[osg-users] [build] How do I successfully deploy a OSG app?

2010-03-12 Thread Mas Oug
How do we deploy an OSG app that we compiled in VC++ 2008? Because simply the .exe will not work on other computers (naturally). I've tried using VC redist. and friends, but with no avail... I have heard of static linking, but how would that work? I would greatly appreciate any helpful

Re: [osg-users] [build] How do I compile an OSG app, so that it can be run without the OSG installed?

2010-03-12 Thread Mas Oug
I think when you COMPILE the application, you tell VC to statically link the libraries... I believe VC creates the DLL because of the makfile configuration, but that shouldn't change anything much... -Masoug -- Read this topic online here:

Re: [osg-users] [build] How do I successfully deploy a OSG app?

2010-03-14 Thread Mas Oug
Thanks a lot for all the helpful responses! :D Currently, I am a little busy, and I can't get to try it out yet, but I'll keep you guys posted! THANKS! -masoug -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25638#25638

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-16 Thread mas oug
Usually it is not a good idea to attempt to run things from Debug mode... I think it might have something to do with your PATH variables... Wat about your manifest file? -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-16 Thread mas oug
Hi J-S, However, running a debug binary on a machine that does not have the same version of Visual Studio installed won't work in general (there are ways to get it to work, but it's pretty complicated). Sorry, I did not phrase that correctly. That was what I meant. I was in a ruch when I

Re: [osg-users] how to load a model without its textures ?

2010-03-16 Thread mas oug
Hi Fred, A good idea is to just turn the file into a .osg and since .osg are text files, you can change them from there. -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-17 Thread mas oug
How about: It is okay to run binaries, but it is not used for release versions, so don't use them to deploy your app;. -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-19 Thread mas oug
In Cmake, is there some sort of option for 32-bit and/or 64-bit? Because there might be a thing with how the dlls work in different environments... -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Weird Problems trying to build with Fedora 12.

2010-03-19 Thread mas oug
Are you using the source code or the pre-built binaries? -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] 3d Model Editing

2010-03-27 Thread mas oug
Hi, I am not too sure, but you can try OSGEdit...http://osgedit.sourceforge.net/ It didn't work on my computer, but it might work on yours. Although it is rather old... Do you have Maya or 3DS MAX? Those should work well. Blenderhttp://blender.orgis also a very good modeller as well as an open

[osg-users] Use namespace...

2010-04-13 Thread mas oug
Hi, Just curious, I noticed that in a lot of the code, we use stuff like osg::someFunctio() and etc... Could we use a namespace using namespace osg; to avoid having to write osg:: every single time? THANKS!! -Masoug ___ osg-users mailing list

Re: [osg-users] 3D model fomat

2010-04-14 Thread mas oug
Essentially, it REALLY depends, because some formats are text based while others may be proprietary file types. Some are designed for animation, others may include textures. It might help to try experimenting with some of them. See which ones you like. -Masoug

Re: [osg-users] Use namespace...

2010-04-14 Thread mas oug
Thanks for the helpful replies! So it is just a matter of preference, i guess :) -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] PS 2 Development Using OSG

2011-04-23 Thread mas oug
Hi, Is it really possbile to develop OSG applications for the playstation 2? I heard that OSG has this capability, but a google search didn't really help much. Has anyone been successful in getting an OSG app to work like a real game on the PS2? I am a little curious about OSG on the PS2, I would

Re: [osg-users] PS 2 Development Using OSG

2011-04-24 Thread mas oug
Yeah, that's what I heard... Thanks though! -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] PS 2 Development Using OSG

2011-04-25 Thread mas oug
It looks to me that the PS2 might have enough power to run OSG, given that it has sufficient processors which handle different parts of the simulation... I'll ask Mike. Thanks! -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] PS 2 Development Using OSG

2011-04-26 Thread mas oug
On Tue, Apr 26, 2011 at 3:39 AM, Jan Ciger jan.ci...@gmail.com wrote: Quite a few years back I saw online that someone had ported the OSG to PS2, but the port never got submitted for inclusion with the OSG. I don't know of any PS3 ports of the OSG, but in theory it should be possible

[osg-users] OSGART: Fails to show video.

2013-03-09 Thread Mas Oug
-0/) but for some reason, OSG just doesn't want to show the video stream. As a side note, I also cannot see the default cube in the osgartsimple example. Any thoughts or suggestions? Thanks! -Mas oug P.S. Running linux with OSG version 3.0.1 ___ osg