[osg-users] [osgPlugins] Plugin vrml

2013-01-31 Thread lucie lemonnier
Hello,
I compiled OpenSceneGraph-3.0.1 with the vrml plugin with Visual Studio 2010. I 
compiled openvrml-0.18.9 with boost_1_47. When I try to load a vrml model 
(osgviewer.exe object.wrl), I have this error : 

FindFileInPath() : trying 
C:\Osg_Source\OpenSceneGraph\bin\osgPlugins-3.0.1\osgdb_vrml.dll ...
FindFileInPath() : USING 
C:\Osg_Source\OpenSceneGraph\bin\osgPlugins-3.0.1\osgdb_vrml.dll
DynamicLibrary::failed loading osgPlugins-3.0.1/osgdb_vrml.dll
Warning: Could not find plugin to read objects from file 
C:\Osg_Source\OpenSceneGraph\bin\object.wrl.

Previously,I compiled OpenSceneGraph-3.0.1 with the vrml plugin with Visual 
Studio 2008. I compiled openvrml-0.17.12 with boost_1_38. The loading of vrml 
files worked fine.

Does someone compile OpenSceneGraph-3.0.1  with the vrml plugin with visual 
studio 2010?With which version of OpenVRML and boost? 
 

Thank you!

Cheers,
lucie

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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-01-31 Thread Stuart Mentzer
Hi Robert,

No luck: Both osgviewer and my (debug build) app bring down the session even 
running under gdb.

Running my app in its non-GUI mode that brings up a stand-alone OSG window 
doesn't kill the session. Instead I get:

Code:

Error: Not able to create requested visual.
  GraphicsWindow has not been created successfully.
Error: Not able to create requested visual.
  GraphicsWindow has not been created successfully.
Viewer::realize() - failed to set up any windows




I don't know if that is helpful. We probably need to wait for someone else to 
chime in on whether OSG on F18+nVidia is working for them.

BTW the current nvidia driver is 304.64-2.fc18. I think later drivers may be 
available in an rpmfusion testing repository in case we want to try that route.

Cheers,
Stuart[/code]

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[osg-users] Shadow Volumes integration

2013-01-31 Thread PCJohn
Hi,

me and my coleague have developed number of Shadow Volume shadow algorithms 
and we would like to contribute them one day to OSG.

To mention the reason for Shadow Volumes: They are often used in CAD, etc. as 
they work in screen space, thus they do not suffer with aliasing/resolution 
problems of Shadow Map-based algorithms. Surely, you pay the quality by the 
speed. But sometimes, you simply can not tolerate shadow artifacts and 
performance of shadow volumes on today graphics cards is basically excellent 
(in my eyes).

My questions (probably on Robert) to best fit with OSG design:

- My implementation covers number of methods (7-10 planned, 2 in developement, 
4 finished) starting from simple cpu implementations and finishing by geometry 
shader and OpenCL implementations (silhouette based approaches). Thus I have 
family of classes like Occluder, OccluderGroup, ShadowDataBuilder, 
CpuSilhouetteDataBuilder, OpenCLSilhouetteOccluder (12 at the moment, and 
more on the way). I was considering to append them to osgShadow library, but I 
am worrying about some name clashes as, for instance, Occluder or 
ShadowDataBuilder are too general names and developers of Shadow Maps might 
(1) want to use them or (2) they might cause some confusion as there is 
already, for instance, OccluderGeometry class.

Would you prefer to:
(a) do not worry about clashes and simply use Occluder name as it is still not 
in use in osgShadow (the same with all other classes).
(b) to create namespace osgShadowVolume and make ecosystem of classes of 
shadow maps and shadow volumes distinct - they really does not have much in 
common and probably only share just two abstract base classes: 
osgShadow::ShadowedScene and osgShadow::ShadowTechnique. Having two separate 
namespaces may make even doc more understandable because when looking for a 
particular class, I will look into the appropriate namespace and not to the 
mix of both shadow approaches.
(c) prepend Occluder by a prefix SV, e.g. SVOccluder, SVOccluderGroup
(d) prepend Occluder by ShadowVolume prefix, e.g. ShadowVolumeOccluder, 
ShadowVolumeVertexExtrusionDataBuilder, 
ShadowVolumeGeometryShader2DManifoldSilhouetteOccluder. I am just not sure if 
some names would not lost readability - 4 words in class name seems acceptable 
to me but adding two more seems too much. And surely, I would need to think 
how to make the longest names a little bit shorter - the last class still does 
not exist, but its full name would not be acceptable.
(e) postpone the decision

I am refactoring my code now so any suggestions welcomed.
John

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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-01-31 Thread Robert Osfield
Hi Stuart,

The GraphicsWindow warnings shout out that GLX is not set up
correctly.  This really doesn't look like an OSG specific issue so I'd
recommend checking Fedora support forums for bug reports/advice how to
fix things.

Good luck,
Robert.

On 31 January 2013 09:45, Stuart Mentzer osgfo...@tevs.eu wrote:
 Hi Robert,

 No luck: Both osgviewer and my (debug build) app bring down the session even 
 running under gdb.

 Running my app in its non-GUI mode that brings up a stand-alone OSG window 
 doesn't kill the session. Instead I get:

 Code:

 Error: Not able to create requested visual.
   GraphicsWindow has not been created successfully.
 Error: Not able to create requested visual.
   GraphicsWindow has not been created successfully.
 Viewer::realize() - failed to set up any windows




 I don't know if that is helpful. We probably need to wait for someone else to 
 chime in on whether OSG on F18+nVidia is working for them.

 BTW the current nvidia driver is 304.64-2.fc18. I think later drivers may be 
 available in an rpmfusion testing repository in case we want to try that 
 route.

 Cheers,
 Stuart[/code]

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Re: [osg-users] [osgPlugins] Plugin vrml

2013-01-31 Thread Jan Ciger
On Thu, Jan 31, 2013 at 9:56 AM, lucie lemonnier
lucielemonn...@hotmail.frwrote:

 Hello,
 I compiled OpenSceneGraph-3.0.1 with the vrml plugin with Visual Studio
 2010. I compiled openvrml-0.18.9 with boost_1_47. When I try to load a vrml
 model (osgviewer.exe object.wrl), I have this error :

 FindFileInPath() : trying
 C:\Osg_Source\OpenSceneGraph\bin\osgPlugins-3.0.1\osgdb_vrml.dll ...
 FindFileInPath() : USING
 C:\Osg_Source\OpenSceneGraph\bin\osgPlugins-3.0.1\osgdb_vrml.dll
 DynamicLibrary::failed loading osgPlugins-3.0.1/osgdb_vrml.dll
 Warning: Could not find plugin to read objects from file
 C:\Osg_Source\OpenSceneGraph\bin\object.wrl.


Make sure that the OpenVRML DLLs are in the path too if you didn't use
static OpenVRML. The loading usually fails like that if it cannot find some
DLL that some dependency of the plugin (or a dependency of a dependency
...) needs. That could be OpenVRML, Boost DLLs, etc.

Jan
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[osg-users] [osgPlugins] : Cannot compile DDS plugin GL_HALF_FLOAT not defined in this scope

2013-01-31 Thread Christian Schulte

Hi,

I just tried to recompile on a RedHat Enterprise 5.3 with gcc 4.7.2 the 
OSG trunk. The compilation fails on ReaderWriterDDS.cpp on a error : 
'GL_HALF_FLOAT' not declared in this scope. I use Mesa 6.5.1, it's the 
last release recognized by yum on RedHat (I know it's quite old... :-( 
). In include/osg/Texture, GL_HALF_FLOAT is defined only if 
GL_ARB_half_float_pixel is not defined. The problem is that glext.h does 
define GL_ARB_half_float_pixel, GL_HALF_FLOAT_ARB and GL_HALF_FLOAT_NV 
but not the GL_HALF_FLOAT.


Adding to  include/osg/Texture at line 400 :

#ifndef GL_ARB_half_float_vertex
#define GL_HALF_FLOAT0x140B
#endif

corrects the problem on this type of configuration.

Does this mod induce any problems on other platforms ? What's your opinion ?

Cheers,

Christian
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Re: [osg-users] [osgPlugins] : Cannot compile DDS plugin GL_HALF_FLOAT not defined in this scope

2013-01-31 Thread Robert Osfield
Hi Christian,

I have had a look through the OSG code base and there is mix of
GL_HALF_FLOAT, GL_HALF_FLOAT_NV and GL_HALF_FLOAT_ARB thanks to
various submissions at different times.  This obviously isn't ideal so
I've replaced all the L_HALF_FLOAT_NV and GL_HALF_FLOAT_ARB usage with
GL_HALF_FLOAT and changed the #define in include/osg/Texture to
simply:

#ifndef GL_HALF_FLOAT
#define GL_HALF_FLOAT0x140B
#endif

Could you do an svn update and let me know how you get on.

Thanks,
Robert.


On 31 January 2013 16:10, Christian Schulte christian.schu...@onera.fr wrote:
 Hi,

 I just tried to recompile on a RedHat Enterprise 5.3 with gcc 4.7.2 the OSG
 trunk. The compilation fails on ReaderWriterDDS.cpp on a error :
 'GL_HALF_FLOAT' not declared in this scope. I use Mesa 6.5.1, it's the last
 release recognized by yum on RedHat (I know it's quite old... :-( ). In
 include/osg/Texture, GL_HALF_FLOAT is defined only if
 GL_ARB_half_float_pixel is not defined. The problem is that glext.h does
 define GL_ARB_half_float_pixel, GL_HALF_FLOAT_ARB and GL_HALF_FLOAT_NV but
 not the GL_HALF_FLOAT.

 Adding to  include/osg/Texture at line 400 :

 #ifndef GL_ARB_half_float_vertex
 #define GL_HALF_FLOAT0x140B
 #endif

 corrects the problem on this type of configuration.

 Does this mod induce any problems on other platforms ? What's your opinion ?

 Cheers,

 Christian
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Re: [osg-users] [osgPlugins] Plugin vrml

2013-01-31 Thread lucie lemonnier
Hi,
I have all the dependancies dll that I need in my path.
I think that a openvrml.dll has a bug because I tested the sdl-viewer.exe in 
the openvrml visual studio project and it crashes.
Does someone compile OpenVrml with Visual Studio 2010 without problem?With 
which version of OpenVrml?


Thank you!

Cheers,
lucie

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[osg-users] How to acquire the screen coordinates of a 3D object?

2013-01-31 Thread Fan ZHANG
Hi all,

I want to know how to acquire the screen coordinates of a 3D object?

posi is a Vec3 containing the coordinates information in WCS. Then I tried:

osgViewer::Viewer viewer;

osg::Camera* cam = viewer.getCamera();
  
osg::Matrix viewMatrix = cam-getViewMatrix();
posi = posi*viewMatrix;

osg::Matrix projectionMatrix = cam-getProjectionMatrix();
posi = posi*projectionMatrix;


Staring here, the codes do not work anymore:

osg::Matrix windowMatrix = cam-getViewport()-computeWindowMatrix();
posi = posi*windowMatrix;

Here the posi is supposed to be the right screen coordinates but it just does 
not work. Then how can I do with this?

Sorry for this simple post but I don't know very well about OpenGL and OSG, and 
this question already occupied me two days.  

So thanks in advance for anyone who gives me a reply!
... 

Thank you!

Cheers,

Fan


ohh newbie to OSG..

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Re: [osg-users] How to acquire the screen coordinates of a 3D object?

2013-01-31 Thread Shayne Tueller
If you're new to the OSG, it is really helpful to look at the examples and also 
search the OSG forums for the problems you're looking for. Many of the 
questions most new folks ask, have already been addressed and answered in the 
forum.

Hopefully the link below will help you...

http://forum.openscenegraph.org/viewtopic.php?t=9172highlight=

Shayne

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Re: [osg-users] [osgPlugins] Plugin vrml

2013-01-31 Thread Jan Ciger
On Thu, Jan 31, 2013 at 5:53 PM, lucie lemonnier
lucielemonn...@hotmail.frwrote:

 Hi,
 I have all the dependancies dll that I need in my path.
 I think that a openvrml.dll has a bug because I tested the sdl-viewer.exe
 in the openvrml visual studio project and it crashes.
 Does someone compile OpenVrml with Visual Studio 2010 without problem?With
 which version of OpenVrml?


I did use it with MSVC++ 2008 without problem. Haven't tried 2010, but I
doubt it is a compiler problem. Where does it crash if you run it in a
debugger?

Also try a different/more basic VRML file, it could be choking on some VRML
code that worked before in the older version of OpenVRML/Boost.

However, I think that OpenVRML bugs would be better addressed in the
OpenVRML mailing list than here.

Jan
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Re: [osg-users] [osgPlugins] Plugin vrml

2013-01-31 Thread lucie lemonnier
I compiled openvrml-0.17.12 with visual studio 2008 without problem.
When I try to compile  openvrml-0.17.12 with visual studio 2010, I have this 
error in compilation several times : 
typename cannot be used outside a template declaration
Does that tell you something?
I will try to get some responses on OpenVRML mailing list.


Thank you!
lucie

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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-01-31 Thread Stuart Mentzer
Hi Robert,

You were right: the problem was broader than OSG. The fix was to modify 
/etc/X11/xorg.conf so that these 2 lines were in the Files section:


Code:
Section Files
ModulePath /usr/lib64/nvidia/xorg
ModulePath /usr/lib64/xorg/modules
EndSection




This comes from http://forums.fedoraforum.org/showthread.php?p=1626150

I hope this helps some other F18 users (until this bug is fixed).

Cheers,
Stuart

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Re: [osg-users] Shadow Volumes integration

2013-01-31 Thread Jean-Sébastien Guay

Hi John,

One suggestion, you could use nested namespaces, and then abbreviate 
locally so it's easier to read. For example:



namespace osgShadow
{
namespace ShadowVolume
{
class Occluder { ... }
}
}

// then in some .cpp file where you need to use it:

namespace osgsv = osgShadow::ShadowVolume;

void someFunction()
{
osg::ref_ptrosgsv::Occluder occluder = new osgsv::Occluder;
}

That way we don't need a new separate top-level namespace, it shows 
it's clearly a shadow technique so it's in osgShadow, yet it's separate 
from the other osgShadow code so you prevent name clashes. And using the 
abbreviated name locally helps with code that would become really 
verbose and hard to read, while not being ambiguous like using 
namespace ... in the case some classes have the same name eventually.


Just a suggestion, I don't know if Robert will like this style, he may 
prefer one of your other suggestions but this is another alternative to 
add to the mix.


J-S


On 31/01/2013 5:21 AM, PCJohn wrote:

Hi,

me and my coleague have developed number of Shadow Volume shadow algorithms
and we would like to contribute them one day to OSG.

To mention the reason for Shadow Volumes: They are often used in CAD, etc. as
they work in screen space, thus they do not suffer with aliasing/resolution
problems of Shadow Map-based algorithms. Surely, you pay the quality by the
speed. But sometimes, you simply can not tolerate shadow artifacts and
performance of shadow volumes on today graphics cards is basically excellent
(in my eyes).

My questions (probably on Robert) to best fit with OSG design:

- My implementation covers number of methods (7-10 planned, 2 in developement,
4 finished) starting from simple cpu implementations and finishing by geometry
shader and OpenCL implementations (silhouette based approaches). Thus I have
family of classes like Occluder, OccluderGroup, ShadowDataBuilder,
CpuSilhouetteDataBuilder, OpenCLSilhouetteOccluder (12 at the moment, and
more on the way). I was considering to append them to osgShadow library, but I
am worrying about some name clashes as, for instance, Occluder or
ShadowDataBuilder are too general names and developers of Shadow Maps might
(1) want to use them or (2) they might cause some confusion as there is
already, for instance, OccluderGeometry class.

Would you prefer to:
(a) do not worry about clashes and simply use Occluder name as it is still not
in use in osgShadow (the same with all other classes).
(b) to create namespace osgShadowVolume and make ecosystem of classes of
shadow maps and shadow volumes distinct - they really does not have much in
common and probably only share just two abstract base classes:
osgShadow::ShadowedScene and osgShadow::ShadowTechnique. Having two separate
namespaces may make even doc more understandable because when looking for a
particular class, I will look into the appropriate namespace and not to the
mix of both shadow approaches.
(c) prepend Occluder by a prefix SV, e.g. SVOccluder, SVOccluderGroup
(d) prepend Occluder by ShadowVolume prefix, e.g. ShadowVolumeOccluder,
ShadowVolumeVertexExtrusionDataBuilder,
ShadowVolumeGeometryShader2DManifoldSilhouetteOccluder. I am just not sure if
some names would not lost readability - 4 words in class name seems acceptable
to me but adding two more seems too much. And surely, I would need to think
how to make the longest names a little bit shorter - the last class still does
not exist, but its full name would not be acceptable.
(e) postpone the decision

I am refactoring my code now so any suggestions welcomed.
John

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Re: [osg-users] Fedora 18 with nVidia driver: OSG crashes session

2013-01-31 Thread Ulrich Hertlein
Hi Stuart,

On 31/01/13 20:45, Stuart Mentzer wrote:
 Hi Robert,
 
 No luck: Both osgviewer and my (debug build) app bring down the session even 
 running
 under gdb.
 
 Running my app in its non-GUI mode that brings up a stand-alone OSG window 
 doesn't kill
 the session. Instead I get:
 
 Code:
 
 Error: Not able to create requested visual. GraphicsWindow has not been 
 created
 successfully. Error: Not able to create requested visual. GraphicsWindow has 
 not been
 created successfully. Viewer::realize() - failed to set up any windows

I agree with Robert, this doesn't look OSG-specific.

Have you tried running 'glxinfo' and 'glxgears' to check if OpenGL support is 
available?

Cheers,
/ulrich
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Re: [osg-users] [build] How to play Video on Android

2013-01-31 Thread Koduri Lakshmi
Hi Jordi Torres, 

I build ffmpeg1.0 with OSG3.0.1 for Android (for armv7-a) device. When build 
example I am getting the errors  like undefined reference to 
`av_log_set_callback.

I Added USE_OSGPLUGIN(ffmpeg) to .h file and added ldflag as -losgdb_ffmpeg 
to Android.mk file.

 Here are the full error log


Code:
Install: libQCAR.so = libs/armeabi/libQCAR.so
Compile++ arm: TrikonaQCAREdu = Tracker.cpp
In file included from jni/osgModel.hpp:80:0,
 from jni/Tracker.cpp:3:
/home/ttpl/Android/android-ndk-r8b/platforms/android-5/arch-arm/usr/include/jni.h:592:13:
 note: the mangling of 'va_list' has changed in GCC 4.4
Compile++ arm: TrikonaQCAREdu = osgModel.cpp
In file included from jni/osgModel.hpp:80:0,
 from jni/osgModel.cpp:1:
/home/ttpl/Android/android-ndk-r8b/platforms/android-5/arch-arm/usr/include/jni.h:592:13:
 note: the mangling of 'va_list' has changed in GCC 4.4
Compile++ arm: TrikonaQCAREdu = SampleUtils.cpp
SharedLibrary  : libTrikonaQCAREdu.so
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(ReaderWriterFFmpeg.o):
 In function `ReaderWriterFFmpeg':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/ReaderWriterFFmpeg.cpp:107:
 undefined reference to `av_log_set_callback'
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/ReaderWriterFFmpeg.cpp:111:
 undefined reference to `av_lockmgr_register'
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/ReaderWriterFFmpeg.cpp:114:
 undefined reference to `av_register_all'
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/ReaderWriterFFmpeg.cpp:116:
 undefined reference to `avformat_network_init'
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(FFmpegParameters.o):
 In function `~FFmpegParameters':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegParameters.cpp:40:
 undefined reference to `av_dict_free'
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(FFmpegParameters.o):
 In function `FFmpegParameters':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegParameters.cpp:35:
 undefined reference to `av_dict_set'
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(FFmpegParameters.o):
 In function `osgFFmpeg::FFmpegParameters::parse(std::basic_stringchar, 
std::char_traitschar, std::allocatorchar  const, std::basic_stringchar, 
std::char_traitschar, std::allocatorchar  const)':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegParameters.cpp:62:
 undefined reference to `av_dict_set'
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegParameters.cpp:55:
 undefined reference to `av_find_input_format'
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegParameters.cpp:60:
 undefined reference to `av_dict_set'
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(FFmpegDecoderAudio.o):
 In function `osgFFmpeg::FFmpegDecoderAudio::open(AVStream*)':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:82:
 undefined reference to `avcodec_find_decoder'
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:92:
 undefined reference to `avcodec_open'
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(FFmpegDecoderAudio.o):
 In function `decode_audio':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:24:
 undefined reference to `av_init_packet'
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:28:
 undefined reference to `avcodec_decode_audio3'
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(FFmpegDecoderAudio.o):
 In function `osgFFmpeg::FFmpegPacket::clear()':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegPacket.hpp:45:
 undefined reference to `av_free_packet'
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(FFmpegDecoderAudio.o):
 In function `osgFFmpeg::FFmpegDecoderAudio::decodeFrame(void*, unsigned int)':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegDecoderAudio.cpp:356:
 undefined reference to `avcodec_flush_buffers'
/home/ttpl/Android/OpenSceneGraph-3.0.1_GL1/osginstall/obj/local/armeabi/libosgdb_ffmpeg.a(FFmpegDecoderAudio.o):
 In function `osgFFmpeg::FFmpegPacket::clear()':
/home/ttpl/Android/OSG/ffmpeg_Plugin/OpenSceneGraph-3.0.1/src/osgPlugins/ffmpeg/FFmpegPacket.hpp:45:
 undefined reference to `av_free_packet'

Re: [osg-users] [osgPlugins] : Cannot compile DDS plugin GL_HALF_FLOAT not defined in this scope

2013-01-31 Thread Christian Schulte

Hi Robert,

my nightly build worked fine on RedHat 5.3(64bits) but also on CentOS 
6.3(64bits), WinXP(32bits)¨and Win7(64bits).

Thanks again for your quick answer and solution.
By the way did you think about how to correct the math.h problem 
(regarding the round function, see discussion [osg-users] [osgPlugins] 
DDS Texture vanish with LINEAR_MIPMAP_LINEAR) ? In our environment I 
have recompiled all OSG 3.0.1 and trunk replacing math.h by cmath in 
include/osg/Math and didn't have any problems until now.


Cheers,

Christian


Le 31/01/2013 17:28, Robert Osfield a écrit :

Hi Christian,

I have had a look through the OSG code base and there is mix of
GL_HALF_FLOAT, GL_HALF_FLOAT_NV and GL_HALF_FLOAT_ARB thanks to
various submissions at different times.  This obviously isn't ideal so
I've replaced all the L_HALF_FLOAT_NV and GL_HALF_FLOAT_ARB usage with
GL_HALF_FLOAT and changed the #define in include/osg/Texture to
simply:

#ifndef GL_HALF_FLOAT
 #define GL_HALF_FLOAT0x140B
#endif

Could you do an svn update and let me know how you get on.

Thanks,
Robert.


On 31 January 2013 16:10, Christian Schulte christian.schu...@onera.fr wrote:

Hi,

I just tried to recompile on a RedHat Enterprise 5.3 with gcc 4.7.2 the OSG
trunk. The compilation fails on ReaderWriterDDS.cpp on a error :
'GL_HALF_FLOAT' not declared in this scope. I use Mesa 6.5.1, it's the last
release recognized by yum on RedHat (I know it's quite old... :-( ). In
include/osg/Texture, GL_HALF_FLOAT is defined only if
GL_ARB_half_float_pixel is not defined. The problem is that glext.h does
define GL_ARB_half_float_pixel, GL_HALF_FLOAT_ARB and GL_HALF_FLOAT_NV but
not the GL_HALF_FLOAT.

Adding to  include/osg/Texture at line 400 :

#ifndef GL_ARB_half_float_vertex
 #define GL_HALF_FLOAT0x140B
#endif

corrects the problem on this type of configuration.

Does this mod induce any problems on other platforms ? What's your opinion ?

Cheers,

Christian
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