Re: [osg-users] OSG 3.0.1 on iOS 5

2012-02-22 Thread Büsra Gülten
Hi Stephan,

thank you for your reply. 

After I compared my project with the iPhone-Example on github, I found out that 
the file PerlinNoise.cpp is missed in OpenSceneGraph-3.0.1-zip (which I 
downloaded from OSG-Website). This was the reason for the osgUtil-error 
mentioned above. 

Another point I want to indicate is when main-method look like this: 


 
 @autoreleasepool 
 {
 return UIApplicationMain(argc, argv, nil, 
 NSStringFromClass([osgAppDelegate class]));
 }
 


building of app is failed with this message: 


 ScopedLock: Parse Issue. Unknown type name 'namespace'. 
 Parse Issue. Expected '.' after top level declarator
 
 Notify: Lexical or Preprocessor Issue. 'ostream' file not found. 


Any idea what this could be mean?

Thank you!

Cheers,
Büsra

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[osg-users] OSG 3.0.1 on iOS 5

2012-02-17 Thread Büsra Gülten
Hi, 

I have already build OSG 3.0.1 on iOS 4. Now i would like to build it on iOS 5. 
Core Libraries like osg, OpenThreads, osgDB and osgUtil are building correctly. 
But the linking with my App, notify following error: 


 
 Undefined symbols for architecture i386:
   osgUtil::IndexMeshVisitor::makeMesh(), referenced from:
   osgUtil::Optimizer::optimize(osg::Node*, unsigned int)in 
 libosgUtil.a(Optimizer.o)
   osgUtil::VertexCacheVisitor::optimizeVertices(), referenced from:
   osgUtil::Optimizer::optimize(osg::Node*, unsigned int)in 
 libosgUtil.a(Optimizer.o)
   osgUtil::VertexAccessOrderVisitor::optimizeOrder(), referenced from:
   osgUtil::Optimizer::optimize(osg::Node*, unsigned int)in 
 libosgUtil.a(Optimizer.o)
   osgUtil::GeometryCollector::reset(), referenced from:
   vtable for osgUtil::IndexMeshVisitorin libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::IndexMeshVisitorin 
 libosgUtil.a(Optimizer.o)
   vtable for osgUtil::VertexCacheVisitorin libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::VertexCacheVisitorin 
 libosgUtil.a(Optimizer.o)
   vtable for osgUtil::VertexAccessOrderVisitorin libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::VertexAccessOrderVisitorin 
 libosgUtil.a(Optimizer.o)
   osgUtil::GeometryCollector::apply(osg::Geode), referenced from:
   vtable for osgUtil::IndexMeshVisitorin libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::IndexMeshVisitorin 
 libosgUtil.a(Optimizer.o)
   vtable for osgUtil::VertexCacheVisitorin libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::VertexCacheVisitorin 
 libosgUtil.a(Optimizer.o)
   vtable for osgUtil::VertexAccessOrderVisitorin libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::VertexAccessOrderVisitorin 
 libosgUtil.a(Optimizer.o)
   typeinfo for osgUtil::GeometryCollector, referenced from:
   typeinfo for osgUtil::IndexMeshVisitorin libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::IndexMeshVisitorin 
 libosgUtil.a(Optimizer.o)
   typeinfo for osgUtil::VertexCacheVisitorin libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::VertexCacheVisitorin 
 libosgUtil.a(Optimizer.o)
   typeinfo for osgUtil::VertexAccessOrderVisitorin 
 libosgUtil.a(Optimizer.o)
   construction vtable for 
 osgUtil::GeometryCollector-in-osgUtil::VertexAccessOrderVisitorin 
 libosgUtil.a(Optimizer.o)
   VTT for osgUtil::GeometryCollector, referenced from:
   osgUtil::GeometryCollector::~GeometryCollector()in 
 libosgUtil.a(Optimizer.o)
   osgUtil::GeometryCollector::~GeometryCollector()in 
 libosgUtil.a(Optimizer.o)
   vtable for osgUtil::GeometryCollector, referenced from:
   osgUtil::GeometryCollector::~GeometryCollector()in 
 libosgUtil.a(Optimizer.o)
   osgUtil::GeometryCollector::~GeometryCollector()in 
 libosgUtil.a(Optimizer.o)
   NOTE: a missing vtable usually means the first non-inline virtual member 
 function has no definition.
   triangle_stripper::tri_stripper::tri_stripper(std::vectorunsigned long, 
 std::allocatorunsigned long  const), referenced from:
   osgUtil::TriStripVisitor::stripify(osg::Geometry)  in 
 libosgUtil.a(TriStripVisitor.o)
   
 triangle_stripper::tri_stripper::Strip(std::vectortriangle_stripper::primitive_group,
  std::allocatortriangle_stripper::primitive_group *), referenced from:
   osgUtil::TriStripVisitor::stripify(osg::Geometry)  in 
 libosgUtil.a(TriStripVisitor.o)
   _OBJC_CLASS_$_CAEAGLLayer, referenced from:
   objc-class-ref in libosgViewer.a(GraphicsWindowIOS.o)
 ld: symbol(s) not found for architecture i386
 collect2: ld returned 1 exit status
 



I have also tried the newest iPhone Example on github. I get there similar 
error I mentioned above:


 
 ld: warning: ignoring file 
 /../IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a, missing 
 required architecture i386 in file
 
 Undefined symbols for architecture i386:
   _FT_Set_Pixel_Sizes, referenced from:
   FreeTypeFont::init() in libosgdb_freetype.a(FreeTypeFont.o)
   FreeTypeFont::setFontResolution(std::pairunsigned int, unsigned int 
 const) in libosgdb_freetype.a(FreeTypeFont.o)
   _FT_Done_Face, referenced from:
   FreeTypeFont::~FreeTypeFont() in libosgdb_freetype.a(FreeTypeFont.o)
   _FT_Load_Char, referenced from:
   FreeTypeFont::getGlyph(std::pairunsigned int, unsigned int const, 
 unsigned int) in libosgdb_freetype.a(FreeTypeFont.o)
   FreeTypeFont::getGlyph3D(unsigned int) in 
 libosgdb_freetype.a(FreeTypeFont.o)
   _FT_Outline_Decompose, referenced from:
   FreeTypeFont::getGlyph3D(unsigned int) in 
 libosgdb_freetype.a(FreeTypeFont.o)
   

Re: [osg-users] OSG 2.9.10 on iOS

2011-11-22 Thread Büsra Gülten
I really need some information about CMake variables. 
Could you please give me any advice?

Thank you...
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-11-18 Thread Büsra Gülten
Hi,

I have a question about the CMake variables for iOS Porting. I know that they 
configure the use of OpenGL ES. But I would like to get more information about 
each variable.


 
 -D OSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON \
 -D BUILD_OSG_APPLICATIONS:BOOL=OFF \
 -D OSG_BUILD_FRAMEWORKS:BOOL=OFF \
 -D OSG_WINDOWING_SYSTEM:STRING=IOS \
 -D CMAKE_OSX_ARCHITECTURES:STRING=i386 \
 -D OSG_GL1_AVAILABLE:BOOL=OFF \
 -D OSG_GL2_AVAILABLE:BOOL=OFF \
 -D OSG_GLES1_AVAILABLE:BOOL=ON \
 -D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \
 -D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \
 -D OSG_GL_LIBRARY_STATIC:BOOL=OFF \
 -D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \
 -D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \
 -D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \
 -D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
 -D DYNAMIC_OPENTHREADS:BOOL=OFF .. 
 


I can imagine which function some variables have but I am not sure. Where can I 
get more information?

Thank you!
Büsra

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[osg-users] OSG for Android on Mac

2011-08-11 Thread Büsra Gülten
Hi,

I am trying to build OSG for Android on Mac 10.6.7. I already get Eclipse, 
Android Plugin and CDT Plugin and also Android NDK.

I configure the project with CMake and generate an Eclipse CDT4 project. After 
that, I create a new Android Project with Create project from existing source 
and add the generated Eclipse CDT4 project. 
Now, when I try to build this project, I get following error:

 
 Conversion to Dalvik format failed with error 1
 Dx no classfiles specified


Are my steps to compile OSG for Android false? 

Cheers,
Büsra

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Re: [osg-users] Background image...

2011-07-15 Thread Büsra Gülten
Thank your for your reply, Stephan. 

You were right. I changed my code: 

 - (void)applicationDidFinishLaunching:(UIApplication *)application {
 
  osg::setNotifyLevel(osg::DEBUG_INFO);
 
 _viewer = new osgViewer::Viewer();
 _root = new osg::Group;   
 
 
 //
 //Create a Group with Box, Sphere and Cone
 //
 osg::ref_ptrosg::ShapeDrawable shape1 = new osg::ShapeDrawable;
 shape1-setShape(new osg::Box(osg::Vec3(-3.0f, 0.0f, 0.0f), 2.0f, 2.0f, 
 2.0f)); 
 shape1-setColor(osg::Vec4(1.0f, 0.0f, 0.0f, 0.0f));
 
 osg::ref_ptrosg::ShapeDrawable shape2 = new osg::ShapeDrawable; 
 shape2-setShape(new osg::Sphere(osg::Vec3(3.0f, 0.0f, 0.0f), 1.0f)); 
 shape2-setColor(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f));
 
 osg::ref_ptrosg::ShapeDrawable shape3 = new osg::ShapeDrawable; 
 shape3-setShape(new osg::Cone(osg::Vec3(0.0f, 0.0f, 0.0f), 1.0f, 1.0f)); 
 shape3-setColor(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f));
 
 osg::ref_ptrosg::Geode geode = new osg::Geode; 
 geode-addDrawable(shape1.get());
 geode-addDrawable(shape2.get());
 geode-addDrawable(shape3.get());
 
 // try msaa. available for iOS = 4.0
 osg::DisplaySettings* settings = osg::DisplaySettings::instance();
 settings-setNumMultiSamples(4);

 OpenSceneGraph_iOSViewController* touch_handler = new 
 OpenSceneGraph_iOSViewController();
   
 unsigned int w(640);
 unsigned int h(480);
 
 osg::GraphicsContext::WindowingSystemInterface* wsi = 
 osg::GraphicsContext::getWindowingSystemInterface();
   
 if (wsi) 
 {
 wsi-getScreenResolution(0, w, h);
 }
 
 //
 //Camera
 //
 //create and attach ortho camera for hud text
 osg::ref_ptrosg::Camera hudCamera = new osg::Camera;
 
 // set the projection matrix
 hudCamera-setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h));
   
 // set the view matrix
 hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
 hudCamera-setViewMatrix(osg::Matrix::identity());
 
 // only clear the depth buffer
 hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT);
   
 // draw subgraph after main camera view.
 hudCamera-setRenderOrder(osg::Camera::PRE_RENDER);; 
 
 hudCamera-addChild(touch_handler-getDebugNode());
 
 
 //
 // Texture for Background
 //
 osg::Geometry *rectBackground = new osg::Geometry; 
 osg::Vec3Array* vertices = new osg::Vec3Array(4); 
 (*vertices)[1].set(0.f, 0.f, 0.f); 
 (*vertices)[2].set((float)w, 0.f, 0.f); 
 (*vertices)[3].set((float)w, 0.f, (float)h); 
 rectBackground-setVertexArray(vertices); 
  
 osg::Vec2Array* texcoords = new osg::Vec2Array(4); 
 (*texcoords)[0].set(0.0f, (float)h); 
 (*texcoords)[1].set(0.0f, 0.0f); 
 (*texcoords)[2].set((float)w, 0.0f); 
 (*texcoords)[3].set((float)w, (float)h); 
 rectBackground-setTexCoordArray(0,texcoords); 
 
 osg::Vec3Array* normals = new osg::Vec3Array(1); 
 (*normals)[0].set(0.0f,1.0f,0.0f); 
 rectBackground-setNormalArray(normals); 
 rectBackground-setNormalBinding(osg::Geometry::BIND_OVERALL); 
 rectBackground-addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); 
 osg::Geode* Background_geode = new osg::Geode; 
 Background_geode-addDrawable(rectBackground); 
  
 // set up the texture state.    
 osg::ref_ptrosg::TextureRectangle Background_texture = new 
 osg::TextureRectangle; 
 Background_texture-setDataVariance(osg::Object::DYNAMIC); 
 
 // protect from being optimized away as static state. 
 Background_texture-setImage(osgDB::readImageFile(imagefile.jpg)); 
 osg::StateSet* stateset = rectBackground-getOrCreateStateSet(); 
 
 stateset-setTextureAttributeAndModes(0,Background_texture,osg::StateAttribute::ON);
  
 
 
 //
 // root
 //
 hudCamera-addChild(Background_geode); 
 
 osg::Node* one = hudCamera.get(); 
 osg::Node* two = geode.get(); 
 
 one-getOrCreateStateSet()-setRenderBinDetails(1, RenderBin);
 two-getOrCreateStateSet()-setRenderBinDetails(2, RenderBin);
 
 _root-addChild(one); 
 _root-addChild(two); 
 
 _root-getOrCreateStateSet()-setMode(GL_DEPTH_BITS, 
 osg::StateAttribute::OFF);
 two-getOrCreateStateSet()-setMode(GL_DEPTH_BITS, 
 osg::StateAttribute::ON); 
 
 //
 // viewer
 //
 _viewer-addEventHandler(touch_handler);
 _viewer-setSceneData(_root.get());
 _viewer-setCameraManipulator(new osgGA::MultiTouchTrackballManipulator);
   _viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);
 
 
 //SingleThreaded DrawTheadPerContext
   _viewer-realize();
   _viewer-frame();
   osg::setNotifyLevel(osg::INFO);
   
   [NSTimer scheduledTimerWithTimeInterval:1.0/30.0 target:self 
 selector:@selector(updateScene) userInfo:nil 

Re: [osg-users] Background image...

2011-07-14 Thread Büsra Gülten
Hi, 

I am trying to learn OSG for iPhone. 
For this I am using the simpleExample on https://github.com/stmh/osg.

Instead of the blue background color I want to load an Image. 
I already look at the osgHud.cpp example and I try to use some code lines. 

Now, I can see the child-node with geode but the background image doesn´t 
appear. 


 struct SnapImage : public osg::Camera::DrawCallback
 {
 SnapImage(const std::string 
 filename):_filename(filename),_snapImage(false)
 {
 _image = new osg::Image;
 }
 
 virtual void operator () (osg::RenderInfo renderInfo) const
 {
 
 if (!_snapImage) return;
 
 osg::notify(osg::NOTICE)Camera callbackstd::endl;
 
 osg::Camera* camera = renderInfo.getCurrentCamera();
 osg::Viewport* viewport = camera ? camera-getViewport() : 0;
 
 osg::notify(osg::NOTICE)Camera callback camera 
 viewportstd::endl;
 
 if (viewport  _image.valid())
 {
 
 _image-readPixels(int(viewport-x()),int(viewport-y()),int(viewport-width()),int(viewport-height()),
GL_RGBA,
GL_UNSIGNED_BYTE);
 osgDB::writeImageFile(*_image, _filename);
 
 osg::notify(osg::NOTICE)Taken screenshot, and written to 
 '_filename'std::endl; 
 }
 
 _snapImage = false;
 }
 
 std::string _filename;
 mutable bool_snapImage;
 mutable osg::ref_ptrosg::Image_image;
 };
 
 struct SnapeImageHandler : public osgGA::GUIEventHandler
 {
 SnapeImageHandler(int key,SnapImage* si):
 _key(key),
 _snapImage(si) {}
 
 bool handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter)
 {
 if (ea.getHandled()) return false;
 
 switch(ea.getEventType())
 {
 case(osgGA::GUIEventAdapter::KEYUP):
 {
 if (ea.getKey() == _key)
 {
 osg::notify(osg::NOTICE)event handlerstd::endl;
 _snapImage-_snapImage = true;
 return true;
 }
 
 break;
 }
 default:
 break;
 }
 
 return false;
 }
 
 int _key;
 osg::ref_ptrSnapImage _snapImage;
 };
 
 
 //
 //Called once app has finished launching, create the viewer then realize. 
 Can't call viewer-run as will 
 //block the final inialization of the windowing system
 //
 - (void)applicationDidFinishLaunching:(UIApplication *)application {
 
 osg::setNotifyLevel(osg::DEBUG_INFO);
 
 _viewer = new osgViewer::Viewer();
 
 _root = new osg::Group;   
 
 osg::ref_ptrosg::ShapeDrawable shape1 = new osg::ShapeDrawable;
 shape1-setShape(new osg::Box(osg::Vec3(-3.0f, 0.0f, 0.0f), 2.0f, 2.0f, 
 2.0f)); 
 shape1-setColor(osg::Vec4(1.0f, 0.0f, 0.0f, 0.0f));
 
 osg::ref_ptrosg::ShapeDrawable shape2 = new osg::ShapeDrawable; 
 shape2-setShape(new osg::Sphere(osg::Vec3(3.0f, 0.0f, 0.0f), 1.0f)); 
 shape2-setColor(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f));
 
 osg::ref_ptrosg::ShapeDrawable shape3 = new osg::ShapeDrawable; 
 shape3-setShape(new osg::Cone(osg::Vec3(0.0f, 0.0f, 0.0f), 1.0f, 1.0f)); 
 shape3-setColor(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f));
 
 osg::ref_ptrosg::Geode geode = new osg::Geode; 
 geode-addDrawable(shape1.get());
 geode-addDrawable(shape2.get());
 geode-addDrawable(shape3.get());
 
 
 // try msaa. available for iOS = 4.0
 osg::DisplaySettings* settings = osg::DisplaySettings::instance();
 settings-setNumMultiSamples(4);

 OpenSceneGraph_iOSViewController* touch_handler = new 
 OpenSceneGraph_iOSViewController();
   {
   unsigned int w(640);
   unsigned int h(480);
   osg::GraphicsContext::WindowingSystemInterface* wsi = 
 osg::GraphicsContext::getWindowingSystemInterface();
   if (wsi) {
   wsi-getScreenResolution(0, w, h);
   }
   //create and attach ortho camera for hud text
   osg::ref_ptrosg::Camera hudCamera = new osg::Camera;
   
   // set the projection matrix
   hudCamera-setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h));
   
   // set the view matrix
   hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
   hudCamera-setViewMatrix(osg::Matrix::identity());
   
   // only clear the depth buffer
   hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT);
   
   // draw subgraph after main camera view.
   hudCamera-setRenderOrder(osg::Camera::POST_RENDER);; 
 
  

Re: [osg-users] [osgPlugins] Is fx required while building collada on Linux?

2011-06-20 Thread Büsra Gülten
Hi Leandro,

thank you for your suggestion. 

After installing Cg Toolkit, I get this following error:


 make os=mac project=minizip -C dom
 make os=mac project=dom -C dom
 make os=mac project=domTest -C dom
 make os=mac project=fx -C fx
 Compiling src/cfxBinaryUtil.cpp to build/mac-1.4/obj/cfxBinaryUtil.o
 In file included from src/cfxBinaryUtil.cpp:104:
 ../dom/include/dae.h:28:44: error: boost/filesystem/convenience.hpp: No such 
 file or directory
 In file included from include/cfxPlatform.h:18,
  from src/cfxBinaryUtil.cpp:76:
 include/cfxOSX.h: In function ‘void cfxPrint(const char*, ...)’:
 include/cfxOSX.h:35: warning: format not a string literal and no format 
 arguments
 make[1]: *** [build/mac-1.4/obj/cfxBinaryUtil.o] Error 1
 make: *** [all] Error 2
 
 


Did anybody have the same error? Could someone please help me?


Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-06-09 Thread Büsra Gülten
Hi,

Any advice is really appreciated. It´s a bit urgent. 

Thank you!

Cheers,
Büsra

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Re: [osg-users] [osgPlugins] Is fx required while building collada on Linux?

2011-06-08 Thread Büsra Gülten
Hi,

I was trying to build the OSG Collada plugin for Xcode. 
I followed the step-by-step instruction on 
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada, 
but I get the same error as Siddhi:
 

 Compiling src/cfxAnnotatable.cpp to build/mac-1.4/obj/cfxAnnotatable.o
 In file included from src/cfxAnnotatable.cpp:9:
 include/cfxAnnotate.h:15:19: error: Cg/cg.h: No such file or directory
 In file included from src/cfxAnnotatable.cpp:9:
 include/cfxAnnotate.h:43: error: ‘CGannotation’ does not name a type
 include/cfxAnnotate.h:54: error: ‘CGannotation’ does not name a type
 make[1]: *** [build/mac-1.4/obj/cfxAnnotatable.o] Error 1
 make: *** [all] Error 2


How can I solve this problem? Any suggestion is appreciated. 


Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-06-08 Thread Büsra Gülten
Hi, 

I thougt, that when I start Xcode and go to File - New Project… and choose IOS 
- Application in the drawer, there will appear OSG Application.
But it isn´t so. Was my thougth false or what should I do in order that it 
appear?

Because I want to create a new OSG-Project like the project in github. I have 
to load/open a collada-file. And the github-project doesn´t support 
collada-plugin.

Can you please give me advice, what I have to do?
Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Hi, 

thank you, Stephan. 

I have to mention that I reinstalled Xcode 4.0.2 and removed Xcode 3.2.6. Then 
I generated a Xcode-Project with CMake 2.8.4, and now I get bugs like this one, 
again. 
In the target osgdb_qt: 


 Movies.h: CoreAudio/CoreAudio.h: No such file or directory (several times)
 ImageCompression.h: OpenGL/OpenGL.h: No such file or directory (several times)
  QuartzCore/CoreVideo.h: No such file or 
 directory (several times)
 and also errors that depends on these errors.


I´ve attached the CMakeCache.txt and I don´t know, what to do. Any help is 
appreciated.

I wanted to create an iphone-specific Xcode-project-file, because on the one 
hand Stephan has recommend that and on the other hand the project on github.com 
doesn´t include collada-Plugin.But I need this plugin. 

I already downloaded the collada-dom-2.3 and tried to install, but 
unfortunately without success. 

 /usr/bin/../libexec/gcc/darwin/x86_64/as for architecture x86_64
 /usr/bin/../libexec/gcc/darwin/i386/as for architecture i386
 lipo: can't open input file: 
 /var/folders/05/05EvlzYZHJiS-GGPxKsDck+++TU/-Tmp-//ccQXb6gI.out (No such file 
 or directory)
 make[1]: *** [build/mac-1.4/obj/ioapi.o] Error 1
 make: *** [all] Error 2


I´m sorry that I ask many questions but I want really to build OSG on 
iPhoneSimulator or Device. 
Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Thank you Stephan again, but 


 The Extension 'cmake' was deactivated by an board admin, therefore this 
 Attachment is not displayed.


Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-26 Thread Büsra Gülten
Thank you so much Stephan, it works now :)

Also thanks a lot to Ulrich for your help. 

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-18 Thread Büsra Gülten
Hi Stephan,

thank you for your advice and support in https://github.com/stmh/osg. I could 
build the examples :)

But the error 

 target specifies product type 'com.apple.product-type.tool', but there´s no 
 such product type for the 'iphonesimulator' platform.

is still existing in my own Project in Xcode 3.2.6. Could you please look at my 
CMakeCache.txt in attached file?

Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-16 Thread Büsra Gülten
Hi Ulrich,

thank you very much for your reply.


 I've never encountered that error message before, could you paste your cmake 
 configuration
 command line?

CMake Configurations are setting as your suggestions. 
Additional I set the correct path for OpenGLES and CURL-Library. 
I also set the CMake-Parameter CMAKE_OSX_SYSROOT in the CMakeLists.txt to 
iPhoneSimulator4.3.sdk, because I couldn´t change it in CMake-GUI.


 What version of Xcode/iOS SDK are you using?
 

I have both Xcode 4.0.2 and 3.2.6. But I am trying to build OSG in Xcode 3.2.5 
with iPhoneSimulator4.3.sdk. Because Xcode 4.0.2 shows me other errors like 
curl.h: No such file or directory, although the libraries are setting right. 

Please advise. Any help is appreciated.


Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-15 Thread Büsra Gülten
Hi,

after debugging , I finally get only this error: 


 target specifies product type 'com.apple.product-type.tool', but there´s no 
 such product type for the 'iphonesimulator' platform. 


Does it mean, that OSG isn´t available for iPhoneSimulator?What can/should I 
do? 

Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-10 Thread Büsra Gülten
Hi Ulrich,

thank you very much for your help. OpenThread build succeeded. 

But unfortunately other errors appear in osg-Target. And Xcode crashes because 
there are too many errors. 
Although in CMake-GUI the Variables are right, it seems like, that the project 
cannot find OpenGL-Framework. 

I get these errors in many targets: 


 OpenGL/gl.h: No such file or directory
 ISO C++ forbids declaration of 'type name' with no type.


And another question: Are these CMake Variables relevant to iPhoneSimulator:

-D OSG_WINDOWING_SYSTEM:STRING=IOS \
-D OSG_GL1_AVAILABLE:BOOL=OFF \
-D OSG_GL2_AVAILABLE:BOOL=OFF \
-D OSG_GLES1_AVAILABLE:BOOL=ON \
-D OSG_GL_DISPLAYLISTS_AVAILABLE:BOOL=OFF \
-D OSG_GL_FIXED_FUNCTION_AVAILABLE:BOOL=ON \
-D OSG_GL_LIBRARY_STATIC:BOOL=OFF \
-D OSG_GL_MATRICES_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE:BOOL=ON \
-D OSG_GL_VERTEX_FUNCS_AVAILABLE:BOOL=OFF \
-D DYNAMIC_OPENSCENEGRAPH:BOOL=OFF \
-D DYNAMIC_OPENTHREADS:BOOL=OFF .

Thank you!

Cheers,
Büsra

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Re: [osg-users] OSG 2.9.10 on iOS

2011-05-09 Thread Büsra Gülten
Hi,

I am new to OSG and I am trying to build OSG 2.9.13 on iPhoneSimulator. I 
generate a Xcode Project with Cmake. And when I want to build the ALL 
BUILD-Target in Xcode, I get several times this error: 

 -mmacosx-version-min not allowed with -miphoneos-version-min


I already set the CMake Variables as Stephans suggestions. But I still get the 
same error. Can you please help me?

Thank you!

Cheers,
Büsra

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