Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-15 Thread Ümit Uzun
Hi Brad,

I have already use same way, deleting cOSG object in OnDestroy event. But as
we know we would't be needed these fix, and can delete our object in
deconstructor. But now it's best solution to clear all thread safely.

Thanks so mcuh. Regards.

2009/2/13 Brad Huber 

>  Umit,
>
>
>
> Here is the high level:
>
>
>
> My code is functionality similar to osgviewerMFC.  That is to say that I
> have the class cOSG which does my rendering and scene graph setup.  The
> problem I was having was in the class which instantiates the cOSG object.
> This class's deconstructed looked something like:
>
>
>
> class ClassA : public CWnd
>
> {
>
> …
>
> };
>
>
>
>
>
> ClassA::~ClassA()
>
> {
>
> delete mOSG; // The instantion of cOSG
>
> …
>
> }
>
>
>
> The problem is that when this destructor is called the window (CWnd) for
> the class is already destroyed.  Instead the deletion of mOSG must be done
> in the OnDestroy method:
>
>
>
> void ClassA::OnDestroy()
>
> {
>
> delete mOSG;
>
> }
>
>
>
> Doing the deletion here ensures that the window hasn't been destroyed yet.
> OSG can cleanup and stop render threads prior to the CWnd getting destroyed.
>
>
>
> As far how the static render function / thread is shut down—I do EXACTLY
> the same as how it's done in the osgviewerMFC example.
>
>
>
> -Brad
>
>
>
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
> *Sent:* Friday, February 13, 2009 7:03 AM
>
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC
> problem
>
>
>
> Hi Robert,
>
> I have known stopping viewer but I actually asked about static render
> running thread, and how should I stop it and order of stopping mechanism.
> For example I have tried much of below codes combinations but always I get
> error while shutting down the application.
>
>  _viewer->setDone(TRUE);
> Sleep(1000);
>  _viewer->stopThreading();
> Sleep(1000);
>  _endthread();
>
>  Firstly I should setDone to TRUE and then stop viewer threading and lastly
> I end the created thread for static render function. But it always give me
> error while trying to do all these operaion in destructor. But while I
> delete different place out of destructor, it is closing error-free.
>
> I mean if I delete the created object explicitly there is no problem, but
> if I delete the created object in destructor there is threading problem.
>
> Thanks so much. Regards.
>
> 2009/2/13 Robert Osfield 
>
> Hi Umit,
>
> The viewer.stopThreading() method will stop the threads and not return
> until all threads have been stopped.
>
> Robert.
>
>
> On Fri, Feb 13, 2009 at 6:51 AM, Ümit Uzun  wrote:
> > Hi Brad,
> >
> > Could you give more explanation please? How can you be sure the thread
> was
> > stopped and in which method?
> >
> > Regards.
> >
> > 2009/2/13 Brad Huber 
> >>
> >> FYI,
> >>
> >>
> >>
> >> We spent some time debugging this and found the problem.
> >>
> >>
> >>
> >> I was making the unfortunate mistake of stopping the osg threads in a
> >> deconstructor which was called AFTER destroying the window.  Apparently
> OSG
> >> does not gracefully shut down threads and such if the window is pulled
> out
> >> from under it.
> >>
> >>
> >>
> >> The fix was to make sure that stopping threading and shutting down the
> >> viewer was all down BEFORE the window was made invalid.
> >>
> >>
> >>
> >> Hope this helps someone else.
> >>
> >>
> >>
> >> Thanks
> >>
> >> -Brad
> >>
> >>
> >>
> >> From: osg-users-boun...@lists.openscenegraph.org
> >> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit
> Uzun
> >> Sent: Thursday, February 12, 2009 3:35 AM
> >> To: OpenSceneGraph Users
> >> Subject: Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC
> problem
> >>
> >>
> >>
> >> Hi Brad,
> >>
> >> I have same problem , but I can't resolve exactly. I only find kludge :)
> >> How can you delete your class which contains "static render" function?
> If
> >> you delete this class in destructor, it's normal getting error while
> closing
> >> your application. I have tried almost a day to resolve this undefined
> >> problem but couldn't.
> >>
> >> And My solution is; deleting class before parent destructor calling. I
> >> mean, you have renderClass and mainClass.
> >> renderClass is which contains all rendering operation and static render
> >> function.
> >> You create renderClass object from mainClass and before closing
> >> application you should delete renderClass out of mainClass destructor.
> And
> >> after that you should let the mainClass destructor to run. I hope it
> will
> >> give you smooth and error-free closing :)
> >>
> >> Regards.
> >>
> >> 2009/2/12 Brad Huber 
> >>
> >> Hello,
> >>
> >>
> >>
> >> I am currently struggling with a problem that is manifesting in our MFC
> >> based app when using MultiThreading model with osg viewer.
> >>
> >>
> >>
> >> First of all when setting up the viewe

Re: [osg-users] building popular dependencies from source (for WIN32 only) alongside OpenSceneGraph?

2009-02-15 Thread Philip Lowman
On Sat, Feb 14, 2009 at 9:42 AM, Robert Osfield wrote:

> Hi Philip,
>
> On Sat, Feb 14, 2009 at 8:07 AM, Philip Lowman  wrote:
> > One approach might be to discuss with the VTK guys about taking what they
> > have done and turning it into it's own open-source project.  Ideally this
> > would allow both parties to contribute to the work and use whatever
> pieces
> > they want in their own CM systems.
>
> This makes sense to me.  I'm sure other projects need a similar set of
> dependencies that have a big overlap.  It'd be like a mini little
> portable distro of dependencies.
>
> I have plenty of work on my plate, so I'd be happy if someone would
> step forward to approach the VTK team and help mentor the on going
> relationship (if one starts up).  CC'ing me and interested
> contributors in on discussions.


I'll mention it to them and see if they're interested.  Luigi also is doing
some work in this arena so I'll talk to him too.


> > Also, if for whatever reason OSG decided not to build the 3rd party
> > dependencies directly within the OSG,
>
> I don't think integrating the dependencies into the OSG distribution
> itself is approate, but having dependencies that are built in a
> similar way and can happily live alongside the OSG would be great.
> One might even be able to get the OSG's CMake system to integrate in
> some way with this dependencies distro.


Yeah, poor wording above.  I didn't mean to imply that the dependencies
would be included with the OSG source distribution but rather that they
could (as you suggested) be built by being called from the OSG's CMake
instantiation.

I've suggested it on the CMake mailing list and we'll see where things go
from there.  Hopefully we can get a lot of community participation which
would certainly reduce the maintenance burden and get this idea rolling.

-- 
Philip Lowman
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Re: [osg-users] Duplicate dylib warnings on 2.8 OSX build

2009-02-15 Thread Roger James




Roger James wrote:

  
  
Stephan Maximilian Huber wrote:
  
Hi Robert,

Roger James schrieb:
  

  I just kicked off a build of 2.8 on OSX using the CMake generated Xcode 
projects. Along with a few warnings about deprecated functions in the carbon 
stuff I get a lot of warnings about duplicate dylibs whenever an osg dylib is 
referenced from another osg dylib during the build. It is a long time since I 
last built on OSX and it not an environment I am very familiar with. I don't 
remember seeing these warnings last time round, but I might have missed them. 
Does anyone know what these warnings mean, and can they be safely ignored.




I can't see any warnings (beside the deprecated warnings in
osgViewer+quicktime) when building current trunk with cmake (2.6.2) /
XCode (3.1.2) using the 10.5 sdk

What version of cmake, XCode and what sdk are you using?

Can you paste some warnings into a mail and send to the list?

cheers,
Stephan
___
  
  
Hi Stephan,
  
Here is a sample of the warnings I am seeing
  
  
  Ld
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release/osgarchive
normal i386
   
  mkdir
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release
   
  cd /Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8
   
  /Developer/usr/bin/g++-4.0 -o
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release/osgarchive
-L/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release
-F/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/Release
-filelist
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/bin/OpenSceneGraph.build/Release/osgarchive.build/Objects-normal/i386/osgarchive.LinkFileList
-arch i386 -Wl,-search_paths_first -headerpad_max_install_names
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libOpenThreads.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosg.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgDB.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgUtil.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgGA.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgViewer.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgText.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgGA.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgUtil.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgDB.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosg.dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libOpenThreads.dylib
-lpthread /usr/lib/libm.dylib -framework Carbon -framework AGL
-framework OpenGL
  ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgGA.dylib
  ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgUtil.dylib
  ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosgDB.dylib
  ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libosg.dylib
  ld:
warning, duplicate dylib
/Users/rogerjames/EnvironProject/APIs/OpenSceneGraph-2.8/lib/Release/libOpenThreads.dylib
  
  
  
  
CMake version is 2.6.2
XCode is 3.0
SDK is "Current MAC OS" which is version 9.6 (I have forgotten how to
find the current SDK version) I just did a software update and left
everything at default.
  
By the way and somewhat unrelated I had to change the Xcode settings to
get the gdal plugin to compile. CMake had picked up the gdal include
path but had not put into the additional include paths setting in the
project.
  
Roger

Looking more closely at the duplicate dylib warnings it appears that
they are caused by the relevant libraries appearing more than once in
the link line. This would suggest that the warnings are innocuous but
the problem does lie somewhere in the CMake configuration.

Roger


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Re: [osg-users] OpenSceneGraph Blog goes live!

2009-02-15 Thread Paul Speed



Robert Osfield wrote:

On Sat, Feb 14, 2009 at 10:30 AM, Sukender  wrote:

Hi Ulrich and Paul, hi all

IMHO, the blog should be more a "public billboard". Something with:
- far less information than the mailing list (or forum)
- info about OSG milestones
- a bit of "OSG advertisment"
- a *little bit* of "advertisment" from major or original works based on OSG
- [add your ideas here]

...my 2 cents...


Take these 2 cents and a little compound interest - Sukender
encapsulates a lot of what I'd expect a blog to cover.  Also think of
it as a development diary, it's a broadcast model where complete 2 way
communication isn't the priority.  The volume of traffic is several
orders of magnitude less as well.  I don't see it as a substitute for
mailing list/forum, rather just a compliment.

Robert.


Thanks for the additional info.  I guess some of us were just wondering 
if the info would also be posted to the mailing list or if we would be 
missing something by not checking the blog.


-Paul

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[osg-users] Converting from Partiview - suggestions?

2009-02-15 Thread Jeff
I've recently been using Partiview as a platform for visualizing data in 3d 
space, but it has some huge limitations and has not been developed since 2005.  
What I liked about Partiview was that I could easily create the data files via 
a script - fairly simple.  Create a sphere at 1,1,1 and 0,0,0.  Create mesh 
line from 1,1,1 to 0,0,0.  I'd quickly have two spheres and a line connecting 
them.  

I found OpenSceneGraph this weekend and thought this would be a perfect 
replacement as it seems to have so much more capability that I've wanting to 
build into my graphs.  I'm overwhelmed at the moment with all the plugins, node 
kits, wrappers, compilers, etc.  I don't want to program all my data points in 
C++, I just want to pull in a text file or query a database and have it build 
it on the fly (like loading a GML or VRML file).  Is this possible with 
OpenSceneGraph?  Could someone give me some direction on what I should be 
looking at...   Thanks

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6828#6828





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Re: [osg-users] Resolving CDash errors/warning

2009-02-15 Thread Philip Lowman
On Sun, Feb 15, 2009 at 8:49 AM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:

> Hi Philip,
>
>  In your CTest script set the following command:
>>
>
> I'm not sure, do we use CTest?
>
>  SET(CTEST_START_WITH_EMPTY_BINARY_DIRECTORY TRUE)
>>
>
> If we do use it, this could perhaps be made an option in the CMake config
> for the project? I think since it's a nightly build, building the sources
> from scratch each time is not too bad, and would let us see all
> errors/warnings instead of just those on the files that changed since the
> last compile.
>
>  Also, another useful tip is to add the "-A" flag to the command used to
>> run CTest.  This will cause your CTest script to be visible on the public
>> dashboard.
>>
>> SET (CTEST_COMMAND  "\"/wherever/bin/ctest\" -D Nightly -A
>> \"${CTEST_SCRIPT_DIRECTORY}/${CTEST_SCRIPT_NAME}\""
>>  )
>>
>
> I couldn't find any CTEST_COMMAND in our CMake scripts. As I said, I don't
> know if we're using this at all... Perhaps it's our next step in the
> adoption of all CMake has to offer :-)


I really haven't been monitoring the status of the OSG for quite a while now
so I'm not extremely familiar with how you guys are kicking off your nightly
builds.

Typically at work we use cron or Windows Scheduled Tasks to run the
following command to build our source tree.
ctest -S foo.cmake

foo.cmake would contain something similar to the following:
http://www.cdash.org/CDash/viewNotes.php?buildid=271884
http://www.cdash.org/CDash/viewNotes.php?buildid=271534

This allows us to tweak the initial cache to enable / disable various
dependencies, etc.

http://www.cmake.org/Wiki/CMake_Scripting_Of_CTest

-- 
Philip Lowman
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[osg-users] Gentoo Packages

2009-02-15 Thread Cedric Pinson

Hi All,

I updated gentoo packages with OpenSceneGraph-2.8.0 and i added a new 
package to track development it's called OpenSceneGraph- . Try it 
and report

if there is a problem.

Instructions are here http://www.plopbyte.net/#gentoo-packages

Cheers,
Cedric

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http://www.plopbyte.net


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Re: [osg-users] floor looks dark

2009-02-15 Thread Brian ...

It probably needs surface normals.

 

Try running the model through osg convert and have it add normals. 

osgconv --smooth  

 

Brian
> Date: Sun, 15 Feb 2009 15:12:59 +0200
> From: stargazer3...@gmail.com
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] floor looks dark
> 
> Greetings,
> 
> I am trying to make a visualization of a building in 3DS, and it looks
> like the floor always looks dark, even if material/texture is light. I
> tried even to make the "floor" plain white, and it appeared quite dark
> gray. If I rotate, it always appears that darkened are surfaces that
> happen to be "down" related to the camera.
> 
> Does anybody knows what to do about this "darkening" effect? Is it
> something that I can control?
> 
> Thanks,
> D
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Re: [osg-users] [build] some basic build questions

2009-02-15 Thread Mattias Helsing
Hi Christian,

On Sun, Feb 15, 2009 at 2:22 PM, Christian  wrote:
> ---
> my questions:
> ---
>
> * are the enviroment variables needed for the building process, or are they 
> only needed when running osg because only cmake settings are relevant?

The environment vars are not needed for osg to build but might be
handy if your osg based project uses the FindOSG.cmake to locate osg.
The OSG_FILE_PATH var is a must if you want to run all examples

>
>
> * i forgot to configure cmake to include GDAL, how can i include it afterways 
> ?

yes

>
> set the following in cmake:
> GDAL_INCLUDE_DIR
> GDAL_LIBRARAY

Setting the above will enable building osgdb_gdal plugin

>
> (do i have to put "C:\Programme\FWTools2.0.4\lib" or 
> "C:\Programme\FWTools2.0.4" in my %PATH& enviroment variable for building, or 
> is this necessary only later when running osg with gdal?)

The gdal library in FWTools is static (gdal_i.lib) so you won't need
to modify PATH for the gdal plugin to load.

>
> then configure cmake, load the new .sln file in vs, start build and install.  
> vs will check whats new to build -> gdal only. it will generate an osg-gdal 
> plugin and moved it to is place. is that all correct?

yes

>
>
> * i want to move my osg sources out of "c:\programme\." (german pendant of 
> c:\program files\) to c:\devel\. will it suffice if i update the cmake 
> settings, or will it take more?

Just change CMAKE_INSTALL_PREFIX, configure, generate and INSTALL
again. This is one of cmake many strengths.

Mattias

>
> --
> Read this topic online here:
> http://osgforum.tevs.eu/viewtopic.php?p=6821#6821
>
>
>
>
>
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>
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Re: [osg-users] Resolving CDash errors/warning

2009-02-15 Thread Jean-Sébastien Guay

Hi Philip,


In your CTest script set the following command:


I'm not sure, do we use CTest?


SET(CTEST_START_WITH_EMPTY_BINARY_DIRECTORY TRUE)


If we do use it, this could perhaps be made an option in the CMake 
config for the project? I think since it's a nightly build, building the 
sources from scratch each time is not too bad, and would let us see all 
errors/warnings instead of just those on the files that changed since 
the last compile.


Also, another useful tip is to add the "-A" flag to the command used to 
run CTest.  This will cause your CTest script to be visible on the 
public dashboard.


SET (CTEST_COMMAND 
  "\"/wherever/bin/ctest\" -D Nightly -A \"${CTEST_SCRIPT_DIRECTORY}/${CTEST_SCRIPT_NAME}\""

  )


I couldn't find any CTEST_COMMAND in our CMake scripts. As I said, I 
don't know if we're using this at all... Perhaps it's our next step in 
the adoption of all CMake has to offer :-)


J-S
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Re: [osg-users] Dashboard suggestion

2009-02-15 Thread Jean-Sébastien Guay

Hi Philip,

There is another option.  People who submit reports to the dashboard 
should create accounts on the OSG dashboard, set themselves as "site 
maintainers" and claim ownership over their sites (typically 
hostnames).  This can allow CDash to send them emails if their build has 
a large number of errors or if their site doesn't submit an expected 
nightly build.


Nce... I didn't see the "login" option at the top of the page 
(probably like many others). I thought the CDash dashboard just showed 
the status of the builds, but with this it's much more useful.


Others can also see who has claimed a given site, so Robert will be able 
to address the person whose build is broken if he needs to chase up why 
a given error is occuring. Very nice.


J-S
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[osg-users] [build] some basic build questions

2009-02-15 Thread Christian
hi

i have some basic questions about building OSG (2.8.0) under a windows os with 
vs 8.0. (actually i tried it out before and build/install worked, but i now 
have some questions about suggested paths, how to add some libs later, and so 
on)

i have my sources at:

* osg
c:\programme\osg\
* osg-dependencies 
c:\programme\osg-dep 
(i will move them to c:\programme\osg\3rdParty for my next build)
* osg dataset
c:\programme\osg-data


i ran cmake 2.4.8 and changed the following settings:

* where is the source
C:\Programme\osg
* where to build the binaries
C:\Programme\osg\build
* advcaned values
- i correct the setting for my non-default 3rdparty dir.
- buidl_osg_examples: on
- fixed the freetype include paths


i entered some enviroment-variables:

* %OSG_ROOT%
C:\Programme\osg
* %OSG_LIB_PATH%
C:\Programme\osg\build\lib
* %OSG_INCLUDE_PATH%
C:\Programme\osg\include
* %OSG_FILE_PATH%
c:\programme\osg-data
* %OSG_BIN_PATH%
C:\Programme\osg\build\bin;c:\programme\osg-dep


then i ran vs 8.0 and started the "ALL_BUILD" project to compile DEBUG. after 
it had finished i had my output (like configured in cmake) in:

c:\programme\osg\build\


finally i started the "INSTALL" project which moved the generated files to:

c:\programme\OpenSceneGraph (CMAKE_INSTALL_PREFIX - i left this to default)


---
my questions:
---

* are the enviroment variables needed for the building process, or are they 
only needed when running osg because only cmake settings are relevant?


* i forgot to configure cmake to include GDAL, how can i include it afterways ? 

set the following in cmake:
GDAL_INCLUDE_DIR
GDAL_LIBRARAY

(do i have to put "C:\Programme\FWTools2.0.4\lib" or 
"C:\Programme\FWTools2.0.4" in my %PATH& enviroment variable for building, or 
is this necessary only later when running osg with gdal?)

then configure cmake, load the new .sln file in vs, start build and install.  
vs will check whats new to build -> gdal only. it will generate an osg-gdal 
plugin and moved it to is place. is that all correct?


* i want to move my osg sources out of "c:\programme\." (german pendant of 
c:\program files\) to c:\devel\. will it suffice if i update the cmake 
settings, or will it take more?

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6821#6821





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[osg-users] floor looks dark

2009-02-15 Thread Daniel Drubin
Greetings,

I am trying to make a visualization of a building in 3DS, and it looks
like the floor always looks dark, even if material/texture is light. I
tried even to make the "floor" plain white, and it appeared quite dark
gray. If I rotate, it always appears that darkened are surfaces that
happen to be "down" related to the camera.

Does anybody knows what to do about this "darkening" effect? Is it
something that I can control?

Thanks,
D
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Re: [osg-users] Dashboard suggestion

2009-02-15 Thread Sukender
Hi Phillip,

I didn't see the "claim" option. Done!
Thanks.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Sun, 15 Feb 2009 06:34:37 +0100, Philip Lowman  a écrit:

> On Mon, Feb 2, 2009 at 7:46 AM, Sukender  wrote:
>
>> Hi all,
>>
>> I got an tiny idea... I suggest that people building OSG with dashboard
>> reports (Nightly, Continuous, Experimental), use a "site name" that includes
>> their name on osg-users list (such as "blah blah blah - my OSG name"), so
>> that it would be easier for Robert (and maybe others) to identify the
>> builders.
>> So, is it possible to set the default value of the CMake variable to
>> something like "Machine name - OSG_USER_NAME environment variable", so that
>> we don't have to put it manually each time we clear the CMake cache?
>>
>> Or else, you could simply fill a shared speadsheet with our name and our
>> "sites names"... (I think I'll do it if the first idea is not trivial to
>> do).
>
>
> There is another option.  People who submit reports to the dashboard should
> create accounts on the OSG dashboard, set themselves as "site maintainers"
> and claim ownership over their sites (typically hostnames).  This can allow
> CDash to send them emails if their build has a large number of errors or if
> their site doesn't submit an expected nightly build.
>
> If there isn't already a feature that allows an admin to see who owns which
> sites one could be added.  Worst case someone with server access could
> execute an SQL statement to look this up.

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