Re: [osg-users] pixelBufferObject

2009-06-20 Thread Robert Osfield
Hi Alena,

On Fri, Jun 19, 2009 at 10:06 PM, Alena Bacovaathenk...@gmail.com wrote:
 Hi all,
 I was recently playing with osgscreencapture and was wandering what is
 responsible for different PBO support, one of my machines supports
 single_pbo ( centos) and second one supports double_pbo (windows xp), is it
 driver dependant or hardware dependant, or os dependant? or what am I
 missing?

I am surprised you are reporting a difference as it should work the
same on both platforms if you have PBO support.  What is making you
think there are differences?  Could you give an example of what errors
you see?  Could you also provide info on the hardware, OS and OpenGL
drivers you are using?

Robert.
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Re: [osg-users] [osgPlugins] could not find plugin to read objects from file

2009-06-20 Thread Robert Osfield
Hi Wang? Xianghua? (I'm sure you friends and associates won't call you
something as dumb as abc9804 so could you please sign with just a
human name so we know how to properly address you :)

On Wed, Jun 17, 2009 at 1:47 PM, Wang Xianghuaxhwang...@126.com wrote:
 could I write a new plugin which transfers my file to osg, and I want use the 
 command:
 osgviewer myfile
 and I am sure I can transfer myfile to Geode*.
 but, when the program run, the warning: could not find plugin to read objects 
 from file...
 Also, I set the PATH and OSG_LIBRARY_PATH to attach my DLL.

 what I can do? can't I write my own plugin?

You can write plugins, the plugins are found on the OSG_LIBRARY_PATH
and need to take the form of osgdb_externsion.dll/.so.

You can also preload plugins and these will work automatically.  You
can even just inline your plugin into your main application and it'll
work.

Robert.
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Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread Robert Osfield
Hi Stefan,

Build under Linux should be pretty well identical to the OSX/Makefile
build.  Does the osgstaticviewer example build OK?

FYI, I use Kubuntu 9.04.

Robert.

On Fri, Jun 19, 2009 at 11:23 PM, stefan nortdste...@nortd.com wrote:
 Hi,

 Now I am stuck on linux (ubuntu 9.04). I was able to build OSG as static libs 
 without a hick. When I try to run the my app I get linker problems. If I 
 switch in the dynamic precompiled binaries from the wiki the built goes fine. 
 I am afraid I might miss something obvious that xcode does on its own. Is 
 there anything I need to do differently when linking to static libs as 
 opposed dynamic libs? I guess I need to figure out somehow if my static libs 
 are punk or if I am linking them in wrong.

 Here is the error I get:

 ==
 ../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(BufferObject.o)||In 
 function `__static_initialization_and_destruction_0(int, int)':|
 BufferObject.cpp|| undefined reference to `OpenThreads::Mutex::Mutex()'|
 BufferObject.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
 ../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(Camera.o)||In function 
 `osg::Camera::~Camera()':|
 Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
 Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
 ../../../addons/ofxOsg/libs/osg/lib/linux/libosg.a(Camera.o)||In function 
 `osg::Camera::~Camera()':|
 Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
 Camera.cpp|| undefined reference to `OpenThreads::Mutex::~Mutex()'|
 
 (keeps on going)

 ==

 Any ideas?

 
 stefan hechenberger

 http://linear.nortd.com

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[osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases

2009-06-20 Thread Robert Osfield
Hi All,

Over the next six weeks I'd like to push out three stable software
releases, it's not something I can do on my own as testing, bug fixing
and feature refinement all items that community participation are
essential to ensure quality software goes out the door.

-- OpenSceneGaph-2.8.2 release, aiming for end of June (next two weeks)

First up will be another patch release of the OpenSceneGraph-2.8
series.  In theory the 2.8 branch should build and run across without
problems as I generally stick to low risk changes, but... as we found
out with 2.8.1 even changes that look uncontroversial can unwittingly
introduce new bugs break end user applications - testing against a
wide range of applications and platforms is absolutely essential to
catch problems prior to a stable release.  Testing out release
candidates can be pretty dull, but it's crucial so please make the
effort to pull down the rc's and test against your own applications.

As I have two other major releases to get out, it would be very
helpful for driving the 2.8.2 release forward if engineers that have
write access to the OSG-2.8 branch come forward to pick up the batton
and drive the 2.8.2-rc series, both in terms of coordinating with the
community and merging bug fixes.  Volunteers please come forward ;-)

-- OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases, aiming
for end of July (in time for Siggraph)

The next two releases are VirtualPlanetBuilder-1.0 and
OpenSceneGraph-2.10.  VPB is now broadly feature complete, but in need
of serious testing, debugging, refinement and of course documentation.
 The key feature I have just added was patching of previously built
databases, and support for database revisions.  The database revision
support is something that is part of OSG-svn/trunk, and will be part
of the OSG-2.9.5 that I'll roll out on Monday, so VPB-1.0 will either
have to go out against OSG-2.9.5 or wait for the stable OSG-2.10
release.  The VPB stable release really should go out with stable OSG
release so we should work towards getting OSG-2.10 and VPB-1.0 tested
in parallel and released in quick succession.

In terms of feature for OSG-2.10, it's mostly feature complete but
there are a number of loose ends that need tying up:

Out of the box audio support for the ffmpeg plugin
Fix pause and some playback timing issues in the ffmpeg plugin
Add support for recording movies to osgViewer using ffmpeg plugin.
Move the xine-lib plugin out into Deprecated.
Add support for clipping planes to osgVolume.
Tidy up the Present3D application + plugin and provide online resources.

Other stuff that I can't think of right now...

Other stuff that that community needs/would like to tackle for OSG-2.10.

--  Community Coordination

As a general development philosophy note, When it comes to stable
release Quality if King, features are expandable - so please think
like this when considering what extras you are thinking about
contributing over the next month and half, testing and bug fixing and
existing feature refinement are the top priority.

Over the next six weeks I'll be away for weeks family holiday at the
beginning of July, and week training/consultancy on the 3rd week of
July, so the amount of time that I can do coding, testing, bug fixing
and community coordination will have to fitted in to four weeks work.
The community no doubt will also be similarly distracted at various
times, so for us to get everything done will require good coordination
and extra level of effort.   Let me when you available to help out and
when you won't be available.  Also managers of groups that use the OSG
need to think about allotting time for engineers to help out with
testing, as a good quality release that works with your own software
is a real project benefit so well worth investing in.

Many thanks in advance for you help,
Robert.
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Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases

2009-06-20 Thread buidinhba5
Hi 
I am  programming in C#
I am finding about User Control to add OSG viewer in my Window Form
As Tao.platformWindow  in Tao FrameWork
Hi  I have read about Jason Beverage  ,
Can you give me the link to down this simple control thank 
Best Regard!
 
2007/9/19, Jason Beverage jasonbeverage at gmail.com:
mailto:jasonbeverage at gmail.com 
Hi Christoffer,

Here is a simple control that uses TAO to display an OSG window
that I've 
used for testing.

Thanks!

Jason


2007/9/18, Christoffer Markusson ch.markusson at gmail.com:
mailto:ch.markusson at gmail.com

Bùi Đình Bá - Mechatronic Engineer
---
TOSY ROBOTICS, JSC   
No.7, Lane 538, Lang Road, Hanoi, Vietnam.
Tel: +84 0947 559 585  |  Fax: +84 4 7764077
Web: www.tosy.com  | Email: buidinh...@gmail.com
Yahoo ID: shinichifans.Skype: buidinhba5



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Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases

2009-06-20 Thread Robert Osfield
HI ?

Could you please not piggy back completely different threads on
existing threads, it's very conduct as it breaks threading in mailing
tools and the forum.  If you want replies then please write a new
topic under a new thread and also provide a simple signature so we now
how to properly address you, such as how I sign below.

Thanks,
Robert.

On Sat, Jun 20, 2009 at 11:45 AM, buidinhba5buidinh...@gmail.com wrote:
 Hi
 I am  programming in C#
 I am finding about User Control to add OSG viewer in my Window Form
 As Tao.platformWindow  in Tao FrameWork
 Hi  I have read about Jason Beverage  ,
 Can you give me the link to down this simple control thank
 Best Regard!

        2007/9/19, Jason Beverage jasonbeverage at gmail.com:
 mailto:jasonbeverage at gmail.com
        Hi Christoffer,
        
        Here is a simple control that uses TAO to display an OSG window
 that I've
        used for testing.
        
        Thanks!
        
        Jason
        

        2007/9/18, Christoffer Markusson ch.markusson at gmail.com:
 mailto:ch.markusson at gmail.com

 Bùi Đình Bá - Mechatronic Engineer
 ---
 TOSY ROBOTICS, JSC
 No.7, Lane 538, Lang Road, Hanoi, Vietnam.
 Tel: +84 0947 559 585  |  Fax: +84 4 7764077
 Web: www.tosy.com  | Email: buidinh...@gmail.com
 Yahoo ID: shinichifans.    Skype: buidinhba5
 


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Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases

2009-06-20 Thread Jean-Sébastien Guay

Hi Robert,


Over the next six weeks I'd like to push out three stable software
releases, it's not something I can do on my own as testing, bug fixing
and feature refinement all items that community participation are
essential to ensure quality software goes out the door.

-- OpenSceneGaph-2.8.2 release, aiming for end of June (next two weeks)
-- OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases, aiming
for end of July (in time for Siggraph)


That's great news, also a little daunting. I'll do my best to help with 
build and app testing.


Right now I'm not in a project that requires VPB but I can still test 
with a few datasets I have here from a little while back. It would be 
useful if you could give me some hints on command line options you'd 
like tested, and what to look for.


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases

2009-06-20 Thread Robert Osfield
Hi JS,

On Sat, Jun 20, 2009 at 12:14 PM, Jean-Sébastien
Guayjean-sebastien.g...@cm-labs.com wrote:
 That's great news, also a little daunting. I'll do my best to help with
 build and app testing.

 Right now I'm not in a project that requires VPB but I can still test with a
 few datasets I have here from a little while back. It would be useful if you
 could give me some hints on command line options you'd like tested, and what
 to look for.

Thanks for the offer of help.  On the VPB front I'll be putting up
documentation and tutorials as the next six weeks.  For VPB the best
testers and actual VPB end users so I would suggest focusing on
OSG-2.8.2 and OSG-2.9.x testing to make best use of your time and
effort.

Nightly builds of the OSG-2.8 branch are probably the primary touch
point right now as the OSG-2.8.2 will be the first in the series of
releases to go out the door.

Cheers,
Robert.
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Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread stefan nortd
@J-S
Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the
 linker problem. My app builds and runs. I still have a few problems when
 closing the add which I don't get with the dynamic libs.
[code]
Warning: detected OpenGL error 'invalid operation' after applying attribute 
BlendFunc 08DD55D8
Warning: detected OpenGL error 'invalid operation' at end of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' after applying attribute 
BlendFunc 08DD47A8
Warning: detected OpenGL error 'invalid operation' at end of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' after applying GLMode 0xbc0
Warning: detected OpenGL error 'invalid operation' after applying attribute 
AlphaFunc 08DB4218


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread stefan nortd
@J-S
Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the
 linker problem. My app builds and runs. I still have a few problems when
 closing the add which I don't get with the dynamic libs.
[code]
Warning: detected OpenGL error 'invalid operation' after applying attribute 
BlendFunc 08DD55D8
Warning: detected OpenGL error 'invalid operation' at end of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' after applying attribute 
BlendFunc 08DD47A8
Warning: detected OpenGL error 'invalid operation' at end of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' after applying GLMode 0xbc0
Warning: detected OpenGL error 'invalid operation' after applying attribute 
AlphaFunc 08DB4218


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread stefan nortd
@J-S
Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the
 linker problem. My app builds and runs. I still have a few problems when
 closing the add which I don't get with the dynamic libs.
[code]
Warning: detected OpenGL error 'invalid operation' after applying attribute 
BlendFunc 08DD55D8
Warning: detected OpenGL error 'invalid operation' at end of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' after applying attribute 
BlendFunc 08DD47A8
Warning: detected OpenGL error 'invalid operation' at end of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' at start of 
State::apply(StateSet*)
Warning: detected OpenGL error 'invalid operation' after applying GLMode 0xbc0
Warning: detected OpenGL error 'invalid operation' after applying attribute 
AlphaFunc 08DB4218


stefan hechenberger

http://linear.nortd.com

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Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread Robert Osfield
Hi Stefan,

Which version of the OSG are you using?  Do you see these problems
when you run osgstaticviewer?

Robert.

On Sat, Jun 20, 2009 at 2:27 PM, stefan nortdste...@nortd.com wrote:
 @J-S
 Thanks. Adding the OSG_LIBRARY_STATIC define on windows solved the
  linker problem. My app builds and runs. I still have a few problems when
  closing the add which I don't get with the dynamic libs.
 [code]
 Warning: detected OpenGL error 'invalid operation' after applying attribute 
 BlendFunc 08DD55D8
 Warning: detected OpenGL error 'invalid operation' at end of 
 State::apply(StateSet*)
 Warning: detected OpenGL error 'invalid operation' at start of 
 State::apply(StateSet*)
 Warning: detected OpenGL error 'invalid operation' after applying attribute 
 BlendFunc 08DD47A8
 Warning: detected OpenGL error 'invalid operation' at end of 
 State::apply(StateSet*)
 Warning: detected OpenGL error 'invalid operation' at start of 
 State::apply(StateSet*)
 Warning: detected OpenGL error 'invalid operation' after applying GLMode 0xbc0
 Warning: detected OpenGL error 'invalid operation' after applying attribute 
 AlphaFunc 08DB4218

 
 stefan hechenberger

 http://linear.nortd.com

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[osg-users] VPB and CMake

2009-06-20 Thread Simon Loic
I've just checked out VPB trunk, and the CMakeModule FindOSG.cmake seems
buggy :
line 117 (end others) VERSION_GREATER And VERSION_EQUAL don't seem defined
and cmake is complaining about it.
When I comment those line (I have the latest trunk of osg so I know I'm
good) the build goes right.
Are VERSION_GREATER and VERSION_EQUAL to be deifined? If yes in what way?
regards
Loïc
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Re: [osg-users] VPB and CMake

2009-06-20 Thread Robert Osfield
Hi Loic,

Which version of CMake are you using?  These variables are pulled by
the FIND_PACKAGE() in my Cmake 2.6.2 version that I'm working against.

The intention of this new code is enforce the OSG version that VPB
builds against, as it now requires the OSG-svn/trunk or up coming
OSG-2.9.5 release due to the use of the new osgDB::DatabaseRevisions
classes.

Robert.

On Sat, Jun 20, 2009 at 5:02 PM, Simon Loicsimon1l...@gmail.com wrote:
 I've just checked out VPB trunk, and the CMakeModule FindOSG.cmake seems
 buggy :
 line 117 (end others) VERSION_GREATER And VERSION_EQUAL don't seem defined
 and cmake is complaining about it.
 When I comment those line (I have the latest trunk of osg so I know I'm
 good) the build goes right.
 Are VERSION_GREATER and VERSION_EQUAL to be deifined? If yes in what way?
 regards
 Loïc

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[osg-users] Windows forms and c#

2009-06-20 Thread Jason Beverage

Hi all,

This is a reply to the poster that asked about using OSG and c# and  
mentioned me :)


Back when I first wrote that message I was using Tao and osgdotnet in  
some testing. These days the absolute best way to use osg with c# IMO  
is to use c++/cli to make a managed control and just use osg from  
native c++. You have full access to osg with no need to write  
wrappers.  Osgdotnet seems to have been abandoned anyway and hasn't  
been updated in quite some time.


Thanks!

Jason

Sent from my iPhone
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[osg-users] Integrate 3rd Party OpenGL Library Calback

2009-06-20 Thread Remo Eichenberger
Hi,

I have a 3rd party opengl library that i've wrapped in a 
osg::Drawable::DrawCallback. In the drawImplementation of this callback i 
call the 3rd party renderer that draw something.
This library has a callback to integrate some text rendering. Now, i will use 
OSG to render this Text (with osg::Text). But i don't have any OSG render 
context available in this callback. One idea is adding this text drawing in a 
geode node and add this geode somewhere in the scenegraph. But i need this text 
in the current frame. So my second idea is:

1) getting the current states of OSG-drawing
2) creating a temporary scene-graph with transformnode, geode and a osg::Text 
drawable
3) render this sub scenegraph with OSG in this 3rd Party OpenGL Library - 
callback with the *current* state of the main scenegraph.

Is this possible ? 

What is the correct way to do this ?

Thank you!

Cheers,
Remo

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[osg-users] SDL and OSG in the same project

2009-06-20 Thread Vic Ace
I have a game-engine-learning-project that uses SDL for input and works fine 
able to open a window a recieve the input so far but now I want to add OSG to 
it. I'm completely new and have never used it before, neither am I the most 
experienced programmer ever so... I may be missing something.

In debug configuration I get the warnings listed further down, then the game 
starts but crashes instantly with a messagebox saying:

The application failed to initialize properly (0xc0150002). Click OK to 
terminate the application.

In release configuration I get the same build warnings, but it runs without 
crashing and giving me that message.

I have have set Options-VC++ Directories to the proper SDL and OSG include, 
lib, bin directiories. The OSG release and debug libs are in the same dir.

I have the following additional dependencies for the engine project (in debug 
config, without the postfix D in release):
sdl.lib
sdlmain.lib
osgd.lib
osggad.lib
osgdbd.lib
osgviewerd.lib
osgtextd.lib
osgutild.lib
openthreadsd.lib

Looking at these warnings (below) there appears to be some kind of conflict 
between SDL and OSG.
And since it crashes, have I missed something?

Build output

1-- Build started: Project: engine, Configuration: Debug Win32 --
1Compiling...
1*.cpp
1Generating Code...
1Creating library...
1osgd.lib(osg55-osgd.dll) : warning LNK4006: __NULL_IMPORT_DESCRIPTOR already 
defined in sdl.lib(SDL.dll); second definition ignored
1osgd.lib(osg55-osgd.dll) : warning LNK4221: no public symbols found; archive 
member will be inaccessible
1osggad.lib(osg55-osgGAd.dll) : warning LNK4006: __NULL_IMPORT_DESCRIPTOR 
already defined in sdl.lib(SDL.dll); second definition ignored
1osggad.lib(osg55-osgGAd.dll) : warning LNK4221: no public symbols found; 
archive member will be inaccessible
1osgdbd.lib(osg55-osgDBd.dll) : warning LNK4006: __NULL_IMPORT_DESCRIPTOR 
already defined in sdl.lib(SDL.dll); second definition ignored
1osgdbd.lib(osg55-osgDBd.dll) : warning LNK4221: no public symbols found; 
archive member will be inaccessible
1osgviewerd.lib(osg55-osgViewerd.dll) : warning LNK4006: 
__NULL_IMPORT_DESCRIPTOR already defined in sdl.lib(SDL.dll); second definition 
ignored
1osgviewerd.lib(osg55-osgViewerd.dll) : warning LNK4221: no public symbols 
found; archive member will be inaccessible
1osgtextd.lib(osg55-osgTextd.dll) : warning LNK4006: __NULL_IMPORT_DESCRIPTOR 
already defined in sdl.lib(SDL.dll); second definition ignored
1osgtextd.lib(osg55-osgTextd.dll) : warning LNK4221: no public symbols found; 
archive member will be inaccessible
1osgutild.lib(osg55-osgUtild.dll) : warning LNK4006: __NULL_IMPORT_DESCRIPTOR 
already defined in sdl.lib(SDL.dll); second definition ignored
1osgutild.lib(osg55-osgUtild.dll) : warning LNK4221: no public symbols found; 
archive member will be inaccessible
1openthreadsd.lib(ot11-OpenThreadsd.dll) : warning LNK4006: 
__NULL_IMPORT_DESCRIPTOR already defined in sdl.lib(SDL.dll); second definition 
ignored
1openthreadsd.lib(ot11-OpenThreadsd.dll) : warning LNK4221: no public symbols 
found; archive member will be inaccessible
1Build Time 0:41
1Build log was saved at 
file://c:\Users\me\Desktop\game_project\engine\Debug\BuildLog.htm
1engine - 0 error(s), 14 warning(s)
2-- Build started: Project: game, Configuration: Debug Win32 --
2Compiling...
2*.cpp
2Generating Code...
2Compiling manifest to resources...
2Microsoft (R) Windows (R) Resource Compiler Version 6.1.6723.1
2Copyright (C) Microsoft Corporation.  All rights reserved.
2Linking...
2MSVCRTD.lib(cinitexe.obj) : warning LNK4098: defaultlib 'msvcrt.lib' 
conflicts with use of other libs; use /NODEFAULTLIB:library
2Embedding manifest...
2Microsoft (R) Windows (R) Resource Compiler Version 6.1.6723.1
2Copyright (C) Microsoft Corporation.  All rights reserved.
2Build Time 0:10
2Build log was saved at 
file://c:\Users\me\Desktop\game_project\game\Debug\BuildLog.htm
2game - 0 error(s), 1 warning(s)
== Build: 2 succeeded, 0 failed, 0 up-to-date, 0 skipped ==


Debug output

'game.exe': Loaded 'C:\Users\me\Desktop\game_project\Debug\game.exe', Symbols 
loaded.
'game.exe': Loaded 'C:\Windows\System32\ntdll.dll'
'game.exe': Loaded 'C:\Windows\System32\kernel32.dll'
'game.exe': Loaded 'C:\sdl\lib\SDL.dll', Binary was not built with debug 
information.
'game.exe': Loaded 'C:\Windows\System32\advapi32.dll'
'game.exe': Loaded 'C:\Windows\System32\rpcrt4.dll'
'game.exe': Loaded 'C:\Windows\System32\gdi32.dll'
'game.exe': Loaded 'C:\Windows\System32\user32.dll'
'game.exe': Loaded 'C:\Windows\System32\msvcrt.dll'
'game.exe': Loaded 'C:\Windows\System32\winmm.dll'
'game.exe': Loaded 'C:\Windows\System32\ole32.dll'
'game.exe': Loaded 'C:\Windows\System32\oleaut32.dll'
'game.exe': Loaded 'C:\Windows\System32\oleacc.dll'
'game.exe': Loaded 'C:\osg\bin\osg55-osgUtild.dll'
Debugger:: An unhandled non-continuable exception was thrown during process load
The program '[4016] game.exe: Native' has exited with code 

Re: [osg-users] [build] building OSG as static library

2009-06-20 Thread stefan nortd
I am running 2.8.1. On linux osgstaticviewer runs fine and on windows it 
tries to load ot11-OpenTreads.dll for some reason (I get this popup window,
 not sure what that is about) but still runs fine without it. Not sure is there 
a 
fallback? The aforementioned problems I really only get with my own VS9 
project and linux Makefile. Both of which work flawlessly when linking 
against the dynamic libs.

I feel like I am pretty close but might still miss some build parameters which
 I did not setup properly in my project files.

What do you think?


stefan hechenberger

http://linear.nortd.com

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14290#14290





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Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases

2009-06-20 Thread Paul Martz

Robert Osfield wrote:

As I have two other major releases to get out, it would be very
helpful for driving the 2.8.2 release forward if engineers that have
write access to the OSG-2.8 branch come forward to pick up the batton
and drive the 2.8.2-rc series, both in terms of coordinating with the
community and merging bug fixes.  Volunteers please come forward ;-)
  
Hi Robert -- I know I'm one of the people with write permission, but 
I'll have to bow out of this release, as there's no room in my schedule 
for it.

  -Paul
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[osg-users] initGLNames thread safety

2009-06-20 Thread Paul Martz
Hi Robert -- In an app I'm working on, I fire off multiple threads to 
read multiple files asynchronously (in this case, .OSG files). This 
seems to work OK on my dual core Windows laptop, but fails roughly 80% 
of the time on my 8-core Mac. The stack trace shows 2 or more threads 
allocating a std::map within initGLNames() 
(osgPlugins/osg/StateSet.cpp). This function does not appear to be 
thread-safe; it adds several entries to a static variable called 
s_GLNameToGLModeMap.


Is it a design intent that reading .OSG files must be done serially and 
not asynchronously? More generally -- .OSG files aside -- should an app 
be able to launch multiple threads to load files asynchronously?


If reading .OSG files is intended to be a thread-safe operation, I can 
prepare a submission. Any thoughts on this would be appreciated, thanks.

  -Paul

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Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.

2009-06-20 Thread Christian Buchner
A little youtube video clip showing the progress on my coin pusher
arcade prototype with very simple graphics:
http://www.youtube.com/watch?v=ubpZUTuO1ecfmt=22

The bottleneck here is definitely physics. Frame rates take a dip when
lots of coins are interacting. I am hoping for some public CUDA
support in the Bullet physics library in the near future.

This demo is based mainly on the osgbullet source code found on the
OSG Wiki. I replaced the golf ball in the demo with coins and I am
tossing in a new coin every second. I also added a box-shaped pusher
and a (yet invisible) rear wall that makes sure the coins fall off the
pusher eventually.

Christian
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