Re: [osg-users] pixelBufferObject
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] could not find plugin to read objects from file
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] building OSG as static library
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14263#14263 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases
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 -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] building OSG as static library
@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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14280#14280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] building OSG as static library
@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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14281#14281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] building OSG as static library
@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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14282#14282 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] building OSG as static library
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14280#14280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VPB and CMake
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VPB and CMake
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Windows forms and c#
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Integrate 3rd Party OpenGL Library Calback
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14289#14289 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] SDL and OSG in the same project
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Gearing up for OpenSceneGraph-2.8.2, OpenSceneGraph-2.10 and VirtualPlanetBuilder-1.0 releases
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] initGLNames thread safety
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Advice sought for rendering coins in OSG. Lots of coins.
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org