Re: [osg-users] Call for testing, preparing for 3.5.6 dev release again :-)
Hi Robert, Builds and osgviewer runs fine with VS 2015 Win64. I got these debug output to the console : _forceVertexArrayObject = 0 _forceVertexBufferObject = 0 _forceVertexArrayObject = 0 _forceVertexBufferObject = 0 _forceVertexArrayObject = 0 _forceVertexBufferObject = 0 ViewerBase::configureAffinity() numProcessors=8 databasePagers = 1 Cheers, Mourad On Mon, May 15, 2017 at 3:56 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Mourad, > > On 15 May 2017 at 14:52, Mourad Boufarguine > <mourad.boufargu...@gmail.com> wrote: > > You're right we need both : > > > > COLLADA_BOOST_BUILDNAME : to follow boost naming convention with 3 digits > > for MSVC toolset version > > COLLADA_BUILDNAME : to follow collada naming convention with 1/2 digits > for > > MSVC toolset version > > I've been thinking along the same lines, I've refactored the > FindCOLLADA.cmake to use a combination of your and Toroben's versions, > the changes are : > > > diff --git a/CMakeModules/FindCOLLADA.cmake b/CMakeModules/FindCOLLADA. > cmake > index f086069..5fb2cec 100644 > --- a/CMakeModules/FindCOLLADA.cmake > +++ b/CMakeModules/FindCOLLADA.cmake > @@ -23,37 +23,38 @@ ELSE () > ENDIF() > > > - > - > - > IF(APPLE) > SET(COLLADA_BUILDNAME "mac") > -SET(COLLADA_BOOST_BUILDNAME "mac") > + SET(COLLADA_BOOST_BUILDNAME ${COLLADA_BUILDNAME}) > ELSEIF(MINGW) > SET(COLLADA_BUILDNAME "mingw") > -SET(COLLADA_BOOST_BUILDNAME "mingw") > -ELSEIF(MSVC14) > + SET(COLLADA_BOOST_BUILDNAME ${COLLADA_BUILDNAME}) > +ELSEIF(MSVC_VERSION EQUAL 1900 OR MSVC_VERSION EQUAL 1910 ) > SET(COLLADA_BUILDNAME "vc14") > -string(REPLACE "v" "vc" COLLADA_BOOST_BUILDNAME > ${CMAKE_VS_PLATFORM_TOOLSET}) > -ELSEIF(MSVC12) > +SET(COLLADA_BOOST_BUILDNAME "vc140") > +ELSEIF(MSVC_VERSION EQUAL 1800) > SET(COLLADA_BUILDNAME "vc12") > -string(REPLACE "v" "vc" COLLADA_BOOST_BUILDNAME > ${CMAKE_VS_PLATFORM_TOOLSET}) > -ELSEIF(MSVC11) > +SET(COLLADA_BOOST_BUILDNAME "vc120") > +ELSEIF(MSVC_VERSION EQUAL 1700) > SET(COLLADA_BUILDNAME "vc11") > -string(REPLACE "v" "vc" COLLADA_BOOST_BUILDNAME > ${CMAKE_VS_PLATFORM_TOOLSET}) > -ELSEIF(MSVC10) > +SET(COLLADA_BOOST_BUILDNAME "vc110") > +ELSEIF(MSVC_VERSION EQUAL 1600) > SET(COLLADA_BUILDNAME "vc10") > -string(REPLACE "v" "vc" COLLADA_BOOST_BUILDNAME > ${CMAKE_VS_PLATFORM_TOOLSET}) > -ELSEIF(MSVC90) > +SET(COLLADA_BOOST_BUILDNAME "vc100") > +ELSEIF(MSVC_VERSION EQUAL 1500) > SET(COLLADA_BUILDNAME "vc9") > -string(REPLACE "v" "vc" COLLADA_BOOST_BUILDNAME > ${CMAKE_VS_PLATFORM_TOOLSET}) > -ELSEIF(MSVC80) > +SET(COLLADA_BOOST_BUILDNAME "vc90") > +ELSEIF(MSVC_VERSION EQUAL 1400) > SET(COLLADA_BUILDNAME "vc8") > -string(REPLACE "v" "vc" COLLADA_BOOST_BUILDNAME > ${CMAKE_VS_PLATFORM_TOOLSET}) > -ELSE(APPLE) > +SET(COLLADA_BOOST_BUILDNAME "vc80") > +ELSE() >SET(COLLADA_BUILDNAME "linux") > - SET(COLLADA_BOOST_BUILDNAME "linux") > -ENDIF(APPLE) > + SET(COLLADA_BOOST_BUILDNAME ${COLLADA_BUILDNAME}) > +ENDIF() > + > +IF(${CMAKE_VS_PLATFORM_TOOLSET}) > +string(REPLACE "v" "vc" COLLADA_BOOST_BUILDNAME > ${CMAKE_VS_PLATFORM_TOOLSET}) > +ENDIF() > > > I have now checked this into git master, I'd appreciate testing out > under Windows, fingers crossed we are getting a bit closer. > > 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] Call for testing, preparing for 3.5.6 dev release again :-)
You're right we need both : COLLADA_BOOST_BUILDNAME : to follow boost naming convention with 3 digits for MSVC toolset version COLLADA_BUILDNAME : to follow collada naming convention with 1/2 digits for MSVC toolset version On Mon, May 15, 2017 at 3:32 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Mourad, > > On 15 May 2017 at 14:16, Mourad Boufarguine > <mourad.boufargu...@gmail.com> wrote: > > You are missing the ending 0s. > > I was just following Torben's usage, if we add back the 0's then the > search names would change. I presume this is why Torben introduced > using two variables COLLADA_BUILDNAME & COLLADA_BOOST_BUILDNAME. > > > By the way the MSVCXX vars are discouraged (there is no var defined > starting > > from Visual 2017), MSVC_VERSION is the recommended way now : > > https://cmake.org/cmake/help/v3.8/variable/MSVC14.html?highlight=msvc14 > > > > IF(APPLE) > > SET(COLLADA_BUILDNAME "mac") > > ELSEIF(MINGW) > > SET(COLLADA_BUILDNAME "mingw") > > ELSEIF(MSVC_VERSION EQUAL 1900 OR MSVC_VERSION EQUAL 1910 ) > > SET(COLLADA_BUILDNAME "vc140") > > ELSEIF(MSVC_VERSION EQUAL 1800) > > SET(COLLADA_BUILDNAME "vc120") > > ELSEIF(MSVC_VERSION EQUAL 1700) > > SET(COLLADA_BUILDNAME "vc110") > > ELSEIF(MSVC_VERSION EQUAL 1600) > > SET(COLLADA_BUILDNAME "vc100") > > ELSEIF(MSVC_VERSION EQUAL 1500) > > SET(COLLADA_BUILDNAME "vc90") > > ELSEIF(MSVC_VERSION EQUAL 1400) > > SET(COLLADA_BUILDNAME "vc80") > > ELSE() > > SET(COLLADA_BUILDNAME "linux") > > ENDIF() > > Have you tested the above suggestion on your system? I'm curious how > things are working w.r.t Windows with COLLADA being installed. > > Hopefully Torben will join this thread as it's his changes that were > meant to resolve building under Windows. > > 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] Call for testing, preparing for 3.5.6 dev release again :-)
You are missing the ending 0s. By the way the MSVCXX vars are discouraged (there is no var defined starting from Visual 2017), MSVC_VERSION is the recommended way now : https://cmake.org/cmake/help/v3.8/variable/MSVC14.html?highlight=msvc14 IF(APPLE) SET(COLLADA_BUILDNAME "mac") ELSEIF(MINGW) SET(COLLADA_BUILDNAME "mingw") ELSEIF(MSVC_VERSION EQUAL 1900 OR MSVC_VERSION EQUAL 1910 ) SET(COLLADA_BUILDNAME "vc140") ELSEIF(MSVC_VERSION EQUAL 1800) SET(COLLADA_BUILDNAME "vc120") ELSEIF(MSVC_VERSION EQUAL 1700) SET(COLLADA_BUILDNAME "vc110") ELSEIF(MSVC_VERSION EQUAL 1600) SET(COLLADA_BUILDNAME "vc100") ELSEIF(MSVC_VERSION EQUAL 1500) SET(COLLADA_BUILDNAME "vc90") ELSEIF(MSVC_VERSION EQUAL 1400) SET(COLLADA_BUILDNAME "vc80") ELSE() SET(COLLADA_BUILDNAME "linux") ENDIF() On Mon, May 15, 2017 at 2:50 PM, Robert Osfieldwrote: > On 15 May 2017 at 13:08, Robert Osfield wrote: > > Looks like we'll need to rewrite this problem block for the case when > > CMAKE_VS_PLATFORM_TOOLSET is not set. > > > > Don't yet know what this might be though... > > Would the following approach work better? > > -- Modified CMakeModues/FindCOLLADA.camke script : > > IF(APPLE) > SET(COLLADA_BUILDNAME "mac") > ELSEIF(MINGW) > SET(COLLADA_BUILDNAME "mingw") > ELSEIF(MSVC14) > SET(COLLADA_BUILDNAME "vc14") > ELSEIF(MSVC12) > SET(COLLADA_BUILDNAME "vc12") > ELSEIF(MSVC11) > SET(COLLADA_BUILDNAME "vc11") > ELSEIF(MSVC10) > SET(COLLADA_BUILDNAME "vc10") > ELSEIF(MSVC90) > SET(COLLADA_BUILDNAME "vc9") > ELSEIF(MSVC80) > SET(COLLADA_BUILDNAME "vc8") > ELSE() > SET(COLLADA_BUILDNAME "linux") > ENDIF() > > SET(COLLADA_BOOST_BUILDNAME ${COLLADA_BOOST_BUILDNAME}) > > IF(${CMAKE_VS_PLATFORM_TOOLSET}) > string(REPLACE "v" "vc" COLLADA_BOOST_BUILDNAME > ${CMAKE_VS_PLATFORM_TOOLSET}) > ENDIF() > > -- > > I've moved the string(REPLACE...) lines into a single block wrapped in a > check. > > 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] Call for testing, preparing for 3.5.6 dev release again :-)
Hi Robert, I think it is more correct to use the same logic (testing against the compiler version CMAKE_CXX_COMPILER_VERSION ) as in the mainstream FindBoost.cmake : https://github.com/Kitware/CMake/blob/master/Modules/FindBoost.cmake#L432-L453 Cheers, Mourad On Mon, May 15, 2017 at 2:08 PM, Robert Osfield <robert.osfi...@gmail.com> wrote: > Hi Mourad, > > On 15 May 2017 at 12:58, Mourad Boufarguine > <mourad.boufargu...@gmail.com> wrote: > > CMAKE_VS_PLATFORM_TOOLSET is not set unless the user explicitely > specifies a > > toolset when invoking cmake : > > > > cmake -G "Visual Studio XX" -T v1YY srcDir > > > > If the user does not specify a toolset, the default toolset of the chosen > > Visual Studio version will be used, but the CMAKE_VS_PLATFORM_TOOLSET > > variable will not be set, and this is what is causing the problem here. > > Thanks for the clarification. > > Looks like we'll need to rewrite this problem block for the case when > CMAKE_VS_PLATFORM_TOOLSET is not set. > > Don't yet know what this might be though... > > 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] Call for testing, preparing for 3.5.6 dev release again :-)
Hi Robert, CMAKE_VS_PLATFORM_TOOLSET is not set unless the user explicitely specifies a toolset when invoking cmake : cmake -G "Visual Studio XX" -T v1YY srcDir If the user does not specify a toolset, the default toolset of the chosen Visual Studio version will be used, but the CMAKE_VS_PLATFORM_TOOLSET variable will not be set, and this is what is causing the problem here. Cheers, Mourad On Mon, May 15, 2017 at 1:23 PM, Robert Osfieldwrote: > Hi Stuart, > > On 15 May 2017 at 12:07, Stuart Mentzer wrote: > > https://cmake.org/cmake/help/v3.0/variable/CMAKE_VS_ > PLATFORM_TOOLSET.html > > > > Which mentons that it's set for VC10 and above. Torben uses the > > CMAKE_VS_PLATFORM_TOOLSET for vc8 and vc9 above, so I'm not what would > > happen here. > > > > What VC number is reported on your system? > > > > Visual C++ 2015 corresponds to MSVC14. > > Looking at the CMake docs it would seem CMAKE_VS_PLATFORM_TOOLSET > should be defined, but given your error it would seem on your system > it's not. > > Could you check whether CMAKE_VS_PLATFORM_TOOLSET is defined and what > it's value is? > > > > [Separate issue: curl 7.54.0 (latest) has a build error under VC++ 2015 > but > > the prev version builds OK] > > > > Is this a build error in curl, or the OSG plugin building against curl > > 7.54.0? > > > > It is in the curl build itself. Here is the bug report I filed: > > https://github.com/curl/curl/issues/1482 > > OK, this isn't an OSG issue then so I can safely leave this to someone > else to resolve:-) > > 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] Installation Problems.VS10 - unresolved external symbol
Hi, Are you building your project in 64bit too ? Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010 64bit compile problem
Hi, On Wed, Jan 4, 2012 at 10:52 AM, Peter Bako osgfo...@tevs.eu wrote: Hi, I get errors, when I try to compile my project on visual studio for 64bit platform. Before on ANYCPU configurations I had no problems. The error which I get is variable WINGDIAPI is not a type name c:\program files (x86)\microsoft sdks\windows\v7.0a\include\gl\gl.h This error usually means that you need to #include windows.h before #including GL/GL.h Cheers, Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting Started - VS2010
Hi, On Mon, Nov 21, 2011 at 12:03 AM, Markus Kahl machisuji...@googlemail.com wrote: Hey, I've actually downloaded those pre-compiled binaries and have tried it with those all the time. I want to do something on my own and start working with one of the examples the basis. Regards, Markus 2011/11/20 Chris 'Xenon' Hanson xe...@alphapixel.com Did you download the 32- or 64bit packages? Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting Started - VS2010
On Mon, Nov 21, 2011 at 3:24 PM, Markus Kahl machisuji...@googlemail.com wrote: Hey, I've downloaded the 64-bit binaries (3.0.1). Regards, Markus But you are compiling your program in 32bit. So, either download the 32bit packages or build your program in 64bit. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Problem with building OSG for Android GLES2.0
On Mon, Sep 12, 2011 at 11:51 AM, Marc Sticksen sti...@sticki.de wrote: Hi, I´m trying to build OSG for Android with GLES2.0. My cmake line looks like this: Code: cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF -DOSG_GLES2_AVAILABLE=ON -Dj=2 This seems to be good I guess, fixed function is off and only GLES2 is turned on. Now when I run make, following errors appear: Code: Compile++ thumb : osg = ArgumentParser.cpp In file included from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL2Extensions:26, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/Shader:25, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/StateAttribute:20, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/AlphaFunc:17, from /Users/stickbook/Downloads/OpenSceneGraph_svn/src/osg/AlphaFunc.cpp:14: /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL: In function 'void glLoadMatrix(const float*)': /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:130: error: 'glLoadMatrixf' was not declared in this scope /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL: In function 'void glMultMatrix(const float*)': /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:131: error: 'glMultMatrixf' was not declared in this scope /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL: In function 'void glLoadMatrix(const double*)': /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:149: error: ISO C++ forbids declaration of 'type name' with no type /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:149: error: expected '' before 'GLdouble' /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:149: error: expected '(' before 'GLdouble' /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:149: error: 'GLdouble' was not declared in this scope /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:149: error: expected primary-expression before '' token /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL: In function 'void glMultMatrix(const double*)': /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:150: error: ISO C++ forbids declaration of 'type name' with no type /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:150: error: expected '' before 'GLdouble' /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:150: error: expected '(' before 'GLdouble' /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:150: error: 'GLdouble' was not declared in this scope /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:150: error: expected primary-expression before '' token make[3]: *** [/Users/stickbook/Downloads/OpenSceneGraph_svn/build_OGLES2/obj/local/armeabi/objs/osg/AlphaFunc..o] Error 1 make[3]: *** Waiting for unfinished jobs In file included from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL2Extensions:26, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/Shader:25, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/StateAttribute:20, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/StateSet:18, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/Node:19, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/Group:17, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/Transform:17, from /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/MatrixTransform:17, from /Users/stickbook/Downloads/OpenSceneGraph_svn/src/osg/AnimationPath.cpp:14: /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL: In function 'void glLoadMatrix(const float*)': /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:130: error: 'glLoadMatrixf' was not declared in this scope /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL: In function 'void glMultMatrix(const float*)': /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:131: error: 'glMultMatrixf' was not declared in this scope /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL: In function 'void glLoadMatrix(const double*)': /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:149: error: ISO C++ forbids declaration of 'type name' with no type /Users/stickbook/Downloads/OpenSceneGraph_svn/include/osg/GL:149: error: expected '' before 'GLdouble'
Re: [osg-users] Video texture on OSG
Hi Josh, On Sat, Aug 20, 2011 at 3:04 PM, Josh Jung inyp0...@hotmail.com wrote: Hi, I have been looking through many forums about having a video on OSG so i can use that as Augmented Reality Marker. ive dowloaded Quicktime DSK, C Maker, OSGART they are too much to understand what i should do. Anyone can help me here step by step what i need to do? ... Thank you! Cheers, Josh OSG has some plugins to read movies. You'll need to build osg with at least one of them. I'd suggest the ffmpeg plugin. Then you can have a look at osgmovie example. Basically, a movie is read into an osg::ImageStream object which inherits from osg::Image. So you can use to texture an object as a regular image. osg::ref_ptrosg::Image movie = osgDB::readImageFile(your_movie.avi.ffmpeg); osg::ImageStream* is = dynamic_castosg::ImageStream*(movie.get()); if (is) is-play(); // this will trigger the video Cheers, Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
Hi Hector, 2011/8/11 Héctor Martínez hector.marti...@sensetrix.com Thank you Mourad and Jorge. ** ** I have never used CygWin and I am trying to follow those instructions: ** ** http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cygwin Those are for building OSG with cygwin to be used on a PC. ** ** But it is a bit messy for me. Mourad, it seems like you have successfully compiled OSG for Android in Windows. Could you please give me a quick guide or some tips? ** 1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full install may be helpful). Please note that, although we won't be compiling osg with cygwin's g++ , it needs to be installed in order for cmake to get over compiler checks at the beginning of configuration. (and other packages may be also needed) 2/ in cmake gui, set the sources and binairies folders, hit configure and choose Unix Makefiles as generator 3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure 4/ Set (if not set) ANDROID_NDK path 5/ Configure your build whether you want GLES1 or GLES2 following these instructions : http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 6/ Configure and Generate 7/ open Cygwin batch, cd to binaires dir, and make ** Héctor ** ** Cheers, Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Hector, 2011/8/11 Héctor Martínez hector.marti...@sensetrix.com Thank you Mourad and Jorge. ** ** I have never used CygWin and I am trying to follow those instructions:*** * ** ** http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cygwin Those are for building OSG with cygwin to be used on a PC. ** ** But it is a bit messy for me. Mourad, it seems like you have successfully compiled OSG for Android in Windows. Could you please give me a quick guide or some tips? ** 1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full install may be helpful). Please note that, although we won't be compiling osg with cygwin's g++ , it needs to be installed in order for cmake to get over compiler checks at the beginning of configuration. (and other packages may be also needed) 2/ in cmake gui, set the sources and binairies folders, hit configure and choose Unix Makefiles as generator 3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure 4/ Set (if not set) ANDROID_NDK path 5/ Configure your build whether you want GLES1 or GLES2 following these instructions : http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 6/ Configure and Generate 7/ open Cygwin batch, cd to binaires dir, and make ** Héctor ** ** Cheers, Mourad After re trying and checking, i found out that it is preferable to use the command line cmake in cygwin rather than cmake gui : cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
Hi Riccardo, On Thu, Aug 11, 2011 at 1:59 PM, Riccardo Corsi riccardo.co...@kairos3d.itwrote: Hi Mourad and all, I've succesfully built osg_3.0.1 on Windows with Cygwin (without 3rd party plugins for now). I'm now trying to build the osgAndroidExampleGLES1, and everything compiles, but the linker (ld) throws an error says that it cannot find the dds lib, here it is: $ ../../../../../Android/android-ndk-r6/ndk-build NDK_APPLICATION_MK=Application.mk Compile++ thumb : osgNativeLib = osgNativeLib.cpp Compile++ thumb : osgNativeLib = OsgMainApp.cpp Compile++ thumb : osgNativeLib = OsgAndroidNotifyHandler.cpp SharedLibrary : libosgNativeLib.so D:/SourceCode/Android/android-ndk-r6/toolchains/arm-linux-androideabi-4.4.3/prebuilt/windows/bin/../ lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld.exe: cannot find -losgd b_dds collect2: ld returned 1 exit status make: *** [/cygdrive/d/SourceCode/OSG/osg_3.0.1/examples/osgAndroidExampleGLES1/obj/local/armeabi/libosgNativeLib.so] Error 1 I'm checking the options of the Android.mk file and it looks like there's a variable LIBDIR to specify the library path which is then used here: [...] LOCAL_LDFLAGS := -L $(LIBDIR) \ -losgdb_dds \ [...] I've already tried to set it to relative and absolute paths, I've also tried to copy the compiled libraries in the local example folder, but cannot get it finding the libraries! Have you got any other suggestion? What did you put in OSG_ANDROID_DIR ? I just tried with my binaries folder path and it worked. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
Hi Hector, 2011/8/10 Héctor Martínez hector.marti...@sensetrix.com Thank you for the response. I am having some problems with the MINGW/MSYS make. Here is the problem: You have to use Cygwin not MinGW/MSYS on windows to develop with android ndk. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
2011/8/8 Héctor Martínez hector.marti...@sensetrix.com Hi Jorge, ** ** thank you for your response! You were right, it works with command line. But now I have new problems: ** ** **- **It doesn´t find some plugins (jpg, png… etc). **- **When trying to build the solution I get this error: 2InitializeBuildStatus: 2 Touching Win32\Debug\ndk\ndk.unsuccessfulbuild. 2CustomBuild: 2 The system cannot find the path specified. 2 Generating Android-OpenSceneGraph 2C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error MSB6006: cmd.exe exited with code 3. 2 2Build FAILED ** ** Any ideas about what’s wrong? ** ** Thank you. ** ** Cheers, ** ** Héctor Hi Hector, You can't use Visual Studio to build OSG for android. You need to choose Unix Makefile as generator in CMake gui. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExampleGLES1 crashed
Hi Anurag, AFAIK Android emulator does not support OpenGL ES, so the Android osg examples won't run on it. Cheers, Mourad Le 8 juil. 2011 17:08, anurag mairal mairal2...@gmail.com a écrit : Sir I have build osg on android with osg3.0.0 tried to run example program osgAndroidExampleGLES1 on emulator get error application stopped unexpectedly, please try again. Can you please tell me what may be the problem? Thanks, Anurag ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ffmpeg plugin
On Fri, Jul 8, 2011 at 1:58 AM, He, Yefei yefei...@uiowa.edu wrote: Hi, Folks, It's been a while since I updated my OSG files. Today I checked out the latest SVN release and tried to use CMake to configure for Visual Studio 2010 64-bit build. I downloaded the 64-bit FFMPEG packages (from July 4th 2011) and filled in all the relevant fields in the OSG CMake settings. I did not see any error message regarding FFMPEG when I generated the solution and project files. However, afterwards I noticed that the ffmpeg plugin project was missing. The project file was not generated at all and of course not included in the OSG solution file. Could there be anything that I did wrong? Or was it related to the recent issues with FFMPEG? Thanks! Yefei Hi Yafei, Make sure CMake did actually find FFMpeg headers and libs. I don't think it does in windows, so you'll have to set them manually. If CMake doesn't find FFMpeg headers or libs, the ffmpeg plugin won't be added to the generated VS solution. Cheers, Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSG 2.9.16.77 fbx 2012.1 compile issue
Hi Aitor, On Wed, Jun 15, 2011 at 11:53 AM, Aitor Ardanza aitoralt...@terra.eswrote: Hi, I'm trying to compile OSG 2.9.16.77 SVN with FBX 2012.1 on Win7 x64 using Visual Studio 2008. FBX-Include: C:/Program Files/Autodesk/FBX/FbxSdk/2012.1/include FBX-lib: C:/Program Files/Autodesk/FBX/FbxSdk/2012.1/lib/vs2008/x86/fbxsdk-2012.1.lib FBX-libd: C:/Program Files/Autodesk/FBX/FbxSdk/2012.1/lib/vs2008/x86/fbxsdk-2012.1d.lib You are linking 32bit FBX librairies to 64bit OSG ;) Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSG 2.9.16.77 fbx 2012.1 compile issue
On Wed, Jun 15, 2011 at 12:08 PM, Aitor Ardanza aitoralt...@terra.eswrote: But I want to maintain 32bit system and I'm compiling OSG with Win32 system... I'm trying to compile OSG 2.9.16.77 SVN with FBX 2012.1 on Win7 x64 using Visual Studio 2008. Sorry, i thought you are building osg in 64bit. FBX-lib: C:/Program Files/Autodesk/FBX/FbxSdk/2012.1/lib/vs2008/x86/fbxsdk-2012.1.lib FBX-libd: C:/Program Files/Autodesk/FBX/FbxSdk/2012.1/lib/vs2008/x86/fbxsdk-2012.1d.lib Those are the shared fbx libs, is this on purpose ? Personnally, i use the static ones, fbxsdk-2012.1-md.lib and fbxsdk-2012.1-mdd.lib . Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Compile error in Plugins dicom on Win 64bit
Hi Bob, I am not familiar with DCMTK. I am going just to make some general comments. 1osgDB.lib(osg77-osgDB.dll) : error LNK2005: public: void __cdecl std::basic_ifstreamchar,struct std::char_traitschar ::`vbase destructor'(void) (??_D?$basic_ifstream@DU?$char_traits@D@std@@@std@@QEAAXXZ) already defined in dcmimgle.lib(didispfn.obj) 1osgDB.lib(osg77-osgDB.dll) : error LNK2005: public: __cdecl std::basic_ifstreamchar,struct std::char_traitschar ::basic_ifstreamchar,struct std::char_traitschar (char const *,int,int) (??0?$basic_ifstream@DU?$char_traits@D@std@@@std@@QEAA@PEBDHH@Z) already defined in dcmimgle.lib(didispfn.obj) 1 Creating library D:/CMake_Build/OSG/lib/osgPlugins-2.9.16/osgdb_dicom.lib and object D:/CMake_Build/OSG/lib/osgPlugins-2.9.16/osgdb_dicom.exp 1D:\CMake_Build\OSG\bin\osgPlugins-2.9.16\osgdb_dicom.dll : fatal error LNK1169: one or more multiply defined symbols found This usually mean that you are mixing code linked with shared C runtime (osg) with code linked to static C runtime. I think you should rebuild dcmtk libs with shared runtime (/MD msvc flag instead of /MT) Code: error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in ReaderWriterDICOM.obj And this means that you are mixing release and debug code. To build debug dicom plugin, you need to use the debug dcmtk libraries. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgDB ifstream / ofstream conflict
Hi Vincent, On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: 2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void __thiscall std::basic_ifstreamchar,struct std::char_traitschar ::close(void) (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in osgDBd.lib(osg65-osgDBd.dll) 2TsLib_MDdNET2010.lib(IwBrepData.obj) : error LNK2005: public: void __thiscall std::basic_ifstreamchar,struct std::char_traitschar ::close(void) (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined in osgDBd.lib(osg65-osgDBd.dll) It seems like a static/dynamic c++ runtime conflict. Check if osg and TsLib_MDdNET2010 are linked against the same type of c++ runtime (both with /MTd flag or both with /MDd flag) Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to change the page content http://www.openscenegraph.org/projects/osg/wiki/Screenshots/...... ?
Hi Maxim, You should email the server admin to get a wiki account. http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing Mourad 2011/4/8 Maxim Gammer maxgam...@gmail.com Hi all. how to change the page content?http://www.openscenegraph.org/projects/osg/wiki/Screenshots/ .. how to get username / password pagehttp://www.openscenegraph.org/projects/osg/wiki/Community/викилогинhttp://www.openscenegraph.org/projects/osg/wiki/Community/%D0%B2%D0%B8%D0%BA%D0%B8%D0%BB%D0%BE%D0%B3%D0%B8%D0%BD ? (reference (http://www.openscenegraph.org/projects/osg/register does not work)) -- Maxim Gammer ___ 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] how to change the page content http://www.openscenegraph.org/projects/osg/wiki/Screenshots/...... ?
Thank you. But the page Create a Wiki user account does not work: ( (http://www.openscenegraph.org/projects/osg/prefs/account) yeh, i saw that. it used to work. Jose Luis is the only one that can help, he doesn't read regularily the mailing list, so send him an email. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Methods definition problem passing 2.8.3 - 2.9.12
Hi Dario, i think this was discussed here http://forum.openscenegraph.org/viewtopic.php?p=36583 Mourad On Thu, Mar 31, 2011 at 2:54 PM, Dario Minieri para...@cheapnet.it wrote: Hi, I was trying to compile some of my projects based on OSG 2.8.3 using 2.9.12. I'm getting these errors: Rend.cpp: In constructor 'GfxRenderer::GfxRenderer(osg::Camera*)': Rend.cpp:58: error: 'setTargetFrameRate' was not declared in this scope Rend.cpp:59: error: 'setMinimumTimeAvailableForGLCompileAndDeletePerFrame' was not declared in this scope. I'm not able to find those methods, seems to haven't been simply moved...perhaps renamed in another way and moved? Can anyone give me any suggestions? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38123#38123 ___ 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] fbx animation
Hi Josue, take a look at osganimationviewer example. Mourad On Wed, Mar 23, 2011 at 5:48 PM, Josue Hernandez osgfo...@tevs.eu wrote: Hi, everybody: anyone know how to activate an animation. fbx? ... Thank you! Cheers, Josue -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37845#37845 ___ 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-submissions] Android Development Plans
Hi all, I gave osg android port a try on Windows using cygwin, and it worked like a charm (only a tiny problem with osgViewer, when cross compiling for android using cygwin, the windows path in osgViewer/CMakeLists.txt is used rather than the android one, fix attached). For the moment I only compiled all the osg libs and plugins that don't rely on a 3rdParty lib. I will let you know when I succeed to build an app for my nexus S :) (the test apk Jorge sent, works for me) Thanks for your efforts. Mourad On Tue, Mar 8, 2011 at 5:37 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Rafa, Jorge and all ;-) On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan rafa.gai...@gmail.com wrote: Finally Jorge and me have finished a first approach to build OSG under Android using the android NDK. Attached you will find all required code and cmake modifications (They are based on a previous submissions I sent last week). Many thanks for your efforts. I have now merged and checked in changes to OpenSceneGraph svn/trunk. I haven't tested the Android build at all yet, only the normal Linux build side. Would it be possible for you to put up a documentation page on the wiki to show how to set up to build the OSG on Android? Thanks, Robert. ___ osg-submissions mailing list osg-submissi...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org # FIXME: For OS X, need flag for Framework or dylib IF(DYNAMIC_OPENSCENEGRAPH) ADD_DEFINITIONS(-DOSGVIEWER_LIBRARY) ELSE() ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC) ENDIF() SET(LIB_NAME osgViewer) SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME}) SET(TARGET_H ${HEADER_PATH}/CompositeViewer ${HEADER_PATH}/Export ${HEADER_PATH}/GraphicsWindow ${HEADER_PATH}/Renderer ${HEADER_PATH}/Scene ${HEADER_PATH}/Version ${HEADER_PATH}/View ${HEADER_PATH}/Viewer ${HEADER_PATH}/ViewerBase ${HEADER_PATH}/ViewerEventHandlers ) SET(LIB_COMMON_FILES CompositeViewer.cpp HelpHandler.cpp Renderer.cpp Scene.cpp ScreenCaptureHandler.cpp StatsHandler.cpp Version.cpp View.cpp Viewer.cpp ViewerBase.cpp ViewerEventHandlers.cpp ${OPENSCENEGRAPH_VERSIONINFO_RC} ) SET(LIB_EXTRA_LIBS) IF(WIN32 AND NOT ANDROID) # # Enable workaround for OpenGL driver issues when used in multithreaded/multiscreen with NVidia drivers on Windows XP # For example: osgviewer dumptruck.osg was showing total garbage (screen looked like shattered, splashed hedgehog) # There were also serious issues with render to texture cameras. # Workaround repeats makeCurrentContext call as it was found that this causes the problems to dissapear. # OPTION(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND Set to ON if you have NVidia board and drivers earlier than 177.92 ver OFF) MARK_AS_ADVANCED(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND) IF(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND) ADD_DEFINITIONS(-DOSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND) ENDIF() SET(TARGET_H ${TARGET_H} ${HEADER_PATH}/api/Win32/GraphicsHandleWin32 ${HEADER_PATH}/api/Win32/GraphicsWindowWin32 ${HEADER_PATH}/api/Win32/PixelBufferWin32 ) SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} GraphicsWindowWin32.cpp PixelBufferWin32.cpp ) ELSE() IF(APPLE) IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR) SET(OSG_WINDOWING_SYSTEM IOS CACHE STRING Windowing system type for graphics window creation, options only IOS.) ELSE() SET(OSG_WINDOWING_SYSTEM Carbon CACHE STRING Windowing system type for graphics window creation, options Carbon, Cocoa or X11.) ENDIF() ELSE() IF(ANDROID) SET(OSG_WINDOWING_SYSTEM None CACHE STRING None Windowing system type for graphics window creation.) ELSE() SET(OSG_WINDOWING_SYSTEM X11 CACHE STRING Windowing system type for graphics window creation. options only X11) ENDIF() ENDIF() IF(${OSG_WINDOWING_SYSTEM} STREQUAL Cocoa) ADD_DEFINITIONS(-DUSE_DARWIN_COCOA_IMPLEMENTATION) IF(OSG_COMPILE_FRAMEWORKS) SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} ${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa ${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa ${HEADER_PATH}/api/Cocoa/PixelBufferCocoa ) SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa) SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa) SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/PixelBufferCocoa PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa)
Re: [osg-users] [osgPlugins] Michael Platings
Hi Josue, Just a quick note. When using osg::ref_ptr, you should test for escena.valid() to know whether the file was loaded or not. if (!escena.valid()){ coutNo estoy leyendoendl; exit(0);} Mourad On Wed, Mar 9, 2011 at 5:56 PM, Josue Hernandez osgfo...@tevs.eu wrote: hi again, well, the osg is running now, i can compile osg priyects, but i still have probles with FBX. this is my code: // Inclusi'on de cabeceras de OSG necesarias #include osg/Node #include osg/Group #include osgDB/ReadFile #include osgDB/WriteFile #include osgViewer/Viewer //#include osgWidget/Widget #include iostream using namespace std; int main() { // osgViewer pruba.fbx; // Carga/creaci'on y configuraci'on de la escena //osg::Group* node = new osg::Group(); //osg::Node* node=new osg::Node(); coutletrero 1endl; osg::ref_ptrosg::Node escena= osgDB::readNodeFile(Lerpz.fbx); //osg::Node* escena = osgDB::readNodeFile(create.fbx); if (!escena){ coutNo estoy leyendoendl; exit(0);} //osgDB::writeNodeFile(*escena.get(), copfbx.osg); //osg::Node* escena = osgDB::readNodeFile(cow.osg); coutletrero 1endl; coutletrero 1endl; coutletrero 1endl; coutletrero 1endl; coutletrero 1endl; coutletrero 1endl; //osgWidget::point_type w = view-getCamera()-getViewport()-width(); // Creaci'on y configuraci'on del visor osgViewer::Viewer visor; //visor.setSceneData(node); visor.setSceneData(escena); // Corrida del ciclo para el recorrido (actualizaci'on y dibujo) de la escena return visor.run(); } how you can see, it's not reading the fbx files. how is the problem now? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37471#37471 ___ 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] FBX load problems
Hi Josue, When using osg::ref_ptr, you should test for escena.valid() to know whether the file was loaded or not. if (!escena.valid()){ coutNo estoy leyendoendl; exit(0);} Mourad On Wed, Mar 9, 2011 at 6:33 PM, Josue Hernandez osgfo...@tevs.eu wrote: Hi, for some reason I do not understand i can load fbx files, this is my code ... // Inclusi'on de cabeceras de OSG necesarias #include osg/Node #include osg/Group #include osgDB/ReadFile #include osgDB/WriteFile #include osgViewer/Viewer //#include osgWidget/Widget #include iostream using namespace std; int main() { // osgViewer pruba.fbx; // Carga/creaci'on y configuraci'on de la escena //osg::Group* node = new osg::Group(); //osg::Node* node=new osg::Node(); coutletrero 1endl; //osg::ref_ptrosg::Node escena= osgDB::readNodeFile(Lerpz.fbx); osg::Node* escena = osgDB::readNodeFile(Samuel.fbx); if (!escena){ coutNo estoy leyendoendl; exit(0);} //osgDB::writeNodeFile(*escena.get(), copfbx.osg); //osg::Node* escena = osgDB::readNodeFile(cow.osg); coutletrero 1endl; coutletrero 1endl; coutletrero 1endl; coutletrero 1endl; coutletrero 1endl; coutletrero 1endl; //osgWidget::point_type w = view-getCamera()-getViewport()-width(); // Creaci'on y configuraci'on del visor osgViewer::Viewer visor; //visor.setSceneData(node); visor.setSceneData(escena); // Corrida del ciclo para el recorrido (actualizaci'on y dibujo) de la escena return visor.run(); } when enter in the if, it is verifiest that the node escena has been loaded with the fbx file, but does not. what can be the problem? Thank you! Cheers, Josue -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37472#37472 ___ 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] How to do a videostreaming
Hi Nagore, You can get prebuilt ffpmeg libs for Windows here http://ffmpeg.arrozcru.org/autobuilds/. Your question is not clear : do you want to read and render video streams in osg or do you want to stream osg rendered frames over network ? The first can be done using ffmpeg or directshow plugins (look at osgmovie example or at osgviewer --movie). The last is not implemented in osg, and you have to code it yourself using for example ffmpeg libs and/or Live555 libs. Mourad On Thu, Feb 24, 2011 at 8:55 AM, Nagore Barrena nagore.barr...@tecnalia.com wrote: Hi, First, thank you for yours help! I have some problems to compile FFmpeg in Windows. I'm going to try with directshow. Do you know any example of stream with dshow in OSG? Thanks in advance! Cheers, Nagore -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37074#37074 ___ 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] How to do a videostreaming
My case is the second one. I want to stream osg rendered frames over network. So, I have to install ffmpeg libs. But, Must I install Live555? Or if I use ffmpeg it will be enought? What is your recomendation? Hi, Ok, it is more clear now. Well, it should be possible to use only ffmpeg, but I think it is difficult with Windows :) FFmpeg distrib contains a streaming server application (ffserver). I didn't hear of someone who succedded to build and make ffserver work on a Windows machine. I didn't also find a Windows port of this program. Anyways, the big steps to stream rendered frames, is to encode them (using ffmpeg) and then stream them (ussing ffserver or Live555). Encoding the frames is not difficult to do. At least you should be able to save the rendered frames in a video file following the output-example.c sample shipped with ffmpeg sources ( http://ffmpeg.org/doxygen/trunk/output-example_8c-source.html). At the osg part, you can do reder-to-texture to get the raw rendered frames. The streaming part is more challenging. If you manage to make ffserver work, it would be straightforward. all you need to do would be to write the output of the encoded frames into a ffserver feed (like in this http://www.mygeekproject.com/?tag=ffserver) Otherwise, you can use live555 for streaming. The problem with that is there is no concrete documentation on ffmpeg/live555 integration, but, it is feasable. The main difficulty is to choose a working combination of a ffmpeg encoder and a live555 streaming container and to configure them accordingly. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11
Hi Neil, I can't see what is your problem ? OSG contains the core libraries and nodekits ( Openthreads, osg, osgDB, osgGA, osgFX, osgViewer, etc...) wich will give the versioned dlls in bin folder (osg71-osg.dll -- osg library ; osg71-osgGA.dll -- osgGA library ; etc ...) and plugins for loading/writing files. These plugins are in a osgPlugins-2.9.11 folder, and are like this osgdb_xx.dll. osgdb_osg.dll is the plugin for loading osg files and is different from the osg71-osg.dll. which is the osg library. Mourad On Wed, Feb 23, 2011 at 11:20 PM, Neil Neilson n...@nlneilson.com wrote: Hi Tim At least I am not the only one to run into this. From the SVN today and CMake Configure/Generate and VS10 ALL BUILD the recent changes were built and no errors. I renamed C:\OpenSceneGraph to C:\OpenSceneGraph-xx Build INSTALL: Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped This made a new C:\OpenSceneGraph the bin still has the osg71- and without the xxx.dlls Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37049#37049 ___ 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] How to change a texture in a imported OSG file?
http://forum.openscenegraph.org/viewtopic.php?t=4673 That's working!!! Finally! :D I installed the ffmpeg plugin and loaded the movie with .mov.ffmpeg extension. As you said before, the code is correct... only a plugin problem. Only the audio is not playing... but that's no much important. Thanks again! Hi Almir, Glad it helped. I think you can't get audio from ffmpeg plugin out of the box (although it already contains an audio decoder). I think you need to implement an osg::AudioSink to produce the sound. I found this thread that talks about an implementation of AudioSink (using SDL) used with the ffmpeg plugin : http://forum.openscenegraph.org/viewtopic.php?t=4673 http://forum.openscenegraph.org/viewtopic.php?t=4673Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to change a texture in a imported OSG file?
Hi Almir, You can open the osg file with a text editor and check the texture unit. Can you also check if it is a Texture2D or TextureRectangle ? Mourad On Thu, Feb 17, 2011 at 3:43 AM, Almir Brazil almir@gmail.com wrote: Hi hybr! I can feel that I'm getting close. I've done all what you say.. the project compile sucessfully, but I'm getting a black texture replacing my original static texture. I tried all first 8 texture units, as you say. I know that the imagestream is playing, because I can see the 'resize' messages in console. Did I forget something? (code attached below). Thanks, Almir -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36755#36755 ___ 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] MS Kinect - official drivers available
Hi, I came across an OpenNI middleware called FAAST (Flexible Action and Articulated Skeleton Toolkit) which includes a custom VRPN server to stream the user's skeleton over a network (wich can be integrated into an osg application using osgVRPN nodekit). It also emulate keyboard and mouse input triggered by body posture and specific gestures. Currently available for Windows only. Source code and linux port to be published in the near future. I did not try it (yet), just wanted to share it. http://projects.ict.usc.edu/mxr/faast/ Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Linker error during execution
Hi Mukund, I do not see the vcproj file. I think it is a problem in the config rather than in the code itself. Mourad On Fri, Jan 28, 2011 at 12:49 PM, Mukund Keshav osgfo...@tevs.eu wrote: Hi Mourad, Thanks for the reply. i have attached the project file and the source file. ... Hi Shayne Unless you're debugging into OSG code, I would not use the debug libraries. Well i am very new to OSG. im still looking into the classes. So i am still executing in the debug mode. Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36096#36096 Attachments: http://forum.openscenegraph.org//files/test_676.cpp ___ 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] Linker error during execution
Hi Mukund, Could you send your vcproj file ? Mourad On Thu, Jan 27, 2011 at 10:06 PM, Mukund Keshav osgfo...@tevs.eu wrote: Hello everyone, i tried executing the very first tutorial provided in the OSG website(basic geometry.cpp). Well i got this error:(a link error) error LNK2019: unresolved external symbol __imp___CrtDbgReportW referenced in function public: __thiscall std::_Vector_const_iteratorclass osg::Vec3f,class std::allocatorclass osg::Vec3f ::_Vector_const_iteratorclass osg::Vec3f,class std::allocatorclass osg::Vec3f (class osg::Vec3f *,class std::_Container_base_secure const *) (??0?$_Vector_const_iterator@VVec3f@osg@@V?$allocator@VVec3f@osg@@@std@ @@std@@QAE@PAVVec3f@osg@@PBV_Container_base_secure@1@@Z) The error looks pretty scary. im not sure what is wrong. i ran few other programs, and it was fine. im not sure what this one meant though. i have linked the following libraries: osgd.lib osgDBd.lib osgViewerd.lib osgTextd.lib osgUtild.lib OpenThreadsd.lib Can anyone please provide some suggestions? Thanks, Mukund -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36061#36061 ___ 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] Trouble trying to integrate Osg in a Wpf Application using HwndHost
On Tue, Jan 25, 2011 at 11:39 AM, Chris Corn christian@gmail.comwrote: Hi, It's been 3 days that I'm trying to integrate Osg inside a Wpf Application. I would like to integrate an osgviewer using a class that extends HwndHost (defined in System.Windows.Runtime.InteropServices) as shown in an article attached to a Forum Topic about WPF (see Ref) Rapidly: I wrote the BuildWindowCore implementation but I'm getting a SEHException every time that I try to create the Graphic Context: Code: virtual HandleRef BuildWindowCore(HandleRef hwndParent) override { RECT DrawingCanvas; HWND WindowHandle = CreateWindowEx(0,_className, _windowName, _dwStyle, 0, 0, 100, 100, (HWND) hwndParent.Handle.ToPointer(), 0, _hInstance, 0 ); GetWindowRect(WindowHandle, DrawingCanvas); osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowWin32::WindowData(WindowHandle); osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; // Setup Graphic Context traits-x = 0; traits-y = 0; traits-width = DrawingCanvas.right - DrawingCanvas.left; traits-height = DrawingCanvas.bottom - DrawingCanvas.top; traits-windowDecoration = false; traits-doubleBuffer = true; traits-sharedContext = 0; traits-inheritedWindowData = windata; // Pixel Format Descriptor PIXELFORMATDESCRIPTOR pixelFormat = { sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0 }; // Get the device context for the Win32 handle to the control HDC hdc = ::GetDC(WindowHandle); // Set the pixel format on the device context int pixelFormatIndex = ::ChoosePixelFormat(hdc, pixelFormat); ::SetPixelFormat(hdc, pixelFormatIndex, pixelFormat) // Create an Open Scene Graph graphics context osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits); return HandleRef(this, IntPtr(WindowHandle)); } Do you have some ideas on how solve my problem? Am I doing something wrong? Thank you! Have a nice day!, Chris Ref: forum openscenegraph, viewtopic with t=3279 (sorry but I cant submit links now) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35946#35946 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Hi Chris, Well, we have a running WPF based application that includes an osg viewer. Here is how we did that : (i am no WPF coder, so i can't be very specific about it) : - in the WPF side, we created a subclass of System.Windows.Window. In Window_Loaded method, we get a handle of the window like this : IntPtr winPtr = new WindowInteropHelper(this).Handle; this handle will be used to initialize the osg viewer. - We created a simple wrapper dll with a simple C interface that manages an osg viewer. our C interface has create/destroy/frame/loadmodel methods. - this wrapper dll is loaded in the WPF application with a DllImport statement per method in the C interface. - back to the wpf side, in Window_Loaded method, we pass the handle of the window to the create function in the wrapper dll. This function creates an osg graphic context as you already have and create an osgViewer object using that context. - Still in the wpf side, we have a Paint method in which we call the frame method of the wrapper dll that simply call the frame method of the viewer. Make sure to add this to the ctor of the window : CompositionTarget.Rendering += Paint; I hope this will 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] How to build OSG using Eclipse CDT on Linux *in debug mode*?
Hi Enzo, In cmake-gui, set CMAKE_BUILD_TYPE to Debug. Mourad On Sun, Jan 23, 2011 at 3:50 PM, Enzo Miopalmo osgneo...@laposte.netwrote: Hi, I used cmake-gui to generate Eclipse CDT4 makefiles. No problem then building OSG and running the osggeometry sample. However, whenever I try to debug a sample (I place a breakpoint in main(), then click Debug) Eclipse says No source code is available for main(). Apparently, this might be because I am not compiling OSG in debug mode. Some people say this error might happen if you don't specify -g -O0 in the compiler options. Again the sample runs just fine, and I can see gdb is correctly doing its work in the Eclipse tool windows. My question is the following: When I right-click the OpenSceneGraph@binaries node and select Properties, I see no Build configurations, typically Release and Debug. I guess Build Configurations are reserved for native Eclipse CDT projects, not makefile projects. So - where shall I specify compiler options in Eclipse CDT for makefiles projects, in order for the build to be a debug build? Thank you! Cheers, Enzo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35903#35903 ___ 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] (no subject)
Hi Robert, Could you remove him from the mailing list ? he have sent dozens of mails like this. Mourad If want to disable subscription or unsubscribe then simply follow the list to the mailing list admin page - it's appended to all posts (see above you post even had all the info you need). 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] [osgPlugins] [Error] osgConv animation1.fbx to converted.fbx
Hi Jerome, What version of osg are you using ? I also have some problems with the fbx writer in svn trunk. When reading and writing a fbx file, the animation disappears. Maybe, the writer do not handle (yet) osgAnimation. Mourad On Fri, Jan 7, 2011 at 2:09 PM, Jerome Karim a...@enseirb-matmeca.frwrote: Hello, I intend to use the osgdb_fbx plugin to convert some osg files to fbx formats. I was stacked with the following problem: I am unable to convert with osgConv an fbx animation to another file with the same format. the command line is Code: osgConv animation.fbx converted.fbx the produced file is corrupted and does not correspond to the source animation !!! thank you for helping me to fix this problem -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35395#35395 ___ 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
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
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
Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide
Good news !! Just bought it! It will be of a great help to our trainees and to me as well :) Keep up the good work ! Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
Hi Igor, But i still can't set up the position and rotation of the viewer's camera. this-_viewer.getCamera()-setReferenceFrame(::osg::Transform::ABSOLUTE_RF); this-_viewer.getCamera()-setViewMatrix(::osg::Matrix::translate(0.5, 0.3, 0.1)); this does nothing. My guess is becase i also have to call: ::osg::ref_ptr ::osgGA::KeySwitchMatrixManipulator keyswitchManipulator = new ::osgGA::KeySwitchMatrixManipulator; keyswitchManipulator-addMatrixManipulator( '1', Trackball, new ::osgGA::TrackballManipulator() ); this-_viewer.setCameraManipulator( keyswitchManipulator.get() ); or the offscreen capture doesn't render the scene, just an empty background. It looks like viewer needs a camera manipulator or it won't render the scene. Is it at all possible to move the camera programmatically after a camera manipulator has been set for the viewer? Or can i avoid creating a camera manipulator? Well, it seems like the cameramanipulator is causing this. To define manually a view matrix for the camera viewer, you need eigther not to use a camera manipulator or to set the second parameter of Viewer::setCameraManipulator (resetPosition) to false. Be aware that in case you don't define a camera manipulator, calling Viewer::run() will automatically add a TrackballManipulator. In this case, just replace the Vewer::run() call by the rendering loop : while(!viewer.done()) { viewer.frame(); } Another possible issue is the view matrix itself. If you don't see the scene, it is generally due to a wrong view Matrix. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set camera focal length
Hi Igor, Take a look at this website : http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html you can find how to compute the projection matrix parameters of an opengl camera (fovy and aspect ratio) out of a real camera intrinsic parameters (focal lengths and focal point). Mourad On Thu, Dec 9, 2010 at 10:54 AM, Igor Galochkin isee...@yandex.com wrote: Hi, Just to understand how setProjectionMatrix works, say, I need to set X-Focal length of viewer's camera to 1000 and Y-Focal length to 600. Also i need the Camera to be translated by x by 0.5 to the right and y by 0.7 down. What matrix m should i pass to viewer.getCamera()-setProjection(m) to achieve that? Or should I use some other function? ... Thank you! Cheers, Igor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34656#34656 ___ 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] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?
Hi Wojciech, This change was introduced in rev 11952. This new static function in osg/Uniform should help you to get the (unsigned int) id out of the (string) name : static unsigned int getNameID(const std::string name); Mourad 2010/12/8 Wojciech Lewandowski lewandow...@ai.com.pl Hi Guys, The title says it all. We use osgCal and it does not compile anymore. Compiler does not find Program::PerContextProgram::getUniformLocation( const std::string ) while compiling HardwareMesh.cpp. Problem appeared with trunk change revision 11942: Where Program::PerContextProgram::getUniformLocation( const std::string ) was replaced with: Program:: PerContextProgram::getUniformLocation( unsigned int ) I tried to look at modified PerContextProgram to figure out how to get uniform location knowing only uniform name but I was not able to come up with reasonable idea. Can anyone help me ? Ideally we could possible retrofit PerProgramContext with a method that would accept string name ? It does not mean reverting all the code that was changed recently I would only want to have another version of PerContextProgram::getUniformLocation( int ) with string parameter so that osgCall still compile. Cheers, Wojtek Lewandowski ___ 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] Use OSG with QT
I tried the example I uploaded but I have the following message of error: OsgViewerQt.obj : error LNK2001: unresolved external symbol public: virtual int __thiscall OsgViewerQt::qt_metacall(enum QMetaObject::Call,int,void * *) (?qt_metac...@osgviewerqt @@uaehw4c...@qmetaobject@@hpa...@z) OsgViewerQt.obj : error LNK2001: unresolved external symbol public: virtual void * __thiscall OsgViewerQt::qt_metacast(char const *) (?qt_metac...@osgviewerqt@@uaepax...@z) OsgViewerQt.obj : error LNK2001: unresolved external symbol public: virtual struct QMetaObject const * __thiscall OsgViewerQt::metaObject(void)const (?metaobj...@osgviewerqt @@UBEPBUQMetaObject@@XZ) OsgViewerQt.obj : error LNK2001: unresolved external symbol public: static struct QMetaObject const OsgViewerQt::staticMetaObject (?staticmetaobj...@osgviewerqt@@2UQMetaObject@@B) how can I fix this? This is rather a Qt issue. You need to move the OsgViewerQt class declaration to a header file, and moc it. These links should help you : http://doc.trolltech.com/4.7/object.html http://doc.trolltech.com/4.7/moc.html To make your life easier with VS and Qt, you may want to install QtVSAddin (http://developer.qt.nokia.com/wiki/QtVSAddin) Mourad http://doc.trolltech.com/4.7/object.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use OSG with QT
Hi Cosimo, Meanwhile, are there other possibilities to implement OSG 2.8.2 with Qt? Yes, take a look at osgviewerQT example. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blending two textures manualy
Hi Aitor, osg::Image::getColor takes texture coords, ie in range 0.0..1.0. Mourad On Tue, Nov 16, 2010 at 1:05 PM, Aitor Ardanza aitoralt...@terra.es wrote: Hi, I still have the same problem ... I do not know how to fix it! I attached the program code .. Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33772#33772 ___ 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] 3D GUI Icon
Hi Matt, The osghud example should be a better starting point for you. Mourad On Tue, Nov 9, 2010 at 8:34 PM, Matt Caron mcindafi...@gmail.com wrote: I found a solution for this task using a HUD: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText Although I do still have an issue. I am using the Cessna.osg model in the HUD but when I do Code: myPlaneTrans-setStateSet(hudStateSet); hudStateSet-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); many of the triangles in the Cessna model are not rendered, or are rendered black. Unfortunately if I don't use that setMode() method, the Cessna sometimes appears behind other objects - so it seems I really need GL_DEPTH_TEST off, but I don't know why the Cessna mesh is being rendered incorrectly. Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33637#33637 ___ 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] Disable the Mouse default event in osg
Hi Lalit, If i comment the manipulator then data is not displaying. When you don't use a camera manipulator, you should take care of the the view matrix of the viewer. You can use something like viewer.getCamera()-setViewMatrixAsLookAt(eye, center, up); For more information about this function, google gluLookAt. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] newbie help
Hi Gerry, It seems like you need to adjust your view matrix in order to see the new scene. If you have a camera manipulator, it can do it for you by calling home(). Hitting the space bar should do the same thing. Mourad On Tue, Oct 19, 2010 at 5:47 PM, Gerry Danza g.da...@mclink.it wrote: Hi, I am really a newbie and got a bit lost on this problem I have everything running fine if i load a osg file but after that when i add dynamically a new Node for example a simple line this never shows in the display. I add the new entities in a Update callback . I have tried to follow the render stage but got lost . I suppose there is some kind of flag i have to set to ask for a rebuild of the object or scenegraph but found nothing in the docs and even reading the headers. I have also set a DrawCallback on my new geod and it never gets called Any tip on what to look at Thank you! Cheers, gerry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32864#32864 ___ 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] newbie help
Did you try pushing the space bar? Mourad On Tue, Oct 19, 2010 at 11:00 PM, Gerry Danza g.da...@mclink.it wrote: Hi, thanks for your help but this is not the case I am able to manupilate the view and see the space where the new objects should be I have even loaded a new osg model while running the app and even this model does not show up , the same model is visible if loaded at application startup Thank you! Cheers, Gerry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32876#32876 ___ 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] Can we used OSG for ES 2.0 project on linux??
I am getting this error. /OpenSceneGraph-2.9.8/src/osgQt/__/__/include/osgQt/moc_QGraphicsViewAdapter.cxx:11:2: error: #error The header file 'QGraphicsViewAdapter' doesn't include QObject. Hi Rakesh, This problem concerns the cmake file src/osgQt/CmakeLists.txt. This was solved in revison 11634. You can just replace it with the file in the svn trunk. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] parameters
Hi Ricky, I think this link may be of interest to you : http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html Mourad On Mon, Aug 9, 2010 at 3:14 AM, Ricky Flintoff rickyflint...@gmail.comwrote: Hi, I am a little confused now. I was wondering if I can do this now: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=211014 Thank you! Cheers, Ricky -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30633#30633 ___ 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] Camera intrinsics
Hi Ricky, This link may help you : http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hi Sanat, A quick answer to the 3rd point : On Wed, Jul 7, 2010 at 2:04 PM, Sanat Talmaki sanat.sch...@gmail.comwrote: Hi, I am trying to create a scene in which I want to add 3d models of humans and control their motion through keyboard and/or automated. However I am having trouble starting off as I'm not sure what exactly to do. This is what I've done so far: 1) I looked at the DOF node and tutorial and figured that I would need a human model with DOF nodes at the hands and legs linkages. I looked at http://www.makehuman.org/ but was not sure if this was the way to go to obtain 3d human models with DOF nodes in them. 2) So far the models of other vehiclces I'm using in my scene are composed of a number of .lwo files that I link using PAT nodes and can move each part individually. But I believe that with models having DOF nodes, I would get a single file but with those nodes specified in them. Is my understanding correct ? 3) I tried to convert a .flt model to .osg from the tutorials dataset using osgconv but got this message: C:\tools\OpenSceneGraph-2.8.2_Release\binosgconv.exe C:\Users\Sanat\Desktop\CE M_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\t72-tank_des. flt C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\ Models\t72-tank\tank.osg Warning: Could not find plugin to read objects from file C:\Users\Sanat\Desktop \CEM_Res_Software\OSG. Error no data loaded. The spaces in your paths are causing the problem. try this : osgconv.exe C:\Users\Sanat\Desktop\CE M_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\t72-tank_des. flt C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\ Models\t72-tank\tank.osg So I was hoping to get some pointers as to how I can proceed ? (I have my 3d scene ready but just finding it hard to figure out how to get a human model to move) Thanks Regards, Sanat Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Webcam image as texture using OpenCV
Hi Charlie, Hi, I am looking a way to use the image grabbed from a webcam using OpenCV and then use that image as a texture in a osg app. Taking the osgmovie example, I already tried to create a subclass of the ImageStream class but Im a little lost trying to do it this way so far I already know how to convert an IplImage to an osg::Image and I'm able to take ONE image from the webcam this way, but now I have no idea in how to do update the image every 1/30 second to create the live stream. You need to call the method dirty() whenever a new frame is grabbed to tell osg to update the texture associated with the osg::image object. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to setup a simple camera?
Hi Claus, You can setup your camera view matrix using : viewer.getCamera()-setViewMatrix(matrix) or viewer.getCamera()-setViewMatrixAsLookAt(eye, center, up) The second one is a good start. For the meaning of the parameters eye, center and up, ask your friend (google ^^) about gluLookAt. Hope this helps, Mourad On Wed, Apr 28, 2010 at 7:29 PM, Claus Thaler hgfe...@cs.tu-berlin.dewrote: Hi, did nobody ever had this kind of problem? You won't tell me, that you all use the default TrackballManipulator, don't you? I kindly ask for help - or links, topics or threads that help. kindly, Claus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27396#27396 ___ 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 errors VS2010 osgdb
Hi Martin, I think you meant to say osgAnimation serializer and not osgDB. Anyway, this is because std::*::size_type is generally different in 32bits and 64bits platforms. See this thread for more information about the issue : http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2010-February/005729.html I'll submit a fix for the osgAnimation serializer to osg-submission. Mourad On Thu, Apr 22, 2010 at 8:43 PM, Martin Naylor martin.nay...@dsl.pipex.comwrote: Hi all, Just having some build errors from the I forget to mention yesterday trunk(64bit windows). 76Animation.cpp(197): error C2593: 'operator ' is ambiguous 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(97): could be 'osgDB::OutputStream osgDB::OutputStream::operator (double)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(96): or 'osgDB::OutputStream osgDB::OutputStream::operator (float)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(95): or 'osgDB::OutputStream osgDB::OutputStream::operator (unsigned long)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(94): or 'osgDB::OutputStream osgDB::OutputStream::operator (long)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(93): or 'osgDB::OutputStream osgDB::OutputStream::operator (unsigned int)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(92): or 'osgDB::OutputStream osgDB::OutputStream::operator (int)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(91): or 'osgDB::OutputStream osgDB::OutputStream::operator (unsigned short)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(90): or 'osgDB::OutputStream osgDB::OutputStream::operator (short)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(89): or 'osgDB::OutputStream osgDB::OutputStream::operator (unsigned char)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(88): or 'osgDB::OutputStream osgDB::OutputStream::operator (char)' 76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(87): or 'osgDB::OutputStream osgDB::OutputStream::operator (bool)' 76 while trying to match the argument list '(osgDB::OutputStream, unsigned __int64)' Does it need another outputstream defined ? or the compiler just fussy J? Martin. ___ 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] Windows VS2010 build errors -SVN -11354
Hi Martin, I just submitted a patch for this on the submission mail list. (thread : [osg-submissions] floating point depth buffer example and changing FBOs) Mourad On Wed, Apr 21, 2010 at 5:44 PM, Martin Naylor martin.nay...@dsl.pipex.comwrote: Hi, I am having a few errors in building the latest SVN. Error 9 error C2065: 'GL_DEPTH_COMPONENT32F' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 151 1example_osgfpdepth Error 10 error C2065: 'GL_DEPTH_COMPONENT32F_NV' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 153 1example_osgfpdepth Error 14 error C2065: 'GL_DEPTH_COMPONENT32F' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 766 1example_osgfpdepth Error 15 error C2065: 'GL_DEPTH_COMPONENT32F_NV' : undeclared identifier D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 768 1example_osgfpdepth Do i need to download to download the extensions file or am I missing something with example, such as a requirement for Nvidia SDK? Also while testing VS2010 it doesn’t be appearing to copying the dll and .exe files to the bin folder, its creating a debug and release folder within the bin folder as reported earlier by someone else on the list. I would look at CMake but I don’t have a clue which file to start looking at, have tried the latest build of cmake but that still does the same. Can anyone give me some clues or pointers on where to look in cmake or where the files are copied or locations are defined? I will give it a go at figuring out? Thanks Martin. ___ 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] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3
Hi Allen, http://www.openscenegraph.org/projects/osg/wiki/Downloads You are using the svn of the 2.8 branch (stable release). The trunk is a developer release (at the end of the web page). To get svn trunk of osg, check this link : http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVNMourad On Wed, Apr 21, 2010 at 9:54 PM, Allen Saucier allen.sauc...@itt.comwrote: Gentlemen, thank you. Now I understand. But, I still have an issue. I downloaded osg 2.8.3 from the Osg website as shown in the attached pic 1. I used the svn link as shown. Is this link the trunk of osg 2.8.3? Or a branch? i can not tell. I did the same with osgPPU. pic 2 From my perspective as an end-user, I do not seen anything that tells me that there is a branch version that is different from a trunk version. I have been assuming this entire time that both the svn versions of osg and osgPPU are the two version which are compatible with each other, as Art has been telling me. And I have used the svn versions as listed on each website with no success. I am still missing something. Can you please clear up my confusion? thanks, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27106#27106 Attachments: http://forum.openscenegraph.org//files/screenshot2_903.png http://forum.openscenegraph.org//files/screenshot1_210.png ___ 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] FBX Plugin
Hi Dario, You can find osganimationviewer in the examples folder. Mourad On Mon, Apr 19, 2010 at 7:55 PM, Dario Minieri para...@cheapnet.it wrote: Hi, I have the same problem with some simple model from Cinema 4D. The FBX contains all animation takes but I see no movement with osgviewer. I'm using OSG 2.8.3 with, obviously, FBX support (SDK 2010-2). You talking about an osgAnimationViewer, but I have only the osgViewer in my binary dir. You have foud some solution? Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26956#26956 ___ 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] Header files with no file type? (no .h)
Hi Nick, You can enable syntax highlighting for extensionless headers : http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio , look for extensionless. Mourad On Sun, Apr 18, 2010 at 11:03 PM, Nick Schultz schul...@engr.orst.eduwrote: Sorry if this seems like a noob question, but why do all of the header files in the codebase not have a '.h' filetype? The reason I ask is because it seems that Visual Studio won't highlight any syntax, or provide any of its features while viewing these header files (probably because they don't have a .h associated to it). Is there a way to have VS highlight syntax in these header files that aren't a .h filetype? Thanks Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26933#26933 ___ 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] How to force FFMPEG plugin
Hi Mike, You should preload ffmpeg plugin before reading the movie file : std::string libName = osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg); osgDB::Registry::instance()-loadLibrary(libName); Mourad On Fri, Apr 16, 2010 at 8:41 PM, Mike Wozniewski m...@mikewoz.com wrote: Does anyone know how to force the use of the ffmpeg plugin instead of xine. I know that this is possible on the commandline, eg: osgmovie -e ffmpeg movie.mov But I'd like to do this in code, eg: osg::Image* image = osgDB::readImageFile(path); osg::ImageStream* imagestream = dynamic_castosg::ImageStream*(image); I can't seem to find how the osgmovie example uses this extension argument... Any pointers would be appreciated. Thanks, Mike Wozniewski ___ 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] osgAnimation precision
Hi Cedric, Your chages broke the build of osgAnimation on VS 2008. I get this error : 1Animation.cpp 1..\..\..\OpenSceneGraph\src\osgAnimation\Animation.cpp(129) : error C2666: 'fmod' : 3 overloads have similar conversions 1C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(561): could be 'long double fmod(long double,long double)' 1C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(513): or 'float fmod(float,float)' 1C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(120): or 'double fmod(double,double)' 1while trying to match the argument list '(double, float)' Line 129 of Animation.cpp : t = fmod(t, (float)_duration); Getting rid of the cast of _duration into float seems to solve the problem. Mourad On Thu, Mar 25, 2010 at 7:01 PM, Cedric Pinson cedric.pin...@plopbyte.netwrote: Hi, I did a changes in osgAnimation to use double for time computation, i did not change the time function in EaseMotion yet. Could you have a try and tell me if it helps ? Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net cedric.pin...@plopbyte.nethttp://www.plopbyte.net On Tue, 2010-03-23 at 15:12 +, Garrett Cope wrote: Hi, I noticed that osgAnimation::animation::update uses floating point precision rather than double for it's calculations. Was there a reason for this choice? I'm experiencing a noticeable loss of precision in my animations at this point. Thanks for your help, Jamie -- Read this topic online here:http://forum.openscenegraph.org/viewtopic.php?p=26016#26016 ___ osg-users mailing listosg-us...@lists.openscenegraph.orghttp://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] getting the render of a camera and set ting it as an another object´s texture
Hi David, Take a look at osgprerender example, it is what you are looking for. Mourad On Wed, Mar 24, 2010 at 2:35 PM, David Martín solid_david...@hotmail.comwrote: Hi, i´ve got an application with a osgViewer::Viewer* for the rendering. i´d like to know if is possible to grab the render image of that viewer and set it up as an another object´s texture i know how to set a texture for an object, so what i´d like to know is how to access the color buffer target of the viewer´s camera Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26071#26071 ___ 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] First attempt to compile OSG under Win64bit with Visual Studio 64bit
Hi Nick, Are you sure you have installed 64 bits compiler and tools ? By default, they are not installed even on 64 bits windows. Mourad On Mon, Mar 22, 2010 at 1:48 PM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi Community, I am strugling with this. It is my first attempt to do it. First, I am getting in CMake CMAKE_CXX_COMPILER_WITH_PATH-NOTFOUND, same for CMAKE_C_COMPILER. Any clue? -Nick ___ 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] How to programmatically clear trackball manipulator's mouse queue
Hi Mike, You need just to set the throw flag of the trackball manipulator to false. See setAllowThrow method. Mourad On Fri, Mar 19, 2010 at 8:24 PM, Mike Greene mgre...@hiwaay.net wrote: I have some source code where I use a trackballmanipulator to rotate a terrain. If I drag the mouse I can set the terrain spinning. How do I programatically stop this (i.e., without clicking the mouse again)? I tried setting Manipulator-setRotation(last_saved_angles), which does reset it , but it looks like the previous dragging motion queues up lots of mouse events that then continue to rotate the terrain on subsequent render loops. Mike Greene ___ 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] (no subject)
Hi John, Is there a reason why you write libcollada14dom2l-d.dll with an L rather than a 1 ? Mourad On Tue, Mar 2, 2010 at 7:29 PM, Montgomery, John T. j.t.montgom...@abdn.ac.uk wrote: Hello All, I am trying, for the first time, to export a Blender model into OSG - specifically, present3D. I have compiled OSG debug version with Collada, Exported a DAE from Blender 'eye.dae'. Run this in the standard plain vanilla way for present3D - within a slide/layer: slide background/background titleEye Modelled in Blender/title duration20/duration layer model coordinate_frame=slide scale=1.0images/eye.dae/model /layer /slide Run with: C:\2010-02-22_OSG\bin\present3Dd.exe C:\dropbox\tutorial\eye.p3d (Some of the) console debug output: SlideShowConstructor::addModel(images/eye.dae) readNode(images/eye.dae) itr='C:\2010-02-22_OSG\bin' FindFileInPath() : trying C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll ... FindFileInPath() : USING C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll DynamicLibrary::failed loading osgPlugins-2.9.7/osgdb_daed.dll No valid object found for images/eye.dae Warning: Could not find plugin to read objects from file images/eye.dae. end of SlideShowConstructor::addModel(images/eye.dae) In the running application, a dialogue reports. This application has failed to start because libcollada14dom2l-d.dll was not found. Re-installing the application may fix this problem. ( Technically, the application isn't installed, I didn't build 'INSTALL'. Does this matter? ) The dll is in the folder C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll, however, libcollada14dom2l-d.dll is in C:\OSG_dev\collada \dom\build\vc9-1.4-d\libcollada14dom21-d.dll (miles away) This directory \collada\ is at the same level, *but not inside* the OSG 3rdParty dependencies folder. I have an environmental variable COLLADA_DIR= C:\OSG_dev\collada Also, have C:\OSG_dev\collada \dom\build\vc9-1.4-d\ in PATH variable. I tried copying the DLL to C:\2010-02-22_OSG\bin\osgPlugins-2.9.7 - but, didn't help. The minimal slide contains two things, and I don't think is the cause of the problem: 1. The title which displays and handles as normal, 2. The DAE model (not) - which of course doesn't appear. I would be grateful for any ideas what might be going wrong here, please? :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ 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] JP2 plugin compilation
Glad it helped! Mourad On Wed, Mar 3, 2010 at 4:35 PM, zhenlong li zxl1...@gmail.com wrote: Thanks, Mourad. Exactly as what you said, with Debug multithreaded DLL (/MDd), the errors are all gone. best, Zhenlong ___ 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] linking errors for building JP2 plugin
Hi, It seems like you built libjasper with Multi-threaded Debug (/MTd) setting. Rather, you need to build it using the Debug multithreaded DLL (/MDd) setting. (In Project Properties, C/C++, Code Generation, Runtime library.) Mourad On Tue, Mar 2, 2010 at 10:51 PM, zhenlong li zxl1...@gmail.com wrote: Dear all, Below is the linking error message when I tried to build the jp2 plugin with OSG-2.8.0 within VC++ 2005. I guess there is just something wrong with the setting of VC, but not sure. Please help if you know anything about those errors. Thanks! Linking... LIBCMTD.lib(crt0dat.obj) : error LNK2005: __amsg_exit already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(crt0dat.obj) : error LNK2005: __initterm_e already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(invarg.obj) : error LNK2005: __invalid_parameter already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(tidtable.obj) : error LNK2005: __encode_pointer already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(tidtable.obj) : error LNK2005: __encoded_null already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(tidtable.obj) : error LNK2005: __decode_pointer already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(dbgheap.obj) : error LNK2005: _malloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(dbgheap.obj) : error LNK2005: __malloc_dbg already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(dbgheap.obj) : error LNK2005: _realloc already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(dbgheap.obj) : error LNK2005: _free already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(dbgheap.obj) : error LNK2005: __free_dbg already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(dbgheap.obj) : error LNK2005: __CrtSetCheckCount already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(mlock.obj) : error LNK2005: __lock already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(mlock.obj) : error LNK2005: __unlock already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(crt0init.obj) : error LNK2005: ___xi_a already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib(crt0init.obj) : error LNK2005: ___xi_z already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib(crt0init.obj) : error LNK2005: ___xc_a already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib(crt0init.obj) : error LNK2005: ___xc_z already defined in MSVCRTD.lib(cinitexe.obj) LIBCMTD.lib(hooks.obj) : error LNK2005: void __cdecl terminate(void) (?terminate@@YAXXZ) already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(winxfltr.obj) : error LNK2005: ___CppXcptFilter already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(dbghook.obj) : error LNK2005: __crt_debugger_hook already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(sprintf.obj) : error LNK2005: _sprintf already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(vsprintf.obj) : error LNK2005: _vsprintf already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(atox.obj) : error LNK2005: _atoi already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(dbgrptw.obj) : error LNK2005: __CrtDbgReportW already defined in MSVCRTD.lib(MSVCR80D.dll) LIBCMTD.lib(_file.obj) : error LNK2005: ___iob_func already defined in MSVCRTD.lib(MSVCR80D.dll) LINK : warning LNK4098: defaultlib 'MSVCRTD' conflicts with use of other libs; use /NODEFAULTLIB:library LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library LIBCMTD.lib(crt0.obj) : error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup C:\osg\OpenSceneGraph-2.8.0\bin\Debug\..\osgPlugins-2.8.0\osgdb_jp2d.dll : fatal error LNK1120: 1 unresolved externals ___ 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] Setting Camera Properties
Hi Yashodhan, Since you see the objects in the right place, I think the problem is not the camera pose. Can you send some screenshots so we can understand the problem ? Do you use osgART ? if not, how did you setup the HUD containing the video ? Mourad On Mon, Mar 1, 2010 at 5:10 PM, Yashodhan Nevatia yashodhan.neva...@spaceapplications.com wrote: Hi Mourad, all, Thanks a lot for the information. I took a look at the links, and it sort of helped. At the moment I can see the objects in the correct place (shaded faces, wireframe), however any textures are not displayed correctly. I am using the Single Point Active Alignment Method developed at the Technische Universitat Munich to solve for the camera parameters. Thank you, Yashodhan - Original Message - From: Mourad Boufarguine mourad.boufargu...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Cc: Rares Ambrus r...@spaceapplications.com Sent: Friday, February 26, 2010 1:51:19 PM GMT +01:00 Amsterdam / Berlin / Bern / Rome / Stockholm / Vienna Subject: Re: [osg-users] Setting Camera Properties Hi Yashodhan, Take a look at this link http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html . It explains the relationship between the real and virtual camera parameters. Besides that, you may want to look at osgART. Mourad On Fri, Feb 26, 2010 at 1:02 PM, Yashodhan Nevatia yashodhan.neva...@spaceapplications.com wrote: Hi everyone, I am pretty new to OSG, and have been trying to create an application that uses OSG for Augmented Reality. I am using OSG 2.8.1. In order for the augmented reality to be rendered properly, I need to set up the OSG camera with parameters for the human eye (the application uses an optical see through screen to display the augmented information, the background/reality is observed through the display). I am setting the position and orientation as the view matrix, this seems to work fine. What I am having some trouble with is setting up the projection matrix. As far as I know, this is where I have to include the internal parameters of the camera being modeled. For a simple set up this includes the focal distances (along the axes of the image plane) and the center of the image plane, and is described by the matrix: fx 0 cx 0 fy cy 0 0 1 If anyone could help me out here, it would be greatly appreciated. Thank you, Yashodhan -- Yashodhan Nevatia Systems Engineer Space Applications Services Leuvensesteenweg 325 B-1932 Zaventem Belgium Tel: +32 (0)2-721.54.84 Fax: +32 (0)2-721.54.44 URL: www.spaceapplications.com ___ 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 -- Yashodhan Nevatia Systems Engineer Space Applications Services Leuvensesteenweg 325 B-1932 Zaventem Belgium Tel: +32 (0)2-721.54.84 Fax: +32 (0)2-721.54.44 URL: www.spaceapplications.com ___ 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] Setting Camera Properties
Hi Yashodhan, Take a look at this link http://old.uvr.gist.ac.kr/wlee/web/techReports/ar/Camera%20Models.html . It explains the relationship between the real and virtual camera parameters. Besides that, you may want to look at osgART. Mourad On Fri, Feb 26, 2010 at 1:02 PM, Yashodhan Nevatia yashodhan.neva...@spaceapplications.com wrote: Hi everyone, I am pretty new to OSG, and have been trying to create an application that uses OSG for Augmented Reality. I am using OSG 2.8.1. In order for the augmented reality to be rendered properly, I need to set up the OSG camera with parameters for the human eye (the application uses an optical see through screen to display the augmented information, the background/reality is observed through the display). I am setting the position and orientation as the view matrix, this seems to work fine. What I am having some trouble with is setting up the projection matrix. As far as I know, this is where I have to include the internal parameters of the camera being modeled. For a simple set up this includes the focal distances (along the axes of the image plane) and the center of the image plane, and is described by the matrix: fx 0cx 0fy cy 001 If anyone could help me out here, it would be greatly appreciated. Thank you, Yashodhan -- Yashodhan Nevatia Systems Engineer Space Applications Services Leuvensesteenweg 325 B-1932 Zaventem Belgium Tel: +32 (0)2-721.54.84 Fax: +32 (0)2-721.54.44 URL: www.spaceapplications.com ___ 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] Committing to SVN problem
Hi Jose Luis, What do you get in apache error log when Michael tries to commit to the trunk? Mourad On Tue, Feb 23, 2010 at 11:39 AM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: Hi Michel, This is the config related to fbx, the user is taken from the wiki (so if you can log into the wiki, your password is correct): [osg:/OpenSceneGraph/trunk/src/osgPlugins/fbx*] * = r robert = rw mplatings= rw So... did I misspelled something? JL. On Tue, Feb 23, 2010 at 11:32 AM, Michael Platings mplati...@gmail.com wrote: On 22 February 2010 20:55, Robert Osfield robert.osfi...@gmail.com wrote: Michael Platings was also granted write permission to the new FBX plugin, but alas hasn't yet been able to successfully check anything in which has certainly held back maintenance of this new component. Sorting this out is beyond my skill set. Perhaps Michael and Jose Luis can explain what they've tried so far. If anyone has any idea how to resolve this I'd appreciate it. I'm using TortoiseSVN on Windows XP. When trying to add a file I get the following messages: Command: Commit Adding: C:\OpenSceneGraph\src\osgPlugins\fbx\fbxMaterialToOsgStateSet.cpp Error: Commit failed (details follow): Error: Server sent unexpected return value (403 Forbidden) in response to CHECKOUT Error: request for '/svn/osg/!svn/ver/10796/OpenSceneGraph/trunk/src/osgPlugins/fbx' Finished! This happens both from my work computer and my home computer. Does anyone have any idea what might be going wrong? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ 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] Committing to SVN problem
You may clear the authetication data in tortoise (settingSaved Data) and try a commit, so it will ask you for the username/password. Mourad On Tue, Feb 23, 2010 at 6:12 PM, Michael Platings mplati...@gmail.comwrote: Yes Update works fine. Your idea of checking out with full credentials sounds promising, but how do you do that? TortoiseSVN only asks for username/password when anonymous access is not permitted. ___ 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] Committing to SVN problem
Hi JL, What if you remove the asterisk at the end of the path in [osg:/OpenSceneGraph/trunk/src/osgPlugins/fbx*] == [osg:/OpenSceneGraph/trunk/src/osgPlugins/fbx]. Mourad On Tue, Feb 23, 2010 at 11:39 AM, Jose Luis Hidalgo joseluis.hida...@gmail.com wrote: Hi Michel, This is the config related to fbx, the user is taken from the wiki (so if you can log into the wiki, your password is correct): [osg:/OpenSceneGraph/trunk/src/osgPlugins/fbx*] * = r robert = rw mplatings= rw So... did I misspelled something? JL. On Tue, Feb 23, 2010 at 11:32 AM, Michael Platings mplati...@gmail.com wrote: On 22 February 2010 20:55, Robert Osfield robert.osfi...@gmail.com wrote: Michael Platings was also granted write permission to the new FBX plugin, but alas hasn't yet been able to successfully check anything in which has certainly held back maintenance of this new component. Sorting this out is beyond my skill set. Perhaps Michael and Jose Luis can explain what they've tried so far. If anyone has any idea how to resolve this I'd appreciate it. I'm using TortoiseSVN on Windows XP. When trying to add a file I get the following messages: Command: Commit Adding: C:\OpenSceneGraph\src\osgPlugins\fbx\fbxMaterialToOsgStateSet.cpp Error: Commit failed (details follow): Error: Server sent unexpected return value (403 Forbidden) in response to CHECKOUT Error: request for '/svn/osg/!svn/ver/10796/OpenSceneGraph/trunk/src/osgPlugins/fbx' Finished! This happens both from my work computer and my home computer. Does anyone have any idea what might be going wrong? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jose L. Hidalgo Valiño (PpluX) http://www.pplux.com ___ 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] freetype fonts on Windows...
Hi, did you add the folder containing the 3rdparty freetype dll to your path? Mourad On Tue, Feb 23, 2010 at 11:59 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: It's in the same place as the other plugins. The other plugins appear to work fine. It's only with this one that things don't work. We'll look at the module load messages to see if that will clue us into what's going on... Thanks for the help, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon Hammett Sent: Tuesday, February 23, 2010 3:43 PM To: OpenSceneGraph Users Subject: Re: [osg-users] freetype fonts on Windows... On 23 February 2010 22:23, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote: All, We're having some issues with the OSG freetype font plugin? We're using VC++ 2008 on Windows and we're having trouble reading ttf files. We get the message could not find plugin to read objects from file arial.ttf. The plugin is in the OSG solution but it doesn't seem to be getting registered. The plugin appears to build fine and the dll resides in the plugins directory. Can someone enlighten us on what we need to do to get the true type font plugin to work? Works fine for me. I don't think that osg does any magic about looking up a plugin directory. Is the plugin in an accessible place? It needs to be in any one of: The .exe directory, a directory in the PATH environment var, or the current directory Just look at the module load messages in the debug output window of VS to see of the plugin is being loaded. If it is then either the font file is buggered or your build of freetype is screwed up. -- http://www.ssTk.co.uk ___ 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] svn trunk build broke
Hi Robert, Just a small typo correction for the last link in http://www.openscenegraph.org/projects/osg/wiki/Community/Maintainers, I think you meant http://c*d*ash.openscenegraph.orghttp://cash.openscenegraph.org/ and not http://cash.openscenegraph.org :) Mourad On Mon, Feb 22, 2010 at 5:11 PM, Robert Osfield robert.osfi...@gmail.comwrote: On Mon, Feb 22, 2010 at 2:38 PM, Doug McCorkle mc...@iastate.edu wrote: Is this document somewhere where the community can see who has what permissions where on the svn repository? I thought there was one of what was loosely termed osg-crew from a few years back, but I can't find any details on the present wiki so I've put up page from what I can remember from the top of my head, I know the list isn't complete, Jose Luis will have to added in the blanks. http://www.openscenegraph.org/projects/osg/wiki/Community/Maintainers ___ 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 for OpenThread/OpenSceneGraph
Hi Robert, Building in progress on Windows, MSVC9. Just one typo in Win32Mutex.cpp so far. Mourad On Thu, Feb 18, 2010 at 10:43 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi All, I've been beavering away for the last two weeks on addressing issues with DatabasePager performance and stability, and in the last week concentrating on the stability side clearing up a long standing but rather difficult to pin down crash. Fixing the crash required refactoring osg::Observer class and that parts of osg::Referenced that it touches, as well as refactor of the way that recursive mutexes are setup in OpenThreads. I don't have time to go into the details of all the changes, but in general they shouldn't affect the build or runtime of you application except for the better (hopefully :-) Given how many crucial parts of the OSG I've been refactoring there is quite a bit of scope for regressions in build across platforms and runtime. I have tried by best to make the carefully with cross platform build and runtime in mind, but I'm not machine, I can make mistakes, so please assume that I might have and test thoroughly :-) If things go well I'll tag a 2.9.7 tomorrow, and then get back on the horse of merging more of the pending submissions. Thanks for your help, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Win32Mutex.cpp Description: Binary data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build Osg with 64Bit (dependency)
Thanks for the hints. I confirm, it is quite easy to build freetype. The distribution comes with visual 2008 project file, you need just to add x64 config and build ! Mourad On Thu, Feb 11, 2010 at 8:13 PM, Anders Backman ande...@cs.umu.se wrote: it has been Collada that has caused most of my grief. Iconv seems to be one of the most introvert gcc projects on this planet. I was happy for a while when I found this: http://ftp.gnome.org/pub/GNOME/binaries/win32/dependencies/ But it turned out, that it does not link with VisualStudio. Collada requires, part of boost, libxml2 and iconv. I found this link: https://collada.org/public_forum/viewtopic.php?f=12t=1221 https://collada.org/public_forum/viewtopic.php?f=12t=1221Where iconv, libxml2, pcre and zlib is built with 64bit. So, that should now make the list just about complete. Building the part I need from boost in 64 bit should not cause problems I hope. jpeg, zlib, png can easily be built from code. I hope this goes for FreeType too, not there yet. This really was more of a mess than I anticipated. I heard that according to steam (which current connects to quite a few window pc:s around the world) that the number of 64bit installations (due to windows7) is increasing exponentially, so this means that we will soon leave the 32bit world of applications. Maybe we will be able to build these things without problem, just when all other platforms has moved over to 128 but ;-) /Anders On Wed, Feb 10, 2010 at 9:27 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Anders, I am also strugling to build OSG in 64 bits under Windows (MSVC9 SP1). For the moment, I have these 3rdParty libs built in 64 bits : - jpeg - png - tiff - jasper - zlib - ffmpeg The first 5 libs can be easily staticly built within the OpenCV project using CMake (http://sourceforge.net/projects/opencvlibrary/), the latter (ffmpeg) can be found here http://ffmpeg.arrozcru.org/autobuilds/ http://ffmpeg.arrozcru.org/autobuilds/ If you don't have these libs yet, let me know, I'll send them to you. If you succeeded in building some others, please let me know. Regards, Mourad On Wed, Feb 10, 2010 at 10:30 AM, Anders Backman ande...@cs.umu.sewrote: I will, in case I succeed :-) /A On Wed, Feb 10, 2010 at 10:27 AM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi, I haven't seen this, but it would be great if you post your prebuild package on OSG website. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23896#23896 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows threadings issues + possible solution checked into svn/trunk, please test.
Hi Robert, A build issue under Windows was introduced in src/osgViewer/PixelBufferWin32.cpp : you forgot to replace NOTIFY by OSG_NOTIFY. Mourad On Wed, Feb 10, 2010 at 1:50 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Paul, Hi Robert -- This change is generating warnings in several places. Here's an example: 5..\..\..\src\osg\State.cpp(296) : warning C4804: '' : unsafe use of type 'bool' in operation Thanks goodness for cross platform build, the warning does reveal a typo that gcc didn't pick up on. I believe the macro should be simplified to: #define NOTIFY(level) if (isNotifyEnabled(level)) osg::notify(level) Is this what you intended? YES ;-) I did original use if (levelgetNotifyLevel()) but changed it to use isNotifyEnabled(level) as this is better encapsulated. Alas with this change I didn't remove the level as I should have, dumbo me. I've now fixed this and checked it into svn/trunk. 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] Build Osg with 64Bit (dependency)
Hi Anders, I am also strugling to build OSG in 64 bits under Windows (MSVC9 SP1). For the moment, I have these 3rdParty libs built in 64 bits : - jpeg - png - tiff - jasper - zlib - ffmpeg The first 5 libs can be easily staticly built within the OpenCV project using CMake (http://sourceforge.net/projects/opencvlibrary/), the latter (ffmpeg) can be found here http://ffmpeg.arrozcru.org/autobuilds/ http://ffmpeg.arrozcru.org/autobuilds/ If you don't have these libs yet, let me know, I'll send them to you. If you succeeded in building some others, please let me know. Regards, Mourad On Wed, Feb 10, 2010 at 10:30 AM, Anders Backman ande...@cs.umu.se wrote: I will, in case I succeed :-) /A On Wed, Feb 10, 2010 at 10:27 AM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi, I haven't seen this, but it would be great if you post your prebuild package on OSG website. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23896#23896 ___ 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] Image-setData(unsigned char* data,AllocationMode allocationMode);
Hi Roman, Have you tried just casting data to unsigned char* ? data = new float[256*64*3]; f = fopen(data/transmittance.raw, rb); fread(data, 1, 256*64*3*sizeof(float), f); fclose(f); osg::Image* image_Transmittance = new osg::Image; image_Transmittance-setImage(64,16,1, GL_RGB16F_ARB, GL_RGB16F_ARB, GL_FLOAT,(unsigned char*) data, osg::Image::USE_NEW_DELETE); Mourad On Fri, Jan 29, 2010 at 2:46 PM, Roman Grigoriev grigor...@gosniias.ruwrote: Hi, J.P. Now I use this method and it works. data = new float[256*64*3]; f = fopen(data/transmittance.raw, rb); fread(data, 1, 256*64*3*sizeof(float), f); fclose(f); osg::Image* image_Transmittance = new osg::Image; image_Transmittance-allocateImage(64,16,1,GL_RGB16F_ARB, GL_FLOAT,1); float* dataPtr = (float*)image_Transmittance-data(); for(int i=0;i256*64*3;i++) { *dataPtr++ = data[i]; } And I simply want to use image-setImage(64,16,1, GL_RGB16F_ARB, GL_RGB16F_ARB, GL_FLOAT, data, osg::Image::USE_NEW_DELETE); but it doesn't works. In osgprerender I found solution using first method when you have loops to copy data. Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23419#23419 ___ 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] dependancies with Visual2005 SP2
Hi Sebastien, AFAIK, there is not (yet) a SP2 for VS 2005. Are you sure ? Mourad On Thu, Jan 21, 2010 at 4:45 PM, Sebastien Nerig overse...@hotmail.comwrote: Hi, I am running on Visual 2008 SP2 with osg 2.8.2 I have just downloaded osg binaries for visual 2005 SP1 and I have this message when I launch my app in debug mode : The application failed to initialized properly (0xc0150002). Click on OK to terminate the application. Well I guess that does not work because I use Visual2005 SP2 et not SP1. After few research on this forum, I have read that my solution is to compile all osg library (and plugins) myself, so I did, and that works. My question is now about the dependancies. When I want to load a mesh (.ive file) I need zlib1d.dll, so I have donwloaded this library from VC2005 SP1 dependancies. But I have the could find plugin to read objects from file ...ive message. The plugin was compiled and is present in osgPlugins-2.8.2/osgdb_ived.dll directory. I am pretty sure this error comes from an incompatibility with zlib1d.dll because the osg binary dependancies are also available on VC2005 SP1, and not on VC2005 SP2. What do you think ? and If I am right, how to get the VC2005 SP2 dependancies ? Does any one had already this problem ? Thank you Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22989#22989 ___ 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] how to set camera perspective lookat
Hi Rabbi, rather, it should be : camera-setProjectionMatrixAsPerspective(45.0, 1.0, 0.5, 1000); camera-setViewMatrix(osg::Matrix::lookAt(Vec3(0, 0, 200), Vec3(0, 0, 0), Vec3(0, 1, 0))); It is the view matrix that controls the position and orientaion of the camera. Mourad On Wed, Jan 13, 2010 at 5:49 PM, Rabbi Robinson longa...@gmail.com wrote: Hi, I need to position my camera at certain location and look at another. Can someone tell me how to do that? I have the following code the it does not do what it's supposed to do camera-setProjectionMatrixAsPerspective(45.0, 1.0, 0.5, 1000); camera-setProjectionMatrix(osg::Matrix::lookAt(Vec3(0, 0, 200), Vec3(0, 0, 0), Vec3(0, 1, 0))); Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22562#22562 ___ 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] [OT] Detecting the number of CPU cores
Hi Sukender, Maybe this can help : http://lists.gnu.org/archive/html/autoconf/2002-08/msg00126.html otherwise, for windows systems, there is an environment variable that contains this information NUMBER_OF_PROCESSORS. Mourad On Tue, Jan 12, 2010 at 4:26 PM, Sukender suky0...@free.fr wrote: Hi all, Is there a way to easilly detect the number of CPU/cores available in a cross-platform way? Do you know a piece of code or lib that does it? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] Depth buffer for shadow mapping
Hi Dominic, AFAIK, the png plugin does not support writing depth image. Try the tiff plugin in svn/trunk ; a recent submission made it write depth images, and it works for me. Mourad On Mon, Jan 11, 2010 at 4:17 PM, Dominic Stalder dominic.stal...@bluewin.ch wrote: Hi there I have the following RTT method: ref_ptrImage image = new Image; image-allocateImage(osgViewer-width(), osgViewer-height(), 1, GL_RGBA, GL_UNSIGNED_BYTE); // resets the size of the texture texture-setTextureSize(osgViewer-width(), osgViewer-height()); // sets the clear mask the depth buffer camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // sets the clear color to white camera-setClearColor(Vec4(1.0, 1.0, 1.0, 1.0)); ...matrices and viewport... // sets the reference frame to an absolute coordinate frame camera-setReferenceFrame(Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT); // sets the texture camera to render before rendering to the screen camera-setRenderOrder(Camera::PRE_RENDER); // sets the rendering target of the texture camera to the frame buffer object (FBO) camera-setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT); // attaches the texture to the texture camera (important: samples mustn't be greater than zero) // buffer component, texture, level, face, mip map generation, samples, color samples camera-attach(Camera::COLOR_BUFFER, image.get(), 0, 0); // adds the node to the texture camera (this node will be rendered to the texture) camera-addChild(node); // adds the texture camera to the root node root-addChild(camera); If I write this image to file, it works great, I have my balance in the middle of the image -- see attachment color_buffer.png. Now I would like to write the depth buffer to the image (just for debugging, afterward I write it to the texture), so I change the following lines: image-allocateImage(osgViewer-width(), osgViewer-height(), 1, GL_RGBA, GL_UNSIGNED_BYTE); -- image-allocateImage(osgViewer-width(), osgViewer-height(), 1, GL_DEPTH_COMPONENT, GL_FLOAT); camera-attach(Camera::COLOR_BUFFER, image.get(), 0, 0); -- camera-attach(Camera::DEPTH_BUFFER, image.get(), 0, 0); After that I get the image depth_buffer.png, but this isn't correct, is it? The texture looks like this, is it correct? // creates the texture for the shadow map texShadowMap = new Texture2D; texShadowMap-setInternalFormat(GL_DEPTH_COMPONENT); texShadowMap-setShadowComparison(true); texShadowMap-setShadowTextureMode(Texture2D::LUMINANCE); texShadowMap-setFilter(Texture2D::MIN_FILTER, Texture2D::LINEAR); texShadowMap-setFilter(Texture2D::MAG_FILTER, Texture2D::LINEAR); texShadowMap-setWrap(Texture2D::WRAP_S, Texture2D::CLAMP_TO_BORDER); texShadowMap-setWrap(Texture2D::WRAP_T, Texture2D::CLAMP_TO_BORDER); texShadowMap-setBorderColor(Vec4(1.0, 1.0, 1.0, 1.0)); What am I doing wrong in this function? Thanks a lot Dominic ___ 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] cannot load PNG image
Hi Tufan, Did you add the bin folder of the 3rdParty directory to your path ? Maybe your program don't find the libpng13.dll. Mourad On Thu, Jan 7, 2010 at 3:12 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Tufan, Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin is in my path. I don't get any error messages I can load bmp image but cannot png. I don't know why. The difference is that the BMP plugin does not need any additional DLLs (other than the plugin itself of course) but the PNG plugin does (something like libpng13.dll). So I suspect you don't have this DLL. This DLL is part of the 3rdParty dependencies, so you either have it already (if you compiled OSG from source) or you need to download the appropriate 3rdParty dependencies for your version of Visual Studio. See this page: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies You could then copy all the DLLs from your 3rdparty\bin folder to your OpenSceneGraph-2.8.2\bin folder so it will be found when osgDB loads the PNG plugin. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.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] cannot load PNG image
Which 3rdParty archive did you download and what is your VS version ? SP1 ? What do you get when setting osg notify level to debug ? ( osg::setNotifyLevel(osg::DEBUG_INFO)) Mourad On Thu, Jan 7, 2010 at 3:26 PM, Tufan Taş tas.tu...@gmail.com wrote: I have tried all of your comments add the path of plugins bin but not worked also I have previously downloaded 3rdparty dependencies coppied libpng13.dll into my osg bin but still not working. Do you have any more comments I am really stucked -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22230#22230 ___ 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] cannot load PNG image
mapNode is it NULL ? Did you try opening it with osgviewer.exe ? Maybe sharing the file will help finding out. On Thu, Jan 7, 2010 at 4:02 PM, Tufan Taş tas.tu...@gmail.com wrote: The following is my code for the openflight mode. Am I missing something in the code? Only blue screen appears. osg::Node* mapNode; mapNode = osgDB::readNodeFile(C:\\Users\\Tufan\\Desktop\\buffs.flt); osg::Group* root = new osg::Group(); root-addChild(mapNode); osgViewer::Viewer viewer; viewer.setSceneData( root ); viewer.setUpViewInWindow(100, 100, 640, 480); viewer.run(); Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22239#22239 ___ 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] Trouble porting to vs2008, heap corruption
Hi Stefan, Commenting the line _vertices-unref(); (line 276 in VertexGeometry.cpp), seems to solve the problem for me. I think you do not need to unreference _vertices manually. Besides that, I got some weird behaviour with some examples using multiple screens, calling _viewer-setUpViewOnSingleScreen(0) in the constructor of sx::Scene seems to solve this. Regards, Mourad On Thu, Dec 10, 2009 at 9:54 AM, Simon Hammett s.d.hamm...@googlemail.comwrote: 2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com On 12/10/2009 12:00 AM, Andreas Goebel wrote: Hi, you get heap corruption on windows if (not only if, but if) you mix different system libraries, static runtime and dynamic runtime, or debug dlls and release dlls. You can get it that way too. Make really sure that your release build uses release libraries only, and vice versa. Usually the linker will yell and scream at you if you try to do this, so it usually doesn't happen accidentally and without the programmer knowing. No it doesn't, symbol mangling isn't different between debug/release builds. (though that might be a handy option) You won't get linker errors unless you've got methods or functions deffed in/out depending on your build config. Maybe we should add some funcs to the OSG libs, based on the config to stop beginners accidentally mixing builds. Mind you the error message from mixing release/builds is different from the OPs screen shot. It usually says something about a memory block not being in the heap. -- http://www.ssTk.co.uk ___ 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] broken osgconv.exe
Ted, I downloaded the osg precompiled package you are using (openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip), and I checked that indeed, the osgdb_ive.dll depends on a zlib1.dll that was compiled with VS 2005 SP1 (which is weird). I presume it is also the case of libpng, curl and tiff. So, to move on, you have to recompile osg from the sources using the vc90 dependencies, or install the VC++ 2005 redistribuable packages (there are two if my memory serves me right ), I think you didn't install the 2005 *SP1 * redistribuable package (http://www.microsoft.com/downloads/details.aspx?FamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en) . Regards, Mourad On Tue, Nov 24, 2009 at 9:03 PM, ted morris wrote: Yes, I think I resolved finding the 3rdparty dependencies. But for some reason, the osgdb_xxx pluggins listed in the last e-mail: osgdb_gz osgdb_curl osgdb_ive osgdb_png osgdb_tiff osgdb_tiffd dependencywalker shows that these pluggin dlls are still looking for MSVCR80.DLL *and* MSVCR90.DLL And the other pluggins can't find MSVCR90.DLL. bizarre. thanks, t Well, I tried dependencywalker.com and opened up the pluggins. On Mon, Nov 23, 2009 at 7:24 PM, Mourad Boufarguine wrote: Hi Ted, You can use the Dependency Walker (http://www.dependencywalker.com/) to check the version number of the runtime, the dependencies were compiled against. I just tried it with the zlib and png dlls contained in VisualStudio 9 (2008) SP1 prebuild dependencies ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies), and I found that the release versions were compiled with the 9.0.30729 runtime, which is actually 2008 SP1. The debug version, though, was compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib is used in both ive and gz plugins. I don't see how you get the message about the 2005 runtime dependency. Double check in the output window of VS that the zlib and png dlls that are actually loaded are the good ones. Regards, Mourad On Tue, Nov 24, 2009 at 1:21 AM, ted morris wrote: credist_x86 VisualStudio 2005 (v8) runtimes ___ 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] Image update in ImageStream objects
Thank you Robert, this helped me. Mourad On Sat, Nov 21, 2009 at 4:57 PM, Robert Osfield wrote: HI Mourad, On Fri, Nov 20, 2009 at 5:51 PM, Mourad Boufarguine wrote: When using an ImageStream object (using ffmpeg, gif, quicktime... plugins for instance), is there a way to catch the image uptade event without messing with the plugins source code ? I am willing to apply image processing algorithms on video streams and I want to intercept new images to do the processing only on new images. There is no callback mechanism for catching calls to dirty(); Perhaps you could use an update callback that checks on each new frame whether the modifiedCount has changed since the last frame and then do your image processing then. Or just move the image processing down onto the GPU, the GPU is far better for doing image processing than the CPU so you'd likely gain in performance. 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] broken osgconv.exe
Hi Ted, You can use the Dependency Walker (http://www.dependencywalker.com/) to check the version number of the runtime, the dependencies were compiled against. I just tried it with the zlib and png dlls contained in VisualStudio 9 (2008) SP1 prebuild dependencies ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies), and I found that the release versions were compiled with the 9.0.30729 runtime, which is actually 2008 SP1. The debug version, though, was compiled with the 9.0.21022 runtime , which is the 2008 runtime. The zlib is used in both ive and gz plugins. I don't see how you get the message about the 2005 runtime dependency. Double check in the output window of VS that the zlib and png dlls that are actually loaded are the good ones. Regards, Mourad On Tue, Nov 24, 2009 at 1:21 AM, ted morris ted.mor...@gmail.com wrote: credist_x86 VisualStudio 2005 (v8) runtimes ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does anybody know how to include OSGViewer using MFC?
Hi, There is an example called osgViewerMFC that may help you. You need to check the BUILD_MFC_EXAMPLE option in CMake. On Sat, Nov 21, 2009 at 7:28 AM, SoDong Jang wrote: I`m trying to make a very simple CAD program but, all examples aren`t based on MFC... I`ve seen the example called OSGMFC, but,, I couldn`t find an OSGViewer. As u see, I don`t know even the first thing of OSG. I want to follow sb`s achievement. BUT NO EXAMPLES.. help me... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20045#20045 ___ 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] Image update in ImageStream objects
Hi All, When using an ImageStream object (using ffmpeg, gif, quicktime... plugins for instance), is there a way to catch the image uptade event without messing with the plugins source code ? I am willing to apply image processing algorithms on video streams and I want to intercept new images to do the processing only on new images. Cheers, Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning: Could not find plugin to read objects from file *.jpg
Hi James, It is most probably a side-by-side problem. If you are using the precompiled binairies provided here http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies , make sure you have installed SP1 for VS2005. These binairies are compiled using VS 2005 SP1. To be sure, you can use the dependency walker ( http://www.dependencywalker.com/) to check the side-by-side configuration of osgdb_jpeg.dll. Mourad On Wed, Nov 18, 2009 at 11:56 PM, James Adkison ARA/CFD jadki...@ara.comwrote: This is my first time building OSG and everything went well in Linux but I am having a problem in Windows. Building: OSG 2.8.2 OS: Windows XP Compiler: Visual Studio 2005 Professional The build seems to go through okay and I do have the osgdb_jpeg.dll in the plugins directory but I still get the warning when loading a JPEG texture. I also built the osgd_png.dll and those textures are loading without any problems. Any help pointing me in the right direction is appreciated. Thanks, James ___ 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