Re: [osg-users] Maya2osg?
Hi Chris, On Wed, Jan 29, 2014 at 10:54 PM, Chris Hanson xe...@alphapixel.com wrote: Is anyone using Maya2osg? http://maya2osg.sourceforge.net/ Me! :-) It doesn't look like it has been real active in a few years, and I'm wondering if anyone has a binary build that would work with Maya 2014 on Windows? I'd like to evaluate it without having to build it from source. I have recently built it for Maya 2014 win64 + VS2010 + OSG 3.2.0. The problem with the binaries is that it is a combinatorial explosion of OS+architecture+compiler+Maya version+OSG version, so the best option is to compile it yourself in your development environment. Actually, there was a problem with the maya UI in latest Maya versions. I commited the fix to SVN this morning. If you have any problem with the plug-in, let me know. Of course, if anyone in the OSG community has any corrections to contribute, they are welcome. It's funny that after about two years out of the list, the more recent thread I read is this :-) Regards, -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] space partitioning
Hi Nick, There is the osg::KdTree, but I have never used it before. What do you want to use the space partitioning for? -deniz Trajce Nikolov NICK wrote: Hi Community, is there a way to do this with osg (not with engineering) maybe something built in Thanks a bunch! Nick -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58117#58117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] space partitioning
Hi Deniz, I have a terrain model built in Creator (OpenFlight) and I want to make a quad tree like structure to optimize it since it is done really bad - roads and other linear features as one large mesh that can be decomposed and tiled and things like that, buildings far away from eachother in one mesh etc. The author I guess has meshed based on the attributes (texture), but to make it tiled it can be better I think. There is a tool for this (DART from Presagis) but I don't have it and I don't want to do it in Creator manually (btw, is there a way to do it in Creator ?). Can someone give insides in the KdTree implementation in OSG? And thanks for the hint! Cheers, Nick On Fri, Jan 31, 2014 at 7:52 PM, deniz diktas denizdik...@gmail.com wrote: Hi Nick, There is the osg::KdTree, but I have never used it before. What do you want to use the space partitioning for? -deniz Trajce Nikolov NICK wrote: Hi Community, is there a way to do this with osg (not with engineering) maybe something built in Thanks a bunch! Nick -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58117#58117 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] space partitioning
Hi Nick, ok, I see. Where is this thing being done bad? Inside OSG? My main line of previous work was space partitioning. Let me know if I can be of any help there. Best, -deniz Trajce Nikolov NICK wrote: Hi Deniz, I have a terrain model built in Creator (OpenFlight) and I want to make a quad tree like structure to optimize it since it is done really bad - roads and other linear features as one large mesh that can be decomposed and tiled and things like that, buildings far away from eachother in one mesh etc. The author I guess has meshed based on the attributes (texture), but to make it tiled it can be better I think. There is a tool for this (DART from Presagis) but I don't have it and I don't want to do it in Creator manually (btw, is there a way to do it in Creator ?). Can someone give insides in the KdTree implementation in OSG? And thanks for the hint! Cheers, Nick On Fri, Jan 31, 2014 at 7:52 PM, deniz diktas () wrote: Hi Nick, There is the osg::KdTree, but I have never used it before. What do you want to use the space partitioning for? -deniz Trajce Nikolov NICK wrote: Hi Community, is there a way to do this with osg (not with engineering) maybe something built in Thanks a bunch! Nick -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58117#58117 (http://forum.openscenegraph.org/viewtopic.php?p=58117#58117) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58119#58119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] space partitioning
No, the model was actually modeled without sense for real-time (or maybe I am too old school). But the rendering performance on the latest NVIDIA board are really bad. Can you tell more about your work on the space partitioning you have done? If this is not osg related we can go off-line from the list. Please let me know. Nick On Fri, Jan 31, 2014 at 8:16 PM, deniz diktas denizdik...@gmail.com wrote: Hi Nick, ok, I see. Where is this thing being done bad? Inside OSG? My main line of previous work was space partitioning. Let me know if I can be of any help there. Best, -deniz Trajce Nikolov NICK wrote: Hi Deniz, I have a terrain model built in Creator (OpenFlight) and I want to make a quad tree like structure to optimize it since it is done really bad - roads and other linear features as one large mesh that can be decomposed and tiled and things like that, buildings far away from eachother in one mesh etc. The author I guess has meshed based on the attributes (texture), but to make it tiled it can be better I think. There is a tool for this (DART from Presagis) but I don't have it and I don't want to do it in Creator manually (btw, is there a way to do it in Creator ?). Can someone give insides in the KdTree implementation in OSG? And thanks for the hint! Cheers, Nick On Fri, Jan 31, 2014 at 7:52 PM, deniz diktas () wrote: Hi Nick, There is the osg::KdTree, but I have never used it before. What do you want to use the space partitioning for? -deniz Trajce Nikolov NICK wrote: Hi Community, is there a way to do this with osg (not with engineering) maybe something built in Thanks a bunch! Nick -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58117#58117 ( http://forum.openscenegraph.org/viewtopic.php?p=58117#58117) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org( http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58119#58119 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] space partitioning
sure, you have my e-mail address, just send me an e-mail and we will take it from there. Trajce Nikolov NICK wrote: No, the model was actually modeled without sense for real-time (or maybe I am too old school). But the rendering performance on the latest NVIDIA board are really bad. Can you tell more about your work on the space partitioning you have done? If this is not osg related we can go off-line from the list. Please let me know. Nick On Fri, Jan 31, 2014 at 8:16 PM, deniz diktas () wrote: Hi Nick, ok, I see. Where is this thing being done bad? Inside OSG? My main line of previous work was space partitioning. Let me know if I can be of any help there. Best, -deniz Trajce Nikolov NICK wrote: Hi Deniz, I have a terrain model built in Creator (OpenFlight) and I want to make a quad tree like structure to optimize it since it is done really bad - roads and other linear features as one large mesh that can be decomposed and tiled and things like that, buildings far away from eachother in one mesh etc. The author I guess has meshed based on the attributes (texture), but to make it tiled it can be better I think. There is a tool for this (DART from Presagis) but I don't have it and I don't want to do it in Creator manually (btw, is there a way to do it in Creator ?). Can someone give insides in the KdTree implementation in OSG? And thanks for the hint! Cheers, Nick On Fri, Jan 31, 2014 at 7:52 PM, deniz diktas () wrote: Hi Nick, There is the osg::KdTree, but I have never used it before. What do you want to use the space partitioning for? -deniz Trajce Nikolov NICK wrote: Hi Community, is there a way to do this with osg (not with engineering) maybe something built in Thanks a bunch! Nick -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58117#58117 (http://forum.openscenegraph.org/viewtopic.php?p=58117#58117) (http://forum.openscenegraph.org/viewtopic.php?p=58117#58117 (http://forum.openscenegraph.org/viewtopic.php?p=58117#58117)) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)) -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58119#58119 (http://forum.openscenegraph.org/viewtopic.php?p=58119#58119) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- trajce nikolov nick -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58122#58122 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag
Building 3.2.1rc2 with 64-bit mingw-w64 toolchain I get casting error: Building CXX object src/osgGA/CMakeFiles/osgGA.dir/GUIEventAdapter.obj C:/repo/mingw-w64-openscenegraph/src/OpenSceneGraph-3.2.1-rc2/src/osgText/Glyph.cpp: In member function 'void osgText::Glyph::subload() const': C:/repo/mingw-w64-openscenegraph/src/OpenSceneGraph-3.2.1-rc2/src/osgText/Glyph.cpp:531:78: error: cast from 'const unsigned char*' to 'long unsigned int' loses precision [-fpermissive] \t0x(unsigned long)data());decstd::endl; ^ [ 19%] Building CXX object src/osgFX/CMakeFiles/osgFX.dir/Outline.obj Regards, Alexey.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag
Hi Alexey, Curious that all other platforms haven't issued an warning or error on this, what compiler are you using? To fix the problem I have used a static_castconst void*(data()) rather than a c cast. This compiles and runs under Linux, could you test the modified Glyph.cpp out. This change is also checked into svn/trunk and OSG-3.2 branch. On 31 January 2014 18:01, Alexpux alex...@gmail.com wrote: Building 3.2.1rc2 with 64-bit mingw-w64 toolchain I get casting error: Building CXX object src/osgGA/CMakeFiles/osgGA.dir/GUIEventAdapter.obj C:/repo/mingw-w64-openscenegraph/src/OpenSceneGraph-3.2.1-rc2/src/osgText/Glyph.cpp: In member function 'void osgText::Glyph::subload() const': C:/repo/mingw-w64-openscenegraph/src/OpenSceneGraph-3.2.1-rc2/src/osgText/Glyph.cpp:531:78: error: cast from 'const unsigned char*' to 'long unsigned int' loses precision [-fpermissive] \t0x(unsigned long)data());decstd::endl; ^ [ 19%] Building CXX object src/osgFX/CMakeFiles/osgFX.dir/Outline.obj Regards, Alexey. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include osgText/Font #include osgText/Text #include osg/State #include osg/Notify #include osg/GLU #include osgUtil/SmoothingVisitor #include string.h #include stdlib.h #include GlyphGeometry.h using namespace osgText; using namespace std; GlyphTexture::GlyphTexture(): _margin(1), _marginRatio(0.02f), _usedY(0), _partUsedX(0), _partUsedY(0) { setWrap(WRAP_S, CLAMP_TO_EDGE); setWrap(WRAP_T, CLAMP_TO_EDGE); } GlyphTexture::~GlyphTexture() { } // return -1 if *this *rhs, 0 if *this==*rhs, 1 if *this*rhs. int GlyphTexture::compare(const osg::StateAttribute rhs) const { if (thisrhs) return -1; else if (thisrhs) return 1; return 0; } bool GlyphTexture::getSpaceForGlyph(Glyph* glyph, int posX, int posY) { int maxAxis = osg::maximum(glyph-s(), glyph-t()); int margin = _margin + (int)((float)maxAxis * _marginRatio); int width = glyph-s()+2*margin; int height = glyph-t()+2*margin; // first check box (_partUsedX,_usedY) to (width,height) if (width = (getTextureWidth()-_partUsedX) height = (getTextureHeight()-_usedY)) { // can fit in existing row. // record the position in which the texture will be stored. posX = _partUsedX+margin; posY = _usedY+margin; // move used markers on. _partUsedX += width; if (_usedY+height_partUsedY) _partUsedY = _usedY+height; return true; } // start an new row. if (width = getTextureWidth() height = (getTextureHeight()-_partUsedY)) { // can fit next row. _partUsedX = 0; _usedY = _partUsedY; posX = _partUsedX+margin; posY = _usedY+margin; // move used markers on. _partUsedX += width; if (_usedY+height_partUsedY) _partUsedY = _usedY+height; return true; } // doesn't fit into glyph. return false; } void GlyphTexture::addGlyph(Glyph* glyph, int posX, int posY) { OpenThreads::ScopedLockOpenThreads::Mutex lock(_mutex); _glyphs.push_back(glyph); for(unsigned int i=0;i_glyphsToSubload.size();++i) { _glyphsToSubload[i].push_back(glyph); } // set up the details of where to place glyph's image in the texture. glyph-setTexture(this); glyph-setTexturePosition(posX,posY); glyph-setMinTexCoord( osg::Vec2( static_castfloat(posX)/static_castfloat(getTextureWidth()), static_castfloat(posY)/static_castfloat(getTextureHeight()) ) ); glyph-setMaxTexCoord( osg::Vec2( static_castfloat(posX+glyph-s())/static_castfloat(getTextureWidth()), static_castfloat(posY+glyph-t())/static_castfloat(getTextureHeight()) ) ); } void GlyphTexture::apply(osg::State state) const { // get the contextID (user defined ID of 0 upwards) for the // current OpenGL context. const unsigned int contextID = state.getContextID(); if (contextID=_glyphsToSubload.size()) { OpenThreads::ScopedLockOpenThreads::Mutex lock(_mutex); // graphics context is
Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag
31 янв. 2014 г., в 23:18, Robert Osfield robert.osfi...@gmail.com написал(а): Hi Alexey, Curious that all other platforms haven't issued an warning or error on this, what compiler are you using? I’m using mingw-w64 toolchain based on GCC-4.8.2. To fix the problem I have used a static_castconst void*(data()) rather than a c cast. This compiles and runs under Linux, could you test the modified Glyph.cpp out. Attaches Glyph.cpp builded fine. This change is also checked into svn/trunk and OSG-3.2 branch. On 31 January 2014 18:01, Alexpux alex...@gmail.com wrote: Building 3.2.1rc2 with 64-bit mingw-w64 toolchain I get casting error: Building CXX object src/osgGA/CMakeFiles/osgGA.dir/GUIEventAdapter.obj C:/repo/mingw-w64-openscenegraph/src/OpenSceneGraph-3.2.1-rc2/src/osgText/Glyph.cpp: In member function 'void osgText::Glyph::subload() const': C:/repo/mingw-w64-openscenegraph/src/OpenSceneGraph-3.2.1-rc2/src/osgText/Glyph.cpp:531:78: error: cast from 'const unsigned char*' to 'long unsigned int' loses precision [-fpermissive] \t0x(unsigned long)data());decstd::endl; ^ [ 19%] Building CXX object src/osgFX/CMakeFiles/osgFX.dir/Outline.obj Regards, Alexey. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Glyph.cpp___ 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] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag
Hi Alexey, On 31 January 2014 19:29, Alexpux alex...@gmail.com wrote: I'm using mingw-w64 toolchain based on GCC-4.8.2. Almost the same rev as mine - I am developing using gcc-4.8.1. My guess the compiler warning settings must be a little different. Attaches Glyph.cpp builded fine. Good to hear, thanks for testing. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shadow Options with Nested RTT cameras
What are my options in Shadow generation when using nested RTT cameras? I read in this post http://forum.openscenegraph.org/viewtopic.php?t=8347 that ShadowMaps are incompatible with nested cameras, but work with slave cameras. I don't want to use slave cameras, so I am wondering what my options are for generating shadows when doing rendering to texture. CD ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maya2osg?
We've had some issues installing the binary we got. Do you by any chance have a precompiled binary we could test with Maya? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maya2osg?
Hi Chris, I can send you one compiled in Windows 7 64-bit, Maya 2014, VS 2010, OSG 3.2.0. Download the file in this URL http://www.syntheractive.com/maya2osg/maya2osg_win64_maya2014_osg3.2.0_vs2010.tgz and do the following: Copy the file maya2osg.mll to your Maya 2014 plug-ins directory (e.g. C:\Program Files\Autodesk\Maya2014\bin\plug-ins\) Copy the other directories (prefs scripts) to your user directory for Maya 2014 (e.g. ~Documents\maya\2014-x64\) Start Maya and you should have a shelf called OSG with some buttons to export, import, preview... The scripts called from these buttons automatically load the plug-in. Good luck! Let me know if it works... or if you have any problem. Btw, If this configuration does not fit yours, it should not be too painful to compile your binaries. If you need to do it, you can install all the files above from the install target in Visual Studio. The only issue is that your user must have write access to the plug-ins directory. Best Regards, On Fri, Jan 31, 2014 at 10:30 PM, Chris Hanson xe...@alphapixel.com wrote: We've had some issues installing the binary we got. Do you by any chance have a precompiled binary we could test with Maya? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maya2osg?
We just tried installing your build and we're getting an Error: Line 1: The specified module could not be found. http://alphapixel.com/sites/default/files/download/mayaerr.png I'm not sure if that has to do with it not actually finding it, or what the real issue might be. Any suggestions for troubleshooting? We probably could compile this ourselves, but the real goal is to be able to provide it to artists who don't have a compiler or SDK, and so we are hoping to have a binary install recipe that is relatively easy to explain. This is for people in the automotive industry who are authoring art assets in Maya. On Fri, Jan 31, 2014 at 4:17 PM, Javier Taibo javier.ta...@gmail.comwrote: Hi Chris, I can send you one compiled in Windows 7 64-bit, Maya 2014, VS 2010, OSG 3.2.0. Download the file in this URL http://www.syntheractive.com/maya2osg/maya2osg_win64_maya2014_osg3.2.0_vs2010.tgz and do the following: Copy the file maya2osg.mll to your Maya 2014 plug-ins directory (e.g. C:\Program Files\Autodesk\Maya2014\bin\plug-ins\) Copy the other directories (prefs scripts) to your user directory for Maya 2014 (e.g. ~Documents\maya\2014-x64\) Start Maya and you should have a shelf called OSG with some buttons to export, import, preview... The scripts called from these buttons automatically load the plug-in. Good luck! Let me know if it works... or if you have any problem. Btw, If this configuration does not fit yours, it should not be too painful to compile your binaries. If you need to do it, you can install all the files above from the install target in Visual Studio. The only issue is that your user must have write access to the plug-ins directory. Best Regards, On Fri, Jan 31, 2014 at 10:30 PM, Chris Hanson xe...@alphapixel.comwrote: We've had some issues installing the binary we got. Do you by any chance have a precompiled binary we could test with Maya? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training * Consulting * Contracting 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Maya2osg?
It is probably because OSG 3.2.0 libraries are not on the path. Are they? On Sat, Feb 1, 2014 at 12:43 AM, Chris Hanson xe...@alphapixel.com wrote: We just tried installing your build and we're getting an Error: Line 1: The specified module could not be found. http://alphapixel.com/sites/default/files/download/mayaerr.png I'm not sure if that has to do with it not actually finding it, or what the real issue might be. Any suggestions for troubleshooting? We probably could compile this ourselves, but the real goal is to be able to provide it to artists who don't have a compiler or SDK, and so we are hoping to have a binary install recipe that is relatively easy to explain. This is for people in the automotive industry who are authoring art assets in Maya. On Fri, Jan 31, 2014 at 4:17 PM, Javier Taibo javier.ta...@gmail.comwrote: Hi Chris, I can send you one compiled in Windows 7 64-bit, Maya 2014, VS 2010, OSG 3.2.0. Download the file in this URL http://www.syntheractive.com/maya2osg/maya2osg_win64_maya2014_osg3.2.0_vs2010.tgz and do the following: Copy the file maya2osg.mll to your Maya 2014 plug-ins directory (e.g. C:\Program Files\Autodesk\Maya2014\bin\plug-ins\) Copy the other directories (prefs scripts) to your user directory for Maya 2014 (e.g. ~Documents\maya\2014-x64\) Start Maya and you should have a shelf called OSG with some buttons to export, import, preview... The scripts called from these buttons automatically load the plug-in. Good luck! Let me know if it works... or if you have any problem. Btw, If this configuration does not fit yours, it should not be too painful to compile your binaries. If you need to do it, you can install all the files above from the install target in Visual Studio. The only issue is that your user must have write access to the plug-ins directory. Best Regards, On Fri, Jan 31, 2014 at 10:30 PM, Chris Hanson xe...@alphapixel.comwrote: We've had some issues installing the binary we got. Do you by any chance have a precompiled binary we could test with Maya? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training * Consulting * Contracting 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Javier Taibo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag
01 февр. 2014 г., в 0:36, Robert Osfield robert.osfi...@gmail.com написал(а): Hi Alexey, On 31 January 2014 19:29, Alexpux alex...@gmail.com wrote: I’m using mingw-w64 toolchain based on GCC-4.8.2. Almost the same rev as mine - I am developing using gcc-4.8.1. My guess the compiler warning settings must be a little different. Maybe. Attaches Glyph.cpp builded fine. Good to hear, thanks for testing. No problem. Robert. Robert, I’m developer of MSYS2 and Mingw-builds project. If work under windows then you maybe interesting in new generation of MSYS - MSYS2 based on recent Cygwin sources and has it’s own package manager pacman (ported from Arch Linux). Now we create repositories for mingw-w64 packages and has grown database of prebuilded programs. Also we provide in repositories mingw-w64 toolchains. You can find some info about MSYS2 here: http://sourceforge.net/p/msys2/wiki/MSYS2%20installation/ Regards, Alexey. ___ 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