Re: [osg-users] Failed to build openscenegraph on Alpine
Alberto, The build worked fine in Alpine Linux x86_64, but when I tried to buid in Alpine Linux ppc64le, I got the following error: /home/alpine/aports/testing/openscenegraph/src/OpenSceneGraph-3.4.0/include/osgQt/Version:8:2: error: #error "Qt version mismatch detected! Make sure to compile applications using osgQt with the same major Qt version that osgQt has been compiled against." In both Alpine x86_64 and ppc64le qt 4.8.7 is the available version. Any clue why it is failing? Regards, Roberto Oliveira On 06/26/2017 04:49 PM, Roberto Oliveira wrote: With this patch my build now works, Thanks a lot! On 06/26/2017 01:24 PM, Alberto Luaces wrote: Alberto Luaces writes: Roberto Oliveira writes: The openscenegraph needs a specific version of ffmpeg to compile or am I missing something? Yes, that issue seems to be currently fixed in master. ...and maybe this patch is useful for you if you want to stick with 3.4: https://anonscm.debian.org/cgit/pkg-osg/openscenegraph-3.4.git/tree/debian/patches/ffmpeg_2.9.patch ___ 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] Failed to build openscenegraph on Alpine
With this patch my build now works, Thanks a lot! On 06/26/2017 01:24 PM, Alberto Luaces wrote: Alberto Luaces writes: Roberto Oliveira writes: The openscenegraph needs a specific version of ffmpeg to compile or am I missing something? Yes, that issue seems to be currently fixed in master. ...and maybe this patch is useful for you if you want to stick with 3.4: https://anonscm.debian.org/cgit/pkg-osg/openscenegraph-3.4.git/tree/debian/patches/ffmpeg_2.9.patch ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Failed to build openscenegraph on Alpine
Alberto Luaces writes: > Roberto Oliveira writes: > >> The openscenegraph needs a specific version of ffmpeg to compile or am >> I missing something? > > Yes, that issue seems to be currently fixed in master. ...and maybe this patch is useful for you if you want to stick with 3.4: https://anonscm.debian.org/cgit/pkg-osg/openscenegraph-3.4.git/tree/debian/patches/ffmpeg_2.9.patch -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Failed to build openscenegraph on Alpine
Roberto Oliveira writes: > The openscenegraph needs a specific version of ffmpeg to compile or am > I missing something? Yes, that issue seems to be currently fixed in master. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Failed to build openscenegraph on Alpine
Hi Folks, I'm trying to compile openscenegraph 3.4.0 on Alpine Linux x86_64 but the build fails with errors: http://termbin.com/w956 The variable m_context seems to be from type AVCodecContext and it is provided by ffmpeg package. The Alpine I am using has ffmpeg version 3.2.4. The openscenegraph needs a specific version of ffmpeg to compile or am I missing something? Thanks in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Perform actions when a child node is added
On 26 June 2017 at 13:18, Bruno Oliveira wrote: > a dangling pointer is a probable cause of my problems. Thanks for the hint, > I'll look into it. > > I thought it could be related to me rewriting the node's InitialBound. Modify and reading data like Node::_initialBound on a valid Node would only cause problems with things like culling or positioning incorrectly it is very unlikely to cause a crash. Trying to write to a Node::_initialBound to a node that has been deleted will cause very likely crash, if it doesn't crash it's only a fluke that that freed memory hasn't been reused yet. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Perform actions when a child node is added
Robert, a dangling pointer is a probable cause of my problems. Thanks for the hint, I'll look into it. I thought it could be related to me rewriting the node's InitialBound. Thanks, Bruno 2017-06-26 10:15 GMT+01:00 Robert Osfield : > Hi Bruno, > > On 23 June 2017 at 23:45, Bruno Oliveira > wrote: > > I actually tried it already, in my nodes derived doth from osg::Group* > and > > osg::PagedLOD*. > > However, overloading the PagedLOD's functions made my scene crash the app > > during the cull traversal (my overload was rewriting the node's center, > > radius and InitialBound...) > > If you've got a crash it'll likely be because what you are doing > somewhere is buggy, perhaps an assumption somewhere. Overriding > addChild/insertChild() won't cause a crash if done properly. > > In the case of paged databases nodes are added and removed, the later > can cause problems such as if your code just uses C pointers to these > nodes assuming that they'll always be around. > > I can't say what might have caused the crash for you as I know nothing > about the code you've written or what the crash is, or exactly what > circumstances it happens in. > > You'll have a debugger, your have your code, your data, you're the > person best placed to debug it. > > Robert. > ___ > 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] [Repost while forums down] Convert from screen space to world space and back to screen space
The thing is... a 2D pixel on screen is essentially a line segment in 3D (contained within the view frustum). After manipulating this line with a rotation matrix, this would most likely become a line in 2D space too. Are you interested in the closest intersection with an object instead? That might not always return a valid result if there's no object intersecting. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Perform actions when a child node is added
Hi Bruno, On 23 June 2017 at 23:45, Bruno Oliveira wrote: > I actually tried it already, in my nodes derived doth from osg::Group* and > osg::PagedLOD*. > However, overloading the PagedLOD's functions made my scene crash the app > during the cull traversal (my overload was rewriting the node's center, > radius and InitialBound...) If you've got a crash it'll likely be because what you are doing somewhere is buggy, perhaps an assumption somewhere. Overriding addChild/insertChild() won't cause a crash if done properly. In the case of paged databases nodes are added and removed, the later can cause problems such as if your code just uses C pointers to these nodes assuming that they'll always be around. I can't say what might have caused the crash for you as I know nothing about the code you've written or what the crash is, or exactly what circumstances it happens in. You'll have a debugger, your have your code, your data, you're the person best placed to debug it. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Investigating using OSG as a graphics backend for our real-time physics simulation system
On Mon, Jun 26, 2017 at 4:07 AM, Chris Hanson wrote: > Magnum looks pretty cool. I'd be a little worried about the maturity of > the codebase, but if it does what you need, try it out and let us know how > it compares. > I have looked at it as well, but it looks very much like a one-man project. Most of the 18 Github contributors have submitted only a patch or two. It could be a very nice engine but I would be worried about its longevity - the moment the principal developer moves on to something else it will likely die. May not be a concern for a one-off project but I would have to think very hard before getting invested in it too deeply - one could end up maintaining that project too or face another migration to a different engine. J. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org