Hello all, I have a problem with adding text. Just instantiating : osgText::Text* texto = new osgText::Text(); I found linking errors such as: 1>Curso1.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall osgText::Text::Text(void)" ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) referenced in function _main 1>Curso1.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall osgText::Text::setThreadSafeRefUnref(bool)" ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED])
And I don´t know what can it be because I include it #include <osgText/Text> and the error still continuous. Any idea? Thanks in advance. > From: [EMAIL PROTECTED] > Subject: osg-users Digest, Vol 7, Issue 36 > To: [email protected] > Date: Tue, 15 Jan 2008 01:45:00 -0800 > > Send osg-users mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > or, via email, send a message with subject or body 'help' to > [EMAIL PROTECTED] > > You can reach the person managing the list at > [EMAIL PROTECTED] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of osg-users digest..." > > > Today's Topics: > > 1. Re: osgShadow::ShadowMap and _receivesShadowTraversalMask > (Jean-Sebastien Guay) > 2. preload textures (Charles Han) > 3. Changing functions of CompositeViewer to virtual (Roni Rosenzweig) > 4. Re: preload textures (Thibault Genessay) > 5. Re: What changed with ShadowMap in 2.3.x? > (Smeenk, R.J.M. (Roland)) > 6. Re: OpenSceneGraph-2.3.2 dev release tagged. (Robert Osfield) > 7. Re: NodeMask CullMask problem (Robert Osfield) > 8. Re: osgShadow::ShadowMap and _receivesShadowTraversalMask > (Robert Osfield) > 9. Re: Changing functions of CompositeViewer to virtual > (Robert Osfield) > 10. Re: preload textures (Robert Osfield) > 11. Re: osgVolume example bug? (hesicong2006) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Mon, 14 Jan 2008 19:44:46 -0500 > From: Jean-Sebastien Guay <[EMAIL PROTECTED]> > Subject: Re: [osg-users] osgShadow::ShadowMap and > _receivesShadowTraversalMask > To: OpenSceneGraph Users <[email protected]> > Message-ID: <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hello Paul, > > > _receivesShadowTraversalMask and _castsShadowTraversalMask are available in > > ShadowedScene so that any ShadowTechnique can use them if necessary, but as > > far as I know there is no requirement for any given ShadowTechnique to use > > them. > > Yes, that's my point. It seems that in the case of osgShadow::ShadowMap, all > nodes under the ShadowedScene will always be shadowed, even if they have > ~ReceivesShadowTraversalMask as a mask. Conversely, if a node under the > ShadowedScene has ~CastsShadowTraversalMask as a mask, it correctly does not > cast any shadows. > > A search in osgShadow/ShadowMap.cpp reveals that the cull() method (which sets > up the shadow map rendering) calls > (ShadowedScene*)->getCastsShadowTraversalMask(), but never > (ShadowedScene*)->getReceivesShadowTraversalMask(). So how is that used? Is it > simply not supported for the ShadowMap technique? > > This should probably be documented in ShadowMap's doxygen comment... I.E. it > honors the castsShadowTraversalMask of the ShadowedScene it uses, but not the > receivesShadowTraversalMask. > > In my case, I have a line segment which is used to manipulate objects. This > line > segment should neither cast nor receive shadows, but short of putting it in a > subgraph other than under the ShadowedScene, I would have thought that giving > it a node mask of (~castsShadowTraversalMask & ~receivesShadowTraversalMask) > would give the correct effect, but it only has effect for the casting, not the > receiving. > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [EMAIL PROTECTED] > http://whitestar02.webhop.org/ > > > ------------------------------ > > Message: 2 > Date: Tue, 15 Jan 2008 15:30:57 +1300 > From: "Charles Han" <[EMAIL PROTECTED]> > Subject: [osg-users] preload textures > To: "OSG-USERS" <[email protected]> > Message-ID: <[EMAIL PROTECTED]> > Content-Type: text/plain; charset="iso-8859-1" > > Hello, All, > > I want to preload models' textures before the models are visible in my > application because when loading these textures, even though i enabled NPOT, > the application freezes for a while. > This is probably an old question but i really need a bit more details on it. > i found some solutions like using osg::Camera pre draw callback but i could > not find any examples related to. > > If anyone could give me an example, I'll appreciate it. > > Thanks > > Charles > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/27f4c079/attachment-0001.html > > > ------------------------------ > > Message: 3 > Date: Tue, 15 Jan 2008 08:21:51 +0200 > From: "Roni Rosenzweig" <[EMAIL PROTECTED]> > Subject: [osg-users] Changing functions of CompositeViewer to virtual > To: osg-users <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset="iso-8859-1" > > Hello > > I'm not sure if I posted in the right forum, but here goes: > I have a class that inherits from osgViewer::CompositeViewer, and I need to > override the following 4 functions: > > void addView(osgViewer::View* view); > void removeView(osgViewer::View* view); > > osgViewer::View* getView(unsigned i) { return _views[i].get(); } > const osgViewer::View* getView(unsigned i) const { return > _views[i].get(); } > > > Is it possible to change those functions to virtual in the next dev release? > (I could change them locally in my computer, but then I would have to change > it again with every release) > > Thanks, Roni > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/c8d58ffb/attachment.htm > > > ------------------------------ > > Message: 4 > Date: Tue, 15 Jan 2008 08:04:24 +0100 > From: "Thibault Genessay" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] preload textures > To: "OpenSceneGraph Users" <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Charles > > On Jan 15, 2008 3:30 AM, Charles Han <[EMAIL PROTECTED]> wrote: > > I want to preload models' textures before the models are visible in my > > application because when loading these textures, even though i enabled NPOT, > > the application freezes for a while. > > You can try a very simple approach: disable all writes to the various > buffers during the first frame. This will force your driver to upload > everything to the graphics adapter. > > For instance if you only use a depth buffer (and of course a color > buffer) you can do: > topNodeStateSet->setAttributeAndModes(new > osg::ColorMask(false,false,false,false), osg::StateAttribute::ON); > topNodeStateSet->setMode(GL_DEPTH_WRITEMASK, osg::StateAttribute::OFF); > For this purpose you can even create a special object that contain all > of your textures if there are not too many of them. > > Of course, this works if all of your scene is loaded when you perform > this operation (i.e. nodes added afterwards will still freeze the app > for a small amount of time) so it is adapted to static scenes. > > Dynamic scenes can be loaded in the background using an RTT camera. > Have a look at the osgprerender example for this. Playing with the > threading models (and perhaps with the CompositeViewer) you can > achieve parallel scene pre-rendering. > > Regards > > Thibault > > > > This is probably an old question but i really need a bit more details on it. > > i found some solutions like using osg::Camera pre draw callback but i could > > not find any examples related to. > > > > If anyone could give me an example, I'll appreciate it. > > > > Thanks > > > > Charles > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > ------------------------------ > > Message: 5 > Date: Tue, 15 Jan 2008 09:38:27 +0100 > From: "Smeenk, R.J.M. (Roland)" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] What changed with ShadowMap in 2.3.x? > To: "OpenSceneGraph Users" <[email protected]> > Message-ID: <[EMAIL PROTECTED]> > Content-Type: text/plain; charset="us-ascii" > > The OpenGL error "glProgramParameteri not supported by OpenGL driver" is > a message that will be displayed for everyone that is using shaders in > their application, but doesn't have support for Geometry shaders on the > GPU. > > -- > Roland > > ________________________________ > > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul > Martz > Sent: maandag 14 januari 2008 23:28 > To: 'OpenSceneGraph Users' > Subject: [osg-users] What changed with ShadowMap in 2.3.x? > > > > Hi Robert -- osgShadow::ShadowMap no longer produces correct > results for me in 2.3.x, though 2.2 still works fine. > > In 2.3.x, I now get the following displayed when I execute an > app that uses ShadowMap: > Error: glProgramParameteri not supported by OpenGL driver > > I'm reluctant to upgrade drivers as newer NVIDIA Windows drivers > kill performance for occlusion query. Is there an environment variable > that will make ShadowMap behave like it used to in 2.2? > > Thanks. > > Paul Martz > Skew Matrix Software LLC > http://www.skew-matrix.com <http://www.skew-matrix.com/> > 303 859 9466 > > > > This e-mail and its contents are subject to the DISCLAIMER at > http://www.tno.nl/disclaimer/email.html > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/c467a3c9/attachment.html > > > ------------------------------ > > Message: 6 > Date: Tue, 15 Jan 2008 09:08:01 +0000 > From: "Robert Osfield" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] OpenSceneGraph-2.3.2 dev release tagged. > To: "OpenSceneGraph Users" <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Andy, > > On Jan 14, 2008 8:12 PM, Andy Skinner <[EMAIL PROTECTED]> wrote: > > I'm having trouble compiling. (Sorry if this has been discussed and I > > missed it.) It can't find flushDeletedQueryObjects() in > > OcclusionQueryNode. > > > > Is this fixed in SVN? > > No, I wasn't aware of any problem either. I'll just do another make > clean and see if it comes up with anything. > > Could you provide the exact compile error you are getting and on what > platform. > > Robert. > > > ------------------------------ > > Message: 7 > Date: Tue, 15 Jan 2008 09:33:56 +0000 > From: "Robert Osfield" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] NodeMask CullMask problem > To: "OpenSceneGraph Users" <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Steven, > > The CullSetting::setCullMask settings the traversal mask for the > osgUtil::CullVisitor, but only once the Camera has been entered so > only affects the traversal of the Camera's children. The check of > Camera's NodeMask is done against the CullVisitors traversal mask on > entering the Camera::accept() method, at this point the traversal mask > has the value set by the parental chain of the Camera in question, > which in your case will be the viewer's Camera. > > Perhaps what you need to do is back up a little and work out what you > are actually trying to achieve. Having the viewer have a Camera with > another Camera directly below it makes one of the cameras a bit > redundent, why not not ditch the one in the scene graph and use the > viewer one. > > Don't forget with osgViewer you have a few choices in how you manage > your views of the scene - you can have one View managed by > osgViewer::Viewer, or multiple View's managed by > osgViewer::CompositeViewer, and in both cases you have build the View > up from a single master Camera or multiple slave Cameras that are > controlled relative to the master Camera. So there is lots of > flexibility in how you can put viewers together. Since the osgViewer > library uses exactly the same Camera class as the type you're used to > put in the scene the code set up will easily map across. The upshot > of all this is range of problems that were really awkward in the 1.x > series of the OSG, and now quite straightforward in the 2.x series. > > Robert. > > > On Jan 14, 2008 9:27 PM, Steven Powers <[EMAIL PROTECTED]> wrote: > > > > > > > > > > I am having problems with CullMasks using OSG 2.X. > > > > > > > > I have a CameraNode that I set the CullMask as setCallMask(0x10) and a node > > that I set as setNodeMask(0x1). > > > > > > > > My understanding is that a node is evaluated like: > > > > > > > > CullMask & NodeMask > > > > > > > > If the result is true it will traverse the node. This is not happening for > > me. Unless I set the Node with setNodeMask(0) the node is traversed and > > rendered. > > > > > > > > I am using osg::Viewer with the camera Node added to the scene graph below > > the root node and before the scene. > > > > > > > > Is there something in my technique that is wrong or am I missing a function > > call somewhere. > > > > > > > > Thanks in advance. > > > > > > > > Steven Powers > > > > > > > > > > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > ------------------------------ > > Message: 8 > Date: Tue, 15 Jan 2008 09:37:51 +0000 > From: "Robert Osfield" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] osgShadow::ShadowMap and > _receivesShadowTraversalMask > To: "OpenSceneGraph Users" <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi J-S, > > The two ShadowedScene masks are there to help the ShadowTechnique > implementations differentiate where appropriate between different > types of objects in the scene - show techniques like ShadowTexture > this is essential, others it doesn't make so much sense and actually > can be rather awkward to implement. osgShadow library itself is also > still quite young with the various implementations still not fully > ground out, so some areas that they don't currently implement fully > will hopefully be filled out in the future. > > Robert. > > On Jan 15, 2008 12:44 AM, Jean-Sebastien Guay > <[EMAIL PROTECTED]> wrote: > > Hello Paul, > > > > > _receivesShadowTraversalMask and _castsShadowTraversalMask are available > > > in > > > ShadowedScene so that any ShadowTechnique can use them if necessary, but > > > as > > > far as I know there is no requirement for any given ShadowTechnique to use > > > them. > > > > Yes, that's my point. It seems that in the case of osgShadow::ShadowMap, all > > nodes under the ShadowedScene will always be shadowed, even if they have > > ~ReceivesShadowTraversalMask as a mask. Conversely, if a node under the > > ShadowedScene has ~CastsShadowTraversalMask as a mask, it correctly does not > > cast any shadows. > > > > A search in osgShadow/ShadowMap.cpp reveals that the cull() method (which > > sets > > up the shadow map rendering) calls > > (ShadowedScene*)->getCastsShadowTraversalMask(), but never > > (ShadowedScene*)->getReceivesShadowTraversalMask(). So how is that used? Is > > it > > simply not supported for the ShadowMap technique? > > > > This should probably be documented in ShadowMap's doxygen comment... I.E. it > > honors the castsShadowTraversalMask of the ShadowedScene it uses, but not > > the > > receivesShadowTraversalMask. > > > > In my case, I have a line segment which is used to manipulate objects. This > > line > > segment should neither cast nor receive shadows, but short of putting it in > > a > > subgraph other than under the ShadowedScene, I would have thought that > > giving > > it a node mask of (~castsShadowTraversalMask & ~receivesShadowTraversalMask) > > would give the correct effect, but it only has effect for the casting, not > > the > > receiving. > > > > > > J-S > > -- > > ______________________________________________________ > > Jean-Sebastien Guay [EMAIL PROTECTED] > > http://whitestar02.webhop.org/ > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ------------------------------ > > Message: 9 > Date: Tue, 15 Jan 2008 09:41:53 +0000 > From: "Robert Osfield" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] Changing functions of CompositeViewer to > virtual > To: "OpenSceneGraph Users" <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Roni, > > Making addView() and removedViewe() seems like a reasonable request, > but I'm not sure getView should be made anything other than inline. > The reason for the later is that there is already the data > osgViewer::CompositeViewer::_view data structure that is used > internally by CompsotiteViewer, if you create your own version of > getView() then you are also declaring that fact that there are now > multiple data structures do the same thing, with a real potential for > things getting out of sync w.r.t your sublcass and the internals of > CompsiteViewer. > > Could you please explain your motivation for subclassing and > overriding all these methods? > > Robert. > > On Jan 15, 2008 6:21 AM, Roni Rosenzweig <[EMAIL PROTECTED]> wrote: > > Hello > > > > I'm not sure if I posted in the right forum, but here goes: > > I have a class that inherits from osgViewer::CompositeViewer, and I need to > > override the following 4 functions: > > > > void addView(osgViewer::View* view); > > void removeView(osgViewer::View* view); > > > > osgViewer::View* getView(unsigned i) { return _views[i].get(); } > > const osgViewer::View* getView(unsigned i) const { return > > _views[i].get(); } > > > > > > Is it possible to change those functions to virtual in the next dev release? > > (I could change them locally in my computer, but then I would have to change > > it again with every release) > > > > Thanks, Roni > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > ------------------------------ > > Message: 10 > Date: Tue, 15 Jan 2008 09:44:13 +0000 > From: "Robert Osfield" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] preload textures > To: "OpenSceneGraph Users" <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Charles, > > The osgUtil::GLObjectsVisitor is used for compiling objects in the > scene graph. It's automatically called by osgViewer on the first > frame that the viewer is run. If you are adding a scene graph later > on then all you need to do is use a Camera pre draw callback that uses > the GLObjectsVisitor to compile everything, then once its done remove > the callback. > > Robert. > > On Jan 15, 2008 2:30 AM, Charles Han <[EMAIL PROTECTED]> wrote: > > > > > > Hello, All, > > > > I want to preload models' textures before the models are visible in my > > application because when loading these textures, even though i enabled NPOT, > > the application freezes for a while. > > This is probably an old question but i really need a bit more details on it. > > i found some solutions like using osg::Camera pre draw callback but i could > > not find any examples related to. > > > > If anyone could give me an example, I'll appreciate it. > > > > Thanks > > > > Charles > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > ------------------------------ > > Message: 11 > Date: Tue, 15 Jan 2008 15:23:34 +0800 > From: hesicong2006 <[EMAIL PROTECTED]> > Subject: Re: [osg-users] osgVolume example bug? > To: OpenSceneGraph Users <[email protected]> > Message-ID: <[EMAIL PROTECTED]> > Content-Type: text/plain; charset="us-ascii" > > An HTML attachment was scrubbed... > URL: > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/3c6629de/attachment.htm > > -------------- next part -------------- > A non-text attachment was scrubbed... > Name: 1-fov28.1484.jpg > Type: image/jpeg > Size: 74639 bytes > Desc: not available > Url : > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/3c6629de/attachment.jpg > > -------------- next part -------------- > A non-text attachment was scrubbed... > Name: 1-fov3.14841.jpg > Type: image/jpeg > Size: 73260 bytes > Desc: not available > Url : > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/3c6629de/attachment-0001.jpg > > -------------- next part -------------- > A non-text attachment was scrubbed... > Name: 2-fov3.1484.jpg > Type: image/jpeg > Size: 78796 bytes > Desc: not available > Url : > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/3c6629de/attachment-0002.jpg > > -------------- next part -------------- > A non-text attachment was scrubbed... > Name: fov28.1484-2.jpg > Type: image/jpeg > Size: 81373 bytes > Desc: not available > Url : > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080115/3c6629de/attachment-0003.jpg > > > ------------------------------ > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > End of osg-users Digest, Vol 7, Issue 36 > **************************************** _________________________________________________________________ Tecnología, moda, motor, viajes,…suscríbete a nuestros boletines para estar siempre a la última Guapos y guapas, clips musicales y estrenos de cine.
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