Re: [osg-users] Trouble with a simple shader program.

2015-04-12 Thread Sebastian Messerschmidt

  
  Have you tried to use the gl_ModelviewProjectionMatrix? I dont have seen any reference to enableVertexAttributeAliasing.

Cheers 
Sebastian
--

Alexander Wieser alexander.wieser@crystalbyte.deschrieb:

Hi,

I am currently working on my bachelor thesis which involves the OpenSceneGraph. One task is to apply a distortion shader to a rendered texture.

Unfortunately I am failing in getting any shader to work at all.
After spending the last couple of days researching and reading books, I managed to get several shaders running in other libraries, be it online using WebGL or directly using OpenGL. I simply cant get it running using OSG.

The code initializing the program is this.


Code:

// A simple 4 vertex rectangular geometry drawable.
Plane* plane = new Plane(40);
this-addDrawable(plane);

osg::Program* program = new osg::Program();
program-setName(Debug Shader);

// This refers to a Geode.
osg::StateSet state = *this-getOrCreateStateSet();
state.setAttributeAndModes(program, osg::StateAttribute::ON);

boost::filesystem::path currentPath(boost::filesystem::current_path());

// Init vertex shader.
RTT::log(RTT::Debug)  Loading vertex shader. RTT::endlog();
osg::Shader* vertexShader = new osg::Shader(osg::Shader::VERTEX);
vertexShader-loadShaderSourceFromFile(currentPath.string() + /../resources/shaders/debug.vert);
program-addShader(vertexShader);

// Init fragment shader.
RTT::log(RTT::Debug)  Loading fragment shader. RTT::endlog();
osg::Shader* fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);
fragmentShader-loadShaderSourceFromFile(currentPath.string() + /../resources/shaders/debug.frag);
program-addShader(fragmentShader);





Vertex Shader

Code:

#version 430

uniform mat4 osg_ModelViewProjectionMatrix;
in vec4 osg_Vertex;

void main() {
gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
}





Fragment Shader

Code:

#version 430

layout(location = 0) out vec4 FragColor;

void main() {
FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}




As you can see, the program is not that complicated and does compile fine.
Unfortunately I dont see anything on the screen. There is no model.
If I remove the program and simply use the built in lighting, coloring and texturing support it renders fine.

Any help is greatly appreciated.


Thank you!

Cheers,
Alexander

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Robert Osfield
Hi Dave,

The trac.openscenegraph.org has been kept around in case some of the
content hasn't been ported across to the new website.  Can you recall what
google search keywords you used?  What trac.openscnegraph.org page you
looked at?

Robert.

On 11 April 2015 at 21:40, Dave Sargrad davidsarg...@hotmail.com wrote:

 Hi,


 Thanks very much for the fast response. Apparently I was looking in the
 wrong location. I had been looking at: trac . openscenegraph . org. Clearly
 the trac is wrong, you'll see that its download page has a  much older
 release. Not sure why my google took me to that other site.

 Thank you!

 Cheers,
 Dave

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Re: [osg-users] Trouble with a simple shader program.

2015-04-12 Thread Robert Osfield
Hi Alexander,

If you want to use the osg_ModelViewMatrix then you need to enable it via
the osg::State object for the graphics context.  See the osgsimplegl3
example, it has:

// for non GL3/GL4 and non GLES2 platforms we need enable the osg_
uniforms that the shaders will use,
// you don't need thse two lines on GL3/GL4 and GLES2 specific builds
as these will be enable by default.
gc-getState()-setUseModelViewAndProjectionUniforms(true);
gc-getState()-setUseVertexAttributeAliasing(true);

If you don't need to use GL3 or GL4 core profile, then you can just use GL2
profile which is the default for the OSG, here you can happily use
gl_ModelViewMatrix etc.  Most of the other OSG shader examples use this
approach.  Just do a search for osg::Shader in the OSG code base and you'll
find plenty of the examples to learn from.

Robert.



On 11 April 2015 at 18:21, Alexander Wieser alexander.wie...@crystalbyte.de
 wrote:

 Hi,

 I am currently working on my bachelor thesis using which involves the
 OpenSceneGraph. One task is to apply a distortion Shader to a rendered
 texture.

 Unfortunately I am failing in getting any Shader to work at all.
 After spending the last couple of days researching and reading books, I
 managed to get several shaders running in other libraries, be it online
 using WebGL or directly using OpenGL. I simply can't get it running using
 OSG.

 The code initializing the program is this.


 Code:

 // A simple 4 vertex rectangular geometry drawable.
 Plane* plane = new Plane(40);
 this-addDrawable(plane);

 osg::Program* program = new osg::Program();
 program-setName(Debug Shader);

 // This refers to a Geode.
 osg::StateSet state = *this-getOrCreateStateSet();
 state.setAttributeAndModes(program, osg::StateAttribute::ON);

 boost::filesystem::path currentPath(boost::filesystem::current_path());

 // Init vertex shader.
 RTT::log(RTT::Debug)  Loading vertex shader. RTT::endlog();
 osg::Shader* vertexShader = new osg::Shader(osg::Shader::VERTEX);
 vertexShader-loadShaderSourceFromFile(currentPath.string() +
 /../resources/shaders/debug.vert);
 program-addShader(vertexShader);

 // Init fragment shader.
 RTT::log(RTT::Debug)  Loading fragment shader. RTT::endlog();
 osg::Shader* fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);
 fragmentShader-loadShaderSourceFromFile(currentPath.string() +
 /../resources/shaders/debug.frag);
 program-addShader(fragmentShader);





 Vertex Shader

 Code:

 #version 430

 uniform mat4 osg_ModelViewProjectionMatrix;
 in vec4 osg_Vertex;

 void main() {
 gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
 }





 Fragment Shader

 Code:

 #version 430

 layout(location = 0) out vec4 FragColor;

 void main() {
 FragColor = vec4(1.0, 0.0, 0.0, 1.0);
 }




 As you can see, the program is not that complicated and does compile fine.
 Unfortunately I don't see anything on the screen. There is no model.
 If I remove the program and simply use the built in lighting, coloring and
 texturing support it renders fine.

 Any help is greatly appreciated.


 Thank you!

 Cheers,
 Alexander

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Re: [osg-users] Trouble with a simple shader program.

2015-04-12 Thread Alexander Wieser
Hi,

unfortunately there is no negative output, the shader compiles fine.

I doubt there will be any errors if the input channels are simply not set.
In that case they will be zero and the output vertex will also be zero, which 
would explain the lack of any visible pixels, can't be sure though.

Thank you!

Cheers,
Alexander

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad
Hi,

This is the link that I got to when I did my search on openscenegraph. It 
looked like it was the latest and greatest. 

http://trac.openscenegraph.org/projects/osg/wiki/Downloads


Thank you!

Dave

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Jacob Moen
I forgot one thing:
It looks like Qt and OSG is really good friends (which is great because I 
personally love Qt!)
osgQt is part of the core, however I would be surprised to learn that there 
isn't at least one integration for wxWidgets out there. ;)

Cheers,
Jacob

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[osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Dave Sargrad
Hi All,
Thanks for the help getting going yesterday. 

I thought I'd take a quick second to introduce myself. Years back I used Ogre3D 
on an RD effort at work, to build a pluggable application that was google 
earth-like. In this context I also used a widget system called CEGUI Crazy 
Eddies Gui - which was quite flexible. I was able to build a fair number of 
graphical plugins and after 2 years of development had a fairly robust 
application.

I'm jumping back into 3D graphics and decided to take a different road. I'm 
looking forward to learning OSG. 

Very glad to hear that the community is still quite active.

I would like to poll you on some quick questions:
1] Can someone please point me to the best tutorial for creating a first 
application.
2] Can someone please point me to the best tutorial for loading Blender models.
3] Can someone recommend a widget system. Is WxWidgets the most commonly used 
widget system?


Cheers,
Dave

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Jacob Moen
I am still trying to get my feet wet in the waters of OSG, but you definitely 
want to check out OSGRecipes:
https://github.com/xarray/osgRecipes

The 'integrations' directory is a true godsend!

However, you can find the old friend CEGUI in the source for chapter 9:
https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04
If you are really interested in OSG, then I guess it wouldn't be a bad idea to 
get the book itself. :)
It is awesome that the author decided to put the code up on Github.

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Re: [osg-users] Trouble with a simple shader program.

2015-04-12 Thread Şan Güneş
Hello Alexander,

On 11/04/2015 20:21, Alexander Wieser wrote:
 Vertex Shader

 Code:

 #version 430

 uniform mat4 osg_ModelViewProjectionMatrix;
 in vec4 osg_Vertex;

 void main() {
 gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
 }

I don't remember using anything that starts with osg_* in the vertex
shader code that I have used with OSG.
You can try using the built-in uniforms of the OpenGL, like gl_Position
= gl_ModelViewProjectionMatrix * gl_Vertex; or simply gl_Position =
ftransform();

If you have the OpenSceneGraph 3 Cookbook, you can refer to the point
cloud example there.
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Re: [osg-users] Trouble with a simple shader program.

2015-04-12 Thread Alexander Wieser
Hi,

thank you for providing me with some insight.
I had already stumbled upon exactly this example:


 
   // for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms 
 that the shaders will use,
 // you don't need thse two lines on GL3/GL4 and GLES2 specific builds as 
 these will be enable by default.
 gc-getState()-setUseModelViewAndProjectionUniforms(true);
 gc-getState()-setUseVertexAttributeAliasing(true); 
 


I was under the assumption that my machine uses the GL4 core program.
After further inspection I realized that Ubuntu runs OpenGL 4.3 in 
Compatibility Mode for whatever reason.

After changing everything back to the gl_ prefix I can now see the red color.

Thank you!

Cheers,
Alexander[/quote]

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Dave Sargrad
Thank you!

Good advice on all counts. I'm on it. :)

Cheers,
Dave

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Dave Sargrad

jacmoe wrote:
 I am still trying to get my feet wet in the waters of OSG, but you definitely 
 want to check out OSGRecipes:
 https://github.com/xarray/osgRecipes
 
 The 'integrations' directory is a true godsend!
 
 However, you can find the old friend CEGUI in the source for chapter 9:
 https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04
 If you are really interested in OSG, then I guess it wouldn't be a bad idea 
 to get the book itself. :)
 It is awesome that the author decided to put the code up on Github.


In case anyone is interested the osgRecipes seem to need this data (though not 
called out in the readme 
(https://github.com/xarray/osgRecipes/blob/master/README)):
https://github.com/openscenegraph/osg-data

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Sergey Kurdakov
Hi Dave,

take a look at these downloads

http://www.osgvisual.org/projects/osgvisual/wiki/Downloads

Regards
Sergey

On Sun, Apr 12, 2015 at 8:00 PM, Dave Sargrad davidsarg...@hotmail.com
wrote:

 Hmm...

 So I've downloaded the 3rd party dependencies and have placed them in to
 my OSG root directory: C:\osg\OpenSceneGraph-3.2.2-rc2


 Hence they are in the following location:
 C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty_x86_x64

 I have rerun cmake (both configure and generate):

 I would expect to see the following plugin enabled in the solution:
 C:\osg\OpenSceneGraph-3.2.2-rc2\src\osgPlugins\freetype

 However I dont.

 I also tried pointing the following CMAKE attribute to the newly installed
 freetype dependecy:
 FREETYPE_INCLUDE_DIR_freetype2 -
 C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty_x86_x64\x64\include


 I have also verified that the following CMAKE attribute is enabled:
 USE_3RDPARTY_BIN

 Any other pointers relative to getting this plugin built?

 Thank you!

 Cheers,
 Dave

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad

Sergey Kurdakov wrote:
 Hi Dave,
 
 
 take a look at these downloads
 
 http://www.osgvisual.org/projects/osgvisual/wiki/Downloads 
 (http://www.osgvisual.org/projects/osgvisual/wiki/Downloads)
 
 
 Regards
 
 Sergey
 
 
 On Sun, Apr 12, 2015 at 8:00 PM, Dave Sargrad  () wrote:
 
  Hmm...
  
  So I've downloaded the 3rd party dependencies and have placed them in to my 
  OSG root directory: C:osgOpenSceneGraph-3.2.2-rc2
  
  
  Hence they are in the following location: 
  C:osgOpenSceneGraph-3.2.2-rc23rdParty_x86_x64
  
  I have rerun cmake (both configure and generate):
  
  I would expect to see the following plugin enabled in the solution:
  C:osgOpenSceneGraph-3.2.2-rc2srcosgPluginsfreetype
  
  However I dont.
  
  I also tried pointing the following CMAKE attribute to the newly installed 
  freetype dependecy:
  FREETYPE_INCLUDE_DIR_freetype2 - 
  C:osgOpenSceneGraph-3.2.2-rc23rdParty_x86_x64x64include
  
  
  I have also verified that the following CMAKE attribute is enabled:
  USE_3RDPARTY_BIN
  
  Any other pointers relative to getting this plugin built?
  
  Thank you!
  
  Cheers,
  Dave
  
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Thanks. I'll do that.

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad

jacmoe wrote:
 Here is the build instructions for when being on the Windows platform using 
 Visual Studio:
 http://www.openscenegraph.org/index.php/documentation/platform-specifics/windows/37-visual-studio
 
 Cheers,
 Jacob


So, I've run several cookbooks with success. I'm trying to run the run that 
wants to load arial.ttf using the appropriate 3rd party plugin.

Oddly the link that you provided to the windows instructions seems to have a 
dead link to the dependencies page. My initial build of OSG was without any of 
the 3rd party dependencies. I'd like to remedy that at this point.

The windows instructions link you provided include a link to this page:
http://www.openscenegraph.org/index.php/downloads/dependencies

which seems to ... dead! 

This page however seems to be the appropriate page for dependencies:
http://www.openscenegraph.org/index.php/download-section/dependencies

I'll try out the dependencies beneath the heading VisualStudio 2013 RTM 
(VC12)... though my Visual Studio 2013 is not the RTM version, I dont think 
this will matter.

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad
Hmm...

So I've downloaded the 3rd party dependencies and have placed them in to my OSG 
root directory: C:\osg\OpenSceneGraph-3.2.2-rc2


Hence they are in the following location: 
C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty_x86_x64

I have rerun cmake (both configure and generate):

I would expect to see the following plugin enabled in the solution:
C:\osg\OpenSceneGraph-3.2.2-rc2\src\osgPlugins\freetype

However I dont.

I also tried pointing the following CMAKE attribute to the newly installed 
freetype dependecy:
FREETYPE_INCLUDE_DIR_freetype2 - 
C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty_x86_x64\x64\include


I have also verified that the following CMAKE attribute is enabled:
USE_3RDPARTY_BIN

Any other pointers relative to getting this plugin built?

Thank you!

Cheers,
Dave

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Re: [osg-users] SVN Access Fails

2015-04-12 Thread Dave Sargrad
I have managed to get freetypes plugin built as well.. starting to get the hang 
of the build system, very powerful, and relatively clean... just a couple of 
kinks relative to knowing which parameters to set in cmake.

Once you start to look at the project parameters in the solution then you can 
see how you have incorrectly set the parameters in cmake.. 

This comment on the instructions page did help me through a couple of the kinks:

 
 FREETYPE PLUGIN
 
 If have the 3rdparty libraries installed, the BUILD_OSG_PLUGINS is ON in your 
 CMake file and the FREETYPE_LIBRARY_DEBUG path is found it might still happen 
 that the project files for Freetype plugins or not built. Select Show 
 Advanced Values in CMake and copy the directory found in 
 FREETYPE_INCLUDE_DIR to FREETYPE_INCLUDE_DIR_freetype2 and 
 FREETYPE_INCLUDE_DIR_ft2build.
 


Though I did not seem to have to set a FREETYPE_LIBRARY_DEBUG (even though i 
was building a debug version of the plugin. I did seem to have to set 
FREETYPE_LIBRARY however. Also I dont seem to see a BUILD_OSG_PLUGINS variable 
in my cmake project.. but that didnt seem to matter.


Cheers,
Dave[/quote]

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Re: [osg-users] Hello and a Couple Quick Getting Started Questions

2015-04-12 Thread Dave Sargrad
Hi,

I've built 75 of the 78 cookbooks/integrations: 3 failed for reasons that I'll 
investigate later.

I'd like to jump right in to running the samples in the debugger. I'm not a 
cmake expert, and I'm hoping there is a simple way in cmake or in the osgRecipe 
solution that it created to point the full set of cookbooks and integrations to 
the runtime libraries.

The OSG runtime libraries are installed in C:\Program Files 
(x86)\OpenSceneGraph\lib, and the includes are installed in C:\Program Files 
(x86)\OpenSceneGraph\include.

I specified the following two cmake tags to point to these locations:

OPENSCENEGRAPH_LIB_DIR 
OPENSCENEGRAPH_INCLUDE_DIR

This resulted in a largely successful build (except for the 3 menioned above). 
I would have thought it would also suffice in order to then select a project 
and debug the instance. However when I try to do this, the debugger fails to 
find key DLL's (example osg100-osgd.dll). 

I know that I can begin to edit each project in visual studio in order to point 
the project to the runtime libraries. However I'd like to do this solution 
wide and preferably through cmake. Do you know offhand if there is a cmake 
option that will do this? 


Cheers,
Dave

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[osg-users] PNG Library Crashing - 32 vs 64 bit mismatch possible

2015-04-12 Thread Dave Sargrad
Hi,

I've been struggling to get the PNG plugin working. I've built it, but the 
cookbook_02_7 is crashing down inside libpng16.dll.


I have a couple of questions.
1] I would have thought that I am doing a 64-bit build, since I have a 64-bit 
OS. However when I run cmake/configure I see it report 32-bit architecture 
detected.


 
 32 bit architecture detected
 3rdParty-Package ENV variable 
 found:C:\osg\OpenSceneGraph-3.2.2-rc2\3rdParty/x86
 Could NOT find LibXml2 (missing:  LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR) 
 Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
 Could NOT find CURL (missing:  CURL_LIBRARY CURL_INCLUDE_DIR) 
 Could NOT find SDL (missing:  SDL_LIBRARY SDL_INCLUDE_DIR) 
 Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
 Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
 Could NOT find PkgConfig (missing:  PKG_CONFIG_EXECUTABLE) 
 Found unsuitable Qt version  from NOTFOUND
 Could NOT find Qt3 (missing:  QT_QT_LIBRARY QT_INCLUDE_DIR QT_MOC_EXECUTABLE) 
 Could NOT find GLUT (missing:  GLUT_glut_LIBRARY GLUT_INCLUDE_DIR) 
 Could NOT find wxWidgets (missing:  wxWidgets_FOUND) 
 Found PNG: 
 optimized;C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16d.lib;debug;C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib
  (found version 1.6.7) 
 Could NOT find TIFF (missing:  TIFF_LIBRARY TIFF_INCLUDE_DIR) 
 Configuring done
 Generating done
 


So I have been pointing my cookbooks (osgrecipes) to the x86 versions found in 
the 3rdParty folder: example 
C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib is the value I 
have set PNG_LIBRARY to.

The current callstack I see when I crash is as follows:

 
   005dd4a8()  Unknown
   [Frames below may be incorrect and/or missing]  
   libpng16.dll!004dba8c() Unknown
  
  osgdb_pngd.dll!ReaderWriterPNG::readPNGStream(std::basic_istreamchar,std::char_traitschar
 fin) Line 202  C++
   osgdb_pngd.dll!ReaderWriterPNG::readImage(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorchar   file, 
 const osgDB::Options * options) Line 381   C++
   
 osg100-osgDBd.dll!osgDB::Registry::ReadImageFunctor::doRead(osgDB::ReaderWriter
   rw) Line 915  C++
   osg100-osgDBd.dll!osgDB::Registry::read(const 
 osgDB::Registry::ReadFunctor  readFunctor) Line 1175 C++
   osg100-osgDBd.dll!osgDB::Registry::readImplementation(const 
 osgDB::Registry::ReadFunctor  readFunctor, osgDB::Options::CacheHintOptions 
 cacheHint) Line 1278   C++
   osg100-osgDBd.dll!osgDB::Registry::readImageImplementation(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorchar   
 fileName, const osgDB::Options * options) Line 1360 C++
   osg100-osgDBd.dll!osgDB::Registry::readImage(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorchar   
 fileName, const osgDB::Options * options) Line 221C++
   osg100-osgDBd.dll!osgDB::readImageFile(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorchar   
 filename, const osgDB::Options * options) Line 43   C++
   cookbook_02_07d.exe!osgDB::readImageFile(const 
 std::basic_stringchar,std::char_traitschar,std::allocatorchar   
 filename) Line 82 C++
   cookbook_02_07d.exe!main(int argc, char * * argv) Line 16   C++
   [External Code] 
 
 



Any suggestions would be appreciated.
Cheers,
Dave

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=63354#63354





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