[osg-users] [build] Can't compile own project as release build
Hi, since some SVN versions i'm not anymore able to compile my project as release build. Debug build works without problems. I get following error by VS 2010: Fehler2 error LNK2001: Nicht aufgelöstes externes Symbol public: virtual void __thiscall osg::BufferData::releaseGLObjects(class osg::State *)const (?releaseglobje...@bufferdata@osg@@ubexpavst...@2@@Z). C:\Users\SunBlack\Desktop\GP\build\main.obj Towerdefense Fehler1 error LNK2001: Nicht aufgelöstes externes Symbol public: virtual void __thiscall osg::BufferData::resizeGLObjectBuffers(unsigned int) (?resizeglobjectbuff...@bufferdata@osg@@ua...@z). C:\Users\SunBlack\Desktop\GP\build\main.obj Towerdefense Interesting is: Notepad++ found releaseglobje...@bufferdata in osgd.lib and osgrd.lib, but not in osg.lib and osgr.lib. Any idea why? Thank you! Cheers, Heiko -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35148#35148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg question
On Thu, Dec 23, 2010 at 9:44 PM, Michael W. Hall hal...@att.net wrote: I get the following error when I run osgversion to see if it is working: osgversion: error while loading shared libraries: libosg.so.69: cannot open shared object file: No such file or directory The file does exist in /usr/local/lib64. I am using the latest version from svn. I have had this before and fixed it, now I can't remember how I used to fix it. Thanks for any help. Michael Hi Michael, The current SO number of svn/trunk is 70 (since rev 12056, committed last wednesday). If you really got the latest svn, a full rebuilt should solve your problem. Mourad ___ 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 compile own project as release build
On Fri, Dec 24, 2010 at 11:52 AM, Heiko Thiel heiko.th...@student.hpi.uni-potsdam.de wrote: Hi, since some SVN versions i'm not anymore able to compile my project as release build. Debug build works without problems. I get following error by VS 2010: Fehler2 error LNK2001: Nicht aufgelöstes externes Symbol public: virtual void __thiscall osg::BufferData::releaseGLObjects(class osg::State *)const (?releaseglobje...@bufferdata@osg@@ubexpavst...@2@@Z). C:\Users\SunBlack\Desktop\GP\build\main.obj Towerdefense Fehler1 error LNK2001: Nicht aufgelöstes externes Symbol public: virtual void __thiscall osg::BufferData::resizeGLObjectBuffers(unsigned int) (?resizeglobjectbuff...@bufferdata@osg@@ua...@z). C:\Users\SunBlack\Desktop\GP\build\main.obj Towerdefense Interesting is: Notepad++ found releaseglobje...@bufferdata in osgd.lib and osgrd.lib, but not in osg.lib and osgr.lib. Any idea why? Thank you! Cheers, Heiko Hi Heiko, These two methods were added two weeks ago to BufferData in svn/trunk. The only reason I can think of, is that you didn't build release osg libs recently, or you are linking to an old osg.lib. Check your linker paths. Maybe a clean build can help you. Mourad ___ 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 compile own project as release build
You are right. It looks like a mistaken by me. I had compile osg two times: Debug and RelWithDbgInfo. I had think, that Debug creates osgd.lib and RelWithDbgInfo osg.lib with additional debug files (pdm and so on). But it seems RelWithDbgInfo is not that, what I have expected, so I must compile RelWithDbgInfo and Release to get libs for both versions. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35152#35152 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg question
The file does exist in /usr/local/lib64. I am using the latest version from svn. I have had this before and fixed it, now I can't remember how I used to fix it. Thanks for any help. Check to make sure you have /usr/local/lib64 in your LD_LIBRARY_PATH...? -Paul ___ 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 compile own project as release build
On Fri, Dec 24, 2010 at 2:41 PM, Heiko Thiel osgfo...@tevs.eu wrote: You are right. It looks like a mistaken by me. I had compile osg two times: Debug and RelWithDbgInfo. I had think, that Debug creates osgd.lib and RelWithDbgInfo osg.lib with additional debug files (pdm and so on). But it seems RelWithDbgInfo is not that, what I have expected, so I must compile RelWithDbgInfo and Release to get libs for both versions. Indeed, RelWithDbgInfo creates osgrd.lib not osg.lib. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cached switch nodes : switch one of them - all of them gets switched!!!
Hi all I am trying to use osgDB::Registry cache to avoid loading the same models multiple times. Caching works ok, reduces the memory usage as expected. I enable caching with : Code: osgDB::Options* opt = osgDB::Registry::instance()-getOptions(); if (opt == NULL) { opt = new osgDB::Options(); } opt-setObjectCacheHint(osgDB::Options::CACHE_ALL); osgDB::Registry::instance()-setOptions(opt); I read an ive file with : Code: osg::ref_ptrosg::Node node = osgDB::readNodeFile(f); (a quick question : if i enable caching globally like the above chunk of code, do i have to pass options parameter to the overloaded readNodeFile function ?) But whenever i read an ive file with switch ability more than once; a switching action during runtime alters all of the models. For eg. when i load two traffic lights, the second one is retrieved from cache. And if i change the switch on any of them, the other one gets affected too! Any hints guys ? PS : I was trying to read osgCal animated meshes in my OSG code a while ago. And i implemented a map to not to load the same animated mesh from file more than once. But at the time, i had the same problem : when an animation was triggered, all of the animated mesh instances got affected. I overcame this problem by caching osgCal::CoreModel instead of osgCal::Model Thanks in advance Arif Yetkin http://www.youtube.com/watch?v=naX3hOkDx8w -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35156#35156 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)
robertosfield wrote: Hi Andrew, I wouldn't recommend creating a single osg::Geometry with millions of vertices/primitives, while in theory it should work, even if it does it's likely to perform poorly as the GL driver won't be able to just render the data directly - it'll need to stream it in chunks. Hi Robert, When trying to fix this, I modified OSG and chunked up the calls to glDrawElements inside PrimitiveSet.cpp to be GL_MAX_ELEMENTS_INDICES in size. Anything wrong with this approach? This would mean the OSG user need not be concerned about whether they are using 'too many' vertices/primitives. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35157#35157 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] nVidia 64-bit quadro drivers and large number of primitives (2.8.3)
Hi Andrew, On Fri, Dec 24, 2010 at 3:52 PM, Andrew Cunningham When trying to fix this, I modified OSG and chunked up the calls to glDrawElements inside PrimitiveSet.cpp to be GL_MAX_ELEMENTS_INDICES in size. Anything wrong with this approach? It depends upon how you implemented it. You certainly wouldn't want to do a glGet for GL_MAX_ELEMENTS_INDICES on every frame, let along call to do a single primitive set. It's also questionable whether we should be doing extra checks on size to catch cases when users are passing data to the OSG that can't be rendered with OpenGL. The OSG isn't your nanny, it assumes that you know what scene graph is required to render properly on your system and doing so doesn't burden the OSG with extra checks that are only required for scene graphs that have inappropriate sizes. The best approach for any checking this this is to do it in a data preparation and optimization when you create the data or load it into memory. This would mean the OSG user need not be concerned about whether they are using 'too many' vertices/primitives. But it would mean that everyone pays in performance for the benefit of a tiny number of developers not building scene graphs appropriate for there target hardware. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg question
Also, if you've installed OSG to a system directory like /usr/local/lib64, you may need to run ldconfig after the installation. Tim On Fri, Dec 24, 2010 at 3:46 PM, Paul Martz pma...@skew-matrix.com wrote: The file does exist in /usr/local/lib64. I am using the latest version from svn. I have had this before and fixed it, now I can't remember how I used to fix it. Thanks for any help. Check to make sure you have /usr/local/lib64 in your LD_LIBRARY_PATH...? -Paul ___ 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 question
Just got latest and build now when I run osgversion, to see if osg is working, I get the same error with libosg.so.70. I am running Ubuntu 10.04 x64. Michael On Fri, 2010-12-24 at 13:41 +0100, Mourad Boufarguine wrote: On Thu, Dec 23, 2010 at 9:44 PM, Michael W. Hall hal...@att.net wrote: I get the following error when I run osgversion to see if it is working: osgversion: error while loading shared libraries: libosg.so.69: cannot open shared object file: No such file or directory The file does exist in /usr/local/lib64. I am using the latest version from svn. I have had this before and fixed it, now I can't remember how I used to fix it. Thanks for any help. Michael Hi Michael, The current SO number of svn/trunk is 70 (since rev 12056, committed last wednesday). If you really got the latest svn, a full rebuilt should solve your problem. Mourad ___ 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 question
My bad. The error now states: osgversion: symbol lookup error: /usr/local/lib64/libosg.so.70: undefined symbol: _ZN11OpenThreads5MutexC1ENS0_9MutexTypeE Ideas? On Fri, 2010-12-24 at 13:41 +0100, Mourad Boufarguine wrote: On Thu, Dec 23, 2010 at 9:44 PM, Michael W. Hall hal...@att.net wrote: I get the following error when I run osgversion to see if it is working: osgversion: error while loading shared libraries: libosg.so.69: cannot open shared object file: No such file or directory The file does exist in /usr/local/lib64. I am using the latest version from svn. I have had this before and fixed it, now I can't remember how I used to fix it. Thanks for any help. Michael Hi Michael, The current SO number of svn/trunk is 70 (since rev 12056, committed last wednesday). If you really got the latest svn, a full rebuilt should solve your problem. Mourad ___ 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] My question about the SmoothVisitor
Hi Er, Firstly, I have to say that my English is poor(not a good student in university...now I regret very much)and I learn OSG and C++ for a short time, but I like them very much. Yesterday I used the osg-user for the first time, Mr Wang Rui told me that I can ask for some help here, so I am here now. :) The way it is, I modeled in SolidWorks and then I derived model as STL format(SolidWorks can only export STL and VRML, and I perfer to use STL, STL is more current). When I use OSG to show the model, I found that the model is very angular, every surface shines...This is not what I want, I hope it looks more smooth, so I use the SmoothVisitor, but the old smoothvisitor smooth too much ,the model looks a little terrible ,OSG v 2.9.10 have new function which can set the creaseAngle, Firstly some error happened, Wang Rui change some code to make sure the SmoothVisitor is compatible with BIND_PER_PRIMITIVE, but after this the model looks as same as before, I changed the STL model, the creaseAngle, they don't work. Then I read the source code...read and read...near a week...finaly I found that I can't understand how it works. Now I am helpless, How can I smooth the STL model? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org