Re: [osg-users] OSGAnimationPath.

2009-08-31 Thread Danny Lesnik
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

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Re: [osg-users] Rethinking 3rd party dependencies?

2009-08-31 Thread Robert Osfield
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

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Re: [osg-users] PositionAttitudeTransform, geometrical trnasformation issues

2009-08-31 Thread Robert Osfield
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

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Re: [osg-users] [osgPlugins] Using Plugins Statically Linker Problem

2009-08-31 Thread Robert Osfield
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

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Re: [osg-users] OSGAnimationPath.

2009-08-31 Thread Cedric Pinson
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

-  
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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
 
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Re: [osg-users] PositionAttitudeTransform, geometrical trnasformation issues

2009-08-31 Thread Андрей Чобану
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

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Re: [osg-users] OSGAnimationPath.

2009-08-31 Thread Danny Lesnik
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

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Re: [osg-users] OSGAnimationPath.

2009-08-31 Thread Cedric Pinson
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
 
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Re: [osg-users] Problem with osgAnimation.

2009-08-31 Thread Cedric Pinson
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---
 
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Re: [osg-users] Inverting X Axis and possible Multithreading Problem

2009-08-31 Thread David Goering
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

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Re: [osg-users] Inverting X Axis and possible Multithreading Problem

2009-08-31 Thread Ulrich Hertlein

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
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Re: [osg-users] Inverting X Axis and possible Multithreading Problem

2009-08-31 Thread David Goering
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

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Re: [osg-users] Inverting X Axis and possible Multithreading Problem

2009-08-31 Thread David Goering
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

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Re: [osg-users] Rethinking 3rd party dependencies?

2009-08-31 Thread Philip Lowman
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.

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Re: [osg-users] Rethinking 3rd party dependencies?

2009-08-31 Thread Sukender
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.
 
 --
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Re: [osg-users] Semi-OT: Linux OpenGL driver job opening

2009-08-31 Thread John B. Turpish
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.

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Re: [osg-users] Semi-OT: Linux OpenGL driver job opening

2009-08-31 Thread John B. Turpish
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:
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Re: [osg-users] Problem with osgAnimation.

2009-08-31 Thread Bao-Anh Dang-Vu

 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.

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[osg-users] Far Nodes - geometry as background

2009-08-31 Thread Eric Pouliquen
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

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Re: [osg-users] Rotate camera

2009-08-31 Thread Alex Malhao
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?

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Re: [osg-users] [osgPlugins] Using Plugins Statically Linker Problem

2009-08-31 Thread stefan nortd
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

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Re: [osg-users] Far Nodes - geometry as background

2009-08-31 Thread Chris 'Xenon' Hanson
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

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[osg-users] [build] Inconsistent dll linkage

2009-08-31 Thread Alex Malhao
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

2009-08-31 Thread Mike Greene
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


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Re: [osg-users] [build] Inconsistent dll linkage

2009-08-31 Thread Paul Martz




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
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[osg-users] tutorial Problem

2009-08-31 Thread Alex Gutheil
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

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Re: [osg-users] [build] Inconsistent dll linkage

2009-08-31 Thread Alex Malhao
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

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Re: [osg-users] Easy Question? - returning points after PositionAttitudeTransform applied

2009-08-31 Thread Martin Beckett
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 !)

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Re: [osg-users] [build] Inconsistent dll linkage

2009-08-31 Thread Paul Martz




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
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[osg-users] Editing the Community/Contractors page

2009-08-31 Thread Glenn Waldron
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
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Re: [osg-users] [build] Inconsistent dll linkage

2009-08-31 Thread Alex Malhao
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

2009-08-31 Thread Pecoraro, Alexander N
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
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Re: [osg-users] [build] Inconsistent dll linkage

2009-08-31 Thread Philip Lowman
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
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Re: [osg-users] tutorial Problem

2009-08-31 Thread Ümit Uzun
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





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 AsymptopiaSoftware|softw...@thelimit
  http://www.asymptopia.org

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