Re: [osg-users] First pass at Optional compile paths now checked in.
Hi All, I have just checked in my set of optional compile changes required for OpenGLES 1.x, 2.x, OpenGL 1.x,2.x and 3.x support. The changes make it possible to compile against OpenGL ES 1.1 and 2.0 headers, as well as traditional OpenGL 1.x and 2.x headers. I haven't tested against OpenGL 3.x headers though, so this will likely require a few more tweaks. For these changes I had to modify quite a large number of core OSG headers and source files, so as with many other extensive changes I've made this month there is a risk of regressions in build and runtime, so please be on the look out for problems. If you see any I'll attempt to get them resolved as soon as possible. You patience and assistance will be very welcomed. With the check into to snv/trunk that I have done I have reached a key milestone in the OSG port to OpenGL ES 2.0, the remaining milestones are to link against the OpenGL ES 2.0 libs on my target hardware and using OpenGL ES 2.0 emulator libs on my desktop hardware and to port osgViewer to support EGL. I have been using my 64bit Core i7 for the porting effort so far, and as there aren't any emulator libs available for 64bit I have only been able to test building against the headers, so linking is still a bit of an unknown, although I'm not expecting any major issues. During the next week I'll be installing a 32bit Linux distro on my workstation, on a little dell laptop I have just purchased that has native OpenGL ES 2.0 hardware Linux drivers, and then tackling getting the CMake build system to pick up on the GLES libs, and osgViewer supporting EGL. All going well we should have the basic port to OpenGL ES 2.0 functioning by the end of next week ;-) The door will also be open to adding OpenGL ES 1.1 support shortly after, and OpenGL 3.x support should not be too difficult either. These are areas where the community could particularly help out on as I don't yet have any experience with working on these OpenGL targets. If your interested in helping out with ES 1.1 and GL 3.x support then it's time to start reviewing the new code changes I've been checking in, and asking any questions that you feel need answered to help progress your efforts. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] layering of text and geometry in a 2.5D setup
Hey Paul, Jeremy, So, text is in the transparent RenderBin. Hmm that makes sense. I was hoping there is simple explanation. I guess I could use depth testing. The main problem I had with this was to come up with a fairly simple algorithm to determine the z position. It would mean to layer the panels close together so their size is not affected and still far enough away from each other to not run into depth buffer resolution issues. An added complication is that any panel may nest other panel/widgets on the fly further making it harder to get the z distances right. I tried to roll my own algo for this but it became it gathered too many uncertainties. So I opted for the painter's algo. Any ideas about doing the z position assignments with nested panels/widgets? Jeremy, osgWidget looks cool. I might end up using once I have a good grip on it. Usually implementing my own is a way for me to learn. Do you think it would be easy to adapt it for multi pointer/touch, doing non-axis aligned windowing, and extending it for custom/experimental widgets like two finger painting brushes? Best, stefan stefan hechenberger http://linear.nortd.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18671#18671 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Non-core projects, code library
One thing I've noticed recently is that there is no central organization of OSG-related code that is not part of the actual core OSG SVN. I'm referring to both complete projects (things like osgAL, osgVRPN, etc) and just snippets like here's a visitor that squooshes models into mashed potatoes. There's alot of stuff in various FAQs, in forum threads and other random places. I'm thinking it might take two forms. one would be a section of the Wiki for code snippets, organized by some sort of categorization. This is pretty easy. The second part is more complex. As an analogy, if we consider the Linux kernel versus a Linux distribution (like Debian for example). OSG is currently like the kernel -- it needs to be complete and internally consistently tested. A new kernel should have no bugs in the portions of code considered the kernel, but doesn't especially care about failures relating to things outside the kernel but considered part of the distribution. As an example, Linus doesn't especially worry about whether a kernel change breaks a distribution application like, for example, KOffice. What i'm trying to get it is I think it would be good to draw together some of the more significant OSG-related projects (like osgAL, etc, project maintainers willing) and perhaps host them on the main OSG SVN and wiki, but NOT have them be considered an official part of the OSG kernel. What I'm trying to achieve is offering new (and existing!) developers a more complete picture of what's available for OSG, WITHOUT incurring any new testing and maintenance load for Robert. These new parts might not be able to be fully maintained (we just don't have the people to do this), but we could perhaps note when they were last verified to be functional with the current OSG, and what OSG version that was. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cleaning out Community/JobOffers -- osg
http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers I'm guessing a lot of these positions are out of date. Would someone step forward to contact each of these companies to verify if their postings are valid anymore and move the obsolete ones to the old section of the page? -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Non-core projects, code library
Hi Chris, a similar discussion was already started by me longer time ago. Check this thread: http://forum.openscenegraph.org/viewtopic.php?p=5006highlight=#5006 So the thing is, that in order to move from the way how its currently managed, it requires a lot of power and time. And it seems that there are not so much will would to take the opportunity and to remanage/rearchitecture the whole OSG library. I would like to see some changes too, so that for example libraries could be hosted in more official way in the osg repository. Currently every project maintainer can put his webpage on the wiki. Yeah, even with the forum I tried to create a place where support for the projects can be given (think on sub-categories on the forum). The only one thing is, that all projects are managed outside and are not included into main repository. I would claim that every project maintainer has to take care of being compatible to the current official releases of osg. Cheers, art Chris 'Xenon' Hanson wrote: One thing I've noticed recently is that there is no central organization of OSG-related code that is not part of the actual core OSG SVN. I'm referring to both complete projects (things like osgAL, osgVRPN, etc) and just snippets like here's a visitor that squooshes models into mashed potatoes. There's alot of stuff in various FAQs, in forum threads and other random places. I'm thinking it might take two forms. one would be a section of the Wiki for code snippets, organized by some sort of categorization. This is pretty easy. The second part is more complex. As an analogy, if we consider the Linux kernel versus a Linux distribution (like Debian for example). OSG is currently like the kernel -- it needs to be complete and internally consistently tested. A new kernel should have no bugs in the portions of code considered the kernel, but doesn't especially care about failures relating to things outside the kernel but considered part of the distribution. As an example, Linus doesn't especially worry about whether a kernel change breaks a distribution application like, for example, KOffice. What i'm trying to get it is I think it would be good to draw together some of the more significant OSG-related projects (like osgAL, etc, project maintainers willing) and perhaps host them on the main OSG SVN and wiki, but NOT have them be considered an official part of the OSG kernel. What I'm trying to achieve is offering new (and existing!) developers a more complete picture of what's available for OSG, WITHOUT incurring any new testing and maintenance load for Robert. These new parts might not be able to be fully maintained (we just don't have the people to do this), but we could perhaps note when they were last verified to be functional with the current OSG, and what OSG version that was. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18673#18673 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how restart AnimationPathHandler at start position
Hi, I have a simple question: How do i confince the handler to start the animation always from first second? Each time i fire the start event, i want to start the animation from time 0. If i stop the animation by 'Z', and press 'Z' again 5 sec later. it seems the path has moved on although if i fired the stop event. Is it possible to restart the Timer or something? i tried: _view-setStartTick(osg::Timer::instance()-tick()); but has no effect. thanks for your help Cheers, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18675#18675 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how restart AnimationPathHandler at start position
Hi Felix, I did something similar, maybe this pause method could help you. _pause = !_pause; if(_pause) _startTick = _timer.tick(); else { _timer.setStartTick(_timer.getStartTick()+(_timer.tick()-_startTick)); } I save the tick when is paused and when I unpause I set the new startTick of the timer (or the view in your case) to the prevous startTick plus the time I have been paused, so all continues at the same time. Hope this helps, Rafa. On Sun, Oct 25, 2009 at 8:07 PM, Felix Ilbring felixilbr...@gmx.net wrote: Hi, I have a simple question: How do i confince the handler to start the animation always from first second? Each time i fire the start event, i want to start the animation from time 0. If i stop the animation by 'Z', and press 'Z' again 5 sec later. it seems the path has moved on although if i fired the stop event. Is it possible to restart the Timer or something? i tried: _view-setStartTick(osg::Timer::instance()-tick()); but has no effect. thanks for your help Cheers, Felix -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18675#18675 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] layering of text and geometry in a 2.5D setup
stefan nortd wrote: It would mean to layer the panels close together so their size is not affected and still far enough away from each other to not run into depth buffer resolution issues. Is there a reason you are using a perspective projection? This would not be an issue with an orthographic projection. Any ideas about doing the z position assignments with nested panels/widgets? The better way to go is to override the render bin so that the Text stays in the same render bin as the rest of your geometry. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cleaning out Community/JobOffers -- osg
Done. I added the some of the rules for the jobs page in the past. Typically companies don't take the effort to remove jobs when filled so I don't take the effort to contact them and remove the jobs when they are old enough. If it's not OK they can always restore the data from the page history. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18678#18678 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] Please test current SVN (release v0.5.6)
Dear Mr. Art Tevs, A belated thanks for your earlier help. Now I have downloaded the svn trunk for testing. The osg version is osg-2.9.5. Compiler: Visual Studio2005, OS: Windows 7-RC1. I am encountering some compilationm errors. Wanted to delay the migration to osg-2.9.6 for some days due to some official presentations. If these errors have something to do with osg-version differences, pls. ignore. I will update and retry. Following are the errors: 3Unit.cpp 3.\Unit.cpp(509) : warning C4018: '' : signed/unsigned mismatch 3.\Unit.cpp(647) : error C2039: 'getOrCreateGLBufferObject' : is not a member of 'osg::PixelDataBufferObject' 3 D:\ExternalAPIs\OpenSceneGraph\OpenSceneGraph\include\osg/BufferObject(383) : see declaration of 'osg::PixelDataBufferObject' 3.\Unit.cpp(647) : error C2227: left of '-isDirty' must point to class/struct/union/generic type 3.\Unit.cpp(649) : error C2039: 'getOrCreateGLBufferObject' : is not a member of 'osg::PixelDataBufferObject' 3 D:\ExternalAPIs\OpenSceneGraph\OpenSceneGraph\include\osg/BufferObject(383) : see declaration of 'osg::PixelDataBufferObject' 3.\Unit.cpp(649) : error C2227: left of '-isDirty' must point to class/struct/union/generic type 3Generating Code...3Build log was saved at file://d:\ExternalAPIs\OpenSceneGraph\osgPPU\src\osgPPU\osgPPU.dir\Debug\BuildLog.htm 3osgPPU - 4 error(s), 7 warning(s) Regards, Harash From: Art Tevs arti_t...@yahoo.de To: osg-users@lists.openscenegraph.org Sent: Sat, October 24, 2009 1:11:40 AM Subject: [osg-users] [osgPPU] Please test current SVN (release v0.5.6) Hi folks, In couple of last days I made huge differences to the code of osgPPU. I would like to ask you to test current svn before I am going for an official release (this will be as soon as there is new stable OSG version 2.10 released). Current code is built against osg v2.9.6. I've added a new unit: UnitBypassRepeat, which provides you with a possibility of iterative rendering of a subgraph. A new example osgppu_diffusion, shows a simple mean curvature flow diffusion filter. So it is implemented with PDE (partial derivative equation) and runs for several iterations. The number of iterations is changeable during the runtime. Changing of the filter to a sharpening filter or something else is very easy. I've also made changes in the way how the unit graph is traversed and gathered by the CullVisitor. It is now more conservative, lazy placing of units in the graph will be punished ;) The advantage is, that every unit is executed only before its parents has been already executed. In the previous releases this was not guaranteed for very complex unit graphs. MRTs (multiple rendering targets) are also now supported in very easy way. Take a look into diffusion example. There I am using up-to 3 MRTs to compute the derivatives. Please let me know of any bugs if you will find them. Thank you all in advance. Art P.S. For those who is not familar with osgPPU go here http://projects.tevs.eu/osgPPU/[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18639#18639 ___ 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] Double transparency :O
Hi, I can't find the solution to my problem in any of the other posts, so I'm writing in a new thread. For a lighting event here in Eindhoven (NL) our company is going to project an image on a building using big ass beamers. It's an event which follows up after Glow (http://www.gloweindhoven.nl/). Our idea was to have an interactive application running between two users and the image projected by the big ass beamer. We're going to capture the movements of two users that are throwing paint at a building. All the user does is make the gesture, and my application extrapolates the course the paint will fly at the building. To round it off; a nice animated splash of paint is then projected on the building. So I decided OSG would be a decent way to make this happen. Well... I got most things in place. Someone supplied a sequence of transparent PNG images for me to display. I used libpng to load them and put them in a osg::Image object which I then proceed to put in an osg::ImageSequence object. I then proceed to do some things I read on these forums to make the loaded PNG appear as a transparent texture-on-a-quad in my view. And this actually works: Code: SplashContainer LichtStadEindhovenApp::Splash( osg::Vec3f position, osg::Vec2f scale, DWORD color, float speed, int nsplash) { SplashContainer cont; osg::ref_ptrosg::ImageSequence tmpImageSequence = new osg::ImageSequence(); for ( int k = 0 ; k splash[nsplash]-size() ; k += 1 ) { tmpImageSequence-addImage(LoadBitmapPNG(splash[nsplash]-operator [](k).c_str(), color)); } osg::ref_ptrosg::Geode geode = new osg::Geode(); osg::ref_ptrosg::PositionAttitudeTransform texPAT = new osg::PositionAttitudeTransform(); osg::ref_ptrosg::Geometry quad1 = createTexturedQuadGeometry( osg::Vec3d(0.0, 0.0, 0.0), //Center vector osg::Vec3d(0.0, 0.0, scale.x()),//Width vector osg::Vec3d(scale.y(), 0.0, 0.0),//Height vector 1.0, //Texture coordinates left 1.0); //Texture coordinatse top texPAT-setPosition(position); mNavTrans-addChild(texPAT.get()); texPAT-addChild(geode); osg::Quat q(osg::DegreesToRadians(90.0f), osg::Vec3f(0.0f, 1.0f, 0.0f)); texPAT-setAttitude(q); geode-addDrawable(quad1.get()); osg::ref_ptrosg::Texture2D splashTexture = new osg::Texture2D(tmpImageSequence); osg::ref_ptrosg::StateSet stateset = quad1-getOrCreateStateSet(); stateset-setTextureAttributeAndModes(0, splashTexture.get(), osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::ref_ptrosg::BlendFunc texture_blending_function = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); stateset-setAttributeAndModes(texture_blending_function.get(), osg::StateAttribute::ON); stateset-setMode(GL_BLEND, osg::StateAttribute::ON); osg::ref_ptrosg::AlphaFunc alpha_transparency_function = new osg::AlphaFunc(); alpha_transparency_function-setFunction(osg::AlphaFunc::ComparisonFunction::ALWAYS, 0.5); stateset-setAttributeAndModes(alpha_transparency_function.get(), osg::StateAttribute::ON ); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); quad1-setStateSet(stateset.get()); cont.geode = geode; cont.imgseq = tmpImageSequence; cont.pos = texPAT; cont.f_incr = speed; cont.f_time = 0.0f; if ( nsplash == 1 || nsplash == 2 ) cont.bSaveLastFrame = false; else cont.bSaveLastFrame = true; printf(ptr count 1: %d\n, tmpImageSequence-referenceCount()); m_vecSplashes.push_back(cont); printf(ptr count 2: %d\n, m_vecSplashes[m_vecSplashes.size()-1].imgseq-referenceCount()); nThrown += 1; return cont; } My problem is is that I also want this quad to be 70% transparent. So that when a new quad is placed in front of it, a little bit of the image farther away remains visible. I've read several posts all of which say I should add this piece of code somewhere. Code: osg::Material* mat = (osg::Material*)stateset-getAttribute(osg::StateAttribute::MATERIAL); if ( !mat ) mat = new osg::Material(); mat-setAlpha(osg::Material::FRONT_AND_BACK, 0.70f); stateset-setAttribute(mat, osg::StateAttribute::ON); however adding it to the function I described above does nothing to achieve anything at all. My tree looks like this Code: // texPAT -- geode -- quad // / // mRoot -- mPos --
Re: [osg-users] [osgPPU] Please test current SVN (release v0.5.6)
Hi Harash, yes, this errors are because of not matched osg version. So in order to run it, you need to get current osg from svn. Thank you for your help, Art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18681#18681 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Non-core projects, code library
Chris 'Xenon' Hanson wrote: I'm referring to both complete projects (things like osgAL, osgVRPN, etc) and just snippets like here's a visitor that squooshes models into mashed potatoes. Is that anything like ray tracing Jello? http://portal.acm.org/citation.cfm?id=37411dl=GUIDEcoll=GUIDECFID=59549751CFTOKEN=62697713 -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] re-initialize OpenGL objects after window
Thanks for the suggestions Robert. I played around with rebuilding my OpenGL objects some more and found that the necessary steps are: sceneview-releaseAllGLObjects(); state-setContextID(state-getContextID() + 1); For completness's sake, I've been doing this scenegraphroot-releaseGLObjects(); sceneview-releaseAllGLObjects(); sceneview-flushAllDeletedGLObjects(); state-setContextID(state-getContextID() + 1); However, the extra two steps don't appear to be necessary. If I only increment the context ID and do nothing else, most OpenGL objects get rebuilt except for the ones that were onscreen at the time of the context switch. This makes it look as if all objects not culled on the last frame do not get re-initialized. So while I have a working solution, it might be fragile since I still don't completely understand what's going on inside OSG. I'd like to hear any other thoughts you or anyone else have on this problem. -- Terry Welsh / mogumbo 'at' gmail.com www.reallyslick.com / www.mogumbo.com Message: 11 Date: Mon, 19 Oct 2009 09:01:21 +0100 From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: Re: [osg-users] re-initialize OpenGL objects after window resize Message-ID: 7ffb8e9b0910190101ya523cbckd5b319842667d...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 Hi Terry, On Sun, Oct 18, 2009 at 11:12 PM, Terry Welsh mogu...@gmail.com wrote: I'm working on and OSG/SDL application. ?Resizing the window in Linux works fine, but resizing it in Windows causes the app to lose all its OpenGL objects. ?Is there a recommended way to re-initialize all OpenGL objects? I really wouldn't recommend using SDL for windowing... In your case it does sound like SDL is deleting the original graphics context and then recreating a completely new one on resize. So far I have been experimenting with SceneView's releaseAllGLObjects, flushAllDeletedGLObjects, and COMPILE_GLOBJECTS_AT_INIT. ?But this has mostly led to crashes and hasn't fixed the problem. ?Just thought I would take a break and see if anyone has any other suggestions The problem is that the scene graph itself is retaining handles to the original OpenGL objects and still has this around when you try to reapply them to a completely new graphics context, which unsurprisingly causes problems. The scene graph itself doesn't know about the fact that you've changed the graphics context from underneath it so you'll need to tell it but doing a scenegraph-releaseGLObjects(); The SceneView methods just clean up already released GL objects, so you'd call these after the scenegraph release. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Non-core projects, code library
Hi Chris, Art, a similar discussion was already started by me longer time ago. Check this thread: http://forum.openscenegraph.org/viewtopic.php?p=5006highlight=#5006 And actually I can remember starting a similar discussion too. I wanted to eventually get the OSG site to run some kind of semi-open project hosting system, like gforge or something like that, so that people could start hosting their OSG-based projects' source and any related documentation/wiki/etc. without any intervention from the site maintainer(s) (Robert, Jose Luis Hidalgo). Nothing came of it, and there was not much enthusiasm about the idea (I still think it would be nice) so I ended up hosting my own projects on googlecode. I know others do the same (osgOcean, osgPango/osgCairo, ...) I think basically that offering a central place for the OSG ecosystem (things that surround OSG without being part of it) would be very good both for people who are looking for specialized libraries built on top of OSG (more certainty that it will work without too much trouble), and the developers of such libraries (more visibility). J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Question about possible changes between 2.6 and 2.8.2
Hi, I'm working with a project right now, and it was using 2.6, and it was compiling fine until I implemented the shadow code using osgShadow, however I seem to have fixed the link errors from shadows by updating the OSG Libraries to 2.8.2 from 2.6, however now I get these linker errors: Code: WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3Control.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3WindowManager.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3WindowManagerViewer.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch const * __thiscall osg::Node::asSwitch(void)const (?asswi...@node@osg@@ubepbvswi...@2@XZ) 3WindowManagerViewerNode.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) (?asswi...@node@osg@@uaepavswi...@2@XZ) 3Control.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) (?asswi...@node@osg@@uaepavswi...@2@XZ) 3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) (?asswi...@node@osg@@uaepavswi...@2@XZ) 3WindowManager.obj : error LNK2019: unresolved external symbol public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) (?asswi...@node@osg@@uaepavswi...@2@XZ) referenced in function public: virtual bool __thiscall csp::wf::WindowManager::onClick(int,int) (?oncl...@windowmanager@w...@csp@@uae_...@z) 3WindowManagerViewer.obj : error LNK2001: unresolved external symbol public: virtual class osg::Switch * __thiscall osg::Node::asSwitch(void) (?asswi...@node@osg@@uaepavswi...@2@XZ) 3WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const (?asge...@node@osg@@ubepbvge...@2@XZ) referenced in function public: __thiscall csp::wf::WindowManagerViewerNode::WindowManagerViewerNode(int,int) (??0windowmanagerviewern...@wf@csp@@q...@hh@Z) 3Control.obj : error LNK2001: unresolved external symbol public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const (?asge...@node@osg@@ubepbvge...@2@XZ) 3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const (?asge...@node@osg@@ubepbvge...@2@XZ) 3WindowManager.obj : error LNK2001: unresolved external symbol public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const (?asge...@node@osg@@ubepbvge...@2@XZ) 3WindowManagerViewer.obj : error LNK2001: unresolved external symbol public: virtual class osg::Geode const * __thiscall osg::Node::asGeode(void)const (?asge...@node@osg@@ubepbvge...@2@XZ) 3WindowManagerViewerNode.obj : error LNK2019: unresolved external symbol public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void) (?asge...@node@osg@@uaepavge...@2@XZ) referenced in function public: __thiscall osg::ref_ptrclass osg::Group::~ref_ptrclass osg::Group(void) (??1?$ref_...@vgroup@osg@@@osg@@q...@xz) 3Control.obj : error LNK2001: unresolved external symbol public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void) (?asge...@node@osg@@uaepavge...@2@XZ) 3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void) (?asge...@node@osg@@uaepavge...@2@XZ) 3WindowManager.obj : error LNK2001: unresolved external symbol public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void) (?asge...@node@osg@@uaepavge...@2@XZ) 3WindowManagerViewer.obj : error LNK2001: unresolved external symbol public: virtual class osg::Geode * __thiscall osg::Node::asGeode(void) (?asge...@node@osg@@uaepavge...@2@XZ) 3Control.obj : error LNK2001: unresolved external symbol public: virtual class osg::BoundingSphereImplclass osg::Vec3f __thiscall osg::Transform::computeBound(void)const (?computebo...@transform@osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz) 3ControlGeometryBuilder.obj : error LNK2001: unresolved external symbol public: virtual class osg::BoundingSphereImplclass osg::Vec3f __thiscall osg::Transform::computeBound(void)const (?computebo...@transform@osg@@ube?av?$boundingspherei...@vvec3f@osg@@@2...@xz)
Re: [osg-users] Cleaning out Community/JobOffers -- osg
Roland Smeenk wrote: Done. I added the some of the rules for the jobs page in the past. Typically companies don't take the effort to remove jobs when filled so I don't take the effort to contact them and remove the jobs when they are old enough. If it's not OK they can always restore the data from the page history. Thanks Roland! Roland -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org