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
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> 
> 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 --------------
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>  
> 
> ------------------------------
> 
> 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 --------------
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>  
> 
> ------------------------------
> 
> 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
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>  
> 
> ------------------------------
> 
> 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"
> 
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> 
> ------------------------------
> 
> _______________________________________________
> 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
> ****************************************

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