Re: [osg-users] Maya2osg?

2014-01-31 Thread Javier Taibo
  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,

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Re: [osg-users] space partitioning

2014-01-31 Thread deniz diktas
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 
 
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Re: [osg-users] space partitioning

2014-01-31 Thread Trajce Nikolov NICK
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
 
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Re: [osg-users] space partitioning

2014-01-31 Thread deniz diktas
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
   
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Re: [osg-users] space partitioning

2014-01-31 Thread Trajce Nikolov NICK
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
   
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Re: [osg-users] space partitioning

2014-01-31 Thread deniz diktas
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
 
 --
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Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag

2014-01-31 Thread Alexpux
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


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Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag

2014-01-31 Thread Robert Osfield
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.

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/* -*-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

2014-01-31 Thread Alexpux

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.
 
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Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag

2014-01-31 Thread Robert Osfield
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.
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[osg-users] Shadow Options with Nested RTT cameras

2014-01-31 Thread Conan

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

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Re: [osg-users] Maya2osg?

2014-01-31 Thread Chris Hanson
We've had some issues installing the binary we got.

Do you by any chance have a precompiled binary we could test with Maya?
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Re: [osg-users] Maya2osg?

2014-01-31 Thread Javier Taibo
  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?

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Re: [osg-users] Maya2osg?

2014-01-31 Thread Chris Hanson
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?

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 --
 Javier Taibo


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-- 
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]
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Re: [osg-users] Maya2osg?

2014-01-31 Thread Javier Taibo
  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
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Re: [osg-users] OpenSceneGraph-3.2.1 release candidate 2 and OpenSceneGraph-3.3.1 dev release tag

2014-01-31 Thread Alexpux

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.
 
  
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