Re: [osg-users] OSG for Android
Hi Hector, ThirdParty package for android is deployed here: http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip I'm sure other developers reported that they were able to build in windows using mingw or cygwin but we usually work on linux or mac (making our life easier! :)). Cheers, Rafa. 2011/8/8 Jorge Izquierdo Ciges : > There's no trouble in that. Android binaries are platform independant (they > are from Android) and I suppose following the google instructions shouldn't > give much trouble to anyone. I didn't like MinGW so I sticked with Linux. > I'll try to find the 3rd party package link and submit it when I can... but > right now I'm on vacation so i can't reach physically where it is. > > El 8 de agosto de 2011 14:36, Héctor Martínez > escribió: >> >> . But, will I be able to use the compiled library in an Eclipse+Windows >> environment for the Android development? >> >> Regarding to the plugins, I thought that there were the same as the ones >> inside the 3rdparty folder of OSG. Do you think I will be able to get those >> you mention? > > ___ > 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 http://gvsig3d.blogspot.com 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] osgVolume not working with latest ATI Radeon drivers on Windows
Thanks for that information. I have bought a nVidia GTX550Ti and that works fine with 275.33 drivers in osgVolume. Both ATI cards remain an issue with Catalyst 11.7 drivers. Does the issue you linked to about array uniform naming apply to 3D Sampler uniforms as well? If so I could try it out sometime... jiha wrote: > This can be the same problem that exist with new Nvidia drivers. > > John Ivar > > -- Post generated by Mail2Forum[/quote] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41937#41937 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExampleGLES1 crashed
If you get a blue screen of OSG that it is. There is a menu button (by clicking the usual menu button you have in your phone/pad) that shows more options like opening models. It's only a example viewer for reference. It doesn't have anything more. 2011/8/8 anurag mairal > Hi Jorge, > Yah that error i got when i tried with OpensceneGraph2.9.6; > with OpensceneGraph3.0.0 i could build osgNativeLib.so file. > but when i run that application my screen shows just three buttons light > on/off, navigate and color, > when i click, it just shows some text, nothing happens when i drag, or try > to zoom, > nothing appears on screen. > is there any documentation how to use that example > or what result i should expect? > Thanks again, > Anurag > > > > > On Mon, Aug 8, 2011 at 11:11 AM, anurag mairal wrote: > >> Hi Jorge, >> I am able to build native library and i am able to run osgAndroidExample. >> Thanks to you, >> Bye >> Anurag >> > > > ___ > 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] osgAndroidExampleGLES1 crashed
Hi Jorge, Yah that error i got when i tried with OpensceneGraph2.9.6; with OpensceneGraph3.0.0 i could build osgNativeLib.so file. but when i run that application my screen shows just three buttons light on/off, navigate and color, when i click, it just shows some text, nothing happens when i drag, or try to zoom, nothing appears on screen. is there any documentation how to use that example or what result i should expect? Thanks again, Anurag On Mon, Aug 8, 2011 at 11:11 AM, anurag mairal wrote: > Hi Jorge, > I am able to build native library and i am able to run osgAndroidExample. > Thanks to you, > Bye > Anurag > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac OSX | Problem loading curl-plugin inside OSG-web-plugin
Hi Solved! I set manually osgDB::Registry::instance()->setLibraryFilePathList to the (absolute) path where plugins reside. I don't know why, but seems that OSG_LIBRARY_PATH setted manually in terminal and also at runtime with putenv is overwritten somewhere (maybe in appendPlatformSpecificResourceFilePAths ?). Thanks everyone for help :) Another question: Does anyone know how I can obtain the path of @loader_path at runtime (a better solution than getenv(PWD))? Thanks in advance Regards G. Il giorno 08.ago.2011, alle ore 01:08, Guido Lucci Baldassari ha scritto: > Hi! Thank you for your prompt replay. > > I tried two different situations that return different error messages. > > The first one is when I keep the OpenSceneGraph original installation > directory in its correct place. > In this case I get warning and errors about OpenThreads, which is the first > dynamic library that the plugin uses; this seems quite a normal error. The > OpenThreads library is the first that the plugin tries to use, referenced > from the plugin osgdb_osg.so, that belongs to the original installation > directory; I compiled frameworks with the @loader_path/../../../.. > installation path, so the system cannot find the correct library for the > plugin that is in this (wrong) location. > > Obviously I'm not interested in such behavior, therefore I renamed the > OpenSceneGraph original installation directory (after that the plugin bundle > was built), in order to hide other unwanted libraries to the system. In this > way the plugin looks for the requested libraries in the correct path, and > seems to load correctly, until it needs the curl plugin (the viewer is > loaded, but the main node is not retrieved). > > The error message I get in console is: "Warning: Could not find the .curl > plugin to read from server.". > > The structure of my plugin is > ...Plugin bundle > --- Contents > --- ---MacOS > --- ---lib > --- --- ---one-example-framework-dir-for-all > --- --- --- ---Version > --- --- --- --- ---80 > --- --- --- --- --- ---the-framework-lib > --- --- ---osgPlugins-3.0.0 > --- --- --- ---Version > --- --- --- --- ---80 > --- --- --- --- --- ---allplugins (also osgdb_curl.so) > > As you can see I tried also adding two intermediate directories, in order to > make the length of the path compliant with the one of the frameworks > > the output I get from > > otool -L osgdb_curl.so > > is like > > @loader_path/../../../../lib/OpenThreads.framework/Versions/12/OpenThreads > > for every listed osg-lib. > So I think that everything should be ok. But it isn't. > > Thanks in advance (again :) ) for any further suggestion. > G. > > > Il giorno 07.ago.2011, alle ore 18:50, Stephan Huber ha scritto: > >> Hi, >> >> what error messages do you get? does osg find the plugin and fails when >> trying to open it? (you'll get some error-messages in the console.log, >> or if you run the plugin from inside xcode with safari as >> helper-application in the debug console.) >> >> Have you adjusted the @loader_paths for the osg-libs and for the >> curl-plugin too? It's not sufficient to do this for the bin only. >> >> What is the output of "otool -L osgdb_curl.so" ? All references to the >> osg-libs should begin with @loader_path. >> >> >> cheers, >> Stephan >> >> >> Am 07.08.11 17:53, schrieb Guido Lucci Baldassari: >>> Good afternoon to everyone. >>> I'm on the early deployment phase of our OSG-based web plugin. I'm trying >>> to embed all the needed libraries inside the package bundle, in order to >>> ease the distribution and the installation for the final user. >>> Unfortunately I encountered some problems with the curl plugin, that cannot >>> be found at runtime. I did many tries and looked through the web, searching >>> a solution, before posting here. >>> >>> My procedure is: >>> >>> -build osg with the correct @loader_path for the plugin to work >>> -build the plugin >>> -copy inside the plugin bundle all the needed libraries >>> -fix the bin inside the plugn bundle with install_name_tool >>> >>> in this way everything loads correctly, except the curl plugin. >>> >>> My env is: >>> >>> OSG 3.0.0 (I use frameworks - I tried both: with and without the >>> osg_plugin_search_install_dir_for_plugins) >>> CMake 2.8.5 >>> Safari 5.1 (or Chrome Canary Build) >>> Mac OSX 10.6.8 >>> >>> Trying to understand where lies the problem: >>> >>> I used otool to check that everything was correct >>> >>> I tried setting explicitly OSG_LIBRARY_PATH to the absolute path, inside >>> the plugin source code. >>> >>> I tried finally with this method: >>> >>> I built OSG with INSTALL_PREFIX= >>> then I copied all libraries from a previous build on another machine with >>> the same specifications, except the plugins directory >>> and everything worked, so I presume it's something hardcoded into the >>> plugi
Re: [osg-users] Crash on startup on Win7 x64
Hi, Zonk I do not use osgVisual, but still making zlib.dll visible to my exe helped! Thank you very much for sharing your wizdom! :) When I forgot other dll's I got appropriate message like "can't find aaa.dll", and this crash with strange error confused me, I've had no idea what was happening! Thank you again. Cheers, Mihail -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41931#41931 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
There's no trouble in that. Android binaries are platform independant (they are from Android) and I suppose following the google instructions shouldn't give much trouble to anyone. I didn't like MinGW so I sticked with Linux. I'll try to find the 3rd party package link and submit it when I can... but right now I'm on vacation so i can't reach physically where it is. El 8 de agosto de 2011 14:36, Héctor Martínez escribió: > . But, will I be able to use the compiled library in an Eclipse+Windows > environment for the Android development? > > Regarding to the plugins, I thought that there were the same as the ones > inside the 3rdparty folder of OSG. Do you think I will be able to get those > you mention? > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Crash on startup on Win7 x64
Hi Mihai Have you compiled the 3rdparty dependencies compiled yousrlf, or habe you downloaded the precompiled from the website provided by alphapixel or osgVisual? Building 32bit apps on win7 x64 works well, I do it all time. If you use the osgVisual one, be sure that the binary folder is in your path environment to allow the apps to find zlib.dll and others. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41928#41928 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
Thank you again, Jorge. I will try with MinGW. But, will I be able to use the compiled library in an Eclipse+Windows environment for the Android development? Regarding to the plugins, I thought that there were the same as the ones inside the 3rdparty folder of OSG. Do you think I will be able to get those you mention? From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge Izquierdo Ciges Sent: lunes, 08 de agosto de 2011 13:36 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG for Android Mmm first it doesn't find the plugins because Thank you Mourad. As I say above, I will try with MinGW. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad Boufarguine Sent: lunes, 08 de agosto de 2011 13:40 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG for Android Hi Hector, You can't use Visual Studio to build OSG for android. You need to choose "Unix Makefile" as generator in CMake gui. Mourad Héctor ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Crash on startup on Win7 x64
Hi, Have anybody faced similar ploblem? I have OSG-3.0.1 installed and want to build x32 application, but when I run it - I have crash with message: Error during application startup (0x07b) Similar error for any osg applications and examples. Thank you! Cheers, Mihail -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41923#41923 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Moving skinned mesh by manually transforming the bones.
Hi, I'm trying to do something similar as George is doing. I'm using a CyberGlove II and my task is to "translate" my hand movements to a simple FBX 3D model. I managed to place the model and the data from the glove. I also managed to get this data to command the model, attributing the correspondent glove data to the corresponding bone. But there's something I didn't quite catch when updating the bone. I had this from the osgAnimation::UpdateBone: (I know this can be a lot more efficient but for now is just for testing) (For the thumb finger - 3 sensors "luva" is the object where I get the data from the glove sensors) Code: osgAnimation::Bone* b1 = dynamic_cast(node1); osgAnimation::Bone* b2 = dynamic_cast(node2); osgAnimation::Bone* b3 = dynamic_cast(node3); osg::Matrix mt1; mi1.makeRotate(luva.finger0[0], osg::Vec3f(0.0,0.0,1.0)); b1->setMatrix(mt1); I thought this was enough to update the bone position, since I read that the setMatrix would do this. But then I've continued to add the code present in UpdateBone, like this: Code: osgAnimation::Bone* parent1 = b1->getBoneParent(); if (parent1) b1->setMatrixInSkeletonSpace(b1->getMatrixInBoneSpace() * parent1->getMatrixInSkeletonSpace()); else b1->setMatrixInSkeletonSpace(b1->getMatrixInBoneSpace()); This code makes the trick, but I think displaces the bones to a relative position from the correspondent parent bone. It seems like it displaces the bones to the origin. What can I do to correct this? I'm thinking of something like a normal transformation in OpenGL (pushMatrix, popMatrix),but i'm a newbie with OSG. I've atteached two screenshots illustrating my problem. Thank you! Cheers, Leonel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41926#41926 Attachments: http://forum.openscenegraph.org//files/glovedata_2011_08_08_12_32_01_61_528.bmp http://forum.openscenegraph.org//files/glovedata_2011_08_08_12_14_31_80_200.bmp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
2011/8/8 Héctor Martínez > Hi Jorge, > > ** ** > > thank you for your response! You were right, it works with command line. > But now I have new problems: > > ** ** > > **- **It doesn´t find some plugins (jpg, png… etc). > > **- **When trying to build the solution I get this error: > > 2>InitializeBuildStatus: > > 2> Touching "Win32\Debug\ndk\ndk.unsuccessfulbuild". > > 2>CustomBuild: > > 2> The system cannot find the path specified. > > 2> Generating Android-OpenSceneGraph > > 2>C:\Program Files > (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error > MSB6006: "cmd.exe" exited with code 3. > > 2> > > 2>Build FAILED > > ** ** > > Any ideas about what’s wrong? > > ** ** > > Thank you. > > ** ** > > Cheers, > > ** ** > > Héctor > Hi Hector, You can't use Visual Studio to build OSG for android. You need to choose "Unix Makefile" as generator in CMake gui. Mourad > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
Mmm first it doesn't find the plugins because you don't have them xD we have a third party package that... it seems we forgot to publish the link in the wiki (and i don't know the address in my head). The other thing is probably a error because i think ndk is not prepared to run in windows as it is. I think you need mingw or something like that. I use to make my tests over Linux so I don't know exactly the conditions that google have for windows. (check that on the developers android) El 8 de agosto de 2011 11:13, Héctor Martínez escribió: > exited with code 3. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
Hi Jorge, thank you for your response! You were right, it works with command line. But now I have new problems: - It doesn´t find some plugins (jpg, png etc). - When trying to build the solution I get this error: 2>InitializeBuildStatus: 2> Touching "Win32\Debug\ndk\ndk.unsuccessfulbuild". 2>CustomBuild: 2> The system cannot find the path specified. 2> Generating Android-OpenSceneGraph 2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error MSB6006: "cmd.exe" exited with code 3. 2> 2>Build FAILED Any ideas about whats wrong? Thank you. Cheers, Héctor From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge Izquierdo Ciges Sent: lunes, 08 de agosto de 2011 10:42 To: OpenSceneGraph Users Subject: Re: [osg-users] OSG for Android Try cleaning Cmake configure of the osg directory first. And don't use a graphical Cmake bad shit happens sometimes. In wiki there is a comand line cmake example. El 8 de agosto de 2011 07:55, Héctor Martínez escribió: and clicking the Configure button, a huge amount of similar errors appear. I have tried with An ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG for Android
Try cleaning Cmake configure of the osg directory first. And don't use a graphical Cmake bad shit happens sometimes. In wiki there is a comand line cmake example. El 8 de agosto de 2011 07:55, Héctor Martínez escribió: > and clicking the Configure button, a huge amount of similar errors appear. > I have tried with An ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExampleGLES1 crashed
Hey that's cool. What was the cause of the bad script error you sent me? 2011/8/8 anurag mairal > Hi Jorge, > I am able to build native library and i am able to run osgAndroidExample. > Thanks to you, > Bye > Anurag > > ___ > 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] osg::Geometry and GL_PRIMITVE_RESTART
Hi, Peter This is because osg tries to compute bound of drawable based on vertices it uses. So if your restart index behind memory allocated for vertices storage osg will go out of array bound when computing bounds of drawable, thats where your access violation comes from. You can try to avoid this with setting initial bound yourself and\or setting your own computeBoundCallback on drawable. Another way is to add additional vertex to vertex array and use it index as restart index to make osg bound computation happy. Cheers, Sergey. 07.08.2011, 00:26, "Peter Wrobel" : > Hi J-S, > > Yes, thank you, that did the trick, now it works. And to answer my question > above, it has to be glEnableClientState, otherwise its not working. > > I have one more issue now. Sergey, I am getting a Access Violation Exception > directly after calling viewer.run inside osg::Vec3f line 84, if I use the the > default restart index of USHRT_MAX. > To debug this, I added a method to set the index, and got wired results. I > created an 18 Elements TriStrip, code is bellow. When I set the restart index > between 0 and 18 (18 is not a typo ), everything is fine. When I set it to 19 > and higher I get this in the console: > > Code: > > CullVisitor::apply(Geode&) detected NaN, > depth=-1.IND, center=(-2 0 -7.942e+037), > matrix={ > 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN > 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN > 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN > 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN > } > > If I set the index between 1000 and 2000 it works right ( ! ), and if I set > it to 5000 and above I get the Access Violation Exception again. > Do you have any idea what's going on ? Is this related to not creating an > StateAttribute ? > > TestCode, uses the class posted by hybr: > > Code: > > #include "DrawElementsUShortRestart.h" > > #include > #include > #include > > osg::ref_ptr< osg::Node > createDrawElements() { > > osg::Geometry * geom = new osg::Geometry() ; > > osg::Vec3Array * vrts = new osg::Vec3Array() ; > geom -> setVertexArray( vrts ) ; > > unsigned int numVrts = 18 ; > > // Create Vertex Positions for TriStripe > for( unsigned int i = 0 ; i < numVrts / 2 ; ++i ) { > vrts -> push_back( osg::Vec3( i , 1.f , 0.f ) ) ; > vrts -> push_back( osg::Vec3( i ,-1.f , 0.f ) ) ; > } > > // Create a PrimitiveRestart DrawElements > DrawElementsUShortRestart * drawElems = new DrawElementsUShortRestart() ; > > // This is set to false by default in the constructors initializer list > drawElems -> enableRestart( true ) ; > > // Added this method to the DrawElementsUShortRestart Class > drawElems -> setRestartIndex( 1000 ) ; // Try also 20 and USHRT_MAX > > for( unsigned int i = 0 ; i < numVrts ; ++i ) { > if ( i == 9 ) > drawElems -> push_back( 1000 ) ; // Try also 20 and USHRT_MAX > > drawElems -> push_back( i ) ; > } > > geom -> addPrimitiveSet( drawElems ) ; > geom -> getOrCreateStateSet() -> setMode( GL_LIGHTING , > osg::StateAttribute::OFF ) ; > geom -> getOrCreateStateSet() -> setAttributeAndModes( > new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, > osg::PolygonMode::LINE ) ) ; > > osg::ref_ptr< osg::Geode > geode = new osg::Geode() ; > geode -> addDrawable( geom ) ; > > return geode.release() ; > > } > > Thank you! > > Cheers, ParticlePeter > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=41911#41911 > > ___ > 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