Re: [osg-users] Call for testing, preparing for 3.5.6 dev release again :-)

2017-05-16 Thread Mourad Boufarguine
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.
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Re: [osg-users] Call for testing, preparing for 3.5.6 dev release again :-)

2017-05-15 Thread Mourad Boufarguine
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.
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Re: [osg-users] Call for testing, preparing for 3.5.6 dev release again :-)

2017-05-15 Thread Mourad Boufarguine
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 Osfield 
wrote:

> 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.
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Re: [osg-users] Call for testing, preparing for 3.5.6 dev release again :-)

2017-05-15 Thread Mourad Boufarguine
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.
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Re: [osg-users] Call for testing, preparing for 3.5.6 dev release again :-)

2017-05-15 Thread Mourad Boufarguine
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 Osfield 
wrote:

> 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.
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Re: [osg-users] Installation Problems.VS10 - unresolved external symbol

2012-01-12 Thread Mourad Boufarguine
Hi,

Are you building your project in 64bit too ?

Mourad
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Re: [osg-users] VS2010 64bit compile problem

2012-01-04 Thread Mourad Boufarguine
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
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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Mourad Boufarguine
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
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Re: [osg-users] Getting Started - VS2010

2011-11-21 Thread Mourad Boufarguine
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
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Re: [osg-users] [build] Problem with building OSG for Android GLES2.0

2011-09-13 Thread Mourad Boufarguine
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

2011-08-20 Thread Mourad Boufarguine
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
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Re: [osg-users] OSG for Android

2011-08-11 Thread Mourad Boufarguine
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
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Re: [osg-users] OSG for Android

2011-08-11 Thread Mourad Boufarguine
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
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Re: [osg-users] OSG for Android

2011-08-11 Thread Mourad Boufarguine
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
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Re: [osg-users] OSG for Android

2011-08-10 Thread Mourad Boufarguine
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
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Re: [osg-users] OSG for Android

2011-08-08 Thread Mourad Boufarguine
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



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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-07-08 Thread Mourad Boufarguine
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
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Re: [osg-users] ffmpeg plugin

2011-07-07 Thread Mourad Boufarguine
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
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Re: [osg-users] [osgPlugins] OSG 2.9.16.77 fbx 2012.1 compile issue

2011-06-15 Thread Mourad Boufarguine
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
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Re: [osg-users] [osgPlugins] OSG 2.9.16.77 fbx 2012.1 compile issue

2011-06-15 Thread Mourad Boufarguine
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
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Re: [osg-users] [build] Compile error in Plugins dicom on Win 64bit

2011-06-15 Thread Mourad Boufarguine
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
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Re: [osg-users] osgDB ifstream / ofstream conflict

2011-04-20 Thread Mourad Boufarguine
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
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Re: [osg-users] how to change the page content http://www.openscenegraph.org/projects/osg/wiki/Screenshots/...... ?

2011-04-08 Thread Mourad Boufarguine
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
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Re: [osg-users] how to change the page content http://www.openscenegraph.org/projects/osg/wiki/Screenshots/...... ?

2011-04-08 Thread Mourad Boufarguine
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
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Re: [osg-users] Methods definition problem passing 2.8.3 - 2.9.12

2011-03-31 Thread Mourad Boufarguine
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

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Re: [osg-users] fbx animation

2011-03-23 Thread Mourad Boufarguine
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

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Re: [osg-users] [osg-submissions] Android Development Plans

2011-03-10 Thread Mourad Boufarguine
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.
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# 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

2011-03-09 Thread Mourad Boufarguine
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?

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Re: [osg-users] [osgPlugins] FBX load problems

2011-03-09 Thread Mourad Boufarguine
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

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Re: [osg-users] How to do a videostreaming

2011-02-24 Thread Mourad Boufarguine
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

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Re: [osg-users] How to do a videostreaming

2011-02-24 Thread Mourad Boufarguine



 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
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Re: [osg-users] [build] OSGbin 2.9.9 v. 2.9.11

2011-02-23 Thread Mourad Boufarguine
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

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Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-22 Thread Mourad Boufarguine
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
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Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-17 Thread Mourad Boufarguine
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

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Re: [osg-users] [ANN] MS Kinect - official drivers available

2011-02-10 Thread Mourad Boufarguine
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
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Re: [osg-users] Linker error during execution

2011-01-28 Thread Mourad Boufarguine
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

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Re: [osg-users] Linker error during execution

2011-01-27 Thread Mourad Boufarguine
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

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Re: [osg-users] Trouble trying to integrate Osg in a Wpf Application using HwndHost

2011-01-25 Thread Mourad Boufarguine
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)

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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
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Re: [osg-users] How to build OSG using Eclipse CDT on Linux *in debug mode*?

2011-01-23 Thread Mourad Boufarguine
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

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Re: [osg-users] (no subject)

2011-01-12 Thread Mourad Boufarguine
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.
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Re: [osg-users] [osgPlugins] [Error] osgConv animation1.fbx to converted.fbx

2011-01-07 Thread Mourad Boufarguine
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

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Re: [osg-users] osg question

2010-12-24 Thread Mourad Boufarguine
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
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Re: [osg-users] [build] Can't compile own project as release build

2010-12-24 Thread Mourad Boufarguine
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
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Re: [osg-users] [build] Can't compile own project as release build

2010-12-24 Thread Mourad Boufarguine
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.
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Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-22 Thread Mourad Boufarguine
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
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Re: [osg-users] How to set camera focal length

2010-12-10 Thread Mourad Boufarguine
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
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Re: [osg-users] How to set camera focal length

2010-12-09 Thread Mourad Boufarguine
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

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Re: [osg-users] osgCal does not build - where is PerContextProgram::getUniformLocation( string ) method ?

2010-12-08 Thread Mourad Boufarguine
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

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Re: [osg-users] Use OSG with QT

2010-11-30 Thread Mourad Boufarguine

 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
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Re: [osg-users] Use OSG with QT

2010-11-29 Thread Mourad Boufarguine
Hi Cosimo,


 Meanwhile, are there other possibilities to implement OSG 2.8.2 with Qt?


Yes, take a look at osgviewerQT example.

Mourad
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Re: [osg-users] Blending two textures manualy

2010-11-16 Thread Mourad Boufarguine
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

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Re: [osg-users] 3D GUI Icon

2010-11-09 Thread Mourad Boufarguine
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.

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Re: [osg-users] Disable the Mouse default event in osg

2010-10-29 Thread Mourad Boufarguine
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
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Re: [osg-users] newbie help

2010-10-19 Thread Mourad Boufarguine
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

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Re: [osg-users] newbie help

2010-10-19 Thread Mourad Boufarguine
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

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Re: [osg-users] Can we used OSG for ES 2.0 project on linux??

2010-08-25 Thread Mourad Boufarguine


 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
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Re: [osg-users] parameters

2010-08-09 Thread Mourad Boufarguine
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

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Re: [osg-users] Camera intrinsics

2010-07-28 Thread Mourad Boufarguine
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
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Re: [osg-users] Human 3d model animation/motion

2010-07-07 Thread Mourad Boufarguine
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
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Re: [osg-users] Webcam image as texture using OpenCV ‏

2010-06-17 Thread Mourad Boufarguine
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
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Re: [osg-users] how to setup a simple camera?

2010-04-28 Thread Mourad Boufarguine
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

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Re: [osg-users] build errors VS2010 osgdb

2010-04-22 Thread Mourad Boufarguine
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.



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Re: [osg-users] Windows VS2010 build errors -SVN -11354

2010-04-21 Thread Mourad Boufarguine
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.





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Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Mourad Boufarguine
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

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Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-19 Thread Mourad Boufarguine
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

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Re: [osg-users] Header files with no file type? (no .h)

2010-04-18 Thread Mourad Boufarguine
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

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Re: [osg-users] How to force FFMPEG plugin

2010-04-16 Thread Mourad Boufarguine
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
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Re: [osg-users] [osgPlugins] osgAnimation precision

2010-03-25 Thread Mourad Boufarguine
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

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Re: [osg-users] getting the render of a camera and set ting it as an another object´s texture

2010-03-24 Thread Mourad Boufarguine
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

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Re: [osg-users] First attempt to compile OSG under Win64bit with Visual Studio 64bit

2010-03-22 Thread Mourad Boufarguine
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

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Re: [osg-users] How to programmatically clear trackball manipulator's mouse queue

2010-03-19 Thread Mourad Boufarguine
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
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Re: [osg-users] (no subject)

2010-03-03 Thread Mourad Boufarguine
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.
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Re: [osg-users] JP2 plugin compilation

2010-03-03 Thread Mourad Boufarguine
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



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Re: [osg-users] linking errors for building JP2 plugin

2010-03-02 Thread Mourad Boufarguine
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

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Re: [osg-users] Setting Camera Properties

2010-03-01 Thread Mourad Boufarguine
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
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 --
 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
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Re: [osg-users] Setting Camera Properties

2010-02-26 Thread Mourad Boufarguine
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
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Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Mourad Boufarguine
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?
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   http://www.pplux.com 
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Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Mourad Boufarguine
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.

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Re: [osg-users] Committing to SVN problem

2010-02-23 Thread Mourad Boufarguine
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?
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Re: [osg-users] freetype fonts on Windows...

2010-02-23 Thread Mourad Boufarguine
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.


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Re: [osg-users] svn trunk build broke

2010-02-22 Thread Mourad Boufarguine
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
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Re: [osg-users] Please test svn/trunk for OpenThread/OpenSceneGraph

2010-02-18 Thread Mourad Boufarguine
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.
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Win32Mutex.cpp
Description: Binary data
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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-11 Thread Mourad Boufarguine
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

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Re: [osg-users] Windows threadings issues + possible solution checked into svn/trunk, please test.

2010-02-10 Thread Mourad Boufarguine
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.
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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-10 Thread Mourad Boufarguine
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

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Re: [osg-users] Image-setData(unsigned char* data,AllocationMode allocationMode);

2010-01-29 Thread Mourad Boufarguine
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

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Re: [osg-users] dependancies with Visual2005 SP2

2010-01-21 Thread Mourad Boufarguine
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

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Re: [osg-users] how to set camera perspective lookat

2010-01-13 Thread Mourad Boufarguine
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

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Re: [osg-users] [OT] Detecting the number of CPU cores

2010-01-12 Thread Mourad Boufarguine
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/
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Re: [osg-users] Depth buffer for shadow mapping

2010-01-11 Thread Mourad Boufarguine
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

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Re: [osg-users] cannot load PNG image

2010-01-07 Thread Mourad Boufarguine
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
 --
 __
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Re: [osg-users] cannot load PNG image

2010-01-07 Thread Mourad Boufarguine
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

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Re: [osg-users] cannot load PNG image

2010-01-07 Thread Mourad Boufarguine
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

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Re: [osg-users] Trouble porting to vs2008, heap corruption

2009-12-10 Thread Mourad Boufarguine
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.

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Re: [osg-users] broken osgconv.exe

2009-11-25 Thread Mourad Boufarguine
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



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Re: [osg-users] Image update in ImageStream objects

2009-11-25 Thread Mourad Boufarguine
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.
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Re: [osg-users] broken osgconv.exe

2009-11-23 Thread Mourad Boufarguine
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
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Re: [osg-users] Does anybody know how to include OSGViewer using MFC?

2009-11-22 Thread Mourad Boufarguine
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...

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[osg-users] Image update in ImageStream objects

2009-11-20 Thread Mourad Boufarguine
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
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Re: [osg-users] Warning: Could not find plugin to read objects from file *.jpg

2009-11-19 Thread Mourad Boufarguine
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

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