Re: [osg-users] OS X 10.9 Segmentation fault OSG 3.2.1
Hi, check your standard-lib / libc-settings. You must use the same settings you used when compiling osg. cheers, Stephan Am 18.09.2014 um 13:29 schrieb Alessio G. B. alessiogiovanni.bar...@gmail.com: Hi, the following simple program raise SEGFAULT, why? Code: int main (int argc, char **argv) { osg::ArgumentParser ap (argc, argv); osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer (ap); osg::ref_ptrosg::Camera camera = new osg::Camera; return viewer-run (); } Thank you! Cheers, Alessio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61077#61077 ___ 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] Texture2D Image updating
Am 29.08.2014 um 11:28 schrieb Fabrizio Bazzurri il.papero@hotmail.it: Hi, I'm having a problem in my custom shader while updating my texture2D using image-dirty() function. Following there is the relevant code snippet. Code: osg::StateSet* stateset = geom1-getOrCreateStateSet(); osg::ref_ptrosg::Program program = new osg::Program; osg::ref_ptrosg::Shader vertexSource = new osg::Shader(osg::Shader::VERTEX); osg::ref_ptrosg::Shader fragmentSource = new osg::Shader(osg::Shader::FRAGMENT); vertexSource-setShaderSource(vert); fragmentSource-setShaderSource(frag); program-addShader(vertexSource); program-addShader(fragmentSource); stateset-setAttributeAndModes(program.get()); stateset-setDataVariance(osg::Object::DYNAMIC); osg::ref_ptrosg::Image diffuseImage = osgDB::readImageFile(.\\img0.png); std::cout File diffuseImage-getFileName() std::endl; // it prints img0 osg::ref_ptrosg::Texture2D diffuseTex = new osg::Texture2D; diffuseTex-setDataVariance(osg::Object::DYNAMIC); diffuseTex-setImage(diffuseImage.get()); stateset-setTextureAttributeAndModes(0, diffuseTex.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); osg::ref_ptrosg::Uniform cDiffTex = new osg::Uniform(osg::Uniform::SAMPLER_2D, cDiffTex); cDiffTex-set(0); stateset-addUniform(cDiffTex.get()); Here you create a new image, your texture refers still to the old one. Load the file into a second image and copy the data into your diffuseImage. Compare the pointer of texture-getImage and diffuseImage, they point to different objects. diffuseImage = osgDB::readImageFile(.\\img1.jpg); diffuseImage-dirty(); std::cout File diffuseImage-getFileName() std::endl; // it prints img1-GOOD the diffuseImage is updated std::cout Tex diffuseTex-getImage()-getFileName() std::endl; // it prints img0-BAD the image object of texture is not updated // NEED TO TELL TEXTURE TO SET THE IMAGE TO HAVE IT UPDATED //diffuseTex-setImage(diffuseImage); //std::cout Tex diffuseTex-getImage()-getFileName() std::endl; Ressource-wise it’s better to have one texture holding one image as using multiple textures using one image. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GraphicsWindowCocoa Sample
Hi Yu, here’s a snippet of an app using osg inside a classic Cocoa-app. The trick is to let osg create a view only and then add this view into your NSView-hierarchy. osg::ref_ptrosgViewer::GraphicsWindowCocoa::WindowData win_data = new osgViewer::GraphicsWindowCocoa::WindowData( osgViewer::GraphicsWindowCocoa::WindowData::CreateOnlyView | osgViewer::GraphicsWindowCocoa::WindowData::CheckForEvents ); // self is a NSWindow/NSView osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits(); traits-inheritedWindowData = win_data; traits-x = 0; traits-y = 0; traits-width = [self frame].size.width; traits-height = [self frame].size.height; traits-doubleBuffer = true; traits-vsync = true; traits-windowDecoration = false; traits-supportsResize = false; // the following steps are deep inside my own app and it’s to cumbersome to quote them here. // 1. create the graphics-context with the traits-object // 2. create a osg::Viewer or a osg::View and set the gc accordingly. // 3. realize the graphics-context // 4. after realizing the GraphicsContext you can get the created view via the win_data-object. openglView = win_data-getCreatedNSView(); [self addSubview: openglView]; [openglView setFrame: NSMakeRect(0, 0, [self frame].size.width, [self frame].size.height)]; Another approach is the usage of GraphicsWindowEmbedded, here you’ll create and control the OpenGL graphics-context by yourself. HTH, Stephan On 20 Jun 2014, at 18:08, Yu Zhang sciro...@163.com wrote: Hi Experts, Could you please provide a OS X sample in using GraphicsWindowCocoa? I need bind a cocoa window to an osgview. BTW, the osgviewerCocoa example works, it used setUpViewerAsEmbeddedInWindow and seems only works in single draw/cull thread mode. I tried osgViewer::GraphicsWindowCocoa::WindowData(osgViewer::GraphicsWindowCocoa::WindowData::PoseAsStandaloneApp); In a new window and displays the node but hanged, and osgViewer::GraphicsWindowCocoa::WindowData(osgViewer::GraphicsWindowCocoa::WindowData::CreateOnlyView); looks not work in my side. Macbook pro 13 late 1013, OS X 10.9.3 XCode 5.02 Thank you! Cheers, Yu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59836#59836 ___ 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] osg's git-mirror out of sync
Hi all, It seems that the git-mirror is not in sync with the svn-repository anymore. it stopped on 30th April. Can anybody fix this? Thanks, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar with the MacOS/iOS platform, so I don't know the tools to check the dependencies neither I know which SSL library could be appropriate to link. All I can say is that it’s working for me. I don’t use any SSL-stuff with libcurl. I am just using the osgdb_curl plugin and the libcurl.a Have a look at the Present3D-Control-app how the linking etc is setup, maybe there are some differences. And please: Post the exact error-messages, the complete output of the linking-stage. cheers, Stephan___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Sebastian, there’s no need for macports or something similar (as they build only for OS X not for iOS) and I use lib curl successfully w/o any additional 3rdparty lib. What error-messages do you get? cheers, Stephan Am 14.03.2014 um 19:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hi Stephan, The builds for the simulator are working fine with a customized CMake file. There is one remaining problem however. It seems the libcurl distributed on the github seem to need libssl or openssl. I didn't have any success linking to macport built targets. Any hints from your side? Cheers Sebastian hi sebastian, good to hear its’ working on your end. There’s a simple iOS example, you’ll have to enable BUILD_OSG_EXAMPLES in cmake / build-script. cheers, Stephan Am 11.03.2014 um 10:52 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: And again, cleaning the project and rebuilding it came up with a clean build. Thank you so much. :-) Now I need to build a small project using it. ___ 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] Openscenegraph iOS Development
hi sebastian, good to hear its’ working on your end. There’s a simple iOS example, you’ll have to enable BUILD_OSG_EXAMPLES in cmake / build-script. cheers, Stephan Am 11.03.2014 um 10:52 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: And again, cleaning the project and rebuilding it came up with a clean build. Thank you so much. :-) Now I need to build a small project using it. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
HI, Am 10.03.2014 um 10:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've tried the trunk too, with the same results. But thank you for your advise. Maybe one of the iOS experts can give me some hints regarding the iOS 7.0 SDK. What’s your cmake setup? You can’t create a configuration for the simulator and then compile osg for the device or vice versa, both must match. A more detailed error-description might be useful. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
HI, osg should work with SDK 7.0 (it does work on my end) Make sure IPHONE_SDKVER is set to the right sdk-version. „7.0 I pushed my build-scripts to github. perhaps they work on your end: https://github.com/stmh/osg-ios-build Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Also, due to my missing experience: When do I build for the Simulator? If I want to test it exclusively on the Mac? Yes. If you want to test your app on the mac from within the simulator you’ll need to build for the simulator. The compile-link-test cycles are much faster on the simulator, but you’ll experience some opengl-glitches. If you use my build-scripts, you can switch between device/simulator from within xcode for your own project. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Sebastian, Am 05.03.2014 um 08:42 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? You are bound to ES1 OR ES2. It depends on the context you create. And you’ll have to setup cmake accordingly. 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? It’s hard to find the dependencies, I have some precompiled libs for curl and freetype. The hard part is to compile them for both the devices and the simulator. 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? iOS require static linking. 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? If you master the hurdle of setup and compilation of osg and its dependencies its working w/o problems. The linking times are relatively high because of the static linking requirements. One major annoyance is cmake’s inability to compile socalled universal libs. These libs contain code for the simulator and the devices (arm6, arm7, arm64). I can open source my build-scripts which creates 2 cmake-projects in different folders, compile osg and afterwards create universal libs. If there’s any interest I can setup a git repository. Here’s an example of a working ios-app, which may guide as a blueprint: https://github.com/Present3D/present3d-control (it contains also freetype + curl 3rdparty-libs) cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Cannot generate Xcode project (OSX 10.9/Xcode 5)
Hi, have you setup the cmake according to the read me? It looks like you haven’t setup OSG_BUILD_PLATFORM_IPHONE or OSG_BUILD_PLATFORM_IPHONE_SIMULATOR. cheers, Stephan Am 16.12.2013 um 11:33 schrieb Alessandro Terenzi a.tere...@gmail.com: Hi, just downloaded the latest sources from GIT but I am facing some issues when I try yo generate the Xcode project for iOS, I am using Mac OS X 10.9 and Xcode 5...I set CMake variables in order to build of OpenGLES 2 (as suggests here: http://trac.openscenegraph.org/projects/osg//wiki/Community/OpenGL-ES), but I get an error regarding the variable OPENGL_INCLUDE_DIR not being set (in the past I did not touched that variable in any way and always managed to generate the Xcode project), am I missing something new now? Any suggestion? Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57683#57683 ___ 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] iOS OSG
HI, don’t know what’s wrong on your end. osg starts the dylib loading dance because it can’t resolve all loaders/extensions. Here’s my configuration which loads osgt w/o problems: USE_GRAPICSWINDOW_IMPLEMENTATION(IOS) USE_OSGPLUGIN(imageio) USE_OSGPLUGIN(rgb) USE_OSGPLUGIN(osg) USE_OSGPLUGIN(osg2) USE_OSGPLUGIN(freetype) USE_SERIALIZER_WRAPPER_LIBRARY(osg) USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation) USE_SERIALIZER_WRAPPER_LIBRARY(osgFX) USE_SERIALIZER_WRAPPER_LIBRARY(osgManipulator) USE_SERIALIZER_WRAPPER_LIBRARY(osgParticle) USE_SERIALIZER_WRAPPER_LIBRARY(osgSim) USE_SERIALIZER_WRAPPER_LIBRARY(osgText) USE_SERIALIZER_WRAPPER_LIBRARY(osgTerrain) USE_SERIALIZER_WRAPPER_LIBRARY(osgShadow) USE_SERIALIZER_WRAPPER_LIBRARY(osgVolume) HTH, Stephan Am 09.12.2013 um 11:16 schrieb Mike Krus m...@mve.com: Hi I just tried with an .osgt file (cow.osgt) and it's still trying to do the dylib plugin loading dance… Mike On 9 Dec 2013, at 07:52, Stephan Maximilian Huber lis...@stephanmaximilianhuber.com wrote: Hi, any chance you are opening osg-files stored with the deprecated format? (Usually *.osg). The new serializer handle files with the extension osgt, osgb and osgx. To support the deprecated osg-file-format have a look into the source of osgstaticviewer. cheers, Stephan Am 08.12.2013 um 18:18 schrieb Mike Krus m...@mve.com: Hi have OSG statically built for iOS but for some reason it's still trying to use dylibs when opening .osg files? I've added the correct macros (I think): USE_OSGPLUGIN(osg) USE_SERIALIZER_WRAPPER_LIBRARY(osg) but I get the errors below. any ideas? cheers, Mike FindFileInPath() : trying /private/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/glider.osg ... FindFileInPath() : USING /private/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/glider.osg itr='/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/PlugIns' FindFileInPath() : trying /var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/PlugIns/osgPlugins-3.2.0/osgdb_osg.so ... itr='/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/Library/Application Support/OpenSceneGraph/PlugIns/osgPlugins-3.2.0/osgdb_osg.so ... itr='/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Library/Application Support/OpenSceneGraph/PlugIns/osgPlugins-3.2.0/osgdb_osg.so ... itr='/Network/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Network/Library/Application Support/OpenSceneGraph/PlugIns/osgPlugins-3.2.0/osgdb_osg.so ... itr='/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/PlugIns' FindFileInPath() : trying /var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/PlugIns/osgdb_osg.so ... itr='/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/Library/Application Support/OpenSceneGraph/PlugIns/osgdb_osg.so ... itr='/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Library/Application Support/OpenSceneGraph/PlugIns/osgdb_osg.so ... itr='/Network/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Network/Library/Application Support/OpenSceneGraph/PlugIns/osgdb_osg.so ... Warning: dynamic library 'osgPlugins-3.2.0/osgdb_osg.so' does not exist (or isn't readable): dlopen(osgPlugins-3.2.0/osgdb_osg.so, 9): image not found DynamicLibrary::failed loading osgPlugins-3.2.0/osgdb_osg.so No data loaded ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS OSG
Hi, any chance you are opening osg-files stored with the deprecated format? (Usually *.osg). The new serializer handle files with the extension osgt, osgb and osgx. To support the deprecated osg-file-format have a look into the source of osgstaticviewer. cheers, Stephan Am 08.12.2013 um 18:18 schrieb Mike Krus m...@mve.com: Hi have OSG statically built for iOS but for some reason it's still trying to use dylibs when opening .osg files? I've added the correct macros (I think): USE_OSGPLUGIN(osg) USE_SERIALIZER_WRAPPER_LIBRARY(osg) but I get the errors below. any ideas? cheers, Mike FindFileInPath() : trying /private/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/glider.osg ... FindFileInPath() : USING /private/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/glider.osg itr='/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/PlugIns' FindFileInPath() : trying /var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/PlugIns/osgPlugins-3.2.0/osgdb_osg.so ... itr='/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/Library/Application Support/OpenSceneGraph/PlugIns/osgPlugins-3.2.0/osgdb_osg.so ... itr='/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Library/Application Support/OpenSceneGraph/PlugIns/osgPlugins-3.2.0/osgdb_osg.so ... itr='/Network/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Network/Library/Application Support/OpenSceneGraph/PlugIns/osgPlugins-3.2.0/osgdb_osg.so ... itr='/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/PlugIns' FindFileInPath() : trying /var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/osgText.app/PlugIns/osgdb_osg.so ... itr='/var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /var/mobile/Applications/D186F562-109C-4D92-9CD6-777C1256E566/Library/Application Support/OpenSceneGraph/PlugIns/osgdb_osg.so ... itr='/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Library/Application Support/OpenSceneGraph/PlugIns/osgdb_osg.so ... itr='/Network/Library/Application Support/OpenSceneGraph/PlugIns' FindFileInPath() : trying /Network/Library/Application Support/OpenSceneGraph/PlugIns/osgdb_osg.so ... Warning: dynamic library 'osgPlugins-3.2.0/osgdb_osg.so' does not exist (or isn't readable): dlopen(osgPlugins-3.2.0/osgdb_osg.so, 9): image not found DynamicLibrary::failed loading osgPlugins-3.2.0/osgdb_osg.so No data loaded ___ 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] github-mirror not in sync anymore
Hi, it seems that the github-mirror is out of sync with the current svn-trunk. Can somebody fix this? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Build Problem with osgGA at MacOS with Xcode 5
Hi, try a more recent version from trunk or the 3.2-branch, a fix for this issue was added last week. It seems that clang/llvm does some too optimistic optimizations. I could fix the bug by adding a explicit destructor (this got committed to trunk) or by reducing the optimization-setting for the serializer (this got committed to the 3.2-branch as it does not break ABI-compatibility) Note that the github-mirror is currently not in sync with the subversion repository so try svn instead. cheers, Stephan Am 25.11.2013 um 17:47 schrieb Jean-Claude Monnin jc_mon...@emailplus.org: Hi, I had exactly the same issue than Jan Klimke when trying to compile the latest osg with Xcode 5, 64-bit dylib build (not frameworks) with libc++ as standard library. Could anyone successfully build a recent osg with Xcode 5? The problem is that the linker can't find the destructor of GUIEventHandler when building the serializers: Undefined symbols for architecture x86_64: osgGA::GUIEventHandler::~GUIEventHandler(), referenced from: construction vtable for osgGA::GUIEventHandler-in-osgGA::KeySwitchMatrixManipulator in KeySwitchMatrixManipulator.cpp.o I found following workarounds, but none of them is good: 1) Remove the file src/osgWrappers/serializers/osgGA/KeySwitchMatrixManipulator.cpp 2) Define an empty virtual destructor in GUIEventHandler (eg. virtual ~GUIEventHandler() {}). Looks like a linker issue. KeySwitchMatrixManipulator is used at other places sucessfully, it's just in the serializers that the issue shows up. Any hints welcome. Thanks Jean-Claude ___ 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] OpenSceneGraph and Mac OS X
Hi Ron, there might be a bug in osg, but I don’t think so, as loading files and displaying them is a core feature, and more people would have stumbled over it. It works perfectly on my end BTW. I am using currently OS X 10.9 and xcode 5 to build OpenSceneGraph. But I have used everything since 10.4 and the various xcode-versions. Is there a chance that you have an old/multiple installations of OpenSceneGraph anywhere on your computer (in one of your Lirbary folders for example)? Or old release-builds mixed with newer debug-builds? To narrow your problem down I’d start with one of the official examples like osgviewer. If the example can open an osg-file and display it then osg works as expected, so the problem is with your app or because of conflicting build-settings. These are my CMake-settings for OpenSceneGraph: OSG_COMPILE_FRAMEWORKS:BOOL=ON OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR:STRING=@executable_path/../Frameworks OSG_CXX_LANGUAGE_STANDARD:STRING=C++11 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio OSG_WINDOWING_SYSTEM:STRING=Cocoa I do usually out-of-source-builds, setting the build-binarys-folder to something different than the source-folder in cMake. When using osg-frameworks and plugins from within my app, I make sure that I use the same standard lib, copy the frameworks and plugins to the correct locations of my bundle and set the following compile-flags for my app: Inline Methods Hidden (GCC_INLINES_ARE_PRIVATE_EXTERN) to 0 Symbols Hidden by Default (GCC_SYMBOLS_PRIVATE_EXTERN) also to 0 To test osgviewer I select the target from the popup, hit Cmd and add an argument to the run-schema, basically the full path to an osgt-file for example. Then I hit run. If the console reports that it can’t find the plugin I’ll check the osgPlugins-folder. (This may be necessary when compiling dylibs) That’s what I did this morning: 1. git clone https://github.com/openscenegraph/osg.git 2. start cmake, chooses xcode, set the variables, use a different build-folder, hit configure multiple times and then generate 3. open xcode-file in xcode hit „Cmd-B“, wait 15 minutes 4. Locate the osgviewer-target in the drop down, select it 5. Hit Cmd „ select the „Arguments“-tab, add a new argument and drop an osgt-file into it (or paste the full-path to a osgt-file into it) 6. Hit „Cmd R“ 7. Now I can see the osg-model fullscreen. Note, that this works only for the debug-build. If you switch over to release make sure, that you build the INSTALL-target, as this target sets up the dependencies-paths of the frameworks and plugins. This is mandatory to bundle the osg-frameworks + plugins with your app. cheers, Stephan Am 13.11.2013 um 04:26 schrieb Ronald Aldrich raldr...@mac.com: Stephan, I think I've found the issue - it seems that the AvailableReaderWriterIterator isn't being used safely. In ReaderWriter::ReadResult Registry::read(const ReadFunctor readFunctor) you'll find: // first attempt to load the file from existing ReaderWriter's AvailableReaderWriterIterator itr(_rwList, _pluginMutex); for(;itr.valid();++itr) { ReaderWriter::ReadResult rr = readFunctor.doRead(*itr); if (readFunctor.isValid(rr)) return rr; else results.push_back(rr); } and later on… // now look for a plug-in to load the file. std::string libraryName = createLibraryNameForFile(readFunctor._filename); if (loadLibrary(libraryName)!=NOT_LOADED) { for(;itr.valid();++itr) { ReaderWriter::ReadResult rr = readFunctor.doRead(*itr); if (readFunctor.isValid(rr)) return rr; else results.push_back(rr); } } The first loop runs through the iterator until itr.valid() returns false. The second loop never runs because itr.valid() immediately returns false, or because a compiler optimization assumed that it would return false. I suspect that when loadLibrary is called, the library is inserted into _rwList, which would cause itr.valid() to return true, but it appears that the second call (and the loop it's in) were optimized away. The following code // now look for a plug-in to load the file. std::string libraryName = createLibraryNameForFile(readFunctor._filename); if (loadLibrary(libraryName)!=NOT_LOADED) { AvailableReaderWriterIterator itr(_rwList, _pluginMutex); for(;itr.valid();++itr) { ReaderWriter::ReadResult rr = readFunctor.doRead(*itr); if (readFunctor.isValid(rr)) return rr; else results.push_back(rr); } } appears to fix the issue. There's probably a way to tell the compiler that it can't optimize that call away (careful placement of a volatile keyword?) but someone more familiar with that aspect of C++ would have to do it. This all begs the question: How does one submit a bug report for openscenegraph? - Ron On Nov
Re: [osg-users] OpenSceneGraph and Mac OS X
On Nov 10, 2013, at 11:36 PM, Stephan Maximilian Huber lis...@stephanmaximilianhuber.com wrote: HI, have you tried the cmake-setting OSG_BUILD_APPLICATION_BUNDLES? Haven’t tried this, as for me all example apps run from within xcode when compiling for debug and setting the osgPlugins-folder correctly. OS X is a hard to track development platform as it changes a lot over the years. Basically every year you’ll get a new version of xcode, new APIs, new blablabla. The os x offers so many options in regard of development: do you want to use frameworks, or dylibs, do you want to bundle it with your app or just install it to the usual locations? 32bit, 64bit? Two years ago there was even Carbon around the corner. And now IOS-development. Hand-maintaining the xcode-project files were error-prone and a mess. Cmake is not perfect but when setup correctly delivers xcode-project-files which work for iOS and OS X. There are different ways to integrate osg with an existing os-x app. One approach is using an GraphicsWindowEmbedded and do the context-setup by yourself. Another approach is to setup a osgViewer::GraphicsWindowCocoa::WindowData and feed it into osg::GraphicsContext::Traits-object and create an osg::GraphicsContext manually. After the viewer is realized you can get back the created view via osgViewer::GraphicsWindowCocoa::WindowData:: getCreatedNSView or [osgVIewer:: GraphicsWindowCocoa::getContext() view] I haven’t tried the osgViewerCocoa-example in years and can’t speak for it. cheers, Stephan Am 11.11.2013 um 01:31 schrieb Ronald Aldrich raldr...@mac.com: Thanks, Robert - I'll check that out. I'm wondering if there's a simple example application for cocoa, which actually compiles and runs. So far, I've gotten osgviewercocoa to compile and link, but it doesn't run because it's not being packaged as an application. I've gotten my own program to display an OSG window, with a lovely blue background, but adding scene data to it doesn't seem to do anything, so I find myself looking for a better starting point. It all feels like OSG has taken a huge step backward from where it was several years ago when I first experimented with it, at least with regard to Mac. Back when, there were xcode project files which allowed you to build a complete sample application and run it - now, you get tossed into a morass of CMake settings, and spend a lot of time exploring dead ends and configuration mistakes before you get anything at all to work. - Ron On Nov 10, 2013, at 1:39 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Ron, Apple keep moving the goal posts on their platform so it's a case of keep trying to catch up with whatever the new flavour of the month is. In OSG svn/trunk I have checked in a submissions that allows one toggle which libs to link against, look out for the OSG_CXX_LANGUAGE_STANDARD option, set it to either C++98 or C++11. Robert. On 9 November 2013 19:25, Ronald Aldrich raldr...@mac.com wrote: It appears that the issue is that OpenSceneGraph is linked against libstdc++, while my application was being linked against libc++. According to the documentation for libc++ ( http://libcxx.llvm.org ), the two are not ABI compatible, and with the amount of inline code used in OpenSceneGraph, it's not surprising that the two don't co-exist. Linking my application against libstdc++ stopped it from crashing, which should solve the issue for now, but I'd really like to be using libc++ instead, because it brings C++11 compatibility as well as performance improvements. So, what would it take to configure OpenSceneGraph's build environment to link against libc++, rather than libstdc++? - Ron On Nov 8, 2013, at 10:37 PM, Ronald Aldrich raldr...@mac.com wrote: Hello All, I'm new to OpenSceneGraph, so please bear with me. I'm attempting to write a Mac OS X native (cocoa) application that uses OpenSceneGraph, and I'm having some difficulty. I created an XCode project to build OpenSceneGraph as a set of frameworks (Using CMake), and I think I was mostly successful at that. Now, I'm trying to use those frameworks within my own application, and having some difficulty. I've created a class (OSGView) along the lines of the OSGViewerCocoa OSGViewer class - simplified, and modified for ARC. That class doesn't populate the scene data, and when the application runs, a view filled with blue is displayed - so good, so far. Next, I tried to create a triangle mesh to populate the scene data with, and that's where my problem occurs - when one of the array objects I created is deleted, the application crashes. I can simplify the problem down to the following: - (void) test { osg::ref_ptrosg::Vec3Array theVertices = new osg::Vec3Array(0); } When the Vec3Array is deleted, it crashes at the end of Object::~Object(), with the code
Re: [osg-users] OpenSceneGraph and Mac OS X
HI, Am 12.11.2013 um 09:00 schrieb Stephan Maximilian Huber lis...@stephanmaximilianhuber.com: I am using a similar bundle-layout as yours, I usually don’t use the osgPlugins-3.x-folder at all. All plugins are sitting in Plugins/ as a followup: here’s a screenshot of the bundle-layout of a working app: http://scrups.cefix.org//cr/thxi3jv74sc40.png cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph and Mac OS X
HI, have you tried the cmake-setting OSG_BUILD_APPLICATION_BUNDLES? Haven’t tried this, as for me all example apps run from within xcode when compiling for debug and setting the osgPlugins-folder correctly. OS X is a hard to track development platform as it changes a lot over the years. Basically every year you’ll get a new version of xcode, new APIs, new blablabla. The os x offers so many options in regard of development: do you want to use frameworks, or dylibs, do you want to bundle it with your app or just install it to the usual locations? 32bit, 64bit? Two years ago there was even Carbon around the corner. And now IOS-development. Hand-maintaining the xcode-project files were error-prone and a mess. Cmake is not perfect but when setup correctly delivers xcode-project-files which work for iOS and OS X. There are different ways to integrate osg with an existing os-x app. One approach is using an GraphicsWindowEmbedded and do the context-setup by yourself. Another approach is to setup a osgViewer::GraphicsWindowCocoa::WindowData and feed it into osg::GraphicsContext::Traits-object and create an osg::GraphicsContext manually. After the viewer is realized you can get back the created view via osgViewer::GraphicsWindowCocoa::WindowData:: getCreatedNSView or [osgVIewer:: GraphicsWindowCocoa::getContext() view] I haven’t tried the osgViewerCocoa-example in years and can’t speak for it. cheers, Stephan Am 11.11.2013 um 01:31 schrieb Ronald Aldrich raldr...@mac.com: Thanks, Robert - I'll check that out. I'm wondering if there's a simple example application for cocoa, which actually compiles and runs. So far, I've gotten osgviewercocoa to compile and link, but it doesn't run because it's not being packaged as an application. I've gotten my own program to display an OSG window, with a lovely blue background, but adding scene data to it doesn't seem to do anything, so I find myself looking for a better starting point. It all feels like OSG has taken a huge step backward from where it was several years ago when I first experimented with it, at least with regard to Mac. Back when, there were xcode project files which allowed you to build a complete sample application and run it - now, you get tossed into a morass of CMake settings, and spend a lot of time exploring dead ends and configuration mistakes before you get anything at all to work. - Ron On Nov 10, 2013, at 1:39 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Ron, Apple keep moving the goal posts on their platform so it's a case of keep trying to catch up with whatever the new flavour of the month is. In OSG svn/trunk I have checked in a submissions that allows one toggle which libs to link against, look out for the OSG_CXX_LANGUAGE_STANDARD option, set it to either C++98 or C++11. Robert. On 9 November 2013 19:25, Ronald Aldrich raldr...@mac.com wrote: It appears that the issue is that OpenSceneGraph is linked against libstdc++, while my application was being linked against libc++. According to the documentation for libc++ ( http://libcxx.llvm.org ), the two are not ABI compatible, and with the amount of inline code used in OpenSceneGraph, it's not surprising that the two don't co-exist. Linking my application against libstdc++ stopped it from crashing, which should solve the issue for now, but I'd really like to be using libc++ instead, because it brings C++11 compatibility as well as performance improvements. So, what would it take to configure OpenSceneGraph's build environment to link against libc++, rather than libstdc++? - Ron On Nov 8, 2013, at 10:37 PM, Ronald Aldrich raldr...@mac.com wrote: Hello All, I'm new to OpenSceneGraph, so please bear with me. I'm attempting to write a Mac OS X native (cocoa) application that uses OpenSceneGraph, and I'm having some difficulty. I created an XCode project to build OpenSceneGraph as a set of frameworks (Using CMake), and I think I was mostly successful at that. Now, I'm trying to use those frameworks within my own application, and having some difficulty. I've created a class (OSGView) along the lines of the OSGViewerCocoa OSGViewer class - simplified, and modified for ARC. That class doesn't populate the scene data, and when the application runs, a view filled with blue is displayed - so good, so far. Next, I tried to create a triangle mesh to populate the scene data with, and that's where my problem occurs - when one of the array objects I created is deleted, the application crashes. I can simplify the problem down to the following: - (void) test { osg::ref_ptrosg::Vec3Array theVertices = new osg::Vec3Array(0); } When the Vec3Array is deleted, it crashes at the end of Object::~Object(), with the code Thread 1: EXC_BAD_ACCESS (code=1, address= 0xfff8) I then thought I'd go back to basics, and build the
Re: [osg-users] [osgPlugins] OSG 3.2.x slower than OSG 3.0.1??
HI, The forum2mail-gateway ate part of Tims message. Here’s the full message quoted from the forum: just a simple textured cube: Event_Update_Cull_Draw_GPU 0.01__0.00__0.01__0.08__0.28 0.02__0.01__0.05__0.13__0.28 cheers, Stephan Am 08.11.2013 um 12:02 schrieb Tim Rambau osgfo...@tevs.eu: Sorry, first line times from osgviewer 3.0.1 second line times from osgviewer 3.2.1-rc1 Same simple cube model with colored sides for both... Tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57133#57133 ___ 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] [build] Build Problem with osgGA at MacOS with Xcode 5
Hi Jan, Curious, I had linking errors when compiling osg with c++11 for IOS, so I added the c++98-flags to cmake. The best we can do is to make it configurable via cmake. cheers, Stephan Am 18.10.2013 um 10:25 schrieb Jan Klimke osgfo...@tevs.eu: Hi Robert, thanks for you reply. I am pretty sure that the settings did not change. But what i noticed is that the build is running better when libc++ and the c++11 standard is used when compiling. Currently if there is a clang compiler, the standard used is still c++98. This is currently hard coded and not configurable from cmake. Since dependent projects use the c++11 standard and libc++ as standard library implementation, there are linking issues if osg is not build with libc++ due to incompatibilities of std::string in libstdc++ and libc++ I had to adapt some plugins (added some casts to remove compiling errors) in oder to make osg compile. Do you think it is useful to switch the c++ versions in CMAKE at least for newer CLANG versions. The current Xcode provides the clang 5 as default compiler. Do you think these changes could be integrated into osg and the defaults can be changed to libc++ and c++11 for clang compiling ? Thank you! Cheers, Jan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56849#56849 ___ 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] OSG Multi-Touch input. TouchData [SEC=UNCLASSIFIED]
Hi Mitch, There is an implementation for WM_TOUCH in GraphicsWindowWin32, haven’t tested it personally. It should be easy to add support for TUIO-touch-events to the existing OscDevice, as TUIO is transported via OSC-messages. There’s also a recipe for intercepting TUIO-events via https://github.com/xarray/osgRecipes/wiki, haven’t worked with it. The multitouch-trackball-manipulator is not specific to the Apple trackpad, as it works with the TouchData of an osg-event and should be device-independent (I’ve tested it it on IOS and OS X). But as Christian already noted, the mt-manipulator is more a proof of concept than a stable working one. It’s hard to extend the existing manipulators, as they are all modeled with a single pointer device in mind. As you can see multitouch is still in its early stages :-) so any help is very appreciated! cheers, Stephan Am 11.09.2013 um 02:29 schrieb Doran, Mitchell (Student) mitchell.do...@dsto.defence.gov.au: UNCLASSIFIED Thanks for the reply, This example seems specific to the Apple Trackpad. It may prove useful yet; though there appears to be no bindings to get either TUIO (touch protocol over UDP) data or WM_TOUCH (Windows) or ABS_MT (Ubuntu) touch events into the osg environment. Its looking like I may have to write my own bindings to get TUIO events recognized. I think I remember seeing somewhere that Stephan had worked on something similiar. Anybody else with any ideas how to get say TUIO events into osg land, what would I need to implement? Mitch. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian Buchner Sent: Tuesday, 10 September 2013 7:45 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG Multi-Touch input. TouchData [SEC=UNCLASSIFIED] there is a MultiTouch camera manipulator in OSG 3.1 and OSG 3.2 which isn't truly practical (zoom is way to sensitive), but it is a good sample on how to process multi touch events. Christian 2013/9/10 Doran, Mitchell (Student) mitchell.do...@dsto.defence.gov.au UNCLASSIFIED Hi All, I'm new to Open Scene Graph but have started looking into it in hopes that I can manipulate a scene/camera using touch input; things like rotating and zooming. I've noticed the TouchData class which seems to provide some underlying support for touch based input but I haven't seen much else related to touch. Has the touch within OSG been fully implemented or is this a work in progress? I haven't seen any code that attempts to bridge WM_TOUCH (Windows) or ABS_MT_POS (Ubuntu) to allow these native touch events to be used within OSG projects. Have I missed something, how are we meant to make use of TouchData? Are there any resources or discussions beside the following two? I would like to make use of TouchData and eventually contribute to the OSG project. http://forum.openscenegraph.org/viewtopic.php?t=7702 http://forum.openscenegraph.org/viewtopic.php?t=7137 Regards, Mitch Doran IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. I'm new to Open Scene Graph but have started looking into it in hopes that I can manipulate a scene/camera using touch input; things like rotating and zooming. I've noticed the TouchData class which seems to provide some underlying support for touch based input but I haven't seen much else related to touch. Has the touch within OSG been fully implemented or is this a work in progress? I haven't seen any code that attempts to bridge WM_TOUCH (Windows) or ABS_MT_POS (Ubuntu) to allow these native touch events to be used within OSG projects. Have I missed something, how are we meant to make use of TouchData? Are there any resources or discussions beside the following two? I would like to make use of TouchData and eventually contribute to the OSG project. http://forum.openscenegraph.org/viewtopic.php?t=7702 http://forum.openscenegraph.org/viewtopic.php?t=7137 Regards, Mitch Doran IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to contact the sender and delete the email. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org IMPORTANT: This email remains the property of the Department of Defence and is subject to the jurisdiction of section 70 of the Crimes Act 1914. If you have received this email in error, you are requested to
Re: [osg-users] Build problems on OSX - VideoFrameDispatcher.cpp
Hi,any chance you are using a case-sensitive file-system? There seems to be a typo in one of the CMakeList-files which does not show up on case-insensitive file-systems (which are defacto standard on OS X)Can you try the attachedCMakeList.txtfile? It should be saved into src/osgPlugins/avfoundationcheers,StephanAm 11.09.2013 um 14:24 schrieb Edward Moyse edward.mo...@cern.ch: Hi all, I've been trying for a while to compile v3.2.0, but I keep running into the same problem: CMake Error at CMakeModules/OsgMacroUtils.cmake:278 (ADD_LIBRARY): Cannot find source file: ../QTKIt/VideoFrameDispatcher.cpp I think I followed the directions correctly (and in fact I tried many different approaches). An example of what I tried was: mkdir build cd build cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release I'm running on OSX 10.8.4.Any advice would be much appreciated! Cheers, Ed ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.orgINCLUDE_DIRECTORIES( ${AV_FOUNDATION_INCLUDE_DIR} ) SET(TARGET_SRC OSXAVFoundationVideo.mm OSXAVFoundationVideo.h ../QTKit/VideoFrameDispatcher.h ../QTKit/VideoFrameDispatcher.cpp OSXAVFoundationCoreVideoTexture.h OSXAVFoundationCoreVideoTexture.cpp ReaderWriterAVFoundation.cpp ) SET(TARGET_LIBRARIES_VARS AV_FOUNDATION_LIBRARY COCOA_LIBRARY COREVIDEO_LIBRARY COREMEDIA_LIBRARY QUARTZCORE_LIBRARY) SET(TARGET_ADDED_LIBRARIES osgViewer ) end var setup ### SETUP_PLUGIN(avfoundation) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem loading RGB values when alpha = 0 on mac osx
Hi Paulo, Am 02.08.2013 um 21:14 schrieb Paulo Silva paulo.jn...@gmail.com: Somewhere in the loading some sort of alpha pre-multiplying is going on. Unfortunately the imageio-plugin load its files with premultiplied alpha, as you discovered already. The image-io-plugin does demultiply the alpha again, but can't restore rgb-values with alpha 0 and there are some rounding differences. Between 3.0 and 3.2 I added an optimization to use apples optimized demultipliying-algorithm instead of the prior home cooked version. If you are in need for exact rgba-values use libpng (just edit the cmake-files) or another image-plugin like rgba. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Unable to compile resthhtp
Hi Torben, the rest-http-plugin needs the separate asio-lib (technically only the headers).It can work with asio packaged by boost, but then you'll need the boost library files. With the current setup the resthttp plugin does only need the asio- and boost-headers, no libs needed. This was easier to setup, especially on windows. Point the ASIO_INCLUDE_DIR to the include-folder of asio, e.g. my-asio-folder/include I don't know why the var is named Boost_INCLUDE_DIRS, this is a var provided by cmake, so I used that. Point it to the root-folder of your boost-download. HTH, Stephan Am 18.07.2013 um 13:05 schrieb Torben Dannhauer tor...@dannhauer.info: Hi, I tried to compile restHHTP plugin and failed with lots of compilation errors. The documentation is very spare, so I tried to get some infos here, then I will pimp the CMAke files. What kind of asio do I need? the boost version or standalone? Which CMake variables do I have to set? There are some Boost related variables, but it is not clear which are required for the httprest plugin. The CMakeLists.txt uses these variables: INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS}) INCLUDE_DIRECTORIES(${ASIO_INCLUDE_DIR}) - Why is Boost_INCLUDE_DIRS plural? What list of directories should be contained in this variable? - Where should Boost_INCLUDE_DIRS piont to? to the folder _containing_ the boost directory (parent folder of boost) with all headers in it, or shoult it contain the boost directory itself? - If the first points to the boost includes at all, why is a second variable ASIO_INCLUDE_DIR required? - What kind of ASIO do I need, boost or standalone? - Where should ASIO_INCLUDE_DIR point to in details? Thanks for your clarifications. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55247#55247 ___ 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] Problems building OSC plugin on VS2008
Hi Chris, the osc-plugin compiles fine on my end with VS 2005. Is this a 64bit build? cheers, Stephan Am 05.01.13 20:35, schrieb Chris Hanson: Anyone else encountering this? I have no clue, we're just trying to batch-build. d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(101) : error C2535: 'osc::OutboundPacketStream osc::OutboundPacketStream::operator (osc::int32)' : member function already defined or declared ... d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(97) : see declaration of 'osc::OutboundPacketStream::operator ' .\daeReader.cpp(298) : error C2039: 'data' : is not a member of 'std::vector_Ty' ... with ... [ ... _Ty=char ... ] ___ 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] Video textures on iOS (and audio)
Hi all, just a short heads-up: the recent introduced avfoundation-plugin works now an IOS 6, so you can playback videos on your ios-device. There may be some bugs lurking around, and fast texture-upload via CoreVideo is not implemented yet, will come in a future version, cheers, Stephan Am 01.10.12 17:47, schrieb Bruno Ronzani: Steph, Thank you ! Can't wait to see that :) Please keep us informed ! Cheers, Bruno -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50364#50364 ___ 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] timestamp in movie
Hi David, Am 07.12.12 09:53, schrieb DavidHornung: Currently I am playing around with example osgmovie how is it possible to get the timevalue of a video from the start of the video to now ? what about osg::ImageStream::getCurrentTime() ? May not be implemented by all movie-plugins. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmovie seek/jump
Hi David, Am 29.11.12 13:55, schrieb DavidHornung: I am playing around with the osgmovie with ffmpeg example and was not able to seek with '' or to increase/decrease the speed with ± in the osgmovie examle from version 3.0.1 from July. I would like to know if it is possible now to jump to a specific position of videofile by an exact time value ? This functionality depends on the used plugin. avfoundation/qtkit can seek to a specific time, or change the playback-speed. Don't know if the ffmpeg plugin can do this, have a look at the code ;-) cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] IOS Linking error Undefined symbols for architecture i386: _graphicswindow_IOS
Hi, you'll have to add all needed libs to your ios-app. Most notably libOpenThreads, libosg, libosgGA, libosgDB, libosgUtil, libosgViewer. _graphicsWindow_IOS should be part of the osgViewer-lib. Sorry, getting osg compiling running on ios is a bit rough. If you have a working set of libs and includes the experience is getting better :-) There's a helper script to compile all libs for debug/release and device/simulator and combine them to universal libs at https://github.com/stmh/osg/tree/iphone/PlatformSpecifics/iOS This script will create two xcode-project-files (simulator / device), compile all libs + plugins and bundle the libs. I think I submitted it to osg.submission, but it's not merged yet to osg-trunk. cheers, Stephan Am 29.11.12 13:05, schrieb Koduri Lakshmi: Hi, I added libOpenThreads.a file to BuildPhases-Link Binary With Libraries. Then I am getting the following error Code: Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/clang++ failed with exit code 1 I am getting the same error for Debug/Release builds. I created both Debut/Release .a files to OSG. I got these .a files from BUILD-lib folder. Can you please any one help how to solve this linker error. ... Thank you! Cheers, Koduri -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51289#51289 ___ 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, 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] R: building OSG 3.0.1 on Mac Snow Leopard
Hi Gianluca, the message PixelBufferCocoa :: realizeImplementation not implemented yet should not lead to a crash. Without a stack-trace it's hard to tell why your app crashes. And please keep the discussion on the osg-users-list, so other have a chance to search the archive. cheers, Stephan Am 16.11.12 12:13, schrieb Gianluca Natale: Hi Stephan, thanks for your answer. I did what you suggested, that is to say use the libs provided by the system, and set OSG_WINDOWING_SYSTEM to Cocoa. Anyway, while it builds OSG (on a MacOS 10.6.8), it gave me these warnings, which I don't know the meaning of (sorry, I don't know objective-C at all): Warning: class 'GraphicsWindowCocoaDelegate' does not implement the 'NSWindowDelegate' protocol. I ignored it, since it built OSG in any case. Then I built my application based upon OSG, and everything built without errors and warning. But when I launched it, I see this message on screen: PixelBufferCocoa :: realizeImplementation not implemented yet And my application quits unexpectedly. I still haven't debugged yet, I wonder if that might be the cause of such exit. I just took a look at your code in PixelBufferCocoa.mm, but as I told you I don't know anything of Objective-C. Thanks, Gianluca -Messaggio originale- Da: Stephan Maximilian Huber [mailto:ratzf...@digitalmind.de] Inviato: giovedì 15 novembre 2012 12:39 A: OpenSceneGraph Users Cc: Gianluca Natale Oggetto: Re: [osg-users] building OSG 3.0.1 on Mac Snow Leopard Hi Gianluca, it should be safe to use the libs provieded by the system. Carbon is deprecated, and most new features went into the cocoa window implementation of osg, so please use the cocoa window-implementation. cheers, Stephan Am 14.11.12 17:19, schrieb Gianluca Natale: Hi all, I'm trying to build OSG 3.0.1 on Mac OSX 10.6 using the procedure well-described on OSG website. But when I clicked on Configure in CMake-gui, after setting Where is the source code and Where to build the binaries, I gotten many red-highlighted options. I could fix most of them (actually I didn't set my build folder as suggested, i.e. the prebuilt packages for dependencies are not in OpenSceneGraph/3rdParty), but I have some doubt for some of them, I hope anyone can give me some tip. Sorry if these are all silly questions! CURL LIBRARY: CURL_INCLUDE_DIR points to /usr/include, instead of pointing to /myBuildfolder/3rdParty/include, where I unzipped the prebuilt packages. So, curl is already installed on my system, and the version I have there is 4. But in prebuilt packages there is version 4.1. Should I use the newest one? FREETYPE LIBRARY: Same as CURL, it is already installed on my system. Should I use in any case that provided in the prebuilt packages, or can I leave that gotten from the system? OSG_WINDOWING_SYSTEM defaults to Carbon on my machine. Isn't it deprecated? Should I change it to Cocoa? ZLIB LIBRARY: Same question as curl, should I use in any case the version provided in the prebuilt packages? Thanks, Gianluca ___ 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] building OSG 3.0.1 on Mac Snow Leopard
Hi Gianluca, it should be safe to use the libs provieded by the system. Carbon is deprecated, and most new features went into the cocoa window implementation of osg, so please use the cocoa window-implementation. cheers, Stephan Am 14.11.12 17:19, schrieb Gianluca Natale: Hi all, I'm trying to build OSG 3.0.1 on Mac OSX 10.6 using the procedure well-described on OSG website. But when I clicked on Configure in CMake-gui, after setting Where is the source code and Where to build the binaries, I gotten many red-highlighted options. I could fix most of them (actually I didn't set my build folder as suggested, i.e. the prebuilt packages for dependencies are not in OpenSceneGraph/3rdParty), but I have some doubt for some of them, I hope anyone can give me some tip. Sorry if these are all silly questions! CURL LIBRARY: CURL_INCLUDE_DIR points to /usr/include, instead of pointing to /myBuildfolder/3rdParty/include, where I unzipped the prebuilt packages. So, curl is already installed on my system, and the version I have there is 4. But in prebuilt packages there is version 4.1. Should I use the newest one? FREETYPE LIBRARY: Same as CURL, it is already installed on my system. Should I use in any case that provided in the prebuilt packages, or can I leave that gotten from the system? OSG_WINDOWING_SYSTEM defaults to Carbon on my machine. Isn't it deprecated? Should I change it to Cocoa? ZLIB LIBRARY: Same question as curl, should I use in any case the version provided in the prebuilt packages? Thanks, Gianluca ___ 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] OS X users please test the current image-io plugin (rev 13188)
Hi all, Robert committed (rev 13188) a better version of the image-io-plugin, which should improve the performance when opening image-files as I replaced some functionality with functions from Apple's accelerate-framework. Can you please test this new version with your assets, if everything is still working nicely? thanks in advance, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Video textures on iOS (and audio)
Hi I have some working code playing a video inside OSG, it's IOS 6 only and needs some porting to the osg-plugin-mechanism and some other enhancements. I am currently busy with other work, so this has to wait for some more time. cheers, Stephan Am 01.10.12 15:58, schrieb Bruno Ronzani: hi ! any results in using OSG to play videos on IOS ? using ffmpeg is not an option ? cheers, bruno -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50361#50361 ___ 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] Binding Multiple COLOR_BUFFERn's to a FRAME_BUFFER_OBJECT ?
Hi Randall, Am 14.09.12 13:54, schrieb Randall Hand: As for FBO vs PBuffer, I'm running right now on a LAte 2011 MAcbook Pro, with the ATI chipset.. I thought FBO's were supported but maybe not... FBOs do work on MacBookPro 2011 and OS X. How is your setup of the graphic-context looking like? cheers, Stepham ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)
Hi Matthias, can you post the complete file? cheers, Stephan Am 13.09.12 14:59, schrieb Matthias Thöny: Hi Stephan, thanks for your file and the information. I saw that the file contains all values from 0...1 and I realized that with the current implementation this is not working, because as far as I have seen, after the call Code: CGContextDrawImage(bitmap_context, rect, image_ref); CGContextRelease(bitmap_context); the byte array contains values like 128 128 128 255 (for 1 Pixel). So in fact, may be there are in the end float values, but they are scaled to 1... 255 in the current implementation, this is also why you end up having RGBA and unsigned byte. (probably there is aliasing in the resulting OSG::Image). I tried implementing this by myself and realized, that the whole function should probably get another iteration, because at the moment the bits_per_component are restricted to 8 and datatypes on grayscale bigger than 8 bits are not handled properly. So it should be: Code: size_t bits_per_component = CGImageGetBitsPerComponent(image_ref); //size_t bits_per_component = 8; further at the position where you also fixed something the code should contain a switch more, for the bits_per_component. Here is what I did (I did not test the code with other pictures formats (gif, png etc..): Code: case 16: { BLOCKQUOTEimage_data = calloc(width * 2, height); internal_format = GL_R; pixel_format = GL_RED; data_type = GL_UNSIGNED_SHORT; bytes_per_row = width*2; color_space = CGColorSpaceCreateDeviceGray(); bits_per_component = 16; #if __BIG_ENDIAN__ bitmap_info = kCGImageAlphaNone | kCGBitmapByteOrder32Big; /* XRGB Big Endian */ #else bitmap_info = kCGImageAlphaNone | kCGBitmapByteOrder32Little; /* XRGB Little Endian */ #endif bitmap_context = CGBitmapContextCreate(image_data,width,height,bits_per_component,bytes_per_row,color_space,alpha_info); break; /BLOCKQUOTE} case 32: case 64: { BLOCKQUOTEimage_data = (float*)calloc(width * 4, height); switch(bits_per_component) { BLOCKQUOTEcase 8: { BLOCKQUOTEinternal_format = GL_RGBA8; pixel_format = GL_BGRA_EXT; data_type = GL_UNSIGNED_INT_8_8_8_8_REV; bytes_per_row = width*4; color_space = CGColorSpaceCreateDeviceRGB(); #if __BIG_ENDIAN__ bitmap_info = kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Big; /* XRGB Big Endian */ #else bitmap_info = kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Little; /* XRGB Little Endian */ #endif break; /BLOCKQUOTE} case 32: { BLOCKQUOTEinternal_format = GL_R; pixel_format = GL_RED; data_type = GL_FLOAT; bytes_per_row = width*4; color_space = CGColorSpaceCreateDeviceGray(); #if __BIG_ENDIAN__ bitmap_info = kCGImageAlphaNone | kCGBitmapFloatComponents | kCGBitmapByteOrder32Big; /* XRGB Big Endian */ #else bitmap_info = kCGImageAlphaNone | kCGBitmapFloatComponents | kCGBitmapByteOrder32Little; /* XRGB Little Endian */ #endif bitmap_context = CGBitmapContextCreate(image_data, width, height, bits_per_component, bytes_per_row, color_space, bitmap_info); break; /BLOCKQUOTE} /BLOCKQUOTE} break; /BLOCKQUOTE} I hope this helps others. I think for a submission one would have to refactor the whole function. There are may be more cases to go especially for 64 bit cases. Thanks for the help! Matthias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50011#50011 ___ 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] Please test svn/trunk in prep for 3.1.3 developer release
Hi robert, compiles fine for OS X, but breaks for IOS (GL ES 1.1) as GL_RGBA16 is not defined. Attached is a fix. cheers, Stephan Am 07.09.12 11:28, schrieb Robert Osfield: Hi All, I plan to tag a developer release this afternoon, but before I do I'd like some feedback from testing out in the community to make sure that it's building a running OK. This dev release won't contain all the submissions that have accumulated over the last couple of months, if you one that is pending please be patient. After taking things easy w.r.t open source dev over the summer I'm now steadily going through submissions, it's quite a backlog so it'll take me a few weeks to review them all. During this period I plan to keep making dev releases rather than wait till all submissions have been processed. If you feel a submission had been missed out/overlooked please don't be shy in checking up on progress on it, sometimes submissions I've actually responded to and await a response that hasn't forth coming so it's worth checking up just in case there is something else I need from the submission. Thanks you help in test :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_IMAGE #define OSG_IMAGE 1 #include osg/BufferObject #include osg/Vec2 #include osg/Vec3 #include osg/Vec4 #include osg/FrameStamp #include osg/StateAttribute #include string #include vector #ifndef GL_VERSION_1_2 // 1.2 definitions... #define GL_BGR 0x80E0 #define GL_BGRA 0x80E1 #define GL_UNSIGNED_BYTE_3_3_2 0x8032 #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #define GL_UNSIGNED_INT_8_8_8_8 0x8035 #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 #define GL_UNSIGNED_INT_10_10_10_2 0x8036 #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 #endif #ifndef GL_COMPRESSED_ALPHA #define GL_COMPRESSED_ALPHA 0x84E9 #define GL_COMPRESSED_LUMINANCE 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_INTENSITY 0x84EC #define GL_COMPRESSED_RGB 0x84ED #define GL_COMPRESSED_RGBA 0x84EE #endif #ifndef GL_ABGR_EXT #define GL_ABGR_EXT 0x8000 #endif #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) #define GL_RED 0x1903 #define GL_GREEN0x1904 #define GL_BLUE 0x1905 #define GL_DEPTH_COMPONENT 0x1902 #define GL_STENCIL_INDEX0x1901 #endif #ifndef GL_RGBA16 #define GL_RGBA16 0x805B #endif #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || defined(OSG_GL3_AVAILABLE) #define GL_BITMAP 0x1A00 #define GL_COLOR_INDEX 0x1900 #define GL_INTENSITY12 0x804C #define GL_INTENSITY16 0x804D #define GL_INTENSITY4 0x804A #define GL_INTENSITY8 0x804B #define GL_LUMINANCE12 0x8041 #define GL_LUMINANCE12_ALPHA4 0x8046 #define GL_LUMINANCE12_ALPHA12 0x8047 #define GL_LUMINANCE16 0x8042 #define GL_LUMINANCE16_ALPHA16 0x8048 #define GL_LUMINANCE4 0x803F #define GL_LUMINANCE4_ALPHA40x8043 #define GL_LUMINANCE6_ALPHA20x8044 #define GL_LUMINANCE8 0x8040 #define GL_LUMINANCE8_ALPHA80x8045 #define GL_RGBA80x8058 #define GL_PACK_ROW_LENGTH 0x0D02 #endif #ifndef GL_PACK_SKIP_IMAGES #define GL_PACK_SKIP_IMAGES 0x806B #define GL_PACK_IMAGE_HEIGHT0x806C #define GL_UNPACK_SKIP_IMAGES 0x806D #define GL_UNPACK_IMAGE_HEIGHT 0x806E #endif #ifndef GL_OES_compressed_ETC1_RGB8_texture #define GL_ETC1_RGB8_OES0x8D64 #endif namespace osg { // forward declare class NodeVisitor; /** Image class for
Re: [osg-users] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)
Hi Matthias, I am using 10.7. Send me a link or a sample file to me off-list, and I'll try it on my end. This file ( https://dl.dropbox.com/u/697565/greyscale_32bit.tif ) worked on my end. I made a small patch to the imageio-plugin ( https://github.com/stmh/osg/commit/66efda74ebf3b289fa2d55866023f59196d052a2 ) to support 16bit PNGs, and I'll submit it to osg.submissions in the next days. I think my patch is unrelated to your problem. cheers, Stephan Am 06.09.12 17:51, schrieb Matthias Thöny: Hi stephan, Thanks for the reply. I thought already that I am the only one doing this. Actually I have already the problem getting the byte information. Which OSX Version are you using? Would it be possible to have a sample picture just to be sure that we are talking about the same. Cheers, Matthias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49818#49818 ___ 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] [osgPlugins] Loading 32bit floating point grayscale texture with ImageIO (Mac OSX)
Hi, I can load floating-point greyscale diffs via the imageio-plugin, but they end all as RGBA/unsigned byte osg::Images. There's definitely some code-paths missing :) cheers, Stephan Am 04.09.12 16:12, schrieb Matthias Thöny: Hi, I am wondering if someone ever tried to load 32bit floating point grayscale .tiff images under Mac OSX with ImageIO. This seems not working at all. This is a specific problem for grayscale textures. I tried to change the code in the ImageIO ReaderWriter class but obviously I am doing something wrong. As far as documented it should be working: http://developer.apple.com/library/ios/#documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_context/dq_context.html#//apple_ref/doc/uid/TP30001066-CH203-SW9 (search for Supported Pixel Formats) but the CGBitmapContextCreate tells you that this is not a valid combination if you use: Gray 32 bpp, 32 bpc, kCGImageAlphaNone|kCGBitmapFloatComponents OS X Is there anybody who tried that before? Thank you! Cheers, Matthias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49738#49738 ___ 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] [ANN] Looking for forum moderators and administrators
Hi, I can help out, and take some of the moderation tasks if needed. I am part of this community since 2006 (i think), and i am helping people on the list if possible. I do some contributions for OS X and iOS. I am moderating a german speaking mailing-list with some other guys since 2010. cheers, Stephan Am 02.05.12 13:00, schrieb Art Tevs: Dear OSG-Community, I am posting this thread in order to find suitable persons to be moderator and/or an administrator of the official OSG forum. What we need and expect for specific tasks: Moderator (3-5 positions): - check if new users do respect to our forum rules (i.e. name convention) - check and approve posts of new users (check for spam, ban usernames, kindly ask users to change names, etc.) - check for double posts and merge them together (it happens sometimes that threads are get separated and need to be merged again) - Usually it takes up-to max 30 minutes a day to moderate a forum. In best case, when there are more moderators, this time decreases of course Administrator (1-2 position): - important You must have already be seen in our community, so that we really know what expect from you. Or somebody of long term member can bail for you. - You must have experience with PHP and Unix environment. - You will get full access to forum's source code (on my servers) in order to hunt for bugs. Yeah, there are still bugs which need to be solved I hope to find somebody who can take over this tasks. Moderators are currently more important than an administrator. However due to the move of OSG webpage to the new system and a wish to combine all the subsystems (svn, joomla, forum, mailing list) into one, it would be great to have somebody who can make this happen :) Payment: No payment at all ladies and gentlemens, you do this for the sake of our community :) Contact: Please post your applications directly here to this thread. In this case we can learn you already before assigning you such a responsible position. If you want to stay anonym, then write me a PM (or better email) and I will try to discuss with senior community members about your application. Best regards Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47493#47493 ___ 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] change GraphicsWindowIOS
Hi Laith, Can't you set the opaque-property of the gl-view' layer before realizing the viewer? (Out of my head:) osgViewer::GraphicsWindowIOS* win = dynamic_castosgViewer::GraphicsWindowIOS*(your_context); if (win) { UIView* view = (UIView*)win-getView(); CALayer* layer = view.layer; if (layer) layer.opaque = NO; } if this doesn't work I recommend adding a new flag to osgViewer::GraphicsWindowIOS::WindowData and checking that flag from inside GraphicsWindowIOS. For the latter solution you'll have to recompile osg. And please submit your changes to osg.submission or create a pull request for https://github.com/stmh/osg/tree/iphone HTH, Stephan Am 15.08.12 12:17, schrieb Laith Dhawahir: Hi, is it possible that I change inside without compiling OpenSceneGraph again, actually what am looking for us to make changes inside GraphicsWindowIOS to support transparent background or there is a better way for doing that ? Thank you! Cheers, Laith -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49266#49266 ___ 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] imagestream webcam
Hi, create the image once and update it's data every frame and call dirty on the image. It looks ike Convert_OpenCV_TO_OSG_IMAGE returns a newly created image everytime it gets called. cheers, Stephan Am 10.07.12 10:25, schrieb Antonio De Giorgio: Hi, i have a problem with the streaming of the webcam as texture of a geode.. i grap frames with opencv and than i create a osg::Image from every frame that apply as a texture..Now how can i create a imagestream as it is done in the osgMovie example? if i use the same dynamic_cast obviously it gives me back a null object...than how can i make the texture update itself? this is what i actually do (i'm now able to see just the first frame): osg::Image* image = Convert_OpenCV_TO_OSG_IMAGE(imageCV); //image-dirty(); osg::ImageStream* imagestream = dynamic_castosg::ImageStream*(image); if (imagestream) imagestream-play(); if (image) { osg::notify(osg::NOTICE)image-s()image-s() image-t()=image-t()std::endl; geode-addDrawable(myCreateTexturedQuadGeometry(pos,image-s(),image-t(),image, useTextureRectangle, xyPlane, flip)); bottomright = pos + osg::Vec3(static_castfloat(image-s()),static_castfloat(image-t()),0.0f); if (xyPlane) pos.y() += image-t()*1.05f; else pos.z() += image-t()*1.05f; } ... for(int i=0; (i!viewer.done()); i++){ capture = cvCaptureFromCAM( 0 ); if ( !capture ) return -1; imageCV = cvQueryFrame( capture ); imageCV = cvQueryFrame( capture ); if( !imageCV ) return 1; image = Convert_OpenCV_TO_OSG_IMAGE(imageCV); image-dirty(); // viewer.setSceneData(geode); viewer.setThreadingModel(osgViewer::ViewerBase::SingleThreaded); viewer.frame(); } Thank you! Cheers, Antonio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48782#48782 ___ 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] iPad3 Retina Display Support
Am 18.06.12 12:23, schrieb Joerke, Robin: I have developed an iPad-App using osgViewer::GraphicsWindowIOS. When deploying to an iPad 3 with iOS 5.1, I noticed that iOS automatically upscales the graphics context by factor 2, for filling the Retina Display. However, osg still renders in a low resolution (1024x768), leading to aliasing artifacts. I tried to increase the rendering resolution to 2048x1536, but I could not find out how to disable the iOS upscale. This leads to the problem that only a quarter of the rendered image is visible. Even changing the contentScaleFactor property of the UIView did not help. I read about osg already supporting Retina Displays. What am I missing? Support for Retina-display is only available when compiling osg against a SDK = 4.0 It should work out of the box, so when you request a graphicscontext for 1024x768 you'll get a view sized 1024x768 and a graphics-context with 2048 x 1536. Hoy do you set up your GraphicsWindowIOS? cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iPad3 Retina Display Support
Hi, Your code looks correct to me. What is the ios deployment target for the osg-project? It should be = 4.0 You can try to force the scale via osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowIOS::WindowData(self.view, osgViewer::GraphicsWindowIOS::WindowData::ALL_ORIENTATIONS, [[UIScreen mainScreen] scale]); (haven't tested this personally) Stephan Am 18.06.12 16:25, schrieb Joerke, Robin: Thanks for your reply. I am using iOS SDK 5.1. This is the initialization code inside of a UIViewController: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; CGRect lFrame = [self.view bounds]; unsigned int w = lFrame.size.width; unsigned int h = lFrame.size.height; osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowIOS::WindowData(self.view, osgViewer::GraphicsWindowIOS::WindowData::ALL_ORIENTATIONS); std::cout the screen Scale is: [[UIScreen mainScreen] scale] std::endl; // Setup the traits parameters traits-x = 0; traits-y = 0; traits-width = w; traits-height = h; traits-depth = 16; //keep memory down, default is currently 24 //traits-alpha = 8; //traits-stencil = 8; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-setInheritedWindowPixelFormat = true; traits-inheritedWindowData = windata; // Create the Graphics Context osg::ref_ptrosg::GraphicsContext graphicsContext = osg::GraphicsContext::createGraphicsContext(traits.get()); _viewer = new osgViewer::Viewer(); if(graphicsContext) { _viewer-getCamera()-setGraphicsContext(graphicsContext); _viewer-getCamera()-setViewport(new osg::Viewport(0, 0, traits-width, traits-height)); } Best regards, Robin Jörke Am 18.06.12 14:36 schrieb Stephan Maximilian Huber unter ratzf...@digitalmind.de: Am 18.06.12 12:23, schrieb Joerke, Robin: I have developed an iPad-App using osgViewer::GraphicsWindowIOS. When deploying to an iPad 3 with iOS 5.1, I noticed that iOS automatically upscales the graphics context by factor 2, for filling the Retina Display. However, osg still renders in a low resolution (1024x768), leading to aliasing artifacts. I tried to increase the rendering resolution to 2048x1536, but I could not find out how to disable the iOS upscale. This leads to the problem that only a quarter of the rendered image is visible. Even changing the contentScaleFactor property of the UIView did not help. I read about osg already supporting Retina Displays. What am I missing? Support for Retina-display is only available when compiling osg against a SDK = 4.0 It should work out of the box, so when you request a graphicscontext for 1024x768 you'll get a view sized 1024x768 and a graphics-context with 2048 x 1536. Hoy do you set up your GraphicsWindowIOS? cheers, Stephan ___ 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] Multi-touch on osg (Android)
Hi you'll need to code the logic by yourself. osg has no built-in gesture recognition. you can compute both zoom level and rotation from your multi-touch input, no need to distinguish between them. Just store the start touch-points and compare them with the current touch-points. compute the zoom-level and the rotation-value from there. cheers, Stephan Am 04.06.12 11:46, schrieb Rghima Ahlem: Hi, I work on th osgAndroidExampleGLES1, i want to work with multi -touch with the buton change Navigation. one finger-drag two fingers-rotation, zoom. the problem is to difference between zoom in , zoom out and rotation Please help me to detect the type of moving. Thank you! Cheers, Rghima -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48018#48018 ___ 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] framerate drops drastically when turning child nodes on and off
Am 09.05.12 09:31, schrieb Ulrich Hertlein: When running this on OS X I'm seeing some odd behaviour as well: - roughly every 7s there is a jump in the draw time (see attached screenshot) - this happens even when *not* switching between the two groups (no update callback installed; both are visible at the same time) I see dramatic performance degression, when rotating the cube to a specific angle, performcance goes down from 60fps to 3fps. (MacPro with an ATI Radeon HD 5770 1024 MB) Rotating the cube a bit more the performance goes back to normal. Maybe Mac OS X internal multithreaded-rendering is the culuprit here, (which is enabled by default i think). I've seen this jump every 7s too, but when running the app for a longer time, the jump goes away. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] framerate drops drastically when turning child nodes on and off
Am 09.05.12 15:26, schrieb John Kelso: Do you see the original problem as well? Does it act the same at .5 FPS and no switching, and degrade at 1 FPS? I don't see the original problem, the draw time is constant for both FPS, no peaks, nada. Only if i rotate the cube about 180° performance decrease to 3-5fps, regardless of the specified switch-timing. cheers, Stepahn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] First OSG application on Ipad
Hi Raymond, Am 02.05.12 21:11, schrieb Raymond de Vries: I would like to follow your procedure to build a set of iOS libs and I am following your instructions in this mail and on the new website (which is progressing nicely btw, congrats!). I have some questions though... In this mail, you mention that cmake nightly build should be usable. In the mean time 2.8.8 is out there so I guess that one should be usable, as also mentioned on the osg iOS page. Now when I try to use cmake 2.8.8 by running 'cmake-gui .' from within the osg svn folder, it doesn't find xcode. Do I need to configure xcode somehow in order to find it? try sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer on the command-line About your github mirror, I am not sure what the status is, or how I should be able to use it. Browsing your mirror, the date of the files is not up-to-date. Could you please explain it a bit more? Yes, my github mirror is currently not uptodate, I'll update it from time to time. It's main purpose is the handmaintained xcode-project whcih compiles out of the box (w/o the need of cmake) and has some working examples. It's basically the same functionality Eduardo provides, no cmake needed, working examples, handmaintained xcode-project file. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] First OSG application on Ipad
Hi Raymond, Am 03.05.12 11:18, schrieb Raymond de Vries: I would like to follow your procedure to build a set of iOS libs and I am following your instructions in this mail and on the new website (which is progressing nicely btw, congrats!). I have some questions though... In this mail, you mention that cmake nightly build should be usable. In the mean time 2.8.8 is out there so I guess that one should be usable, as also mentioned on the osg iOS page. Now when I try to use cmake 2.8.8 by running 'cmake-gui .' from within the osg svn folder, it doesn't find xcode. Do I need to configure xcode somehow in order to find it? try sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer on the command-line I tried that already before, I suspect something like that indeed. I tried it again and it does not help... Can you post the cmake-error you get? I am trying to install a nightly build but it cannot be installed because 'a newer version is installed'. Any idea how I can uninstall the current cmake version? Deleting it from /Applications is not enough?!? hmm, no idea. Ok, clear, I thought that indeed. Last night, I tried it and it worked ok out of the box. Almost ok, though: I get unresolved symbols from freetype. Which freetype should I use, and how should I install that? (sorry to ask newbie questions since I am still pretty new with Mac dev) I ficed the freetype issue on github, do a git pull origin iphone and it should work. The previous freetype-lib worked only for the devie. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OS runtime problem
HI, have you tried to compile your own code and osg with the llvm-gcc4.2 compiler? llvm-gcc 4.2 should include openMP. (Haven't tested that by myself) HTH, Stephan Am 26.04.12 11:09, schrieb Tobias Duckworth: Hi, I'm building OpenSceneGraph from the head of the trunk on Mac OS 10.7 Lion using CMake. The build works straight out of the box defaulting to the llvm compilers. I'm using OpenSceneGraph in a project built using gcc-mp-4.7, and so linking to the libraries built in the above step from my project. I'm experiencing a problem with primitive sets at runtime - Namely, a primitive set I create causes a crash when it goes out of scope. I've managed to boil my problem down to a very simple implementation: Code: int main(int argc, char *argv[]) { osg::ref_ptrosg::PrimitiveSet p = new osg::DrawElementsUByte(); return 0; } When executed, with the OSG libraries built using llvm, and the program built using gcc-mp-4.7, the following happens: Code: Tobys-MacBook-Pro:xxx tobiasduckworth$ ./3DRecon.app/Contents/MacOS/3DRecon 3DRecon(23649,0x7fff7612f960) malloc: *** error for object 0x10e163ec0: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug Abort trap: 6 However, if I build the program using the same compiler (llvm) as OSG, then it runs fine. My program uses OpenMP, so I need to use gcc to get this to compile, otherwise I could move to llvm. I also tried to build OSG using gcc, but this failed due to osgViewer using Objective C. Does anyone have any idea what might be going wrong here? Should I be able to build OSG using llvm and my application using gcc? Hoping someone can shed some light, ... Thank you! Cheers, Tobias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47314#47314 ___ 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] osx fail to configure
Hi cedric, Am 11.04.12 12:26, schrieb Cedric Pinson: I get this error while trying to compile osg on osx, any hints ? clear the cmake-cache and re-run the configure step this worked on my end. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with DotOsgWrapper in OSG 3.1.1 on OSX 10.7
Hi, is the Symbols hidden by default-setting in your xcode-project set to No? cheers, Stephan Am 05.04.12 17:07, schrieb Mike Wozniewski: Hi, I just upgraded from OSG 2.9.8 to 3.1.1 and my project now crashes when loading .osg models. The error occurs in DeprecatedDotOsgWrapperManager::addDotOsgWrapper (see the backtrace below). The funny thing is that OSG examples work fine. It's just something to do with my project settings. I'm using a custom XCode project, so it's hard to post details here, but can anyone suggest where to look? Am I forgetting to link with something that the deprecated wrappers would need? Everything else works well. In fact, if I enable more verbose notifications, I see that the osgdb_osg plugin loads successfully: Code: FindFileInPath() : USING /usr/local/lib/osgPlugins-3.1.1/osgdb_osg.so Opened DynamicLibrary osgPlugins-3.1.1/osgdb_osg.so It looks like that plugin requests to load the osgdb_deprecated_osg plugin, and then I get the crash immediately after this is printed: Code: FindFileInPath() : USING /usr/local/lib/osgPlugins3.1.1/osgdb_deprecated_osg.so CullSettings::readEnvironmentalVariables() CullSettings::readEnvironmentalVariables() Image plugins (eg, jpeg work fine). Any ideas? Here's the interesting part of the backtrace: Code: #0 0x7fff92042b8c in __dynamic_cast () #1 0x0001000f2573 in osg::NodeCallback::isSameKindAs (this=0x106bbc7b0, obj=0x106bbc938) at NodeCallback:36 #2 0x0001000f2501 in virtual thunk to osg::NodeCallback::isSameKindAs(osg::Object const*) const () at stl_vector.h:271 #3 0x0001020c875c in osgDB::DeprecatedDotOsgWrapperManager::addDotOsgWrapper () #4 0x0001020c85bd in osgDB::RegisterDotOsgWrapperProxy::RegisterDotOsgWrapperProxy () #5 0x0001020c84a9 in osgDB::RegisterDotOsgWrapperProxy::RegisterDotOsgWrapperProxy () #6 0x000108278d3e in __cxx_global_var_init9 () #7 0x000108278e6c in global constructors keyed to a () #8 0x7fff5fc0fda6 in __dyld__ZN16ImageLoaderMachO18doModInitFunctionsERKN11ImageLoader11LinkContextE () #9 0x7fff5fc0faf2 in __dyld__ZN16ImageLoaderMachO16doInitializationERKN11ImageLoader11LinkContextE () #10 0x7fff5fc0d2e4 in __dyld__ZN11ImageLoader23recursiveInitializationERKNS_11LinkContextEjRNS_21InitializerTimingListE () #11 0x7fff5fc0e0b7 in __dyld__ZN11ImageLoader15runInitializersERKNS_11LinkContextERNS_21InitializerTimingListE () #12 0x7fff5fc031b9 in __dyld__ZN4dyld15runInitializersEP11ImageLoader () #13 0x7fff5fc09657 in __dyld_dlopen () #14 0x7fff8a0d495b in dlopen () #15 0x0001020d1dde in osgDB::DynamicLibrary::getLibraryHandle () #16 0x0001020d1aef in osgDB::DynamicLibrary::loadLibrary () #17 0x000102113002 in osgDB::Registry::loadLibrary () #18 0x000106f07247 in OSGReaderWriter::loadWrappers () #19 0x000106f06524 in OSGReaderWriter::readNode () #20 0x000106f05749 in OSGReaderWriter::readNode () #21 0x000102129cb0 in osgDB::Registry::ReadNodeFunctor::doRead () #22 0x0001021176eb in osgDB::Registry::read () #23 0x00010211888e in osgDB::Registry::readImplementation () #24 0x00010211a7ba in osgDB::Registry::readNodeImplementation () #25 0x0001020b154c in osgDB::Registry::readNode () #26 0x0001021076cb in osgDB::readNodeFile () #27 0x0001000bd242 in osgDB::readNodeFile (filename=@0x10817ed70) at ReadFile:106 #28 0x0001000af884 in spin::ModelNode::drawModel (this=0x107805c00) at ModelNode.cpp:393 #29 0x0001000b67ae in spin::ModelNode::setModelFromFile (this=0x107805c00, filename=0x106d2d4c4 ~/src/OpenSceneGraph-Data-3.0.0/cow.osg) at ModelNode.cpp:162 [/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46870#46870 ___ 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] OpenThreads/Atomic currently broken with Xcode 4.3.1 and IOS
Hi Ulrich, Am 22.03.12 03:01, schrieb Ulrich Hertlein: This recently broke for me on OS X (with clang 3.1) as well. Casting 'ptrOld' to (void*) works and this is also done for the other implementations (WIN32_INTERLOCKED and BSD_ATOMIC) as well. No ideal, both 'ptrOld' and 'ptrNew' are only read and could actually both be const but aren't for some reason. thanks for the feedback, there's even a simpler solution: use the BSD_ATOMIC implementation for IOS and OS X. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenThreads/Atomic currently broken with Xcode 4.3.1 and IOS
Hi, it seems that compiling osg and specifically OpenThreads is currently broken for IOS when using xcode 4.3.1. The compilation fails at OpenThreads/Atomic with Users/stephan/Documents/Projekte/cefix/cefix/ios/../../libs/ios/include/OpenThreads/Atomic:244:48: error: cannot initialize a parameter of type 'void *' with an lvalue of type 'const void *const' return __sync_bool_compare_and_swap(_ptr, ptrOld, ptrNew); Googling around it seems, that this is because of a bug in the clang-compiler: http://llvm.org/bugs/show_bug.cgi?id=11280 Has anybody an idea how to fix the issue? In the meantime i'll switch to _OPENTHREADS_ATOMIC_USE_MUTEX cheers, stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg, macosx-x86_64 imageio plugin color byte swap problem
Hi Chris, I tested the imageio-plugin on os x 10.7 with an older 32bit build (from Nov 2011) and it works for me. I tested only png and jpg files. HTH, Stephan Am 21.02.12 19:51, schrieb Chris Hanson: I had a user contact me for some assistance on this issue. I'm not an OSX/imageio guy, so I don't know the ramifications of this, and I thought I'd throw it out for the wider community to comment on before proposing a patch. From the user: We have found some image color ordering issue on MacOS Snow Leopard 10.6. We do x86_64 build, with imageio plugin. We set CMAKE flag: OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio For some reason, for all tested images, color channels Red and Blue were swapped. For instance in RGBA case, we have BGRA image. Now, I'm not familiar with the imageio plugin, but it seems like if it was horribly broken and returning the wrong channel order, someone would have noticed by now. Has anyone had problems with this on OSX 32-bit or 64-bit? ___ 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] OSG 3.0.1 on iOS 5
Hi, Am 22.02.12 09:51, schrieb Büsra Gülten: Another point I want to indicate is when main-method look like this: @autoreleasepool { return UIApplicationMain(argc, argv, nil, NSStringFromClass([osgAppDelegate class])); } Looks like your main-file gets compiled as Objective C only and chokes about some c++-stuff. Try renaming the file from *.m to *.mm cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Compilation fails with recent version of osg for IOS / opengl es-builds
Hi Robert, I am sorry about the introduced bug, your fixes compile and work fine on my end. Looks like I should spend some time learning compiler macros again :) Stephan Am 21.02.12 11:38, schrieb Robert Osfield: Hi Stephan, On 27 January 2012 13:09, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: attached you'll find a compile fix for the new introduced rowlength-feature. I've just spotted an error with the changes you made to avoid building the RowLength feature under GLES - you changes disabled the feature for all platforms because you used the form: #if !defined(OSG_GLES1_FEATURES) !defined(OSG_GLES2_FEATURES) Which is always fails as both OSG_GLES1_FEATURES and OSG_GLES2_FEATURES are always defined - it's only their value either 0 or 1 that determines which the GLES features are available. By contrast the OSG_GLES1_AVAILABLE and OSG_GLES2_AVAILABLE are only defined when GLES is present so can be used in a similar manner - something that is already in use elsewhere in the OSG: #if !defined(OSG_GLES1_AVAILABLE) !defined(OSG_GLES2_AVAILABLE) I've now modified your changes to use the _AVAILABLE form. Could you do an svn update and let me know if it works fine for you. Thanks 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
Re: [osg-users] iOS and OSG in Xcode
Hi Alex, the generated xcode project is pretty big and xcode munges a lot of cycles on it. Does it open at all if you wait some time? It takses two minutes to open the project on an old macmini with 1.25GB RAM. As an alternative you can try the handmaintained xcode-project from github. It comes with a recent osg-version, but does not offer all plugins but is usable for device and simulator. https://github.com/stmh/osg/tree/iphone (use the iphone branch) cheers, Stephan Am 03.02.12 10:29, schrieb Alex Olivas: Hey All, I'm trying to write an iOS app using OSG in Xcode ( all three of which are fairly new to me ) and am trying to get just a basic example working. I followed the recipe in the README.txt to generate the Xcode project, but when I open it Xcode stops responding and the CPU pegs at 100%. I'm assuming this is abnormal. I'm using OSG 3.0.1, Xcode 3.2.5, and the iPhone 4.2 SDK on Snow Leopard ( 10.6.8 ). Here's the recipe I followed : http://codepad.org/SsOergMF I set OSG_BUILD_PLATFORM_IPHONE_SIMULATOR and OSG_GLES2_AVAILABLE. Also installed freetype from OF. Any ideas? This is abnormal, right? Any help would be greatly appreciated. Thanks, Alex. ___ 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] Compilation fails with recent version of osg for IOS / opengl es-builds
Hi Robert, Am 26.01.12 19:02, schrieb Robert Osfield: So disabling the feature would be fine for OpenGL ES, but on setting a non zero RowLength osg::Image under OpenGL ES it should emit a warning that it's not supported. thanks for the explanation, I'll code + submit a fix for review. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Compilation fails with recent version of osg for IOS / opengl es-builds
Hi all / Robert, a recent commit to the repository (rev. 12912) broke compilation for ios / open gl es 1.1 as GL_UNPACK_ROW_LENGTH is not supported on that devices. Before fixing this with some dumb ifdefs I'll ask for any consequences when doing so, or for a better solution. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OSX Lion Installation
Hi, Am 14.01.12 23:31, schrieb Erick Bazan: I'm really really new to OSG, I need to use it for my Virtual Environments class. I have some experience with OpenGL in Mac with Xcode. I've been searching all over the internet how to install OpenSceneGraph in Mac OSX Lion and use it with Xcode (4). All I found was tutorials explaining how to install it from the 2.8 dmg and I tried installing the binaries to the Lion and Leopard SDK with no results. Anyone know how to install or compile OSG projects from scratch in Lion with Xcode, as I said, I'm new to the whole OSG. checkout/download the osg-source, download a recent cmake version, open it, select the osg-source-tree, select a build-directory, select the xcode-generator, make sure you set OSG_WINDOWING_SYSTEM to Cocoa CMAKE_INSTALL_PREFIX to your needs If you want embeddable frameworks, set OSG_COMPILE_FRAMEWORKS to 1 (otherwise you'll get dylibs) generate the xcode-project files, open them in xcode, compile the INSTALL-target, you should now find the frameworks/dylibs/plugins in your folder given to the CMAKE_INSTALL_PREFIX Probably the quicktime-plugin will not compile, there's a fix in osg-submission waiting for review. It's time to update the readme.txt as most of it's info regarding os x is outdated. HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgParticle not working when using osgUtil:SceneView ?
Hi, have you tried the osxOpenSceneGraph[1] addon to embed OpenFrameworks into OpenSceneGraph? It uses a osgCompositeViewer internally, but unfortunately i didn't port it to OF 007 yet. cheers, Stephan [1]https://github.com/stmh/ofxOpenSceneGraph Am 06.01.12 08:42, schrieb Stephane Bertout: Hi, I'm actually developing an application using openframework and openscenegraph.. (I'm able to render 3d from osg inside my of application..) Now trying to integrate some particle effects and I have some issues where my particles don't seem to be visible at all.. I've basically copy pasted the particle code creation from the sdk example (osgParticle.cpp) so the initialisation side must be correct ;-) The only difference with the example is that in my code I use osgUtil::SceneView instead of osgViewer::Viewer I've obviously tried to move my camera without any luck.. Before changing my code to use osgViewer::Viewer I just wanted to check with the community... because it doesn't really make sense to me.. Anyway.. any idea or anything to say please do not hesitate ! Thank you! Cheers, ox -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44652#44652 ___ 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] Exporting to SVG from OpenSceneGraph.
Hi, AFAIK, osg is not capable to export geometry to SVG. I used gl2ps[1] together with osg to export some geometry to SVG. Worked quite well. cheers, Stephan [1] http://geuz.org/gl2ps/ Am 14.12.11 15:26, schrieb Jesper D. Thomsen: Hi guys, I have a question regarding exporting to SVG from OpenSceneGraph. In our software product we use OpenSceneGraph for both a model view window and for a charting component. So far we have exported images from the charting component as bitmap images (by just rendering them to an offscreen pixelbuffer in the required resolution). We have however had some requests for exports from our charting component in a vector format compatible with the Microsoft Office software package (which pretty much means EMF files). Since EMF is very Microsoft-specific, I was thinking of using SVG as an intermediate format, and then using some converter package to create the EMF output. I saw SVG mentioned on the OSG mailing list earlier, but my question is whether there is any way to render to vector SVG from OpenSceneGraph (I kind of expect a hard no here)? The graph contents can be both 2D and 3D graphs and the 3D graphs can contain shaded, but non-textured, 3D-surfaces. Thanks in advance. Jesper D. Thomsen AnyBody Technology ___ 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] RenderBin-question/problem
Hi Laurens, thanks for the explanation, that makes sense. cheers, Stephan Am 16.11.11 13:20, schrieb Laurens Voerman: Hi Stephan, You created a nested renderbin, and because of its non negative bin number it will draw after the contents of the first bin. Both are DepthSortedBin with binNumber 10. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Cmake - The C compiler /usr/bin/gcc is not able to compile a simple test program.
Hi, Am 02.09.11 23:46, schrieb Tobias Weißhaar: I dont know whats the problem because the actual version of cmake is installed and the gcc is also actual because the compiler will be installed automatically with the installation of Xcode or? it seems that xcode4 is incompatible with cmake when building for ios. There are several reports in this forum, and even a cmake-bug-report: http://cmake.org/Bug/view.php?id=12288 You can try the hand-maintained xcode-project from https://github.com/stmh/osg/tree/iphone Don't know how to fix that. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iOS
Hi, Am 08.09.11 15:14, schrieb Tobias Weißhaar: I want to develop OSG examples in iOS but OpenGL provides only a sub-set of OSG. Is this the reason why for example this code doesnt work on the simulator? : yes osg::DrawElementsUInt* pyramidFaceOne = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); DrawElementsUInt is not supported by OpenGL ES 1, Try DrawElementsUShort instead. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing a simple sphere...
Hi, there seems to be a problem with the llvm-gcc compiler, osg and acosf, see this thread for a possible solution: http://forum.openscenegraph.org/viewtopic.php?t=8963highlight=llvm If that doesn't help, can you post a stack-trace? cheers, Stephan Am 30.08.11 20:16, schrieb Yann Blaudin de Thé: Can someone tell me what are the options to pass to cmake to compile OSG on OSX Lion? (either to a .framework form, or to a *nix form, like a .dylib) I definitely don't get it, and I'm not experienced enough to find it out by myself. As written in a previous mail, I used so far: OSG_WINDOWING_SYSTEM=Coca CMAKE_ARCHITECTURE='i386;x86_64' OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio CMAKE_BUILD_TYPE=Release which seems quite relevant to me. The problem is that in this case, the program at the end of this mail crashes, with the error: Bus error: 10 BTW, what you, Tony H., suggested doesn't work. Thank you anyway! Yann Le 29 août 2011 à 20:44, Tony Horrobin a écrit : Hi Yann, I have tried your code with osg trunk under Windows 7 32bit and can report that it does not crash. All I can suggest is to replace use of native pointers with osg::ref_ptr. So for example: Code: osg::Geode * geode = new osg::Geode(); becomes Code: osg::ref_ptr Geode geode = new osg::Geode(); Cheers, -Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42293#42293 ___ 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] Mac OSX | Problem loading curl-plugin inside OSG-web-plugin
Hi, Am 08.08.11 18:22, schrieb Guido Lucci Baldassari: Does anyone know how I can obtain the path of @loader_path at runtime (a better solution than getenv(PWD))? Thanks in advance you can try one of the NSBundle-methods: NSBundle* bundle = [NSBundle bundleForClass: [self class]]; std::string plugin_path( [ [bundle builtInPlugInsPath] cString]); This will give you the path to the PlugIns-folder inside your bundle. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Can't build version osg 2.9.11 for IOS using CMake
Hi, Am 04.08.11 05:16, schrieb Aruna Faster: Any help greatly appreciated. Can you provide some more details, like used cMake- and XCode-version, what OS you are using? Seems like a bug with cmake and a newer xcode version when compiling with the IOS-sdk: http://cmake.org/Bug/view.php?id=12288 It works on my machine with xcode 3.2.x and cmake 2.8.x Perhaps you can use the xcode-project files from https://github.com/stmh/osg/tree/iphone cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Build issues with OSX 10.6.7 using trunk (git)
Hi Glenn, what version of cmake are you using? If you want 64bit-builds on OS X you'll need some minor adjustments via cmake: /usr/bin/cmake -G Xcode \ -D OSG_BUILD_FRAMEWORKS:BOOL=1 \ -D OSG_WINDOWING_SYSTEM:STRING=Cocoa \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=0 \ -D CMAKE_OSX_ARCHITECTURES:STRING=x86_64 \ -D OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio \ -D CMAKE_OSX_SYSROOT:STRING=/Developer/SDKs/MacOSX10.6.sdk . then you should be able to compile osg via xcode or on the commandline via xcodebuild. you can omit the OSG_BUILD_FRAMEWORKS if you are not interested in them and want unix-style dylibs. You can adjust the settings also via the cmake gui. Am 29.06.11 09:13, schrieb Glenn McCord: I'm totally confused by the cmake command I'm supposed to be using. From various threads I've seen on the forums, I get the impression I need: cmake BUILD_OSG_APPLICATIONS=ON BUILD_OSG_EXAMPLES=ON CMAKE_OS_ARCHITECTURES=x86_64 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio -D OSG_WINDOWING_SYSTEM=Cocoa But I get / ...path... / OSG_WINDOWING_SYSTEM:STRING=Cocoa does not exist. I guess I'm ultimately a bit confused on what osg can and can't do (as of the current code base) in regards to 64bit/32bit. Plus it seems I'm not even using cmake correctly (ouch) Your syntax is wrong, if you want to pass variables to cmake, you should do it via -D BUILD_OSG_APPLICATIONS:BOOL=1 (etc). cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test OSG-3.0 branch or 3.0.0-rc7
Hi Robert, Am 28.06.11 09:43, schrieb Robert Osfield: I'm now ready to tag 3.0.0 but if users have a OSG-3.0 branch checked out it'd great if you could do a final svn update and build to make sure that I haven't introduced any last minute errors. Rev. 12679 (osg.trunk) compiled w/o errors on OS X 32bit. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] weird problem with Intel GMAs
Hi Chris, Am 27.06.11 19:14, schrieb Chris 'Xenon' Hanson: I don't have an answer, but I wonder if gDebugger might give you any insight? Thanks for the suggestion, I did something similar: I compared the raw opengl command-stream (1x stats enabled, 1x stats disabled) with OpenGl Profiler on a Mac and there's nothing special in the stats-part what looks suspicious / is different from the other opengl commands. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] weird problem with Intel GMAs
Hi all, I am experiencing a weird problem with a custom osg-project (osg 2.9.x) on windows xp and an Intel GMA 965 (I know, the intel-driver are crappy as hell, but unfortunately I have to stick with them) My scene consists basically of a textured quad, playing a video via a TextureSubloadCallback. All works fine on OS X and other windows boxes. On the intel-box the performance is really bad (about 3-4 fps) If i switch the stats on, the performce restores back to normal: 60fps. If I cycle through the various stat-modes performance is good, but as soon as the stats are disabled, the performance is back to 3-4fps. Any idea? thanks in advance, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] weird problem with Intel GMAs
Hi Robert, thanks for your suggestion. Meanwhile I found a hack to fix my problem: I added some GL_ALPHA-textured quads to the scene with alpha 0 (mimicing osgText). Don't ask me why. thanks again, Stephan Am 27.06.11 17:52, schrieb Robert Osfield: HI Stephan, I don't have any idea what might be up with the driver, it's rather counter-intuitive that doing the on screen stats would improve things. My own suggestion would be to add a final draw callback to the viewer's Camera that calls glFlush or glFinish to see if either of these has an effect. This might provide you a bit more feel for the nature of the driver bug. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Issues centering cursor for mouselook with first-person manipulator.
Hi, Am 19.06.11 21:14, schrieb Dan West: Am I doing something wrong, or is this just a limitation of the requestWarpPointer functionality? Is there some other way I should attempt this? on what platform do you experience these problems? If you are on Mac OS X you can try to add CGSetLocalEventsSuppressionInterval(0); to your code. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] error compiling 2.9.16 for iOS
Hi, can you test the attached ImageUtils.cpp? OpenGL ES doesn't know GL_INTENSITY, so I added an include to osg/Texture, as there are some defines... the ReaderWriterImageIO_IOS.cpp compiles fine on my end, don't know what's wrong. cheers, Stephan Am 10.06.11 16:06, schrieb massimo.ri...@acsys.it: Hi Robert, i'm trying to compile the 2.9.16 version for iOS, at the moment only for the simulator (checked out this morning) but I encountering some errors about GL_INENSITY: /blah/blah/OpenSceneGraph/src/osg/ImageUtils.cpp:473: error: ‘GL_INTENSITY’ was not declared in this scope /blah/blah/OpenSceneGraph/src/osg/ImageUtils.cpp: error: Semantic Issue: Use of undeclared identifier 'GL_INTENSITY' and about the ReaderWriterImageIO_IOS.cpp: /blah/blah/OpenSceneGraph/src/osgPlugins/imageio/ReaderWriterImageIO_IOS.cpp:16:34: error: ImageIO/CGImageSource.h: No such file or directory /blah/blah/OpenSceneGraph/src/osgPlugins/imageio/ReaderWriterImageIO_IOS.cpp:90: error: ‘CGImageSourceRef’ was not declared in this scope /blah/blah/OpenSceneGraph/src/osgPlugins/imageio/ReaderWriterImageIO_IOS.cpp:90: error: expected `;' before ‘source_ref’ /blah/blah/Develop/OpenSceneGraph/src/osgPlugins/imageio/ReaderWriterImageIO_IOS.cpp:116: error: ‘source_ref’ was not declared in this scope /blah/blah/Develop/OpenSceneGraph/src/osgPlugins/imageio/ReaderWriterImageIO_IOS.cpp:116: error: ‘CGImageSourceCreateWithDataProvider’ was not declared in this scope /blah/blah/Develop/OpenSceneGraph/src/osgPlugins/imageio/ReaderWriterImageIO_IOS.cpp:126: error: ‘CGImageSourceCreateImageAtIndex’ was not declared in this scope What's wrong? Thank you in advance! Massimo -- ATTENZIONE: le informazioni contenute in questo messaggio sono da considerarsi confidenziali ed il loro utilizzo e' riservato unicamente al destinatario sopra indicato. Chi dovesse ricevere questo messaggio per errore e' tenuto ad informare il mittente ed a rimuoverlo definitivamente da ogni supporto elettronico o cartaceo. WARNING: This message contains confidential and/or proprietary information which may be subject to privilege or immunity and which is intended for use of its addressee only. Should you receive this message in error, you are kindly requested to inform the sender and to definitively remove it from any paper or electronic format. -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include float.h #include string.h #include osg/Math #include osg/Notify #include osg/ImageUtils #include osg/Texture namespace osg { struct FindRangeOperator { FindRangeOperator(): _rmin(FLT_MAX), _rmax(-FLT_MAX), _gmin(FLT_MAX), _gmax(-FLT_MAX), _bmin(FLT_MAX), _bmax(-FLT_MAX), _amin(FLT_MAX), _amax(-FLT_MAX) {} float _rmin, _rmax, _gmin, _gmax, _bmin, _bmax, _amin, _amax; inline void luminance(float l) { rgba(l,l,l,l); } inline void alpha(float a) { rgba(1.0f,1.0f,1.0f,a); } inline void luminance_alpha(float l,float a) { rgba(l,l,l,a); } inline void rgb(float r,float g,float b) { rgba(r,g,b,1.0f); } inline void rgba(float r,float g,float b,float a) { _rmin = osg::minimum(r,_rmin); _rmax = osg::maximum(r,_rmax); _gmin = osg::minimum(g,_gmin); _gmax = osg::maximum(g,_gmax); _bmin = osg::minimum(b,_bmin); _bmax = osg::maximum(b,_bmax); _amin = osg::minimum(a,_amin); _amax = osg::maximum(a,_amax); } }; struct OffsetAndScaleOperator { OffsetAndScaleOperator(const osg::Vec4 offset, const osg::Vec4 scale): _offset(offset), _scale(scale) {} osg::Vec4 _offset; osg::Vec4 _scale; inline void luminance(float l) const { l= _offset.r() + l*_scale.r(); } inline void alpha(float a) const { a = _offset.a() + a*_scale.a(); } inline void luminance_alpha(float l,float a) const { l= _offset.r() + l*_scale.r(); a = _offset.a() + a*_scale.a(); } inline void rgb(float r,float
Re: [osg-users] error compiling 2.9.16 for iOS
Hi Massimo, Am 10.06.11 17:05, schrieb massimo.ri...@acsys.it: About the ReaderWriterImageIO_IOS, it seems that the ImageIO framework is not found or some path is wrong... can I try to modify the CMakeLists.txt in the imageio plugin in order to specify where is the framework and to force to compile it? I tried to put the ImageIO framework in to the Resource group of the OpenSceneGraph Xcode project, but the compilation fails again. I should specify that I'm compiling for iOS simulator, with OpenGL ES 1 enabled, iPhone SDK 4.3. I updated trunk, created a fresh xcode-project files for the simulator via cmake and build successfully the imageio-plugin. There's no need for referencing the imageio-framework, as the plugin is linked statically - that means, you'll have to add the imageio-framework to your app which is using the imageio-plugin. for completeness sake, here's my cmake-command: cd OSG_ROOT mkdir osg_build cd osg_build cmake -G Xcode \ -D OSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON \ -D BUILD_OSG_APPLICATIONS:BOOL=OFF \ -D OSG_BUILD_FRAMEWORKS:BOOL=OFF \ -D OSG_WINDOWING_SYSTEM:STRING=IOS \ -D CMAKE_OSX_ARCHITECTURES:STRING=i386 \ -D OSG_GL1_AVAILABLE:BOOL=OFF \ -D OSG_GL2_AVAILABLE:BOOL=OFF \ -D OSG_GLES1_AVAILABLE:BOOL=ON \ -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \ -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \ -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \ -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \ -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \ -D DYNAMIC_OPENTHREADS:BOOL=OFF \ .. Then I opened the xcode project and set the SDK to iphonesimulator and the architecture to i386. (You can set these vars via cmake, but I was impatient) then I compiled the ios-plugin, and it worked out of the box. I am using the 4.3 SDK and Xcode 3.2.x cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] xcode4 link error
Hi, Am 07.06.11 08:40, schrieb Lem Davis: Undefined symbols for architecture i386: _dotosgwrapper_AlphaFunc, referenced from: __static_initialization_and_destruction_0(int, int)in osgTerrainAppDelegate.o The link libraries were set up in Build Phases. All of the OSG static libraries generated have been included. Why am I getting these linker errors? Your code (namely osgPlugins.h) wants to link against the osg-plugin, remove the entry in osgPlugins.h or add the osgdb_osg.so and osgdb_deprecated_osg.so to your linking stage. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.5 RC2 and final call for testing
Hi Paul, Am 01.06.11 03:16, schrieb Paul Martz: Thanks! Let me know how the testing goes! compiles fine for OS X, 32bit. Unfortunately I can't test the compiled libs, as my projects requires 2.9.x cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Please test svn/trunk before todays 2.9.15 dev release.
Hi Robert, Am 30.05.11 10:28, schrieb Robert Osfield: Could users check out, build and test the svn/trunk version of the OSG and let me know how you get on. I'll be tagging the 2.9.15 release today so would like to make sure it's at least building across platforms before I make the release. compiles fine for OS X 32bit / 64bit and IOS. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi Büsra, can you test the attached CMakeModules on your end? They disable the QtKit-plugin and the Quicktime-plugin for Iphone(dev+sim). Place them in the folder CMakeModules. Don't forget to reconfigure your project in cmake. cheers, Stephan Am 26.05.11 11:54, schrieb Büsra Gülten: Hi, thank you, Stephan. I have to mention that I reinstalled Xcode 4.0.2 and removed Xcode 3.2.6. Then I generated a Xcode-Project with CMake 2.8.4, and now I get bugs like this one, again. In the target osgdb_qt: Movies.h: CoreAudio/CoreAudio.h: No such file or directory (several times) ImageCompression.h: OpenGL/OpenGL.h: No such file or directory (several times) QuartzCore/CoreVideo.h: No such file or directory (several times) and also errors that depends on these errors. I´ve attached the CMakeCache.txt and I don´t know, what to do. Any help is appreciated. I wanted to create an iphone-specific Xcode-project-file, because on the one hand Stephan has recommend that and on the other hand the project on github.com doesn´t include collada-Plugin.But I need this plugin. I already downloaded the collada-dom-2.3 and tried to install, but unfortunately without success. /usr/bin/../libexec/gcc/darwin/x86_64/as for architecture x86_64 /usr/bin/../libexec/gcc/darwin/i386/as for architecture i386 lipo: can't open input file: /var/folders/05/05EvlzYZHJiS-GGPxKsDck+++TU/-Tmp-//ccQXb6gI.out (No such file or directory) make[1]: *** [build/mac-1.4/obj/ioapi.o] Error 1 make: *** [all] Error 2 I´m sorry that I ask many questions but I want really to build OSG on iPhoneSimulator or Device. Thank you! Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39749#39749 Attachments: http://forum.openscenegraph.org//files/cmakecache_430.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org # Locate QuickTime # This module defines # QUICKTIME_LIBRARY # QUICKTIME_FOUND, if false, do not try to link to gdal # QUICKTIME_INCLUDE_DIR, where to find the headers # # $QUICKTIME_DIR is an environment variable that would # correspond to the ./configure --prefix=$QUICKTIME_DIR # # Created by Eric Wing. # QuickTime on OS X looks different than QuickTime for Windows, # so I am going to case the two. IF(APPLE) FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime/QuickTime.h) FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime) ELSE() FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h $ENV{QUICKTIME_DIR}/include $ENV{QUICKTIME_DIR} NO_DEFAULT_PATH ) FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h PATHS ${CMAKE_PREFIX_PATH} # Unofficial: We are proposing this. NO_DEFAULT_PATH PATH_SUFFIXES include ) FIND_PATH(QUICKTIME_INCLUDE_DIR QuickTime.h) FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime $ENV{QUICKTIME_DIR}/lib $ENV{QUICKTIME_DIR} NO_DEFAULT_PATH ) FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime PATHS ${CMAKE_PREFIX_PATH} # Unofficial: We are proposing this. NO_DEFAULT_PATH PATH_SUFFIXES lib64 lib ) FIND_LIBRARY(QUICKTIME_LIBRARY QuickTime) ENDIF() SET(QUICKTIME_FOUND NO) IF(QUICKTIME_LIBRARY AND QUICKTIME_INCLUDE_DIR) SET(QUICKTIME_FOUND YES) ENDIF() IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR) SET(QUICKTIME_FOUND NO) ENDIF() IF(APPLE) #Quicktime is not supported under 64bit OSX build so we need to detect it and disable it. #First check to see if we are running with a native 64-bit compiler (10.6 default) and implicit arch IF(NOT CMAKE_OSX_ARCHITECTURES AND CMAKE_SIZEOF_VOID_P EQUAL 8) SET(QUICKTIME_FOUND NO) ELSE() #Otherwise check to see if 64-bit is explicitly called for. LIST(FIND CMAKE_OSX_ARCHITECTURES x86_64 has64Compile) IF(NOT has64Compile EQUAL -1) SET(QUICKTIME_FOUND NO) ENDIF() ENDIF() ENDIF() # Locate Apple QTKit (next-generation QuickTime) # This module defines # QTKIT_LIBRARY # QTKIT_FOUND, if false, do not try to link to gdal # QTKIT_INCLUDE_DIR, where to find the headers # # $QTKIT_DIR is an environment variable that would # correspond to the ./configure --prefix=$QTKIT_DIR # # Created by Eric Wing. # QTKit on OS X looks different than QTKit for Windows, # so I am going to case the two. IF(APPLE) FIND_PATH(QTKIT_INCLUDE_DIR QTKit/QTKit.h) FIND_LIBRARY(QTKIT_LIBRARY QTKit) ENDIF() SET(QTKIT_FOUND NO) IF(QTKIT_LIBRARY AND QTKIT_INCLUDE_DIR) SET(QTKIT_FOUND YES) ENDIF() IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR) SET(QTKIT_FOUND NO) ENDIF() IF(APPLE) # Technically QTKit is 64-bit capable, but the QTKit plug-in currently uses # a few 32-bit only APIs to bridge QTKit and Core Video. # As such, the plugin won't compile for 64-bit until Apple
Re: [osg-users] OSG 2.9.10 on iOS
Hi, Am 19.05.11 06:52, schrieb Büsra Gülten: But the error target specifies product type 'com.apple.product-type.tool', but there´s no such product type for the 'iphonesimulator' platform. is still existing in my own Project in Xcode 3.2.6. Could you please look at my CMakeCache.txt in attached file? disable the building of examples via BUILD_OSG_EXAMPLES:BOOL=OFF HTH, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FrameBufferObject problems on OSG 2.9.11
Am 17.05.11 14:44, schrieb Fred Smith: Hi Robert, I am a bit puzzled as the second problem I am having at the moment yields a very different behavior when isolated out in a small repro. This time I get an assertion. Attached is a modified osggeometry.cpp file that triggers the assertion I'm talking about. The assertion is raised when addSlave() is called. This issue might be by design, though. Not sure. Code: osg::Camera *createRTTCamera(osgViewer::Viewer viewer) { osg::ref_ptrosg::Camera slaveCamera = new osg::Camera(); slaveCamera-setClearColor(osg::Vec4(0, 0, 0, 1)); // initialize alpha to 1 slaveCamera-setClearMask(GL_COLOR_BUFFER_BIT); osg::Matrixd projMatrix; projMatrix.makeOrtho(0.0, (double)1, 0.0, (double)1, -1.0, 1.0); slaveCamera-setProjectionMatrix(projMatrix); slaveCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); osg::ref_ptrosg::Viewport viewport = new osg::Viewport(0, 0, 64, 64); slaveCamera-setViewport(viewport.get()); osg::Matrixd viewMatrix; slaveCamera-setViewMatrix(viewMatrix); slaveCamera-setRenderOrder(osg::Camera::PRE_RENDER); slaveCamera-setAllowEventFocus(false); slaveCamera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); slaveCamera-setCullingMode(osg::CullSettings::NO_CULLING); osg::ref_ptrosg::Camera masterCamera = viewer.getCamera(); slaveCamera-setGraphicsContext(masterCamera-getGraphicsContext()); return slaveCamera; This will certainly lead to a crash, as slaveCamera gets deconstructed, as the correpsonding ref_ptr goes out of scope. Try return slaveCamera.release() or change the signature of the function to osg::ref_ptrosg::Camera createRTTCamera(osgViewer::Viewer viewer) instead. Can't comment much on the memory-leak issue, though. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi, Am 16.05.11 13:17, schrieb Büsra Gülten: I have both Xcode 4.0.2 and 3.2.6. But I am trying to build OSG in Xcode 3.2.5 with iPhoneSimulator4.3.sdk. Because Xcode 4.0.2 shows me other errors like curl.h: No such file or directory, although the libraries are setting right. Please advise. Any help is appreciated. As mentioned in the Readme, the current Cmake-configuration can't create valid build-configurations for the example-apps and I think this is the error you get. Just deselect BUILD_OSG_APPLICATIONS in cMake and rebuild. This should get you a set of static-libs and plugins. Then you can create a new xcode-project, reference the xcode headers and libs and start testing. The cMake-path for IOS is rough and error-prone, as there are some bugs in cMake and inabilities, (like creating a xcode-project usable for simulator AND device), this prevents a smooth user-experience. I am still maintaining the hand-crafted xcode-project on https://github.com/stmh/osg (use the iphone-branch), it can build libs for device and simulator has a simple working example, and you can include it into your own xcode-projects as sub-project. It doesn't build all plugins though, only obj, ive, osg and imageio. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] iOS: integration with not-OpenGL apps
Am 05.05.11 11:52, schrieb Alessandro Terenzi: 1) in GraphicsWindowIOS, beyond the window and view, also a view controller is defined and it is allocated in GraphicsWindowIOS.mm just after the view...is this view controller really needed? How is it used? The ViewController is used to adapt the view to a new device-orientation. It should be easy to add a new code-path to disable the creation of the ViewController, if needed. 2) in the view_test example, at the end of FlipsideViewController,mm file, what is the role of USE_GRAPICSWINDOW_IMPLEMENTATION(IOS) ? I tried by removing it and it looks like that my app still works... As the osg-libs are static you'll have to tell the linker to include the GraphicsWindowIOS-class in the final app, this is the purpose of USE_GRAPICSWINDOW_IMPLEMENTATION(IOS). In the other examples this line is in the file Plugins.h cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?
Hi, my automated build system fails with the new FindFBX.cmake (plain vanilla osg from trunk). CMake complains: 8 snip 8 CMake Error: Error in cmake code at C:/Program Files/Jenkins/jobs/osg/workspace/osg/CMakeModules/FindFBX.cmake:25: Parse error. Function missing ending ). Instead found left paren with text (. CMake Error at CMakeLists.txt:454 (FIND_PACKAGE): find_package Error reading CMake code from C:/Program Files/Jenkins/jobs/osg/workspace/osg/CMakeModules/FindFBX.cmake. 8 snip 8 What cmake-version is required on win32? I am using 2.6 cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?
Hi Robert, As I don't use the FBX-plugin I can't test my modifications, they satisfy cmake 2.6 though. See attached file. cheers, Stephan Am 04.05.11 10:08, schrieb Robert Osfield: Hi Stephan, Could the use of a nested () section with the enclosing ELSEIF() be the problem? Perhaps this test coulde be separated out into several separate lines that decide whether 64bit is required or not. Could you experiment with getting this to work, it'd be good to keep the OSG working with older versions of cmake. Thanks, Robert. On Wed, May 4, 2011 at 9:01 AM, Stephan Maximilian Huber ratzf...@digitalmind.de wrote: Hi, my automated build system fails with the new FindFBX.cmake (plain vanilla osg from trunk). CMake complains: 8 snip 8 CMake Error: Error in cmake code at C:/Program Files/Jenkins/jobs/osg/workspace/osg/CMakeModules/FindFBX.cmake:25: Parse error. Function missing ending ). Instead found left paren with text (. CMake Error at CMakeLists.txt:454 (FIND_PACKAGE): find_package Error reading CMake code from C:/Program Files/Jenkins/jobs/osg/workspace/osg/CMakeModules/FindFBX.cmake. 8 snip 8 What cmake-version is required on win32? I am using 2.6 cheers, Stephan ___ 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 # Locate FBX # This module defines: # FBX_INCLUDE_DIR, where to find the headers # # FBX_LIBRARY, FBX_LIBRARY_DEBUG # FBX_FOUND # # $FBX_DIR is an environment variable that would # correspond to the ./configure --prefix=$FBX_DIR IF(APPLE) SET(FBX_LIBDIR gcc4/ub) ELSEIF(CMAKE_COMPILER_IS_GNUCXX) SET(FBX_LIBDIR gcc4) ELSEIF(MSVC80) SET(FBX_LIBDIR vs2005) ELSEIF(MSVC90) SET(FBX_LIBDIR vs2008) ELSEIF(MSVC100 OR MSVC_VER1600) SET(FBX_LIBDIR vs2010) ENDIF() IF(APPLE) # do nothing ELSEIF() # default SET(FBX_LIBDIR ${FBX_LIBDIR}/x86) # check for 64bit IF(CMAKE_CL_64) SET(FBX_LIBDIR ${FBX_LIBDIR}/x64) ELSEIF(CMAKE_COMPILER_IS_GNUCXX AND CMAKE_SIZEOF_VOID_P EQUAL 8) SET(FBX_LIBDIR ${FBX_LIBDIR}/x64) ENDIF() ENDIF() IF(APPLE) SET(FBX_LIBNAME fbxsdk-2012.1-static) ELSEIF(CMAKE_COMPILER_IS_GNUCXX) SET(FBX_LIBNAME fbxsdk-2012.1-static) ELSE() SET(FBX_LIBNAME fbxsdk-2012.1-md) ENDIF() SET(FBX_LIBNAME_DEBUG ${FBX_LIBNAME}d) SET( FBX_SEARCH_PATHS $ENV{FBX_DIR} $ENV{ProgramW6432}/Autodesk/FBX/FbxSdk/2012.1 $ENV{PROGRAMFILES}/Autodesk/FBX/FbxSdk/2012.1 /Applications/Autodesk/FBXSDK20121 ) # search for headers debug/release libraries FIND_PATH(FBX_INCLUDE_DIR fbxsdk.h PATHS ${FBX_SEARCH_PATHS} PATH_SUFFIXES include) FIND_LIBRARY( FBX_LIBRARY ${FBX_LIBNAME} PATHS ${FBX_SEARCH_PATHS} PATH_SUFFIXES lib/${FBX_LIBDIR}) FIND_LIBRARY( FBX_LIBRARY_DEBUG ${FBX_LIBNAME_DEBUG} PATHS ${FBX_SEARCH_PATHS} PATH_SUFFIXES lib/${FBX_LIBDIR}) IF(FBX_LIBRARY AND FBX_LIBRARY_DEBUG AND FBX_INCLUDE_DIR) SET(FBX_FOUND YES) ELSE() SET(FBX_FOUND NO) ENDIF() ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FindFBX.cmake broken on WIn32/Cmake 2.6?
Hi Michael + Robert, Am 04.05.11 11:00, schrieb Michael Platings: The attached file gives the correct behaviour without the nested parentheses. this version works fine on my end. thanks again. Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SubloadCallback on iOS: missing texture.
Hi Alessandro subload-callbacks work fine on IOS, I modified your example and this works on my end (tested only simulator) I do not attach the image to the texture to prevent any automatic handling from osg, I store the image as property in the callback and use it from there. cheers, Stephan // my SubloadCallback: class ITexture2DSubloadCallback : public osg::Texture2D::SubloadCallback { public: ITexture2DSubloadCallback(osg::Texture2D* tex, osg::Image* img); virtual void load (const osg::Texture2D texture, osg::State state) const; virtual void subload (const osg::Texture2D texture, osg::State state) const; private: unsigned int m_POT_width, m_POT_height; osg::ref_ptrosg::Image _image; }; ITexture2DSubloadCallback::ITexture2DSubloadCallback(osg::Texture2D* texture, osg::Image* img) : osg::Texture2D::SubloadCallback(), _image(img) { // m_POT_width, m_POT_height are members of the subload callback m_POT_width = 128; m_POT_height = 128; // set the texture to beleive it is of power of two size texture-setTextureSize(m_POT_width, m_POT_height); // set to linear to disable mipmap generation texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); } void ITexture2DSubloadCallback::load(const osg::Texture2D texture, osg::State state) const { //extern void glTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); glTexImage2D( GL_TEXTURE_2D, 0, _image-getInternalTextureFormat(), (int)m_POT_width, (int)m_POT_height, 0, _image-getPixelFormat(), _image-getDataType(), 0 ); state.checkGLErrors(ITexture2DSubloadCallback::load); std::cout load std::endl; } void ITexture2DSubloadCallback::subload(const osg::Texture2D texture, osg::State state) const { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _image-s(), _image-t(), _image-getPixelFormat(), _image-getDataType(), _image-data() ); state.checkGLErrors(ITexture2DSubloadCallback::subload); std::cout subload std::endl; } // and here's how I create the textured quad that is attached to the scene'sroot... void Sketch::setup() { // set window size float width = 200; float height = 200; osg::ref_ptrosg::Geode geode; osg::ref_ptrosg::Geometry geom; // create geometry... geode = new osg::Geode; geom = new osg::Geometry; osg::Vec3 top_left(0, height, 0); osg::Vec3 bottom_left(0, 0, 0); osg::Vec3 bottom_right(width, 0, 0); osg::Vec3 top_right(width, height, 0); // vertices... osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom-setVertexArray(vertices.get()); // texcoords... osg::ref_ptrosg::Vec2Array texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom-setTexCoordArray(0, texcoords.get()); // normals... osg::ref_ptrosg::Vec3Array normals = new osg::Vec3Array(1); (*normals)[0].set(0.0f, 0.0f, 1.0f); geom-setNormalArray(normals.get()); geom-setNormalBinding(osg::Geometry::BIND_OVERALL); // colors... osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f, 1.0f, 1.0f, 1.0f); // this is the color that will be displayed if the texture won't be displayed geom-setColorArray(colors.get()); geom-setColorBinding(osg::Geometry::BIND_OVERALL); geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); geode-addDrawable(geom.get()); // texture... osg::ref_ptrosg::Texture2D texture = new osg::Texture2D; texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); texture-setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP ); texture-setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP ); texture-setDataVariance(osg::Object::DYNAMIC); texture-setResizeNonPowerOfTwoHint(false);
Re: [osg-users] iOS: how to draw into a UIView object instead of app's window?
Hi Alessandro, I think you are entering unknown territory, nobody has tried what you are trying to do ;-) The current implementation creates an UIView and attaches it to the window, so perhaps you can get it to work via: osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowIOS:: WindowData(my_window); // my_window holds the UIWindow set the x/y width/height of the GraphicsContext::Traits to the bounds of the view, you want to create. After creation of the GraphicsWindow the view is added to my_window, perhaps you can get it via [my_window subviews]. HTH, Stephan Am 20.04.11 13:00, schrieb Alessandro Terenzi: Hi, I'm trying to modify the osgviewer example for iOS in order to be able to draw into a specified UIView object rather than to the application's window. Basically I created a custom ViewController with a couple of views, one of which occupies a small area of the main window. Then, once the controller's views have been loaded, I setup OSG as shown in the osgviewer example, but instead of doing: osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowIOS:: WindowData(window); I do this: osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowIOS:: WindowData(my_OsgView); where my_OsgView is a UIView object. But this is not working, I get the osgviewer's view on screen but not where I expect: the viewer's view seems to have the same size of the UIView object (and this is OK) but it is displayed away from the UIView itself...I guess that the viewer's view is created has a 'child' of my UIView object but I expected that the viewer's view actually 'became' my UIView object. In other words it seems that another view is created instead of just using the one I created with Interface Builder. What is the correct way to draw in a generic UIView instead of the application's window? Thanks. Alessandro ___ 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] Compiling iOS / iPhone - FreeType build errors
Hi sorry, can't help you here, i don't use freetype on ios. Check if the lib is built for all your selected platforms, perhaps freetype is built only for arm6 / arm7? good luck, Stephan Am 31.03.11 16:49, schrieb Ryan Atkins: I'm having an issue with Freetype now. I'm using the files from OpenFrameworks as the README.txt suggested, but getting the below errors. Is there another freetype library I should be using? _FT_Outline_Get_BBox, referenced from: FreeTypeFont::getGlyph3D(unsigned int)in libosgdb_freetyped.a(FreeTypeFont.o) _FT_Load_Char, referenced from: FreeTypeFont::getGlyph3D(unsigned int)in libosgdb_freetyped.a(FreeTypeFont.o) FreeTypeFont::getGlyph(std::pairunsigned int, unsigned int const, unsigned int)in libosgdb_freetyped.a(FreeTypeFont.o) _FT_Done_FreeType, referenced from: _CGImageGetWidth, referenced from: _FT_Set_Pixel_Sizes, referenced from: _FT_Init_FreeType, referenced from: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38131#38131 ___ 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] possible Bug in osgGA::GUIEventAdapter / osgViewer
Hi, so just for reference, I am answering my own question: I missed a getEventQueue()-getCurrentEventState()-setWindowRectangle(traits-x, traits-y, traits-width, traits-height ); in my setup-code. cheers, Stephan Am 31.03.11 15:48, schrieb Stephan Maximilian Huber: Hi all, I noticed that the two properties of GUIEventAdapter _windowWidth and _windowHeight stay at their initial values of 1280 respective 1024 if you don't move the window, or resize it. Only after moving /resizing the window, these properties got updated to the correct values. I can see this behaviour on win32 + OS X. Does the X11-implementation behave the same? And what's the easiest way to fix this for all plattforms? cheers, Stephan ___ 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] Compiling iOS / iPhone - build errors
Hi Ryan, Here's an example command-line to get an iphone build from current osg. /usr/bin/cmake -G Xcode -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_CXX_FLAGS:STRING=-ftree-vectorize -fvisibility-inlines-hidden -mno-thumb -arch armv6 -pipe -no-cpp-precomp -miphoneos-version-min=3.1 -mno-thumb \ -D BUILD_OSG_APPLICATIONS:BOOL=OFF \ -D OSG_BUILD_FRAMEWORKS:BOOL=OFF \ -D OSG_WINDOWING_SYSTEM:STRING=IOS \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_OSX_ARCHITECTURES:STRING=armv6;armv7 \ -D CMAKE_OSX_SYSROOT:STRING=/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk \ -D OSG_GL1_AVAILABLE:BOOL=OFF \ -D OSG_GL2_AVAILABLE:BOOL=OFF \ -D OSG_GLES1_AVAILABLE:BOOL=ON \ -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \ -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \ -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \ -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \ -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \ -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \ -D DYNAMIC_OPENTHREADS:BOOL=OFF . this should compile successfully, I am using this command line to do continous builds via hudson. (You can change the vars from insider the cmake gui, no need for the command-line) cheers, Stephan Am 29.03.11 22:14, schrieb Ryan Atkins: I'm trying to build the latest source from Git for the iPhone https://github.com/openscenegraph/osg.git 'GL_COMPILE' was not declared in scope 'glNewList' was not declared in this scope 'glEndList' was not declared in this scope 'glCallList' was not declared in this scope I've followed the instructions in README.txt, but I get thousands of the above errors. I also have added the frameworks: QuartzCore, Foundation, OpenGLES, UIKit, CoreGraphics as they were added from my ccmake. In my ccmake configuration there wasn't an option to disable OSG_GLU_AVAILABLE as per the instructions. Also, I downloaded OpenFrameworks Git to get the FREETYPE libraries and set them up like this (with absolute paths, but i've truncated here): FREETYPE_INCLUDE_DIR_freetype2: openFrameworks/libs/freetype/include/freetype2 FREETYPE_INCLUDE_DIR: openFrameworks/libs/freetype/include/freetype2 FREETYPE_LIBRARY: openFrameworks/libs/freetype/lib/iphone/freetype-iphone.a Thanks, Ryan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38038#38038 ___ 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] Textures for Iphone not work at all :S..?? Need Help
Hi, Am 08.03.11 09:16, schrieb Laith Dhawahir: I tried to make textures work on iphone for many times and different ways, but no one of them worked.. !! Without more information we can't help you. What have you tried, show us some of your code, etc. Perhaps you forgot to link against the imageio-plugin, perhaps you are using not supported texture-/image-formats, how should we know? Textures do work on the iphone, there might be some issues with ive and/or unsupported texture-/image formats. The iphone-project on github shows the loading of a textured ive-model. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image as the viewer's background on Iphone
Hi Tang, some ideas: 1) you are creating your geometry on the X/Z-plane, for hud-displays you'll need the geometry on the X/Y-plane (see the osghud.cpp example). 2) your width and height doesn't make sense to me. the native resolution of an iphone 4 is 480x640 or 960x1280. Use osg::GraphicsContext::getWindowingSystemInterface()-getScreenResolution(0,w,h) instead. hth, stephan Am 25.02.11 10:16, schrieb Tang Yu: Hi, I am developing an AR program on iphone. I want to use the video frame captured by camera as my viewer's background. My code is here: Code: // screen size unsigned int w = 960; unsigned int h = 640; // camera osg::ref_ptrosg::Camera hudCamera = new osg::Camera; hudCamera-setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h)); hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); hudCamera-setViewMatrix(osg::Matrix::identity()); hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT); hudCamera-setRenderOrder(osg::Camera::POST_RENDER); // texture osg::Geometry * rectBG = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0].set(0.f, 0.f, (float)h); (*vertices)[1].set(0.f, 0.f, 0.f); (*vertices)[2].set((float)w, 0.f, 0.f); (*vertices)[3].set((float)w, 0.f, (float)h); rectBG-setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f, 1.0f); (*texcoords)[1].set(0.0f, 0.0f); (*texcoords)[2].set(1.0f, 0.0f); (*texcoords)[3].set(1.0f, 1.0f); rectBG-setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(0.0f,1.0f,0.0f); rectBG-setNormalArray(normals); rectBG-setNormalBinding(osg::Geometry::BIND_OVERALL); rectBG-addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* BG_geode = new osg::Geode; BG_geode-addDrawable(rectBG); // set up the texture state. osg::ref_ptrosg::Texture2D BG_texture = new osg::Texture2D; BG_texture-setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. BG_texture-setImage(osgDB::readImageFile(curVideoFrame.png)); osg::StateSet* stateset = rectBG-getOrCreateStateSet(); stateset-setTextureAttributeAndModes(0,BG_texture,osg::StateAttribute::ON); // // root osg::ref_ptrosg::Group MARRoot = new osg::Group; // turn off lighting MARRoot-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF); hudCamera-addChild(BG_geode); MARRoot-addChild(hudCamera); // viewer osg::ref_ptrosgViewer::Viewer MARViewer = new osgViewer::Viewer(); MARViewer-setSceneData(MARRoot.get()); MARViewer-setCameraManipulator(new osgGA::MultiTouchTrackballManipulator); MARViewer-realize(); I clipped out the codes about capturing video frames and used a png image instead of them temporarily in my test. My questions: 1. After the program launched on Iphone, why was the viewer empty? I can not see any image in there. 2. Whether or not the codes about texture can make the image match the screen size exactly? Thank you for your help! Cheers, Tang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37123#37123 ___ 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] compile error in iphone project, about field has incomplete type
Hi, Does the SimpleExample compile+run? check your build-settings, it looks like that the standard-libs and -headers are not included. Compare them with the settings of the target SimpleExample. cheers, Stephan Am 22.02.11 10:48, schrieb Tang Yu: Hi, everyone, i tried to add osg libraries to my iphone project. I compiled the libraries from git's iphone example. But, after i added them to my project (libOpenThreads.a, libosg.a, libosgDB.a, blah blah...), i can not compile my project sucessfully. i just made a declaration in the header, so please watch my code: CameraAVController.h: Code: #include osgPlugins.h #include osgDB/ReadFile #include osg/MatrixTransform #include osgViewer/Viewer #import UIKit/UIKit.h #import AVFoundation/AVFoundation.h #import CoreGraphics/CoreGraphics.h #import CoreVideo/CoreVideo.h #import CoreMedia/CoreMedia.h @interface CameraAVController : UIViewController AVCaptureVideoDataOutputSampleBufferDelegate { ... ... osg::ref_ptrosgViewer::Viewer _viewer; } .. @end CameraAVController.mm: Code: #import CameraAVController.h #include osgGA/TrackballManipulator #include osgGA/MultiTouchTrackballManipulator #include osg/ShapeDrawable #include osg/DisplaySettings These are some of the thousands of error informations below: Code: In file included from include/osg/StateSet:17, from include/osg/State:18, from include/osg/GraphicsContext:17, from include/osgViewer/GraphicsWindow:17, from /Volumes/Development/TANGYu/ARMobile/MyWork/MARDemo/Classes/osgPlugins.h:3, from /Volumes/Development/TANGYu/ARMobile/MyWork/MARDemo/Classes/CameraAVController.h:9, from /Volumes/Development/TANGYu/ARMobile/MyWork/MARDemo/Classes/MARDemoViewController.mm:10: include/osg/Object:166: error: field '_name' has incomplete type include/osg/Object: In member function 'virtual void osg::Object::setName(const std::string)': include/osg/Object:99: error: '_name' was not declared in this scope include/osg/Object: In member function 'void osg::Object::setName(const char*)': include/osg/Object:104: error: invalid use of incomplete type 'struct std::string' /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk/usr/include/c++/4.2.1/bits/stringfwd.h:56: error: declaration of 'struct std::string' include/osg/Object:105: error: invalid use of incomplete type 'struct std::string' /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk/usr/include/c++/4.2.1/bits/stringfwd.h:56: error: declaration of 'struct std::string' include/osg/Object: In member function 'const std::string osg::Object::getName() const': include/osg/Object:109: error: '_name' was not declared in this scope In file included from include/osg/buffered_value:17, from include/osg/Shader:27, from include/osg/StateAttribute:20, from include/osg/StateSet:18, from include/osg/State:18, from include/osg/GraphicsContext:17, from include/osgViewer/GraphicsWindow:17, from /Volumes/Development/TANGYu/ARMobile/MyWork/MARDemo/Classes/osgPlugins.h:3, from /Volumes/Development/TANGYu/ARMobile/MyWork/MARDemo/Classes/CameraAVController.h:9, from /Volumes/Development/TANGYu/ARMobile/MyWork/MARDemo/Classes/MARDemoViewController.mm:10: include/osg/DisplaySettings: At global scope: include/osg/DisplaySettings:320: error: field '_application' has incomplete type include/osg/DisplaySettings:328: error: field '_glContextVersion' has incomplete type include/osg/DisplaySettings: In member function 'void osg::DisplaySettings::setApplication(const std::string)': include/osg/DisplaySettings:199: error: '_application' was not declared in this scope include/osg/DisplaySettings: In member function 'const std::string osg::DisplaySettings::getApplication()': include/osg/DisplaySettings:200: error: '_application' was not declared in this scope include/osg/DisplaySettings: In member function 'void osg::DisplaySettings::setGLContextVersion(const std::string)': include/osg/DisplaySettings:264: error: '_glContextVersion' was not declared in this scope include/osg/DisplaySettings: In member function 'const std::string osg::DisplaySettings::getGLContextVersion() const': include/osg/DisplaySettings:267: error: return type 'const struct std::string' is incomplete include/osg/DisplaySettings:267: error: '_glContextVersion' was not declared in this scope how can i fix these errors? thanks for any help,thank you. Best Regard! Cheers, Tang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36928#36928 ___ osg-users
Re: [osg-users] Empty line does not display
Hi Antoine, Am 22.02.11 17:19, schrieb Antoine Rennuit: Any idea of what happens? Could that be a bug? you are missing a geo-dirtyBound(). As osg computes the near- and far-plane from all the boundingboxes, every frame, your line gets clipped if you don't update the boundingbox of your geometry. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi Dani + Robert, Am 21.02.11 11:04, schrieb Robert Osfield: The problems with not find the ive::Terrain::write read implementations is a peculiar one, I've just looked through the ive plugin and the Terrain implementation is there are looks OK as does the DataInputStream and DataOutputStream implementations. It seems Dani is using the handcrafted xcode-project from the git-repository, which had not included the Terrain.cpp for the ive-plugin. (I committed a fix for this to the git-repository and added a sample ive-file with texture) the xcode-project @ git doesn't get much love anymore, as all iphone related code is part of the official distribution. You have to use cmake to create an iphone-specific xcode-project-file. The handcrafted xcode project has some advantages, as you can build for simulator and device from within the same project (which doesn't currently work via cmake) and has a working example. Another advantage is, that you can embed the xcode-project into your own project, so all dependencies get build automatically. I'll maintain the git-repository in the future, but my time is limited, don't expect too much :-) back to the ive/texture-problem: I have no experience with the ive-plugin, so I converted some osg-models to ive and opened them via an osg-app running in the simulator. cow.ive (from cow.osg) shows no texture as cubmapping is appearently not supported for gles 1, i get a lot of open gl errors in the console. skydome.ive (from skydome.osg) works in the simulator. Perhaps your ive-files use opengl features or texture-formats which are not supported for gles 1/2, try increasing the notify-level to DEBUG_INFO, perhaps there's some more valuable information. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Generating multitouch events
Hi Serge, Am 08.02.11 09:12, schrieb Serge Lages: Thanks for your replies, it confirms what I was thinking... The iOS way of sending events seems to be an exception, all the touch technologies I use (mostly MPX, Windows 7 and TUIO) send them separately, so I think it should be useful to add to EventQueue a way to track the events to put them altogether into the GUIEventAdapter, what do you think ? Sounds reasonable :) Perhaps it's a good idea to enhance/refactor the TouchData-class, so you can use it as a storage for all your touch-points and add a cloned copy via a GUIEventAdapter to the event-queue... just an idea. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org