Hi Pedro, Donald's suggestion sounds spot on - just link to the osgText.lib library.
BTW, please do not do a reply to to get your message to send into osg-users, it is really bad form from several perspectives. Just add osg-users address to your mail tool and use it directly. Robert. On Jan 15, 2008 12:09 PM, Pedro José Muñoz Martínez <[EMAIL PROTECTED]> wrote: > > 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 > > **************************************** > > ________________________________ > Sigue de cerca las últimas tendencias y lo que más rompe MSN Vídeo > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

