Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux
@Jordi: Thanks for the timely reply. It helped me get things done fast. I see why a mailing list is beneficial. Checked with glxinfo, and I do have direct rendering. Don't know what info indicates that my drivers are ok though. But I guess that doesn't matter because I haven't installed the linux drivers for the graphics card. The driver software tells me that I need to remove Nouveau first. Will be doing that soon. How to compile osg with gdal? I had a look at the CMake files, but there didn't seem to be any option for gdal. Do I have to run cmake with a command like Code: cmake ../osg -DGDAL_INCLUDE_DIR=../gdal/include make make install How do I find out whether GDAL_INCLUDE_DIR is the correct macro to use or not? I'm guessing from what I remember from the Windows CMake GUI. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49965#49965 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux
Hi Nav, If you have installed gdal in your system, probably it will be autodetected. If you use a custom directory you will need to pass this information to cmake. There exists two ways: Use ccmake (you need to install cmake-curses package) .. instead of cmake .. and search for the entry GDAL_INCLUDE_DIR /usr/include/gdal(these are my autodetected values) GDAL_LIBRARY /usr/lib/libgdal1.7.0.so (these are my autodetected values) you can make use of cmake-gui if you feel more comfortable (you need to install cmake-qt-gui package) Use the paremeters as you said cmake ../osg -DGDAL_INCLUDE_DIR=/pathtogdalincludedir -DGDAL_LIBRARY=/pathtolib Cheers 2012/9/12 Nav Joseph nk...@tatapowersed.com @Jordi: Thanks for the timely reply. It helped me get things done fast. I see why a mailing list is beneficial. Checked with glxinfo, and I do have direct rendering. Don't know what info indicates that my drivers are ok though. But I guess that doesn't matter because I haven't installed the linux drivers for the graphics card. The driver software tells me that I need to remove Nouveau first. Will be doing that soon. How to compile osg with gdal? I had a look at the CMake files, but there didn't seem to be any option for gdal. Do I have to run cmake with a command like Code: cmake ../osg -DGDAL_INCLUDE_DIR=../gdal/include make make install How do I find out whether GDAL_INCLUDE_DIR is the correct macro to use or not? I'm guessing from what I remember from the Windows CMake GUI. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49965#49965 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using glDrawElements causes crash with osg::Stats
Hi Karl, The OSG uses lazy state updating to aovid calling OpenGL when it's not needed but when you do your own OpenGL calls outside this lazy state update mechanism the OSG doesn't know the OpenGL state is now different than when the OSG last applied something so ends up not applying state when it should. The way to fix it is to stop the state leakage from your own custom cost vis the glPush*()/glPop*() or to tell the OSG that you've changed the state via the osg::State::haveApplied*() calls or simply to use the osg::State class itself for applying the state you want to change. There are a whole series of methods for doing vertex array set up that you can use so have a look at these. Robert. On 11 September 2012 18:40, Cary, Karl A. karl.a.c...@saic.com wrote: I have a situation that is requiring me to use raw gl commands in the drawImplementation of an osg::Drawable. I have a double buffer that is not updated fully until draw time as opposed to update time and I am not at liberty to change this. Currently in the drawImplementation, I get the current buffer, then perform glVertex and glNormal commands on the list of vertices in the buffer. This works just fine and there are no problems other than it can slow down the scene do to the number of verts. I was attempting to convert this to a glDrawElements call as a quick improvement and saw a noticeable performance increase. Everything is drawing just fine and I haven’t found any slow downs or stability issues, with one exception. If I enable osg::Stats, it crashes immediately and I have no idea why. I was hoping someone might have some insight for me. Here is the drawImplementation code: { //get the current active buffer VertBuffer buffer = getCurBuffer(); //set up the client state glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); //crashes immediately without this glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); //set up arrays glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)pmCoords); glNormalPointer(GL_FLOAT, 0, (GLvoid*)pmNormals); //draw if (buffer.vertexList.size() 0) { glDrawElements(GL_TRIANGLES, buffer.vertexList.size(), GL_UNSIGNED_INT, (buffer.vertexList)[0]); } //disable client state glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glPopClientAttrib(); } In this, VertBuffer, is just a structure that holds a std::vectorunsigned int of the vertices to draw (vertexList), and some other info that is not used during the draw. pmCoords and pmNormals are lists of all available coordinates and their normals. The vertexList is just a list of indices in these coordinates to draw at this time. As I said, everything works fine if the draw is as follows instead: glBegin(GL_TRIANGLES); for (int ii = 0; ii buffer.vertexList.size(); ii+= 3) { glNormal3fv(pmNormals[buffer.vertexList[ii]]; glVertex3fv(pmCoords[buffer.vertexList[ii]]; glNormal3fv(pmNormals[buffer.vertexList[ii+1]]; glVertex3fv(pmCoords[buffer.vertexList[ii+1]]; glNormal3fv(pmNormals[buffer.vertexList[ii+2]]; glVertex3fv(pmCoords[buffer.vertexList[ii+2]]; } glEnd(); I’ve tried copying the data locally from the buffer and that did nothing different. I even tried to create a small array locally that contained the same data. If I only drew 1 triangle it was fine, but if I tried to draw more, it would sometimes work and sometimes crash. Karl Cary SAIC Software Developer 301-227-5656 ___ 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] NodeTrackerManipulator
Hi, I would need to update the _center member variable of OrbitManipulator from my NodeTrackerManipulator so that getInverseMatrix() uses un up to date _center value. I can update it in my getInverseMatrix() implementation with the usual trick of const_cast but I would avoid that if possible. Is there a more elegant way of updating the _center value? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49968#49968 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Opengl 3
Hello. I did exactly what's written in comments in osgsimplegl3, except teh CMAKE_CXX_FLAGS thing. I created the solution, built it and worked fine except for 2 projects which concern QT. I managed to ran the osgsimplegl3. The only thing i did with the gl3/gl3.h is to add this path in visual studio's include path. thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera Default Light
Hi, How can I change or set the camera default light ? Thank you! Cheers, Laith -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49970#49970 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trouble building from source
I need some help with dependencies issues, please. I am using the latest code from the svn repo. I am building on Ubuntu 12.04 64bit, the code does compile, and after executing sudo make install and then executing osgbillboard i get the following error: osgbillboard: error while loading shared libraries: libosg.so.93: cannot open shared object file: No such file or directory The libosg.so.93 is present in the /usr/local/lib64/ directory. When running ldd on /usr/local/lib64/libosg.so.93 i get the following result linux-vdso.so.1 = (0x7fffbe4c7000) libOpenThreads.so.12 = not found libpthread.so.0 = /lib/x86_64-linux-gnu/libpthread.so.0 (0x7fe40b908000) librt.so.1 = /lib/x86_64-linux-gnu/librt.so.1 (0x7fe40b6ff000) libdl.so.2 = /lib/x86_64-linux-gnu/libdl.so.2 (0x7fe40b4fb000) libGL.so.1 = /usr/lib/nvidia-current-updates/libGL.so.1 (0x7fe40b1e3000) libstdc++.so.6 = /usr/lib/x86_64-linux-gnu/libstdc++.so.6 (0x7fe40aee2000) libm.so.6 = /lib/x86_64-linux-gnu/libm.so.6 (0x7fe40abe8000) libgcc_s.so.1 = /lib/x86_64-linux-gnu/libgcc_s.so.1 (0x7fe40a9d2000) libc.so.6 = /lib/x86_64-linux-gnu/libc.so.6 (0x7fe40a614000) /lib64/ld-linux-x86-64.so.2 (0x7fe40c066000) libnvidia-tls.so.295.49 = /usr/lib/nvidia-current-updates/tls/libnvidia-tls.so.295.49 (0x7fe40a411000) libnvidia-glcore.so.295.49 = /usr/lib/nvidia-current-updates/libnvidia-glcore.so.295.49 (0x7fe4080d7000) libX11.so.6 = /usr/lib/x86_64-linux-gnu/libX11.so.6 (0x7fe407da2000) libXext.so.6 = /usr/lib/x86_64-linux-gnu/libXext.so.6 (0x7fe407b91000) libxcb.so.1 = /usr/lib/x86_64-linux-gnu/libxcb.so.1 (0x7fe407972000) libXau.so.6 = /usr/lib/x86_64-linux-gnu/libXau.so.6 (0x7fe40776f000) libXdmcp.so.6 = /usr/lib/x86_64-linux-gnu/libXdmcp.so.6 (0x7fe407569000) libOpenThreads.so.12 is not found, but it is present in /usr/local/lib64/ When executing cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release i get the following output. -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE -- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so -- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /usr/lib/x86_64-linux-gnu/libX11.so -- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so -- Found LibXml2: /usr/lib/x86_64-linux-gnu/libxml2.so -- checking for module 'gta' -- package 'gta' not found -- Found CURL: /usr/lib/x86_64-linux-gnu/libcurl.so -- Found OpenAL: /usr/lib/x86_64-linux-gnu/libopenal.so -- checking for module 'cairo' -- found cairo, version 1.10.2 -- checking for module 'poppler-glib' -- found poppler-glib, version 0.18.4 -- Performing Test POPPLER_HAS_CAIRO -- Performing Test POPPLER_HAS_CAIRO - Success -- checking for module 'librsvg-2.0' -- found librsvg-2.0, version 2.36.1 -- checking for module 'gtk+-2.0' -- found gtk+-2.0, version 2.24.10 -- checking for module 'gtkglext-x11-1.0' -- found gtkglext-x11-1.0, version 1.2.0 -- Looking for Q_WS_X11 -- Looking for Q_WS_X11 - found -- Looking for Q_WS_WIN -- Looking for Q_WS_WIN - not found. -- Looking for Q_WS_QWS -- Looking for Q_WS_QWS - not found. -- Looking for Q_WS_MAC -- Looking for Q_WS_MAC - not found. -- Found Qt4: /usr/bin/qmake (found version 4.8.1) -- Found JPEG: /usr/lib/x86_64-linux-gnu/libjpeg.so -- Found ZLIB: /usr/lib/x86_64-linux-gnu/libz.so (found version 1.2.3.4) -- Found PNG: /usr/lib/x86_64-linux-gnu/libpng.so -- Found TIFF: /usr/lib/x86_64-linux-gnu/libtiff.so -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED -- Performing Test
Re: [osg-users] Camera Default Light
Hi Laith, On 12 September 2012 11:03, Laith Dhawahir laithbasildot...@gmail.com wrote: How can I change or set the camera default light ? You don't set a Camera's default light, rather you can set a View's default light, see include/osg/View or provide the appropriate Light via an osg::LightSource placed into the scene graph. Note, that osgViewer::Viewer subclasses from osg::View (via osgViewer::View). Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble building from source
Hi Theuns, I am using Kubuntu 12.04 64bit for all dev work and when I run cmake I get the same pthread related warnings as you but everything builds and links OK. I haven't recently tried to install the OSG, instead I set PATH and LD_LIBRARY_PATH to the OpenSceneGraph build directory - I do this as I'm working on the OSG dev all the time so don't want to have to keep installing this. Previously when testing installs I haven't had problems with libOpenThreads though, and little has changed on the cmake build front that would suggest we might have a regression. Once I've completed my present work item I'll clean my system and try to recreate the linking side. Robert. On 12 September 2012 11:45, Theuns Heydenrych theunsheydenr...@gmail.com wrote: I need some help with dependencies issues, please. I am using the latest code from the svn repo. I am building on Ubuntu 12.04 64bit, the code does compile, and after executing sudo make install and then executing osgbillboard i get the following error: osgbillboard: error while loading shared libraries: libosg.so.93: cannot open shared object file: No such file or directory The libosg.so.93 is present in the /usr/local/lib64/ directory. When running ldd on /usr/local/lib64/libosg.so.93 i get the following result linux-vdso.so.1 = (0x7fffbe4c7000) libOpenThreads.so.12 = not found libpthread.so.0 = /lib/x86_64-linux-gnu/libpthread.so.0 (0x7fe40b908000) librt.so.1 = /lib/x86_64-linux-gnu/librt.so.1 (0x7fe40b6ff000) libdl.so.2 = /lib/x86_64-linux-gnu/libdl.so.2 (0x7fe40b4fb000) libGL.so.1 = /usr/lib/nvidia-current-updates/libGL.so.1 (0x7fe40b1e3000) libstdc++.so.6 = /usr/lib/x86_64-linux-gnu/libstdc++.so.6 (0x7fe40aee2000) libm.so.6 = /lib/x86_64-linux-gnu/libm.so.6 (0x7fe40abe8000) libgcc_s.so.1 = /lib/x86_64-linux-gnu/libgcc_s.so.1 (0x7fe40a9d2000) libc.so.6 = /lib/x86_64-linux-gnu/libc.so.6 (0x7fe40a614000) /lib64/ld-linux-x86-64.so.2 (0x7fe40c066000) libnvidia-tls.so.295.49 = /usr/lib/nvidia-current-updates/tls/libnvidia-tls.so.295.49 (0x7fe40a411000) libnvidia-glcore.so.295.49 = /usr/lib/nvidia-current-updates/libnvidia-glcore.so.295.49 (0x7fe4080d7000) libX11.so.6 = /usr/lib/x86_64-linux-gnu/libX11.so.6 (0x7fe407da2000) libXext.so.6 = /usr/lib/x86_64-linux-gnu/libXext.so.6 (0x7fe407b91000) libxcb.so.1 = /usr/lib/x86_64-linux-gnu/libxcb.so.1 (0x7fe407972000) libXau.so.6 = /usr/lib/x86_64-linux-gnu/libXau.so.6 (0x7fe40776f000) libXdmcp.so.6 = /usr/lib/x86_64-linux-gnu/libXdmcp.so.6 (0x7fe407569000) libOpenThreads.so.12 is not found, but it is present in /usr/local/lib64/ When executing cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release i get the following output. -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE -- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so -- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /usr/lib/x86_64-linux-gnu/libX11.so -- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so -- Found LibXml2: /usr/lib/x86_64-linux-gnu/libxml2.so -- checking for module 'gta' -- package 'gta' not found -- Found CURL: /usr/lib/x86_64-linux-gnu/libcurl.so -- Found OpenAL: /usr/lib/x86_64-linux-gnu/libopenal.so -- checking for module 'cairo' -- found cairo, version 1.10.2 -- checking for module 'poppler-glib' -- found poppler-glib, version 0.18.4 -- Performing Test POPPLER_HAS_CAIRO -- Performing Test POPPLER_HAS_CAIRO - Success -- checking for module 'librsvg-2.0' -- found librsvg-2.0, version 2.36.1 -- checking for module 'gtk+-2.0' -- found gtk+-2.0, version 2.24.10 -- checking for module 'gtkglext-x11-1.0' -- found gtkglext-x11-1.0, version 1.2.0 -- Looking for Q_WS_X11 -- Looking for Q_WS_X11 - found -- Looking for Q_WS_WIN -- Looking for
Re: [osg-users] Trouble building from source
I think Theuns overlooked the cmake-time warning: The build system is configured to install libraries to /usr/local/lib64 Your applications may not be able to find your installed libraries unless you: set your LD_LIBRARY_PATH (user specific) or update your ld.so configuration (system wide) You have an ld.so.conf.d directory on your system, so if you wish to ensure that applications find the installed osg libraries, system wide, you could install an OpenSceneGraph specific ld.so configuration with: sudo make install_ld_conf Regards, Alberto Robert Osfield writes: Hi Theuns, I am using Kubuntu 12.04 64bit for all dev work and when I run cmake I get the same pthread related warnings as you but everything builds and links OK. I haven't recently tried to install the OSG, instead I set PATH and LD_LIBRARY_PATH to the OpenSceneGraph build directory - I do this as I'm working on the OSG dev all the time so don't want to have to keep installing this. Previously when testing installs I haven't had problems with libOpenThreads though, and little has changed on the cmake build front that would suggest we might have a regression. Once I've completed my present work item I'll clean my system and try to recreate the linking side. Robert. On 12 September 2012 11:45, Theuns Heydenrych theunsheydenr...@gmail.com wrote: I need some help with dependencies issues, please. I am using the latest code from the svn repo. I am building on Ubuntu 12.04 64bit, the code does compile, and after executing sudo make install and then executing osgbillboard i get the following error: osgbillboard: error while loading shared libraries: libosg.so.93: cannot open shared object file: No such file or directory The libosg.so.93 is present in the /usr/local/lib64/ directory. When running ldd on /usr/local/lib64/libosg.so.93 i get the following result linux-vdso.so.1 = (0x7fffbe4c7000) libOpenThreads.so.12 = not found libpthread.so.0 = /lib/x86_64-linux-gnu/libpthread.so.0 (0x7fe40b908000) librt.so.1 = /lib/x86_64-linux-gnu/librt.so.1 (0x7fe40b6ff000) libdl.so.2 = /lib/x86_64-linux-gnu/libdl.so.2 (0x7fe40b4fb000) libGL.so.1 = /usr/lib/nvidia-current-updates/libGL.so.1 (0x7fe40b1e3000) libstdc++.so.6 = /usr/lib/x86_64-linux-gnu/libstdc++.so.6 (0x7fe40aee2000) libm.so.6 = /lib/x86_64-linux-gnu/libm.so.6 (0x7fe40abe8000) libgcc_s.so.1 = /lib/x86_64-linux-gnu/libgcc_s.so.1 (0x7fe40a9d2000) libc.so.6 = /lib/x86_64-linux-gnu/libc.so.6 (0x7fe40a614000) /lib64/ld-linux-x86-64.so.2 (0x7fe40c066000) libnvidia-tls.so.295.49 = /usr/lib/nvidia-current-updates/tls/libnvidia-tls.so.295.49 (0x7fe40a411000) libnvidia-glcore.so.295.49 = /usr/lib/nvidia-current-updates/libnvidia-glcore.so.295.49 (0x7fe4080d7000) libX11.so.6 = /usr/lib/x86_64-linux-gnu/libX11.so.6 (0x7fe407da2000) libXext.so.6 = /usr/lib/x86_64-linux-gnu/libXext.so.6 (0x7fe407b91000) libxcb.so.1 = /usr/lib/x86_64-linux-gnu/libxcb.so.1 (0x7fe407972000) libXau.so.6 = /usr/lib/x86_64-linux-gnu/libXau.so.6 (0x7fe40776f000) libXdmcp.so.6 = /usr/lib/x86_64-linux-gnu/libXdmcp.so.6 (0x7fe407569000) libOpenThreads.so.12 is not found, but it is present in /usr/local/lib64/ When executing cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release i get the following output. -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE -- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so -- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /usr/lib/x86_64-linux-gnu/libX11.so -- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so -- Found LibXml2: /usr/lib/x86_64-linux-gnu/libxml2.so -- checking for module 'gta' -- package 'gta' not found -- Found CURL: /usr/lib/x86_64-linux-gnu/libcurl.so -- Found OpenAL:
Re: [osg-users] Trouble building from source
Thanks Alberto You are correct, after exported the LD_LIBRARY_PATH it worked. But the cmake output is still a bit confusing with the pthread(s) stuff not found. Thanks for the quick reply On Wed, Sep 12, 2012 at 1:09 PM, Alberto Luaces alua...@udc.es wrote: I think Theuns overlooked the cmake-time warning: The build system is configured to install libraries to /usr/local/lib64 Your applications may not be able to find your installed libraries unless you: set your LD_LIBRARY_PATH (user specific) or update your ld.so configuration (system wide) You have an ld.so.conf.d directory on your system, so if you wish to ensure that applications find the installed osg libraries, system wide, you could install an OpenSceneGraph specific ld.so configuration with: sudo make install_ld_conf Regards, Alberto Robert Osfield writes: Hi Theuns, I am using Kubuntu 12.04 64bit for all dev work and when I run cmake I get the same pthread related warnings as you but everything builds and links OK. I haven't recently tried to install the OSG, instead I set PATH and LD_LIBRARY_PATH to the OpenSceneGraph build directory - I do this as I'm working on the OSG dev all the time so don't want to have to keep installing this. Previously when testing installs I haven't had problems with libOpenThreads though, and little has changed on the cmake build front that would suggest we might have a regression. Once I've completed my present work item I'll clean my system and try to recreate the linking side. Robert. On 12 September 2012 11:45, Theuns Heydenrych theunsheydenr...@gmail.com wrote: I need some help with dependencies issues, please. I am using the latest code from the svn repo. I am building on Ubuntu 12.04 64bit, the code does compile, and after executing sudo make install and then executing osgbillboard i get the following error: osgbillboard: error while loading shared libraries: libosg.so.93: cannot open shared object file: No such file or directory The libosg.so.93 is present in the /usr/local/lib64/ directory. When running ldd on /usr/local/lib64/libosg.so.93 i get the following result linux-vdso.so.1 = (0x7fffbe4c7000) libOpenThreads.so.12 = not found libpthread.so.0 = /lib/x86_64-linux-gnu/libpthread.so.0 (0x7fe40b908000) librt.so.1 = /lib/x86_64-linux-gnu/librt.so.1 (0x7fe40b6ff000) libdl.so.2 = /lib/x86_64-linux-gnu/libdl.so.2 (0x7fe40b4fb000) libGL.so.1 = /usr/lib/nvidia-current-updates/libGL.so.1 (0x7fe40b1e3000) libstdc++.so.6 = /usr/lib/x86_64-linux-gnu/libstdc++.so.6 (0x7fe40aee2000) libm.so.6 = /lib/x86_64-linux-gnu/libm.so.6 (0x7fe40abe8000) libgcc_s.so.1 = /lib/x86_64-linux-gnu/libgcc_s.so.1 (0x7fe40a9d2000) libc.so.6 = /lib/x86_64-linux-gnu/libc.so.6 (0x7fe40a614000) /lib64/ld-linux-x86-64.so.2 (0x7fe40c066000) libnvidia-tls.so.295.49 = /usr/lib/nvidia-current-updates/tls/libnvidia-tls.so.295.49 (0x7fe40a411000) libnvidia-glcore.so.295.49 = /usr/lib/nvidia-current-updates/libnvidia-glcore.so.295.49 (0x7fe4080d7000) libX11.so.6 = /usr/lib/x86_64-linux-gnu/libX11.so.6 (0x7fe407da2000) libXext.so.6 = /usr/lib/x86_64-linux-gnu/libXext.so.6 (0x7fe407b91000) libxcb.so.1 = /usr/lib/x86_64-linux-gnu/libxcb.so.1 (0x7fe407972000) libXau.so.6 = /usr/lib/x86_64-linux-gnu/libXau.so.6 (0x7fe40776f000) libXdmcp.so.6 = /usr/lib/x86_64-linux-gnu/libXdmcp.so.6 (0x7fe407569000) libOpenThreads.so.12 is not found, but it is present in /usr/local/lib64/ When executing cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release i get the following output. -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE -- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so -- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found --
Re: [osg-users] framebuffer texture applied to plane, need texture always full screen
Paul Martz wrote: His description is difficult to understand, but it seems like he wants some type of stencil solution. So the plane rendering pass would be: 1. Render the plane with stencil set to write a 1 bit. 2. Render a fullscreen quad to display the texture, but only where stencil is 1. Yes, that is correct, render a fullscreen quad but only where the plane is (at any angle) New to osg, is there a stencil example? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49976#49976 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] clipped Scenes within a clipped scenes?
Hi, Is it possible to have a clipped scene within a clipped scene? Say, i have a clipped cube, can i add this object within another scene which is also clipped(using 4 clipplanes?) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49977#49977 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] clipped Scenes within a clipped scenes?
Hi Paul, On 12 September 2012 13:16, Paul Griffiths gaffe...@gmail.com wrote: Hi, Is it possible to have a clipped scene within a clipped scene? Say, i have a clipped cube, can i add this object within another scene which is also clipped(using 4 clipplanes?) The simple answer has to be no as fixed function pipeline in OpenGL drivers and hence the OSG are typically limited to 6 clipping planes. However, you could implement your own shaders that overcome this limitation, using uniform to pass in the position of the clipping planes. The alternative would be to a multi-pass approach, but whether this is possible in your case will depend a great deal on exactly how you clipping things, i.e. object space vs viewport space. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using glDrawElements causes crash with osg::Stats
Alright so I adjusted my code to do everything through the osg::State, including trying the osg::State's glDrawElementsInstanced instead of the normal GL glDrawElements, and I am still having the same issue. It still works normally but crashes when I enable stats. Is there a call I need to make that I am missing? Here is the adjusted code: Void MyDrawable::drawImplementation(osg::RenderInfo ri) { //get the current active buffer VertBuffer buffer = getCurBuffer(); //get osg State and apply vertex and normal pointers osg::State state = *ri.getState(); state.setVertexPointer(3, GL_FLOAT, 0, (GLvoid*)pmCoords); state.setNormalPointer(GL_FLOAT, 0, (GLvoid*)pmNormals); //draw if (buffer.vertexList.size() 0) { state.glDrawElementsInstanced(GL_TRIANGLES, buffer.vertexList.size(), GL_UNSIGNED_INT, (buffer.vertexList)[0], 1); } //disable vertex and normal pointers state.disableNormalPointer(); state.disableVertexPointer(); } -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, September 12, 2012 4:15 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Using glDrawElements causes crash with osg::Stats Hi Karl, The OSG uses lazy state updating to aovid calling OpenGL when it's not needed but when you do your own OpenGL calls outside this lazy state update mechanism the OSG doesn't know the OpenGL state is now different than when the OSG last applied something so ends up not applying state when it should. The way to fix it is to stop the state leakage from your own custom cost vis the glPush*()/glPop*() or to tell the OSG that you've changed the state via the osg::State::haveApplied*() calls or simply to use the osg::State class itself for applying the state you want to change. There are a whole series of methods for doing vertex array set up that you can use so have a look at these. Robert. On 11 September 2012 18:40, Cary, Karl A. karl.a.c...@saic.com wrote: I have a situation that is requiring me to use raw gl commands in the drawImplementation of an osg::Drawable. I have a double buffer that is not updated fully until draw time as opposed to update time and I am not at liberty to change this. Currently in the drawImplementation, I get the current buffer, then perform glVertex and glNormal commands on the list of vertices in the buffer. This works just fine and there are no problems other than it can slow down the scene do to the number of verts. I was attempting to convert this to a glDrawElements call as a quick improvement and saw a noticeable performance increase. Everything is drawing just fine and I haven't found any slow downs or stability issues, with one exception. If I enable osg::Stats, it crashes immediately and I have no idea why. I was hoping someone might have some insight for me. Here is the drawImplementation code: { //get the current active buffer VertBuffer buffer = getCurBuffer(); //set up the client state glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); //crashes immediately without this glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); //set up arrays glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)pmCoords); glNormalPointer(GL_FLOAT, 0, (GLvoid*)pmNormals); //draw if (buffer.vertexList.size() 0) { glDrawElements(GL_TRIANGLES, buffer.vertexList.size(), GL_UNSIGNED_INT, (buffer.vertexList)[0]); } //disable client state glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glPopClientAttrib(); } In this, VertBuffer, is just a structure that holds a std::vectorunsigned int of the vertices to draw (vertexList), and some other info that is int not used during the draw. pmCoords and pmNormals are lists of all available coordinates and their normals. The vertexList is just a list of indices in these coordinates to draw at this time. As I said, everything works fine if the draw is as follows instead: glBegin(GL_TRIANGLES); for (int ii = 0; ii buffer.vertexList.size(); ii+= 3) { glNormal3fv(pmNormals[buffer.vertexList[ii]]; glVertex3fv(pmCoords[buffer.vertexList[ii]]; glNormal3fv(pmNormals[buffer.vertexList[ii+1]]; glVertex3fv(pmCoords[buffer.vertexList[ii+1]]; glNormal3fv(pmNormals[buffer.vertexList[ii+2]]; glVertex3fv(pmCoords[buffer.vertexList[ii+2]]; } glEnd(); I've tried copying the data locally from the buffer and that did nothing different. I even tried to create a small array locally that contained the same data. If I only drew 1 triangle it was fine, but if I tried to draw more, it would sometimes work and sometimes crash. Karl Cary SAIC Software
[osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Hi, There is a plugin libcitygml that supports citygml files read operation in OSG. And I can use osgviewer to see citygml files. Now I want to load citygml files with codes. Should it be added as Node or something? Actually I tried with the osgDB::readNodeFile Failed So please anyone knows the right way? Thank you! Cheers, Fan :D -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49980#49980 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Hi Fan, not sure what you mean with load citygml files with codes. You want to access the citygml semantics and attributes in addition to just see the graphical model? Then you have to take a look at the reader in libcitygml to see how it stores the citygml nodes and maybe write your own. Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49981#49981 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multiple Buffers on Multiple viewers
Just updating the status.. I finally figured this out, about 2am after several more attempts. Basically, I learned that OpenSceneGraph isn't "magic" and simply traverses the graph in order, so I had to be a bit more careful about the order that I did things like constructing GC's, assigning viewports, and attaching to the main graph. Also, I finally learned how to use osgViewer::Viewer andm osgViewer::CompositeViewer effectively.. Tu rns out I didn't need a Composite Viewer, I could get my same functionality with multiple contexts/viewports in a single Viewer.. and it's simpler, faster, and less error-prone. Liking OSG so far.. Bit of a learning curve from basic OpenGL, but not as bad as I thought once I quit expected it to do magic things for me :) Randall Hand September 11, 2012 4:36 PM I've done this in raw OpenGL before, but I can't for the life of me getit working in OpenSceneGraph. I need to render a scene and then displaythe result in 2 separate windows: One showing the Color Buffer, oneSHowing the Depth Buffer (and eventually a 3rd showing the STencilBuffer). I've tried all day and got varying results, but nothingapproaching success. CAn someone tell me what I'm doing wrong?Relevant code below.. Don't laugh too hard, I've been googling andreading the examples and cut-n-pasting code snippets all day, and I'mrelatively sure that at least 50% of this is unnecessary.. Right nowit's in a state of opening my windows showing _a_ texture, but it'sall black (except for the red border I allowed just to see if this codeis doing anything at all). The closest I got was using about 4 cameras(a Main camera, a Depth FBO camera, then 2 separate cameras for the 2final screen-aligned quads), which would render my geometry on screenbut nothing into the Depth or Color buffer textures.. Initialization stuff up here, nothing to do with OpenSceneGraph ...there's a global global osgViewer::CompositeViewer "compViewer" viewerColor = new osgViewer::View();viewerDepth = new osgViewer::View();{std::cout "** Initializing depth color texture " std::endl; // Now setup the Depth Texture__depthTexture = new osg::Texture2D();__depthTexture-setTextureSize(width, height); __depthTexture-setInternalFormat(GL_DEPTH_COMPONENT); __depthTexture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); __depthTexture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); __colorTexture = new osg::Texture2D(); __colorTexture-setTextureSize(width, height); __colorTexture-setInternalFormat(GL_RGBA); __colorTexture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); __colorTexture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); osg::ref_ptrosg::GraphicsContext::Traits traits = newosg::GraphicsContext::Traits; traits-x = xPos + 0;traits-y = yPos + 0; traits-width = width;traits-height = height; traits-windowDecoration = true; traits-doubleBuffer = true;traits-sharedContext = 0; traits-vsync = false; osg::ref_ptrosg::GraphicsContext gc =osg::GraphicsContext::createGraphicsContext(traits.get()); std::cout "** Initializing prime camera" std::endl;__camera = new osg::Camera(); __camera-setGraphicsContext(gc.get()); __camera-setViewport(new osg::Viewport(0,0, traits-width,traits-height)); __camera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); __camera-setProjectionMatrixAsPerspective(70,1.0, 1,200); __camera-setClearDepth(1.0); __camera-setViewMatrixAsLookAt( osg::Vec3(0,0,0),osg::Vec3(0,100,0), osg::Vec3(0,0,1) );GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;__camera-setDrawBuffer(buffer); __camera-setReadBuffer(buffer); __camera-getOrCreateStateSet()-setRenderBinDetails(50,"RenderBin"); //__camera-setRenderOrder(osg::Camera::NESTED_RENDER); __camera-setRenderOrder(osg::Camera::PRE_RENDER); __camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); __camera-attach(osg::Camera::DEPTH_BUFFER, __depthTexture); __camera-attach(osg::Camera::COLOR_BUFFER, __colorTexture); std::cout "** Attaching cmaeras to viewer " std::endl;// add this slave camera to the viewer, with a shift left of theprojection matrixif (__Side == "leftview") {//viewerColor-addSlave(__depthCamera,osg::Matrixd::translate(-0.8,0,0), osg::Matrixd()); viewerColor-addSlave(__camera.get(),osg::Matrixd::translate(-0.8,0,0), osg::Matrixd());} else if (__Side == "rightview") { //viewerColor-addSlave(__depthCamera,osg::Matrixd::translate(+0.8,0,0), osg::Matrixd()); viewerColor-addSlave(__camera.get(),osg::Matrixd::translate(0.8,0,0), osg::Matrixd());
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Thanks so much for your fast reply~ I mean to start to deal with citygml files, not just 'see' the graphical model on the screen with osgviewer. So I just want to ask how to load citygml files and make it display on the screen using C++ codes of my own? I know this is sort of simple and stupid questionI just tried several times and failed, so I posted it here... tassilo.glander wrote: Hi Fan, not sure what you mean with load citygml files with codes. You want to access the citygml semantics and attributes in addition to just see the graphical model? Then you have to take a look at the reader in libcitygml to see how it stores the citygml nodes and maybe write your own. Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49983#49983 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Hi Fan, can you post a code snippet of what you tried? And some details about how it failed? Because it should work with the readNodeFIle method, for example like this: osg::Node* n = osgDB::readNodeFile(pathToCityGMLFile); osgViewer::Viewer viewer; // add model to viewer. viewer.setSceneData( n); return viewer.run(); This is independent from the data you try to load (CityGML, 3ds, obj, ...), as long as a plugin exists it will be loaded. Cheers, Tassilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49984#49984 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Hi Fan, I do not see something wrong in this moment. I would try a few things: * Do you get commandline output while loading? (libcitygml usually puts out something text while loading) * You could check that something is loaded with a debugger to check what is returned or add some code to see if a node is returned. * You could try to load another model that is known to work, like the cow.osg model * Do you have only one osg on your machine? Might be that when you try osgviewer you actually use another version... Cheers, Tassilo[/list] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49986#49986 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
Okay thanks so much for your suggestions. I will try to fix this up and leave a feedback here if problem solved. Thanks again. tassilo.glander wrote: Hi Fan, I do not see something wrong in this moment. I would try a few things: * Do you get commandline output while loading? (libcitygml usually puts out something text while loading) * You could check that something is loaded with a debugger to check what is returned or add some code to see if a node is returned. * You could try to load another model that is known to work, like the cow.osg model * Do you have only one osg on your machine? Might be that when you try osgviewer you actually use another version... Cheers, Tassilo[/list] :D :D ohh newbie to OSG.. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49987#49987 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Anyone knows how to load CityGML files in OSG?
oh what a shame Simply needs to remove '/root' at the beginning of the file path Now it works... tks~ tassilo.glander wrote: Hi Fan, I do not see something wrong in this moment. I would try a few things: * Do you get commandline output while loading? (libcitygml usually puts out something text while loading) * You could check that something is loaded with a debugger to check what is returned or add some code to see if a node is returned. * You could try to load another model that is known to work, like the cow.osg model * Do you have only one osg on your machine? Might be that when you try osgviewer you actually use another version... Cheers, Tassilo[/list] ohh newbie to OSG.. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49988#49988 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camera Default Light
Hi Robert, Thanks alot, yes what you said is 100% correct :) thanks for your time Thank you! Cheers, Laith -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49989#49989 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Releasing Graphics context?
Hi, My application renders on multiple screens and each attached with seperate graphics context. The apps demands addition/removal of any graphics context dynamically. Suppose when the context is removed and added subsequently for the same screen, it throws msg like unable to makeCurrentContext(...). Following to that, I couldn't render anything on to the screen. To release graphics context, I tried context-close(). I am not sure what needs to be done?? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49990#49990 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Opengl 3
On 9/12/2012 2:47 AM, Peterakos wrote: Hello. I did exactly what's written in comments in osgsimplegl3, except teh CMAKE_CXX_FLAGS thing. I created the solution, built it and worked fine except for 2 projects which concern QT. So the errors you posted were from OSG's Qt source? Since you did not post the full error text, I had no way of knowing that. Instead, I assumed you were seeing those errors in libosg. I rarely build OSG with Qt and have never built OSG/GL3 with Qt, so this is completely untested as far as I know. Qt 4.8.x does have GL3 context creation support, so it should be possible to make it work with OSG/GL3, but all the GL3 development efforts to date have been with osgViewer on Windows. If you need Qt support in OSG/GL3, please make any changes and post a submission. -Paul I managed to ran the osgsimplegl3. The only thing i did with the gl3/gl3.h is to add this path in visual studio's include path. thnx. ___ 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] Releasing Graphics context?
Hi Akilan, I'm afraid you have provide too few details of how you create, use and destroy your graphics contexts to know what to be able to guess at what might be amiss and what might be appropriate. You also don't mention anything about the OSG version, operating system you've used etc. Robert. On 12 September 2012 16:33, Akilan Thangamani akilan.thangam...@gmail.com wrote: Hi, My application renders on multiple screens and each attached with seperate graphics context. The apps demands addition/removal of any graphics context dynamically. Suppose when the context is removed and added subsequently for the same screen, it throws msg like unable to makeCurrentContext(...). Following to that, I couldn't render anything on to the screen. To release graphics context, I tried context-close(). I am not sure what needs to be done?? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49990#49990 ___ 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] Fwd: Build failed in Jenkins: OSG-trunk #363
FYI: -- Forwarded message -- Date: Wed, Sep 12, 2012 at 8:55 AM Subject: Build failed in Jenkins: OSG-trunk #363 Changes: [robert] Converted sorting of directory contents across to use the new osgDB::FileNameComparator and osgDB::getSortedDirectoryContents() -- [build] $ make install [ 0%] Built target OpenThreads [ 10%] Built target osg [ 13%] Built target osgUtil [ 15%] Built target osgDB [ 17%] Built target osgGA [ 18%] Built target osgText [ 19%] Built target osgViewer [ 21%] Built target osgAnimation [ 22%] Built target osgFX [ 23%] Built target osgManipulator [ 24%] Built target osgParticle [ 24%] Built target osgVolume [ 24%] Building CXX object src/osgPresentation/CMakeFiles/osgPresentation.dir/SlideShowConstructor.o src/osgPresentation/SlideShowConstructor.cpp: In member function ‘osg::Image* osgPresentation::SlideShowConstructor::readImage(const std::string, const osgPresentation::SlideShowConstructor::ImageData)’: src/osgPresentation/SlideShowConstructor.cpp:937:55: error: ‘FileNameComparator’ is not a member of ‘osgDB’ src/osgPresentation/SlideShowConstructor.cpp: In member function ‘void osgPresentation::SlideShowConstructor::addVolume(const std::string, const osgPresentation::SlideShowConstructor::PositionData, const osgPresentation::SlideShowConstructor::VolumeData)’: src/osgPresentation/SlideShowConstructor.cpp:1909:55: error: ‘FileNameComparator’ is not a member of ‘osgDB’ make[2]: *** [src/osgPresentation/CMakeFiles/osgPresentation.dir/SlideShowConstructor.o] Error 1 make[1]: *** [src/osgPresentation/CMakeFiles/osgPresentation.dir/all] Error 2 make: *** [all] Error 2 Build step 'CMake Build' marked build as failure [locks-and-latches] Releasing all the locks [locks-and-latches] All the locks released -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Build failed in Jenkins: OSG-trunk #363
Hi Ryan, I did attempt to check the required changes in earlier but double checking now I see that this particular commit can't have succeeded for some reason - perhaps I didn't spot an error report when I did the svn commit. I have just checked in the files again. Could you do an svn update and let me know how you get on. Thanks, Robert. On 12 September 2012 16:45, Ryan Pavlik rpav...@iastate.edu wrote: FYI: -- Forwarded message -- Date: Wed, Sep 12, 2012 at 8:55 AM Subject: Build failed in Jenkins: OSG-trunk #363 Changes: [robert] Converted sorting of directory contents across to use the new osgDB::FileNameComparator and osgDB::getSortedDirectoryContents() -- [build] $ make install [ 0%] Built target OpenThreads [ 10%] Built target osg [ 13%] Built target osgUtil [ 15%] Built target osgDB [ 17%] Built target osgGA [ 18%] Built target osgText [ 19%] Built target osgViewer [ 21%] Built target osgAnimation [ 22%] Built target osgFX [ 23%] Built target osgManipulator [ 24%] Built target osgParticle [ 24%] Built target osgVolume [ 24%] Building CXX object src/osgPresentation/CMakeFiles/osgPresentation.dir/SlideShowConstructor.o src/osgPresentation/SlideShowConstructor.cpp: In member function ‘osg::Image* osgPresentation::SlideShowConstructor::readImage(const std::string, const osgPresentation::SlideShowConstructor::ImageData)’: src/osgPresentation/SlideShowConstructor.cpp:937:55: error: ‘FileNameComparator’ is not a member of ‘osgDB’ src/osgPresentation/SlideShowConstructor.cpp: In member function ‘void osgPresentation::SlideShowConstructor::addVolume(const std::string, const osgPresentation::SlideShowConstructor::PositionData, const osgPresentation::SlideShowConstructor::VolumeData)’: src/osgPresentation/SlideShowConstructor.cpp:1909:55: error: ‘FileNameComparator’ is not a member of ‘osgDB’ make[2]: *** [src/osgPresentation/CMakeFiles/osgPresentation.dir/SlideShowConstructor.o] Error 1 make[1]: *** [src/osgPresentation/CMakeFiles/osgPresentation.dir/all] Error 2 make: *** [all] Error 2 Build step 'CMake Build' marked build as failure [locks-and-latches] Releasing all the locks [locks-and-latches] All the locks released -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ 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] Opengl 3
Hello These error i posted in my first post gave me a hard time. Even though I tried everything to make them disappear they simple didnt. I even tried to delete the whole OpenScenegraph/build directory and build everything from scratch. But they were still there. After that i deleted everything that had to do with openscenegraph and build everything again. Only then they disappeared (i used the same settings in cmake that i was using before). I cant explain it. So now I build open scene graph with the open gl 3 cmake settings and i run osgsimplegl3 with no problems (except for the 2 projects that relate with qt). Thank you for your time. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RigGeometry setRigTransformImplementation, Update stops being called
Hi All I'm doing some hardware accelerated skinning which I've done a few times before, but i'm hitting a strange issue. So I do the below to in a visitor to add my HardwareRigTransform to the RigGeometry. Code: osgAnimation::RigGeometry* rig = dynamic_castosgAnimation::RigGeometry*(drawable); if (rig){ //apply the HardwareRigTransform rig-setRigTransformImplementation(new HardwareRigTransform); stateMask |= GLES2ShaderGenCache::RIGGED; } However, once I do this RigGeometry::update() stops being called entirely (added some console output to it). So in turn my hardware rig transforms operator isn't being called. Like I say I've done this before and as far as I can tell the code is the same, so was wondering if someone might have run into a similar issue. If I don't add the hardware rig transform I can see the rigged model (from fbx) animating as expected. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49996#49996 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Build failed in Jenkins: OSG-trunk #363
The build is back to green - all is well. Thanks! Ryan On Wed, Sep 12, 2012 at 11:03 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Ryan, I did attempt to check the required changes in earlier but double checking now I see that this particular commit can't have succeeded for some reason - perhaps I didn't spot an error report when I did the svn commit. I have just checked in the files again. Could you do an svn update and let me know how you get on. Thanks, Robert. On 12 September 2012 16:45, Ryan Pavlik rpav...@iastate.edu wrote: FYI: -- Forwarded message -- Date: Wed, Sep 12, 2012 at 8:55 AM Subject: Build failed in Jenkins: OSG-trunk #363 Changes: [robert] Converted sorting of directory contents across to use the new osgDB::FileNameComparator and osgDB::getSortedDirectoryContents() -- [build] $ make install [ 0%] Built target OpenThreads [ 10%] Built target osg [ 13%] Built target osgUtil [ 15%] Built target osgDB [ 17%] Built target osgGA [ 18%] Built target osgText [ 19%] Built target osgViewer [ 21%] Built target osgAnimation [ 22%] Built target osgFX [ 23%] Built target osgManipulator [ 24%] Built target osgParticle [ 24%] Built target osgVolume [ 24%] Building CXX object src/osgPresentation/CMakeFiles/osgPresentation.dir/SlideShowConstructor.o src/osgPresentation/SlideShowConstructor.cpp: In member function ‘osg::Image* osgPresentation::SlideShowConstructor::readImage(const std::string, const osgPresentation::SlideShowConstructor::ImageData)’: src/osgPresentation/SlideShowConstructor.cpp:937:55: error: ‘FileNameComparator’ is not a member of ‘osgDB’ src/osgPresentation/SlideShowConstructor.cpp: In member function ‘void osgPresentation::SlideShowConstructor::addVolume(const std::string, const osgPresentation::SlideShowConstructor::PositionData, const osgPresentation::SlideShowConstructor::VolumeData)’: src/osgPresentation/SlideShowConstructor.cpp:1909:55: error: ‘FileNameComparator’ is not a member of ‘osgDB’ make[2]: *** [src/osgPresentation/CMakeFiles/osgPresentation.dir/SlideShowConstructor.o] Error 1 make[1]: *** [src/osgPresentation/CMakeFiles/osgPresentation.dir/all] Error 2 make: *** [all] Error 2 Build step 'CMake Build' marked build as failure [locks-and-latches] Releasing all the locks [locks-and-latches] All the locks released -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ 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 -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University rpav...@iastate.edu http://academic.cleardefinition.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RigGeometry setRigTransformImplementation, Update stops being called
Hi Again No worries I solved this, turns out my ShaderGen stuff was applying it's own drawable updatecallback, which was booting something off that osgAnimation was using. I just moved my callback up to the parent geode and everything seems cool. Hope this helps someone in the future. Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49998#49998 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] [SOLVED] Building Virtual Planet Builder in Linux
Tried the GDAL macros and osg built successfully. VPB didn't; and it appeared to be because of the osg paths I had set wrongly in bash_profile. Anyway, I was under a time-crunch, so just rebuilt osg without gdal for the time-being. Thank you very much for helping out. Hope this thread will be helpful for someone else in future. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=4#4 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Releasing Graphics context?
Robert I have 2 screens to be rendered with texture2D. I created context to each screen with appropriate screen id such a way, osg::ref_ptrpsg::GraphicsContext::Traits traits = new .; traits-x = 0; traits-y = 0; traits-screenNum = 0; //1 for other screen trait-width = screen_width; trait-height = screen_height; trait-doubleBuffer = true; trait-sharedContext = 0; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(trait.get()); The gc of each screen is set to a camera and camera as slave to view. When I render texture to both the screen I get the display fine. As soon as I try to remove one of the screen context using gc-close() and recreate again for the same screen, I get such an error. Further, I couldn't render any texture the updated screen. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50004#50004 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org