Re: [osg-users] how can I ignore the UpdateCallback
Hi, Specifically, AnimationPathCallback has a setPause method. More generally, you can control which nodes OSG updates (i.e. visits during an updateTraversal) using node masks. Look at the methods osg::NodeVisitor::setTraversalMask and validNodeMask for an explanation about how it works. In short, visitors have a bit mask (defaults to 0x) and nodes have a bit mask (defaults to 0x). If the bitwise and operation between them gives a result other than 0, the node will be visited. If the result is 0, the node will not be visited. (Really the node wil be visited but the update callback will not be called). Node visitors has also a Node mask override that allow you to override the node mask to force the node to be visited ignoring its mask. Hope this helps. Himar. 2009/10/15 Paul Martz pma...@skew-matrix.com AnimationPath runs off of sim time, so if you mod your app to not increment sim time, then the animation will not play. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Martin Großer wrote: Hello, my short question is. When I have a Node with an UpdateCallback function (maybe a animation), can I skip this function? Also my Problem is, I export a graph from 3D Max with an animation. The animation is in a update callback function like the following lines: [...] MatrixTransform { DataVariance DYNAMIC name Kugel01 nodeMask 0xff cullingActive TRUE UpdateCallbacks { AnimationPathCallback { DataVariance DYNAMIC pivotPoint 0 0 0 timeOffset 0 timeMultiplier 1.0 AnimationPath { DataVariance DYNAMIC LoopMode LOOP ControlPoints { [...] But I would not start the animation right at the beginning. I think the viewer calls the update function (update visitor) every frame. I want to start manually the animation. There are an easy way? Cheers, Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how can I ignore the UpdateCallback
Hello, Paul, when I stop the sim time then stop all animation. Or is it a wrong guess? Himar, I tried to change the NodeMask and the viewer did not draw the node. I think all functions were ignored, but I would ignore the update callback only. I have an idea. Can I Copy the update callback to event callback and after this I remove the udate callback. Now I can define a event to run the event callback? Cheers, Martin Am 16.10.2009 08:59, schrieb Himar Carmona: Hi, Specifically, AnimationPathCallback has a setPause method. More generally, you can control which nodes OSG updates (i.e. visits during an updateTraversal) using node masks. Look at the methods osg::NodeVisitor::setTraversalMask and validNodeMask for an explanation about how it works. In short, visitors have a bit mask (defaults to 0x) and nodes have a bit mask (defaults to 0x). If the bitwise and operation between them gives a result other than 0, the node will be visited. If the result is 0, the node will not be visited. (Really the node wil be visited but the update callback will not be called). Node visitors has also a Node mask override that allow you to override the node mask to force the node to be visited ignoring its mask. Hope this helps. Himar. 2009/10/15 Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com AnimationPath runs off of sim time, so if you mod your app to not increment sim time, then the animation will not play. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com_/ http://www.skew-matrix.com/ +1 303 859 9466 Martin Großer wrote: Hello, my short question is. When I have a Node with an UpdateCallback function (maybe a animation), can I skip this function? Also my Problem is, I export a graph from 3D Max with an animation. The animation is in a update callback function like the following lines: [...] MatrixTransform { DataVariance DYNAMIC name Kugel01 nodeMask 0xff cullingActive TRUE UpdateCallbacks { AnimationPathCallback { DataVariance DYNAMIC pivotPoint 0 0 0 timeOffset 0 timeMultiplier 1.0 AnimationPath { DataVariance DYNAMIC LoopMode LOOP ControlPoints { [...] But I would not start the animation right at the beginning. I think the viewer calls the update function (update visitor) every frame. I want to start manually the animation. There are an easy way? Cheers, Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to access Material Palette of flt file at runtime?
Thank you,Gordon. Seems, I need to change my design. Originally, I just want to set plant leave's color,ambient and diffuse value in palette, and change one set to another at runtime. for now, I don't know if I need to write them in an xml file. If I do, then modeling is an troublesome thing, since I would have to manually write down every color set. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18318#18318 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] memory leak in osg 2.8.2 ?
Hi Bryan, ok thx for your answer (even if I do not understand the 1st part of your message?) I did some research on the forum before posting, but maybe it wasn't enought. Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18319#18319 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgOcean] Member var initialization bug in Cylinder
Dear all, Here is a simple fix for an error in the Cylinder class of the current svn trunk version of osgOcean. Yesterday's revision 156 introduced member vars for the Cylinder (_radius, _steps, etc.) but these were not initialized in the Cylinder constructor, resulting in uninitialized vars being passed to the build() method, resulting in a bad_alloc crash :-) Kind regards, Ruben Smelik This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html /* * This source file is part of the osgOcean library * * Copyright (C) 2009 Kim Bale * Copyright (C) 2009 The University of Hull, UK * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU Lesser General Public License as published by the Free Software * Foundation; either version 3 of the License, or (at your option) any later * version. * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. * http://www.gnu.org/copyleft/lesser.txt. */ #include osgOcean/Cylinder using namespace osgOcean; Cylinder::Cylinder( void ) { } Cylinder::Cylinder( float radius, float height, unsigned int steps, bool isTop, bool isBottom ) : _radius(radius), _height(height), _steps(steps), _isTop(isTop), _isBottom(isBottom) { build(); } Cylinder::Cylinder( const Cylinder copy, const osg::CopyOp copyop ): osg::Geometry (copy, copyop), _radius (copy._radius), _height (copy._height), _steps (copy._steps), _isTop (copy._isTop), _isBottom (copy._isBottom) { } Cylinder::~Cylinder(void) { } void Cylinder::build( float radius, float height, unsigned int steps, bool top, bool bottom ) { _radius = radius; _height = height; _steps = steps; _isTop = top; _isBottom = bottom; build(); } void Cylinder::build( void ) { // clear primitives if there are any if(getNumPrimitiveSets() 0) { removePrimitiveSet(0,getNumPrimitiveSets()); dirtyDisplayList(); } const float twoPI = osg::PI * 2.f; const float angleInc = twoPI / (float)_steps; osg::Vec3Array* vertices = new osg::Vec3Array(); vertices-push_back( osg::Vec3f() );// bottom centre for ( float angle = 0.f; angle = twoPI; angle += angleInc ) { float x1 = _radius * cos(angle); float y1 = _radius * sin(angle); vertices-push_back( osg::Vec3( x1, y1, 0.f ) ); vertices-push_back( osg::Vec3( x1, y1, _height ) ); } vertices-push_back( osg::Vec3f(0.f, 0.f, _height) ); // top centre osg::DrawElementsUInt* indices = new osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLE_STRIP, 0 ); for(unsigned int c = 1; c _steps*2+1; c += 2 ) { indices-push_back( c ); indices-push_back( c+1 ); } indices-push_back(1); indices-push_back(2); addPrimitiveSet( indices ); if( _isBottom ) { osg::DrawElementsUInt* fanIndices = new osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLE_FAN, 0 ); fanIndices-push_back( 0 ); for(int c = _steps*2-1; c = 1; c -= 2 ) { fanIndices-push_back( c ); } fanIndices-push_back( _steps*2-1 ); addPrimitiveSet( fanIndices ); } if( _isTop ) { osg::DrawElementsUInt* fanIndices = new osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLE_FAN, 0 ); fanIndices-push_back( vertices-size()-1 ); for(int c = _steps*2; c = 1; c -= 2 ) { fanIndices-push_back( c ); } fanIndices-push_back( _steps*2 ); addPrimitiveSet( fanIndices ); } _colorArray = new osg::Vec4Array(1); (*_colorArray)[0]=osg::Vec4( 0.f, 0.f, 0.f, 1.0f ); setVertexArray( vertices ); setColorArray( _colorArray.get() ); setColorBinding( osg::Geometry::BIND_OVERALL ); setUseDisplayList(true); } void Cylinder::setColor(const osg::Vec4f color) { if(getColorArray()) { osg::Vec4Array* colors = static_castosg::Vec4Array*( getColorArray() ); (*_colorArray)[0] = color; setColorBinding( osg::Geometry::BIND_OVERALL ); dirtyDisplayList(); } } /* * This source file is part of the osgOcean library * * Copyright (C) 2009 Kim Bale * Copyright (C) 2009 The University
Re: [osg-users] [osgOcean] Member var initialization bug in Cylinder
Thanks Ruben, I was programming under the influence of a couple of beers last night, clearly that was not a good idea :) Regards, Kim. 2009/10/16 Smelik, R.M. (Ruben) ruben.sme...@tno.nl: Dear all, Here is a simple fix for an error in the Cylinder class of the current svn trunk version of osgOcean. Yesterday's revision 156 introduced member vars for the Cylinder (_radius, _steps, etc.) but these were not initialized in the Cylinder constructor, resulting in uninitialized vars being passed to the build() method, resulting in a bad_alloc crash :-) Kind regards, Ruben Smelik This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ 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] [osgOcean] Member var initialization bug in Cylinder
I've just updated the trunk with the fix. Cheers, Kim. 2009/10/16 Kim Bale kcb...@googlemail.com: Thanks Ruben, I was programming under the influence of a couple of beers last night, clearly that was not a good idea :) Regards, Kim. 2009/10/16 Smelik, R.M. (Ruben) ruben.sme...@tno.nl: Dear all, Here is a simple fix for an error in the Cylinder class of the current svn trunk version of osgOcean. Yesterday's revision 156 introduced member vars for the Cylinder (_radius, _steps, etc.) but these were not initialized in the Cylinder constructor, resulting in uninitialized vars being passed to the build() method, resulting in a bad_alloc crash :-) Kind regards, Ruben Smelik This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Freetype and JPG plugins problems
Hi, yesterday I downloaded the last dev release of osg (2.9.6) and now I'm experiencing problems with some plugins. My scenario is simple: just load a .osg file with osgviewer.exe. The dir that contains my osgviewer also contains all osg DLLs and 3rd parties DLLs, the models and textures dirs and then all the plugins (I tried to put the plugins both in the osgPlugins-2.9.6 dir and in the same level of my osgviewer.exe) In all cases it looks like that every required plugin is successfully found but: 1) if I put the plugins in osgPlugins-2.9.6, then the loading of osgdb_osg.dll fails, don't know why... 2) if I put the plugins in the same dir of osgviewer.exe, then loading of osgdb_osg.dll is fine, but loading freetype and JPG plugins fails (but for example RGB plugin is ok too). Regarding this case, looking at the generated 'manifests', I suspect that the problem could be in the different versions used by what I build (CRT's minor number 4053) and 3rd parties binaries (CRT's minor number 762)... Any suggestion or ideas? Should I re-built 3rd Parties binaries? (I hope not) Regarding my building environment: I built everything (excluding 3rd parties binaries) on Vista 32 bit and VC++ 2005 Express Edition SP1 (regarding 3rd parties binaries I downloaded the ones built from VS80 SP1). By the way, running the application on the building machine works fine in both the scenarios. Thank you! Kind regards, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18323#18323 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Write osgAnimation callbacks into osg files - no Information available ?
Hi pp, What is the function setupAnimtkNode ? and which version of OpenSceneGraph are you using ? Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Fri, 2009-10-16 at 11:31 +0200, p...@graphics.cs.uni-sb.de wrote: Please, anybody, point me to a piece on informationt, thx. I try to write osgAnimation Callbacks into an osg file but don't get it to work. All available osgAnimation examples create executables, but no osg files. When I use osgDB::writeNodeFile( *someScene , someScene.osg ) ; instead of creating a viewer, the code block between UpdateCallbacks parenthesis stays empty in the resulting osg file, but this is where I would expect keyframe and channel data. The Blender Exporter is also not helpful, as it uses its own mechanism to write out osg files through Python. Can anybody explain / post / create an example that writes a simple osgAnimation into an osg file, please or point to information on that ? Problem reconstruction : osgAnimation Example osganimationnode, exchange the main proc. Instead of creating a viewer write out a file, as this. int main( int , char** ) { osg::ref_ptr osg::Group root = new osg::Group ; root-setInitialBound(osg::BoundingSphere(osg::Vec3(10,0,10), 30)); root-addChild(createAxis()); osg::MatrixTransform* node = setupAnimtkNode(); root-addChild(node); if ( !root.valid() ) osg::notify( osg::FATAL ) Failed in createSceneGraph() ! std::endl ; bool arg = false; bool result = osgDB::writeObjectFile( * ( root.get() ) , animNode.osg ) ; if ( !result ) osg::notify( osg::FATAL ) Failed in osgDB::writeNodeFile() ! std::endl ; } Cheers, searching for the Pivot of my Soul, PP !!! ___ 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] [osgPlugins] Freetype and JPG plugins problems
Hi Alessandro, On Fri, Oct 16, 2009 at 11:30 AM, Alessandro Terenzi a.tere...@gmail.com wrote: 1) if I put the plugins in osgPlugins-2.9.6, then the loading of osgdb_osg.dll fails, don't know why... Have you tried to set OSG_NOTIFY_LEVEL to DEBUG_INFO to check the paths the OSG tries before it gives up ? 2) if I put the plugins in the same dir of osgviewer.exe, then loading of osgdb_osg.dll is fine, but loading freetype and JPG plugins fails (but for example RGB plugin is ok too). Regarding this case, looking at the generated 'manifests', I suspect that the problem could be in the different versions used by what I build (CRT's minor number 4053) and 3rd parties binaries (CRT's minor number 762)... You might try to: - install the redistributables for visual c++ 2005 SP1 on the deployment machine - use the dependency walker tool on the target machine and open the osgdb_png.dll and osgdb_freetype.dll files. Check if there are any unresolved dependencies there. - install other redistributables as well, if somehow the 3rd party package references more than a single CRT, e.g. vs80, vs90, vs90 SP1. The RGB plugin works since it has no external dependency. Other plugins with pure C dependencies will work as well. The problem is always with the extra c++ DLLs required by c++ DLLs you did not build by yourself. Hope you manage to get it running without having to recompile your dependencies by yourself - which is time consuming but quite less frustrating w.r.t the problems you have. Thibault ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] memory leak in osg 2.8.2 ?
The trick, if I can call it that, is to perform the leak check in the destructor of the last destroyed object. Works for me! You just need to make sure your global heap check object is created before OSG gets to make its evil singletons ;-) . e.g. Code: struct TheEnd { ~TheEnd() { CheckForLeaks(); } }; TheEnd theEnd; int main(int argc, char* argv[]) { osgViewer::Viewer viewer; viewer.run(); return 0; } Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18328#18328 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems
Thank you for your help, I already tryed to set the notify level to debug and, as far as I understand, plugins are always discovered but the only error message I see is DynamicLibrary::fail loading ... no further detail is provided. I just had to try to install the redistributables for Visual c++ 2005 SP1 on the deployment machine (even though I was providing my application with a manifest and corrensponding CRT), so I tried it but again this not solved the problem...actually on every deployment machine the installation of the redistributable looks not so 'polite' because it strarts but doesn't display a completion message, so I'm not so sure about a successful installation... Tried also the dependency walker tool on the target machine, and some DLL are not found but they are the same as the RGB plugin that works. The missing DLL is DWMAPI.DLL, don't know what it is for... Don't know if this could relate to this problem, but in CMake I see the USE_3RDPARTY_BIN set to ON by default...what does it mean? Thank you again... Kind regards, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18329#18329 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [patch] PThread.c++ creation error, lower stack size limit
This was against 2.8.1, but I see the trunk is identical. Any issues with using PTHREAD_STACK_MIN? http://www.opengroup.org/onlinepubs/9699919799/functions/pthread_attr_getstacksize.html I was trying to create a lot of threads under 32 bit Linux, but could only create 376, then the program would hang. 376 * 8MB stack per thread = 3008 MB The stack size allocated per thread blew the process address stack. To get more threads you have to specify a smaller per thread stack, but while the Thread::start says it will limit the stack size to the smallest allowable stack size, it won't let it be smaller than the default. I included the limits.h header to use PTHREAD_STACK_MIN as the minimum stack size. As for the deadlock, if the pthread_create failed, the new thread doesn't exist and doesn't call threadStartedBlock.release(), so the existing thread deadlocks on threadStartedBlock.block(). Only block if the thread was started. -- David Fries da...@fries.net http://fries.net/~david/ (PGP encryption key available) Index: src/OpenThreads/pthreads/PThread.c++ === --- src/OpenThreads/pthreads/PThread.c++(revision 10273) +++ src/OpenThreads/pthreads/PThread.c++(working copy) @@ -21,6 +21,7 @@ #include sys/types.h #include unistd.h #include pthread.h +#include limits.h #if defined __linux || defined __sun || defined __APPLE__ #include string.h @@ -588,30 +589,29 @@ PThreadPrivateData *pd = static_castPThreadPrivateData * (_prvData); -size_t defaultStackSize; -pthread_attr_getstacksize( thread_attr, defaultStackSize); -if(status != 0) { - return status; +//- +// Set the stack size if requested, but not less than a platform reasonable +// value. +// +if(pd-stackSize) { +if(pd-stackSize PTHREAD_STACK_MIN) +pd-stackSize = PTHREAD_STACK_MIN; +pthread_attr_setstacksize( thread_attr, pd-stackSize); +if(status != 0) { +return status; +} } -if(defaultStackSize pd-stackSize) { - - pthread_attr_setstacksize( thread_attr, pd-stackSize); - if(status != 0) { - return status; - } -} - //- // Now get what we actually have... // -pthread_attr_getstacksize( thread_attr, defaultStackSize); +size_t size; +pthread_attr_getstacksize( thread_attr, size); if(status != 0) { return status; } +pd-stackSize = size; -pd-stackSize = defaultStackSize; - //- // Prohibit the stack size from being changed. // @@ -635,18 +635,15 @@ status = pthread_create((pd-tid), thread_attr, ThreadPrivateActions::StartThread, static_castvoid *(this)); - -// wait till the thread has actually started. -pd-threadStartedBlock.block(); -if(status != 0) { - return status; +if(status == 0) { +// wait till the thread has actually started. +pd-threadStartedBlock.block(); + +pd-idSet = true; } -pd-idSet = true; - -return 0; - +return status; } //- /* -*-c++-*- OpenThreads library, Copyright (C) 2002 - 2007 The Open Thread Group * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ // // PThread.c++ - C++ Thread class built on top of posix threads. // ~~~ #include stdlib.h #include stdio.h #include sys/types.h #include unistd.h #include pthread.h #include limits.h #if defined __linux || defined __sun || defined __APPLE__ #include string.h #include sys/time.h #include sys/resource.h #include sys/unistd.h #endif #if defined(__sgi) #include unistd.h #endif #if defined(__hpux) #include sys/mpctl.h #endif #if defined(HAVE_THREE_PARAM_SCHED_SETAFFINITY) || defined(HAVE_TWO_PARAM_SCHED_SETAFFINITY) #include sched.h #endif #if defined (__FreeBSD__) || defined (__APPLE__) || defined (__MACH__) #include sys/types.h #include sys/sysctl.h #endif #include OpenThreads/Thread #include PThreadPrivateData.h #include iostream using namespace OpenThreads; #ifdef DEBUG # define DPRINTF(arg) printf arg #else # define
Re: [osg-users] Write osgAnimation callbacks into osg files - no Information available ?
p...@graphics.cs.uni-sb.de wrote on Friday, October 16, 2009 4:32 AM: Problem reconstruction : osgAnimation Example osganimationnode, exchange the main proc. Instead of creating a viewer write out a file, as this. int main( int , char** ) { osg::ref_ptr osg::Group root = new osg::Group ; root-setInitialBound(osg::BoundingSphere(osg::Vec3(10,0,10), 30)); root-addChild(createAxis()); osg::MatrixTransform* node = setupAnimtkNode(); root-addChild(node); if ( !root.valid() ) osg::notify( osg::FATAL ) Failed in createSceneGraph() ! std::endl ; bool arg = false; bool result = osgDB::writeObjectFile( * ( root.get() ) , animNode.osg ) ; if ( !result ) osg::notify( osg::FATAL ) Failed in osgDB::writeNodeFile() ! std::endl ; } The reason you get no update callback in the .osg file is that osganimationnode uses a custom callback, AnimtkUpdateCallback, that the .osg writer doesn't know about. From the OpenSceneGraph-Data .osg files that have animation (such as robot.osg), it looks like osgAnimation::BasicAnimationManager is supported, so you could start with using that instead of AnimtkUpdateCallback. HTH, -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] I'm lost the UpdateCallbacks
Hi, I have a osg-file with UpdateCallbacks: [...] MatrixTransform { DataVariance DYNAMIC name Kugel01 nodeMask 0xff cullingActive TRUE UpdateCallbacks { AnimationPathCallback { DataVariance DYNAMIC [...] I load the file with the line: osg::ref_ptr ::osg::Node fileScene = osgDB::readNodeFile(path); I see the scene, but the fileScene has no UpdateCallback. What is my mistake? Anybody an idea? When I load the viel with the osg/bin/osgviewer then it works fine? I have write a NodeVisitor to check the UpdateCallback: - class FindUpdateCallback : public osg::NodeVisitor { public: FindUpdateCallback():osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) { } virtual void apply(osg::Node node) { ::osg::ref_ptr ::osg::NodeCallback ucb = node.getUpdateCallback(); if(ucb.valid()) std::cout YES std::endl; else std::cout NO std::endl; traverse(node); } virtual void apply(osg::MatrixTransform node) { apply((osg::Node)node); } virtual void apply(osg::Group node) { apply((osg::Node)node); } virtual void apply(osg::Geode node) { apply((osg::Node)node); } }; It prints always NO. Cheers, Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cameras View Matrix - I am perplexed
I think that makes a lot of sense, Paul. After learning about this yesterday, it took me about a half hour to think it all through, and realize that it's all pretty much equivalent and boils down to arbitrary choices about how you want to orient your scene. Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18333#18333 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems
Not sure if this is the same problem: I had a somehow similar problem of deployment (plugin not loading in deployed machine WITHOUT redist) It has happened both on vs8 and vs9. I somehow solved the problem of osgdb_osg and ive plugins not loading by copying the needed msoft dlls and manifests in osgPlugins-2.9.6 (awful hack to be solved) For other plugins, I compile my version of jpeg,curl and freetype into static lib from source using cmake via the cmakeports project http://code.google.com/p/cmakeports/ So I do not need to use external dll that could have been built with a different build chain. I do not think the USE_3RDPARTY_BIN is related, If I remeber well, it is just a hint on Cmake to search external libs in a side library... Nevertheless, you should be able to see which external libs have been got by using advanced view in the cmake gui Hope it helps Luigi Alessandro Terenzi wrote: Thank you for your help, I already tryed to set the notify level to debug and, as far as I understand, plugins are always discovered but the only error message I see is DynamicLibrary::fail loading ... no further detail is provided. I just had to try to install the redistributables for Visual c++ 2005 SP1 on the deployment machine (even though I was providing my application with a manifest and corrensponding CRT), so I tried it but again this not solved the problem...actually on every deployment machine the installation of the redistributable looks not so 'polite' because it strarts but doesn't display a completion message, so I'm not so sure about a successful installation... Tried also the dependency walker tool on the target machine, and some DLL are not found but they are the same as the RGB plugin that works. The missing DLL is DWMAPI.DLL, don't know what it is for... Don't know if this could relate to this problem, but in CMake I see the USE_3RDPARTY_BIN set to ON by default...what does it mean? Thank you again... Kind regards, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18329#18329 ___ 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] Freetype and JPG plugins problems
Thanks Luigi, I tried to build libjpg, zlib and libpng using cmakeports project (very useful by btw)...now jpg plugin gets loaded successfully (I guess) but I get black objects. Actually I got an error in CMake so I tryied to modify the make file but I'm not an expert so, I did something wrong for sure...I'll keep trying. Kind regards. Alessandro On Fri, Oct 16, 2009 at 5:24 PM, Luigi Calori l.cal...@cineca.it wrote: Not sure if this is the same problem: I had a somehow similar problem of deployment (plugin not loading in deployed machine WITHOUT redist) It has happened both on vs8 and vs9. I somehow solved the problem of osgdb_osg and ive plugins not loading by copying the needed msoft dlls and manifests in osgPlugins-2.9.6 (awful hack to be solved) For other plugins, I compile my version of jpeg,curl and freetype into static lib from source using cmake via the cmakeports project http://code.google.com/p/cmakeports/ So I do not need to use external dll that could have been built with a different build chain. I do not think the USE_3RDPARTY_BIN is related, If I remeber well, it is just a hint on Cmake to search external libs in a side library... Nevertheless, you should be able to see which external libs have been got by using advanced view in the cmake gui Hope it helps Luigi Alessandro Terenzi wrote: Thank you for your help, I already tryed to set the notify level to debug and, as far as I understand, plugins are always discovered but the only error message I see is DynamicLibrary::fail loading ... no further detail is provided. I just had to try to install the redistributables for Visual c++ 2005 SP1 on the deployment machine (even though I was providing my application with a manifest and corrensponding CRT), so I tried it but again this not solved the problem...actually on every deployment machine the installation of the redistributable looks not so 'polite' because it strarts but doesn't display a completion message, so I'm not so sure about a successful installation... Tried also the dependency walker tool on the target machine, and some DLL are not found but they are the same as the RGB plugin that works. The missing DLL is DWMAPI.DLL, don't know what it is for... Don't know if this could relate to this problem, but in CMake I see the USE_3RDPARTY_BIN set to ON by default...what does it mean? Thank you again... Kind regards, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18329#18329 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is there any examples about OpenThreads?
Ulrich, Ulrich Hertlein wrote: Hi Cory, On 13/10/09 3:47 PM, Cory Riddell wrote: As I understand it, basically every core has it's own cache. So, if some data is shared between multiple threads, it may be loaded into multiple caches all at once. If one thread makes a change, the value cached by the other core/thread is now stale. Synchronizing flushes the caches, so any pending writes are made to the main store. The next time anybody tries to read that value, it won't be in their cache and the data will be read from the main store. Just to clarify: Yes, CPUs usually have their own caches and data can be different in the different caches. However, this isn't what synchronization is solving. This problem (cache coherency) is handled by the hardware. The reason you need to do locking is because two threads (which may or may not run on separate cores) might alter the same data in ways so that the result is no longer sane. You might be right. If you want to rely on that, then you really need to know what hardware you are running on and what the memory model is. I don't believe C++ has a standard memory model. The last time I really dug into this was a couple of years ago. If I remember correctly, the Intel chips of that era promised only a very weak memory model. In practice, they had a much stronger memory model. In fact, the only cpu that I know had a very weak memory model was the Alpha and those haven't been around for a while now. I thought cache coherency depended on cues from the software. For example, acquiring or releasing a mutex forces any pending writes to complete then flushed the caches, marking a value as volatile prevented any caching, etc... Is this wrong? Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems
I managed to let the jpg plugin work as suggested by Luigi, really thanks. By the way, Luigi you talked about also cmakeports for curl and freetype, but they are not public available yet, am I wrong? Can you share the freetype port? Thanks again for your help! Regards. Alessandro On Fri, Oct 16, 2009 at 5:24 PM, Luigi Calori l.cal...@cineca.it wrote: Not sure if this is the same problem: I had a somehow similar problem of deployment (plugin not loading in deployed machine WITHOUT redist) It has happened both on vs8 and vs9. I somehow solved the problem of osgdb_osg and ive plugins not loading by copying the needed msoft dlls and manifests in osgPlugins-2.9.6 (awful hack to be solved) For other plugins, I compile my version of jpeg,curl and freetype into static lib from source using cmake via the cmakeports project http://code.google.com/p/cmakeports/ So I do not need to use external dll that could have been built with a different build chain. I do not think the USE_3RDPARTY_BIN is related, If I remeber well, it is just a hint on Cmake to search external libs in a side library... Nevertheless, you should be able to see which external libs have been got by using advanced view in the cmake gui Hope it helps Luigi Alessandro Terenzi wrote: Thank you for your help, I already tryed to set the notify level to debug and, as far as I understand, plugins are always discovered but the only error message I see is DynamicLibrary::fail loading ... no further detail is provided. I just had to try to install the redistributables for Visual c++ 2005 SP1 on the deployment machine (even though I was providing my application with a manifest and corrensponding CRT), so I tried it but again this not solved the problem...actually on every deployment machine the installation of the redistributable looks not so 'polite' because it strarts but doesn't display a completion message, so I'm not so sure about a successful installation... Tried also the dependency walker tool on the target machine, and some DLL are not found but they are the same as the RGB plugin that works. The missing DLL is DWMAPI.DLL, don't know what it is for... Don't know if this could relate to this problem, but in CMake I see the USE_3RDPARTY_BIN set to ON by default...what does it mean? Thank you again... Kind regards, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18329#18329 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SVN commit bottleneck
Hi Chris, On Mon, Oct 12, 2009 at 6:49 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: Ok. I can understand that. Are there any aspects of submission review that could be outsourced? I've already outsourced aspects of the submission review that are the easy and most productive areas. osgAnimation and the Xcode projects are maintaining themselves quite well. The branches are rather less active though, with plenty of engineers with write access but all but me and very occasionally Paul Martz active. The idea of have a range of engineers to have write access to branches and with the ability to taken the driving seat with making stable releases is something we discussed and put into place around a year ago. Alas apart from Paul Mart'z 2.6.1 release there hasn't been any impetus from the community to drive this forward. The key point is that I was trying to step back from having to be the impetus behind releases and to allow others to take the reigns. I think this is a good plan. I'm not sure I can volunteer to be the sole driving force behind a release (in fact, I know I can't) but it's possible we could assemble a few people that together could do so. We'll without volunteers pushing it forward then it'll just fall back to myself to do when available. Is there anyone reading this who could help get the next release out as part of a group? I'm been away for almost a week and no other engineers and jumping in so I guess not at this time. Do we have a release procedure document? Not yet. Cmake actually now does most of the hard work for us. It's just a case of make tag-test Then when you're happy with what it's going to do with the subversion branch: make tag-run Then it's a case of updating the website with source archives and binaries. But the real task is not the actual release but the effort in coordinating everyone, doing testing and reviewing and merging submissions. It's a community process that is out there in the open. As a general note, we don't even have people coming forward volunteering to drive releases, so writing detailed docs would rather go to waste... The thing to do is find volunteers and let them be assisted by myself and others on the first few minor point releases they do and document/evolve things to make them more streamlined as you go along. appropriate thing to do. For these reasons I'm more inclined to believe that having a single gate keeper of the source is far more of an asset that it is a bottleneck. I can understand that. As I mentioned above, perhaps it's worth pursuing refactoring off any duties short of the actual SVN commit. Are there other things you think could be done by the community? Um pre testing of submissions is about all we can do, this is already done on occasional submissions that are of interest to others that can't wait for me to get to it, this certainly helps, but it's very occasional. Everyone has there own projects to work on though, so I really don't expect that others will happily devote time to just routine pre-review of submissions. The bottom line is that people have to have an itch to scratch. Personally I wouldn't say review of submissions is a significant bottleneck for the project. It's an occasional bottleneck that will affect different engineers at different times. In terms of workload submissions isn't the biggest problem I face in a managing the project - it's keeping up with general support and driving releases. It's this big stuff that I've been able to partly take a back seat on - general support is handled pretty well in my absence, but driving releases has been close to a void. Even when Don was around it was still me driving almost all releases of OpenThreads, Producer and OpenSceneGraph. The door is open for others to dive in a help, but if members of the community are too busy writing great software then so be it, I'm happy to keep chugging along, but the pace will have to fit in with my own professional and personal constraints. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgCompute] Problems compiling osgCuda
Hi Mick, I can gladly help testing on a 64bit machine from my end. OsgCuda seems to compile when I linked to the 32bit cudart.lib library. But I get a lot of errors when compiling the examples provided. List of errors for osgTexDemo. 1-- Build started: Project: Examples osgTexDemo, Configuration: Debug Win32 -- 1Compiling... 1TexStreamer.gen.cpp 1C:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\crtdefs.h(480) : error C2371: 'size_t' : redefinition; different basic types 1predefined C++ types (compiler internal)(19) : see declaration of 'size_t' 1C:\Program Files (x86)\Microsoft Visual Studio 8\VC\include\stdlib.h(395) : error C4235: nonstandard extension used : '__unaligned' keyword not supported on this architecture 1c:\cuda\include\texture_fetch_functions.h(1913) : error C2719: 'index': formal parameter with __declspec(align('16')) won't be aligned 1c:\cuda\include\texture_fetch_functions.h(1922) : error C2719: 'index': formal parameter with __declspec(align('16')) won't be aligned 1c:\cuda\include\texture_fetch_functions.h(1931) : error C2719: 'index': formal parameter with __declspec(align('16')) won't be aligned 1c:\cuda\include\texture_fetch_functions.h(1940) : error C2719: 'index': formal parameter with __declspec(align('16')) won't be aligned 1c:\cuda\include\texture_fetch_functions.h(1949) : error C2719: 'index': formal parameter with __declspec(align('16')) won't be aligned 1c:\cuda\include\texture_fetch_functions.h(1958) : error C2719: 'index': formal parameter with __declspec(align('16')) won't be aligned 1c:\cuda\include\math_functions.h(1613) : error C2719: 'x': formal parameter with __declspec(align('8')) won't be aligned 1c:\cuda\include\math_functions.h(1613) : error C2719: 'y': formal parameter with __declspec(align('8')) won't be aligned 1Build log was saved at file://c:\Users\Tatric\Desktop\osgCompute-0.4\build\examples\osgTexDemo\src\example_osgTexDemo.dir\Debug\BuildLog.htm 1Examples osgTexDemo - 10 error(s), 0 warning(s) == Build: 0 succeeded, 1 failed, 3 up-to-date, 0 skipped == Thank you! Cheers, Arun -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18340#18340 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems
The freetype support should be in svn, there is probably a problem in cmake downloading from the freetype link... I had problem and put a wget exe in the path, so cmake find it and use it to download, get it from: wget: html: http://gnuwin32.sourceforge.net/packages/wget.htm bin: http://downloads.sourceforge.net/gnuwin32/wget-1.11.4-1-bin.zip dep: http://downloads.sourceforge.net/gnuwin32/wget-1.11.4-1-dep.zip regarding curl, the latest distribution include cmake support, unfortunately it lacks install ... i made myself If you are interested, I can send you a readme to document my layout and the needed step to build deps and osg, It would be useful also for myself. If anyone else would be interested we could put it on the wiki once tested Regards. Luigi alessandro terenzi wrote: I managed to let the jpg plugin work as suggested by Luigi, really thanks. By the way, Luigi you talked about also cmakeports for curl and freetype, but they are not public available yet, am I wrong? Can you share the freetype port? Thanks again for your help! Regards. Alessandro On Fri, Oct 16, 2009 at 5:24 PM, Luigi Calori l.cal...@cineca.it mailto:l.cal...@cineca.it wrote: Not sure if this is the same problem: I had a somehow similar problem of deployment (plugin not loading in deployed machine WITHOUT redist) It has happened both on vs8 and vs9. I somehow solved the problem of osgdb_osg and ive plugins not loading by copying the needed msoft dlls and manifests in osgPlugins-2.9.6 (awful hack to be solved) For other plugins, I compile my version of jpeg,curl and freetype into static lib from source using cmake via the cmakeports project http://code.google.com/p/cmakeports/ So I do not need to use external dll that could have been built with a different build chain. I do not think the USE_3RDPARTY_BIN is related, If I remeber well, it is just a hint on Cmake to search external libs in a side library... Nevertheless, you should be able to see which external libs have been got by using advanced view in the cmake gui Hope it helps Luigi Alessandro Terenzi wrote: Thank you for your help, I already tryed to set the notify level to debug and, as far as I understand, plugins are always discovered but the only error message I see is DynamicLibrary::fail loading ... no further detail is provided. I just had to try to install the redistributables for Visual c++ 2005 SP1 on the deployment machine (even though I was providing my application with a manifest and corrensponding CRT), so I tried it but again this not solved the problem...actually on every deployment machine the installation of the redistributable looks not so 'polite' because it strarts but doesn't display a completion message, so I'm not so sure about a successful installation... Tried also the dependency walker tool on the target machine, and some DLL are not found but they are the same as the RGB plugin that works. The missing DLL is DWMAPI.DLL, don't know what it is for... Don't know if this could relate to this problem, but in CMake I see the USE_3RDPARTY_BIN set to ON by default...what does it mean? Thank you again... Kind regards, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18329#18329 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New OpenGL texture object and buffer object pool support
Hi Cedric, osgViewer/core OSG should already have all the mechanisms available to do clean up of the scene graph and associated OpenGL objects correctly - and in fact it's possibly these existing mechanisms that are causing the failure in question. I suspect the solution will come from studying exactly what is happening and when during the destruction phases of the graphics threads, graphics context, scene graph and viewer, something small is likely amiss - the challenging is pinpointing exactly what this something small is... Once I've progressed the OpenGL ES 2.0 port a bit further I'll revisit this issue, my expectation is that it'll just require a couple of hours of TLC. Robert. On Sun, Oct 11, 2009 at 3:08 PM, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi Robert, I think to address the problem but i need to finish other stuff before. A way i thought to resolve that should be to add to osgViewer a cleanup method that would release all singleton and data that make it safe to quit an application. A method like that could be called automatically by osgViewer destructor or by hand maybe. It's not clear enough to me how the cleanup could be, but maybe it could be a way to clean the exit. Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Sun, 2009-10-11 at 07:33 +0100, Robert Osfield wrote: Hi Cedric, As another lead into this problem I've found that the osgcatch example now hangs on exit when it's run multi-threaded. All the other examples exit fine, but osgcatch hangs inside th new TextureObject clean up code at a mutex that seems to be left locked by another thread. I don't know why this is, but clearly there is something fragile in the clean that will need addressing. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?
Hi Sergey, On Tue, Oct 13, 2009 at 11:41 PM, sergey leontyev sleon...@ist.ucf.edu wrote: Robert and others, I checked the stats as you recommended. What I see is that LOD value for both cameras is increasing when nothing in the application is changing. The same is true for the CULL value. No other values change by any significant amount, but LOD and CULL increase indefinitely. Any ideas I don't have any ideas why this occurring. One would expect the number of nodes to increase when you move to the new camera positions but should settle down quite quickly once all the require nodes are paged in. Do you see any visual difference in the scene when the number of LODs increase? Also could you modify one of the OSG examples to illustate the problem you are seeing and then publish this so others like myself can test against. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?
robertosfield wrote: Hi Sergey, On Tue, Oct 13, 2009 at 11:41 PM, sergey leontyev wrote: I don't have any ideas why this occurring. One would expect the number of nodes to increase when you move to the new camera positions but should settle down quite quickly once all the require nodes are paged in. Do you see any visual difference in the scene when the number of LODs increase? Also could you modify one of the OSG examples to illustate the problem you are seeing and then publish this so others like myself can test against. Robert. ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum Robert, I don't see any visual changes, it appears to be fully loaded. With everything shown with the highest detail. Sure, i can modify an example to try to replicate the problem. I will try to do it right now. Thanks! Sergey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18344#18344 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Freetype and JPG plugins problems
Thank you again Luigi, it would be very useful if you could send the readme document you talked about. Kind regards, Alessandro On Friday, October 16, 2009, Luigi Calori l.cal...@cineca.it wrote: The freetype support should be in svn, there is probably a problem in cmake downloading from the freetype link... I had problem and put a wget exe in the path, so cmake find it and use it to download, get it from: wget: html: http://gnuwin32.sourceforge.net/packages/wget.htm bin: http://downloads.sourceforge.net/gnuwin32/wget-1.11.4-1-bin.zip dep: http://downloads.sourceforge.net/gnuwin32/wget-1.11.4-1-dep.zip regarding curl, the latest distribution include cmake support, unfortunately it lacks install ... i made myself If you are interested, I can send you a readme to document my layout and the needed step to build deps and osg, It would be useful also for myself. If anyone else would be interested we could put it on the wiki once tested Regards. Luigi alessandro terenzi wrote: I managed to let the jpg plugin work as suggested by Luigi, really thanks. By the way, Luigi you talked about also cmakeports for curl and freetype, but they are not public available yet, am I wrong? Can you share the freetype port? Thanks again for your help! Regards. Alessandro On Fri, Oct 16, 2009 at 5:24 PM, Luigi Calori l.cal...@cineca.it mailto:l.cal...@cineca.it wrote: Not sure if this is the same problem: I had a somehow similar problem of deployment (plugin not loading in deployed machine WITHOUT redist) It has happened both on vs8 and vs9. I somehow solved the problem of osgdb_osg and ive plugins not loading by copying the needed msoft dlls and manifests in osgPlugins-2.9.6 (awful hack to be solved) For other plugins, I compile my version of jpeg,curl and freetype into static lib from source using cmake via the cmakeports project http://code.google.com/p/cmakeports/ So I do not need to use external dll that could have been built with a different build chain. I do not think the USE_3RDPARTY_BIN is related, If I remeber well, it is just a hint on Cmake to search external libs in a side library... Nevertheless, you should be able to see which external libs have been got by using advanced view in the cmake gui Hope it helps Luigi Alessandro Terenzi wrote: Thank you for your help, I already tryed to set the notify level to debug and, as far as I understand, plugins are always discovered but the only error message I see is DynamicLibrary::fail loading ... no further detail is provided. I just had to try to install the redistributables for Visual c++ 2005 SP1 on the deployment machine (even though I was providing my application with a manifest and corrensponding CRT), so I tried it but again this not solved the problem...actually on every deployment machine the installation of the redistributable looks not so 'polite' because it strarts but doesn't display a completion message, so I'm not so sure about a successful installation... Tried also the dependency walker tool on the target machine, and some DLL are not found but they are the same as the RGB plugin that works. The missing DLL is DWMAPI.DLL, don't know what it is for... Don't know if this could relate to this problem, but in CMake I see the USE_3RDPARTY_BIN set to ON by default...what does it mean? Thank you again... Kind regards, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18329#18329 ___ osg-users mailing list osg-us...@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-us...@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users 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