSystemInterface() 0xc0e930 0xa13c50
 Initiating 
 Constructing BasicApp 1
 Listing plugins
 plugin: 
 /Users/filip/Documents/Code/OSGTests/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/PlugIns/osgPlugins-2.9.6/osgdb_obj.so
 Found file: data/models/clogo.obj
 Opened DynamicLibrary osgPlugins-2.9.6/osgdb_obj.so
 Warning: Could not find plugin to read objects from file
 data/models/clogo.obj.
 Failed to load model

 This seems self contradictory to me...

 So as far as I can tell:
 1) the bundled osglibs are found correctly and the app starts
 2) the file in the Resources directory in the app bundle is found correctly
 3) the right plugin is chosen and found in the app bundle
 PlugIns/osgPlugins-2.9.6 directory
 4) The lib is opened ok
 5) it fails

 All .dylibs/.so are copied from my /usr/local/ osg install into the app 
 bundle

 I tried to see if there were some hidden depencies on osgdb_obj.so
 using otool but as far as I could tell there were no extra Non-system
 dependencies

 I'm at a loss here and tearing my nonexistent hair. Any help would be
 greatly appreciated.

 Best
 /Filip
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[osg-users] Mac bundle distribution can't use plugin

2009-11-20 Thread Filip Wänström
Hi,

I have problems with distributing self-contained applications on the
mac. I have reduced my issues by building a very simple example that
basically only opens a window and loads an .obj file.

Using OSG_NOTIFY_LEVEL=INFO (DEBUG is the same + a lot more, but
unrelated) I get the following output:

[fi...@mpq]:[~/Documents/Code/OSGTests/]$
./_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS/BasicApp
GraphicsContext::setWindowingSystemInterface() 0xc0e930 0xa13c50
Initiating 
Constructing BasicApp 1
Listing plugins
plugin: 
/Users/filip/Documents/Code/OSGTests/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/PlugIns/osgPlugins-2.9.6/osgdb_obj.so
Found file: data/models/clogo.obj
Opened DynamicLibrary osgPlugins-2.9.6/osgdb_obj.so
Warning: Could not find plugin to read objects from file
data/models/clogo.obj.
Failed to load model

This seems self contradictory to me...

So as far as I can tell:
1) the bundled osglibs are found correctly and the app starts
2) the file in the Resources directory in the app bundle is found correctly
3) the right plugin is chosen and found in the app bundle
PlugIns/osgPlugins-2.9.6 directory
4) The lib is opened ok
5) it fails

All .dylibs/.so are copied from my /usr/local/ osg install into the app bundle

I tried to see if there were some hidden depencies on osgdb_obj.so
using otool but as far as I could tell there were no extra Non-system
dependencies

I'm at a loss here and tearing my nonexistent hair. Any help would be
greatly appreciated.

Best
/Filip
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[osg-users] do one have to use prefix?

2009-11-20 Thread Filip Wänström
Does this work?
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[osg-users] Can CMake generate mac os frameworks now?

2009-08-24 Thread Filip Wänström
Hello,
I just built osg trunk (as of today, 2009-08-24) on the mac
successfully after a series of problems with the ffmpeg plugin. I used
 Cmake to gen. regular makefiles and it works fine. (great even!)

Anyway, since I'm a mac person at heart and usually code in Xcode I
was curious if osg + xcode is a viable, first rate, option these days
so I tested to generate Xcode files from Cmake instead. By the look of
it it seems to be working but as I understand it we'll have to do with
regular .so libraries for the time being.

So, the questions:

1. can I generate an Xcode project file that will build frameworks
instead of regular .so dynamic libs?

2. A big reason for this is to get code-completion in Xcode, so if 1)
is not an option, are there other ways to get code completion for the
osg headers?

/Filip
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[osg-users] FFmpeg and osg trunk build issues on mac

2009-08-19 Thread Filip Wänström
Hi all,

checked out the latest osg trunk on svn and tried to build on my Mac
with OS X 10.5.8.
I'm using Cmake to create regular makefiles.
I opted for using imageio instead of quicktime for images and switched
to Cocoa instead of default Carbon windows
Most of the project builds fine but fails in the ffmpeg plugin with
linker error messages like:

Undefined symbols:
  _deflateInit2_, referenced from:
  _encode_frame in libavcodec.a(pngenc.o)
  _compress, referenced from:
  _encode_strip in libavcodec.a(tiffenc.o)
 _uncompress, referenced from:
  _mov_read_cmov in libavformat.a(mov.o)
  _decode_frame in libavcodec.a(dxa.o)
  _svq3_decode_init in libavcodec.a(h264.o)
  _decode_frame in libavcodec.a(cscd.o)
  _decode_frame in libavcodec.a(tiff.o)
  _inflateEnd, referenced from:
  _matroska_decode_buffer in libavformat.a(matroskadec.o)
  _decode_frame in libavcodec.a(pngdec.o)
  _decode_end in libavcodec.a(lcldec.o)
  _decode_end in libavcodec.a(zmbv.o)
  _flashsv_decode_end in libavcodec.a(flashsv.o)
  _decode_end in libavcodec.a(tscc.o)
  _inflateInit_, referenced from:
  _matroska_decode_buffer in libavformat.a(matroskadec.o)
  _decode_frame in libavcodec.a(pngdec.o)
  _decode_init in libavcodec.a(lcldec.o)
  _decode_init in libavcodec.a(zmbv.o)
  _flashsv_decode_init in libavcodec.a(flashsv.o)
  _decode_init in libavcodec.a(tscc.o)

etc.

Does anyone know what might be wrong? I get the feeling that the the
linker can't find the libs needed for the actual encoding/decoding of
the formats (pngenc.o looks for _deflateInit2_ which I presume resides
in some libpng...

But since I use imageio for image in/out I won't actually be using
libpng.a right? Or do I need libpng just for ffmpeg to work?

I also tried to switch back to using quicktime instead of imageio but
still gets the same errors. (in this case quicktime takes care of for
example pngs so libpng won't be used here either)

Any tips for moving forward? Disabling ffmpeg would be an ok interim
solution for me even though its not preferable.

/Filip
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Re: [osg-users] FFmpeg and osg trunk build issues on mac

2009-08-19 Thread Filip Wänström
As I see it this is an issue with not finding symbols that should be
in the zlib and bz2lib. If I had my own project I would have tried to
add -lz -lbz2 to the linker flags but as it is now I don't know where
to put such a thing...

ideas?


On Wed, Aug 19, 2009 at 10:55 AM, Filip Wänströmfilip.wanst...@tii.se wrote:
 Hi all,

 checked out the latest osg trunk on svn and tried to build on my Mac
 with OS X 10.5.8.
 I'm using Cmake to create regular makefiles.
 I opted for using imageio instead of quicktime for images and switched
 to Cocoa instead of default Carbon windows
 Most of the project builds fine but fails in the ffmpeg plugin with
 linker error messages like:

 Undefined symbols:
  _deflateInit2_, referenced from:
      _encode_frame in libavcodec.a(pngenc.o)
  _compress, referenced from:
      _encode_strip in libavcodec.a(tiffenc.o)
  _uncompress, referenced from:
      _mov_read_cmov in libavformat.a(mov.o)
      _decode_frame in libavcodec.a(dxa.o)
      _svq3_decode_init in libavcodec.a(h264.o)
      _decode_frame in libavcodec.a(cscd.o)
      _decode_frame in libavcodec.a(tiff.o)
  _inflateEnd, referenced from:
      _matroska_decode_buffer in libavformat.a(matroskadec.o)
      _decode_frame in libavcodec.a(pngdec.o)
      _decode_end in libavcodec.a(lcldec.o)
      _decode_end in libavcodec.a(zmbv.o)
      _flashsv_decode_end in libavcodec.a(flashsv.o)
      _decode_end in libavcodec.a(tscc.o)
  _inflateInit_, referenced from:
      _matroska_decode_buffer in libavformat.a(matroskadec.o)
      _decode_frame in libavcodec.a(pngdec.o)
      _decode_init in libavcodec.a(lcldec.o)
      _decode_init in libavcodec.a(zmbv.o)
      _flashsv_decode_init in libavcodec.a(flashsv.o)
      _decode_init in libavcodec.a(tscc.o)

 etc.

 Does anyone know what might be wrong? I get the feeling that the the
 linker can't find the libs needed for the actual encoding/decoding of
 the formats (pngenc.o looks for _deflateInit2_ which I presume resides
 in some libpng...

 But since I use imageio for image in/out I won't actually be using
 libpng.a right? Or do I need libpng just for ffmpeg to work?

 I also tried to switch back to using quicktime instead of imageio but
 still gets the same errors. (in this case quicktime takes care of for
 example pngs so libpng won't be used here either)

 Any tips for moving forward? Disabling ffmpeg would be an ok interim
 solution for me even though its not preferable.

 /Filip

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[osg-users] fish eye projection

2008-09-11 Thread Filip Wänström
Hi, I need to output to a single channel fish eye projection lens .
(Elumenati system) Is there a simple way to achieve this?

Basically I believe there are 3 paths to chose from:

1. doing the fisheye projection yourself (similar to osgdistortion)
2. using the elumentai api, omnimap (only windows so I'm not to keen on
this)
3. configuring osgViewer in some way?

1 and 2 is obvious but requires some work. I am hoping for 3 since I found
files called *.view in the {$OSG_FILE_PATH}/Configuration folder. I have not
found documentation on how to create or use those files so if someone has a
pointer for me to start reading it would be great :)

/Filip
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Re: [osg-users] fish eye projection

2008-09-11 Thread Filip Wänström
Ok, I searched and tested a little bit more. Using -c congfigfile.view
should have been the first thing to try out. Sorry about that. But anyway,
Is there some documentation of how the rendering is set up etc?
Complications etc? Would be nice to understand and be able to change
depending on the needs that occurs.
/Filip

On Thu, Sep 11, 2008 at 1:46 PM, Filip Wänström [EMAIL PROTECTED]wrote:

 Hi, I need to output to a single channel fish eye projection lens .
 (Elumenati system) Is there a simple way to achieve this?

 Basically I believe there are 3 paths to chose from:

 1. doing the fisheye projection yourself (similar to osgdistortion)
 2. using the elumentai api, omnimap (only windows so I'm not to keen on
 this)
 3. configuring osgViewer in some way?

 1 and 2 is obvious but requires some work. I am hoping for 3 since I found
 files called *.view in the {$OSG_FILE_PATH}/Configuration folder. I have not
 found documentation on how to create or use those files so if someone has a
 pointer for me to start reading it would be great :)

 /Filip

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Re: [osg-users] fish eye projection

2008-09-11 Thread Filip Wänström
Robert,
thanks for clearing that out. I'll experiment and see what I come up with.
I would also prefer not to use/integrate 3rd party libs.
/Filip

On Thu, Sep 11, 2008 at 2:02 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Flilip,

 The .view format is still in a very early stage of development, so
 only supports a select range of convenience methods that are provided
 in the osgViewer::View::setUpView*() methods.  The OSG also has
 Producer .cfg plugin which allows you to use Producer configuration
 files, these are more feature rich that the present .view in terms of
 controlling windows, viewports, projections and view matrices and
 their offsets, but doesn't support any distortion correction so won't
 be of use to you.

 The dome distortion correction that is provided .view and
 VIew::setUpView*() methods are just for full spherical projection.  If
 you need another type of dome correction then you'll need to roll you
 own setup.  The View::setUp*() methods and the distortion examples
 should provide a useful guide.

 Diving into 3rd party libs for setting up the rendering I'd personally
 avoid as they'll just complicate your application, and will limit the
 threading options you have in your viewer.

 Robert.

 On Thu, Sep 11, 2008 at 12:46 PM, Filip Wänström
 [EMAIL PROTECTED] wrote:
  Hi, I need to output to a single channel fish eye projection lens .
  (Elumenati system) Is there a simple way to achieve this?
 
  Basically I believe there are 3 paths to chose from:
 
  1. doing the fisheye projection yourself (similar to osgdistortion)
  2. using the elumentai api, omnimap (only windows so I'm not to keen on
  this)
  3. configuring osgViewer in some way?
 
  1 and 2 is obvious but requires some work. I am hoping for 3 since I
 found
  files called *.view in the {$OSG_FILE_PATH}/Configuration folder. I have
 not
  found documentation on how to create or use those files so if someone has
 a
  pointer for me to start reading it would be great :)
 
  /Filip
 
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Re: [osg-users] fish eye projection

2008-09-11 Thread Filip Wänström
Nice to hear!
I don't have access to the actual inflatable dome at this time but I am
trying to do a quick-and-dirty app to help me display media and models for
testing purposes. By using 3DSphericalDisplayTopProjector.view with the
projector matrix set to identity I think I have something close to what I
need. At least it's a great starting point:)

/F

On Thu, Sep 11, 2008 at 3:40 PM, Jean-Sébastien Guay 
[EMAIL PROTECTED] wrote:

 Hi Filip, Robert,

  Diving into 3rd party libs for setting up the rendering I'd personally
 avoid as they'll just complicate your application, and will limit the
 threading options you have in your viewer.


 Personally I have integrated our rendering backend here at work with both
 OmniMap and EasyBlend (still based on OSG 2.2, but moving to 2.6 soon).

 * OmniMap does only fisheye correction
 * EasyBlend does correction for a variety of display geometries (dome,
 cylinder, etc) and edge blending for any number of projectors.

 Though the initial integration needed some care, we now have a setup that
 is not limited in terms of threading. We can use any threading mode that OSG
 supports with both integrations. And in both cases the actual integration
 needed just a simple class of about 150-200 lines, nothing really
 complicated.

 Yes, they are Win32 only though. But they were pretty straightforward to
 integrate, and the automatic calibration done by EasyBlend (it uses a
 digital camera and analyzes the resulting images to calibrate itself) saves
 us a lot of time in the field.

 Just sharing my experiences.

 J-S
 --
 __
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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Re: [osg-users] Cannot get apps to find plugins

2008-09-08 Thread Filip Wänström
Hi again, I have tried to find the reason for my issues and it seems that I
have got it to work. The bad thing is that I have tested so many different
ways that I'm not completely sure what I have done ;)

Default on mac doesn't have /usr/local/lib in the PATH so it
can/could/should) be added to DYLD_LIBRARY_PATH. A problem with this is that
Xcode and finder doesn't use env vars when launching .apps so in that case
you want to add DYLD_LIBRARY_PATH as an env var in the
~/.MacOSX/environment.plist. (When you start an app from the finder it uses
something called laucnh services) However, that doesn't seem to solve all
issues with Xcode so the easiest thing to do is probably to install in the
/Library/Application Support/OpenSceneGraph/PLugIns/ directory.

The right thing to do here is obviously(?) to enhance the support for
buildning frameworks and have a install build phase in Xcode.

In the meantime I will put my plugins in my /Library/Application
Support/OpenSceneGraph/PlugIns/osgPlugins-2.6.0/ dir. It is found both when
running from terminal and when launching from xcode or finder.

btw:
I built osg 2 times, one time from regular Makefiles and one time from the
xcode project. I get the impression that these two versions are not
compatible? Maybe the Makefiles built using 10.4 SDK and the Xcode project
using the 10.5 ? Haven't researched this completely, just wanted to add my
final thoughts

/Filip


On Fri, Sep 5, 2008 at 9:49 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Filip,

 Could you try other and model image formats, such as

  osgviewer cow.osg

 And see what happens.

 Robert.

 On Fri, Sep 5, 2008 at 6:33 PM, Filip Wänström [EMAIL PROTECTED]
 wrote:
  Thank you Robert,
 
  but the wierd thing is that this is in the output:
 
  FindFileInPath() : trying /usr/local/lib/osgPlugins-2.6.0/osgdb_qt.so ...
  FindFileInPath() : USING /usr/local/lib/osgPlugins-2.6.0/osgdb_qt.so
  Opened DynamicLibrary osgPlugins-2.6.0/osgdb_qt.so
  Warning: Could not find plugin to read objects from file wood.png.
  wood.png'.
 
  I'll have to dig more on this and report back. I've tried so many
 different
  ways now that It might be a better route to uninstall and install anew...
  /Filip
 
 
  On Fri, Sep 5, 2008 at 5:28 PM, Robert Osfield [EMAIL PROTECTED]
 
  wrote:
 
  Hi Filip,
 
  If you have installed the OSG then there should be no need to set the
  path to the plugins, as the OSG should search the standard lib paths
  for the presence of the osgPlugins-2.x.x directory.
 
  A good way to check where the the OSG is searching for files and
  plugins is to enable verbose debug messages, on the command line do:
 
   setenv OSG_NOTIFY_LEVEL DEBUG
   osgviewer cow.osg
 
  Then look back up through the output till you can see it search for
  the osgdb_osg plugin.
 
  If your system doesn't have the /usr/local/lib on its library path
  then you could add this, for instance via DYLD_LIBRARY_PATH. I'm no
  OSX expert though so just recalling stuff from when I've tinkered with
  Mac's.
 
  Robert.
 
  On Fri, Sep 5, 2008 at 4:11 PM, Filip Wänström 
 [EMAIL PROTECTED]
  wrote:
   Hi again,
  
   I have problems to get my apps to find the plugins. Or rather, there
   seems
   to be some issue with the executable. I'm loosing my mind over this
   today so
   if someone have some insights I would be more than happy!
  
   So I'm on a Mac  with Leopard(10.5.4)
   I tested to build using CMake to generate a Xcode project. I built for
   10.5
   deployment from Xcode and ran the install scripts using sudo in the
   terminal. Then I set my
 OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0
   so
   those would be found. I also set the OSG_FILE_PATH to where I put
 those
   files.
  
   The examples that installed in /usr/local/share/OpenSceneGraph/bin
   worked
   fine from the command line.
  
   So far, so fine.
  
   Then I proceeded to create a xcode project for a simple OSG app that
   reads a
   png file from the resource bundle. But it can't seem to find the
   plugins...
   I can't find the source to this issue so I would be glad if someone
   could
   tell me in the right direction.
  
   - Is it really so that the plugin can't be found? How is that
 possible?
   The
   examples had no problems?
   - Can there be some binary incompability? Should I turn on some switch
   in
   xcode?
  
   /Filip
  
  
  
  
  
  
  
  
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[osg-users] Reading shader source on Mac

2008-09-08 Thread Filip Wänström
More merry mac musings...

I get the impression (from the osg source) that when a shader is read from
the file it uses raw c++ IO. This means that shaders source that I have put
in my Resources directory in my App bundle (e.g.
OsgTest.app/Contents/Resources/data/shaders/simple.vert) won't read.

I remedied this by using the following snippet of mac code:

// Function
void SetCWDToMainBundle()
{
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
char path[PATH_MAX];
if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path,
PATH_MAX))
{
// Error
}
CFRelease(resourcesURL);
chdir(path);
}

// In use:
void SetCWDToMainBundle()
v-loadShaderSourceFromFile( data/shaders/simple.vert );
f-loadShaderSourceFromFile( data/shaders/simple.frag );

Obviously something like that happens in the image and model loading code so
I guess it's easy to fix If you have access (and understanding of!) to the
source code

/Filip
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Re: [osg-users] Reading shader source on Mac

2008-09-08 Thread Filip Wänström
That worked fine.
I think it would be a good idea to have similar behavior when loading files
independent of their types. Can someone change the shaders loading code so
that it uses findDataFile instead of the raw c++ IO ?
/Filip


On Mon, Sep 8, 2008 at 10:20 AM, Stephan Maximilian Huber 
[EMAIL PROTECTED] wrote:

 Filip Wänström schrieb:

 More merry mac musings...

 I get the impression (from the osg source) that when a shader is read from
 the file it uses raw c++ IO. This means that shaders source that I have
 put
 in my Resources directory in my App bundle (e.g.
 OsgTest.app/Contents/Resources/data/shaders/simple.vert) won't read.


 does

 std::string filename = osgDB::findDataFile(data/shaders/simple.vert);
 if (!filename.empy()) {
 
 }

 work? findDataFile should find your files in the resource-path of your app
 bundle automagically. IMHO findDataFile is called by the Registry when
 loading models / images, perhaps this call is missing when loading shaders.

 cheers,
 Stephan

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[osg-users] Cannot get apps to find plugins

2008-09-05 Thread Filip Wänström
Hi again,

I have problems to get my apps to find the plugins. Or rather, there seems
to be some issue with the executable. I'm loosing my mind over this today so
if someone have some insights I would be more than happy!

So I'm on a Mac  with Leopard(10.5.4)
I tested to build using CMake to generate a Xcode project. I built for 10.5
deployment from Xcode and ran the install scripts using sudo in the
terminal. Then I set my OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0 so
those would be found. I also set the OSG_FILE_PATH to where I put those
files.

The examples that installed in /usr/local/share/OpenSceneGraph/bin worked
fine from the command line.

So far, so fine.

Then I proceeded to create a xcode project for a simple OSG app that reads a
png file from the resource bundle. But it can't seem to find the plugins...
I can't find the source to this issue so I would be glad if someone could
tell me in the right direction.

- Is it really so that the plugin can't be found? How is that possible? The
examples had no problems?
- Can there be some binary incompability? Should I turn on some switch in
xcode?

/Filip
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Re: [osg-users] Cannot get apps to find plugins

2008-09-05 Thread Filip Wänström
Thank you Robert,

but the wierd thing is that this is in the output:

FindFileInPath() : trying /usr/local/lib/osgPlugins-2.6.0/osgdb_qt.so ...
FindFileInPath() : USING /usr/local/lib/osgPlugins-2.6.0/osgdb_qt.so
Opened DynamicLibrary osgPlugins-2.6.0/osgdb_qt.so
Warning: Could not find plugin to read objects from file wood.png.
wood.png'.

I'll have to dig more on this and report back. I've tried so many different
ways now that It might be a better route to uninstall and install anew...
/Filip


On Fri, Sep 5, 2008 at 5:28 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Filip,

 If you have installed the OSG then there should be no need to set the
 path to the plugins, as the OSG should search the standard lib paths
 for the presence of the osgPlugins-2.x.x directory.

 A good way to check where the the OSG is searching for files and
 plugins is to enable verbose debug messages, on the command line do:

  setenv OSG_NOTIFY_LEVEL DEBUG
  osgviewer cow.osg

 Then look back up through the output till you can see it search for
 the osgdb_osg plugin.

 If your system doesn't have the /usr/local/lib on its library path
 then you could add this, for instance via DYLD_LIBRARY_PATH. I'm no
 OSX expert though so just recalling stuff from when I've tinkered with
 Mac's.

 Robert.

 On Fri, Sep 5, 2008 at 4:11 PM, Filip Wänström [EMAIL PROTECTED]
 wrote:
  Hi again,
 
  I have problems to get my apps to find the plugins. Or rather, there
 seems
  to be some issue with the executable. I'm loosing my mind over this today
 so
  if someone have some insights I would be more than happy!
 
  So I'm on a Mac  with Leopard(10.5.4)
  I tested to build using CMake to generate a Xcode project. I built for
 10.5
  deployment from Xcode and ran the install scripts using sudo in the
  terminal. Then I set my OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0
 so
  those would be found. I also set the OSG_FILE_PATH to where I put those
  files.
 
  The examples that installed in /usr/local/share/OpenSceneGraph/bin worked
  fine from the command line.
 
  So far, so fine.
 
  Then I proceeded to create a xcode project for a simple OSG app that
 reads a
  png file from the resource bundle. But it can't seem to find the
 plugins...
  I can't find the source to this issue so I would be glad if someone could
  tell me in the right direction.
 
  - Is it really so that the plugin can't be found? How is that possible?
 The
  examples had no problems?
  - Can there be some binary incompability? Should I turn on some switch in
  xcode?
 
  /Filip
 
 
 
 
 
 
 
 
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[osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
Hi there!

I tried out to run the 2.6 source release on my MacBook Pro (Leopard 10.5.4)
And run into some issues but it seems that I resolved them in the process
and I want to share my experience in order to help others in a similar
situation.

First:

1. The provided Xcode project is out of date/doesn't work. I didn't bother
further with that after the initial failure to get it to work.
2. There seems to be no updated info on what to do with the Mac version
except that its seems hard, its not supported and Apple has broken binary
compatibility going from Tiger to Leopard. Scary stuff. I would have stopped
here if it wasn't for that I badly want Mac to be a viable development
environment for me. Maybe  some old info could be removed and replaced with
a simple 1.2.3 list of what to do now.

Anyway, I decided to go the CMake route even though it's not exactly well
documented anywhere (neither osg site or CMake homepage talks much about the
current status of Mac)

In short it worked, but not completely flawlessly. I found the following
issues:

1. There is not much documentation (The biggest problem is that a lot of
documentation is contradictory or just to old). So it's trial and error (and
patience).
2. The install script doesn't work since you have to run as root/su to
install in /usr/local
3. After install. You need to set OSG_LIBRARY_PATH to the plugin install dir

3b. Since this is very far from common practice when it comes to mac I think
It can be good to provide an example:


Recommended:
1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the
example here)
2. Extract
3. Open terminal and go to your newly created directory (something like
~/tmp/OpenSceneGraph-2.6.0)
4. Create a place for building the project (like: ~/tmp/osgbuild)
5. Enter that dir
5. run cmake with the flag -GXcode (cmake -GXcode ../OpenSceneGraph-2.6.0)
6. start ccmake to configure further (you probably want to build the
examples) (ccmake  ../OpenSceneGraph-2.6.0)
7. In the text-gui of ccmake. make changes like turn on the examples build.
then configure and generate project (c, g)
8. Start the xcodeproject and build (
9. run the installscript from the command line with su privileges ( or login
as root user for this task)
10. in order to test examples and make sure that plugins work: set the
environment variables:
Create a file called .profile in you root.
export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/
export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/

Hope this help some other to shorten the time to get it working on the mac.

Best regards

/Filip Wänström
Creative Engineer - Visualization
The Interactive Institute
Norrköping, Sweden
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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
Hi again, wanted to add that the template xcode OSG Application needs to
be updated. (and changed if you want it to work right now)

Since I tried the CMake route that creates regular .so files and headers in
/usr/local instead of creating mac os frameworks the template need to be
changed by removing all the framework linkings. In addition, some of the
headers in the precompiled header file is out of date it seems.
Introspection and osgSim/OpenFlightOptimizer

I willl change the template so it works with libs and am of course willing
to share if anyone want it.

I'm not saying that the template should be changed to using regular libs
instead of frameworks in the long run but for the time being that is the
easiest way for me to start developing on the mac (and get a homey linux
feeling as well..)

I'm not sure what the status is for generating frameworks from the xcode
project that CMake creates. Hopeully this is remedied in a not to far
future. For now, I'm glad that I can use xcode to create osg projects that
works fine.

/Filip

On Thu, Sep 4, 2008 at 11:24 AM, Filip Wänström [EMAIL PROTECTED]wrote:

 Hi there!

 I tried out to run the 2.6 source release on my MacBook Pro (Leopard
 10.5.4) And run into some issues but it seems that I resolved them in the
 process and I want to share my experience in order to help others in a
 similar situation.

 First:

 1. The provided Xcode project is out of date/doesn't work. I didn't bother
 further with that after the initial failure to get it to work.
 2. There seems to be no updated info on what to do with the Mac version
 except that its seems hard, its not supported and Apple has broken binary
 compatibility going from Tiger to Leopard. Scary stuff. I would have stopped
 here if it wasn't for that I badly want Mac to be a viable development
 environment for me. Maybe  some old info could be removed and replaced with
 a simple 1.2.3 list of what to do now.

 Anyway, I decided to go the CMake route even though it's not exactly well
 documented anywhere (neither osg site or CMake homepage talks much about the
 current status of Mac)

 In short it worked, but not completely flawlessly. I found the following
 issues:

 1. There is not much documentation (The biggest problem is that a lot of
 documentation is contradictory or just to old). So it's trial and error (and
 patience).
 2. The install script doesn't work since you have to run as root/su to
 install in /usr/local
 3. After install. You need to set OSG_LIBRARY_PATH to the plugin install
 dir
 3b. Since this is very far from common practice when it comes to mac I
 think It can be good to provide an example:


 Recommended:
 1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the
 example here)
 2. Extract
 3. Open terminal and go to your newly created directory (something like
 ~/tmp/OpenSceneGraph-2.6.0)
 4. Create a place for building the project (like: ~/tmp/osgbuild)
 5. Enter that dir
 5. run cmake with the flag -GXcode (cmake -GXcode ../OpenSceneGraph-2.6.0)
 6. start ccmake to configure further (you probably want to build the
 examples) (ccmake  ../OpenSceneGraph-2.6.0)
 7. In the text-gui of ccmake. make changes like turn on the examples build.
 then configure and generate project (c, g)
 8. Start the xcodeproject and build (
 9. run the installscript from the command line with su privileges ( or
 login as root user for this task)
 10. in order to test examples and make sure that plugins work: set the
 environment variables:
 Create a file called .profile in you root.
 export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/
 export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/

 Hope this help some other to shorten the time to get it working on the mac.

 Best regards

 /Filip Wänström
 Creative Engineer - Visualization
 The Interactive Institute
 Norrköping, Sweden






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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
Thanks for your reply Robert!

I know of the issues of the Mac and understand the situation. That is one of
the reasons I write to this list: To share my experiences and hopefully help
some other people.

In general I find the Mac environment to be great for my productivity so I
prefer to develop apps there as well. I will probably have to deliver on
Windows and perhaps on linux but I view cross-platform-development as a good
help to find hidden and nasty code :)

Anyway, I hope that the Mac can be a viable platform for Mac OS X and that
Apple fixes some of their more glaring problems soon.

I hope I will be able to contribute in the future.
/Filip


On Thu, Sep 4, 2008 at 11:50 AM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Filip,

 I'm afraid the OSX side is still a bit in flux, do to a range of
 reasons - not all under our control. Apple themselves have thrown a
 couple of spanners in the works when moving from 10.4.x to 10.5.x,
 Xcode have provided not be forward/backwards compatible so the Xcode
 projects can't break quite easily if you don't use the same version
 that the maintainer used and Apple SDK versions also a bit sensitive.
 Cmake is in flux as, and we are also migrating to use Cmake under OSX.

 I just so happened to be on OSX 10.5 box yesterday and compiling the
 SVN trunk version of the OSG and encountered problems too.  The
 initial show stopper was that I CMake 2.6.0 hung when running the
 initial cmake or ccmake command.  Moving to Cmake 2.6.1 fixed this
 CMake bug and got the GNUmakefiles built.  The OSG and Present3D then
 built without problems.  I didn't on this occasion test the Xcode
 project build form CMake though.

 Since the OSX platform is so much in flux it does require active
 maintenance to keep things working, in facts it probably the platform
 that requires the highest effort maintenance wise, even more than
 windows, yet has a much smaller user base, so for good support it does
 require OSX user to be particularly proactive in helping maintain the
 platform - this includes documentation as much as coding.  This
 applies to the CMake community as well as the OSG community -
 proactive OSX users/maintainers are gold dust!

 Robert.

 On Thu, Sep 4, 2008 at 10:24 AM, Filip Wänström
 [EMAIL PROTECTED] wrote:
  Hi there!
 
  I tried out to run the 2.6 source release on my MacBook Pro (Leopard
 10.5.4)
  And run into some issues but it seems that I resolved them in the process
  and I want to share my experience in order to help others in a similar
  situation.
 
  First:
 
  1. The provided Xcode project is out of date/doesn't work. I didn't
 bother
  further with that after the initial failure to get it to work.
  2. There seems to be no updated info on what to do with the Mac version
  except that its seems hard, its not supported and Apple has broken binary
  compatibility going from Tiger to Leopard. Scary stuff. I would have
 stopped
  here if it wasn't for that I badly want Mac to be a viable development
  environment for me. Maybe  some old info could be removed and replaced
 with
  a simple 1.2.3 list of what to do now.
 
  Anyway, I decided to go the CMake route even though it's not exactly well
  documented anywhere (neither osg site or CMake homepage talks much about
 the
  current status of Mac)
 
  In short it worked, but not completely flawlessly. I found the following
  issues:
 
  1. There is not much documentation (The biggest problem is that a lot of
  documentation is contradictory or just to old). So it's trial and error
 (and
  patience).
  2. The install script doesn't work since you have to run as root/su to
  install in /usr/local
  3. After install. You need to set OSG_LIBRARY_PATH to the plugin install
 dir
  3b. Since this is very far from common practice when it comes to mac I
 think
  It can be good to provide an example:
 
 
  Recommended:
  1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the
  example here)
  2. Extract
  3. Open terminal and go to your newly created directory (something like
  ~/tmp/OpenSceneGraph-2.6.0)
  4. Create a place for building the project (like: ~/tmp/osgbuild)
  5. Enter that dir
  5. run cmake with the flag -GXcode (cmake -GXcode
 ../OpenSceneGraph-2.6.0)
  6. start ccmake to configure further (you probably want to build the
  examples) (ccmake  ../OpenSceneGraph-2.6.0)
  7. In the text-gui of ccmake. make changes like turn on the examples
 build.
  then configure and generate project (c, g)
  8. Start the xcodeproject and build (
  9. run the installscript from the command line with su privileges ( or
 login
  as root user for this task)
  10. in order to test examples and make sure that plugins work: set the
  environment variables:
  Create a file called .profile in you root.
  export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/
  export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/
 
  Hope this help some other to shorten the time to get it working on the
 mac

Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
Stephan,

I'm absolutely not in to here to point fingers etc. I just wanted to share
my experience when trying to build on the Mac for the first time in a long
long time (last time I tried all mac was X11 and the osg version was 0.9 or
so). I'm not interested so much in explanations (even though they can be
enlightening) as I am in solutions. I personally  need to know if I can use
the Mac as a development platform for real time 3D applications today. Can I
use OSG to help me from reinventing the wheel? Do I have to abandon the Mac
in favor for Windows? These are the questions I need to get answered. By
myself and with the help from others. Like this eminent list.

Obviously, things like what you describe can happen and can be easy to fix.
But when you are evaluating a platform or and API, all friction works
against it. Issues like that should be sorted out in the pre-rc state in a
best case scenario. As its stands, one (me!) gets discouraged and tends to
think that these issues reflect the general state of things...

In any case, I think it would be good to make one single, clear, general and
working path for the Mac OS X build. If one download code, one should be
able to follow a tutorial along and get the stuff working. I hope no-one is
offended by this as I fully understand that no one gets payed for making
sure everything works fine etc etc.

I have written down my experience, hopefully this can be used to change some
of the documentation on the web. I can not change it myself (or can I?)
Otherwise I could have made the changes on the Wiki/Trac. And, since I'm
kind of new to this game (this time around) I thought it would be better to
air my thoughts on this list.

I have changed the xcode template on my system so that it uses libs instead.
I could upload that somewhere if I knew how alongside information on how to
do use it. (and for review, obviously)

Anyway, I hope this might lead to further, and fruitful, discussion on the
state of the Mac.

Best regards
/Filip



On Thu, Sep 4, 2008 at 1:20 PM, Stephan Maximilian Huber 
[EMAIL PROTECTED] wrote:

 Filip Wänström schrieb:

 1. There is not much documentation (The biggest problem is that a lot of
 documentation is contradictory or just to old). So it's trial and error
 (and
 patience).


 I am sorry, that the xcode-project didn't work for you -- I am maintaining
 it in my spare time. Unfortunatley I cannot donate as much time as I want to
 to keep the xcode project running. Maintaining the hand-crafted
 Xcode-project files is error-prone and tedious to do.

 But your problem is easy fixable. Just select the group osgWidget in
 OpenSceneGraph/src and reselect the source-folder. Unfortunately XCode
 stored an absolute path to the osgWidget folder. This worked for me, but not
 for you :)

 Regarding moving the XCode-folder to the deprecated section: As long as
 most OS X users do their stuff with libraries I am not against the move.
 Even better would be a cMake solution building frameworks natively. But I am
 not an cMake-guru and can't say anything about that route and if it works.

 cheers,
 Stephan




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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
Great, then I know that I have a working path and in the future it gets even
better. :)
Since I haven't used OSG for a few years (1.2 was the last thing I tried in
2006 I think) I have some catching up to do. And at that time I had to use
Windows. This time around I hope I can use a Mac instead. If this works out
I hope I will be able to contribute in some way.

/Filip - back to coding...


On Thu, Sep 4, 2008 at 2:34 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote:

 Filip Wänström wrote:

 Hi again, wanted to add that the template xcode OSG Application needs to
 be updated. (and changed if you want it to work right now)

 Since I tried the CMake route that creates regular .so files and headers
 in /usr/local instead of creating mac os frameworks the template need to be
 changed by removing all the framework linkings. In addition, some of the
 headers in the precompiled header file is out of date it seems.
 Introspection and osgSim/OpenFlightOptimizer

 I willl change the template so it works with libs and am of course willing
 to share if anyone want it.

 I'm not saying that the template should be changed to using regular libs
 instead of frameworks in the long run but for the time being that is the
 easiest way for me to start developing on the mac (and get a homey linux
 feeling as well..)

 I'm not sure what the status is for generating frameworks from the xcode
 project that CMake creates. Hopeully this is remedied in a not to far
 future. For now, I'm glad that I can use xcode to create osg projects that
 works fine.



 Yes, for now, the cmake project does not create OSG frameworks. We're
 working on this. Creating dylibs works fine. These dylibs can be installed
 on a developer's system or embedded into an application. Since most of the
 example programs require command-line arguments to run properly, it's not
 too much of a burden to set environment variables. Once we get frameworks
 built with cmake the environment variables should not be necessary.

 -Eric

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