Yeah, I realized it was case-stuff about 2 seconds after hitting send.
And yeah, I'm getting the same linker errors you're talking about too...

On Thu, 2006-08-03 at 14:25 -0500, Holtz, Corbin L wrote:
> You need to rename box.h to Box.h or create a sym link.  That's Windows
> case insensitivity showing through.  The build still fails with some
> undefined functions and the fact there is no main().
> 
> Any idea's Igor?
> 
> Corbin
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Moles
> Sent: Thursday, August 03, 2006 2:13 PM
> To: osg users
> Subject: Re: [osg-users] PQP collision and osg
> 
> On Thu, 2006-08-03 at 20:54 +0200, Igor Kravtchenko wrote:
> > If you are looking for a middle "way" of doing collision for your
> first 
> > person shooter,
> > i.e.: being able to know more than just true/false collision detection
> 
> > but less than
> > a complex physic engine, I could just recommend OZCollide:
> 
> Heyas Igor--see you everywhere. :) Tried to build on gcc w/out any
> success. 
> 
> ../src/ozcollide/dist_pointbox.cpp:25:27: error: ozcollide/Box.h: No
> such file or directory
> ../src/ozcollide/dist_pointbox.cpp:30: error: expected ',' or '...'
> before '&' token
> ../src/ozcollide/dist_pointbox.cpp:30: error: ISO C++ forbids
> declaration of 'Vec3f' with no type
> ../src/ozcollide/dist_pointbox.cpp: In function 'float
> ozcollide::sqrDistancePointToBox(int)':
> ../src/ozcollide/dist_pointbox.cpp:32: error: '_box' was not declared in
> this scope
> ../src/ozcollide/dist_pointbox.cpp:39: error: expected `;' before
> 'closest'
> ../src/ozcollide/dist_pointbox.cpp:41: error: '_pt' was not declared in
> this scope
> ../src/ozcollide/dist_pointbox.cpp:42: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:44: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:46: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:48: error: '_pt' was not declared in
> this scope
> ../src/ozcollide/dist_pointbox.cpp:49: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:51: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:53: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:55: error: '_pt' was not declared in
> this scope
> ../src/ozcollide/dist_pointbox.cpp:56: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:58: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:60: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:62: error: '_nearestPoint' was not
> declared in this scope
> ../src/ozcollide/dist_pointbox.cpp:63: error: 'closest' was not declared
> in this scope
> ../src/ozcollide/dist_pointbox.cpp:65: error: expected `;' before 'ray'
> ../src/ozcollide/dist_pointbox.cpp:66: error: 'ray' was not declared in
> this scope
> ../src/ozcollide/dist_pointbox.cpp: At global
> scope: ../src/ozcollide/dist_pointbox.cpp:71: error: expected ',' or
> '...' before '&' token ../src/ozcollide/dist_pointbox.cpp:71: error: ISO
> C++ forbids declaration of 'Vec3f' with no
> type ../src/ozcollide/dist_pointbox.cpp: In function 'float
> ozcollide::distancePointToBox(int)':
> ../src/ozcollide/dist_pointbox.cpp:73: error: '_pt' was not declared in
> this scope ../src/ozcollide/dist_pointbox.cpp:73: error: '_box' was not
> declared in this scope ../src/ozcollide/dist_pointbox.cpp:73: error:
> '_nearestPoint' was not declared in this scope
> 
> > http://www.tsarevitch.org/ozcollide/
> > 
> > Could be fun to have it working under OSG :)
> > 
> > Igor.
> > 
> > 
> > [EMAIL PROTECTED] wrote:
> > 
> > >   
> > >I guess you are right,
> > >I thought it might have been usefull to someone at least..
> > >I think ODE is a little overhawled at the moment ( didn't find any
> FPS
> > >example ).
> > >It looks to me like PQP is more pertinent to OSG than ODE ( more
> handwork
> > >needed than in Ogre for example).
> > >Ok, that was all , thanks for replying.
> > >I''ll wait for divine intervention :)
> > >Gab-
> > >
> > >  
> > >
> > >>I'm not sure this is the right mailing list for this question.
> Collision 
> > >>response is entirely to do with the physics library, not the scene
> graph. 
> > >>And it seems PQP is only a collision _detection_ library, not a
> collision 
> > >>response. For that you'll need something like Open Dynamics Engine
> (ODE).
> > >>
> > >>John Donovan
> > >>Sony Computer Entertainment Europe
> > >>http://www.scee.com
> > >>
> > >>
> > >>[EMAIL PROTECTED] wrote on 03/08/2006 15:56:50:
> > >>
> > >>    
> > >>
> > >>>Hello,
> > >>>I am fiddleing with osg and collision libraries.
> > >>>I managed to compile and run a little example using PQP collision 
> > >>>      
> > >>>
> > >>library.
> > >>    
> > >>
> > >>>Problem is I don't know how to manage collision response other that
> 
> > >>>      
> > >>>
> > >>output a
> > >>    
> > >>
> > >>>"collided!" message on console..
> > >>>What I am looking for is a basic stop motion when colliding for
> first 
> > >>>      
> > >>>
> > >>person
> > >>    
> > >>
> > >>>shooter like.
> > >>>Anyone helping ?
> > >>>Here is the source and models ( ~60K ) zipped for the sample( PQP
> lib 
> > >>>      
> > >>>
> > >>and
> > >>    
> > >>
> > >>>includes are in for linux, windows needs pqp installed):
> > >>>http://gabdab.altervista.org/osg/pqp-demo.zip
> > >>>
> > >>>Thanks,
> > >>>Gab
> > >>>      
> > >>>
> > > 
> > > --
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> > >
> > >_______________________________________________
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> > >
> > >  
> > >
> > 
> > _______________________________________________
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