Re: [osg-users] OSG 3.0.1 on iOS 5
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45669#45669 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 3.0.1 on iOS 5
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
I really need some information about CMake variables. Could you please give me any advice? Thank you... Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43993#43993 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43946#43946 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG for Android on Mac
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41997#41997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Background image...
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...
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?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40678#40678 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Hi, Any advice is really appreciated. It´s a bit urgent. Thank you! Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40279#40279 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Is fx required while building collada on Linux?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40209#40209 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40216#40216 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39749#39749 Attachments: http://forum.openscenegraph.org//files/cmakecache_430.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Thank you Stephan again, but The Extension 'cmake' was deactivated by an board admin, therefore this Attachment is not displayed. Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39761#39761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
Thank you so much Stephan, it works now :) Also thanks a lot to Ulrich for your help. Cheers, Büsra -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39765#39765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39522#39522 Attachments: http://forum.openscenegraph.org//files/cmakecache_755.txt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39397#39397 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39383#39383 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39245#39245 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.9.10 on iOS
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39235#39235 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org