Re: [osg-users] FPS Camera Movement
These links to past discussions could be useful to you: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg24399.html http://markmail.org/message/e6magjobl7fywbe6 -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgocean synced across multiple screens
I'll be doing some work on it over the weekend. I'm pretty sure it's something trivial since I've had it up and running in the past, just haven't had the time to sit down with it. Kim. On 29 March 2010 16:23, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Thanks Kim. How the VBO version is going? -Nick On Mon, Mar 29, 2010 at 5:44 PM, Kim Bale kcb...@googlemail.com wrote: Hi Nick, The FFTSimulation class is responsible for creating both the noise data and the surface amplitudes. It simply outputs a grid of vertices which are then used by OceanTile to convert it into vertices. Assuming you have used the same parameters calling setTime( float ) on FFTSimulation will always result in the same amplitudes. These amplitudes are precomputed into a set of frames. Default is 25. The ocean is then animated by calling FFTOceanSurface::update( unsigned frame, float dt, osg::Vec3f eye ), where frame updates the current set of vertices for the tiles, float dt updates the position of the noise textures and eye is used to test whether the mipmap levels have changed due to eye position. Hope that helps. Kim. The animation is controlled using the FFTOceanSurface::update function. I f On 26 March 2010 06:45, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi community, I am about to start implementing synchronization of the ocean surface across multiple machines. Not familiar with the details of the osgocean code though, I just started to read it, so any hints are highly welcome. I am seeing FFTSimulation class that is used in the FFTOceanSurface for creating the noise. Is this the right place to look at? If I sync the time passed to FFTSimulation will this results into identical ocean on all the machines? Thanks for any hints! Cheers, -Nick ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intersection precision loss?
Hi Adrian, The intersection tests are double in singles, but the intersection ray is transformed into local space using doubles so this should help avoid most of the precision issues. There were still some precisions problems with the bounding box intersection test that was causing premature rejection of the drawable and KdTree based intersections, in svn/trunk there are fixes that address these. Could you try svn/trunk and see how you get on? Robert. On Mon, Mar 29, 2010 at 8:36 PM, Adrian Lindberg osgfo...@tevs.eu wrote: I'm doing some large terrain rendering using OSG where I put small bulletins (billboards) which I wan't to make clickable. For this I found the osgPicker example and implemented it and all worked well. However in an extension of this I moved the camera to a bulletin to supply additional clickable billboards (ie move inside a clicked house and look in the drawer inside the house). These additional billboards are relatively small compared to my world (several kilometers, the small billboard being about a meter in radius) and my intersection fails 95% of the time. If I move the camera out and make the larger (so that I can see them from a distance) everything works again. No change in code or scenegraph structure except the position set by the camera manipulator. I'm wondering if there are any known issues with intersection tests since I presume these are done in single precision. Does it do double calculations for MatrixTransforms (I tried putting a matrix transform having local coordinates for the smaller objects as well with no luck). Any other ideas as how to tackle this? Cheers, Adrian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26250#26250 ___ 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] When to set properly the target of a NodeTrackerManipulator ?
Hi all, I've a NodeTrackerManipulator in my scne, and I want to change on the fly its Target Node, but not based on key or mouse events, but on events in my Qt gui app... so I wonde rif there is a proper method to do this (eventcallback ?) because when doing this on the fly, sometimes it crashes my app... Thank you! Cheers, Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26263#26263 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Hi Paul, I've tested 2.8.3-rc2 out at my end and so far everything compiles and works well under Kubuntu 9.04. I don't have 3rd party apps to test against so I've only tested against the core OSG apps. Unfortunately VPB requires the svn/trunk version of the OSG so I haven't been able to test against this. Good luck with the release, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] looking for a terrain database building toolchain
Hi Terry, What version of osgEarth are you using that is loading all the tiles at the highest LOD? Are you using a projected database or a geocentric database? Can you provide an example? I just checked with the trunk and it seems to be working fine. Thanks, Jason On Tue, Mar 30, 2010 at 6:33 AM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi Terry, I have quite the same goal to reach, so I would happy to cooperate and create a usefull toolchain. At the moment I use VPB to generate the database. I'have tried osgEarth but the VPB Plugin over there doesn't work very well, it loades all tiles at highest LOD and my FPS falls down to less than 5 fps. So osgEarth is not an option. At the beginning, I had a lot of problems to compile my datase ( ~800GB raw data. with 64 Bit and the newest VPB it now works quite stable, resuming works and it is possible. With compressing all geotiffs with LZW the build time is reduzed dramatically from several weeks to days ( 16 Cores, 12 gig ram, several HDDs for source data) About this task, I have written a detailed documentation which I plan to publish on VPB wiki. The following tasks are not solved but are only my current todo list: adding forest to database based on openstreetmap shapes. Use of LOD to blend forest on configurable distance in and out flattening/pulling ground to specifig height of the geocentric database in configurable areas to provide complete flat areas (or other height feature) for flat airports or other submodels. adding streets and other feature of OpenStreetMap and other sources Would you like to modify database offline or online during runtime via pseudoloader? Both approaches are quite interesting I think. I would be happy if we could create a Toolchain and write a detailed documentation (I'd like to do this, because I struggled myself often at the beginning due to lack of documentation) Cheers, Torben[/list] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26264#26264 ___ 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] 2.8.3 release imminent
Robert Osfield wrote: Hi Paul, I've tested 2.8.3-rc2 out at my end and so far everything compiles and works well under Kubuntu 9.04. I don't have 3rd party apps to test against so I've only tested against the core OSG apps. Unfortunately VPB requires the svn/trunk version of the OSG so I haven't been able to test against this. Thanks for the update. I'm digging in to one issue I've uncovered today, but it has to do with a custom node so I doubt it's a show stopper for the release. Other than that I think we're clear for a release. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Hi, I tested it under Win7 with MinGW and had some problems during the build. TXPNode.cpp - needs #include stdio.h osgPlugins PNG - problem with new libpng. Some functions in libpng are renamed osgviewerSDL - need to use the CMakeLists.txt from trunk All three problems are already solved in the trunk. It would be nice to fix them in the release too. Kind regards, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26268#26268 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] looking for a terrain database building toolchain
Hi Jason, I use a geocentric database. How can I determine the osgEarth version? I also do not understand how the split level management (flat, nested etc.) is used in osgEarth, the documentation is quite unclear. It only worked to display with an old database with all files in one directory. All of my new databases have subdirectories with unknown split levels (I think default, but I don't familiar if default splitlevel is a fixed value or calculated depening on amount of rawdata. I don't know how to configure osgEarth to display an vpb database. Even it it work to display, the LOD issue still remains. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26270#26270 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release imminent
Michael Rohn wrote: I tested it under Win7 with MinGW and had some problems during the build. Thanks for the testing and the input! TXPNode.cpp - needs #include stdio.h Thanks, that's r10965. osgPlugins PNG - problem with new libpng. Some functions in libpng are renamed Sorry, but this amounts to a new feature request, and with the release just 1 day away we are well past considering new features, so I'll have to propose you include this in 2.8.4, or wait for the next stable release off trunk. osgviewerSDL - need to use the CMakeLists.txt from trunk Thanks, this is r10963, except it looks like this revision contains changes to PNG along the lines of upgrading to a new version of libPNG, so I'll include all the CMakeLists.txt changes in the revision, but not the change to the PNG plugin source. I'm merging in these changes now, they will be in the 2.8 branch head shortly. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3-rc2 tagged
Hi Paul, I have a linker problem with the latest rc2 that I did not have with 2.8.2. Code: ld: duplicate symbol PrimitiveIndexWriter::drawArrays(unsigned int, int, int)in /Users/noema/Development/git/VirtualAwesome/libs/osg-osx/lib/libosgdb_obj.a(OBJWriterNodeVisitor.o) and /Users/noema/Development/git/VirtualAwesome/libs/osg-osx/lib/libosgdb_3ds.a(WriterNodeVisitor.o) collect2: ld returned 1 exit status Command /Developer/usr/bin/g++-4.2 failed with exit code 1 (xcode, snow leopard) It looks to me that there a three occasions with an identical PrimitiveIndexWriter::drawArrays(...) function. It's in the obj, 3ds, and fbx plugin. I am using obj and 3ds together. I also link statically via the USE_OSGPLUGIN(...) call but I would assume the same error occurs when using the osg dynamically. Any ideas? Cheers, stefan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26272#26272 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cocoa, ImageIO help needed
Hi, I am trying to move to imageio and cocoa but am still unclear how to do this. I just downloaded the 2.8.3-rc2 and build everything fine with imageio and cocoa enabled. Only when I try to use the new libs with my apps I get a linker error that indicates that Carbon is still configured: Code: _graphicswindow_Carbon, referenced from: _graphicswindow_Carbon$non_lazy_ptr in main.o _graphicswindow_Carbon$non_lazy_ptr in MyApp.o ld: symbol(s) not found collect2: ld returned 1 exit status Am I missing a definition or something? Help appreciated, Best, stefan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26273#26273 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3-rc2 tagged
Thanks, Stefan. Good catch. I'm pretty sure this will be a problem on svn trunk too, if anyone were to try a static link there on a Linux/Darwin box. What I _think_ is happening is this: By default, Linux/Darwin exports symbols from libraries. In a non-static build, shared object symbols are contained, so that's not going to be a problem either. But for static builds on Linux/Darwin, two plugins that have symbols with the same name will cause a conflict at link time. Does this sound right? If this is an accurate description of the problem, then I can think of three ways to resolve the issue: 1) If I remember right, there is a way on Linux/Darwin to tell the linker to hide symbols rather than export them. It's been a while since I've done *nix development; this might just apply to shared objects. 2) We could use namespaces in the plugin. You might try this, 3) The ugly, but direct method would be to change the class names so that they are unique within the plugin. But honestly I'd prefer to use a namespace. I don't think you're seeing a problem with FBX at this time because the XCode project files don't include the FBX plugin. But this might be an issue on other platforms that try to do a static build, so we should probably address it in some way as well. Stefan, would you like to take a crack at option 2 above, and use a namespace qualifier in the 3DS plugin to see if it resolves this issue? If so, please submit your change. I'm willing to hold up the release for this fix. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 stefan nortd wrote: Hi Paul, I have a linker problem with the latest rc2 that I did not have with 2.8.2. Code: ld: duplicate symbol PrimitiveIndexWriter::drawArrays(unsigned int, int, int)in /Users/noema/Development/git/VirtualAwesome/libs/osg-osx/lib/libosgdb_obj.a(OBJWriterNodeVisitor.o) and /Users/noema/Development/git/VirtualAwesome/libs/osg-osx/lib/libosgdb_3ds.a(WriterNodeVisitor.o) collect2: ld returned 1 exit status Command /Developer/usr/bin/g++-4.2 failed with exit code 1 (xcode, snow leopard) It looks to me that there a three occasions with an identical PrimitiveIndexWriter::drawArrays(...) function. It's in the obj, 3ds, and fbx plugin. I am using obj and 3ds together. I also link statically via the USE_OSGPLUGIN(...) call but I would assume the same error occurs when using the osg dynamically. Any ideas? Cheers, stefan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26272#26272 ___ 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] VS2010
Mm, ok, not the first time MS ignore the standard What about the install of OpenThreads, anyone seen it before? /A On Sun, Mar 28, 2010 at 12:45 AM, Martin Beckett m...@mgbeckett.com wrote: It's not osg specific VS2008 (erronously) didn't have iterator as a separate header vs2010 obeys the standard - you may as well include it wherever you have std::Vector. http://blogs.msdn.com/vcblog/archive/2009/05/25/stl-breaking-changes-in-visual-studio-2010-beta-1.aspx Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26230#26230 ___ 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] VS2010
Hello, What sort of error? I have never installed openthreads, I assumed it's been merged into the OSG code, where as it used to be a separate download? Regards Martin. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Anders Backman Sent: 30 March 2010 17:30 To: osg-users Subject: Re: [osg-users] VS2010 Mm, ok, not the first time MS ignore the standard What about the install of OpenThreads, anyone seen it before? /A On Sun, Mar 28, 2010 at 12:45 AM, Martin Beckett m...@mgbeckett.com wrote: It's not osg specific VS2008 (erronously) didn't have iterator as a separate header vs2010 obeys the standard - you may as well include it wherever you have std::Vector. http://blogs.msdn.com/vcblog/archive/2009/05/25/stl-breaking-changes-in-visu al-studio-2010-beta-1.aspx Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26230#26230 ___ 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] VS2010
Hi Anders, What about the install of OpenThreads, anyone seen it before? Nope, I always run the INSTALL target after building (on VS2005 and VS2008 though) and have never seen that. In my case the file it's trying to find exists... Were there any errors when building OpenThreads (maybe buried in the output so you didn't see it)? The only reason why it shouldn't be there is if it wasn't built, and sometimes the INSTALL target runs even if dependent projects failed to build (which doesn't make sense to me, but that's how CMake does it)... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010
As a test, you can use the openthreads from vs2008 build. As long as you are on the same number of bits the .dlls are compatible. Cheers, Martin Unfortunately I can't swtich yet until Qt-vs-addin supports 2010. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26279#26279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010
Never write two things in one email :-) In my first post, there was output of the error I get. I have looked around on the web but haven't found anything helpful. It complains that the openthreads dll file is missing, then some cmake/vs jibberish: Problem is really that the path of the dll-files are all wrong... The Cmake install scripts are trying to locate them at: c:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll Instead of c:/projects/agx_dependencies/build/x86/osg/bin/Release/ot11-OpenThreads.dll Have to look into that some more, although Im running the same cmake-command as with vs2008... But with latest CMake (to get vs2010 support)... Unfortunately I need to build it myself to get x64 libs which I need. All libraries have built just fine until osg regarding install. Even collada and boost! Probably some trivial error. Thanks /A -- Build started: Project: INSTALL, Configuration: Release Win32 -- 3 CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE): 3file INSTALL cannot find 3 C:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll. 3 Call Stack (most recent call first): 3src/OpenThreads/cmake_install.cmake:36 (INCLUDE) 3src/cmake_install.cmake:32 (INCLUDE) 3cmake_install.cmake:36 (INCLUDE) 3 3 3 -- Install configuration: Release 3 -- Up-to-date: C:/projects/agx_dependencies/lib/pkgconfig/openscenegraph.pc 3 -- Up-to-date: C:/projects/agx_dependencies/lib/pkgconfig/openthreads.pc 3 -- Up-to-date: C:/projects/agx_dependencies/lib/OpenThreads.lib 3C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command C:\Program Files (x86)\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Release -P cmake_install.cmake 3C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd exited with code 1. == Build: 2 succeeded, 1 failed, 77 up-to-date, 0 skipped == On Tue, Mar 30, 2010 at 7:00 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Anders, What about the install of OpenThreads, anyone seen it before? Nope, I always run the INSTALL target after building (on VS2005 and VS2008 though) and have never seen that. In my case the file it's trying to find exists... Were there any errors when building OpenThreads (maybe buried in the output so you didn't see it)? The only reason why it shouldn't be there is if it wasn't built, and sometimes the INSTALL target runs even if dependent projects failed to build (which doesn't make sense to me, but that's how CMake does it)... 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010
In the generated file: src\OpenThreads\Win32\cmake_install.cmake I can see that .lib and .dll get the wrong path (cmake install is looking at the wrong place). Header files seems ok: I certainly havent added any '..' in the install path. Its a perfect absolute path. FILE(INSTALL DESTINATION ${CMAKE_INSTALL_PREFIX}/lib TYPE STATIC_LIBRARY OPTIONAL FILES C:/projects/agx_dependencies/build/x86/osg/lib/RelWithDebInfo/../OpenThreads.lib) ENDIF(${CMAKE_INSTALL_CONFIG_NAME} MATCHES ^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$) ENDIF(NOT CMAKE_INSTALL_COMPONENT OR ${CMAKE_INSTALL_COMPONENT} STREQUAL libopenthreads-dev) IF(NOT CMAKE_INSTALL_COMPONENT OR ${CMAKE_INSTALL_COMPONENT} STREQUAL libopenthreads) IF(${CMAKE_INSTALL_CONFIG_NAME} MATCHES ^([Dd][Ee][Bb][Uu][Gg])$) FILE(INSTALL DESTINATION ${CMAKE_INSTALL_PREFIX}/bin TYPE SHARED_LIBRARY FILES C:/projects/agx_dependencies/build/x86/osg/bin/Debug/../../bin/ot11-OpenThreadsd.dll) ENDIF(${CMAKE_INSTALL_CONFIG_NAME} MATCHES ^([Dd][Ee][Bb][Uu][Gg])$) For some reason, .. is added before the .lib and ../../bin is added before the .dll:s In applications/osgviewer/cmake_install.cmake: FILE(INSTALL DESTINATION ${CMAKE_INSTALL_PREFIX}/bin TYPE EXECUTABLE FILES C:/projects/agx_dependencies/build/x86/osg/bin/Release/../osgviewer.exe) '..' added there too. Arguments to cmake: cmake -DCMAKE_INSTALL_PREFIX=C:\projects\agx_dependencies\ -G Visual Studio 10 Has anyone successfully built osg with vs2010? /A 2010/3/30 andersb ande...@cs.umu.se Never write two things in one email :-) In my first post, there was output of the error I get. I have looked around on the web but haven't found anything helpful. It complains that the openthreads dll file is missing, then some cmake/vs jibberish: Problem is really that the path of the dll-files are all wrong... The Cmake install scripts are trying to locate them at: c:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll Instead of c:/projects/agx_dependencies/build/x86/osg/bin/Release/ot11-OpenThreads.dll Have to look into that some more, although Im running the same cmake-command as with vs2008... But with latest CMake (to get vs2010 support)... Unfortunately I need to build it myself to get x64 libs which I need. All libraries have built just fine until osg regarding install. Even collada and boost! Probably some trivial error. Thanks /A -- Build started: Project: INSTALL, Configuration: Release Win32 -- 3 CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE): 3file INSTALL cannot find 3 C:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenThreads.dll. 3 Call Stack (most recent call first): 3src/OpenThreads/cmake_install.cmake:36 (INCLUDE) 3src/cmake_install.cmake:32 (INCLUDE) 3cmake_install.cmake:36 (INCLUDE) 3 3 3 -- Install configuration: Release 3 -- Up-to-date: C:/projects/agx_dependencies/lib/pkgconfig/openscenegraph.pc 3 -- Up-to-date: C:/projects/agx_dependencies/lib/pkgconfig/openthreads.pc 3 -- Up-to-date: C:/projects/agx_dependencies/lib/OpenThreads.lib 3C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command C:\Program Files (x86)\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Release -P cmake_install.cmake 3C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd exited with code 1. == Build: 2 succeeded, 1 failed, 77 up-to-date, 0 skipped == On Tue, Mar 30, 2010 at 7:00 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Anders, What about the install of OpenThreads, anyone seen it before? Nope, I always run the INSTALL target after building (on VS2005 and VS2008 though) and have never seen that. In my case the file it's trying to find exists... Were there any errors when building OpenThreads (maybe buried in the output so you didn't see it)? The only reason why it shouldn't be there is if it wasn't built, and sometimes the INSTALL target runs even if dependent projects failed to build (which doesn't make sense to me, but that's how CMake does it)... 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] stereo mode for part of a scene graph?
In my scene graph, I have a static image for the background (a white-blue gradient). When I turn on stereo mode, I get a red stripe on the right and a blue stripe on the left side of the window. I thought I was drawing my background the same way statistics are drawn, but apparently I'm not (btw, stats draw just fine - no red/blue). What controls if something is subject to stereo separation? Thanks, Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cocoa, ImageIO help needed
Am 30.03.10 17:27, schrieb stefan nortd: Code: _graphicswindow_Carbon, referenced from: _graphicswindow_Carbon$non_lazy_ptr in main.o _graphicswindow_Carbon$non_lazy_ptr in MyApp.o ld: symbol(s) not found collect2: ld returned 1 exit status are you using static libs? I haven't tested the 2.8x branch with static libs and there seems that USE_GRAPICSWINDOW is hardcoded to GraphicsWindowCarbon. Replace your usage of USE_GRAPHICSWINDOW with #if defined(__APPLE__) USE_GRAPICSWINDOW_IMPLEMENTATION(Cocoa) #else USE_GRAPHICSWINDOW() #endif I am out of ideas how to fix this simple and fast. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] View-dependent OverlayNode w/o CoordinateSystemNode?
Hi, Has anyone gotten anything useful from OverlayNode in either view-dependent mode (VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY or VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY) without using a CoordinateSystemNode? The examples osganimate and osgspheresegment produce strange results in either view-dependent mode. osgsimulation appears to work, however. My guess is that the significant difference is that osgsimulation uses a CoordinateSystemNode and the other two don't. But that's just a guess. OverlayNode is what I need, but I might have a lot of geometry to overlay, only a small fraction of which will be visible most of the time. So I need a view-dependent scheme. I've looked at osgearth and osggis, and they might do what I need, but integrating them into our codebase could be difficult. Thank you! Cheers, Chris -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26277#26277 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] Unstable objects using osgART
Hi Everyone, I'm testing my first app using osgART but I'm not getting the results I hope for. The object that I render on top of my marker is shaking a little bit. Even when both the marker and camera are completely still! Any ARToolKit only application works like a charm, the object stands still on top of the marker as it should. OSG only applications are also ok. I tried using TransformFilterCallback but the result was a very slow response tracking, i.e. I moved the marker and the cube moved a lot slower until it matched the marker again. I messed around with the parameters but couldn't get to a satisfying result. Btw, I'm running the osgartsimple example and it presents the same strange behavior. What am I missing here? Any suggestions? Thank you in advance. Cheers, Theo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26267#26267 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS2010
I will be trying it in a couple of weeks when its launched or as soon as i get my hands on the non RC version. Dont want to install it on my freshly built machine. Could you just use the old cmake and generate vs2008x64 ones and convert them using vs2010 or is it you ironing out the build? From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Anders Backman Sent: 30 March 2010 19:01 To: OpenSceneGraph Users Subject: Re: [osg-users] VS2010 In the generated file: src\OpenThreads\Win32\cmake_install.cmake I can see that .lib and .dll get the wrong path (cmake install is looking at the wrong place). Header files seems ok: I certainly havent added any '..' in the install path. Its a perfect absolute path. FILE(INSTALL DESTINATION ${CMAKE_INSTALL_PREFIX}/lib TYPE STATIC_LIBRARY OPTIONAL FILES C:/projects/agx_dependencies/build/x86/osg/lib/RelWithDebInfo/../OpenThread s.lib) ENDIF(${CMAKE_INSTALL_CONFIG_NAME} MATCHES ^([Rr][Ee][Ll][Ww][Ii][Tt][Hh][Dd][Ee][Bb][Ii][Nn][Ff][Oo])$) ENDIF(NOT CMAKE_INSTALL_COMPONENT OR ${CMAKE_INSTALL_COMPONENT} STREQUAL libopenthreads-dev) IF(NOT CMAKE_INSTALL_COMPONENT OR ${CMAKE_INSTALL_COMPONENT} STREQUAL libopenthreads) IF(${CMAKE_INSTALL_CONFIG_NAME} MATCHES ^([Dd][Ee][Bb][Uu][Gg])$) FILE(INSTALL DESTINATION ${CMAKE_INSTALL_PREFIX}/bin TYPE SHARED_LIBRARY FILES C:/projects/agx_dependencies/build/x86/osg/bin/Debug/../../bin/ot11-OpenThr eadsd.dll) ENDIF(${CMAKE_INSTALL_CONFIG_NAME} MATCHES ^([Dd][Ee][Bb][Uu][Gg])$) For some reason, .. is added before the .lib and ../../bin is added before the .dll:s In applications/osgviewer/cmake_install.cmake: FILE(INSTALL DESTINATION ${CMAKE_INSTALL_PREFIX}/bin TYPE EXECUTABLE FILES C:/projects/agx_dependencies/build/x86/osg/bin/Release/../osgviewer.exe) '..' added there too. Arguments to cmake: cmake -DCMAKE_INSTALL_PREFIX=C:\projects\agx_dependencies\ -G Visual Studio 10 Has anyone successfully built osg with vs2010? /A 2010/3/30 andersb ande...@cs.umu.se Never write two things in one email :-) In my first post, there was output of the error I get. I have looked around on the web but haven't found anything helpful. It complains that the openthreads dll file is missing, then some cmake/vs jibberish: Problem is really that the path of the dll-files are all wrong... The Cmake install scripts are trying to locate them at: c:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenTh reads.dll Instead of c:/projects/agx_dependencies/build/x86/osg/bin/Release/ot11-OpenThreads.dll Have to look into that some more, although Im running the same cmake-command as with vs2008... But with latest CMake (to get vs2010 support)... Unfortunately I need to build it myself to get x64 libs which I need. All libraries have built just fine until osg regarding install. Even collada and boost! Probably some trivial error. Thanks /A -- Build started: Project: INSTALL, Configuration: Release Win32 -- 3 CMake Error at src/OpenThreads/win32/cmake_install.cmake:50 (FILE): 3file INSTALL cannot find 3 C:/projects/agx_dependencies/build/x86/osg/bin/Release/../../bin/ot11-OpenT hreads.dll. 3 Call Stack (most recent call first): 3src/OpenThreads/cmake_install.cmake:36 (INCLUDE) 3src/cmake_install.cmake:32 (INCLUDE) 3cmake_install.cmake:36 (INCLUDE) 3 3 3 -- Install configuration: Release 3 -- Up-to-date: C:/projects/agx_dependencies/lib/pkgconfig/openscenegraph.pc 3 -- Up-to-date: C:/projects/agx_dependencies/lib/pkgconfig/openthreads.pc 3 -- Up-to-date: C:/projects/agx_dependencies/lib/OpenThreads.lib 3C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: The command C:\Program Files (x86)\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Release -P cmake_install.cmake 3C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error MSB3073: :VCEnd exited with code 1. == Build: 2 succeeded, 1 failed, 77 up-to-date, 0 skipped == On Tue, Mar 30, 2010 at 7:00 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Anders, What about the install of OpenThreads, anyone seen it before? Nope, I always run the INSTALL target after building (on VS2005 and VS2008 though) and have never seen that. In my case the file it's trying to find exists... Were there any errors when building OpenThreads (maybe buried in the output so you didn't see it)? The only reason why it shouldn't be there is if it wasn't built, and sometimes the INSTALL target runs even if dependent projects failed to build (which doesn't make sense to me, but that's how CMake does it)... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
[osg-users] Two cameras for the same scene
Hi, I have a moving object as a node in my scenegraph. I want a first person and a 3rd person points of view. How do I do it? The tutorial uses Producer class which I believe is obsolete. What is the substitute for Producer::CameraConfig* ? Is there an example code I can refer to? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26285#26285 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org