Re: [osg-users] Any OSGEdit like apps around?

2019-10-11 Thread Raymond de Vries

Hi Paul,

Maybe a stupid question but have you tried the osgedit? I see that 
people have put it on github too. Would be nice to update it and revive 
it? Essentially the OSG has not changed that much after all...


Cheers, good luck
Raymond


On 10/11/2019 4:07 AM, Paul Leopard wrote:

Hi,

Well I tried the demo and like it but I can’t afford the $2000 sticker price.

Any other ideas?

I’m looking for a scene graph editor, not really concerned with modeling 
capabilities

Thank you!

Cheers,
Paul


things are more like they are now than they have ever been before

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Re: [osg-users] Integrate Qt into OSG - not OSG into Qt osgQt

2019-10-03 Thread Raymond de Vries

Hi,

Wrt Qt: you might be interested in the upcoming rendering interface 
abstraction where no direct OpenGL calls are made anymore. Not sure if 
it helps, let us know!


Cheers, good luck,
Raymond


On 10/2/2019 8:02 PM, Jan Ciger wrote:

Hello,

On 02/10/2019 15:23, Trajce Nikolov NICK wrote:

Hi community,

I am struggling with the design of such a task. And I am a bit
familiar with Qt and other UI frameworks. The task is to embed the
whole Qt framework into OSG - including the event processing and let
OSG render ( through RTT ) the widgets content.

Any clue, hints what direction I should take?

Thanks a bunch as always!
Nick


Ufff, you are in for quite a battle, I am afraid. I have done this few
years ago when we were using Ogre and OSG for our virtual reality
simulators at work and we needed a proper UI framework to display user
interfaces inside the application.

You have basically two options:

a) Render the Qt widget/window into a texture/image, grab that and
display it as an OSG texture. Input from OSG can be fed into Qt's event
system by artificially creating and injecting events.

This works and it is how we have done it. Qt widgets can render
themselves into an image/texture directly, simply by calling their
render() method with proper arguments. We were able to display most Qt
widgets and render QML using OSG textures. Where things get very hairy
is the state management between OSG and Qt (Qt uses its own OpenGL
backend for rendering and assumes that it is in a certain state!) and
then input. When you aren't rendering Qt the usual way by showing
windows on screen but you only call render() and grab a texture, Qt will
not initialize some internal state relating to issues such as cursor,
keyboard focus, state of some widgets, etc.

The result is that you will have problems with cursor disappearing,
widgets not accepting keyboard input, keyboard shortcuts not working and
myriads of other problems like this. It can be solved to some degree by
digging into the Qt's source code, seeing which flags it is relying on
where and then manually calling the necessary functions to ensure that
they are set correctly. We have managed to get it to such shape that the
UIs were usable but if you need a very complex UI you will likely run
into problems. Also OSG's event system doesn't handle anywhere close to
the gamut of input events that Qt does, so a lot of things will have to
be emulated.

b) Implement a new Qt backend running on top of OSG.

Qt implements several of these backends, including a basic framebuffer
and OpenGL already, that is how they port Qt to different platforms,
such as phones or embedded hardware. This would be probably cleaner
approach if you really need the entire Qt to work but also a lot more
work than the above, because the API is fairly extensive, not super well
documented (this are really the dirty guts of Qt you aren't supposed to
normally see)  and may not have a completely straightforward mapping to OSG.

Good luck,

Jan






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Re: [osg-users] [osgPlugins] Video Integration in OSG

2019-09-26 Thread Raymond de Vries
Hi Franz-Josef,

Plz check out osgrecipes, it has such vlc integration.

Regards
Raymond


> Op 26 sep. 2019 om 16:56 heeft Franz-Josef Schneider  het 
> volgende geschreven:
> 
> Hi,
> my students and I use OSG since 15 years and it works fine. We create plugins 
> for Mathematics and Computer Graphic lectures. One plugin demonstrate videos 
> on arbitrary surfaces. We texture surfaces with video frame images and 
> syncronize sound. To do this, we use osgaudio and the ffmpeg package.
> The problem we had is the integration of the ffmpeg package after any upgrade 
> of OSG. I know OSG isn't responsible. But I don't like to waste any longer 
> time for ffmpeg integration. Are there any useability alternatives for video 
> generating inside OSG, may be VLC ? I found less information in this forum 
> and also at GitHub so far. 
> 
> Cheers
> 
> Franz-Josef
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76747#76747
> 
> 
> 
> 
> 
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Re: [osg-users] [build] Building OSG 3.6.4 in Win64 TDM GNU.

2019-09-19 Thread Raymond de Vries

Hey Zachary,

You could do yourself a favor and check how many messages you sent about 
this subject. And therefore how much time you have been asking from the 
people in the (very friendly and patient) community of the OSG.


Let's speak for myself, answering one of your questions "Are there even 
any complementary OSG builders out there?". The answer is probably 
pretty simple when you place yourself in your audience: "A lot". I have 
one friendly advice for you: you are only asking questions here and seem 
to find someone who is doing a complex job with a lot of uncertainties 
from your side. On the other hand, you are not offering a lot yourself 
so what do you think is the balance? That is the reason why I personally 
delete your messages pretty quickly and I dare to think that others do 
the same.


I have a question for you: maybe you can consider to make a donation to 
some kind of organization in return?


Cheers, have a nice day,
Raymond



On 9/19/2019 1:34 AM, Chris Hanson wrote:
You're asking for a complicated task with a difficult condition that 
you don't seem willing to reconsider or even explain.


Nick is one of the most reasonably-priced guys I know of who are up to 
the task. Either engage him, or build OSG yourself or find a way to 
use one of the non-TDM builds that are free.


You're asking someone to do probably at least a full day's fairly 
complicated work to get it working on an unknown toolchain. The people 
who are qualified to do that aren't free, or cheap.




On Wed, Sep 18, 2019 at 5:06 PM Zachary1234 > wrote:


Nick has quoted me a particular amount of money in Euros.

-Is there anyone out there, in the English speaking world,
who could supply a

C++ TDM GNU Win64 OSG 3.6.4

build of OSG for even less?  Are there even any complementary
OSG builders out there?

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Re: [osg-users] OSG to OptiX integration from 2012

2019-08-03 Thread Raymond de Vries

Hi Chris,

I am looking through old mail and saw your questions. I have seen the 
code and as far as I can remember it was not used for rendering. It was 
not open source.


Send me a PM for more details if you like.

Cheers
Raymond


On 7/12/2019 9:09 AM, Chris Hanson wrote:


While looking into using Nvidia RTX ray tracing of an OSG scene, I 
came across this document from 2012:
http://on-demand.gputechconf.com/gtc/2012/presentations/S0319-Advanced-Driver-Assistance-System-Testing-Using-OptiX.pdf 



It discusses using a plugin to convert an OSG scene to an OptiX scene, 
which is then rendered in OptiX.


Has anyone ever seen or used this code? Was it open source? It may be 
dated, but it would be a starting point for new work.


With AMD getting into the ray tracing game, it would be nice to have a 
way to portably ray trace scenes on either NVidia or AMD (or Intel) 
GPUs, but I don't see anything stepping into that space yet. I saw the 
beginning of a Vulkan ray tracing library:
https://www.phoronix.com/scan.php?page=news_item=vRt-Vulkan-Ray-Tracing 






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Re: [osg-users] OpenSceneGraph-3.6.4-rc8 tagged, please test

2019-07-22 Thread Raymond de Vries

Hi Robert,

Still builds fine with MSVC2017 64 bit, including a lot of dependencies 
like the osgEarth.


Cheers,
Raymond


On 7/22/2019 8:27 PM, Robert Osfield wrote:

Hi All,

Some further refinements are now checked in so I've wrapped them up in 
the 3.6.4-release candidate 8:


https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.4-rc8

Please test and provide positive/negative feedback here on this thread.

Many thank for help in testing.

Robert.

-- Changes since rc7

Mon, 22 Jul 2019 17:20:10 +0100
Author : Robert Osfield
Added handling of iOS and Android to make sure FontConfig is only used 
for Desktop builds


Fri, 19 Jul 2019 09:20:50 +0100
Author : Robert Osfield
Updated for rc7

Fri, 19 Jul 2019 09:10:02 +0100
Author : OpenSceneGraph git repository
Merge pull request #797 from wangii/OpenSceneGraph-3.6 fix u64 and i64 
allocation, setArray bug


Fri, 19 Jul 2019 14:06:20 +0800
Author : Linan Wang
fix typo

Fri, 19 Jul 2019 13:28:25 +0800
Author : Linan Wang
fix u64 and i64 allocation, setArray bug

Thu, 18 Jul 2019 12:44:59 +0100
Author : Robert Osfield
Fixed indentation

Thu, 18 Jul 2019 09:13:25 +0800
Author : Long Huan
Add OutputTextureFiles OptionAdd OutputTextureFiles Option support 
Write out the texture images to file



Wed, 17 Jul 2019 15:07:38 +0800
Author : Long Huan
Update OBJWriterNodeVisitor.cpp

Wed, 17 Jul 2019 14:52:10 +0800
Author : Long Huan
fix obj-Plugin export texture fileFix obj-plugin to support export 
texture file



Thu, 18 Jul 2019 12:18:04 +0100
Author : Robert Osfield
Added handling of zero radius models

Thu, 18 Jul 2019 11:16:08 +0100
Author : Robert Osfield
Removed references OpenVRML plugin

Thu, 18 Jul 2019 11:14:10 +0100
Author : Robert Osfield
Removed vrml plugin from build as OpenVRML plugin relies on no longer 
supported functionality


Thu, 18 Jul 2019 10:34:53 +0100
Author : Robert Osfield
Added calls to curl_global_init and curl_global_cleanup to improve the 
robustness of threaded curl plugin usage


 
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Re: [osg-users] osgPhysics + physX

2019-03-13 Thread Raymond de Vries

Hi Nick,

Just to be sure, you are aware of the osgRecipes and osgPhysX I guess?! 
What are your simple questions that you have?


Keep us posted about your findings, please.

Cheers,
Raymond


On 3/13/2019 9:45 AM, Trajce Nikolov NICK wrote:

Hi community,

anyone familiar with these two and willing to give some hints, answers 
on simple questions I am struggling with?


Please let me know

Thanks a bunch as always!
Nick

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Re: [osg-users] playing videos with audio channels with the ffmpeg plugin

2018-11-22 Thread Raymond de Vries

Hi,

That's not necessary, it is included in the vlc installers and installed 
in the sdk directory. Some versions don't contain it though so check 
different versions.


Cheers,
Raymond


On 11/22/2018 7:29 PM, Trajce Nikolov NICK wrote:

Hi all,

anyone has libVLC compiled for Windows and willing to share?

Thanks a bunch!

On Thu, Nov 22, 2018 at 11:15 AM Raymond de Vries <mailto:reede...@gmail.com>> wrote:


Hi,

Reading the source code of the osgmovie example there is sample
code for using SDL or SDL2. Maybe that helps?

Cheers, good luck,
Raymond


On 11/21/2018 10:31 PM, Chris Hanson wrote:

Refer to Mattias Helsing's answer here:
http://forum.openscenegraph.org/viewtopic.php?t=9707

You need an audio subsystem like osgAudio or even SDL to output
the audio to.

On Wed, Nov 21, 2018 at 10:16 PM Trajce Nikolov NICK
mailto:trajce.nikolov.n...@gmail.com>> wrote:

Hi Community,

I have video with audio and when I playback the file with
osgmovie I see in the debug the audio channel is attached but
can not hear anything :-). Is there any magic, perheps to set
the audio device somehow? Thank you for any hint!

Here is the ouput

osgmovie VID00032.mpg.ffmpeg
void StateSet::setGlobalDefaults() ShaderPipeline disabled.
ffmpeg::open(VID00032.mpg) size(720, 480) aspect ratio 1.18519
Attaching FFmpegAudioStream
image->s()720 image-t()=480 aspectRatio=1.18519
void StateSet::setGlobalDefaults() ShaderPipeline disabled.

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Re: [osg-users] playing videos with audio channels with the ffmpeg plugin

2018-11-21 Thread Raymond de Vries

Hi,

Also check this one: https://github.com/xarray/osgRecipes/wiki and then 
search for VLC. The VLC will play your audio too, and is synchronised. 
Not ready for spatial audio though...


Cheers, hth,
Raymond



On 11/21/2018 10:31 PM, Chris Hanson wrote:

Refer to Mattias Helsing's answer here:
http://forum.openscenegraph.org/viewtopic.php?t=9707

You need an audio subsystem like osgAudio or even SDL to output the 
audio to.


On Wed, Nov 21, 2018 at 10:16 PM Trajce Nikolov NICK 
mailto:trajce.nikolov.n...@gmail.com>> 
wrote:


Hi Community,

I have video with audio and when I playback the file with osgmovie
I see in the debug the audio channel is attached but can not hear
anything :-). Is there any magic, perheps to set the audio device
somehow? Thank you for any hint!

Here is the ouput

osgmovie VID00032.mpg.ffmpeg
void StateSet::setGlobalDefaults() ShaderPipeline disabled.
ffmpeg::open(VID00032.mpg) size(720, 480) aspect ratio 1.18519
Attaching FFmpegAudioStream
image->s()720 image-t()=480 aspectRatio=1.18519
void StateSet::setGlobalDefaults() ShaderPipeline disabled.

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Re: [osg-users] playing videos with audio channels with the ffmpeg plugin

2018-11-21 Thread Raymond de Vries

Hi,

Reading the source code of the osgmovie example there is sample code for 
using SDL or SDL2. Maybe that helps?


Cheers, good luck,
Raymond


On 11/21/2018 10:31 PM, Chris Hanson wrote:

Refer to Mattias Helsing's answer here:
http://forum.openscenegraph.org/viewtopic.php?t=9707

You need an audio subsystem like osgAudio or even SDL to output the 
audio to.


On Wed, Nov 21, 2018 at 10:16 PM Trajce Nikolov NICK 
mailto:trajce.nikolov.n...@gmail.com>> 
wrote:


Hi Community,

I have video with audio and when I playback the file with osgmovie
I see in the debug the audio channel is attached but can not hear
anything :-). Is there any magic, perheps to set the audio device
somehow? Thank you for any hint!

Here is the ouput

osgmovie VID00032.mpg.ffmpeg
void StateSet::setGlobalDefaults() ShaderPipeline disabled.
ffmpeg::open(VID00032.mpg) size(720, 480) aspect ratio 1.18519
Attaching FFmpegAudioStream
image->s()720 image-t()=480 aspectRatio=1.18519
void StateSet::setGlobalDefaults() ShaderPipeline disabled.

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Re: [osg-users] [Help] OSG + ArKit: Problem converting coordinate system

2018-10-09 Thread Raymond de Vries

Hi Rodrigo,

Without having read your mail in detail I have a suggestion. Do you know 
artoolkit and the integration with osg? It sounds to me that you can 
learn from that project.


https://github.com/artoolkit/artoolkit5
https://github.com/artoolkit/artoolkit5/tree/master/examples/simpleOSG

Please keep us/me posted. Sounds like a nice project, have fun!

Cheers,
Raymond




On 10/8/2018 9:08 PM, Rodrigo Brayner Lyra wrote:

Hi,

I'm working on a project that will render a scene using openscenegraph, and the 
user will have the option to work with this scene in AR. The integration of 
ArKit in the application is almost complete, except in the conversion of 
ArKit's view matrix to the coordinate system used by OSG.

I uploaded the render of the OSG axis helper and the ArKit axis helper. As you 
can see, the y in OSG is x in ArKit, the x in OSG is z in ArKit and the z in 
OSG is y in ArKit. With that, I thought that if I switched the axes directly 
into the view matrix it would be correct. What I have tried can be seen in the 
two attachments with the code fragment that converts the ArKit view matrix into 
an OSG view matrix (ar_conv_vector_change and ar_conv_values_change).
None of them worked completely except that one of them was correct in the 
rotations and translations of the camera, but the position and initial rotation 
of the scene was completely wrong (The wall should be in the same position and 
point of view as before at the time that the AR mode is started, but was 
positioned as shown in the switched_values_view image).

In the end, the camera view matrix is:
m_camera_matrix = m_camera_view * ar_view_matrix;

I apologize for the long text, and I ask the support of the people of this 
forum, and if there is, who has already gone through this situation (with ArKit 
or other APIs)

Thank you!

Cheers,
Rodrigo

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Attachments:
http://forum.openscenegraph.org//files/switched_values_view_100.jpg
http://forum.openscenegraph.org//files/ar_conv_values_change_120.jpeg
http://forum.openscenegraph.org//files/ar_conv_vector_change_297.jpeg
http://forum.openscenegraph.org//files/osg_axis_731.png
http://forum.openscenegraph.org//files/arkit_axis_176.jpg


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Re: [osg-users] Why is osgText::Text very slow when its text is changed?

2018-07-03 Thread Raymond de Vries

Hi Igor,

I would suggest to use the latest version of the OSG since the text code 
has been changed a lot. Not sure if it resolves your issue but worth a try.


Cheers,
Raymond




On 7/4/2018 7:31 AM, Igor Spiridonov wrote:

Hi.
I have about 4000 osg::Text drawables in the scene. If i'm changing their text 
and color then fps drops significantly. It drops significantly even if I change 
only text. I use osg 3.2. Is there a way to improve this thing?

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Re: [osg-users] ANGLE/UWP support checked into OSG github

2018-06-04 Thread Raymond de Vries

Hi Michael,

Isn't this work necessary for the Hololens?

Cheers
Raymond




On 6/4/2018 2:36 PM, michael kapelko wrote:

Hi.
Now that Windows Phone is dead, I wonder if UWP still makes any sense
to invest into.
OSG runs fine on newest Windows as it is now, so I wonder why would we
want UWP for. Xbox?

On 1 June 2018 at 17:07, Robert Osfield  wrote:

Hi All,

I have created a branch off OSG master for merging ANGLE/UWP support
that has been provided my members of the OSG community.  The branch
is:

https://github.com/openscenegraph/OpenSceneGraph/tree/donvito-illogic-osg-illogic-github

If you want to see what changes were required the commit of the PR is:

https://github.com/openscenegraph/OpenSceneGraph/commit/a60cd972f62818d63d2198eec7dcf10fe7909d18

I am not a Windows user myself so can't test out personally, it would
be useful interested Windows users could try out the branch and if
everything works well we can merge it with OSG master.  Let us know
how you get on in this thread.

Cheers,
Robert.
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Re: [osg-users] Fetch png image from the web

2017-12-05 Thread Raymond de Vries

Hi Bruno,

Have you checked yourself? I guess not Check the sources please:

https://github.com/openscenegraph/OpenSceneGraph/tree/master/src/osgPlugins/curl
https://github.com/openscenegraph/OpenSceneGraph/tree/master/src/osgPlugins/png

Nice, right?!

Cheers
Raymond



On 5-12-2017 15:25, Bruno Oliveira wrote:

I was wondering if OSG had wrappers for cUrl and libpng!

2017-12-02 19:27 GMT+00:00 Raymond de Vries <ree...@xs4all.nl 
<mailto:ree...@xs4all.nl>>:


Hi Bruno,

Did you try it just by using a full url? I believe that when you
have the curl plugin built, and the png plugin of course, it will
work as you expect.

Cheers
Raymond


Verstuurd vanaf mijn iPad

> Op 2 dec. 2017 om 19:21 heeft Bruno Oliveira
<bruno.manata.olive...@gmail.com
<mailto:bruno.manata.olive...@gmail.com>> het volgende geschreven:
>
> Hey,
> are there any helpers on OSG for downloading a PNG image from
the web and creating a osg::Image object from it?
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Re: [osg-users] Fetch png image from the web

2017-12-02 Thread Raymond de Vries
Hi Bruno,

Did you try it just by using a full url? I believe that when you have the curl 
plugin built, and the png plugin of course, it will work as you expect.

Cheers
Raymond


Verstuurd vanaf mijn iPad

> Op 2 dec. 2017 om 19:21 heeft Bruno Oliveira 
>  het volgende geschreven:
> 
> Hey,
> are there any helpers on OSG for downloading a PNG image from the web and 
> creating a osg::Image object from it?
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Re: [osg-users] load a osg model with rigged animation (exported by 3dsmax)

2017-11-24 Thread Raymond de Vries

Nice that it works.

Thanks for the feedback.

Cheers
Raymond


On 24/11/2017 13:50, Andrea Martini wrote:

Hi to all,
it seems that the problem is caused by 3DSmax exporter (both fbx and osgt). I 
used the blender exporter (fbx) and i was able to load animation.

Thank you!

Cheers,
Andrea

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Re: [osg-users] load a osg model with rigged animation (exported by 3dsmax)

2017-11-24 Thread Raymond de Vries

Hi,

Not knowing the details of your model and how it is setup, it is 
hard/impossible to make other suggestions. I do know that the fbx format 
does support skinned models and that the osg fbx plugin can load and 
render them properly. Fbx supports a lot of combinations so I suggest to 
look into details of the code and not only do quick tests with some 
standard examples.


For specific solutions/in-depth help about specific models, it is best 
to contact me directly.


Cheers,
Raymond


On 24/11/2017 12:47, Andrea Martini wrote:

Hi Raymond,
unfortunally also with fbx file, animationManager used in osganimationhardware 
is null.
About step : 3DSMax→Blender→osgexport
both with 3ds and fbx to blender, model appears very different from the 
original (mesh and controllers).
Does exist other test that i should try?
Thank you


Andrea

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Re: [osg-users] load a osg model with rigged animation (exported by 3dsmax)

2017-11-24 Thread Raymond de Vries

Hi Andrea,

I second Alberto's suggestion to use fbx when working with 3dsmax. 
Latest OSG versions are finding the latest FBX SDK versions correctly 
and the fbx plugin is built properly. At least, I can confirm this for 
Visual Studio on Windows.


You did not write details about your code and therefore we can give you 
high level tips and tricks. Did you start with the example 
osganimationhardware?


Cheers,
Raymond



On 24/11/2017 11:10, Alberto Luaces wrote:

Hi Andrea,

OSG is capable of that, but here the export plugin is likely to be
blamed, since as you describe it is exporting the armature as a regular
object.  You can inspect the osgt file with any text editor to check
that.

Other users have reported to work with the FBX format.

You could also take one more step, 3DSMax→Blender→osgexport and see if
it fits your usage.



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Re: [osg-users] New osgAnimation developments now merged with OSG master

2017-11-12 Thread Raymond de Vries
Hi Julien,

I expected this indeed, your combination of RigHWTrans and MDI. I have been 
watching your movies. Is there a way that I/we  out a similar scenario? Either 
here or a pm. I would be happy to try out more scenarios.

Cheers,
Raymond


Verstuurd vanaf mijn iPad

> Op 12 nov. 2017 om 16:18 heeft Julien Valentin  
> het volgende geschreven:
> 
> Hi,
> The motivation behind this work was an annoying bug in RigHWTrans avoiding me 
> to correctly control an animation baking pipeline for the purpose of MDI 
> crowd rendering.
> 
> The main part of changes done have been done for code readability 
> nevertheless a few features have been added:
> 
> Changelog:
> -Rewriting of animation datapreparation and RigTransforms (have observed few 
> perf enhancement for both loading and software animation)
> Now RigTransform datapreparation occurs in 2 step :
> *prepareData (dataprep when skeleton not known)
> *operator() (dataprep when skeleton is known )
> -Delegates animation data preparation to RigTransform instead of RigGeometry 
> (and so remove the utility of Influence Set)
> -add a MorphTargetHardware implementation (test required)
> -add a bunch of utility functions to deal with VertexInfluenceMap  (test 
> required)
> -various cleanup and bug fixes 
> 
> Hope It's clear enough..:/
> From a user point of view, nothing has change but new features should be 
> heavily tested...
> 
> Cheers
> 
> 
> reedev wrote:
>> Hi Robert, Julien,
>> 
>> Fyi, I rebuilt master with VS2015 32 bit and all it (still) building 
>> fine. Nathan is also rendering fine.
>> 
>> Julien, can you elaborate what has changed from a user's point of view 
>> wrt your osganimation changes? What did you improve in particular and 
>> what other/new possibilities did you introduce?
>> 
>> Cheers,
>> Raymond
>> 
>> 
>> 
>>> On 11/11/2017 4:45 PM, Robert Osfield wrote:
>>> 
>>> Hi All,
>>> 
>>> Today I merged the osganimation branch that Julien Valentin has been
>>> working on.  If you have questions about the specifics of these
>>> changes then I'll let Julien provide answers.
>>> 
>>> With any major set of changes being merged there is always the chance
>>> of build errors on platform combinations that we haven't tested yet,
>>> so if you see an issue let us know and we'll try and resolve it as
>>> soon as we can.
>>> 
>>> There is also chances of build breaks in end user applications as
>>> there are a few API changes to osgAnimation.  My hope that most users
>>> won't find issues and it should be just a case of rebuilding your
>>> application against master.
>>> 
>>> My plan is to tag the 3.5.8 developer release early next week, so
>>> getting some testing of master across a range of platforms will help
>>> with this.
>>> 
>>> Thanks for you help with testing, and thanks to Julien for his efforts
>>> on improving osgAnimation.
>>> Robert.
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Re: [osg-users] New osgAnimation developments now merged with OSG master

2017-11-12 Thread Raymond de Vries

Hi Robert, Julien,

Fyi, I rebuilt master with VS2015 32 bit and all it (still) building 
fine. Nathan is also rendering fine.


Julien, can you elaborate what has changed from a user's point of view 
wrt your osganimation changes? What did you improve in particular and 
what other/new possibilities did you introduce?


Cheers,
Raymond



On 11/11/2017 4:45 PM, Robert Osfield wrote:

Hi All,

Today I merged the osganimation branch that Julien Valentin has been
working on.  If you have questions about the specifics of these
changes then I'll let Julien provide answers.

With any major set of changes being merged there is always the chance
of build errors on platform combinations that we haven't tested yet,
so if you see an issue let us know and we'll try and resolve it as
soon as we can.

There is also chances of build breaks in end user applications as
there are a few API changes to osgAnimation.  My hope that most users
won't find issues and it should be just a case of rebuilding your
application against master.

My plan is to tag the 3.5.8 developer release early next week, so
getting some testing of master across a range of platforms will help
with this.

Thanks for you help with testing, and thanks to Julien for his efforts
on improving osgAnimation.
Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-10 Thread Raymond de Vries

Hi Julien, Robert,

The fix in the osganimation branch is working with VS2015 too. Fyi, the 
original nathan.osg in git is also working ok. Nice :-)


Cheers,
Raymond




On 11/6/2017 7:40 AM, Raymond de Vries wrote:

Hi Julien,

Thanks for sharing. I will look at it this week, hopefully others can 
jump in too.


Cheers,
Raymond



On 11/3/2017 8:08 PM, Julien Valentin wrote:

reedev wrote:

Hi Julien,

Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let me/us know or send it directly?

Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:


Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:


Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:



I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.



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Re: [osg-users] People currently using the ffmpeg/libavcodec plugin?

2017-11-05 Thread Raymond de Vries

Hi,

I am curious, please keep us updated.

By any chance, are you also working on the audio part of it? It would be 
nice to have the audio as a stream for instance so it can be used as 
spatial audio.


Cheers,
Raymond



On 11/4/2017 3:44 AM, Chris Hanson wrote:
Hmm. Well, we have some forthcoming improvements to the original 
ffmpeg plugins. Just trying to find out if anyone is using it.


On Fri, Nov 3, 2017 at 1:04 PM, Arthur Bogard <arthur.bog...@gmail.com 
<mailto:arthur.bog...@gmail.com>> wrote:


I work at Digitalis.  We developed that plugin a while ago and dev
against ffmpeg proper.

Our work was to get it working under vdpau for better performance
with high res video.  There were still several issues with high
CPU usage, so we're deving a new plugin from scratch to be able to
use nvenc and nvdec, but I'm not sure what the status is of it at
the moment.  It's probably a ways away from release.  We needed it
to be able to decode 8k x 8k streams.

I don't know why it wasn't merged.  I can't remember what
conversations were had.

Let us know what you think of it ours, and I think you're free to
merge it in if it works for people.

Arthur

On Fri, Nov 3, 2017 at 11:26 AM, Chris Hanson
<xe...@alphapixel.com <mailto:xe...@alphapixel.com>> wrote:

That's weird.

Why isn't this a part of the main OSG distribution?

On Fri, Nov 3, 2017 at 11:52 AM, Raymond De Vries
<ree...@xs4all.nl <mailto:ree...@xs4all.nl>> wrote:

Hi Chris,

I remember a few discussions about this subject. Please
search the archives.

One of them is
https://bitbucket.org/digitalis/osg-ffmpeg-plugin
<https://bitbucket.org/digitalis/osg-ffmpeg-plugin> if I
remember correctly this one can do 4k.. plz keep us updated.

Cheers!
Raymond

On Nov 3, 2017, at 17:07, Chris Hanson
<xe...@alphapixel.com <mailto:xe...@alphapixel.com>> wrote:


  Just a quick survey -- is anyone using the OSG
FFMPEG plugin (which utilizes the libavcodec) presently,
and if so, would you mind commenting on how you are using
it and how you feel about what it does and does not do at
the moment?

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-05 Thread Raymond de Vries

Hi Julien,

Thanks for sharing. I will look at it this week, hopefully others can 
jump in too.


Cheers,
Raymond



On 11/3/2017 8:08 PM, Julien Valentin wrote:

reedev wrote:

Hi Julien,

Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let me/us know or send it directly?

Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:


Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:


Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:



I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.



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Re: [osg-users] People currently using the ffmpeg/libavcodec plugin?

2017-11-03 Thread Raymond De Vries
Hi Chris,

I remember a few discussions about this subject. Please search the archives.

One of them is https://bitbucket.org/digitalis/osg-ffmpeg-plugin if I remember 
correctly this one can do 4k.. plz keep us updated.

Cheers!
Raymond

> On Nov 3, 2017, at 17:07, Chris Hanson  wrote:
> 
>   Just a quick survey -- is anyone using the OSG FFMPEG plugin (which 
> utilizes the libavcodec) presently, and if so, would you mind commenting on 
> how you are using it and how you feel about what it does and does not do at 
> the moment?
> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-03 Thread Raymond de Vries

Hi Julien,

Could you let me/us know to which mail you attached your modified 
nathan? I can't find it. Can you let me/us know or send it directly?


Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:

Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:

Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:


  I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.

  


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Raymond De Vries
Hi Julien, 

Just a quick one for now: I will check out your suggestion tomorrow asap.

Cheers
Raymond


> On Nov 2, 2017, at 19:30, Julien Valentin <julienvalenti...@gmail.com> wrote:
> 
> Hi
> I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
> I attached in my last a modified version of nathan (without shared ss) that 
> should work (and so would replace the current one in osgdata).
> 
> I would be glad if Raymond (or other) could validate this model (ideally 
> under win32) with the following tests
> softwaretest : osganimationviewer nathan2.osg 
> HWtest:  osganimationhardware --number 1 nathan2.osg
> (Don't forget I changed the maxnumbones type from int to uint in 
> skinning.vert )
> Once these tests validated elsewhere than my computer, It will confort me in 
> the validity of the branch so i can make PRs to master (and to osgdata).  
> 
> Cheers
> 
> 
> robertosfield wrote:
>> Hi Raymond & Julien,
>> 
>>> On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
>>> 
>>> I have not seen any issues in our own use of the osgAnimation. We tested in 
>>> a few different setups and all seems ok.
>>> 
>>> The only thing is that the example did not work for me with Visual Studio 
>>> 2015, while it does work for Julien.
>>> 
>> 
>> 
>> Thanks for the testing.
>> 
>> 
>> Julian, if you feel osganimation is now ready could you generate a PR for 
>> the branch and I'll go ahead and merge it.
>> 
>> 
>> Cheers,
>> Robert.
>> 
>>  
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Raymond de Vries

Hi Robert,

I have not seen any issues in our own use of the osgAnimation. We tested 
in a few different setups and all seems ok.


The only thing is that the example did not work for me with Visual 
Studio 2015, while it does work for Julien.


Cheers
Raymond



On 11/2/2017 2:55 PM, Robert Osfield wrote:

Hi Julian, Raymond et. al,

Are we ready to merge with master now? Anything left to wait for?

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

Take it easy, as far as I am concerned. I am not waiting for it in the 
short time.


Cheers
Raymond


On 31-10-2017 17:21, Julien Valentin wrote:

I don't have modified enough the example myRigTranformHardware in 
osganiamtionhardware example (i will make a pr for it)
waiting for it, you can change  new myRigTranformHardware with new 
osgAniamtion::RigTranformHardware.
This example is an attempt of program sharing among rigs but it can't be done 
without knowing the common maximum MAX_MATRIX.
MAX_MATRIX could be removed easily from the shader logic...(by simply 
accumumulate weight until sum reachs 1) perhaps I will do that one day..if it's 
no too controversal...


reedev wrote:

Hi Julien,

Hmm, the osg::clone in createCharacterInstance() does not work, crashes.
Unfortunately I don't have the tree up and running anymore at the moment
so I cannot create a stacktrace quickly. Software and hardware mode both
the same. I tried different clone modes but no luck.

I used nathan from git, btw. I guess that is the correct one (and nathan
has not grown up over the years ;-) )

I will try more later and report changes here.

cheers,
Raymond






On 31-10-2017 15:05, Julien Valentin wrote:


Hi Raymond
nathan.osg works just fine...
tell use more


reedev wrote:


Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a model 
that should work?

Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:




Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:




Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:






With these changes applied, did you get a chance to test how the new rev of 
osgAnimation is working?






No, sorry, no time for that although I plan to do so asap. I will give it 
priority though since, if I recall correctly, you'd like to release 3.5.8 this 
week, right?




I would like to get osganimation tested and if all goes well merged with 
master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk for 
being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the finishing the 
shader_pipeline branch and getting this merged into master, and then finally go 
for OSG-4.0!






Perfect, those are all good motivations, I will do at least my part testing the 
osganimation branch and master :-)

Cheers
Raymond






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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

Hmm, the osg::clone in createCharacterInstance() does not work, crashes. 
Unfortunately I don't have the tree up and running anymore at the moment 
so I cannot create a stacktrace quickly. Software and hardware mode both 
the same. I tried different clone modes but no luck.


I used nathan from git, btw. I guess that is the correct one (and nathan 
has not grown up over the years ;-) )


I will try more later and report changes here.

cheers,
Raymond






On 31-10-2017 15:05, Julien Valentin wrote:

Hi Raymond
nathan.osg works just fine...
tell use more


reedev wrote:

Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a model 
that should work?

Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:



   Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:



  Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:

   
 


With these changes applied, did you get a chance to test how the new rev of 
osgAnimation is working?





   No, sorry, no time for that although I plan to do so asap. I will give it 
priority though since, if I recall correctly, you'd like to release 3.5.8 this 
week, right?
  


  I would like to get osganimation tested and if all goes well merged with 
master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk for 
being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the finishing the 
shader_pipeline branch and getting this merged into master, and then finally go 
for OSG-4.0!





  Perfect, those are all good motivations, I will do at least my part testing 
the osganimation branch and master :-)

Cheers
Raymond






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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a 
model that should work?


Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:

Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:

Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries <ree...@xs4all.nl 
<mailto:ree...@xs4all.nl>> wrote:




With these changes applied, did you get a chance to test how the
new rev of osgAnimation is working?

No, sorry, no time for that although I plan to do so asap. I will
give it priority though since, if I recall correctly, you'd like
to release 3.5.8 this week, right?


I would like to get osganimation tested and if all goes well merged 
with master, I'll then tag 3.5.8.  I'd like to do that this week, 
clear my desk for being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the 
finishing the shader_pipeline branch and getting this merged into 
master, and then finally go for OSG-4.0!
Perfect, those are all good motivations, I will do at least my part 
testing the osganimation branch and master :-)


Cheers
Raymond




Robert.


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:

Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries <ree...@xs4all.nl 
<mailto:ree...@xs4all.nl>> wrote:




With these changes applied, did you get a chance to test how the
new rev of osgAnimation is working?

No, sorry, no time for that although I plan to do so asap. I will
give it priority though since, if I recall correctly, you'd like
to release 3.5.8 this week, right?


I would like to get osganimation tested and if all goes well merged 
with master, I'll then tag 3.5.8.  I'd like to do that this week, 
clear my desk for being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the 
finishing the shader_pipeline branch and getting this merged into 
master, and then finally go for OSG-4.0!
Perfect, those are all good motivations, I will do at least my part 
testing the osganimation branch and master :-)


Cheers
Raymond




Robert.


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

On 10/30/2017 3:53 PM, Robert Osfield wrote:
On 30 October 2017 at 13:05, Robert Osfield <robert.osfi...@gmail.com 
<mailto:robert.osfi...@gmail.com>> wrote:


Hi Raymond,

On 30 October 2017 at 12:42, Raymond de Vries <ree...@xs4all.nl
<mailto:ree...@xs4all.nl>> wrote:

Yes, indeed, please see the submissions mail ;-)


I haven't spotted a recent post from you. Could you resend it?


Thanks for reposting, changes now merged and master and osganimation 
where appropriate.  I presume mailman must have discarded your post as 
you posted it from an address that isn't subscribed to osg-submissions 
mailing list.
I double checked and the address was already subscribed (I also get 
messages from that list). I did not get a copy back though, now that we 
talk about it... I will keep an eye on it.





With these changes applied, did you get a chance to test how the new 
rev of osgAnimation is working?
No, sorry, no time for that although I plan to do so asap. I will give 
it priority though since, if I recall correctly, you'd like to release 
3.5.8 this week, right?


Cheers,
Raymond






Robert.

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

Yes, indeed, please see the submissions mail ;-)

Cheers
Raymond



On 10/30/2017 1:40 PM, Robert Osfield wrote:

Hi Raymond et. al,

On 27 October 2017 at 19:24, Raymond de Vries <ree...@xs4all.nl 
<mailto:ree...@xs4all.nl>> wrote:


I will give it another try this weekend and let you know how it
goes. Hope it can be resolved quickly.


Were you able to test the osg_animation branch?

Robert.

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Raymond de Vries
Hi Robert,

I will give it another try this weekend and let you know how it goes. Hope it 
can be resolved quickly.

Cheers,
Raymond


Sent from my iPad

> On Oct 27, 2017, at 18:33, Robert Osfield <robert.osfi...@gmail.com> wrote:
> 
> Hi Raymond,
> 
>> On 27 October 2017 at 14:41, Raymond de Vries <ree...@xs4all.nl> wrote:
>> FWIW, I tried to build the osganimation branch last week or so with Visual 
>> Studio 2015 and it did not build. I did not have time to look into the 
>> issues but plan to do so asap.
> 
> Do you recall what the issues were?  I might be able resolve them before you 
> next check it out.
>  
>> 
>> Fyi, I will test with fbx models that I have used successfully with previous 
>> versions of the OSG.
> 
> Thanks that will be really helpful.
> 
> Cheers,
> Robert.
>  
> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Raymond de Vries

Hi,

FWIW, I tried to build the osganimation branch last week or so with 
Visual Studio 2015 and it did not build. I did not have time to look 
into the issues but plan to do so asap.


Fyi, I will test with fbx models that I have used successfully with 
previous versions of the OSG.


Cheers,
Raymond



On 10/27/2017 3:27 PM, Julien Valentin wrote:

Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which represent a 
"outnumbered sample" of 2 models...one with ik the other with morphtarget)
However, I didn't have any feedback from the community or original maintainer 
so I can't certificate it 100% bugfree.

 From my point of view, I achieve to do whadIwannado with it (MDI crowd) so I'm 
quite satisfied with the current version and would vote for merging, but it's 
just one perspective among other ...

Cheers


robertosfield wrote:

Hi Julien,


What is the status of the osganimation branch?  How close do you feel we are to 
merging it with master?


I haven't done recent testing on osganimation so don't have any personal 
observations to chip in, but plan to start looking it with a view to merging 
with master.


I will also tag a dev release early next week so could possibly merge 
osganimation for that.


Let me know what the status is so I can start planning my review time.



Cheers,

Robert.

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Re: [osg-users] OpenSceneGaph-3.5.7 developer release tagged

2017-10-11 Thread Raymond de Vries

Hi Robert, all,

Fyi, I have done a build with VS2015 32 bit on Windows 10 and the osg 
builds fine.


Cheers
Raymond



On 10/9/2017 1:33 PM, Robert Osfield wrote:

Hi All,

I have just tagged the 3.5.7 developer release to wrap up various 
community and my own fixes/refinements since May.


https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.5.7

I still have a couple of branches (text_improvements and osganimation) 
that are still in development that haven't been merged with master 
yet, but now the 3.5.7 is out I'll merge these soon and these will 
then roll into 3.5.8.  I'll ping the community for testing prior to 
merging these branches.


Robert.


-- ChangeLog since 3.5.6
Mon, 9 Oct 2017 12:23:45 +0100
Author : Robert Osfield
Updated AUTHORS

Mon, 9 Oct 2017 10:03:21 +0100
Author : OpenSceneGraph git repository
Merge pull request #359 from eligovision/OpenSceneGraph_glesAdded 
defines: GL_ALPHA4/8/12/16 in osg/Image, this will fix compilat…


Mon, 9 Oct 2017 10:02:51 +0100
Author : OpenSceneGraph git repository
Merge pull request #358 from 
eligovision/OpenSceneGraph_optimizerVertexAttribDivisor compare 
function fix: index must be compared


Fri, 6 Oct 2017 18:03:36 +0100
Author : Robert Osfield
Added explictly unbinding of VBO for setInterleavedArrays().

Fri, 6 Oct 2017 17:47:19 +0100
Author : Robert Osfield
Added VertexArrayState::ArrayDispatch::className() method and 
implementation for each ArrayDispatch subclass to help with debugging


Fri, 6 Oct 2017 17:37:50 +0300
Author : Konstantin S. Matveyev
Added defines: GL_ALPHA4/8/12/16 in osg/Image, this will fix 
compilation error while building for GLES2


Fri, 6 Oct 2017 14:33:07 +0300
Author : Konstantin S. Matveyev
VertexAttribDivisor compare function fix: index must be compared

Thu, 5 Oct 2017 16:31:45 +0100
Author : OpenSceneGraph git repository
Merge pull request #354 from 
eligovision/OpenSceneGraph_intersectionLineSegmentIntersector fixed: 
intersection ratio remaped to the range…


Thu, 5 Oct 2017 16:30:21 +0100
Author : OpenSceneGraph git repository
Merge pull request #353 from eligovision/OpenSceneGraph_iotellg call 
removed from StreamOperator's checkStream function, becaus…


Thu, 5 Oct 2017 16:29:37 +0100
Author : OpenSceneGraph git repository
Merge pull request #355 from denyskoch/patch-1Fix loading of 16bit PNG 
images


Thu, 5 Oct 2017 15:59:26 +0100
Author : Robert Osfield
Fixed spacing to make it consistent with the rest of the OSG and make 
it easier to read.


Thu, 5 Oct 2017 15:57:02 +0100
Author : OpenSceneGraph git repository
Merge pull request #351 from LaurensVoerman/vncHostPwVNC: try to find 
password for host if no password for host:port is found


Thu, 5 Oct 2017 15:37:03 +0100
Author : Robert Osfield
Added support for multiple --login url username password entries to 
osgviewer


Thu, 5 Oct 2017 15:02:17 +0100
Author : OpenSceneGraph git repository
Merge pull request #348 from eligovision/OpenSceneGraph_serializersosg 
serializers fixed for static build, ShaderAttribute wrapper added


Thu, 5 Oct 2017 12:45:47 +0100
Author : Robert Osfield
Steamlined the handling of osg::Geometry

Thu, 5 Oct 2017 12:15:23 +0100
Author : OpenSceneGraph git repository
Merge pull request #346 from LaurensVoerman/FindLIBLASremoved las_c 
library from FindLIBLAS.cmake, it's not used by the osgplugin.


Thu, 28 Sep 2017 11:09:18 +0200
Author : Denys Koch
Fix loading of 16bit PNG imagesWhen a 16bit PNG image is loaded, the 
internalTextureFormat is set to unsized (i.e pixelFormat) constant. 
This results in 8 Bit Texture2D


Fri, 22 Sep 2017 11:38:43 +0300
Author : Konstantin S. Matveyev
LineSegmentIntersector fixed: intersection ratio remaped to the range 
of LineSegment => correct order in multiset of intersections


Sun, 17 Sep 2017 18:48:32 +0300
Author : konstantin.matveyev
tellg call removed from StreamOperator's checkStream function, because 
reading of files (readNodeFile etc.) with tellg on 'every iter' is 
approximately 100 times slower on Emscripten platform


Thu, 21 Sep 2017 16:33:14 +0200
Author : Laurens Voerman
VNC: try to find password for host if no password for host:port is found

Fri, 15 Sep 2017 12:14:37 +0300
Author : Konstantin S. Matveyev
osg serializers fixed for static build, ShaderAttribute wrapper added

Tue, 12 Sep 2017 09:19:33 +0200
Author : Laurens Voerman
removed las_c library from FindLIBLAS.cmake, it's not used by the osg 
plugin.


Mon, 4 Sep 2017 15:21:26 +0100
Author : OpenSceneGraph git repository
Merge pull request #344 from eligovision/OpenSceneGraph_text3dText3D 
dynamic changing fix


Mon, 4 Sep 2017 15:20:54 +0100
Author : OpenSceneGraph git repository
Merge pull request #345 from 
eligovision/OpenSceneGraph_example_text3dexample_osgtext3d: more 
options for testing


Mon, 4 Sep 2017 11:44:30 +0300
Author : Konstantin S. Matveyev
example_osgtext3d: more options for testing

Mon, 4 Sep 2017 11:29:50 +0300
Author : Konstantin S. Matveyev
Text3D dynamic changing fix

Mon, 4 

Re: [osg-users] Adapting a height field with a triangle/polygon?

2017-09-07 Thread Raymond de Vries

Hi everyone,

Thanks a lot for your suggestions. Based on your extra remarks, we will 
make up our minds and go on.


Cheers,
Raymond





On 6-9-2017 10:23, Robert Osfield wrote:

Hi Raymond,

There a number of ways of mixing polygonal data with height fields, 
the best way will depend upon the requirements/constraints of your 
application.


If you need exactly intersections then converting the height fields 
into a polygon mesh and then inserting the vertices and edges from the 
mesh you want to add will be required. This will be slow so something 
you'll likely want to do as a pre-processing stage.  The osgTDS code 
that Don wrote many years back uses this approach.  I'm afraid I don't 
have an insights into osgTDS or where to get it these days.


If you don't need exact match then you could possible modify the 
height fields values to match the polygonal mesh, you could do this on 
the CPU as a pre-processing step, or render the polygonal mesh to a 
depth texture and then use a vertex shader to read from two 
depth/height field textures to render a single heightfield.


Another approach would be to use a constructive solid modelling 
approach, at least I have hunch you could do this somehow but would 
need to think it through fully first.


Given more time I'm sure I could come up with half a dozen more 
approaches that may or may not work :-)


Robert.







 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-05 Thread Raymond de Vries
Hi Julien,

This sounds promising and I will try it out. For my/our understanding: should 
we be able to use our models from for instance fbx files as-is?

Is there a relation, or will there be, with your MDI work?

Cheers,
Raymond


Verstuurd vanaf mijn iPad

> Op 5 sep. 2017 om 20:57 heeft Julien Valentin  
> het volgende geschreven:
> 
> Up for the ML:
> Hi,
> A new development branch on refactoring of osgAnimation has been open. 
> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> .
> Main features
> -Rewriting of animation datapreparation and RigTransforms (have observed few 
> perf enhancement for both loading and software animation)
> -Delegates animation data preparation to RigTransform instead of RigGeometry 
> (and so remove the utility of Influence Set)
> -add a MorphTargetHardware implementation
> -add a bunch of utility functions to deal with VertexInfluenceMap
> -various cleanup and bug fixes
> 
> I invite you all to test, review and critic new design and features.
> I would like to know if some of you experience problem with their 
> model...(I'm not perfect:/ so perhaps I miss something)
> Feel free to give your feedback here
> 
> Things to know:
> -using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be 
> modified changing 
> 
> Code:
> uniform int nbBonesPerVertex;
> 
> 
> to
> 
> Code:
> uniform uint nbBonesPerVertex;
> 
> 
> Perhaps it breaks backward compatibility, please tell me
> 
> PS:Further, from a personal point of view I would push refactoring toward 
> backward miscompatibilities with few renaming so tell here if anyone 
> manipulate VertexInfluence in their work.
> 
> 
> 
> Thank you!
> 
> Cheers,
> Julien
> 
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=71631#71631
> 
> 
> 
> 
> 
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Re: [osg-users] (no subject)

2017-07-03 Thread Raymond de Vries

Hi Michael,

Nice job, will certainly use it!

Cheers,
Raymond



On 7/1/2017 10:04 AM, Robert Osfield wrote:

Great work Michael :-)

On 30 June 2017 at 18:16, michael kapelko  wrote:

Hi.

TL;DR Sample OpenSceneGraph application in Web:
https://ogstudio.github.io/openscenegraph-cross-platform-guide/
Give it a try!

-- Official --

I've finished my work on the OpenSceneGraph cross-platform guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide

It contains step-by-step instructions with screenshots how to build
and run sample OpenSceneGraph application under the following
platforms:
* Linux
* macOS
* Windows
* Android
* iOS
* Web

It also contains YouTube and downloadable (MP4) videos depicting every step.

I hope this guide fills the gap of good cross-platform documentation
for OpenSceneGraph.
I plan to maintain it and update whenever something changes in the
build process. Drop me a line if anything becomes outdated and/or I
have missed it.

-- Personal --

Last year once I got the first taste of my own game editor results (
opengamestudio.org ), I realized supporting only desktop in 2017 is a
no-go. So I started to research Android support.
Since OpenSceneGraph Android samples are of pre-AndroidStudio era and
I was a newbie in Android native development, I spent literally
several months trying to get OpenSceneGraph render under Android.
Then came iOS and Web, which were just a piece of cake, compared to Android.
I realized that there may be many people who waste as many months just
to get OpenSceneGraph to mobile and web. That's why I decided to share
the knowledge in the form of detailed tutorials with screenshots and
videos of the whole process.

I hope this saves you precious time!
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Re: [osg-users] Diaplay problem of OSG 3.4.0 on WIN10

2017-06-11 Thread Raymond De Vries
Hi,

I don't think it is an issue of the osg itself. Please search the mailing 
list/forum for similar questions about this. It has to do with windows display 
scaling.

Hth, regards
Raymond

> On Jun 11, 2017, at 09:57, sangjingrui  wrote:
> 
> Thank you for your patience of reading this mail.
> I am a beginner on OSG. I compiled and installed the latest OSG3.4.0 on my 
> computer (Interl core i5,  Nvidia geforce GTX 850M, win10). But I met some 
> strange problems. Image 1 shows a aircraft and a cow rendered by OSG. I just 
> loaded the two nodes with a osg::Group object (see the code listed below). 
> But the viewer did not situated them to the center of viewport.  I think this 
> is a system compatible problem because the situation is  the same when I run 
> the osgviewer.exe of OSG.
> int main()
> {
>   osgViewer::Viewer viewer;
>   osg::ref_ptr root = new osg::Group();
>   root->addChild(osgDB::readNodeFile("cessna.osg"));
>   osg::ref_ptr cow = osgDB::readNodeFile("cow.osg");
> 
> root->addChild(cow.get());
> 
>   viewer.setSceneData(root.get());
> 
>   viewer.realize();
>   viewer.run();
>   return 1;
> }
> 
> 
> <无标题.jpg>
>   
>   image 1
> 
> image 2 is an example from Freesouth. It shows how to combine the OSG with 
> MFC (I packed the source code in attachment).  When I run it I found that the 
> View was “broken” and the edge of view was dithering.
> 
>   
>  Image 2
> 
> I do not know how to solve this problem. I am looking forward your 
> directions! Thank you again!
>  
> 
> 从网易163邮箱发来的云附件
> 
> Path_OSG.zip (72.9M, 2017年6月26日 15:53 到期)
> 下载
> 
> 
>  
> 
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Re: [osg-users] Update to Depth Patitioner

2017-05-23 Thread Raymond de Vries

Hi Ravi,

It is hard not to be interested, after your enthousiast mail. So yes!

Cheers,
Raymond




On 23-5-2017 23:04, Ravi Mathur wrote:

Hi all,

A looong time ago I had created the DepthPartitionNode, which split up an OSG 
scene into multiple depth partitions and rendered them with multiple cameras. 
This turned into the original osgdepthpartition example. My implementation 
created nested cameras, which worked fine at the time, but posed some problems 
with shadows. The solution to this was to use slave cameras, and eventually my 
DepthPartitionNode was removed from OSG in favor of the dual slave camera 
approach that is currently in osgViewer::View.

Recently I've gotten back into OSG-related development, and my first task has 
been to rewrite the DepthPartitionNode. I've created a new DepthPartitioner 
class which dynamically creates and manages slave cameras for a given 
osgViewer::View.  A few features of the new DepthPartitioner class:


*Creates its own "main" slave camera, and attaches a slave update callback that 
dynamically creates additional slaves to render depth partitions. Important to note that 
it doesn't mess with any callbacks that may be installed on the View's master camera.

*Obeys the relevant settings of the View's master camera. e.g. near/far ratio, 
graphics context, viewport, view/projection matrices (except depth of course).

*Disables its unused slave cameras instead of destroying them, since the 
osg::Camera is lightweight.

*Cleans up after itself when you no longer need to depth-partition the 
osgViewer::View.

*Specify a minimum zNear that will never be violated. This is useful for VR 
applications where you really don't want anything drawn closer than a few cm 
from the eye.

* Customize how slave cameras are created. By default one camera is created per 
depth partition, but this can be overridden to create stereo cameras per 
partition for rendering unlimited depth precision within VR. I've done this, 
and it's VERY cool to sit on a satellite with the Vive and watch other 
satellites in your constellation move around you while you orbit the Earth.


I was wondering, is there interest in this for the general OSG community? 
Currently it resides as a part of my own Open Source OSG-based API, but I would 
be happy to contribute it as standalone code to OSG.

Thanks!
Ravi

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Re: [osg-users] Draw instance quads not working

2017-05-22 Thread Raymond de Vries

Hi Bruno,

Can you provide more information about your setup? Platform, gfx card, 
osg version, etc. Have you seen and tried the osg example 
osgdrawinstanced? Writing "not working" is probably too little info for 
people to help you ;-)


Cheers,
Raymond



On 5/22/2017 8:17 PM, Bruno Oliveira wrote:

Hi,


I want to render several simple quads ( a simple rectangle). I pass 
the quad centers via a 2D texture, and try to render them with the 
following vertex shader:




"#version 120\n"
"#extension GL_EXT_draw_instanced : enable\n"
"\n"
"uniform sampler2D texVert;\n"
"uniform sampler2D texColor;\n"
"uniform float  texSize;\n"
"\n"
"void main() {\n"
"\n"
"  float row   = float(gl_InstanceID) / texSize;\n"
"\n"
"  vec2  uv= vec2(fract(row), floor(row) / texSize);\n"
"  vec4  vert  = gl_Vertex + texture2D(texVert, uv);\n"
"\n"
"  gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
"\n"
"}\n"



*This is my code for creating 1000 quads:*

this->setUseDisplayList(false),
this->setUseVertexBufferObjects(true);

// Build Geometry
// Simple Quad
  osg::ref_ptr vertices = new osg::Vec3Array(4);
  (*vertices)[0].set(-500, -500, 0.f );
  (*vertices)[1].set( 500, -500, 0.f );
  (*vertices)[2].set( 500,  500, 0.f );
  (*vertices)[3].set(-500,  500, 0.f );

  this->setUseDisplayList(false);
  this->setUseVertexBufferObjects(true);
  this->setVertexArray(vertices.get());
  this->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4, 1000));


*IMPORTANT NOTE*: *If I use simple GL_POINTS, my code works fine and 
renders correclty 1000 points:

*

  osg::ref_ptr vertices = new osg::Vec3Array(1);
  (*vertices)[0].set(0, 0, 0.f );

  this->setVertexArray(vertices);

this->addPrimitiveSet( new osg::DrawArrays(GL_POINTS, 0, 1, 1000) );





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Re: [osg-users] Capture image on iOS get black image

2016-12-28 Thread Raymond de Vries

Dear Duc,

If you read your own first mail with the code snippet you pasted:

virtual void operator () (osg::RenderInfo& renderInfo) const
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
glReadBuffer(_readBuffer);
#else
osg::notify(osg::NOTICE)<<"Error: GLES unable to do 
glReadBuffer"< schrieb:


hartwigw wrote:
> Hi,
>
> glReadPixels is not supported by iOS.
>
> Cheers,
> Hartwig


But my iOS device use Open GLES 2.0 an it support glReadPixels
function

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Re: [osg-users] OSG with Qt on Android fails to render anything

2016-10-24 Thread Raymond de Vries

Hi Andrea,

One question/test: have you been able to run osgviewerQt on Windows for 
instance? Usually, I need to patch src/osgQt/GraphicsWindowQt.cpp in 2 
locations in order to prevent illegal values for scaled_width and/or 
scaled_height:


void GLWidget::resizeEvent( QResizeEvent* event )
{
const QSize& size = event->size();

int scaled_width = static_cast(size.width()*_devicePixelRatio);
int scaled_height = static_cast(size.height()*_devicePixelRatio);

if (scaled_width <= 0 || scaled_height <= 0)
return;

_gw->resized( x(), y(), scaled_width,  scaled_height);
_gw->getEventQueue()->windowResize( x(), y(), scaled_width, 
scaled_height );

_gw->requestRedraw();
}

void GLWidget::moveEvent( QMoveEvent* event )
{
const QPoint& pos = event->pos();
int scaled_width = static_cast(width()*_devicePixelRatio);
int scaled_height = static_cast(height()*_devicePixelRatio);

if (scaled_width <= 0 || scaled_height <= 0)
return;

_gw->resized( pos.x(), pos.y(), scaled_width,  scaled_height );
_gw->getEventQueue()->windowResize( pos.x(), pos.y(), 
scaled_width,  scaled_height );

}

Without these checks nothing is rendered. Maybe this is the case for 
Android too?


hth,
Raymond



On 10/24/2016 11:11 AM, Andrea Bracci wrote:

Hi,

I'm trying to run a simple application using OSG + Qt on Android.

I have successfully built OSG Release 3.4.0 for Android (armeabi-v7a) and it 
successfully runs on Android as expected (I have run the example 
osgAndroidExampleGLES2 and it runs flawlessly). I have also successfully built 
osgQt for my Qt version 5.7.0, as well as the osgViewerQt example for Android 
armeabi-v7a.

However if I run osgviewerQt on my Android device (version 5.0.2, API 21) it 
fails to render anything, in a way similar to what I found at the following 
link:

http://lists.qt-project.org/pipermail/interest/2015-July/017869.html

In order to simplify the application I allocate a single QWidget (instead of 
the four ones contained in the original osgviewerQt example) loading a single 
osg::Node* from a file cessna.osg. I have verified that the cessna.osg file is 
successfully loaded through a qDebug() logging message on the value of the 
loaded pointer. On my Android device I see the OSG-default blue screen without 
any object.

As an additional information: I have successfully built and executed the Qt 
examples with OpenGLES on my Android device.

I have done an extensive web search but I didn't find the solution to my 
problem, nor anyone that successfully ran OSG + Qt on Android.

Can anyone tell me where am I wrong, or what steps shall I follow to make my 
OSG+Qt application to work on Android?

Thank you in advance for your kind replies!

Cheers,
Andrea

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Re: [osg-users] Master renders with OpenGL error on OSX

2016-10-19 Thread Raymond de Vries

Hi,

Small update on this: I tried gDEBugger (found via cnet.com) but it 
won't run on current OSX anymore. So no luck there.


I will look into apitrace when there is time... Keep you posted.

Cheers
Raymond


On 10/15/2016 3:17 PM, Trajce Nikolov NICK wrote:
Raymond, try gDebugger (there is release for Mac OS too) or this 
apitrace. You can easely catch the OpenGL: error - with gDebugger it 
can show you the source code line producing the error


On Sat, Oct 15, 2016 at 2:26 PM, Raymond de Vries <ree...@xs4all.nl 
<mailto:ree...@xs4all.nl>> wrote:


Hi Robert,

Ouch, typo, I meant to set the OSG_GL_ERROR_CHECKING properly...

I am afraid this won't provide more info neither:

MB:~ ray$ env | grep ONCE
OSG_GL_ERROR_CHECKING=ONCE_PER_ATTRIBUTE
MB:~ ray$ env | grep NOTIFY
OSG_NOTIFY_LEVEL=NOTICE
MBAngela-3:~ ray$ osgviewer cow.osg
OSG_VERTEX_BUFFER_HINT set to VERTEX_ARRAY_OBJECT
ViewerBase::configureAffinity() numProcessors=8
  databasePagers = 1
_forceVertexArrayObject = 0
_forceVertexBufferObject = 0
Warning: detected OpenGL error 'invalid operation' at start of
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of
State::apply()

When I have more time, I will dig into it more. Do you have other
suggestions in the mean time?

Cheers
Raymond





On 15-10-2016 13:29, Robert Osfield wrote:

Hi Raymond,

Unfortunately the output doesn't yet provide anything clearer
to what
might be amiss.

Could you try the test with the env OSG_GL_ERROR_CHECKING set to
ONCE_PER_ATTRIBUTE, setting the env var to OSG_GL_ERROR_CHECKINGas
your specified will not change the setting, so will default to
ONCE_PER_FRAME.

Robert.

On 15 October 2016 at 09:13, Raymond de Vries
<ree...@xs4all.nl <mailto:ree...@xs4all.nl>> wrote:

Hi,

I did another test and the output with default settings is
(NOTICE):

ViewerBase::configureAffinity() numProcessors=8
   databasePagers = 1
_forceVertexArrayObject = 0
_forceVertexBufferObject = 0
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)


Setting OSG_GL_ERROR_CHECKING=OSG_GL_ERROR_CHECKING does
not make a
difference in output.

Setting OSG_NOTIFY_LEVEL to INFO reveals this part that
might be
interesting:

Created new 0x7fdf1b714510 TextureObject,
_numOfTextureObjects 1
OpenGL extension '' is not supported.
RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo)
0x7fdf1b712660
Setting up osg::Camera::FRAME_BUFFER
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
ShaderComposer::~ShaderComposer() 0x7fdf1b40dd80
OpenGL extension '' is not supported.
RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo)
0x7fdf1b40ecd0
Setting up osg::Camera::FRAME_BUFFER
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)

Cheers, hth,
Raymond





        On 14-10-2016 13:51, Raymond de Vries wrote:

Hi Robert,

Yes, indeed, that's the OpenGL error. I have build the
same version on
Windows (nvidia card) and no such error so I am not
sure of course if it has
to do with OSX or not.

The last version that I checked was 3.5.4 and that one
doesn't produce the
 

Re: [osg-users] Master renders with OpenGL error on OSX

2016-10-15 Thread Raymond de Vries

Hi Robert,

Ouch, typo, I meant to set the OSG_GL_ERROR_CHECKING properly...

I am afraid this won't provide more info neither:

MB:~ ray$ env | grep ONCE
OSG_GL_ERROR_CHECKING=ONCE_PER_ATTRIBUTE
MB:~ ray$ env | grep NOTIFY
OSG_NOTIFY_LEVEL=NOTICE
MBAngela-3:~ ray$ osgviewer cow.osg
OSG_VERTEX_BUFFER_HINT set to VERTEX_ARRAY_OBJECT
ViewerBase::configureAffinity() numProcessors=8
  databasePagers = 1
_forceVertexArrayObject = 0
_forceVertexBufferObject = 0
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply()


When I have more time, I will dig into it more. Do you have other 
suggestions in the mean time?


Cheers
Raymond




On 15-10-2016 13:29, Robert Osfield wrote:

Hi Raymond,

Unfortunately the output doesn't yet provide anything clearer to what
might be amiss.

Could you try the test with the env OSG_GL_ERROR_CHECKING set to
ONCE_PER_ATTRIBUTE, setting the env var to OSG_GL_ERROR_CHECKINGas
your specified will not change the setting, so will default to
ONCE_PER_FRAME.

Robert.

On 15 October 2016 at 09:13, Raymond de Vries <ree...@xs4all.nl> wrote:

Hi,

I did another test and the output with default settings is (NOTICE):

ViewerBase::configureAffinity() numProcessors=8
   databasePagers = 1
_forceVertexArrayObject = 0
_forceVertexBufferObject = 0
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)


Setting OSG_GL_ERROR_CHECKING=OSG_GL_ERROR_CHECKING does not make a
difference in output.

Setting OSG_NOTIFY_LEVEL to INFO reveals this part that might be
interesting:

Created new 0x7fdf1b714510 TextureObject, _numOfTextureObjects 1
OpenGL extension '' is not supported.
RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo) 0x7fdf1b712660
Setting up osg::Camera::FRAME_BUFFER
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
ShaderComposer::~ShaderComposer() 0x7fdf1b40dd80
OpenGL extension '' is not supported.
RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo) 0x7fdf1b40ecd0
Setting up osg::Camera::FRAME_BUFFER
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)

Cheers, hth,
Raymond





On 14-10-2016 13:51, Raymond de Vries wrote:

Hi Robert,

Yes, indeed, that's the OpenGL error. I have build the same version on
Windows (nvidia card) and no such error so I am not sure of course if it has
to do with OSX or not.

The last version that I checked was 3.5.4 and that one doesn't produce the
errors. Indeed, I tested it explicitly because of the VAO changes.

Later, I will produce more results and post them.

Regards,
Raymond




On 10/14/2016 1:35 PM, Robert Osfield wrote:

Hi Raymond,

Thanks for the logs, unfortunately the debug logs actually make it
more difficult to spot the actual errors.   The only error I spotted
was:

Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)

Is this the error you are thinking of?

Could you set the OSG_NOTIFY_LEVEL back to NOTICE and the env
OSG_GL_ERROR_CHECKING env var to ONCE_PER_ATTRIBUTE

This hopefully will enable us to home in a bit more closely to what
might be causing the GL error.

Another useful bit of information is the last OSG version that doesn't
report the above error on our system.  It could be that the cause of
the GL error precedes the VAO work.

Cheers,
Robert.

On 14 October 2016 at 11:13, Raymond de Vries <ree...@xs4all.nl> wrote:

Hi Robert,

I just tried a build from this mornings git master on my Mac book (up to
date OSX and dependencies) and both the default and VAO paths result in
OpenGL errors. I have attached 2 (stripped) logs which I created after I
increased the notify level. Rendering results of cow, cessna and some
other
models look ok.

I was going to try gdebugger but that one is not available anymore?! If
you
have some hints to produce more info I am happy to test some more.

Cheers
Raymond

___
osg-users ma

Re: [osg-users] Master renders with OpenGL error on OSX

2016-10-15 Thread Raymond de Vries

Hi,

I did another test and the output with default settings is (NOTICE):

ViewerBase::configureAffinity() numProcessors=8
  databasePagers = 1
_forceVertexArrayObject = 0
_forceVertexBufferObject = 0
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)



Setting OSG_GL_ERROR_CHECKING=OSG_GL_ERROR_CHECKING does not make a 
difference in output.


Setting OSG_NOTIFY_LEVEL to INFO reveals this part that might be 
interesting:


Created new 0x7fdf1b714510 TextureObject, _numOfTextureObjects 1
OpenGL extension '' is not supported.
RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo) 0x7fdf1b712660
Setting up osg::Camera::FRAME_BUFFER
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)

ShaderComposer::~ShaderComposer() 0x7fdf1b40dd80
OpenGL extension '' is not supported.
RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo) 0x7fdf1b40ecd0
Setting up osg::Camera::FRAME_BUFFER
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)
Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)


Cheers, hth,
Raymond




On 14-10-2016 13:51, Raymond de Vries wrote:

Hi Robert,

Yes, indeed, that's the OpenGL error. I have build the same version on 
Windows (nvidia card) and no such error so I am not sure of course if 
it has to do with OSX or not.


The last version that I checked was 3.5.4 and that one doesn't produce 
the errors. Indeed, I tested it explicitly because of the VAO changes.


Later, I will produce more results and post them.

Regards,
Raymond




On 10/14/2016 1:35 PM, Robert Osfield wrote:

Hi Raymond,

Thanks for the logs, unfortunately the debug logs actually make it
more difficult to spot the actual errors.   The only error I spotted
was:

Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)


Is this the error you are thinking of?

Could you set the OSG_NOTIFY_LEVEL back to NOTICE and the env
OSG_GL_ERROR_CHECKING env var to ONCE_PER_ATTRIBUTE

This hopefully will enable us to home in a bit more closely to what
might be causing the GL error.

Another useful bit of information is the last OSG version that doesn't
report the above error on our system.  It could be that the cause of
the GL error precedes the VAO work.

Cheers,
Robert.

On 14 October 2016 at 11:13, Raymond de Vries <ree...@xs4all.nl> wrote:

Hi Robert,

I just tried a build from this mornings git master on my Mac book 
(up to

date OSX and dependencies) and both the default and VAO paths result in
OpenGL errors. I have attached 2 (stripped) logs which I created 
after I
increased the notify level. Rendering results of cow, cessna and 
some other

models look ok.

I was going to try gdebugger but that one is not available anymore?! 
If you

have some hints to produce more info I am happy to test some more.

Cheers
Raymond

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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 




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Re: [osg-users] Master renders with OpenGL error on OSX

2016-10-14 Thread Raymond de Vries

Hi Robert,

Yes, indeed, that's the OpenGL error. I have build the same version on 
Windows (nvidia card) and no such error so I am not sure of course if it 
has to do with OSX or not.


The last version that I checked was 3.5.4 and that one doesn't produce 
the errors. Indeed, I tested it explicitly because of the VAO changes.


Later, I will produce more results and post them.

Regards,
Raymond




On 10/14/2016 1:35 PM, Robert Osfield wrote:

Hi Raymond,

Thanks for the logs, unfortunately the debug logs actually make it
more difficult to spot the actual errors.   The only error I spotted
was:

Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)

Is this the error you are thinking of?

Could you set the OSG_NOTIFY_LEVEL back to NOTICE and the env
OSG_GL_ERROR_CHECKING env var to ONCE_PER_ATTRIBUTE

This hopefully will enable us to home in a bit more closely to what
might be causing the GL error.

Another useful bit of information is the last OSG version that doesn't
report the above error on our system.  It could be that the cause of
the GL error precedes the VAO work.

Cheers,
Robert.

On 14 October 2016 at 11:13, Raymond de Vries <ree...@xs4all.nl> wrote:

Hi Robert,

I just tried a build from this mornings git master on my Mac book (up to
date OSX and dependencies) and both the default and VAO paths result in
OpenGL errors. I have attached 2 (stripped) logs which I created after I
increased the notify level. Rendering results of cow, cessna and some other
models look ok.

I was going to try gdebugger but that one is not available anymore?! If you
have some hints to produce more info I am happy to test some more.

Cheers
Raymond

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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[osg-users] Master renders with OpenGL error on OSX

2016-10-14 Thread Raymond de Vries

Hi Robert,

I just tried a build from this mornings git master on my Mac book (up to 
date OSX and dependencies) and both the default and VAO paths result in 
OpenGL errors. I have attached 2 (stripped) logs which I created after I 
increased the notify level. Rendering results of cow, cessna and some 
other models look ok.


I was going to try gdebugger but that one is not available anymore?! If 
you have some hints to produce more info I am happy to test some more.


Cheers
Raymond
Duplicate enum value 10 with old string: GL_LINES_ADJACENCY_EXT and new string: 
GL_LINES_ADJACENCY
Duplicate enum value 11 with old string: GL_LINE_STRIP_ADJACENCY_EXT and new 
string: GL_LINE_STRIP_ADJACENCY
Duplicate enum value 12 with old string: GL_TRIANGLES_ADJACENCY_EXT and new 
string: GL_TRIANGLES_ADJACENCY
Duplicate enum value 13 with old string: GL_TRIANGLE_STRIP_ADJACENCY_EXT and 
new string: GL_TRIANGLE_STRIP_ADJACENCY
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fbee3c294c0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fbee3c2aaf0
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fbee3c2c8f0
_availableQueue.size()=2
DriveManipulator::_height set to ==1.5
getCoordinateFrame(0 -1 0)
   no coordinate system found, using default orientation
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
View::requestWarpPointer(0,0)
View::requestWarpPointer failed no camera containing pointer
getCoordinateFrame(0 0 0)
   no coordinate system found, using default orientation
getCoordinateFrame(0 -1 0)
   no coordinate system found, using default orientation
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fbee3c32c90
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fbee3c34220
ShaderComposer::ShaderComposer() 0x7fbee3c35a60
_availableQueue.size()=2
CullSettings::readEnvironmentalVariables()
Render::Render() 0x7fbee3c37cc0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
ShaderComposer::ShaderComposer() 0x7fbee3c39200
ShaderComposer::ShaderComposer() 0x7fbee3c3aa40
_availableQueue.size()=2
itr=''

< ... loading ... >

Stats before:
 Object TypeUnique Instanced
 ----- -
 StateSet1 1
 Group   1 1
 Transform   0 0
 LOD 0 0
 Switch  0 0
 Geode   1 1
 Drawable1 1
 Geometry1 1
 Fast geom.  1 1
 Vertices 7772  7772
 Primitives   5804  5804
Optimizer::optimize() doing REMOVE_LOADED_PROXY_NODES
Optimizer::optimize() doing COMBINE_ADJACENT_LODS
Optimizer::optimize() doing OPTIMIZE_TEXTURE_SETTINGS
Optimizer::optimize() doing SHARE_DUPLICATE_STATE
Num of StateSet=1
state attribute list
0x7fbee3d03f80  Material
0x7fbee3e00610  TexGen
0x7fbee3d04520  Texture2D
searching for duplicate attributes
Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS
** RemoveStaticTransformsVisitor *** Pass 0
Optimizer::optimize() doing CHECK_GEOMETRY
Optimizer::optimize() doing MAKE_FAST_GEOMETRY
Optimizer::optimize() doing MERGE_GEOMETRY
MERGE_GEOMETRY took 5e-06
Optimizer::optimize() doing REMOVE_REDUNDANT_NODES

Stats after:
 Object TypeUnique Instanced
 ----- -
 StateSet1 1
 Group   1 1
 Transform   0 0
 LOD 0 0
 Switch  0 0
 Geode   1 1
 Drawable1 1
 Geometry1 1
 Fast geom.  1 1
 Vertices 7772  7772
 Primitives   5804  5804
View::setSceneData() Reusing existing scene0x7fbee3c28120
 CameraManipulator::computeHomePosition(0x0, 0)
boundingSphere.center() = (0.776125 -0.43866 0)
boundingSphere.radius() = 6.35558
 CameraManipulator::computeHomePosition(0x0, 1)
boundingSphere.center() = (0.776125 -0.43866 0)
boundingSphere.radius() = 6.35558
DriveManipulator::_height set to ==1.5
getCoordinateFrame(0.776125 -0.43866 0)
   no coordinate system found, using default orientation
Using double intersections
 CameraManipulator::computeHomePosition(0x0, 0)
boundingSphere.center() = (0.776125 -0.43866 0)
boundingSphere.radius() = 6.35558
TerrainManipulator: setting _minimumDistance to 0.00635558
 CameraManipulator::computeHomePosition(0x0, 0)

Re: [osg-users] New LUA plugin fails to link

2014-04-30 Thread Raymond de Vries

Hi Robert,

Aha ok, I see. I thought that 3.2.1 was new enough to give it a try. I 
see the included sources now in the trunk... Obviously my trunk copy was 
not recent enough to notice it earlier.


I did a few tests and only from rev 14114 (From Stephan Huber, fix for 
building lua plugin from local source, to use the local sources), the 
lua plugin is configured properly (on windows) and shows up in visual 
studio. The result is the same, with the same link errors. So the issue 
has always been there on windows, I guess.


Raymond



On 4/29/2014 7:14 PM, Robert Osfield wrote:

Hi Raymond,

Lua itself is pretty widely used and it's *very* portable being Anscii
C.  The new OSG Lua plugin includes the source and builds Lua locally
so there is no need to go chasing external dependencies.

The errors that Paul has published aren't to do with Lua but with
osgDB template methods that VisualStudio isn't handling correctly.

Robert.

On 29 April 2014 17:55, Raymond de Vriesree...@xs4all.nl  wrote:

Hi,

Coincidence, or not, I was going to report the same :-)

On windows, lua is not a standard thing so I guess that it is not built often. 
Nor used?

I am trying to build the plugin with lua 
fromhttps://code.google.com/p/luaforwindows/  (5.1.4) with 32 bit visual studio 
2008 (vc9).

What option could be useful?

Btw where can I find an example how to use the plugin?

Cheers
Raymond



Sent from my iPad


On Apr 29, 2014, at 18:36, Robert Osfieldrobert.osfi...@gmail.com  wrote:

Hi Paul,

The lua plugin has been checked in as it is for a couple of months
now, I'm surprised others haven't come across issues.  This suggest
something either not many Windows are building the OSG and reporting
problems, or that there is something specific about the compiler or
build options you are using.

What compiler are you building with?  Are they any non default build
options you are using?  The Lua plugin doesn't have any specific GL
code in it so shouldn't be effect by GLCORE changes.  It might be
worth just trying a default build though to see if something odd
happens with GLCORE build.

As for multiple defines, these are template definitions provided by
include/osgDB/PropetyInterface that the compiler should be handling
just fine.  It could be that some extra option is required for it to
be a little more C++ compliant.

Robert.


On 29 April 2014 17:10, Paul Martzskewmat...@gmail.com  wrote:
Hi Robert -- There is a new plugin, LUA, which fails to link on Windows when
building current trunk. It looks like multiply defined symbols. I'm building
for GLCORE, but that's probably irrelevant. I'm using the default setting
for the LUA local source CMake variable.

Here's the output:

1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumchar(void)
(??$getTypeEnum@D@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumunsigned char(void)
(??$getTypeEnum@E@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumshort(void)
(??$getTypeEnum@F@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumunsigned short(void)
(??$getTypeEnum@G@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumint(void)
(??$getTypeEnum@H@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumunsigned int(void)
(??$getTypeEnum@I@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumfloat(void)
(??$getTypeEnum@M@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumdouble(void)
(??$getTypeEnum@N@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumclass osg::Image *(void)
(??$getTypeEnum@PEAVImage@osg@@@osgDB@@YA?AW4Type@BaseSerializer@0@XZ)
already defined in LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumclass osg::Object *(void)
(??$getTypeEnum@PEAVObject@osg@@@osgDB@@YA?AW4Type@BaseSerializer@0@XZ)
already defined in LuaScriptEngine.obj
1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
__cdecl osgDB::getTypeEnumclass osg::BoundingBoxImplclass osg::Vec3d

(void)


Re: [osg-users] New LUA plugin fails to link

2014-04-29 Thread Raymond de Vries
Hi,

Coincidence, or not, I was going to report the same :-)

On windows, lua is not a standard thing so I guess that it is not built often. 
Nor used?

I am trying to build the plugin with lua from 
https://code.google.com/p/luaforwindows/ (5.1.4) with 32 bit visual studio 2008 
(vc9).

What option could be useful?

Btw where can I find an example how to use the plugin?

Cheers
Raymond



Sent from my iPad

 On Apr 29, 2014, at 18:36, Robert Osfield robert.osfi...@gmail.com wrote:
 
 Hi Paul,
 
 The lua plugin has been checked in as it is for a couple of months
 now, I'm surprised others haven't come across issues.  This suggest
 something either not many Windows are building the OSG and reporting
 problems, or that there is something specific about the compiler or
 build options you are using.
 
 What compiler are you building with?  Are they any non default build
 options you are using?  The Lua plugin doesn't have any specific GL
 code in it so shouldn't be effect by GLCORE changes.  It might be
 worth just trying a default build though to see if something odd
 happens with GLCORE build.
 
 As for multiple defines, these are template definitions provided by
 include/osgDB/PropetyInterface that the compiler should be handling
 just fine.  It could be that some extra option is required for it to
 be a little more C++ compliant.
 
 Robert.
 
 On 29 April 2014 17:10, Paul Martz skewmat...@gmail.com wrote:
 Hi Robert -- There is a new plugin, LUA, which fails to link on Windows when
 building current trunk. It looks like multiply defined symbols. I'm building
 for GLCORE, but that's probably irrelevant. I'm using the default setting
 for the LUA local source CMake variable.
 
 Here's the output:
 
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumchar(void)
 (??$getTypeEnum@D@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
 LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumunsigned char(void)
 (??$getTypeEnum@E@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
 LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumshort(void)
 (??$getTypeEnum@F@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
 LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumunsigned short(void)
 (??$getTypeEnum@G@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
 LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumint(void)
 (??$getTypeEnum@H@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
 LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumunsigned int(void)
 (??$getTypeEnum@I@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
 LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumfloat(void)
 (??$getTypeEnum@M@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
 LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumdouble(void)
 (??$getTypeEnum@N@osgDB@@YA?AW4Type@BaseSerializer@0@XZ) already defined in
 LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumclass osg::Image *(void)
 (??$getTypeEnum@PEAVImage@osg@@@osgDB@@YA?AW4Type@BaseSerializer@0@XZ)
 already defined in LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumclass osg::Object *(void)
 (??$getTypeEnum@PEAVObject@osg@@@osgDB@@YA?AW4Type@BaseSerializer@0@XZ)
 already defined in LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumclass osg::BoundingBoxImplclass osg::Vec3d
 (void)
 (??$getTypeEnum@V?$BoundingBoxImpl@VVec3d@osg@@@osg@@@osgDB@@YA?AW4Type@BaseSerializer@0@XZ)
 already defined in LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumclass osg::BoundingBoxImplclass osg::Vec3f
 (void)
 (??$getTypeEnum@V?$BoundingBoxImpl@VVec3f@osg@@@osg@@@osgDB@@YA?AW4Type@BaseSerializer@0@XZ)
 already defined in LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumclass osg::BoundingSphereImplclass osg::Vec3d
 (void)
 (??$getTypeEnum@V?$BoundingSphereImpl@VVec3d@osg@@@osg@@@osgDB@@YA?AW4Type@BaseSerializer@0@XZ)
 already defined in LuaScriptEngine.obj
 1ReaderWriterLua.obj : error LNK2005: enum osgDB::BaseSerializer::Type
 __cdecl osgDB::getTypeEnumclass osg::BoundingSphereImplclass osg::Vec3f
 (void)
 

Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-25 Thread Raymond de Vries

Hi,

Pfew, indeed it seems like the latest CMake does not work for me... 
Although I believe I had tried an older version before on this system, I 
tried it again (v2.8.9) and voila, that one worked! But in the mean 
time, I tried a lot of other things too so it might still be the 
combination of settings.


Thanks for your help.

cheers
Raymond



On 11/24/2013 2:27 PM, Simon Hammett wrote:

Ah, you might have a broken cmake.
One of the versions I downloaded recently was broken for windows; had 
to update to a point release.



On 24 November 2013 07:57, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi,

Thnx for your suggetions, strange things are happening... This
errors occurs when cmake tries to figure out the compiler (don't
have the details here). I will look in the direction you pointed out.

Thanks,
Raymond


Sent from my iPad

On Nov 23, 2013, at 23:55, Simon Hammett
s.d.hamm...@googlemail.com mailto:s.d.hamm...@googlemail.com
wrote:


The only time I've had problems with mt.exe and access denied is
when for some reason it runs the tool mt.exe too early.
When this happens the linker still has the target .exe or .dll
open as it links and therefore mt.exe will obviously fail.

But I can't tell you why it happens or give you a fix.
It's only happened to me a couple of times and pressing build
again usually resolves the problem.

I suppose you could try fiddling with the multiple project build
settings and set it to only build one project at a time.

Also check to see if there is a custom build rule which is trying
to run mt. If so delete the rule and let VS take care of running mt


On 23 November 2013 22:48, Raymond de Vries ree...@xs4all.nl
mailto:ree...@xs4all.nl wrote:

Hi guys,

Can you tell me which combination of tools you are using on
windows 8? The error that I get (Access Denied) comes from
mt.exe from Windows SDK 7.1. I was trying to use that Windows
SDK version since I always use it on Windows 7 without trouble.

Cheers
Raymond


Sent from my iPad

 On Nov 23, 2013, at 23:33, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

 Hi Terry,

 Ok, that makes sense to me, and matches my findings so far.
I have tried to get access to C: by changing the permissions
but no luck so far, despite all the instructions online.

 I find it pretty hard to accept that windows is trying to
protect me and not let me use my machine as I want it... sigh.

 On the other hand, I am suspecting visual studio too...
Have you tried different versions of VS?

 Thanks for your hints, I am going on.

 cheers
 Raymond



 On 11/23/2013 11:18 PM, Terry Welsh wrote:
 I didn't have trouble building OSG with VS 2013 on Windows
8, but I
 had already worked on my whole system's file permissions
just to get
 Cygwin to work.

 There are a lot of instructions online for giving users
full access to
 the C drive, but I can't remember which ones actually fixed my
 problem. You'll have search a little and try things out.
In the end I
 was only able to give myself full access to C:\terry but
not C:.  You
 may have better luck. Now doing all my compiling and other
work in
 C:\terry works fine.
 --
 Terry Welsh
 www.reallyslick.com http://www.reallyslick.com
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Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-23 Thread Raymond de Vries

Hi,

Any more insight would help so I appreciate your thoughts. I will keep 
this in mind, so far I am not using git or so.


cheers
Raymond



On 11/23/2013 3:53 PM, Wojciech Lewandowski wrote:

Hi Raymond,

Just a thought. Most probably wrong. I saw similar errors with 
TortoiseGIT. But I supposed similar problems could be triggered by 
other programs in the background scanning filesystem for changes. In 
my case killing TortoiseGIT cache process was helping me.


Wojtek


2013/11/22 Raymond de Vries ree...@xs4all.nl mailto:ree...@xs4all.nl

Hi,

No, I am using a local account. It's a fresh installation. Did you
change any settings for your account?

cheers
Raymond



On 11/22/2013 10:42 PM, Torben Dannhauer wrote:

Hi,

Im compiling various projects including OSG on windows 8 with
VS 2012 and VS2013 - I have no problem with such an error. Is
your computer integrated into a AD domain?


Cheers,
Torben

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Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-23 Thread Raymond de Vries

Hi Terry,

Ok, that makes sense to me, and matches my findings so far. I have tried 
to get access to C: by changing the permissions but no luck so far, 
despite all the instructions online.


I find it pretty hard to accept that windows is trying to protect me and 
not let me use my machine as I want it... sigh.


On the other hand, I am suspecting visual studio too... Have you tried 
different versions of VS?


Thanks for your hints, I am going on.

cheers
Raymond



On 11/23/2013 11:18 PM, Terry Welsh wrote:

I didn't have trouble building OSG with VS 2013 on Windows 8, but I
had already worked on my whole system's file permissions just to get
Cygwin to work.

There are a lot of instructions online for giving users full access to
the C drive, but I can't remember which ones actually fixed my
problem. You'll have search a little and try things out. In the end I
was only able to give myself full access to C:\terry but not C:.  You
may have better luck. Now doing all my compiling and other work in
C:\terry works fine.
--
Terry Welsh
www.reallyslick.com
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Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-23 Thread Raymond de Vries
Hi guys,

Can you tell me which combination of tools you are using on windows 8? The 
error that I get (Access Denied) comes from mt.exe from Windows SDK 7.1. I 
was trying to use that Windows SDK version since I always use it on Windows 7 
without trouble.

Cheers
Raymond


Sent from my iPad

 On Nov 23, 2013, at 23:33, Raymond de Vries ree...@xs4all.nl wrote:
 
 Hi Terry,
 
 Ok, that makes sense to me, and matches my findings so far. I have tried to 
 get access to C: by changing the permissions but no luck so far, despite all 
 the instructions online.
 
 I find it pretty hard to accept that windows is trying to protect me and not 
 let me use my machine as I want it... sigh.
 
 On the other hand, I am suspecting visual studio too... Have you tried 
 different versions of VS?
 
 Thanks for your hints, I am going on.
 
 cheers
 Raymond
 
 
 
 On 11/23/2013 11:18 PM, Terry Welsh wrote:
 I didn't have trouble building OSG with VS 2013 on Windows 8, but I
 had already worked on my whole system's file permissions just to get
 Cygwin to work.
 
 There are a lot of instructions online for giving users full access to
 the C drive, but I can't remember which ones actually fixed my
 problem. You'll have search a little and try things out. In the end I
 was only able to give myself full access to C:\terry but not C:.  You
 may have better luck. Now doing all my compiling and other work in
 C:\terry works fine.
 --
 Terry Welsh
 www.reallyslick.com
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Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-23 Thread Raymond de Vries
Hi,

Thnx for your suggetions, strange things are happening... This errors occurs 
when cmake tries to figure out the compiler (don't have the details here). I 
will look in the direction you pointed out.

Thanks,
Raymond


Sent from my iPad

 On Nov 23, 2013, at 23:55, Simon Hammett s.d.hamm...@googlemail.com wrote:
 
 The only time I've had problems with mt.exe and access denied is when for 
 some reason it runs the tool mt.exe too early.
 When this happens the linker still has the target .exe or .dll open as it 
 links and therefore mt.exe will obviously fail.
 
 But I can't tell you why it happens or give you a fix.
 It's only happened to me a couple of times and pressing build again usually 
 resolves the problem.
 
 I suppose you could try fiddling with the multiple project build settings and 
 set it to only build one project at a time.
 
 Also check to see if there is a custom build rule which is trying to run mt. 
 If so delete the rule and let VS take care of running mt
 
 
 On 23 November 2013 22:48, Raymond de Vries ree...@xs4all.nl wrote:
 Hi guys,
 
 Can you tell me which combination of tools you are using on windows 8? The 
 error that I get (Access Denied) comes from mt.exe from Windows SDK 7.1. I 
 was trying to use that Windows SDK version since I always use it on Windows 
 7 without trouble.
 
 Cheers
 Raymond
 
 
 Sent from my iPad
 
  On Nov 23, 2013, at 23:33, Raymond de Vries ree...@xs4all.nl wrote:
 
  Hi Terry,
 
  Ok, that makes sense to me, and matches my findings so far. I have tried 
  to get access to C: by changing the permissions but no luck so far, 
  despite all the instructions online.
 
  I find it pretty hard to accept that windows is trying to protect me and 
  not let me use my machine as I want it... sigh.
 
  On the other hand, I am suspecting visual studio too... Have you tried 
  different versions of VS?
 
  Thanks for your hints, I am going on.
 
  cheers
  Raymond
 
 
 
  On 11/23/2013 11:18 PM, Terry Welsh wrote:
  I didn't have trouble building OSG with VS 2013 on Windows 8, but I
  had already worked on my whole system's file permissions just to get
  Cygwin to work.
 
  There are a lot of instructions online for giving users full access to
  the C drive, but I can't remember which ones actually fixed my
  problem. You'll have search a little and try things out. In the end I
  was only able to give myself full access to C:\terry but not C:.  You
  may have better luck. Now doing all my compiling and other work in
  C:\terry works fine.
  --
  Terry Welsh
  www.reallyslick.com
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[osg-users] Bit OT: building OSG on Windows 8?

2013-11-22 Thread Raymond de Vries

Hi guys,

It's OT but I do like to ask your help with building the OSG on Windows 
8. I was wondering if anyone can give me a hand with building the OSG on 
Windows 8. I have build OSG numerous times on any other platform but now 
I am trying to build the OSG (3.1.1 but that does not matter) on Windows 
8 using cmake 2.8.12.1 + VS2010 + WinSDK 7.1 (x86).


No matter what I try to do (disable UAC, take ownership, set ACL to Full 
Control), I keep getting Access is denied. for mt.exe. This is driving 
me pretty crazy...


Anyone else been in this situation and fixed it?

Thanks a lot,
Raymond

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Re: [osg-users] Bit OT: building OSG on Windows 8?

2013-11-22 Thread Raymond de Vries

Hi,

No, I am using a local account. It's a fresh installation. Did you 
change any settings for your account?


cheers
Raymond


On 11/22/2013 10:42 PM, Torben Dannhauer wrote:

Hi,

Im compiling various projects including OSG on windows 8 with VS 2012 and 
VS2013 - I have no problem with such an error. Is your computer integrated into 
a AD domain?


Cheers,
Torben

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Re: [osg-users] receiving network stream using osg and ffmpeg...

2013-09-26 Thread Raymond de Vries

Hi,

From what I remember, the original mail on the list about the ffmpeg 
plugin mentioned such a setup. Maybe you can look that message up? Plz 
keep us posted about your findings.


hth
Raymond




On 9/26/2013 1:56 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:

Has anyone had any luck in receiving streaming video from a network URL
such as rtp://@192.168.178.23:1234 in osgmovie?

What is the correct command line syntax for doing this? I can play
canned files just fine with

osgmovie -e ffmpeg movie.avi

But when I attempt to receive a stream from the network and play it, I
can't get it to work.

Any thoughts, examples, or suggestions would be appreciated...

Thanks,
-Shayne
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Re: [osg-users] Building on Mac OSX, error on OSXAVFoundationVideo.mm

2013-04-03 Thread Raymond de Vries

Hi,

I've got an interesting update: the error does not occur when building 
with Xcode. I was using the Unix Makefiles before and that build stopped.


A related question: where should I set what the default sdk is? The 
previous version is used by default...


cheers, thanks
Raymond



On 4/2/13 11:24 PM, Raymond de Vries wrote:

Hi guys,

I am trying to build osg 3.1.5 for Mac OSX with Xcode 4.6.1 using the 
SDK MacOSX10.8.sdk. I have tried 3.1.4 and compilation stops with the 
same error:
.../src/osgPlugins/avfoundation/OSXAVFoundationVideo.mm:111:5: error: 
unknown type name

  'AVPlayerItemVideoOutput'
AVPlayerItemVideoOutput* output;
^

These versions should have support for the avfoundation plugin, right? 
How am I supposed to build it?


Thanks a lot, regards
Raymond

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[osg-users] Building on Mac OSX, error on OSXAVFoundationVideo.mm

2013-04-02 Thread Raymond de Vries

Hi guys,

I am trying to build osg 3.1.5 for Mac OSX with Xcode 4.6.1 using the 
SDK MacOSX10.8.sdk. I have tried 3.1.4 and compilation stops with the 
same error:
.../src/osgPlugins/avfoundation/OSXAVFoundationVideo.mm:111:5: error: 
unknown type name

  'AVPlayerItemVideoOutput'
AVPlayerItemVideoOutput* output;
^

These versions should have support for the avfoundation plugin, right? 
How am I supposed to build it?


Thanks a lot, regards
Raymond

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Re: [osg-users] Texture coords in osgmultiplerenderingtargets.

2012-10-10 Thread Raymond de Vries

Hi,

That is because TextureRectangle is used and not Texture2D. Look up the 
difference in the OpenGL pages.


HTH
Raymond




On 10/10/2012 2:46 PM, Peterakos wrote:

Hello.

in the example  osgmultiplerenderingtargets, why are the texture 
coordinates initialized as:


0,0
tex_width, 0
tex_width,tex_height
0,tex_height

instead of

0,1
1,0
1,1
0,1

(the result is different)

Thank you for your time.


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Re: [osg-users] First OSG application on Ipad

2012-05-03 Thread Raymond de Vries

Hi,

Ok, good to know. I think I will try it out.

thanks
Raymond


On 5/3/2012 9:47 AM, Eduardo Poyart wrote:

Raymond,

In case it helps, my port is pretty much up to date, and it avoids
cmake problems, dependencies and so on. It works with the latest XCode
and it uses ObjectiveC Automatic Reference Counting. It's currently
working with GLES1. I mentioned the github address on a previous
e-mail on this thread.

Eduardo


On Wed, May 2, 2012 at 12:11 PM, Raymond de Vriesree...@xs4all.nl  wrote:

Hi Stephan, Thomas,

I would like to follow your procedure to build a set of iOS libs and I am
following your instructions in this mail and on the new website (which is
progressing nicely btw, congrats!). I have some questions though...

In this mail, you mention that cmake nightly build should be usable. In the
mean time 2.8.8 is out there so I guess that one should be usable, as also
mentioned on the osg iOS page.

Now when I try to use cmake 2.8.8 by running 'cmake-gui .' from within the
osg svn folder, it doesn't find xcode. Do I need to configure xcode somehow
in order to find it?

About your github mirror, I am not sure what the status is, or how I should
be able to use it. Browsing your mirror, the date of the files is not
up-to-date. Could you please explain it a bit more?

Thanks a lot!
Raymond




On 4/21/12 11:40 AM, Stephan Huber wrote:

Hi Wojciech,

Am 20.04.12 17:28, schrieb Wojciech Lewandowski:


We want to port an OSG program to Ipad. This was once written on Windows.
We already gathered some experience on OSG/GLES when porting it to
Android.
And now its time for IOS. We are completely fresh on IOS Mac programming,
though. So fresh, we don't even own a Mac for development station, yet.
In
preparation for the task I was looking on OSG site and mailing list for
some guidance. My overall impression is not too rosy, though. I've found
posts that CMake does not work with XCode and XCode project has a
separate
manually maintained repo. Since I am a such a newbie on the topic I can't
figure out how severe the whole picture is and how easy or messy attempt
could be. So I decided to just start a small poll and ask these few
questions directly:

CMake and XCode:

XCode is now distributed via the mac app store, the app resides in the
app-folder, and not as in previous versions in a dedicated folder called
/Developer Older versions of Cmake required that xcode lives in
/Developer. This broke project generation for xcode. Fortunately the
nightly builds available at cmake.org include a bug fix, so cmake is
working again for os x and ios.

CMake generated project files vs hand-maintained xcode-project files on
github (https://github.com/stmh/osg/tree/iphone


cmake:
+ project files for most of the plugins
- generated project files work either for the simulator or for the
device (you'll need two xcode project files for sim and device)
- no working example app

hand-maintained xcode-project-files via github branch:
+ project can compile libs for device and lib
+ project can be embedded in other xcode-project and xcode can resolve
all dependencies automatically.
+ working examples
- only a handful plugins are supported




- Is IOS/OSG environment mature enough to attempt a more advanced
application than test samples ?

I think it's stable enough to do serious work. AFAIK there are some apps
in the wild from Thomas Hogarth and I published a small app two weeks ago.


- For larger app would you recommend XCode or command line Cmake build ?

AFAIK It's necessary to use xcode for building an ipad app (codesigning
for example), but you can compile your xcode project from the
commandline using xcodebuild, which works good enough. I'd recommend
xcode.


- I have read that XCode can be quite unresponsive with OSG project on
Mac
mini. Could you recommend some minimal HW configuration to handle the
environment and allow for comfortable work ?

yes, that's true, xcode need a lot of cycles to open and munge the
osg-project files, you can avoid this by compiling the osg libs and
-plugins with xcodebuild via the command line; and, you'll do this only
once to get a set of libs you can use for your further development tasks.

So, basically you compile your osg libs and plugins once, set up your
project and use the libs from there. Working on your own project with
xcode is fast and flawless, so no worry about that. (linking will take
its time though)

A recent mac with plenty of RAM (xcode tends to use all available RAM it
can get) and a lot of cores :) will suffice. I think an midsized
quadcore iMac would be a good start. I do most of my development with a
two year old MacBookPro with 8GB RAM and a 256GB SSD and on a four year
old quad core Mac Pro.


- Can OSG/GLES program be tested on IPAD emulator on Mac ? We could not
do
it with Android (last week version of Android SDK  supposedly changes
that)
?

If you compile osg for simulator and device, and adjust the project
settings accordingly then you can test your app on the 

Re: [osg-users] First OSG application on Ipad

2012-05-03 Thread Raymond de Vries

Hi Stephan,


I would like to follow your procedure to build a set of iOS libs and I
am following your instructions in this mail and on the new website
(which is progressing nicely btw, congrats!). I have some questions
though...

In this mail, you mention that cmake nightly build should be usable. In
the mean time 2.8.8 is out there so I guess that one should be usable,
as also mentioned on the osg iOS page.

Now when I try to use cmake 2.8.8 by running 'cmake-gui .' from within
the osg svn folder, it doesn't find xcode. Do I need to configure xcode
somehow in order to find it?

try

sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer

on the command-line
I tried that already before, I suspect something like that indeed. I 
tried it again and it does not help...


I am trying to install a nightly build but it cannot be installed 
because 'a newer version is installed'. Any idea how I can uninstall the 
current cmake version? Deleting it from /Applications is not enough?!?



About your github mirror, I am not sure what the status is, or how I
should be able to use it. Browsing your mirror, the date of the files is
not up-to-date. Could you please explain it a bit more?

Yes, my github mirror is currently not uptodate, I'll update it from
time to time. It's main purpose is the handmaintained xcode-project
whcih compiles out of the box (w/o the need of cmake) and has some
working examples.
Ok, clear, I thought that indeed. Last night, I tried it and it worked 
ok out of the box. Almost ok, though: I get unresolved symbols from 
freetype. Which freetype should I use, and how should I install that?


(sorry to ask newbie questions since I am still pretty new with Mac dev)


It's basically the same functionality Eduardo provides, no cmake needed,
working examples, handmaintained xcode-project file.

Ok, clear.

thanks
Raymond



cheers,

Stephan
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Re: [osg-users] First OSG application on Ipad

2012-05-03 Thread Raymond de Vries

Hi,

Cool, 2 times succes: cmake is working properly now and finds Xcode:
- the upgrade of cmake was not done properly, some symlinks were still 
pointing to older versions. Fixed them by hand. (btw I needed to remove 
some other cmake related stuff by hand too)

- Installed Command Line Tools for Xcode - Late March 2012
(did not build yet)

osgIPhoneViewer now builds properly and starts (in simulator).

thanks a lot!
Raymond



On 5/3/2012 11:50 AM, Stephan Maximilian Huber wrote:

Hi Raymond,

Am 03.05.12 11:18, schrieb Raymond de Vries:


I would like to follow your procedure to build a set of iOS libs and I
am following your instructions in this mail and on the new website
(which is progressing nicely btw, congrats!). I have some questions
though...

In this mail, you mention that cmake nightly build should be usable. In
the mean time 2.8.8 is out there so I guess that one should be usable,
as also mentioned on the osg iOS page.

Now when I try to use cmake 2.8.8 by running 'cmake-gui .' from within
the osg svn folder, it doesn't find xcode. Do I need to configure xcode
somehow in order to find it?

try

sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer

on the command-line

I tried that already before, I suspect something like that indeed. I
tried it again and it does not help...

Can you post the cmake-error you get?


I am trying to install a nightly build but it cannot be installed
because 'a newer version is installed'. Any idea how I can uninstall the
current cmake version? Deleting it from /Applications is not enough?!?

hmm, no idea.



Ok, clear, I thought that indeed. Last night, I tried it and it worked
ok out of the box. Almost ok, though: I get unresolved symbols from
freetype. Which freetype should I use, and how should I install that?

(sorry to ask newbie questions since I am still pretty new with Mac dev)

I ficed the freetype issue on github, do a git pull origin iphone and it
should work.

The previous freetype-lib worked only for the devie.

cheers,

Stephan
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Re: [osg-users] First OSG application on Ipad

2012-05-02 Thread Raymond de Vries

Hi Stephan, Thomas,

I would like to follow your procedure to build a set of iOS libs and I 
am following your instructions in this mail and on the new website 
(which is progressing nicely btw, congrats!). I have some questions 
though...


In this mail, you mention that cmake nightly build should be usable. In 
the mean time 2.8.8 is out there so I guess that one should be usable, 
as also mentioned on the osg iOS page.


Now when I try to use cmake 2.8.8 by running 'cmake-gui .' from within 
the osg svn folder, it doesn't find xcode. Do I need to configure xcode 
somehow in order to find it?


About your github mirror, I am not sure what the status is, or how I 
should be able to use it. Browsing your mirror, the date of the files is 
not up-to-date. Could you please explain it a bit more?


Thanks a lot!
Raymond



On 4/21/12 11:40 AM, Stephan Huber wrote:

Hi Wojciech,

Am 20.04.12 17:28, schrieb Wojciech Lewandowski:


We want to port an OSG program to Ipad. This was once written on Windows.
We already gathered some experience on OSG/GLES when porting it to Android.
And now its time for IOS. We are completely fresh on IOS Mac programming,
though. So fresh, we don't even own a Mac for development station, yet. In
preparation for the task I was looking on OSG site and mailing list for
some guidance. My overall impression is not too rosy, though. I've found
posts that CMake does not work with XCode and XCode project has a separate
manually maintained repo. Since I am a such a newbie on the topic I can't
figure out how severe the whole picture is and how easy or messy attempt
could be. So I decided to just start a small poll and ask these few
questions directly:

CMake and XCode:

XCode is now distributed via the mac app store, the app resides in the
app-folder, and not as in previous versions in a dedicated folder called
/Developer Older versions of Cmake required that xcode lives in
/Developer. This broke project generation for xcode. Fortunately the
nightly builds available at cmake.org include a bug fix, so cmake is
working again for os x and ios.

CMake generated project files vs hand-maintained xcode-project files on
github (https://github.com/stmh/osg/tree/iphone


cmake:
+ project files for most of the plugins
- generated project files work either for the simulator or for the
device (you'll need two xcode project files for sim and device)
- no working example app

hand-maintained xcode-project-files via github branch:
+ project can compile libs for device and lib
+ project can be embedded in other xcode-project and xcode can resolve
all dependencies automatically.
+ working examples
- only a handful plugins are supported




- Is IOS/OSG environment mature enough to attempt a more advanced
application than test samples ?

I think it's stable enough to do serious work. AFAIK there are some apps
in the wild from Thomas Hogarth and I published a small app two weeks ago.


- For larger app would you recommend XCode or command line Cmake build ?

AFAIK It's necessary to use xcode for building an ipad app (codesigning
for example), but you can compile your xcode project from the
commandline using xcodebuild, which works good enough. I'd recommend xcode.


- I have read that XCode can be quite unresponsive with OSG project on Mac
mini. Could you recommend some minimal HW configuration to handle the
environment and allow for comfortable work ?

yes, that's true, xcode need a lot of cycles to open and munge the
osg-project files, you can avoid this by compiling the osg libs and
-plugins with xcodebuild via the command line; and, you'll do this only
once to get a set of libs you can use for your further development tasks.

So, basically you compile your osg libs and plugins once, set up your
project and use the libs from there. Working on your own project with
xcode is fast and flawless, so no worry about that. (linking will take
its time though)

A recent mac with plenty of RAM (xcode tends to use all available RAM it
can get) and a lot of cores :) will suffice. I think an midsized
quadcore iMac would be a good start. I do most of my development with a
two year old MacBookPro with 8GB RAM and a 256GB SSD and on a four year
old quad core Mac Pro.


- Can OSG/GLES program be tested on IPAD emulator on Mac ? We could not do
it with Android (last week version of Android SDK  supposedly changes that)
?

If you compile osg for simulator and device, and adjust the project
settings accordingly then you can test your app on the simulator and on
the device. In my experience the simulator is slower than the actual
device and you'll notice some artefacts/errors when rendering opengl es
from within the simulator.

I have a set of universal libs of osg which work for the device and for
the simulator. If there's any interest I can share them online. (Built
from the handmaintained xcode-project via github)

The hard part with osg + ios is to get a set of working libs for
simulator and device. If you have your libs and 

Re: [osg-users] Multi-threaded loading example?

2012-02-19 Thread Raymond de Vries
O, that was pretty dumb of me. It's the databasepager of course... So plz don't 
mind my silly question.

Regards
Raymond




Sent from my iPad

On Feb 17, 2012, at 8:10 PM, Raymond de Vries ree...@xs4all.nl wrote:

 Hi,
 
 I am pretty sure that I have seen an example (standard OSG) that shows how to 
 load models from different threads, at the same time. I can't find it anymore 
 though...?! Can anyone point me at an example that shows this?
 
 Thanks a lot, cheers
 Raymond
 
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[osg-users] Multi-threaded loading example?

2012-02-17 Thread Raymond de Vries

Hi,

I am pretty sure that I have seen an example (standard OSG) that shows 
how to load models from different threads, at the same time. I can't 
find it anymore though...?! Can anyone point me at an example that shows 
this?


Thanks a lot, cheers
Raymond

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Re: [osg-users] Problems Reading PNG Files

2011-07-04 Thread Raymond de Vries

Hi,

Fyi: (most of the times) libpng depends on libz too. Do you have that 
one in your path as well?


hth
Raymond


On 7/4/2011 4:49 PM, Paul Martz wrote:
If you set OSG_NOTIFY_LEVEL=DEBUG_FP in your environment, you can see 
each directory that OSG searches when attempting to lead the plugin.

   -Paul


On 7/4/2011 8:41 AM, abdelrahman.salah...@gmail.com wrote:

Hi

i'm having problem reading PNG files.. the program crash or print 
'could not

find plugin to read objects from file directory/file.png '
i have the osgdb_png in the right directory,. and i have the 
libpng13.dll in the

right directory..
i need some pointers plz.

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Re: [osg-users] Error in example?

2011-05-18 Thread Raymond de Vries

Hi,

Are you sure that the shaders can be found properly? I.e. is the 
OSG_FILE_PATH set?


Raymond


On 5/18/11 11:22 PM, mike.weib...@gmail.com wrote:

What OS, GPU, driver?

-- mew


--Original Message--
From: John Warner
Sender: osg-users-boun...@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
ReplyTo: osg-users@lists.openscenegraph.org
Subject: [osg-users] Error in example?
Sent: May 18, 2011 12:51

Hi,

Just uploaded 2.8.4 and investigating the use of shaders to build some edge 
blending code.  Tried example osgshaderterrain and got the following error at 
runtime

bin]# ./osgshaderterrain
Creating terrain...done.
glLinkProgram  FAILED
Program  infolog:
Vertex info
---
(16) : error C3004: function texture2D not supported in this profile

Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)

So went back to 2.8.3 and tried that example -- same results.

GLSL linking problem?  Missing dependency?

Any suggestions where to look for the problem.  Rather new at this shading 
stuff so please excuse if the error is obvious to more seasoned developers.
...

Thank you!

Cheers,
John

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Raymond de Vries

Hi Martin,

I believe that you can use the blender osg exporter only up until 
version 2.49b, i.e. 2.5 and higher cannot be used.


Also, take into account (I got that info from Cedric) that the model 
needs to have up-to-date materials. The older materials are not exported.


good luck
Raymond


On 5/7/2011 10:36 AM, Martin Scheffler wrote:

I tried exporting this model:
http://www.blendswap.com/3D-models/weapons/a-104-cold-fusion-assault-rifle/

And got errors:

Code:

osg: WARNING Camera CAMERA not exported
osg: exporting mesh Circle.805
osg: mesh Circle.805 with materialbpy_struct, Material(screen)
osg: vertexes 8
osg: faces 2
osg: uvs channels 1 - dict_keys(['UVTex'])
osg: --
osg: mesh Circle.805 with materialbpy_struct, Material(screen)
Traceback (most recent call last):
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osgExport.py, line 95, in execute
 OpenSceneGraphExport(config)
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osgExport.py, line 65, in OpenSceneGraphExport
 export.process()
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osg\osgdata.py, line 422, in process
 self.exportItemAndChildren(obj)
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osg\osgdata.py, line 238, in exportItemAndChildren
 item = self.exportChildrenRecursively(obj, None, None)
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osg\osgdata.py, line 289, in exportChildrenRecursively
 objectItem = self.createMesh(obj)
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osg\osgdata.py, line 515, in createMesh
 sources_geometries = converter.convert()
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osg\osgdata.py, line 1023, in convert
 list = self.process(self.mesh)
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osg\osgdata.py, line 1013, in process
 geom = self.createGeomForMaterialIndex(material_index, mesh)
   File C:\Users\martin\AppData\Roaming\Blender 
Foundation\Blender\2.57\scripts\
addons\osg\osgdata.py, line 756, in createGeomForMaterialIndex
 log(object %s has no faces for sub material slot %s % 
(self.object.getName
(), str(material_index)))
AttributeError: 'Object' object has no attribute 'getName'




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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Raymond de Vries

Hi,

Ok, no prob. Fyi: I used 2.49b and the model exported ok.

cheers, have fun
Raymond



On 5/7/2011 11:39 AM, Martin Scheffler wrote:

Reedev:
I used the 2.57 plugin tghat damyon posted.

Thank you!

Cheers,
Martin

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Re: [osg-users] Y up to Z up

2011-04-27 Thread Raymond de Vries

Hi Aitor,

I was wondering if you had posted an example about what you did. I would 
like to try out exactly the same.


Thanks a lot, cheers
Raymond



On 4/5/2011 5:03 PM, Aitor Ardanza wrote:

Ok, I got it!

All my problems were on the orientation of the bones in the model...
Now, the avatar is animated well, though a bit slowly ... I will need a more 
powerful graphics card!
I'll post here a small guide in a few days!

Thanks to all!

Cheers,
Aitor

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Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Raymond de Vries

Hi,

Fyi: I built and tested on Mac OSX Snow Leopard and the ffmpeg plugin is 
working ok.


Thanks for all the hard work!

Raymond


On 4/7/2011 4:43 AM, Chris 'Xenon' Hanson wrote:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3

   This is intended to be the final 2.8.4. It now builds successfully on 
VS2010, and the
ffmpeg changes Robert put in have been tested on Windows.

   We need testing on all platforms to call this one done. Please test and let 
us know your
results. This won't get out until people step up and test.



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Re: [osg-users] Y up to Z up

2011-04-05 Thread Raymond de Vries

Congrats, Aitor! You must be a happy man! :-)


On 4/5/2011 5:03 PM, Aitor Ardanza wrote:

Ok, I got it!

All my problems were on the orientation of the bones in the model...
Now, the avatar is animated well, though a bit slowly ... I will need a more 
powerful graphics card!
I'll post here a small guide in a few days!

Thanks to all!

Cheers,
Aitor

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[osg-users] How to create animated characters with 3dsmax, to use the osgAnimation character animation?

2011-04-05 Thread Raymond de Vries

Hi,

I am making the move from cal3d/osgCal towards the osgAnimation 
character animation. Now I would like to keep using my current models 
and I wonder what the best way is to get my characters into osgAnimation.


Does anyone have advice? Can fbx do the job?

thanks a lot
Raymond

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Re: [osg-users] Y up to Z up

2011-03-31 Thread Raymond de Vries

Hi Aitor,

I don't have a solution (but I am following your work with great 
interest!) but maybe the Ogre example on openni.org might give you some 
clues. It can be found here:

https://github.com/OpenNI/SampleAppSinbad

cheers, have fun
Raymond




On 3/31/2011 12:02 PM, J.P. Delport wrote:

Hi,

you might also want to check if Kinect (like D3D) uses a left-handed 
coordinate system...


jp

On 31/03/11 11:09, Aitor Ardanza wrote:

Hi,

I need to do it for my proyect... but I can't get good results.
OpenNI (Kinect) gives me the matrix with Y up:

Code:
XnSkeletonJointPosition jointPos;
g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(player, 
eJoint, jointPos);

XnMatrix3X3 orient;
orient = jointOrient.orientation;
tracker-set(orient.elements[0], orient.elements[1], 
orient.elements[2], 0,

orient.elements[3], orient.elements[4], orient.elements[5], 0,
orient.elements[6], orient.elements[7], orient.elements[8], 0,
jointPos.position.X, jointPos.position.Y, jointPos.position.Z, 1);


What I have to do to swap the Z and Y axes? multiply that by the 
matrix C?

C = 1 0 0 0
0 0 1 0
0 1 0 0
0 0 0 1

Code:
tracker-postMult(C);



Thank you!

Cheers,
Aitor

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[osg-users] osgmovie with webcam image on OSX?

2011-03-07 Thread Raymond de Vries

Hi,

I am pretty new to MacOSX and I am trying to get a live image from the 
webcam on my MacBook Pro in osgmovie (osg 2.9.11). I have read that this 
should be possible with the quicktime plugin but on the other hand I see 
that the quicktime plugin is deprecated in favor of the imageio plugin. 
I built everything with x86_64 so I cannot use the quicktime plugin, if 
I read it correctly.


I build osg 2.9.11 with x86_64, imageio and Cocoa.

I tried to find info if it would be possible to fetch the webcam image 
with ffmpeg but I could not find such info. Anyone else?


thanks a lot
Raymond

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Re: [osg-users] osganimationsolid example

2010-07-08 Thread Raymond de Vries

Hi Gianni,

As far as I can see the euler animation is not working at all: no 
rotation. The euler animation is not 'routed', so to say. There are no 
'pre-defined' words or so, the words have to match for correct routing 
(like the 'position').


regards
Raymond



On 7/7/2010 6:31 PM, Gianni Ambrosio wrote:

Hi All,
I tried to look at the osganimationsolid example but I'm not sure to understand 
it correctly. Is seems to me that the way a channel is conected to an animation 
is string diven.

Example (from osganimationsolid):

 osgAnimation::Vec3LinearChannel* channelAnimation2 = new 
osgAnimation::Vec3LinearChannel;
 channelAnimation2-setTargetName(AnimatedCallback);
 channelAnimation2-setName(euler);
 
channelAnimation2-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::Vec3Keyframe(0,
 osg::Vec3(0,0,0)));
 
channelAnimation2-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::Vec3Keyframe(1.5,
 osg::Vec3(2*osg::PI,0,0)));
 osgAnimation::Animation* anim2 = new osgAnimation::Animation;
 anim2-addChannel(channelAnimation2);
 anim2-setPlaymode(osgAnimation::Animation::LOOP);

So the name euler is the only way I see that states the channel values are 
related to a rotation. Is it correct? If so, where can I find the list of all strings 
available?

Regards
Gianni

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Re: [osg-users] Developer release of OSG and VPB imminent, please test.

2010-06-18 Thread Raymond de Vries

Hi Robert,

I am using osgAnimation more and more and it seems to me that at least 2 
examples are not working 100%:
- osganimationtimeline does not animate the diffuse material for the 
head, as far as I can see (nathan.osg)
- osganimationsolid does not animate the 2nd animation (euler), as far 
as I can see


It might still be the case that I don't understand osgAnimation 
correctly but wanted to report this anyway. Actually, I already sent a 
question to the list wrt osganimationtimeline (but no reply). I don't 
have enough experience yet to fix this at this moment.


Btw svn head gives the same results as 2.9.7.

regards
Raymond


On 6/18/2010 10:30 AM, Robert Osfield wrote:

On Thu, Jun 17, 2010 at 5:23 PM, Robert Osfield
robert.osfi...@gmail.com  wrote:
   

I would like tag developer releases of the OSG and VPB tomorrow so
testing across compile and runtime platforms would be very useful.
 

Oooo the silence...  Has anyone tested out svn/trunk for OSG and VPB
since my call?

If there no negative feedback I'll have to assume everything is fine
just go ahead and tag this morning.  My plan is start pupping out dev
releases weekly again as we start working towards 3.0.

Robert.
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Re: [osg-users] Developer release of OSG and VPB imminent, please test.

2010-06-18 Thread Raymond de Vries

Hi Robert,

Sure, good idea. Thnx for the motivation to bug Cedric :-P I'll do that, 
and I can try it out almost immediately.


Have fun.
Raymond



On 6/18/2010 11:52 AM, Robert Osfield wrote:

Hi Raymond,

I'll leave this to Cedric Pinson to pick up on.   If it's easy for him
to fix then I'll let him jump in an address it before I make the dev
release, otherwise I'll just make the release and we can look into
next week.  Please chase Cedric up on this one though ;-)

Robert.

On Fri, Jun 18, 2010 at 10:38 AM, Raymond de Vriesree...@xs4all.nl  wrote:
   

Hi Robert,

I am using osgAnimation more and more and it seems to me that at least 2
examples are not working 100%:
- osganimationtimeline does not animate the diffuse material for the head,
as far as I can see (nathan.osg)
- osganimationsolid does not animate the 2nd animation (euler), as far as
I can see

It might still be the case that I don't understand osgAnimation correctly
but wanted to report this anyway. Actually, I already sent a question to the
list wrt osganimationtimeline (but no reply). I don't have enough experience
yet to fix this at this moment.

Btw svn head gives the same results as 2.9.7.

regards
Raymond


On 6/18/2010 10:30 AM, Robert Osfield wrote:
 

On Thu, Jun 17, 2010 at 5:23 PM, Robert Osfield
robert.osfi...@gmail.comwrote:

   

I would like tag developer releases of the OSG and VPB tomorrow so
testing across compile and runtime platforms would be very useful.

 

Oooo the silence...  Has anyone tested out svn/trunk for OSG and VPB
since my call?

If there no negative feedback I'll have to assume everything is fine
just go ahead and tag this morning.  My plan is start pupping out dev
releases weekly again as we start working towards 3.0.

Robert.
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[osg-users] Best way to get transformation animations from 3dsmax into osgAnimation?

2010-06-17 Thread Raymond de Vries

Hi list,

I've got models which are modeled in 3dsmax and are exported with OSGExp 
to .ive or .osg. I have (transformation) animations in 3dsmax (8 or 9) 
which are then exported to AnimationPathCallbacks. When I load these in 
osg they are animating nicely. However, I would like to have detailed 
control over the animation playback and I have been struggling with the 
AnimationPathCallback, and could not make it work properly. Also, I 
would like to use the more advanced osgAnimation (I like it a lot so far).


Now I would like to use osgAnimation instead of the 
AnimationPathCallback. I have been trying the fbx format but I get very 
different results with the same scene (OSGExp compared to fbx exporter 
in 3dsmax 8/9) so currently I would like to take one step at the time, 
and prefer to use OSGExp and still convert to osgAnimation animations.


Does anyone have a working strategy how to accomplish this? E.g. is 
there a straight forward way to convert AnimationPathCallbacks into 
osgAnimation?


Cheers
Raymond

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Re: [osg-users] Strange error only in debug mode

2010-06-11 Thread Raymond de Vries

Hi,

Fyi, you can also remove a callback by using NULL, the ref counting 
would clean it up then. Would that help?


Cheers
Raymond



On 6/11/2010 1:34 PM, Alberto Luaces wrote:

daniele argiolas writes:

   

Thank you. I don't understand where is the error because in my program I simply 
call sometimes a removeUpdateCallback(nc) then an addUpdateCallback(nc) over my 
object, where nc is an osgAnimationCallback* object. I never delete my object 
then it's very strange this output.
 

Then it could be possible that you are removing the callback while OSG
is in its update phase. Where are you calling removeUpdateCallback()?

   


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Re: [osg-users] Using osgAnimation for material animation?

2010-06-10 Thread Raymond de Vries

Hi Serge,

I am looking into nathan.osg and osganimationtimeline and see that the 
head diffuse should be animated. Is that correct? However, I don't see 
that the diffuse value is being animated (checked the values).


Can you please confirm that this demo is supposed to work? I am using 
svn of both osg and osg-data.


Cheers
Raymond



On 6/9/2010 3:02 PM, Raymond de Vries wrote:

Hi,

Ah, I did take a look at nathan but not close enough, obviously...

Any idea how to get it from 3dsmax?

thnx
Raymond


On 6/9/2010 2:51 PM, Serge Lages wrote:

Hi,

Have a look to the nathan.osg example file, one of the animations 
animates the material.


Cheers,

On Wed, Jun 9, 2010 at 2:48 PM, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi everyone,

I would like to find a way to animate my material (amb, diff,
spec, emiss), and more specifically for now: the alpha component.
Now that osgAnimation is very useful I would like to implement
this via osgAnimation. In the examples (svn) I don't see an
example, or else I am overlooking it maybe.

Is there such an example? Or else what's the best way to animate
the material colors?

Also, does anyone know a way to get an animated opacity from
3dsmax into osg?

thanks a lot
Raymond

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Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-09 Thread Raymond de Vries

Hi guys,

With great interest I am reading all the FBX related threads. I picked 
it myself and the first tests are working well. Thanks for your efforts!


Michael, you mention 3D Studio Max... Which version are you using? I 
have 3dsmax8 and 9 so I wonder if I can use these too.


Thanks
Raymond


On 6/9/2010 11:14 AM, Michael Platings wrote:
This was just a bug brought in with the 3D Studio Max texturing 
features. Now fixed :)


On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com 
mailto:a.tere...@gmail.com wrote:


I'm trying the FBX plugin with some models with more than one
material applied to a single mesh. I created a box and assigned it
a different material to each face: 3 faces have a different
texture (diffuse maps)  and the other 3 faces have a simple
colored material (one red, one green and one blue).

As far as I understood, the plugin currently manages to display
multiple materials assigned to the same mesh, but if using more
than one texture (for example 3 diffuse maps) then it doesn't
work: only not-textured materials are displayed correctly while no
texture is displayed or only one is displayed if assigned to a
particular face).

I'm sending a sample model to Michael only (it's 1MB). Any
suggestion on how to proceed to add support to this kind of models?

Thanks.
Alessandro



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Re: [osg-users] [osgPlugins] FBX plugin: transparency and reflection maps...

2010-06-09 Thread Raymond de Vries

Hi Michael,

Ok, I understand, thnx. I will try it out.

Cheers
Raymond


On 6/9/2010 12:13 PM, Michael Platings wrote:
Hi Raymond, I'm not using 3D Studio but the plugin should read FBX 
files exported from any version of any application. The test I apply 
is this - if the official Autodesk FBX Quicktime Viewer can view an 
FBX file, OpenSceneGraph should be able to view it just as well or 
better. For the majority of files this is true, but if you find any 
that don't display correctly please let me know and I'll do my best to 
get it fixed.

Cheers!

On 9 June 2010 10:35, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi guys,

With great interest I am reading all the FBX related threads. I
picked it myself and the first tests are working well. Thanks for
your efforts!

Michael, you mention 3D Studio Max... Which version are you using?
I have 3dsmax8 and 9 so I wonder if I can use these too.

Thanks
Raymond


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[osg-users] Using osgAnimation for material animation?

2010-06-09 Thread Raymond de Vries

Hi everyone,

I would like to find a way to animate my material (amb, diff, spec, 
emiss), and more specifically for now: the alpha component. Now that 
osgAnimation is very useful I would like to implement this via 
osgAnimation. In the examples (svn) I don't see an example, or else I am 
overlooking it maybe.


Is there such an example? Or else what's the best way to animate the 
material colors?


Also, does anyone know a way to get an animated opacity from 3dsmax into 
osg?


thanks a lot
Raymond

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Re: [osg-users] Using osgAnimation for material animation?

2010-06-09 Thread Raymond de Vries

Hi,

Ah, I did take a look at nathan but not close enough, obviously...

Any idea how to get it from 3dsmax?

thnx
Raymond


On 6/9/2010 2:51 PM, Serge Lages wrote:

Hi,

Have a look to the nathan.osg example file, one of the animations 
animates the material.


Cheers,

On Wed, Jun 9, 2010 at 2:48 PM, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi everyone,

I would like to find a way to animate my material (amb, diff,
spec, emiss), and more specifically for now: the alpha component.
Now that osgAnimation is very useful I would like to implement
this via osgAnimation. In the examples (svn) I don't see an
example, or else I am overlooking it maybe.

Is there such an example? Or else what's the best way to animate
the material colors?

Also, does anyone know a way to get an animated opacity from
3dsmax into osg?

thanks a lot
Raymond

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Re: [osg-users] AnimationPathCallback doesn't work for collada file?

2010-04-27 Thread Raymond de Vries

Hi,

Thanks for sharing, although I don't understand why this is working and 
your other approach is not...


cheers
Raymond



On 4/27/2010 4:55 PM, daniele argiolas wrote:

The problem was that applied the updatecallback directly to the node.
Now I make a MatrixTransform object and I add the node as a child.
Then I apply the updatecallback over the MatrixTransform object and now it 
works.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27319#27319





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Re: [osg-users] de-interleave with directshow plugin?

2010-04-27 Thread Raymond de Vries

Hi Serge,

Fyi: I could succesfully stream from vlc to the osg, using the ffmpeg 
plugin! My crash occured because I used some codec that is not properly 
supported. I was able to stream using the mpeg2 codec. Vlc can 
de-interlace so it is probably possible to de-interlace while streaming.


best regards
Raymond


On 4/22/2010 10:45 AM, Raymond de Vries wrote:

Hi Sege,

I searched the web a lot as well and I couldn't find a solution 
either. I wonder if this is possible at all, at the directshow level.


Thinking and trying further, I see that vlc has a de-interlace option. 
This would be a good picture to have in the osg. Now I start to wonder 
how I need to setup the streaming so that I can use vlc for the 
de-interlacing.


Have you thought about that? And furthermore, how would you do this? I 
tried to set it up just now and I did get an image from vlc in the 
osg! I did it via the streaming option in vlc and the ffmpeg plugin in 
the osg. However, it crashed soon after starting.


Do you see a way to stream (or otherwise?) from vlc into the 
directshow plugin?


Btw this is on windows 7.

regards
Raymond


On 4/22/2010 10:01 AM, Serge Lages wrote:

Hi Raymond,

We made some research on this subject some time ago but haven't found
any solution. Recently I found this blog entry :
http://www.montivision.com/en/support/blog/
http://www.montivision.com/download/updates/Video_Deinterlacer_Denoiser.zip 



Talking about a filter for real-time de-interlacing but I haven't tested
it yet.

Good luck !
Cheers,

On Thu, Apr 22, 2010 at 8:51 AM, Raymond de Vries ree...@xs4all.nl
mailto:ree...@xs4all.nl wrote:

Hi,

I am using the directshow plugin with great fun, and now I encounter
a firewire based camera that gives me interleaved images. I use the
plugin on Windows 7 and the camera is found properly (drivers
installed automatically). The image from the camera produce ugly
artifacts when I use the stream as texture.

Does anyone know how/if I can configure or adapt the directshow
plugin so that I get non-interleaved images? The code contains
'MEDIATYPE_Interleaved' but I have no clue how to use that.

Thanks, best regards
Raymond
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[osg-users] de-interleave with directshow plugin?

2010-04-22 Thread Raymond de Vries

Hi,

I am using the directshow plugin with great fun, and now I encounter a 
firewire based camera that gives me interleaved images. I use the plugin 
on Windows 7 and the camera is found properly (drivers installed 
automatically). The image from the camera produce ugly artifacts when I 
use the stream as texture.


Does anyone know how/if I can configure or adapt the directshow plugin 
so that I get non-interleaved images? The code contains 
'MEDIATYPE_Interleaved' but I have no clue how to use that.


Thanks, best regards
Raymond
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Re: [osg-users] de-interleave with directshow plugin?

2010-04-22 Thread Raymond de Vries

Hi Sege,

I searched the web a lot as well and I couldn't find a solution either. 
I wonder if this is possible at all, at the directshow level.


Thinking and trying further, I see that vlc has a de-interlace option. 
This would be a good picture to have in the osg. Now I start to wonder 
how I need to setup the streaming so that I can use vlc for the 
de-interlacing.


Have you thought about that? And furthermore, how would you do this? I 
tried to set it up just now and I did get an image from vlc in the osg! 
I did it via the streaming option in vlc and the ffmpeg plugin in the 
osg. However, it crashed soon after starting.


Do you see a way to stream (or otherwise?) from vlc into the directshow 
plugin?


Btw this is on windows 7.

regards
Raymond


On 4/22/2010 10:01 AM, Serge Lages wrote:

Hi Raymond,

We made some research on this subject some time ago but haven't found
any solution. Recently I found this blog entry :
http://www.montivision.com/en/support/blog/
http://www.montivision.com/download/updates/Video_Deinterlacer_Denoiser.zip

Talking about a filter for real-time de-interlacing but I haven't tested
it yet.

Good luck !
Cheers,

On Thu, Apr 22, 2010 at 8:51 AM, Raymond de Vries ree...@xs4all.nl
mailto:ree...@xs4all.nl wrote:

Hi,

I am using the directshow plugin with great fun, and now I encounter
a firewire based camera that gives me interleaved images. I use the
plugin on Windows 7 and the camera is found properly (drivers
installed automatically). The image from the camera produce ugly
artifacts when I use the stream as texture.

Does anyone know how/if I can configure or adapt the directshow
plugin so that I get non-interleaved images? The code contains
'MEDIATYPE_Interleaved' but I have no clue how to use that.

Thanks, best regards
Raymond
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[osg-users] Multi-GPU on Windows 7, second window is black when the first window has focus?

2010-02-23 Thread Raymond de Vries

Hi osg-users,

I would like to report/ask a problem that I encounter when I use 2 
GeForce GTS 250 cards in my Windows 7 Home Premium 32 bit system. With 
all the combinations of enabled/disabled SLI and connected/disconnected 
SLI bridge, I get a black window on my 2nd monitor when I use osgviewer 
without arguments (and other programs that I tried). The second window 
is rendered ok when the first window does not have focus, i.e. when 
another program is on top of it.


I have tested with (this morning's) svn, 2.8.2 and 2.2.0 and they all 
behave the same. Built with VS2008, using the latest nvidia drivers.


Anyone have some tips?

Thanks a lot
Raymond

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Re: [osg-users] Multi-GPU on Windows 7, second window is black when the first window has focus?

2010-02-23 Thread Raymond de Vries

Hi J-S,

Fyi: I tried to go back in time w.r.t. nvidia drivers but the helpful 
(sigh...) windows update kept installing version 196.21 somehow...


I installed 196.34 (from laptopvideo2go) and the problem is still the same.

I do have the OpenGL knowledge but lack of time to dive into this.

Is it so that 2 windows are created by the osg, instead of 1 window that 
spans accros these 2 screens? It seems to me that that is the case, 
judging from what happens when you focus the window on the 2nd screen: 
the first window does not go to the top.


Is there a way to let the osg open just 1 window that spans accross the 
2 monitors?


Raymond


Jean-Sébastien Guay wrote:

Hi Raymond,


I hadn't noticed this because I always start up osgviewer fullscreen on
my second monitor only, or in a window.


And about this, I think this new problem might be related to the weird 
behavior I and others have noticed with OSG apps before:


- Start fullscreen on screen 0 : the app will show up, then the screen 
will turn black for a few seconds and then it will come back (annoying 
but it's ok after a few seconds).
- Start fullscreen on screen 1 : the app shows up and stays that way 
(that's how we'd like it to behave every time!)
- Start fullscreen on both screens : the app shows up on both screens, 
then the screen turns black for a few seconds, and the image comes 
back on the first screen but the second one stays black (that's the 
new problem, before the image came back on both screens after turning 
black).


So I think I'll submit a bug to nVidia in any case. It would be nice 
to have them look at it and see if there's a problem in their drivers 
that's causing this. I haven't seen this behavior on other apps (games 
for example) but those are generally hard-coded to work on only one 
screen (the first)...


If anyone with OpenGL knowledge would like to code up a quick straight 
OpenGL app that can start a graphics context in fullscreen and we can 
specify which screen or both, it would be interesting to see if this 
is reproducible then.


J-S


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Re: [osg-users] Multi-GPU on Windows 7, second window is black when the first window has focus?

2010-02-23 Thread Raymond de Vries

Hi,

Good point. Just tried it and the results are even weirder (with 
classic): 2nd window *is* drawn but not correctly: it halts until focus 
is switched. And when going from 2nd window to 1st window (by setting 
focus) the rendering on the first window goes crazy: e.g. a rotating 
model will spin much faster. A little bit difficult to describe in words ;-)


regards
Raymond



Martin Naylor wrote:

Hi,
Aero desktop enabled?
Try it disabled and see if it still does it, set your theme to windows 7
classic or something like that?

Regards

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Raymond de
Vries
Sent: 23 February 2010 15:30
To: OpenSceneGraph Users
Subject: [osg-users] Multi-GPU on Windows 7, second window is black when the
first window has focus?

Hi osg-users,

I would like to report/ask a problem that I encounter when I use 2 
GeForce GTS 250 cards in my Windows 7 Home Premium 32 bit system. With 
all the combinations of enabled/disabled SLI and connected/disconnected 
SLI bridge, I get a black window on my 2nd monitor when I use osgviewer 
without arguments (and other programs that I tried). The second window 
is rendered ok when the first window does not have focus, i.e. when 
another program is on top of it.


I have tested with (this morning's) svn, 2.8.2 and 2.2.0 and they all 
behave the same. Built with VS2008, using the latest nvidia drivers.


Anyone have some tips?

Thanks a lot
Raymond

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Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-05 Thread Raymond de Vries

Hi,

That's very cool, congrats! Btw are the other presentations also made 
with the osg? Like Mur de médias?


cheers
Raymond



Serge Lages wrote:
And you can be sure that this plugin works like a charm, we're using 
it with 4 live streams everyday in a live TV show and we never had any 
problem ! ;)


http://www.tharsis-software.com/1-29972-Realisation.php

On Thu, Feb 4, 2010 at 6:56 PM, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi guys,

I would like to say a big 'thank you' for this nice plugin. After
quite some time installing SDKs and building I got the plugin
working :-)
For the record: I did this on Windows Vista 32 bit, Visual Studio
2008, Microsoft DirectX SDK (August 2009) and Windows SDK v6.0.


Cheers
Raymond



Serge Lages wrote:

I think it's one of the latest :
Microsoft DirectX SDK (August 2009)

On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

   Hi,

   Ok, nice to hear. Which version of directx are you using? My
   directshow build on Vista, using directx August 2007,
resulted in
   a missing symbol...

   Cheers
   Raymond


   Serge Lages wrote:

   I am working on Windows 7 and it works like a charm
with the
   Win7 SDK.

   On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries
   ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

  Hi guys,

  First of all, thanks a lot for your quick reply! As it
   turned out,
  I also had a more recent platform sdk on my system
(win vista).
  Out of habit I just installed the older one on each
system I
  develop on... And I had build the baseclasses once (long
   time ago)
  using the makefile...

  Thanks for your advice. I just built the BaseClasses
and now
  building osg svn, including directshow :-) Finders
crossed...

  I will try out the windows 7 sdk on my windows 7 machine
   soon too.

  Jason, ok, I understand it. Indeed I found your
message from a
  while ago. I only saw Cedric's name in the cmake
module, so
   that's
  why I thought you joined efforts. So thanks Cedric!

  One more thing for now: do I have (easy) access to
the 'current
  image' via the plugin?

  I will let you know how it goes...

  Cheers
  Raymond




  Jason Beverage wrote:

  Hi Raymond,

  Just wanted to give credit to Cedric for the osg
DirectShow
  plugin, I
  had sent out an email quite awhile about about
public
   interest
  in an
  open sourced Direct Show plugin but never got
around to
  releasing one.
   Kudos to Cedric for beating me to the punch :)

  Thanks,

  Jason

  On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
  nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com
   mailto:nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com
   mailto:nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com
   mailto:nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com

  wrote:
the latest windows sdk has the
project files for
   all the
  configuration.
  build against it
  Nick

  http://www.linkedin.com/in/tnick


  On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries
  ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:
  Hi, most likely
Cedric and/or Jason (Beverage),

  I would like to try out your directshow
plugin
   in svn,
  and now I am in the
  process of building the BaseClasses

Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-05 Thread Raymond de Vries

hmm, sweet. Incl multitouch :-)

Btw how do you do streaming with directshow? What do you use as server? 
Do you use a standard streaming protocol, or a custom one?
Btw2 how do I get the current image from the directshow? Do I need to 
get it from the texture, or is it possible to get it 'more low-level'? 
'more low-level is most likely better performing..


thnx for your thoughts
Raymond


Serge Lages wrote:

Yes everything you can see on our website is OSG based ! ;)

On Fri, Feb 5, 2010 at 5:39 PM, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi,

That's very cool, congrats! Btw are the other presentations also
made with the osg? Like Mur de médias?

cheers
Raymond



Serge Lages wrote:

And you can be sure that this plugin works like a charm, we're
using it with 4 live streams everyday in a live TV show and we
never had any problem ! ;)

http://www.tharsis-software.com/1-29972-Realisation.php

On Thu, Feb 4, 2010 at 6:56 PM, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

   Hi guys,

   I would like to say a big 'thank you' for this nice plugin.
After
   quite some time installing SDKs and building I got the plugin
   working :-)
   For the record: I did this on Windows Vista 32 bit, Visual
Studio
   2008, Microsoft DirectX SDK (August 2009) and Windows SDK v6.0.


   Cheers
   Raymond



   Serge Lages wrote:

   I think it's one of the latest :
   Microsoft DirectX SDK (August 2009)

   On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries
   ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

  Hi,

  Ok, nice to hear. Which version of directx are you
using? My
  directshow build on Vista, using directx August 2007,
   resulted in
  a missing symbol...

  Cheers
  Raymond


  Serge Lages wrote:

  I am working on Windows 7 and it works like a charm
   with the
  Win7 SDK.

  On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries
  ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
  mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

 Hi guys,

 First of all, thanks a lot for your quick
reply! As it
  turned out,
 I also had a more recent platform sdk on my
system
   (win vista).
 Out of habit I just installed the older one
on each
   system I
 develop on... And I had build the baseclasses
once (long
  time ago)
 using the makefile...

 Thanks for your advice. I just built the
BaseClasses
   and now
 building osg svn, including directshow :-)
Finders
   crossed...

 I will try out the windows 7 sdk on my
windows 7 machine
  soon too.

 Jason, ok, I understand it. Indeed I found your
   message from a
 while ago. I only saw Cedric's name in the cmake
   module, so
  that's
 why I thought you joined efforts. So thanks
Cedric!

 One more thing for now: do I have (easy)
access to
   the 'current
 image' via the plugin?

 I will let you know how it goes...

 Cheers
 Raymond




 Jason Beverage wrote:

 Hi Raymond,

 Just wanted to give credit to Cedric for
the osg
   DirectShow
 plugin, I
 had sent out an email quite awhile about
about
   public
  interest
 in an
 open sourced

Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-05 Thread Raymond de Vries

Trajce Nikolov wrote:
 Btw2 how do I get the current image from the directshow? Do I need 
to get it from the texture, or is it possible to get it 'more 
low-level'? 'more low-level is most likely better performing..


I believe if you do texture-getImage() you will get it. Howevere, you 
might need to do some syncing between the DirectShow Image update and 
your image lookup
But I wonder/doubt whether that is quick enough, I would like to process 
the image in realtime, as close to the source as possible. I know I can 
make a directshow filter and insert it into a directshow graph or so. 
But that would result in some dependancies that I don't want/like.


regards
Raymond



-Nick


On Fri, Feb 5, 2010 at 6:56 PM, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


hmm, sweet. Incl multitouch :-)

Btw how do you do streaming with directshow? What do you use as
server? Do you use a standard streaming protocol, or a custom one?
Btw2 how do I get the current image from the directshow? Do I need
to get it from the texture, or is it possible to get it 'more
low-level'? 'more low-level is most likely better performing..

thnx for your thoughts
Raymond


Serge Lages wrote:

Yes everything you can see on our website is OSG based ! ;)

On Fri, Feb 5, 2010 at 5:39 PM, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

   Hi,

   That's very cool, congrats! Btw are the other presentations
also
   made with the osg? Like Mur de médias?

   cheers
   Raymond



   Serge Lages wrote:

   And you can be sure that this plugin works like a
charm, we're
   using it with 4 live streams everyday in a live TV show
and we
   never had any problem ! ;)

   http://www.tharsis-software.com/1-29972-Realisation.php

   On Thu, Feb 4, 2010 at 6:56 PM, Raymond de Vries
   ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

  Hi guys,

  I would like to say a big 'thank you' for this nice
plugin.
   After
  quite some time installing SDKs and building I got
the plugin
  working :-)
  For the record: I did this on Windows Vista 32 bit,
Visual
   Studio
  2008, Microsoft DirectX SDK (August 2009) and
Windows SDK v6.0.


  Cheers
  Raymond



  Serge Lages wrote:

  I think it's one of the latest :
  Microsoft DirectX SDK (August 2009)

  On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries
  ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
  mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

 Hi,

 Ok, nice to hear. Which version of directx
are you
   using? My
 directshow build on Vista, using directx
August 2007,
  resulted in
 a missing symbol...

 Cheers
 Raymond


 Serge Lages wrote:

 I am working on Windows 7 and it works
like a charm
  with the
 Win7 SDK.

 On Wed, Feb 3, 2010 at 6:49 PM, Raymond
de Vries
 ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
  mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
 mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
   mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl
  mailto:ree

Re: [osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-04 Thread Raymond de Vries

Hi guys,

I would like to say a big 'thank you' for this nice plugin. After quite 
some time installing SDKs and building I got the plugin working :-)
For the record: I did this on Windows Vista 32 bit, Visual Studio 2008, 
Microsoft DirectX SDK (August 2009) and Windows SDK v6.0.


Cheers
Raymond



Serge Lages wrote:

I think it's one of the latest :
Microsoft DirectX SDK (August 2009)

On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl 
mailto:ree...@xs4all.nl wrote:


Hi,

Ok, nice to hear. Which version of directx are you using? My
directshow build on Vista, using directx August 2007, resulted in
a missing symbol...

Cheers
Raymond


Serge Lages wrote:

I am working on Windows 7 and it works like a charm with the
Win7 SDK.

On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries
ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:

   Hi guys,

   First of all, thanks a lot for your quick reply! As it
turned out,
   I also had a more recent platform sdk on my system (win vista).
   Out of habit I just installed the older one on each system I
   develop on... And I had build the baseclasses once (long
time ago)
   using the makefile...

   Thanks for your advice. I just built the BaseClasses and now
   building osg svn, including directshow :-) Finders crossed...

   I will try out the windows 7 sdk on my windows 7 machine
soon too.

   Jason, ok, I understand it. Indeed I found your message from a
   while ago. I only saw Cedric's name in the cmake module, so
that's
   why I thought you joined efforts. So thanks Cedric!

   One more thing for now: do I have (easy) access to the 'current
   image' via the plugin?

   I will let you know how it goes...

   Cheers
   Raymond




   Jason Beverage wrote:

   Hi Raymond,

   Just wanted to give credit to Cedric for the osg DirectShow
   plugin, I
   had sent out an email quite awhile about about public
interest
   in an
   open sourced Direct Show plugin but never got around to
   releasing one.
Kudos to Cedric for beating me to the punch :)

   Thanks,

   Jason

   On Wed, Feb 3, 2010 at 11:58 AM, Trajce Nikolov
   nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com
mailto:nikolov.tra...@gmail.com

   wrote:
   
   the latest windows sdk has the project files for

all the
   configuration.
   build against it
   Nick

   http://www.linkedin.com/in/tnick


   On Wed, Feb 3, 2010 at 6:44 PM, Raymond de Vries
   ree...@xs4all.nl mailto:ree...@xs4all.nl
mailto:ree...@xs4all.nl mailto:ree...@xs4all.nl wrote:
 
   Hi, most likely Cedric and/or Jason (Beverage),


   I would like to try out your directshow plugin
in svn,
   and now I am in the
   process of building the BaseClasses of the windows
   platform sdk. Although
   I've searched the net and the platform sdk docs, I
   cannot see how I can
   produce a release version of the BaseClasses (the
   debug version is built
   properly, so it seems). Can anymore please give me
   some advice how to do
   that? Cedric? Jason?

   I am using Microsoft DirectX SDK (August 2007) and
   Microsoft Platform SDK
   for Windows Server 2003 R2, using Visual Studio
2008.
   I tried to build the
   strmbase.lib by running nmake in the Visual Studio
   command prompt but then
   it only builds the debug version. Should I hack the
   makefile or is there
   another way?

   Thanks a lot already, cheers
   Raymond

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[osg-users] Trying out the directshow plugin - how to build the release version of BaseClasses?

2010-02-03 Thread Raymond de Vries

Hi, most likely Cedric and/or Jason (Beverage),

I would like to try out your directshow plugin in svn, and now I am in 
the process of building the BaseClasses of the windows platform sdk. 
Although I've searched the net and the platform sdk docs, I cannot see 
how I can produce a release version of the BaseClasses (the debug 
version is built properly, so it seems). Can anymore please give me some 
advice how to do that? Cedric? Jason?


I am using Microsoft DirectX SDK (August 2007) and Microsoft Platform 
SDK for Windows Server 2003 R2, using Visual Studio 2008. I tried to 
build the strmbase.lib by running nmake in the Visual Studio command 
prompt but then it only builds the debug version. Should I hack the 
makefile or is there another way?


Thanks a lot already, cheers
Raymond

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osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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