Re: [osg-users] OSGAnimationPath.
Hi, When I change rPath-setLoopMode(osg::AnimationPath::NO_LOOPING); with rPath-setLoopMode(osg::AnimationPath::LOOP) or SWING. This code works perfect. I just wonder what might be the problem. Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16856#16856 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rethinking 3rd party dependencies?
Hi Philip, I'm all for integrating CMakePorts support into OSG build. I'm I correct in reading the cmakeports_osg.path that one would build the OSG and have the external libs build automatically when required? Currently .patch only lists jpeg, zlib and png. Is this just a preliminary lists? Are others pending? Robert. On Fri, Aug 28, 2009 at 11:46 PM, Philip Lowmanphi...@yhbt.com wrote: While poring over thread after thread dealing with build dependencies on Windows I had a weird thought a while back: computers are fast these days, why not just build everything (including 3rd party dependencies) from source? The way I see it, issues on Windows are going to get worse far before they get any better. Issues like: 1. Differing compiler versions (MSVC 7.1/8/9, MinGW 3.4/4.4) 2. The need for Debug libraries with certain compilers 3. The need for 32 and/or 64-bit libraries 4. The occasional need for a complete static build 5. The need/desire for some people to compile with /MT or _SECURE_SCL=0 on MSVC ...are likely not to be going away anytime soon and they can create a confusing ecosystem. Also, security issues library bugfixes tend to get ignored once someone has that prebuilt library sitting off in CM somewhere. So I cmakeified libpng, zlib, and libjpeg (building on some work previously done by Luigi Calori and others) and wrapped them in ZIP files called CMakeports. The three put together take about 5 seconds total to build on my 3 year old core2 duo. They are available at the website below. http://code.google.com/p/cmakeports/ I've integrated and tested* the 3 ports with OSG using osgviewer --image, and things seem to be working fine. I'd like to submit this to osg-submissions assuming there is enough interest in the idea. I'm doubtful this could satisfy 100% of the dependencies people might want to use with the OSG, but I'm optimistic it could cover the major ones (png, jpg, zlib, tiff, freetype seem like no-brainers to me). * I have tested: MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=ON (Debug Release) MinGW 3.4. * I have partially tested: MSVC9 32-bit DYNAMIC_OPENSCENEGRAPH=OFF (code compiles but haven't tried building/linking a custom viewer) * I have not tested: MSVC8 MSVC9 64-bit MinGW 4.4.0 -- Philip Lowman ___ 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] PositionAttitudeTransform, geometrical trnasformation issues
Hi Andrei, From your post I can't really determine exactly what is up. The best I can do is explain how the pivot and position point work. The PivotPoint is the position in local coordinate frame of the subgraph that want to position that you'll scale, and rotate around, and the Position is the final position that the PivotPoint will be placed at in the parents coordinate frame. Robert. On Thu, Aug 27, 2009 at 10:11 AM, Андрей Чобануandrei...@gmail.com wrote: Hi guys, I'm new to osg... so bare with me From the MFC application i get two CPoint points and I try to do some geometrical transformations. I'm using osg::PositionAttitudeTransform in order to rotate, scale and translate a model. Type name of new folder Code: osg::ref_ptrosg::PositionAttitudeTransform _pat = new osg::PositionAttitudeTransform(); and then I'm adding the model as a child to _pat. What i do is to get the center weight point for the model and this: Code: _pat-setPivotPoint(centerWeightPoint); _pat-setPosition(centerWeightPoint); I've implemented the Scale: Code: osg::Vec3d scale = _pat-getScale(); osg::Vec3d actualScale = osg::Vec3d(scale.x() * scaleFactor, scale.y() * scaleFactor, scale.z() * scaleFactor); _pat-setScale(actualScale); the Translate (here the z is always 0 from input) : Code: osg::Vec3f translate = _pat-getPosition(); translate += osg::Vec3f(x, y, z); _pat-setPosition(translate); My problem is that scale and translate don't work very accurate. The translation seems to be more than that (like it would apply a rotation too) and the scale kind of stretches my model in some directions more than in others. Is that something I'm missing? Do I have problems when i get from CPoint (2D) to my model which is 3D? Thank you! Cheers, Andrei -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16776#16776 ___ 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] [osgPlugins] Using Plugins Statically Linker Problem
Hi Stefan, I don't use Windows so can't comment on the platform specifics issues. The macro's used to get things to work under the static build essentially just create C entry points that are exported in the plugin, and then used in your application when you add a USE_OSGPLUGIN(png). Go have a look at the code for the macro to see what is going on under the hood. W.r.t the linker problems, I guess this is either you're missing linking to libpng in your application, or that the static linking of the OSG's png plugin isn't working quite right. Only a few engineers use the OSG as a static build so it may well be that you are exercising parts that haven't been tested under Windows before. Robert. On Sun, Aug 30, 2009 at 11:02 PM, stefan nortdste...@nortd.com wrote: Hi, I am currently using osg statically and cross-platform. I have been pretty happy with how it worked out but have recently run into problems with certain plugins. Freetype works fine but png or jpeg does not with VS2008. I do the usual USE_OSGPLUGIN(png); and am also setting the path to the libs (just like with freetype). I get the following unresolved symbol linker problems. Code: Linking... osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_get_io_ptr osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_destroy_write_struct osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_write_end osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_write_image osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_write_info osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_IHDR osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_compression_level osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_write_fn osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_create_info_struct osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_create_write_struct osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_destroy_read_struct osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_get_channels osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_read_end osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_read_image osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_get_rowbytes osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_read_update_info osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_gamma osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_get_gAMA osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_packing osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_tRNS_to_alpha osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_get_valid osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_gray_1_2_4_to_8 osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_palette_to_rgb osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_swap osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_get_IHDR osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_read_info osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_sig_bytes osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_read_fn osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_check_sig osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_set_error_fn osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_get_error_ptr osgdb_png.lib(ReaderWriterPNG.obj) : error LNK2001: unresolved external symbol _png_create_read_struct Unfortunately I do not quite understand the USE_OSGPLUGIN macro and am therefore a bit stuck here. Is there something obvious I am missing? How does this macro include symbols statically from the plugins? Help very much appreciated ;) Thank you! Cheers, stefan stefan hechenberger http://linear.nortd.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16855#16855 ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] OSGAnimationPath.
Hi, I think you record key in global space and replaying in a a sub tree node that is not in the same space. I can't help more without a sample code ready to build and data that produce the problem. Just some remarks. I am not sure you need skinning, then use only an UpdateTransform callback you will not need skeleton and bone, so it will be easier to setup (there are example in osg) Cheers, Cedric - +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Mon, 2009-08-31 at 08:06 +, Danny Lesnik wrote: Hi, When I change rPath-setLoopMode(osg::AnimationPath::NO_LOOPING); with rPath-setLoopMode(osg::AnimationPath::LOOP) or SWING. This code works perfect. I just wonder what might be the problem. Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16856#16856 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PositionAttitudeTransform, geometrical trnasformation issues
Thanks for your reply Robert! Actually, a coworker gave me a hand in this and i found out i was using setProjectionMatrixAsPerspective with a bad argument and from that came all my troubles. Told i'm a newbie. Andrei -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16861#16861 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGAnimationPath.
Hi Cedric, This is sample code that reproduces this problem: #include osgViewer/Viewer #include osg/animationpath #include osg/matrixtransform #include osg/ShapeDrawable #include osg/PositionAttitudeTransform #include osg/Node #include osgDB/ReadFile #include osgGA/TrackballManipulator #include osg/AnimationPath class MoveObjectForward : public osg::AnimationPathCallback { public: MoveObjectForward::MoveObjectForward() { osg::ref_ptrosg::AnimationPath rPath = new osg::AnimationPath; rPath-setLoopMode(osg::AnimationPath::NO_LOOPING); osg::AnimationPath::ControlPoint c0(osg::Vec3(-10,0,0)); osg::AnimationPath::ControlPoint c1(osg::Vec3(10,0,0)); rPath-insert(16.0f , c0 ); rPath-insert( 20.0f, c1 ); this-setAnimationPath(rPath.get()); } }; osg::Node* tankNode = NULL; int main() { tankNode = osgDB::readNodeFile(c:\\R_Road_Street_G_Sidewalk.3DS); osg::Group* root = new osg::Group(); osg::PositionAttitudeTransform* tankXform = new osg::PositionAttitudeTransform(); tankXform-setName(ddd); root-addChild(tankXform); tankXform-addChild(tankNode); osg::Vec3 tankPosit(-10,0,0); tankXform-setPosition( tankPosit ); tankXform-setUpdateCallback(new MoveObjectForward()); osgViewer::Viewer viewer; viewer.setSceneData( root ); viewer.setCameraManipulator(new osgGA::TrackballManipulator); viewer.realize(); while( !viewer.done() ) { viewer.frame(); } return 0; } Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16863#16863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGAnimationPath.
Sorry i answer to another thread discard this post - +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Mon, 2009-08-31 at 08:06 +, Danny Lesnik wrote: Hi, When I change rPath-setLoopMode(osg::AnimationPath::NO_LOOPING); with rPath-setLoopMode(osg::AnimationPath::LOOP) or SWING. This code works perfect. I just wonder what might be the problem. Thank you! Cheers, Danny -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16856#16856 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with osgAnimation.
Hi, I think you record key in global space and replaying in a a sub tree node that is not in the same space. I can't help more without a sample code ready to build and data that produce the problem. Just some remarks. I am not sure you need skinning, then use only an UpdateTransform callback you will not need skeleton and bone, so it will be easier to setup (there are example in osg) Cheers, Cedric - +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Sun, 2009-08-30 at 20:07 +, Bao-Anh Dang-Vu wrote: Hi, Thank you for your reply. I have attached a sample of code, that presents how I create my animation. Cheers, Bao-Anh. --8---cut here---start-8--- // The Callback that refreshes the animation and creates frames. class codaNodeCallback : public osg::NodeCallback { public: codaNodeCallback(unsigned id, osgAnimation::Vec3KeyframeContainer* key) : id_(id), key_(key), frame_nb_(0) {} virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::ref_ptrosg::Geode codaData = node-asGeode(); if (codaData) { osg::Vec3 position(getPositionX(id_), getPositionY(id_), getPositionZ(id_)); // Add a frame to the animation. key_-push_back(osgAnimation::Vec3Keyframe(++frame_nb_, position)); // Also display the Sphere in real-time. We got the expected behavior. osg::Sphere* s = new osg::Sphere(position, RAYON); codaData-replaceDrawable(codaData-getDrawable(0), new osg::ShapeDrawable(s)); } traverse(node, nv); } private: unsigned id_; osgAnimation::Vec3KeyframeContainer* key_; unsigned frame_nb_; }; // The creation of the animation. osg::ref_ptrosgAnimation::Skeleton skelroot = new osgAnimation::Skeleton; skelroot-setDefaultUpdateCallback(); // The bone that follows some positions. osg::ref_ptrosgAnimation::Bone bone = new osgAnimation::Bone; bone-setBindMatrixInBoneSpace(osg::Matrix::translate(1,0,0)); bone-setName(a bone); bone-setDefaultUpdateCallback(a bone); skelroot-addChild(bone.get()); osg::Node* sphereNode = createSphere(osg::Vec3(0, 0, 0), RAYON); bone-addChild(sphereNode); osgAnimation::Vec3KeyframeContainer* key = new osgAnimation::Vec3KeyframeContainer; // We also display the position in realtime. Hence, the callback records // the animation. sphereNode_realtime-addUpdateCallback(new codaNodeCallback(0, key)); root_realtime-addChild(sphereNode); viewer.setSceneData(root_realtime); viewer.run(); // When the view is done, we save the animation. osg::Group* scene = new osg::Group; osg::ref_ptrosgAnimation::BasicAnimationManager manager = new osgAnimation::BasicAnimationManager; scene-setUpdateCallback(manager.get()); osgAnimation::Animation* anim = new osgAnimation::Animation; osgAnimation::Vec3LinearSampler* sampler = new osgAnimation::Vec3LinearSampler; sampler-setKeyframeContainer(key); osgAnimation::Vec3LinearChannel* channel = new osgAnimation::Vec3LinearChannel(sampler); channel-setName(position); channel-setTargetName(a bone); anim-addChannel(channel); manager-registerAnimation(anim); manager-buildTargetReference(); // Then, we add some root nodes, it comes from the example // “osganimationskinning” and stay a little bit fuzzy. osg::MatrixTransform* trueroot = new osg::MatrixTransform; trueroot-setMatrix(osg::Matrix(osg::Matrix::translate(50,50,20).ptr())); trueroot-addChild(skelroot.get()); trueroot-setDataVariance(osg::Object::DYNAMIC); rootTransform-addChild(trueroot); scene-addChild(rootTransform); // We save the scene. osgDB::writeNodeFile(*scene, scene.osg); --8---cut here---end---8--- -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16854#16854 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Inverting X Axis and possible Multithreading Problem
Hey, thanks for your reply. I will try and find out what is going on there on my own, but I will have to do that later, let me break down my first problem into single questions, maybe it will be easier for me to work it out then. I have: osg::ref_ptrosg::MatrixTransform arTransform = new osg::MatrixTransform(); and if I understand it all correctly, that is constantly updated by the cameras marker coordinates. Is there an easy way to access the x,y,z values and update them? My approach was this: osg::Matrix mtrx = arTransform-getMatrix(); osg::Quat* q = new osg::Quat(); mtrx.get(*q); int x = q-x(); int y = q-y(); int z = q-z(); in order to get x,y,z but this always returns 0 for each value. And then: mtrx.setTrans(x,y,z); arTransform-setMatrix(mtrx); (obviously this would set the matrix to its original values) is this the right approach to get and update the values from the transform matrix? Thanks, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16867#16867 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Inverting X Axis and possible Multithreading Problem
Hi David, On 31/08/09 12:16 PM, David Goering wrote: I have: osg::ref_ptrosg::MatrixTransform arTransform = new osg::MatrixTransform(); and if I understand it all correctly, that is constantly updated by the cameras marker coordinates. Is there an easy way to access the x,y,z values and update them? My approach was this: osg::Matrix mtrx = arTransform-getMatrix(); osg::Quat* q = new osg::Quat(); mtrx.get(*q); int x = q-x(); int y = q-y(); int z = q-z(); in order to get x,y,z but this always returns 0 for each value. And then: mtrx.setTrans(x,y,z); arTransform-setMatrix(mtrx); (obviously this would set the matrix to its original values) I didn't follow what you're trying to do, but putting the rotation quaternion back into the translation doesn't make sense. (osg::Matrix::get is deprecated, getRotate() is what should be used instead.) The quat is probably 0,0,0,1 because there is no rotation part of the matrix. If you need to get the translation part of a matrix use 'osg::Vec3 osg::Matrix::getTrans()' Apart from that: osg::Vec3 trans = arTransform-getMatrix().getTrans(); osg::Matrix mtx; mtx.setTrans(trans.x, trans.y, trans.z); arTransform-setMatrix(mtx); is the correct way to update the MatrixTransform. Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Inverting X Axis and possible Multithreading Problem
Hey, thanks for the quick reply, that already helped me a lot, I will keep on playing arround and will bug you when I hit the next problem :P Thanks a bunch! David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16869#16869 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Inverting X Axis and possible Multithreading Problem
Well this was faster than I hoped, but maybe someone can cure my confusion :-* I have successfully updated the arTransform Matrix now. So when I move the marker to the left, the model moves to the left (although in the video the marker moves to the right and vice versa). That works now, the problem is, when I rotate the marker, the model doesn't rotate with it. And when I move the webcam, the model moves off of the marker (which it didn't do before I updated the matrix). I assume I do not quite understand the different coordinate systems, and that I somehow must convert one system in the other, with some kind of transformation, but I am not entirely sure how or what systems there are. Any ideas would be greatly appreciated, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16870#16870 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rethinking 3rd party dependencies?
On Mon, Aug 31, 2009 at 4:43 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Philip, I'm all for integrating CMakePorts support into OSG build. I'm I correct in reading the cmakeports_osg.path that one would build the OSG and have the external libs build automatically when required? Currently .patch only lists jpeg, zlib and png. Is this just a preliminary lists? Are others pending? Hi Robert, The way it is setup now you would enable an option and then pick the directory where the ports exist on your system, then it would find any that exist in the directory and build them if present. I do not have it setup so that it would try to build the port if you don't already have the dependency but this is an interesting idea. First I would have to determine a safe way for Find3rdPartyDependencies.cmake and CMakePortsSearch.cmake to interact with each other which currently does not exist. Yes, only libjpeg, libpng, and zlib have been made available for the moment. freetype glut have been done but need packaging/testing. I also plan to ensure this works for curl and tiff. -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rethinking 3rd party dependencies?
Hi Philip, Robert, and all FYI, some devs and I started to add a CMake script to libcurl ; and the libcurl community seemed quite interested, yet not waiting for it. Unfortunately I didn't had time to finish the job for now. If you intend to work on it, you may have a look to what has been done (and/or ask me). I agree CMakePorts could be a nice idea for dependencies that don't already have a CMake script. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Philip Lowman phi...@yhbt.com a écrit : On Mon, Aug 31, 2009 at 4:43 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Philip, I'm all for integrating CMakePorts support into OSG build. I'm I correct in reading the cmakeports_osg.path that one would build the OSG and have the external libs build automatically when required? Currently .patch only lists jpeg, zlib and png. Is this just a preliminary lists? Are others pending? Hi Robert, The way it is setup now you would enable an option and then pick the directory where the ports exist on your system, then it would find any that exist in the directory and build them if present. I do not have it setup so that it would try to build the port if you don't already have the dependency but this is an interesting idea. First I would have to determine a safe way for Find3rdPartyDependencies.cmake and CMakePortsSearch.cmake to interact with each other which currently does not exist. Yes, only libjpeg, libpng, and zlib have been made available for the moment. freetype glut have been done but need packaging/testing. I also plan to ensure this works for curl and tiff. -- Philip Lowman ___ 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] Semi-OT: Linux OpenGL driver job opening
I'm definitely interested in learning more, but I'm not sure I'm a perfect fit. Is there a posting I can see somewhere? I'm looking specifically for a more in-depth description of what they're looking for. Thanks! John On Fri, Aug 28, 2009 at 1:45 PM, Chris 'Xenon' Hansonxe...@alphapixel.com wrote: Someone contacted me (off-list) about a job doing Linux OpenGL driver development, full-time, location: flexible/work at home. If anybody is interested in this job, contact me privately and I'll put you in touch. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ 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] Semi-OT: Linux OpenGL driver job opening
I apologize. I meant to do this off-list. On Mon, Aug 31, 2009 at 9:07 AM, John B. Turpishjbt...@gmail.com wrote: On Fri, Aug 28, 2009 at 1:45 PM, Chris 'Xenon' Hansonxe...@alphapixel.com wrote: ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with osgAnimation.
I think you record key in global space and replaying in a a sub tree node that is not in the same space. I can't help more without a sample code ready to build and data that produce the problem. Just some remarks. I am not sure you need skinning, then use only an UpdateTransform callback you will not need skeleton and bone, so it will be easier to setup (there are example in osg) Hi, Thank you, it works now. I fact, the animation was just too slow, and I didn't notice it was slowly moving. Now I create new Keyframes with a timer increasing of 1/30 instead of 1. Cheers, Bao-Anh. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16876#16876 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Far Nodes - geometry as background
Hi all, I've read a lot on this forum about rendering geometry on top of a scene (HUD style), but I would like some details on how to render geometry in the background. I'm writing a small nodekit which is a Far Object and I have some problems with zbuffer and Near/Far planes calculations to avoid precisions problems... * If I'm right, I only need to use the setRenderBinDetails to a very negative value to be sure the node is rendered first of all. * I don't see how to deal with Zbuffer problem now... Obviously, I want to see my far nodes in the scene, but I want to avoid Z precision issues when rendering medium sized geometry near of the camera, so how do I manage this ? I think I need to keep the automatic Near/Far calculation if I want to see the nodes, but after rendering them, I need to clear the Zbuffer, what is the good method to achieve this ? using a ClearNode ? As my far node is designed to be a nodekit, I maybe need to avoid the use of a local camera as I see in discussions, because it could be introduce performances pb with many far nodes isn't it ? thanks a lot, Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16877#16877 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate camera
Thanks for your reply! Now that I have a code that will allow me to move how can I use it inside the osgviewer.cpp? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16878#16878 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Using Plugins Statically Linker Problem
Thanks Robert, It turns out that USE_OSGPLUGIN is working fine for osgdb_png and osgdb_jpeg. I was simply not aware that I had to link againg libpng.lib ang libjpeg.lib. I though since I compiled osg statically all the support lib symbols are therefore in the osgdb_png/jpeg files. On linux I had the odd situation that png would work fine by just adding USE_OSGPLUGIN and jpeg was building but segfaulted on execution. After linking properly the segfaulting issue disappeared as well. BTW: does anybody know why libpng is dynamic in the 3rd_party package. Not a big issue just curious. Take Care, stefan stefan hechenberger http://linear.nortd.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16879#16879 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Far Nodes - geometry as background
Eric Pouliquen wrote: I've read a lot on this forum about rendering geometry on top of a scene (HUD style), but I would like some details on how to render geometry in the background. I'm writing a small nodekit which is a Far Object and I have some problems with zbuffer and Near/Far planes calculations to avoid precisions problems... * If I'm right, I only need to use the setRenderBinDetails to a very negative value to be sure the node is rendered first of all. * I don't see how to deal with Zbuffer problem now... Obviously, I want to see my far nodes in the scene, but I want to avoid Z precision issues when rendering medium sized geometry near of the camera, so how do I manage this ? I think I need to keep the automatic Near/Far calculation if I want to see the nodes, but after rendering them, I need to clear the Zbuffer, what is the good method to achieve this ? using a ClearNode ? As my far node is designed to be a nodekit, I maybe need to avoid the use of a local camera as I see in discussions, because it could be introduce performances pb with many far nodes isn't it ? My solution was to introduce a custom drawable in a renderbin ordered between the far node and the rest of the scene. This custom drawable simply clears the GL Z buffer. This makes sure all real scene geometry appears atop the far node geometry. This works well as long as the far node stuff doesn't need to be geometrically very far away (for parallax reason -- like if it was a moon or something) that it screws up the automatic near/far plane computation. thanks a lot, Eric -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Inconsistent dll linkage
Hi, I'm trying to build my first osg project. I used the link (http://dwightdesign.com/2009/05/installing-openscenegraph-280/) to configure my system, everything went well, but I'm having some problems: [code] Compiling... Main.cpp DoomLikeManipulator.cpp .\DoomLikeManipulator.cpp(28) : warning C4273: 'osgGA::DoomLikeManipulator::DoomLikeManipulator' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(56) : see previous definition of '{ctor}' .\DoomLikeManipulator.cpp(53) : warning C4273: 'osgGA::DoomLikeManipulator::~DoomLikeManipulator' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(126) : see previous definition of '{dtor}' .\DoomLikeManipulator.cpp(57) : warning C4273: 'osgGA::DoomLikeManipulator::intersect' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(128) : see previous definition of 'intersect' .\DoomLikeManipulator.cpp(74) : warning C4273: 'osgGA::DoomLikeManipulator::setNode' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(82) : see previous definition of 'setNode' .\DoomLikeManipulator.cpp(84) : warning C4273: 'osgGA::DoomLikeManipulator::getNode' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(85) : see previous definition of 'getNode' .\DoomLikeManipulator.cpp(89) : warning C4273: 'osgGA::DoomLikeManipulator::getNode' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(88) : see previous definition of 'getNode' .\DoomLikeManipulator.cpp(95) : warning C4273: 'osgGA::DoomLikeManipulator::className' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(61) : see previous definition of 'className' .\DoomLikeManipulator.cpp(100) : warning C4273: 'osgGA::DoomLikeManipulator::setByMatrix' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(66) : see previous definition of 'setByMatrix' .\DoomLikeManipulator.cpp(113) : warning C4273: 'osgGA::DoomLikeManipulator::setByInverseMatrix' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(71) : see previous definition of 'setByInverseMatrix' .\DoomLikeManipulator.cpp(126) : warning C4273: 'osgGA::DoomLikeManipulator::getMatrix' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(74) : see previous definition of 'getMatrix' .\DoomLikeManipulator.cpp(131) : warning C4273: 'osgGA::DoomLikeManipulator::getInverseMatrix' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(77) : see previous definition of 'getInverseMatrix' .\DoomLikeManipulator.cpp(136) : warning C4273: 'osgGA::DoomLikeManipulator::computeHomePosition' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(92) : see previous definition of 'computeHomePosition' .\DoomLikeManipulator.cpp(182) : warning C4273: 'osgGA::DoomLikeManipulator::init' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(98) : see previous definition of 'init' .\DoomLikeManipulator.cpp(189) : warning C4273: 'osgGA::DoomLikeManipulator::home' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(95) : see previous definition of 'home' .\DoomLikeManipulator.cpp(197) : warning C4273: 'osgGA::DoomLikeManipulator::home' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(96) : see previous definition of 'home' .\DoomLikeManipulator.cpp(216) : warning C4273: 'osgGA::DoomLikeManipulator::handle' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(101) : see previous definition of 'handle' .\DoomLikeManipulator.cpp(264) : warning C4273: 'osgGA::DoomLikeManipulator::getUsage' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(104) : see previous definition of 'getUsage' .\DoomLikeManipulator.cpp(280) : warning C4273: 'osgGA::DoomLikeManipulator::_keyUp' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(163) : see previous definition of '_keyUp' .\DoomLikeManipulator.cpp(307) : warning C4273: 'osgGA::DoomLikeManipulator::_keyDown' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(162) : see previous definition of '_keyDown' .\DoomLikeManipulator.cpp(395) : warning C4273: 'osgGA::DoomLikeManipulator::_move' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(164) : see previous definition of '_move' .\DoomLikeManipulator.cpp(432) :
[osg-users] Easy Question? - returning points after PositionAttitudeTransform applied
I have a linesegment defined by two points, say X1Y1 and X2Y2. If I then place this linesegment under a PositionAttitudeTransform in the tree and do a rotate (setAttitude) and translate (setPosition), how do I then get these new values of the points that have been transformed (X1nY1n and X2nY2n)? I tried returning the bounding box on the linesegment but it returned the same values both before and after I did the transform. Mike Greene ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Inconsistent dll linkage
Hi -- These look like compile errors in your code, not OSG, is that correct? ("DoomLikeManipulator.cpp" isn't an OSG file as far as I know...) Are you including a header multiple times, without it being protected by #ifndef/#define/#endif? Do the OSG examples build OK? If so, compare a simple reproducer example to see where you've gone astray. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] tutorial Problem
Hi, iam new in that Community... Have a Q to this Tutorial: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FileLoadingAndTransforms Where can I get the file called t72-tank_des.flt... I cant find it in the Data Dir or sth... Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16881#16881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Inconsistent dll linkage
Hi thaks for your reply, You are right, it's a compile error. I tried to compile the osgviewer.cpp and I got these errors: Code: -- Build started: Project: OSGDefaultProject, Configuration: Debug Win32 -- Compiling... Main.cpp Linking... LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library Main.obj : warning LNK4217: locally defined symbol ?setst...@?$basic_ios@du?$char_tra...@d@std@@@std@@qaex...@z (public: void __thiscall std::basic_ioschar,struct std::char_traitschar ::setstate(int,bool)) imported in function class std::basic_ostreamchar,struct std::char_traitschar __cdecl std::operatorstruct std::char_traitschar (class std::basic_ostreamchar,struct std::char_traitschar ,char const *) (??$?6u?$char_tra...@d@std@@@std@@yaaav?$basic_ostr...@du?$char_traits@d...@std@@@0...@aav10@p...@z) Main.obj : error LNK2019: unresolved external symbol __declspec(dllimport) public: class std::basic_ostreamchar,struct std::char_traitschar __thiscall std::basic_ostreamchar,struct std::char_traitschar ::flush(void) (__imp_?fl...@?$basic_ostream@du?$char_tra...@d@std@@@std@@qaeaa...@xz) referenced in function class std::basic_ostreamchar,struct std::char_traitschar __cdecl std::endl(class std::basic_ostreamchar,struct std::char_traitschar ) (?e...@std@@yaaav?$basic_ostr...@du?$char_traits@d...@std@@@1...@aav21@@Z) Main.obj : error LNK2019: unresolved external symbol __declspec(dllimport) public: class std::basic_ostreamchar,struct std::char_traitschar __thiscall std::basic_ostreamchar,struct std::char_traitschar ::put(char) (__imp_?...@?$basic_ostream@du?$char_tra...@d@std@@@std@@qaeaa...@d@Z) referenced in function class std::basic_ostreamchar,struct std::char_traitschar __cdecl std::endl(class std::basic_ostreamchar,struct std::char_traitschar ) (?e...@std@@yaaav?$basic_ostr...@du?$char_traits@d...@std@@@1...@aav21@@Z) Main.obj : error LNK2019: unresolved external symbol __CrtDbgReportW referenced in function public: char const __thiscall std::basic_stringchar,struct std::char_traitschar,class std::allocatorchar ::operator[](unsigned int)const (??a?$basic_str...@du?$char_traits@d...@std@@v?$alloca...@d@2@@std@@qbea...@z) libcpmtd.lib(stdthrow.obj) : error LNK2001: unresolved external symbol __CrtDbgReportW libcpmtd.lib(cout.obj) : error LNK2001: unresolved external symbol __CrtDbgReportW Main.obj : error LNK2019: unresolved external symbol __declspec(dllimport) public: void __thiscall std::basic_ostreamchar,struct std::char_traitschar ::_Osfx(void) (__imp_?_o...@?$basic_ostream@du?$char_tra...@d@std@@@std@@QAEXXZ) referenced in function public: __thiscall std::basic_ostreamchar,struct std::char_traitschar ::sentry::~sentry(void) (??1sen...@?$basic_ostream@du?$char_tra...@d@std@@@std@@q...@xz) Main.obj : error LNK2019: unresolved external symbol __declspec(dllimport) public: class std::basic_ostreamchar,struct std::char_traitschar __thiscall std::basic_ostreamchar,struct std::char_traitschar ::operator(class std::basic_ostreamchar,struct std::char_traitschar (__cdecl*)(class std::basic_ostreamchar,struct std::char_traitschar )) (__imp_??6?$basic_ostr...@du?$char_traits@d...@std@@@std@@qaeaa...@p6aaav01@AAV01@@z...@z) referenced in function _main libcpmtd.lib(xdebug.obj) : error LNK2019: unresolved external symbol __malloc_dbg referenced in function void * __cdecl operator new(unsigned int,struct std::_DebugHeapTag_t const ,char *,int) (?...@yapaxiabu_debugheaptag_t@std@@p...@z) libcpmtd.lib(xdebug.obj) : error LNK2019: unresolved external symbol __free_dbg referenced in function void __cdecl operator delete(void *,struct std::_DebugHeapTag_t const ,char *,int) (?...@yaxpaxabu_debugheaptag_t@std@@p...@z) libcpmtd.lib(_tolower.obj) : error LNK2019: unresolved external symbol __calloc_dbg referenced in function __Getctype C:\OSG\OSGDefaultProject\Debug\OSGDefaultProject.exe : fatal error LNK1120: 8 unresolved externals Build log was saved at file://c:\OSG\OSGDefaultProject\OSGDefaultProject\Debug\BuildLog.htm OSGDefaultProject - 11 error(s), 2 warning(s) == Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped == Any tips? Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16887#16887 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Easy Question? - returning points after PositionAttitudeTransform applied
You need osg::computeLocalToWorld() to get the coordinate transform matrix, then multiply each point by this matrix to get real world coords. eg: osg::Matrix matrix = osg::computeLocalToWorld(nv-getNodePath()); osg::Vec3 point = data-at(ii) * matrix; Cheers, Martin (at least that's what i did - I could be completely wrong !) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16889#16889 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Inconsistent dll linkage
That looks like you're using different C runtime libraries than OSG was built with. You should probably use "Debug Multithreaded DLL" for debug builds, and "Multithreaded DLL" for release builds. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Editing the Community/Contractors page
Hi, The Community/Contractors wiki page does not seem to be editable, even with a login. I was hoping to update my entry. I don't know who the maintainer is but I'm hoping he or she can re-enable access. Thanks in advance. Glenn ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Inconsistent dll linkage
Hi, Now my osgviewer.cpp is working fine. However when I add one other code the following error is: [code] -- Rebuild All started: Project: OSGDefaultProject, Configuration: Release Win32 -- Deleting intermediate and output files for project 'OSGDefaultProject', configuration 'Release|Win32' Compiling... DoomLikeManipulator.cpp .\DoomLikeManipulator.cpp(28) : warning C4273: 'osgGA::DoomLikeManipulator::DoomLikeManipulator' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(56) : see previous definition of '{ctor}' .\DoomLikeManipulator.cpp(53) : warning C4273: 'osgGA::DoomLikeManipulator::~DoomLikeManipulator' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(126) : see previous definition of '{dtor}' .\DoomLikeManipulator.cpp(57) : warning C4273: 'osgGA::DoomLikeManipulator::intersect' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(128) : see previous definition of 'intersect' .\DoomLikeManipulator.cpp(74) : warning C4273: 'osgGA::DoomLikeManipulator::setNode' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(82) : see previous definition of 'setNode' .\DoomLikeManipulator.cpp(84) : warning C4273: 'osgGA::DoomLikeManipulator::getNode' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(85) : see previous definition of 'getNode' .\DoomLikeManipulator.cpp(89) : warning C4273: 'osgGA::DoomLikeManipulator::getNode' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(88) : see previous definition of 'getNode' .\DoomLikeManipulator.cpp(95) : warning C4273: 'osgGA::DoomLikeManipulator::className' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(61) : see previous definition of 'className' .\DoomLikeManipulator.cpp(100) : warning C4273: 'osgGA::DoomLikeManipulator::setByMatrix' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(66) : see previous definition of 'setByMatrix' .\DoomLikeManipulator.cpp(113) : warning C4273: 'osgGA::DoomLikeManipulator::setByInverseMatrix' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(71) : see previous definition of 'setByInverseMatrix' .\DoomLikeManipulator.cpp(126) : warning C4273: 'osgGA::DoomLikeManipulator::getMatrix' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(74) : see previous definition of 'getMatrix' .\DoomLikeManipulator.cpp(131) : warning C4273: 'osgGA::DoomLikeManipulator::getInverseMatrix' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(77) : see previous definition of 'getInverseMatrix' .\DoomLikeManipulator.cpp(136) : warning C4273: 'osgGA::DoomLikeManipulator::computeHomePosition' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(92) : see previous definition of 'computeHomePosition' .\DoomLikeManipulator.cpp(182) : warning C4273: 'osgGA::DoomLikeManipulator::init' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(98) : see previous definition of 'init' .\DoomLikeManipulator.cpp(189) : warning C4273: 'osgGA::DoomLikeManipulator::home' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(95) : see previous definition of 'home' .\DoomLikeManipulator.cpp(197) : warning C4273: 'osgGA::DoomLikeManipulator::home' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(96) : see previous definition of 'home' .\DoomLikeManipulator.cpp(216) : warning C4273: 'osgGA::DoomLikeManipulator::handle' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(101) : see previous definition of 'handle' .\DoomLikeManipulator.cpp(264) : warning C4273: 'osgGA::DoomLikeManipulator::getUsage' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(104) : see previous definition of 'getUsage' .\DoomLikeManipulator.cpp(280) : warning C4273: 'osgGA::DoomLikeManipulator::_keyUp' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(163) : see previous definition of '_keyUp' .\DoomLikeManipulator.cpp(307) : warning C4273: 'osgGA::DoomLikeManipulator::_keyDown' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(162) : see previous definition of '_keyDown' .\DoomLikeManipulator.cpp(395) : warning C4273: 'osgGA::DoomLikeManipulator::_move' : inconsistent dll linkage
[osg-users] possible bug in osg reader/writer for PagedLOD nodes
I think there is a bug in the osg reader/writer for PagedLOD nodes. If you set the LOD::CenterMode to USE_BOUNDING_SPHERE_CENTER then it doesn't get written to the output .osg file because the writer ignores its value unless it is set to USER_DEFINED_CENTER, in which case it just writes out the user defined center, but not the center mode (see LOD_writeLocalData() function in the osg plugin). This doesn't cause a problem for regular LOD nodes because their bounds can be computed from their children, but if you have a PagedLOD node that has no children (because its children area loaded by the pager) then its not possible to compute a valid bounding sphere to use (and it won't try to anyway because the center mode defaults to USER_DEFINED_CENTER). This is different than the way the ive writer works - when I write my PagedLOD nodes to the ive file format and then view them with the osgviewer it works fine, but when I write to osg the externally referenced files are never paged in because it thinks the center of the PagedLOD nodes is (0,0,0). Alex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] Inconsistent dll linkage
On Mon, Aug 31, 2009 at 8:14 PM, Alex Malhao franciskovi...@gmail.comwrote: Hi, Now my osgviewer.cpp is working fine. However when I add one other code the following error is: [code] -- Rebuild All started: Project: OSGDefaultProject, Configuration: Release Win32 -- Deleting intermediate and output files for project 'OSGDefaultProject', configuration 'Release|Win32' Compiling... DoomLikeManipulator.cpp .\DoomLikeManipulator.cpp(28) : warning C4273: 'osgGA::DoomLikeManipulator::DoomLikeManipulator' : inconsistent dll linkage c:\osg\osgdefaultproject\osgdefaultproject\DoomLikeManipulator.h(56) : see previous definition of '{ctor}' Do I need to do anything more than just add the DoomLikeManipulator.h? You're getting a warning because DoomLikeManipulator is missing declspec declarations but publicly inheriting from a class that has them. See the definition of OSGGA_EXPORT in include/osgGA/Export and do something similar for your code, perhaps KILLINGSPREE_EXPORT. Oh wait, that's Unreal Tournament. :) -- Philip Lowman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] tutorial Problem
Hi Alex; You can find all source code and resource file from http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/NPS_Tutorials_src.rar Regards. Ümit Uzun 2009/9/1 Charles Cossé cco...@gmail.com Alex, perhaps it's bad etiquette to send this as attachment, but oh well ... Charles On Mon, Aug 31, 2009 at 12:05 PM, Alex Gutheil gutisfo...@mymail.chwrote: Hi, iam new in that Community... Have a Q to this Tutorial: http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FileLoadingAndTransforms Where can I get the file called t72-tank_des.flt... I cant find it in the Data Dir or sth... Thank you! Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16881#16881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- AsymptopiaSoftware|softw...@thelimit http://www.asymptopia.org ___ 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